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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1432316585900.png (335.66 KB,637x679,91:97,InVictoryAndDefeat.png)

523caf No.2065 [Last50 Posts]

"You? A noble? Bugger off beggar!", the Guard laughs in your face. He has every right to. What a pityful sight you are, you and your once great family of nobles. Far from the East is where you're from. Once your family held a Castle there, but then the Uhlmannen came. They burned it down, razed it, enslaved your people and salted your fields as they spat on your god and set your church alight. Nothing remained.

Now here you are, in front of a new city like beggars. Dressed in rags, barefoot. You lost anything you had left when the bandits came for you. Your hand instinctively wanders into your rags.

Everything except for one thing. A family heirloom you had protected with your life.

(Pick an item, something at least partially subtle, so no full body armor or horses)

Either way this is the end of your journey. Weissstadt and within Weissburg. Not the most secure location in the Kingdom, but more than far enough away from it's borders. Two noble families ruled here in their always ongoing rivalry. You had never met before and there was no kindness to be expected of them. You would have to make it on your own, like peasents.

However it seemed like god had given you his blessing.You had received another chance and you made the journey alongside your family more or less healthy. A chance to start over again. But remember, whatever your actions will be in the weeks to come, they will influence how your family is perceived and thus shape life for your other family members as well.

(The Family's name is currently "Nation" obviously this is just a placeholder and can be changed if you can agree on a new name)

Name: [Your Name] Nation (the clue is all players are members of the same family)

Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

Two actions per turn.

____________________________
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523caf No.2073

File: 1432318209373-0.jpg (171.99 KB,500x500,1:1,Medecine Man.jpg)

File: 1432318209374-1.jpg (6.28 KB,300x300,1:1,Steel Club.jpg)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2075

File: 1432319367693.png (256.44 KB,858x858,1:1,MD3045.png)

>>2065

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: [Do not fill this out] Family Sword

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2077

File: 1432320325395.jpg (260.62 KB,1600x1001,1600:1001,female_mercenary_concept_b….jpg)

>>2065

Name:Vivian Nation

Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

Inventory: Father's Sword

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2078

File: 1432320915092-0.jpg (220.28 KB,700x700,1:1,Max Chavot_Pyroglyph_low.jpg)

File: 1432320915092-1.jpg (98.91 KB,445x328,445:328,bjorn tore liahagen.jpg)

>>2065

Name: Edmund Nation

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Nation is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

Inventory: Sigil of Flame (first pic)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2081

File: 1432322870166.jpg (160.09 KB,760x884,190:221,Bartholomew.jpg)

>>2065

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

Inventory: [Do not fill this out] [The Scythe of Vengance] A Holy relic of the Religon.

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2082

File: 1432323063907.jpg (9.5 KB,236x375,236:375,Middus.jpg)

>>2065

Name: Middus Nation

Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

Inventory: [Do not fill this out] (Family Solid Gold Crossbow, encrusted with gems and inlaid with silver)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2083

File: 1432323576605.jpg (134.26 KB,819x819,1:1,234234111122312.jpg)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2084

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory: [Do not fill this out] [Cross Necklace bearing the family's Coat of Arms]

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

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523caf No.2085

File: 1432324695873.png (1.32 MB,800x1230,80:123,1430299802278.png)

>>2065

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

Inventory: [Do not fill this out] [The Ancestor's Pendant]

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2086

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: [Do not fill this out] Ornate Bracer

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2088

>>2073

The bastard of one of Nation's Nobles during an expedition you were raised by your tribe with incredible care. Standing tall even amongst your own you were quick to learn the trade of a medicine man curing many different illnesses that befell your tribe. When your father came to take you with him to court they were saddened, but they granted you the indestructible staff of a medicine man to bring health to your unenlightened white family. Look how that turned out. Now you find yourself in front of Weissstadt's gates.

>Inventory:

+ The Black Staff / Anything you like to name it

>Skills:

+ Medicine (100)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>>2075

Greed and lust are sins my son. But yours are far not as grievous as those of others. You have kept your father's sword save and deserve the praise that comes with it. To wield the blade requires a certain expertise and knowledge. Knowledge only you possess.

>Inventory:

+ The Serpent Blade / The Wibbly Wobbly / Anything you like to name it

>Skills:

+ Swordfighting (50)

+ Serpent Blade Combat (50)

>Flaws:

+ [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

>Bonus:

+ [Wielder of the Serpent Blade / Wibbly Wobbly / Anything you like to name it] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

>>2077

Oh Vivan, you always wanted to return to your family some day. This time is better than ever. However it was not as you expected. All of your holdings razed, your people murdered you too were forced to flee eventually. Having spent your life with Mercenaries you are already used to life on the road, however your goodbye was far from ideal. Now you have rejoined your family, no matter how poor they are it is as they say. Home is where the heart is.

>Inventory:

+ Father's Sword

>Skills:

+ Swordfighting (50)

+ Survival (50)

>Flaws:

+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>2078

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Swordfighting (50)

+ Dueling (50)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

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523caf No.2089

>>2088

>>2081

Faith is a curious thing. Some lost it when you saw your homelands razed, but your faith only grew stronger and more fierce. Never again would you see a church defiled like that. They would pay all alike, heretics, heathens, sinners. Of course this does limit the amount of acceptable company you can have by a bit, but ultimately it is up to you whom you wish to smite.

>Inventory:

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (50)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>>2082

Oh Middus. What have you done this time? Bankrupted your family, but what did it matter now? It was all gone. What was your pride worth in the end? You will have to start over, this time perhaps you can contain yourself. Hopefully, by some chance. Perhaps they will cheer up when they realize that the one thing you managed to snatch before making your way out of there could buy you a house and some supplies for up to a year.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

>Skills:

+ Being Pompous (100)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>>2083

Well then Urok. Even your tribe has charged you with the curses of black magic and now you enter the city of Weissstadt, a city with priests so pieous even the patriarch envies them. Certainly you will have a hard time here at first, but certainly your family will lend you aid and help you to get along just fine for now. Perhaps you should keep those heads beneath your rags as well.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

>Skills:

+ "Alternative Healing Methods" (100)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

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523caf No.2090

>>2089

>>2084

Having spent all of your money to raise a mercenary band which was sadly in the wrong place at the wrong time you now made your way to Weissstadt. Poor as a church mouse, but so is everyone from your family, you find yourself in front of the city gates. What will happen now? Another start. Certainly they could use your help as a strong independent trader who don't need no man. All you need are goods to peddle and you should be set up.

>Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

>Skills:

+ Haggling (100)

>Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

>Bonus:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

>>2085

No man should have to die before his children. It is not just. But the world was not just and you knew that now. For long you had reigned, but now look at you. Crushed under the heels of an enemy you could not hope to defeat. You still know they mock you for it. A lord beaten by horseback barbarians. For now they will laugh. They will laugh and point at you until the riders come to get them.

>Inventory:

+ Ancestor's Pendant

>Skills:

+ Swordfighting (75)

+ Leadership (25)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2086

Loyalty. Whom did it belong to? Your own family or your lord's? You made your decision that day. You stuck your neck out for your lord and when the time came you were the one to be allowed to escape with them as the rest of the Household Guard was cut down under the unstoppable onslaught. Now look at you. A member of the family. Real nobility you are. What of your wife nobleman? What of your child? Was it worth it? A question you have to ask yourself every day for the rest of your life.

>Inventory:

+ Ornate Bracer of the Household Guard

>Skills:

+ Polearms (100)

>Flaws:

+ [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

>Bonuses:

+ [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

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523caf No.2093

Dice rollRolled 47, 17 = 64 (2d100)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

+ The Cock of Osiris (Black Metal Club)

>Skills:

+ Medicine (100)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

1. Look for a shady place in the forest I can build a hut to live in.

2. See what kind of game are here, and if they can be cooked well with my spices and herbs.

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523caf No.2094

Dice rollRolled 65, 75 = 140 (2d100)

>>2088

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Swordfighting (50)

+ Dueling (50)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

1 - What degradation! Pecking at old bread and begging for scraps! This is indignation for any man, not least Edmund son of Elbrus Pillory! Still old bird, you've faced hard times before. Pick yourself up and act normal, we've work to do. Chief among things I will need is money. With money comes all other things.

[Look for a job]

2 - There must be an inkwell and pen I can take to claw, so I can write my surviving family! Wiviker, good and humble Wiviker! If anyone had come here, it would be he! I saw him not three days ago.

[Send word of my arrival to Wiviker and the other Pillories, if they can be found]

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523caf No.2095

Dice rollRolled 9, 46 = 55 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

>Skills:

+ "Alternative Healing Methods" (100)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

1. It is in these trying times that the spirits must be consulted for guidance. Of course for the spirits to hear out any plea, live sacrifice is needed. Rats and various types of vermin coat these streets with their milky white feces, and so should be easy enough to gather. Urok would beg for enough coins to purchase enough mouse traps and begin his work.

2. In the process of begging, Urok would wander the slums searching for those that needed healing. It is good to build trust among these strange white people…much better than being burned at the stake…

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523caf No.2096

Name: Meles Del Arco

Fluff: He was once a great man of wealth and power and the son of one of the great nobles…until the plague came he had to run there was nothing else to do so he fled against his own will to the west looking for a new life

Inventory: +Cloak of Infinite Dreams

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2098

Dice rollRolled 64, 60 = 124 (2d100)

>>2088

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1. I should find some sort of work. I may be a noble but I am also a broke noble. Maybe as some sort of instructor for some noble born or something. Oh dear, this may be harder than I thought.

2. It is good to see that Edmund is good, although seemingly in a similar position as I am. I should send back that I am glad to see he his fine, that I am in good health, and that I am currently looking for a source of income. It is good to keep in contact with family.

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523caf No.2099

Dice rollRolled 45, 57 = 102 (2d100)

>>2090

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

>Skills:

+ Swordfighting (75)

+ Leadership (25)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1/2 How revoltingly degrading. Thrown out of my house, family killed or stolen, ridiculed on the streets… I can hardly believe it. I must find those who survive of our grand family at once. We must be united in these hard times, through any means I have of finding them. It is of the utmost importance. They are in desperate need of a guiding hand at this moment more than our Family and it's illustrious members have ever needed before.

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523caf No.2100

Dice rollRolled 36, 25 = 61 (2d100)

>>2089

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (50)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

1-2. Bartholomew will go to the Church to join to pray. He will spend no less than seven hours praying to God, reciting various bible verses and begging, not for forgiveness of the acts that he will commit but, that God will guide his hand as on his quest of righteousness and holy vengeance. He will end his prayer session reciting a specific verse.

“For the wrath of God is revealed from heaven against all ungodliness and unrighteousness of men.”

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523caf No.2101

Dice rollRolled 33, 62 = 95 (2d100)

>>2088

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

+ Father's Sword

>Skills:

+ Swordfighting (50)

+ Survival (50)

>Flaws:

+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1:"Well I better get to work lookin for anyone who heard bout the Nation Family"

2:"And while I'm at it might a'well wet my tongue and ah pub"

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523caf No.2102

Dice rollRolled 89, 80 = 169 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

Skills:

+ Haggling (100)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1.

Knowing not where her kin are within or even if they are within Weissburg's walls, Elise seeks out the local church. Any respectable priest would aid her in finding her family, or perhaps just allow her to sleep on the floor for a night.

2.

Perhaps the priest has some tasks that need completing, or knows of a merchant family willing to allow me to earn at least a meal or proper clothes through honest work.

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523caf No.2103

Dice rollRolled 59, 72 = 131 (2d100)

>>2090

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: [Do not fill this out] Ornate Bracer

Skills: Polearms (100)

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

1. Accompany and aid Lord Sigurd >>2099 in his duties.

2. Search for temporary employment for some coin. Can't buy weapons… or booze… without coin.

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523caf No.2104

>>2093

You start looking around for things to make a hut. Ground here is considerably different from back home and you don't find any clay. For now you collect a bunch of sticks for your basic home.

You find some game, it looks like hyenas, but not as big and with less punctured fur. It's just simple grey. The animal runs off when it sees you.

>Inventory:

+ Some Sticks

>Skills:

+ Searching (1)

>>2094

You find a job at a local tavern to take care of people who get rowdy. It's not the world but the guy offers to pay you in food, drink and a place to stay. He says you can also stab people if they make an act, but refrain from harming any nobles.

Your letter reaches your brother! Surprised that you actually managed to send it without any money that didn't matter.

Soon he is in the same location as you and god be good he even had the same job as you! Look at you two working together again. Though you weren't getting paid in money.

Reminiscing about the good life of the past you are quickly surprised by the owner who wants you to take care of somebody who is unable to pay their tab. You walk in to find a temperate pretty young woman who quickly got off of her stool and drew a sword. She did not seem familiar, though you immediately recognized the sigil on the sword.

>Job:

+ Bouncer (Place to Stay + Food)

>Skills:

+ Intimidation (1)

+ Luck (2)

>>2095

You begged, but people would only stare at you and try to stay as far away from you as they can. Perhaps they believe it is some sort of punishment by god. A little disheartened you make your way to the slums where all the poor people reside. Here and there you find them with odd diseases. Flesh rotting from their bones, ones with festering eyes, staring into blind nothingness. You could help them, if only you had the tools.

>Skills:

+ Searching (1)

>>2098

You almost had the job but in the end you couldn't convince the Noble that you were the right man to teach his daughter, though he did call you a very intriguing liar who could handle himself well with words.

Having received the letter from your brother you swiftly walk there, before you had as much as entered the place the owner is already pushing the bouncer job on you. A place to stay and food in exchange for work. No pay unless something real happened. You get the bunk next to your brother.

You were already talking about good times with your brother when suddenly the owner called you. Some scruffy scrawny woman that wasn't able to pay her tab. You quickly made your way to the front where she quickly got up from the stool. While she didn't look the least bit familiar her sword sure did.

>Job:

+ Bouncer (Place to Stay + Food)

>Skills:

+ Intimidation (2)

+ Luck (1)

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523caf No.2105

>>2104

>>2093

You start looking around for things to make a hut. Ground here is considerably different from back home and you don't find any clay. For now you collect a bunch of sticks for your basic home.

You find some game, it looks like hyenas, but not as big and with less punctured fur. It's just simple grey. The animal runs off when it sees you.

>Inventory:

+ Some Sticks

>Skills:

+ Searching (1)

>>2094

You find a job at a local tavern to take care of people who get rowdy. It's not the world but the guy offers to pay you in food, drink and a place to stay. He says you can also stab people if they make an act, but refrain from harming any nobles.

Your letter reaches your brother! Surprised that you actually managed to send it without any money that didn't matter.

Soon he is in the same location as you and god be good he even had the same job as you! Look at you two working together again. Though you weren't getting paid in money.

>Job:

+ Bouncer (Place to Stay + Food)

>Skills:

+ Intimidation (1)

+ Luck (2)

>>2095

You begged, but people would only stare at you and try to stay as far away from you as they can. Perhaps they believe it is some sort of punishment by god. A little disheartened you make your way to the slums where all the poor people reside. Here and there you find them with odd diseases. Flesh rotting from their bones, ones with festering eyes, staring into blind nothingness. You could help them, if only you had the tools.

>Skills:

+ Searching (1)

>>2098

You almost had the job but in the end you couldn't convince the Noble that you were the right man to teach his daughter, though he did call you a very intriguing liar who could handle himself well with words.

Having received the letter from your brother you swiftly walk there, before you had as much as entered the place the owner is already pushing the bouncer job on you. A place to stay and food in exchange for work. No pay unless something real happened. You get the bunk next to your brother.

>Job:

+ Bouncer (Place to Stay + Food)

>Skills:

+ Intimidation (2)

+ Luck (1)

>>2099

Family is an important thing, now more than ever. Accompanied by Icterus your former Household Guard whom you adopted into the family you search far and wide however it is not easy to find your own amongst the countless masses. For a moment you saw a black man you thought you recognized, however he quickyl disappeared deeper into the slums.

As you are about to loose heart you run into Elise. It's been some time since you've last seen her, she set out to become a famous trader long ago and helped out every here and there. It would seem she is down on her luck as well. Together you climb the steps to the Church's Cathedral only to find Bartholomew praying inside. The world was a small place after all it seemed. The church would grant you a place to stay and food seeing as you were with Bartholomew. Though they did not seem to appreciate Icterus' rather bitter attitude.

After a bit of nagging Elise manages to procure clothing for you and Bartholomew as well. Nothing fancy, but it's intact and clean.

>Inventory:

+ Priest Robe

>Skills:

+ Searching (2)

+ Luck (1)

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523caf No.2106

>>2105

>>2100

As you sit in the church praying for guidance you are surprised by two of your family members as well as one of the Household Guards, Sigurd and Elise, a bit further behind them Icterus. While Elise did not particularly uphold the traditional duties of a woman she did not act against the faith's guidelines while Sigurd was fanatic in his role as family protector. Certainly god had a plan for you.

You and your two family members are given a place to rest as well as food. You will be allowed to stay in the church for as long as you need to, however they may request recompensation of some kind from time to time.

After Elise nags them about it you are also given new clothing, wide church robes to replace your rags. Nothing fancy, but you require nothing fancy. You note how Icterus largely stays in the back, you didn't remember whether he was a very pious man, though you do remember he had a wife and child.

>Inventory:

+ Priest Robe

>Skills:

+ Zeal (3)

>>2101

You look around far and wide but you find nobody. Perhaps you've just lost your nack for it? Who knows. Either way you should probably get something to drink, there was a pub nearby that looked like your kind of place. Not too shabby but certainly not too high class. You get inside and get yourself a good ale. It is only then that you realize you have nothing to pay with.

The owner is not amused and quickly two guys stand behind you. You quickly get up. This could mean trouble. For a moment you stop. These two didn't really look familiar, but the sigil on the sword sure did.

>Skills:

+ Drinking (1)

>>2102

As you make your way to the church a beggar stops you. He has an old and weathered face. It takes you a few seconds to recognized Sigurd, he is accompanied by a member of his Household Guard. He looked just as shitty, you merely recognized him because of the Ornate Bracer. It's been a while since you've last seen Siggurd, but a friendly face right now is more worth than anything else. Together you make your way to the church where you run into Bartholomew.

He is pieous as ever, though perhaps more zealous since you've last seen him. Certainly he would attribute this meeting to the will of god, but would you really disagree with him? A fortunate coincidence no doubt.

As you are with Bartholomew the priest is vivid to show you to your beds, certainly modest, but beds none the less. You will receive food as well, however the church may require some recompensation later on. As you continue to talk to one of the priests you notice that old habbits die hard and soon you have aquired some loose, but clean and intact clothing for you and your two relatives.

As you are about to turn back to get undressed you notice an argument between the Guard and one of the priests, something over a petty mention of something you didn't quite catch. You quickly mediate and sway the priest, though they may not be on good terms it seems you have prevented the worst.

>Inventory:

+ Priest Robes

>Skills:

+ Haggling (6)

+ Mediation (3)

>>2103

You follow Sigurd around for some time searching through the streets. Finally he finds someone he recognizes. A woman. She's rather pretty if one liked the type that enjoyed challenging her husband. You wondered if she had been married. You continued onwards to the church. Letting out an inner sigh you stepped inside where you found another member of your family. You remembered this one. A religious fanatic. Perhaps you were unjust and fanatic was too strong of a word, but he had always been rather focused on religion.

You were given clothes and a place to stay as he vouched for you and his relatives. Actually that did include you now. Still hadn't gotten used to it.

Everything was going rather well until a comment about god brought you into trouble, your argument was already getting louder and Sigurd or Bartholomew as he was called would have almost heard, however the woman quickly jumped in and mediated.

You didn't like it here and would rather have a job, but what could one do in the church? After some asking around you manage to scare off one of the altar boys and manage to secure yourself a position for scrubbing floors. It pays like shit, but it pays.

>Job:

+ Scrubbing Church Floor +2 Copper/turn

>Skills:

+ Loyalty (2)

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523caf No.2107

Dice rollRolled 15, 55 = 70 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

>Skills:

+ "Alternative Healing Methods" (100)

+ Searching (1)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

1-2 Search for a job as some kind of assistant to an alchemist or a physician. Such a position would afford me access to much needed medical components and reagents.

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523caf No.2108

Dice rollRolled 98, 15 = 113 (2d100)

>>2106

>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>+ Father's Sword

>>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1-2:"Now mates I'm sure we can come to a peacfu-" Punch the fuckers in the dick and grab my sword.

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523caf No.2110

Dice rollRolled 58, 37 = 95 (2d100)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

1. Go to the river and see if there are any reeds around here for a good blow dart, for the animals here are swift just as home.

+ Searching (1)

2. Go to a nearby bold boulder and a grab stone to grind some of my sleep poison from herbs in my pack, for the blowdarts. Perfect for putting down beasts or tenderizing men.

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523caf No.2111

Dice rollRolled 92, 19 = 111 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (2)

+ Luck (1)

>Job:

+ Bouncer (Place to Stay + Food)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. Unsheathe my sword and be ready. Start moving around her towards the entrance so she doesn't dash. Try to start up a conversation, mainly about where she got the sword. If she stole the sword she will not be making it out of here.

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523caf No.2112

>>2100

>>2099

"Uncle Sigurd! Cousin Bartholomew!"

… "I'm sorry, I don't recognize you. Cousin…? >>2103

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523caf No.2113

Dice rollRolled 57, 78 = 135 (2d100)

>>2106

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: Ornate Bracer, 2 Copper

Skills: Polearms (100), Loyalty (2)

Job: Scrubbing Church Floor +2 Copper/Turn

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

>>2112

"Icterus. Former member of our Household Guard. -Now- your cousin." Icterus draws his features into a stalwart sort of scowl.

1. Accompany Lord Sigurd and the other newfound members of the House, protecting them.

2. Keep an ear out while scrubbing those floors, for any noteworthy information.

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523caf No.2114

>>2113

"I'm sorry we couldn't meet in kinder times, Icterus." Resisting the urge to cry, Elise forces a weak smile. "I had begun to fear that I'd never find anyone who survived, and everyone demanded coin for nothing but hearsay."

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523caf No.2115

Dice rollRolled 1, 36 = 37 (2d100)

>>2105

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (75)

+ Leadership (25)

+ Searching (2)

+ Luck (1)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2112

>>2113

>>2114

Sigurd gave a weary smile upon seeing his niece, the runaway merchant like a light in the darkness to his old face. "Be at ease, Icterus,", the aging man said in the tone of a gentle man who knew he carried a big stick. "It was a simple mistake. You are as much a member of our shattered Family as those of my blood. It is the least we can do." The large, graying man then turned to Elise. "We are together now - even should it just be the four of us. Our house may be shattered…", pausing for dramatic effect, "But it is anything except lost."

1. Seek out more of the family, anywhere, somewhere.

2. Pay attention to those of the Church - see if someone if this great house of God might be able to help our downtrodden house, restore it's honor and grace, offer advice or a manor to claim as our own, anything to watch those barbarians thwarted and destroyed. They made a grave mistake by leaving me alive after forcing me to watch my sons murdered and daughters raped. It will be their last one. This, I, Sigurd son of Martin, First of his name and Lord of house Nation, do solemnly swear.

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523caf No.2116

>>2114

"Scattered to the four winds. Those that weren't fast or already gone are dead in the rubble. It was one to a hundred." He wipes soap suds off of his bracer as he speaks. "It's nothing but ash and gravel, now. Don't let anyone happen to convince you otherwise. If any of your… -our- house still remain, either they'll find their way here or they'll continue on as they have."

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523caf No.2117

File: 1432334638110.jpg (238.64 KB,1280x790,128:79,1418526382560.jpg)

Dice rollRolled 76, 84 = 160 (2d100)

>>2115

It's always the dramatic speeches and important, touching moments that you roll ones on, isn't it.

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523caf No.2118

>>2115

>>2116

"I'm sorry, uncle. I should not have strayed so far." She didn't have the heart to ask of her father, mother or siblings. Not after Icterus spoke.

"I'll seek out a merchant or tradesman. I should be more than capable of assisting with their sales or teaching literacy to an apprentice. W-with your permission, of course… uncle."

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523caf No.2119

>>2065

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

Inventory: Golden Gem Encrusted Chalice

Skills:

Flaws:

Bonuses:

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523caf No.2120

Dice rollRolled 81, 42 = 123 (2d100)

>>2106

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

+Priest Robes

Skills:

+ Haggling (106)

+ Mediation (3)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1&2

Seek out a Merchant or Tradesman willing to take on a woman to assist their sales or teach an apprentice/child/wife basic literacy or math.

Gotta make some coin!

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523caf No.2121

>>2118

Sigurd nodded, his scarred face even more tired than it had been at the beginning of the conversation. His one good eye turned away, too filled with sorrow to respond to the girl as he went to hunt for more members of the family, unaware of whatever disaster might be about to occur.

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523caf No.2124

>>2119

Business did not go exactly as planned. At your young age you were naiive tossing your money around thinking nobody would notice. Oh but they did and it drew attention. The wrong kind. Soon criminals from one end of the kingdom to the other had it out for you and you were far beyond your family's reach. Lucky to have escaped with your life and a lesson you managed to hide out and make your way to Weissstadt with the Golden Gem Encrusted Chalice you were once gifted.

>Inventory:

+ Golden Gem Encrusted Family Chalice

>Skills:

+ Haggling (100)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

You can take your actions for this turn.

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523caf No.2125

Dice rollRolled 92, 90 = 182 (2d100)

>>2124

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

+ Golden Gem Encrusted Family Chalice

>Skills:

+ Haggling (100)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

1: Its a sad thing to do but this chalice is worth a lot.. We need some startup capital.. Sell it, obviously haggling for a more then fair price.. It won't be hard to find again someday.

2: Use the funds raised from that to buy a plot of land and build a tavern on the river.. Just the basics. We can grow this into an empire from here. (+Business Sense)

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523caf No.2127

File: 1432340096909-0.jpg (908.97 KB,1704x2272,3:4,Karacena.JPG)

File: 1432340096909-1.jpg (160.9 KB,530x646,265:323,1428885712878.jpg)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

Inventory:

Skills:

Flaws:

Bonuses:

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523caf No.2128

>>2127

It was not your choice to be tossed into the rough hands of barbarians. It wasn't a fate your mother wanted for you either but people do odd things to appease others. And so your mother had another child and her letters grew less and less until they stopped all together. Meanwhile you learned the Barbarian's trade, living live on horseback. You left behind one of the warchief's daughters who loved you dearly and set out to find your family. Unfortunately for you she did not appreciate your honesty as to what honor demanded of you and your armor was severely damaged in your heartfelt last goodbye.

You managed to run off far enough when you had to leave behind your horse and hide out as half a horde of riders set out to capture you and bring you back. However eventually you managed to loose them and make your way to Weissstadt where, as rumor has it, the remains of your family are said to reside.

>Inventory:

+ Spear of Terenation

>Skills:

+ Polearms (50)

+ Riding (50)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indestinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

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523caf No.2129

>>2065

Name: Deiphobus Nation

Fluff: Deiphobus is an industrious young man. A bit of a people pleaser, sure, but he really likes to be known as a man who can get things done. He was trained in warcraft before his family was ousted, so he could put up a fight if someone tries to take his remaining possessions by force. But an observant thief wouldn't have to use force, as Deiphobus can be a bit too trusting at times… The one thing he would never give away is the Rosary his father and mother gave him, one they had blessed by Pope Gregory VII before he passed on.

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2130

File: 1432342089004.jpg (44.75 KB,323x519,323:519,Warrior_Nun.jpg)

>>2065

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. The Knights found her with the blade and she given it to them. But they don't want the blade and try to find the nunnery. As the Mother Superior and the Knight talked one of the Knights with a Fleur de lois went to Natasha and with a gruff voice he said "Welcome to the Inquisition Natasha Lyubov I'm Korshikov Voytek and I'll be your mentor ".

>Inventory: [Do not fill this out] (Fleur de lois)

>Skills: [Do not fill this out]

>Flaws: [Do not fill this out]

>Bonuses: [Do not fill this out]

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523caf No.2131

>>2129

There is nothing wrong with being trusting. After all lots of people are trusting and not everyone is evil and out to do you in. That is you. Those are your thoughts. Just listen to yourself. Machiavelli who didn't even exist yet and probably will never in this universe is turning in an undefined space. But you manage. It was not treachery and deception that brought your family to it's knees. It was brute force, a speer formed by countless riders. A man made beast swallowing century old traditions and constructions like they were nothing.

>Inventory:

+ Golden Cross blessed by the Patriarch

>Skills:

+ Swordfighting (75)

+ Mediate (25)

>Flaws:

+ [Trusting] You trust just about anyone on anything, the only lie you have probably ever seen through in your life is a feint in combat. You even have a hard time believing you got tricked if it already happened and somebody is laying it out for you.

>Bonuses:

+ [People Pleaser] You are a people pleaser. Even though or perhaps exactly because you are such a trusting personality you mange to please people (mostly) in a lingual and calming way, though more cynical people can be driven insane by your sheer trustingness.

You can post this turn.

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523caf No.2132

Dice rollRolled 32, 15 = 47 (2d100)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

>Skills:

+ Polearms (50)

+ Riding (50)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1; I gotta hear what's the word, get a good grasp on the situation here before I make the next step

2; See if there's a fighting pits here or something similar. Maybe I can make some money with my spearwork

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523caf No.2133

>>2065

>>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>>Inventory: [Do not fill this out] (Fleur de lis)

>>Skills: [Do not fill this out]

>>Flaws: [Do not fill this out]

>>Bonuses: [Do not fill this out]

Changing

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523caf No.2134

>>2133

Adopted by the Nation family when you were still a little girl you spent much of your education in the little church. Until today you haven't really understood why it was you who was choosen from all the street urchins however you made sure to make up for all the inconveniences you caused. You went to church every single day like a good girl and obeyed the will of god down to the last detail. When the barbarians came and razed the castle you and your family lived in you barely escaped with your life already a young woman. All you have left is your Fleur de Lis.

>Inventory:

+ Fleur de Lis

>Skills:

+ Faith Knowledge (100)

>Flaws:

+ [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses:

+ [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you commited a sin was like claiming the Patriarch himself had done so. Preposterous.

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523caf No.2135

>>2107

At first you look around and try talking to people but they largely avoid you. Are they really that scared of you? Alchemy doesn't seem prevalent at all here however there are one or two physicians who outright refuse your help. All seemed hopeless but then you found the next best thing. A mortician. That's a physician.. of sorts.

>Job:

+ Mortician Assistant (2 Copper/turn)

>>2108

You start to chat up the guys, then you swiftly punch one of them in the dick. He goes down with a squack and you could have sworn you saw a feather fly around there. The other however has kept further back and swiftly draws his blade. It is slightly golden with a waved blade. The sign is undoubtfully that of your family though you don't know him.

How would you have? You were both so young, when you were taken from your family both of you would have been young children at best. Who knew if you had met before?

That or some indulgent wastrel had sold him the sword. Then again, how the hell would a bouncer of some shabby pub afford a nice blade like that.

"Nice blade.", you mock him, "My father's.", he says without a hint of irony. "Yours?", "My father's." you respond truthfully.

For a moment you just stand there dumbfounded. Well? What if he lied? He had no more reason to believe you than you did.

Behind the counter the owner seemed rather bored, "*Another* Nation?", he asked not even trying to as much as fake interest.

You continued to eye the guy. So was he really a Nation? He had the pretty face of a noble no doubt. The rags were barely fitting.

>Skills:

+ Intimidate (4)

>>2110

You go towards the nearby river, it's somewhat out of town and seems to be largely interesting for few tanners and colorers who dump their dirt into the river, inevitably poisoning it. So shortsighted, then again the city probably drew it's water from wells, otherwise it would have been constructed closer to the river. Quickly you grabbed yourself some of the reeds. These were good enough for you.

Looking around you found a boulder and started to grind down your sedative which could also be applied to blow darts, then you saw them. Kak'sse. A flower you learned to avoid early in your teachings as medicine man. It's extract could be used in order to bring a great many mind altering effects that made the consumer happy however it made terribly dependant and was deadly in large doses. There was also a flesh eating disease brought into connection with it, but since none of your tribe were foolish enough to actually consume them you had never had any problems with it.

Not far from you was a woman who had seemingly not noticed you yet and continued to pick them, she already held a basket that was almost filled with them.

>Inventory:

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Searching (1)

>>2111

Your brother goes down holding his crotch but you had already anticipated the move and stayed out of the woman's reach. She was unkempt and unwashed though you could hardly say you expected much to come of it once she had been cleaned up. Not to say we was ugly, you'd do her but you wouldn't want her to.. what the hell were you thinking about? This was hardly the place or the time to think about that. She could be a relative.

That sword. Of course she could have stolen it, then again wouldn't she have sold it then?

"Nice blade.", she mocked you, you took it in stride, "My father's.", you answered truthfully, "Yours?". "My father's.", she responded as well. What else would she have said? Then again she had all right to be just as suspicious as you.

Behind the counter the owner was resting his face in his hands, with a deep sigh he spoke out what everyone was thinking, "*Another* Nation?", it was a weak attempt of feigning interest if anything at all. The standoff had barely taken up a few seconds and was hardly critical enough to influence business in any way.

>Skills:

+ Intimidate (4)

>>2120

The young man gave you a skeptical look at first but then he waved off. "You strike me as the kind of person who knows exactly what they are talking about.", he said not taking his eyes off of you, his gaze was almost piercing. "I wish I could sit you down together with my cousin, though I fear leaving you alone with him in a room would do neither of you any good.".

With a sigh he turned around and looked to several men carrying around large crates. "I will be rather busy in the coming weeks and I need a trustworthy person to do my accounting. You wouldn't run off to our rivals just for some coin would you?".

Of course you wouldn't, you hadn't even begun working here and your reputation was all you had. Tainting it like that would mean your end in the merchant business. As if he could have heard your thoughts the young man nodded, "Excellent. You can start right away.".

You will receive two silver in exchange for your services.

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

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523caf No.2136

>>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. Shes's found by the Knight he has a Fleur de lis on his helm and his blade and as he walked up towards her he said "Come with me little one I'm Leyor Nation the exiled brother and I adopt you."

>>Inventory: [Do not fill this out] (Fleur de lis)

>>Skills: [Do not fill this out]

>>Flaws: [Do not fill this out]

>>Bonuses: [Do not fill this out]

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523caf No.2137

>>2135

>>2113

You looked at Sigurd as he solomnly vowed. A good man no doubt, though good enough to pay for the loss of your wife and child? You barely noticed as Sigurd first slipped stumbling forward into a crest that was hanging suspiciously low, almost poking one of his eyes out. You involuntarily bit onto your lip and shut one of your eyes. He then completely lost footing and slided down the stone wall with his face first. Giving him a pityful look you quickly walked towards him as he tried to turn and look at you.

He was old, but he could probably still get up again. Then you saw the crest dangerously wobble. With a scratching sound it fell down and right onto Sigurd's head, you barely managed to dive forward and soften the drop somewhat, still it struck his head with a sickening crack and blood began to stream down.

Quickly you yelled for help and priests came who swiftly put him into his bed. Two priests discussed something hectically. "Should we? He is going to die no doubt!", the other looked like he was in a pinch, "We cannot do it without his permission! Of course it would save his life but what if *he* finds out?".

Without a second thought you quickly walked up to the two and grabbed them by their necks, "Do it.", you ordered them as if you actually had the authority to order them around. In your priests robe they might actually buy that you do have the authority. One of them quickly returns with a water drenched bandage and begins to wrap it around Sigurd's head.

Really? That was all? Sometimes you wondered what the hell the church was on about.

It took him a bit to wake up but in the end he did. From now on Sigurd would have to stay in bed for some time and let his skull fix itself. Nothing more you could do.

>Skills:

+ Intimidation (2)

>>2115

".. do solemnly swear.", you end the sentence take a step forward, slip on the well scrubbed floor, hit your head against one of the low hanging Crests only barely not poking your eye out on one of the pointy bits sliding down face first on the stone wall as you tried to regain your balance. You came to a halt in an unelegant position your face against the wall.

Icterus who had been watching the scenery with a concerned look came over to you with quick steps, "My Lord..", he commenced a sentence, but a terrifying sound you couldn't quite make out but made you very uncomfortable emerged. With widening eyes Icterus swiftly jumped forward, however he could only partially damped the impact of the crest that had fallen from it's place and onto your skull.

With a sickening crack your world turned black. Pain and madness. Fire and barbarians scurried through your mind. Was this it? Would you die already? Or were you dead? Faces scurried through your vision. What was happening? Perhaps you could rest at last.

A burning pain shot through your skull. Apparently you would not have the pleasure just yet. Blinking you opened your eyes. You were lying in a bed Icterus and a priest were standing before you giving you concerned looks. "Will he be okay?", Icterus asked turning to the priest who only shrugged, "Only god knows.". With that he turned around and left.

Icterus leaned foward and patted you on the hand. That could have gone better. Or worse.

>Flaws:

+ [Cracked Skull] You are in a feeble condition. Better watch out now.

>Skills:

- Swordfighting (20)

- Luck (1)

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523caf No.2138

>>2137

>>2125

The first three wanted nothing to do with you and the fourth one's tone was incredibly clear. "You stole this no doubt. Look at you, got nothing but a grail like this huh? Bullshit. You're a thief. How many people didn't buy this off of you? Three? Four?", you grinded your teeth. Of course they would believe that. He'd try to press the price as far as he could. Taking the chalice away from him you told him to fuck off and that you would find a merchant who would pay you a "fair price", however he just laughed at you. It was then that you stepped into a young Guard officer who took the chalice from your hands.

"What do we have here?", he asked looking at the chalice, he was flanked by two other guardsmen, "I like it. I think I will take it.", he said handing it to one of the men behind you, "What do you want for it?", he asked.

"More than you could ever afford.", you answered gritting your teeth, this wasn't going the way it was supposed to at all. With a smug face the Guard Officer took off his helmet. "Perhaps I should introduce myself.".

Turned out the guy was the son of Lord Whitecity who rules over Weissstadt and he was willing to grant you that tavern at the river together with a large supply of ale.

>Inventory:

- Golden Gem Encrusted Family Chalice

>Holdings:

+ Tavern at the River (Large Ale Supply)

>>2132

You try to listen around hitting up people here and there asking what's up. Every time you try to talk someone they make a large bow around you until you *finally* find some guardsmen who are forced to listen to you. For a moment you inquire about rumors and they tell you that guards don't listen to rumors. Funny, they must be the least informed people in all of the city even though they are supposed to know stuff, right?

They do get a little more curious when you ask them about the fighting pits. "Did that guy just ask me about contraband?", one guardsman turned to the other, he was evidently trying to scare you, no way he would go through the trouble of actually making the arrest, but the other guardsman wasn't in the mood and just looked away going, "Whatever.".

Being ignored by his comrade apparently put the guardsman in a bad bood so he told you to get lost and as you turned away they started to argue how they never had fun together anymore.

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523caf No.2139

Dice rollRolled 12, 22 = 34 (2d100)

>>2137

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: Ornate Bracer, 4 Copper

Skills: Polearms (100), Loyalty (2), Intimidation (2)

Job: Scrubbing Church Floor +2 Copper/Turn

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

1. Look out for Elise and any other members of the House. Help them, et cetera.

2. Keep polearm skills sharp with the mop. When it's not being used.

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523caf No.2140

>>2107

At first you look around and try talking to people but they largely avoid you. Are they really that scared of you? Alchemy doesn't seem prevalent at all here however there are one or two physicians who outright refuse your help. All seemed hopeless but then you found the next best thing. A mortician. That's a physician.. of sorts.

The man is rather old already and really reminds you of the bodies you are supposed to treat. Surely more than one person had tried to stab a piece of wood through his heart over the years, but no matter the appearances he was a lot friendler than most other people.

As you continued to work on the bodies you gradually noticed a number of familiar signs associated with the Kak'sse plant, it's extract was an incredibly potent drug. Where you are from it is largely banned and nobody is foolish enough to actually go through with consuming the substrate unless inevitably necessary.

>Job:

+ Mortician Assistant (2 Copper/turn)

>>2136

>>2134

Use this bonus unless you have anything to object about in which case tell me.

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523caf No.2141

Dice rollRolled 49, 61 = 110 (2d100)

>>2138

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

>Holdings:

+Tavern at the River (Large Ale Supply)

>Skills:

+ Haggling (100)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

Well.. It isn't ideal but it got the job done.. Now to drum up some business and get settled in..

1: Send out a courier for Sigurd, tell him the family is more then welcome to regroup here at the tavern.. We need to stick together.

2: Drum up some business, i can bartend for now.. This river will prove useful in the coming years but for now we have to survive. +Golden Nose

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523caf No.2142

Dice rollRolled 58, 13 = 71 (2d100)

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (100)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Go to the church I can't be late or can't be early but I can pray for forgiveness for that or pray for vengeance for those that are dispossessed by the barbarians

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523caf No.2143

Dice rollRolled 28, 53 = 81 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (6)

+ Luck (1)

>Job:

+ Bouncer (Place to Stay + Food)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

>>2108

1&2. "Maybe we can talk this out and see if the gracious barman has a way you can pay back the ale, or maybe get you some work. What was your father's name?"

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523caf No.2144

Dice rollRolled 29, 65 = 94 (2d100)

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Searching (1)

1. I yell a greeting from a distance and wave, surely such a custom is universal? If she waves back, I approach and ask why she is gathering those flowers.

2. Later today, I'll go hunt some game and cook it for my dinner.

+ Several Reefs

+ 1 Dose of Sedative

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523caf No.2145

Dice rollRolled 72, 42 = 114 (2d100)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

>Skills:

+ Polearms (50)

+ Riding (50)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; I'll have to find some scum in taverns and hear from them. Maybe I can find a few to initiate me into the pits. I need to make some monies before the night

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523caf No.2146

>>2089

Name: Middus Nation

Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

>Skills:

+ Being Pompous (100)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

1. Oh, what absolute drivel. It will simply not stand, for Middus is from the esteemed nation family! We shall rise again!

… For the meantime, it's terribly cold and wet out here. The streets were not made for a man of my stature, no sir! I will not lower myself to sleep in a measly inn.

I must find a beautiful woman of noble and righteous lineage, and win her heart!

… and her bed. Perhaps a long nights sleep would do me well.

2. Us Nation boys need to stick together! Surely, they'll have forgiven me by now. Surely, they must realize the "Shimmering Sails" fiasco was NOT MY FAULT!

I must get in touch with my nearest family member.

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523caf No.2147

Dice rollRolled 63, 76 = 139 (2d100)

>>2146

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523caf No.2148

Dice rollRolled 3, 92 = 95 (2d100)

>>2132

>Name: Deiphobus Nation

>Fluff: Deiphobus is an industrious young man. A bit of a people pleaser, sure, but he really likes to be known as a man who can get things done. He was trained in warcraft before his family was ousted, so he could put up a fight if someone tries to take his remaining possessions by force. But an observant thief wouldn't have to use force, as Deiphobus can be a bit too trusting at times… The one thing he would never give away is the Rosary his father and mother gave him, one they had blessed by Pope Gregory VII before he passed on.

>Inventory:

+ Golden Cross blessed by the Patriarch

>Skills:

+ Swordfighting (75)

+ Mediate (25)

>Flaws:

+ [Trusting] You trust just about anyone on anything, the only lie you have probably ever seen through in your life is a feint in combat. You even have a hard time believing you got tricked if it already happened and somebody is laying it out for you.

>Bonuses:

+ [People Pleaser] You are a people pleaser. Even though or perhaps exactly because you are such a trusting personality you mange to please people (mostly) in a lingual and calming way, though more cynical people can be driven insane by your sheer trustingness.

1) Work on my Mediating Skills

2) Try to find a job, preferably one that uses my skill set.

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523caf No.2149

Dice rollRolled 44, 24 = 68 (2d100)

>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>+ Father's Sword

>>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1-2:Vivian looks at the man with the sword. Then the exit of the bar, then the man with the sword again. She bolts past him and tries for the door.

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523caf No.2153

File: 1432384372758.jpg (121.28 KB,580x880,29:44,8e44a3cf8c7e0671538d3cfa0c….jpg)

Name: Talvi Nation

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory: [Do not fill this out] (one ancient and beautiful key, the lock to which is not known)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2154

File: 1432385086544.jpg (4.98 KB,300x323,300:323,hf.jpg)

(Can I still Join?)

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

Inventory: [Do not fill this out] Gold Pendant Flute.

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2155

Dice rollRolled 3, 60 = 63 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

+Priest Robes

Skills:

+ Haggling (106)

+ Mediation (3)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1. Alfred Whitecity has granted me a chance to prove my worth, and I shall not fail him. First, I must learn something of Alfred and his business. Does he trade in specific items? Do business with exclusive suppliers/buyers? Does his family help or hinder his efforts? There is always talk about the workplace, and being a woman does often prove an advantage when it comes to men ignoring me while they talk…

2.

Tend to Uncle Sigurd after work. It is my duty, as the only woman of the family, right? I would never take another business' ledger from work with me, but I'll have plenty of time to consider any oddities that may have been noticed during work.

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523caf No.2161

Dice rollRolled 87, 91 = 178 (2d100)

>>2137

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (75)

+ Leadership (25)

+ Searching (2)

+ Luck (1)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1/2: AAAAAAAAAAAAAAAAAAAAAAAAAAA

MY SKULL

I CAN'T FEEL MY FUCKING FACE

WHY AM I IN A BED LET ME THE FUCK OUAAAAAAAAAAAAAAAAAAAAAAAAAAAA

MY FAAAACEEEE

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523caf No.2166

File: 1432398872768.jpg (100.35 KB,1024x747,1024:747,678684564.jpg)

Dice rollRolled 76, 58 = 134 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+2 Copper

>Skills:

+ "Alternative Healing Methods" (100)

+ Searching (1)

>Job:

+Mortician Assistant (2 Copper/turn)

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

Ae'bweya

Very interesting. If Kak'sse use is prevalent among citizens in this town, then there is either a mass suicide epidemic in Weissburg (quite unlikely, for a town so pious and aware of the detriment that suicide brings upon securing a good afterlife) OR…there is a serial killer on the loose. Quite clever for the killer to use Kak'sse, even in excess doses of the root's extract one's death still looks to be of natural causes. But if the killer is using Kak'sse, then there must be a secret supplier from my tribe of Ae'bweya or another southeastern land tribe ferrying doses of the drug to the killer, for Kak'sse is notoriously difficult to procure in these lands.

So many questions…and I need answers.

1. Go into the morgue when the old mortician is sleeping and consult the shrunken heads for advice. If they don't respond, then…

2. Go purchase some mousetraps and lay them about the morgue. There are always vermin attempting to snag a quick bite of some decaying toe down here, and I need a sacrifice for a divination.

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523caf No.2173

File: 1432406032756.jpg (77.79 KB,440x304,55:38,Alaric_Rome.jpg)

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [Do not fill this out] RuneFang - Ancestral longsword - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2174

>>2139

You should look out for Elise, she would need all the help she could ge.. where was Elise? Ran off somewhere. Yeah, that didn't go as planned. What would you do if anything happened to her? It would be your fault no doubt. With that in mind you kept scrubbing floors while somewhere some things were happening.

But why learn how to scrub? You should practice your pole (wink wink). You hit yourself in the eye and decide that's enough with that.

Meanwhile Sigurd is already walking around healthy as ever, however he had managed to do that. Really it was quite fascinating, it seemed that his skull had mostly healed, beneath his hair you could still see the large zick zagging scar that dragged itself across his skull. Soon a courier arrived. You stopped the man at first but then let him pass, keeping a close eye on him. He handed a message to Sigurd, apparently one of your family members had set up a tavern by the river not far out of town. He was seeking to unite the family there.

Well, perhaps somebody else had done something more productive. From the entrance of the church Elise dragged herself in, she looked like she had a bad day, rough hair though you could see no immediate injuries. When you saw

>>2141

You send word, even though you currently have no money to pay the courier with he takes beer as payment just as well. A sign of a healthy economy you liked to believe. He doesn't return but that's more than you could have expected, however you are confident that he has delivered the message faithfully.

Now down to business. You actually had to make some money with this thing if you didn't want it to become some sort of ruin over the next few months. Certainly your beer supply was ample and you could afford to go without customers for some time, but why would you try that honestly?

Hanging up your "Open for Business" sign you sit around and wait. And wait. It takes a while for the first visitor to come in. A hunter who appreciates how closeby the tavern is. Otherwise the tavern remains rather empty, a few customers here and there. You are certain the bigger taverns within town make more money but thinking about it as constant income this is actually pretty good for starters.

>Skills:

+ Haggling (2)

>Job:

+ Bartending your own Bar (3 silver / turn)

Beer supply is in the calculation.

>>2142

You hurry up the stairs to the large cathedral. It is an imposing old building with great statues of angels and saints. It is said that the priests of Weissstadt count themselves amongst the most pious in the world. Entering you find that the inside of the cathedral is even more impressive than the outside, crests and ornaments, banners and tapestries are beautifully decorating the interior. Everywhere monks are quietly going about their business. A man somewhere is yelling something about his face and you can see a slightly disturbed courier entering and making his way towards him.

Odd things were going on here, but you hardly care for them, your objective is to pray to god. Quietly you sink onto your knees and begin with the phrases written down so long ago.

>Skills:

+ Zeal (1)

>>2143

There she went. The dirty rugged girl trying to bolt towards the door seemingly completely ignoring what you had just said. Too bad for her you had already placed yourself so she couldn't escape well beforehand. As she tried to get towards the door you swiftly tripped her and as she fell lauched yourself onto her back trying to hold her down. She wasn't particularly feeble though you clearly held the advantage in raw power.

Certainly you would have also held the numerical superiorty but your brother was far too busy clutching his balls and yammering than actually being of any use. You tried to be conciliable, however you did not feel like asking her about "ways" to repay the barman while sitting on her back and asking her who her daddy was were really bringing your attentions across appropriately.

>Skills:

+ Hand to Hand (2)

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523caf No.2175

>>2174

>>2144

You yell a greeting at the woman and yell excitedly. Perhaps it was the accent or perhaps it was the fact that you were most likely three to four heads taller than her, but with a silent scream she quickly booked it, running off. The people here really were shy, you thought to yourself. Then again these white people had a number of customs and many of them lacked an understanding in more refined ways of interaction. Then again you weren't exactly fair towards them, they were peasents, you a noble, what did you expect?

Blowdart hunting goes rather well as you find. Though you do not manage to get one of the deers as they were still too far away from you you do manage to shoot yourself a chicken. The thought that there was such a thing as wild chickens slightly amused you. Over your fire of various sticks it almost made a festive meal, though you wished you had more spices to adjust the taste.

You would have had some left but you are a big man and require lots of chicken to be fed, however this one made you very full and also a little sleepy.

>Skills:

+ Hunting (1)

+ Blow-Dart-Using (1)

>>2145

You go into the dirtiest part of town you can find. And really, it is almost as dirty as a barbarian camp an hour before you move on, piss and shit are everywhere, the stench would probably have overwhelmed a lesser man, but you had grown used to it over the many years you had spent alongside unwashed horses and even less washed men. You go inside and get into a discussion with a few gentlemen who ask whether you possess a rather limited intellect as clearly the fighting pits are illegal and hiding a thing like that within the city is figuratively impossible.

Your intellectual dispute doesn't last long and you remain the last man standing quickly dispatching of your three attackers with your speer. You didn't kill them, though they would have quite the headache once they woke up. The just victor of the argument you relieve them of their purses, sadly however they are just as poor as they looked.

>Inventory:

+ 14 Copper

>Skills:

+ Polearms (4)

>>2146

Certainly there would be some noble women that desired attention from a handsome young noble! Then again it seemed like you were not looking noble at all. Of course your posture was perfect as ever and you had a pretty face by any standard, however to truly convince a noblewoman to bring you into her bed dressed like a beggar? You truly needed a special kind of noblewoman for that!

And that might just be her you figured. She was already a bit older, you had no doubt that when she was younger she was one of the fairest Maidens in all of Weissstadt. Time had taken it's toll sure, but there was far worse even amongst the younger ones. However her guard did not seem like it was willing to let you pass. You'd have to play it sensual.

A few basic tricks later, a faked apology, some compliments here and there a bit of a sharp tongue and a few amusing remarks later you are already far enough. However your attempt at getting you into her bedchambers is only met by laughter, though she does approve of your bold attitude.

"I like this one. He can stay with the servants.", she said and shoved her hand under your ragged shirt stopping just short of your junk, "I think I can think of a use or two.".

Turns out you apparently just became one of Lady Contessa Whitecity's favorites.

Through an open pub door you could also spot Wikiver sitting on the back of a young woman that looked sort of familiar, he was almost whispering stuff into her ear. It all looked very sensual to you.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

>Skills:

+ Charming (4)

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523caf No.2176

>>2175

>>2148

You insult someone thinking that you could calm him down quickly enough thanks to your incredible mediating skills, however he punches you right in the face and you land on your ass in the mud. Certainly not the best experience you've ever made.

A Guard Officer who watched laughed at you whole heartedly and slowly clapped at you. "A man of much talent I see he!", he laughed loudly, in his armpit he had clenched a really expensive looking goblet with all sorts of gems and your family sigil, "I think you deserve to be a guardsman. Go to the barracks and tell them Solomon sent you. They will fit you right in.".

And they really did. Apprently nobody was the least bit surprised when you explained what happened. What did surprise you was that nobody had anyhting bad to say about Solomon's arbitary ways. You voiced your concerns but nobody said a word. One of the other guardsmen took you to the side and explained that Solomon Whitecity was heir to the Lord of Weissstadt and probably the most incapable leader the guard had seen since it's creation, however you didn't want to upset him so they all just carried on largely ignoring him for the benefit of the guard.

>Skills:

- Mediate (5)

>Job:

+ Whitecity Guard (+ 1 Silver/Turn)

>Inventory:

+ Helmet

+ Leather Guard Armor

+ Iron Sword

>>2149

You were quick on your feet, no chance the guy wo-ha-ha. Suddenly you were sailing through the air, did he just trip you? Did that guy actually just trip you? Didn't matter you'd be out of here and- before you could finish the thought he had launched himself onto your back and was now pinning you down. The other guy was still writhing on the floor somewhere near the counter and the barkeeper was eyeing the situation with little interest.

The guy who was trying to hold you was still trying to talk to you going on about "ways" for you to repay the barkeeper and- did he just ask you who your daddy was? That was not something to ask a woman you almost sat on.

Perhaps you you twist out of there? If you just got the angle right, but it would be difficult no doubt.

At least they hadn't whacked you over the head yet so you still had a chance, if only a slim one.

>Skills:

+ Hand to Hand (1)

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523caf No.2177

>>2176

>>2153

Uh.. yeaaah. Okay. So that happened. For some reason you had the perception that people were less likely to rob and rape a young woman than a young man. Somehow you managed to make your way to Weissstadt undetected. Now in the city you had to ask yourself whether this was such a great idea. The city itself was pious as could be and it's church was known for it's rather militant take on all things forbidden by the church. But who cares you've been practicing hiding your true gender all your life, certainly you would manage to hide it for a bit longer.

>Inventory:

+ Family Key

>Skills:

+ Weaving (50)

+ Noble Customs (50)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievious sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>2154

Jack of all trades, master of none. That's what they always said and they were right to say it. You learned a trick or two in your life. Then you learned another two. You never really perfected many of the things you've learned, but at least you learned a number of them.

>Inventory:

+ Gold Pendant Flute

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>>2155

Hmm, you wondered what was in those crates they always shipped around all day. Suddenly every thing went dark. You could barely breathe, somebody had pulled a sack over your head and you were quickly picked up by strong hands and carried away. When you were releaved of your mask you found yourself in a dark room, only a man with a torch was really spending light, you had been tied to a chair.

A rather large bearded man was sitting in front of you, two more were guardign the door behind him.

"I'm Elias.", he introduced himself with a deep voice, "And you know something I'd like to know.". Turned out Robert was very curious as to what was inside those crates you were making the accounting for. However you were unable to help him out. You could see that he was anything but amused. He wanted answers and you better deliver them. He warned you that the men would come back tomorrow.

A bit rough they let you off where they took you from. You called it a day returning to the church to check on Sigurd who seemed to be healthy as ever jumping about. Odd by any standard.

>Skills:

+ Loyal (2)

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523caf No.2178

>>2177

>>2161

Oh god! Your face! Your face! What's with your face! It's horrible! Oh god! No wait, everything is just fine. Looks like you healed that shit in record time. Must have been that odd bandage the priests had given you. That or in your old days you developed incredible regenerative properties. That or god had decided to grant you a blessing. The possibilities were countless and so were your happy shouts, repeatedly forcing Icterus to loose concentration and hit himself in the face with his broom. Of course he would never blame you. You could still feel the scar on your skull, perhaps you would want to try and prevent somebody from hitting it again, it could still be fragile.

You can see Elisa coming from the church entrance, she looks like she had a rough day, however it seems she came here to care for you. Really an endearing sight however you seem to be fitter than she is.

>Skills:

Set your Swordfighting to 60

>Flaws:

- [Cracked Skull]

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>>2166

You talk to your shrunken heads, surely they could show you the way! Yes! They talk to you! Can you not hear the wind breathing life into them! They whisper and their voices carry! What do they say. Ka- Ka what? Tze. Tze? Ka-tze? A black cat jumped up next to you and rubbed her head against you with a purring noise. In it's mouth it held a mouse. Why would you bother to buy something these foolish white men probably didn't have anyway when you had something by far better? Your very own bringer of bad luck.

Or was it an omen of days to come? Was what you were searching for truly a dangerous cause that would bring bad luck upon you and your family? Or perhaps it meant bad luck for your enemies. The bad thing with omens are the countless ways you can interpret them.

>Skills:

+ Mythology (4)

>Inventory:

+ 1 Dead Mouse

>Companions:

+ Black Cat

>>2173

Once a military tactician rivaled by lesser men, a leader of armed forces reknown for his various feints and ambushes you were a scourge to the barbarians. For many years they feared you, but it seems that times have changed. A new leader has united them and under his rule they have come to burn and pillage. What once was the great holding of your family now is nothing but ash and dust. They seek revenge for the past and they seek slaves and gold for the future. You failed to stop them once and lost everything. Will it happen again?

>Inventory.

+ Ancestral Longsword

>Skills:

+ Leadership (75)

+ Swordfighting (25)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

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523caf No.2179

Dice rollRolled 26, 67 = 93 (2d100)

>>2174

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (100) & Zeal (1)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Pray some more at the church pray for forgiveness for being late and also pray for healing for others

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523caf No.2180

Dice rollRolled 91, 46 = 137 (2d100)

>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>+ Father's Sword

>>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1-2:"Oi you fucking cunt, get off my back."

Vivian struggles to get free of the bastard.

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523caf No.2181

Dice rollRolled 28, 90 = 118 (2d100)

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

Skills:

+ Leadership (75)

+ Swordfighting (25)

Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

1. Try to find a abandoned villa we can occupy for the time being, until we can build or buy (or take if need be) something better. As long as it has a roof over our heads and 4 walls to keep out the weather and would be bandits, it'll do.

2. See if the local guard has any need for an experienced commander, one with experience dealing with the Uhlmannen, and well acquainted with their tactics

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523caf No.2182

Dice rollRolled 73, 26 = 99 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (6)

+ Luck (1)

+ Hand to Hand (2)

>Job:

+ Bouncer (Place to Stay + Food)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. Keep her pinned and see what the barkeep wants done with her.

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523caf No.2183

>>2065

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

Inventory: [Do not fill this out] Grandfather's Dagger

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.2184

Dice rollRolled 15, 75 = 90 (2d100)

>>2183

Jack of all trades, master of none. That's what they always said and they were right to say it. You learned a trick or two in your life. Then you learned another two. You never really perfected many of the things you've learned, but at least you learned a number of them.

>Inventory:

+ Gold Pendant Flute

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

1. First I need To acquire Some money. Play some flute in the town square for coin.

2. See If I can Find Some better Clothes. Maybe steal some thats been hung out to Dry.

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523caf No.2186

Dice rollRolled 93, 15 = 108 (2d100)

>>2178

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: Ornate Bracer, 6 Copper

Skills: Polearms (100), Loyalty (2), Intimidation (2)

Job: Scrubbing Church Floor +2 Copper/Turn

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

1. Continue looking after Elise and Sigurd.

2. After, of course, he has some words with these two -chucklefucks- that roughed up Elise.

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523caf No.2187

>>2176

>Name: Deiphobus Nation

>Fluff: Deiphobus is an industrious young man. A bit of a people pleaser, sure, but he really likes to be known as a man who can get things done. He was trained in warcraft before his family was ousted, so he could put up a fight if someone tries to take his remaining possessions by force. But an observant thief wouldn't have to use force, as Deiphobus can be a bit too trusting at times… The one thing he would never give away is the Rosary his father and mother gave him, one they had blessed by Pope Gregory VII before he passed on.

>Inventory:

Golden Cross blessed by the Patriarch

Helmet

Leather Guard Armor

Iron Sword

>Skills:

+ Swordfighting (75)

+ Mediate (20)

>Flaws:

+ [Trusting] You trust just about anyone on anything, the only lie you have probably ever seen through in your life is a feint in combat. You even have a hard time believing you got tricked if it already happened and somebody is laying it out for you.

>Bonuses:

+ [People Pleaser] You are a people pleaser. Even though or perhaps exactly because you are such a trusting personality you mange to please people (mostly) in a lingual and calming way, though more cynical people can be driven insane by your sheer trustingness.

>Job:

Whitecity Guard (+1 Silver/Turn)

1) Work on my Mediate skill more.

2) Try to look for a shieild.

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523caf No.2188

Dice rollRolled 31, 82 = 113 (2d100)

>>2187

Forgot Rolls

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523caf No.2189

Dice rollRolled 41, 44 = 85 (2d100)

>>2178

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (25)

+ Searching (2)

+ Luck (1)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1. Ah, that is good at least. Continue the search for the rest of the family - we will be needing all of the members we can get. To find one of my children - that would be something to be happy about. Burying little Gunter was the hardest thing I had ever done. Seeing one of them - any one of them - would bring my heart to soaring joy, just to know that they breathe. I pray the Gods see fit to grant their servant's humble requests.

2. See what I can do about getting in well with the Church and it's priests. We will need support to regain our standing, and the clergy are the most important way to do so - despite their doubts about helping me and the suspiciously well-timed nature of the event that led to my near-death. I will investigate that further. If someone in this church is planning to murder me… it is not good. He underestimated this old dog's recovery, it seems.

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523caf No.2190

Dice rollRolled 34, 89 = 123 (2d100)

>>2175

Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

>Skills:

+ Being Pompous (100)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

>>2182

>>2180

1. Ah, good cousin Wiviker! What a surprise, and congratulations of your newest conquest! She appears to be… Feisty? Yes, that's the word. Very feisty. Let me lend you a hand, I've quite seasoned in this sort of perdicament.

I hope there are no hard feelings over my… improper allocation of family assets. We Nation's must work together good sir!

>help hold down Vivian

2. There is no shame in servicing such an esteemed member of nobility! Perhaps I shall offer my talents, in whichever way Lady Contessa requires them.

Anything. Well as long as I'm not required to scrub or clean or wash or cook. You get the idea.

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523caf No.2191

"Fuck off you pretentious cunt, an get the hell off mi back"

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523caf No.2192

Dice rollRolled 81, 90 = 171 (2d100)

>>2106

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

1/2 - Ow, Jesus cluck that hurt! Family or not, can't let that rat escape without just retribution! Seeing as she's properly held down, all's left is to get her to stop squirming. Just a hard enough hit to knock her out, we don't want to kill the poor girl, just set this to rights.

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523caf No.2194

Dice rollRolled 29, 38 = 67 (2d100)

>>2106

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (50)

+ Zeal (3)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

Bartholomew kindly regards his family. “Cousins, Uncle, a pleasure to see you here. Truly the Lord has guided us all to this spot.”

1. Bartholomew integrates himself into the church, praying for a few hours every day, participating and helping out in mass whenever he can and socializing with the church goers.

2. Bartholomew decides to offer his services to the church. Whatever they need, an extra hand around the abbey, someone to work at the orphanage, offer alms to the poor and sickly or someone to cull the filthy heretics.

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523caf No.2195

Dice rollRolled 84, 5 = 89 (2d100)

>>2175

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (54)

+ Riding (50)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; Go around the scummy parts trying to find information on any fighting or sparring places, beating people up if I have to

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523caf No.2196

>>2177

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

+Priest Robes

+ 2 silver

Skills:

+ Haggling (106)

+ Mediation (3)

+ Loyal (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

>>2186

>>2189

"Cousin, Uncle. I could… If it is not too much trouble… Could one of you escort me, tomorrow? And perhaps longer?"

>>2189

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523caf No.2197

Dice rollRolled 20, 11 = 31 (2d100)

>>2196

1.

Alfred Whitecity must be informed of this "Elias" and his actions. An interest in his business is potentially a threat to his business, and potentially to his other employees. Surely my Cousin or Uncle will prevent another abduction.

2.

Though I am seen as a liability by his enemies, I shall prove myself worthy of Alfred Whitecity's trust by doing an exceptional job.

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523caf No.2198

Dice rollRolled 65, 3 = 68 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+4 Copper

+ 1 Dead Mouse

>Skills:

+ "Alternative Healing Methods" (100)

+ Mythology (4)

+ Searching (1)

>Job:

+Mortician Assistant (2 Copper/turn)

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

1. Actually, a black cat will do wonders to help me gather vermin for the ritual of divination. I send Katze to bring me more vermin over the next few days.

2. Begin researching the backgrounds of these corpses that come into the morgue that have been afflicted by the Kak'sse extract overdose. There has to be a common thread that is binding all of these deaths together…

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523caf No.2199

Dice rollRolled 37 (1d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet. >Inventory:

+ Family Key

>Skills:

+ Weaving (50)

+ Noble Customs (50)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievious sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

1. Look for employment with weavers' guilds, or as a servant in a noble house in the city

2. in the evening, canvass the pubs to gain information on any other Nations in the city

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523caf No.2200

Dice rollRolled 48 (1d100)

>>2199

other roll

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523caf No.2201

>>2179

You continue to pray for healing and forgiveness. People continue to join and leave the church, some of their faces seem familiar, though they could have been the faces of priests you have already seen around for some time. Then it dawns on you that the man who had been praying so piously could be no other than Bartholomew Nation a devout member of your adopted family!

>Skills:

+ Zeal (2)

>>2180

You struggle to get out of the hold and for a second you had your hand slip through his. He was stronger than you and in a better position, but perhaps you could.. "Ah, good cousin Wiviker!", you hear someone else approaching and quickly he holds you down as well. What the hell was he doing?! Did he just call you the guys conquest? What the hell was wrong with these people?

The more you thought about it this did sound like your family. It had always been weird beyond any limit of reason. You forced your gaze upwards to look into the face of.. your brother? It had been years since you had last seen him, but there could be no doubt that the small baby face you remembered had grown to become this young aristocratic man, even though he was still dressed in rags.

"Mid–", you began but didn't get to finish your sentence, with the force of a sledgehammer the fist of a very angry man came crashing down onto your temple and sent you into the deep land of dreams. Chicks were dancing accross the black in front of your eyes, mocking you.

>Skills:

+ Hand to Hand (4)

>You are knocked unconscious and have to sit out a turn, it would be best if you could still post though so I could tell you where you wake up and stuff.

>>2181

You try looking around for an abandoned villa, but in this town it seems villas are mostly occupied by the richer members of society or scummy holes full of criminals trying to rob you the moment you entered.

As for the guard. Did it need a leader? Yes. Everyone agreed on that. However it had one. The son of Weissstadt's ruler Lord Whitecity had been put in charge of the Guard years back. He had largely been a figurehead until now and his personal assistant had effectively been leading the guard, so while there was a lack of leading qualities there were no open spots. Though the guard did accept you with open arms they seem completely unconcerned with the Uhlmannen who are a far way to the East.

>Job:

+ Whitecity Guard (+1 Silver/Turn)

>Inventory:

+ Helmet

+ Leather Guard Armor

+ Iron Sword

>>2182

You continued to hold down the woman and talk to her, then her hand slipped out of yours. Quickly you tried to grab it again and prevent her from getting free as she continued to hurl all kinds of insults at you. You were about to loose your grip on her again when quickly somebody else came from the entrance and helped you to hold her down. "Ah, good cousin Wikiver!", ah, him. Middus. The guy who spent all the money and then got that stupid golden ship to sink to the bottom of the sea.

Your family actually had to sell of a part of their land just in order to make up for all the debts Middus had caused, now he was trying to help you hold down your "conquest". You noticed how he was struggling to keep as much as a single arm of hers in check. He really held down girls like a girl.

She was still struggling when you noticed a movement on the edge of your vision. Your brother had finally gotten his nuts back and as now kneeling next to the young woman with anger burning in his eyes. She started saying something, "Mid-", but with a single well placed punch that looked like he could have sent a cow dreaming he knocked her out cold.

>Skills:

+ Hand to Hand (4)

>>2183

You're a rather tall guy but that has never stopped people from forgetting about you. Whenever you and your family went on a journey you had to look out so you wouldn't be left behind on accident. Those were both the perks and the downsides of being the last child. Either way you have grown accustomed to it, though it does make you a horrible beggar.

>Inventory:

+ Grandfather's Ornate Dagger

>Skills:

+ Daggering (34)

+ Noble Customs (33)

+ Sneaking (33)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking.

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523caf No.2202

>>2201

>>2184

You play flute in the town square, however they have seen better people. You get a few free tomatoes for playing your flute however you have to quickly hide it away to prevent tomato pieces from getting stuck in it. You are now also slightly red. Luckily for you it doesn't matter all that much when you quickly get your revenge on the town and steal some plain clothing that was spun in a small alleyway between houses. You now look more like an average joe than a real beggar which does have both its pros and cons.

>Inventory:

+ Plain Clothing

>Skills:

+ Stealing (2)

>>2186

The next day Elise asks you to protect her for the day, she was afraid the guys would come back and you promised to protect her, even though you had little more than a broom. And saying you had little more than the broom was an overstatement. You had the broom and that was it.

At her workplace which seems to be some kind of merchant's open storage, you really had no idea how to describe it, you are mostly bored and just look around. Perhaps they had already noticed you were sticking close to Elise and guarding her? Perhaps the people had given up. Or perhaps..

Where was Elise? What was the last thing she said? She wanted to inform the guy who was paying her? You turned around and saw two broad shouldered men turn a corner with a long suspiciously moving sack on their shoulders. Quickly you rushed after them broom in hand. They hadn't expected any followers and thus they were completely unprepared when you rammed your broom into the first one's hollow of the knee. He quickly sacked onto his knees and you gave him a real hard hit in the head with your broom which began to show cracks.

The second guy now turned around to you and the sack hit the ground with a surprised scream. As he tried to swing at you you struck the mans shoulder delivering a harsh back hand blow across the guys face. This was too much for your poor broom which splintered in the man's face. The other had gotten back up, but now your brooms end was pointy.

You delivered three rapid stabs to his chest with terrifying elegance probably best compared to an angry snake. Red circles formed around the areas of impact as he stumbled back two steps. It would take ages to kill them with this thing.

"Halt!", you heard a voice shouting from behind you. A group of guards had apparently noticed your little exchange and were now coming to what you hoped to be your aid. The guys quickly turned around running off.

>Skills:

+ Polearms (5)

>Inventory:

+ Broken Broom

>>2187

You tried your luck with mediation a few times, however you seemed to be out of luck. While certainly your mediation would work well on a diplomatic and interpersonal level you seem not nearly as well versed when it comes to handling mediating merchants. They manage to lie seven times in a sentence with six words, every good the other owns is worth nothing, his own double. They really were a seedy bunch. At least you learned something for the day.

As you returned back to the garrison to ask for a shield you are rather surprised to find that the armorer makes no snappy comment about how you special guardsman need a shield or how carrying a shield around all day will make your arm grow tired. Instead he just hands you a shield and tells you to bring it back if it should be damaged. Now that was easy.

>Skills:

+ Mediation (2)

>Inventory:

+ Wooden Guard Shield

>>2189

You skulk around the church trying to obtain information about your injuries, sadly nobody seems to have anything interesting secret to discuss. Mostly the priests are just busy with their prayers and talking about this and that. The Red Cloaks are suspiciously often target of their discussions, apparently they are doing the church some form of service, though one or the other does object their "methods" whatever it is they are talking about.

Then you finally get to a more interesting discussion that is seemingly about you. It's largely about "that loud old guy" who "slipped and hit his head real hard". Though the two talking are swiftly caught by an older priest and lectured as to why they should not make fun of those who needed the help of god. No conspiracy here. Or at least none you know of.

You then proceed onwards into town to find some family members of yours though you find nothing of the sorts. Perhaps you should check a tavern or something? Though you have no coin to pay for any drinks or anything else of the sorts you would most likely have to hit up one of your relatives for some money. But no time for that, who said you needed to buy anything?

You head down into town and look around pubs but find nothing interesting. Except when you find Wikiver sit on Vivian who was apparently just knocked the fuck out by Edmund while being held down by Middus in the entrance of some shabby pub.

>Skills:

+ Sneaking (3)

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523caf No.2203

>>2202

>>2192

That bitch! Still holding your crotch with one hand you drag yourself up on the bar counter with the other. That hurt. Like really, really hurt. Slowly you managed to get yourself into a stable standing position as behind you the struggle continued. When you turned around your brother was holding down the young woman with the meagre help of your.. cousin was it? With a determined step you walked over to your two relatives who had now subdued the girl. She tried to say something, "Mid-" that was when you punched her right in the fucking temple.

Her muscles relaxed as she lost consciousness. The blow had been really well placed and now that she was in the land of dreams you could refrain from strangling her which was progress as far as you were concerned.

>Skills:

+ Hand to Hand (8)

>>2194

You try to integrate yourself into the church as well as you can, however here and there the church of Weissstadt seems to have a few customs unknown to you. As it seemed over the years the church in the far east and west had slowly been drifting apart. You still represented the same goals and the church of Weissstadt was very in line with the deeper teachings of the faith, however some of the things they did made no sense to you. There was no cause for them in the book of the faith, though you refrained from openly accusing them of anything.

From the looks of it sadly it seemed like the church had only few requirements for manpower but in light of your bad situation they are willing to fire the altar boy who was usually responsible for it and grant you the job of lighting the candles. It pays like shit but it's also not the least bit of effort.

>Job:

+ Church Candle Lighter (1 Copper / Turn)

>Skills:

+ Zeal (1)

>>2195

So now where would you get your fighting training on? Of course you could go right ahead and go stab a few guys but that wouldn't be right. You'd have to hit them so they could tell you something. But what would you ask them? Roughly seven guys spread over various streets later you come to the conclusion that nobody is willing to tell you about sparring places either because there are none, or because people are very inconsiderate and hostile towards barbarians.

"Well how about the Guard fuckface.", an angry voice emerged behind you. Roughly eight guardsmen in leather armor with swords and spears were standing behind you. Apparently word about a guy who kept beating up people had spread and the guard had actually bothered checking it out.

That or somebody was just being biased against Barbarians again. Well. This is what you wanted. Sort of. You just really didn't want to get stabbed by those eight guys. One or two? Maybe, they were armored but you were good. But eight?

>Skills:

+ Polearms (3)

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523caf No.2204

>>2203

>>2196

You ask Icterus to protect you and lucky for you he agrees to do so! Partially because his job is boring and pays almost nothing, but also because you're certain he truly cares for you and your wellbeing is important to him. So you carry him around to work where he is largely bored and you shove around numbers, trying to make sense of a few inaccuracies here and there, correcting the books where necessary when you see your trusty employer Alfred Whitecity stroll along on the other side of the building.

You notify Icterus you are going to tell him about the events, he nods it off but you are sure he was looking at that woman's butt, though nothing can be proven. He was just standing there with his back to you when suddenly your entire world turns dark again and you are once again kidnapped. The sack is far bigger this time covering your entire body and you are quickly lifted up and carried away. You want to shout but somehow the guy manages to keep a hand on your mouth while carrying you.

For a moment there you thought you were done for, then suddenly a shift occurs. You hang in the air for a second, then you fall to the ground with a surprised scream. You try to free yourself from the sack which is harder than expected while you hear the cracking of wood and angry screams on the outside.

Somebody just shouted halt. When you finally get out of the sack Icterus is standing in front of you with a bloodied broken broom in his hand and several guards chasing of two incredibly large muscular men, one of them clutching his chest. Icterus was breathing loudly though he did not seem particularly out of breath.

>Skills:

+ Damsel in Distress (1)

>>2198

Katze does wonders when it comes to collecting vermin. You are suspecting he is keeping some of the goods to himself for his own nefarious purposes such as eating corpses but you really don't judge him.

You asked around about the dead people but nobody really wanted to give you any hints. Most of the people were just found in places and the more questions you asked the more suspicious the people got. What the hell were you trying to do?

You heard a heavy knock on the mortician's door. He walked towards it and looked through a small hole, repeatedly making a shoo sign towards you. Then he did a few more signs you were uncertain what they meant. Hide? That was probably hide. It knocked again.

"Yes, yes. I'm coming!", he yelled and made the sign a last time. You quickly hurried and dug yourself down into the pile of clothes. A nasty bit, but you've been through worse.

The mortician opened the door and men in red cloaks entered. They were almost dressed like priests. "Where is he?", one demanded to know, "He's not here. Just went home.". They stopped and looked at each other, "Where's home?", one of them asked, the old man shrugged his shoulders, "I don't know.". Suspiciously the men looked around, one came really close to the pile of clothes. "We will take a look around, surely you won't mind.".

The mortician seemed nervous, "Please, help yourselves.".

>Inventory:

+ 4 Dead Mice

>Skills:

+ Sneaking (1)

>>2199

Thanks to your promising talent and experience you quickly find a place within the local weavers guild even though it is already full to the brim. You spend the rest of the day making mostly undergarnments because you know how to make a soft cloth. Good for you, having a real job like a busy medieval woman.

Now afterwards it's time to hit the bar. You get a compliment from a rowdy drunk here and there and when you ask about Nation's you get a good laugh like you were making an old joke. Turns it you were and just didn't know about it. Earlier today four or five Nations had met each other near a shitty pub not far from one of the city's gates. First it was just one, but then they just kept coming. Apparently "a Nation never comes alone" is becoming a frequent saying.

>Job:

+ Weaving Guild (5 Copper / Turn)

>Skills:

+ Weaving (1)

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523caf No.2205

Dice rollRolled 74, 65 = 139 (2d100)

>>2201

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (100) & Zeal (2)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Try to find Bartholomew I want to talk to him about religion and find my other brothers and sisters

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523caf No.2206

Dice rollRolled 94, 16 = 110 (2d100)

>>2202

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: Ornate Bracer, 8 Copper, Broken Broom

Skills: Polearms (105), Loyalty (2), Intimidation (2)

Job: Scrubbing Church Floor +2 Copper/Turn

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

1. Escort Elise to safety after telling these guards of the two men he fought off.

2. Get a new, sturdier broom.

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523caf No.2207

Dice rollRolled 67, 19 = 86 (2d100)

>>2201

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>Inventory

+ Grandfather's Ornate Dagger

>Skills:

+ Daggering (34)

+ Noble Customs (33)

+ Sneaking (33)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking.

1. Use my innate stealth to grab some clothes

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking.

2.After getting some attire better than rags, find a means to gain money.

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523caf No.2208

File: 1432435789416.png (169.59 KB,354x477,118:159,Priest.png)

Dice rollRolled 69, 66 = 135 (2d100)

>>2203

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (50)

+ Zeal (4)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

A simple and humble beginning in this new land, wonderful. However, Bartholomew has no need of the earnings he gets from the church, so he will donate what money he makes to the abbeys orphanage.

1. Continue my routine of a few hours of prayer each day, but spend half of the time studying their holy book, despite the differences we are of the same faith and it is important that I understand the path that the Lord has set them on.

2. Bartholomew continues to work in the church and he offers his assistance whenever he can. Whether he is reciting hymens from the holy book to inspire his fellows or the faithful or simply helping to carry the abbeys bedding from storage. No job is too small for Bartholomew, he refuses to idle by when there is work to be done around the church.

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523caf No.2209

Dice rollRolled 43, 93 = 136 (2d100)

>>2204

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

1 - Out like a light. Glad that any more violence is averted! Now, let's help the woman into a chair so she can be woken up later. "Wiviker, my good man, good to see you walked out of the event uninjured. If you'll excuse me, I have some injuries of my own to tend to."

(Ow this really clucking hurts. Go and find a doctor.)

2 - It seems my brother was not the only Pillory to end up here after all. Perhaps the others would be in need of some pecking money as well? If we get back together, we can even restore our honor as a family line!

(Try to meet other, less vagrant family members.)

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523caf No.2210

Dice rollRolled 86, 36 = 122 (2d100)

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

Skills:

+ Leadership (75)

+ Swordfighting (25)

Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

Job:

+ Whitecity Guard (+1 Silver/Turn)

1. Welp, reduced to a foot slogger, it's been a while since I've had to be a grunt, might as well make the rounds, shank some criminal scum, get Runefang some blood.

2. Keep looking for a place to call home, anywhere unoccupied will do, as long as it has a roof

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523caf No.2211

Dice rollRolled 46, 53 = 99 (2d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+5 copper

>Skills:

+ Weaving (51)

+ Noble Customs (50)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievious sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (5 copper/turn)

1. find a room to rent for now

2. stake out the bar and try to find an relation

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523caf No.2212

>>2190

Oh look at him being busy like that! Quickly you move in to help your relative subdue the young woman though she is a feisty one always trying to pull her arm away but strong like you are you almost manage to really subdue the arm. It is then that Edmund comes stumbling from the bar counter, looks like he had gotten hit in the crotch pretty hard. He squats in front of the woman and punches her in the temple knocking her out cold without the least bit of effort. Now that was martial skill.

Meanwhile you contemplated all the possible things you could do with Lady Contessa. You had faith in your own abilities after all you had your fair share of experiences and despite being quite the handsome looker you also had a number of other "abilities" though you would not get to use them just yet as there was still the issue of a young unconscious woman lying around.

(You forgot to add your charming skill from last turn)

>Skills:

+ Lover (4)

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523caf No.2213

>>2206

Elise tried to stop the trembling that suddenly overtook her body. "T-thank you, Icterus." Despite her overwhelmed mind, she offered her cousin and savior a smile.

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523caf No.2214

Dice rollRolled 24, 67 = 91 (2d100)

>>2212

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>>Inventory:

>+ Family Solid Gold Crossbow, Gems and Silver

>>Skills:

+ Being Pompous (100)

+ Lover (4)

+ Charming (4)

>>Flaws:

>+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

>+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>>Bonus:

>+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>>Job:

>+ Lady Contessa Whitecity Servant (Food and Place to stay)

>>2209

>>2182

Ah yes, jolly good hit, Good Sir Edmund! A fine show. Middus, at your service, esteemed relative from the honorable house of nation.

Shake my hand, good sir! And you to, cousin Wiviker, mighty fine! The family is all back together again.

1. Ah yes! Recount my heroic deeds to the patrons, and share my visions of a golden future. Perhaps the patrons of this fine establishment would share a drink for financial advisements?

2. Assist Edmund and Wiviker in whatever way be necessary, particularly regarding the feisty young woman.

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523caf No.2215

File: 1432438401182.jpg (799.1 KB,1200x1600,3:4,1425209640307.jpg)

Dice rollRolled 38, 38 = 76 (2d100)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (57)

+ Riding (50)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; "All I know is to fight, I am accepted no where. All I've known my whole life is to fight. I come here from far away to escape and make money so I can stop fighting. First guard I speak tries to take all I own, I only wish peace in the end. There is nobody good where we are, peace is for those with money. I want to do what I was taught and fight so I no longer have to fight. I do not want to fight you, but we will fight if you want, and I will test if you are worthy to fight." See if that throws them off then fuck them up. Don't take anything from them or kill them. If they let me go or whatever they want to do, then I'll try to find the cheapest inn I can get that wont get me killed.

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523caf No.2216

File: 1432438535833.gif (1.53 MB,722x482,361:241,1424658479451.gif)

>>2203

>>2215

DUBZ CZECH EM

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523caf No.2218

Dice rollRolled 11, 95 = 106 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

+Priest Robes

+ 4 silver

Skills:

+ Haggling (106)

+ Mediation (3)

+ Loyal (2)

+ Damsel in Distress (1)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1.

Ensure Alfred Whitecity and the Guards learn of both incidents involving these scum. Their interest in the contents of the crates suggests they plan a theft. But don't stray far from Icterus this time…

2.

This won't stop me from working. If I do not prove myself and earn coin, how else will the family begin to climb out of poverty?

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523caf No.2219

>>2213

Icterus merely folded up the remnants of his broom, stepping to the side and gesturing with his bracer arm to the street, ushering her onward with his usual grim look.

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523caf No.2220

>>2217

Look here you little shit.

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523caf No.2222

Dice rollRolled 82, 39 = 121 (2d100)

>>2202

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (25)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2209

>>2214

>>2180

Could it be true? My nieces Edmund and Wikiver, and my own flesh and blood Middus and Vivian… they seem so much older. Hah, I suppose I do to them as well. With a shaky voice, Sigurd cried out "My children." in a subdued voice that seemed to boom across the room to them, oblivious to their fight and the fact his daughter was knocked the fuck out. "Is that truly you?"

1. Appoint the church as the meeting point for all those of Nation blood and direct them to it.

2. Continue searching for the last stragglers of survivors to gather together - we must be united in these tough, dark times, and I need to be the guiding hand to begin the reparation of our family. Even should it kill me.

Perhaps especially should it kill me.

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523caf No.2223

>>2222

Nephews* not nieces. Though they do look like bitches punching my kids like that.

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523caf No.2224

File: 1432441042473.jpg (29.74 KB,337x293,337:293,1322441535160.jpg)

nice quads.

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523caf No.2225

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (6)

+ Luck (1)

+ Hand to Hand (6)

>Job:

+ Bouncer (Place to Stay + Food)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

>>2214

>>2222

"Ah. So she is one of ours. I thought she was just a thief or looter for a moment there. Well Uncle Siguard, Cousin Middas, it is good to see you both again. Would either of you be able to pay for her bar tab then?"

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523caf No.2226

>>2225

Sigurd's warm, weathered face gained a hint of anger at the mention of money. "Our lands our burned, our finances are nonexistent and our name is tarnished, nephew. There is nothing to pay my daughter's tab with." He looked around the bar, the anger in his face growing. "I used to come to a bar like this, decades ago…"

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523caf No.2227

>>2226

"I was hoping you had better luck in the monetary department than I did. I'll see what I can do though."

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523caf No.2228

Dice rollRolled 82, 98 = 180 (2d100)

>>2225

>>2201

1&2. Talk to the barkeep about having part of my pay, when I get some, to be used to pay off my cousin's tab. I'll collect it from her later when she can actually afford it. I should make her pay interest too.

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523caf No.2229

>>2222

>>>Name:Vivian Nation

>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>Inventory:

>>+ Father's Sword

>>>Skills:

>>+ Swordfighting (50)

>>+ Survival (50)

>>>Flaws:

>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>Bonus:

>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

Vivian gurgles as she lies unconscious on the ground.

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523caf No.2230

Dice rollRolled 81, 7 = 88 (2d100)

>>2183

Jack of all trades, master of none. That's what they always said and they were right to say it. You learned a trick or two in your life. Then you learned another two. You never really perfected many of the things you've learned, but at least you learned a number of them.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Stealing (2)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

1. Guess my Flute won't be making any money. Wait Until Night and Break Into A Blacksmiths Workshop. Try and steal Some knives and a plate of armor.

2. Perhaps, I could steal some coin off those Drunks hanging around the Local tavern.

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523caf No.2231

>>2226

>>2225

Middus appears positively befuddled at a latest turn of events. Clearly attempting to change to conversation from the topic of money as quick as possible, he embraces his father.

"Ah Father! It has been too long. I still remember the day you and by brothers set out upon the long campaign, leaving me in charge of the honorable house's finances. Time has treated you… As well as can be expected…"

>>2229

Upon learning the "Feisty Conquest" of Wiviker was once his sister, Middus decided the best course of action would be to excuse responsibility, and pretend the whole debacle never happened.

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523caf No.2234

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

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523caf No.2241

Dice rollRolled 100, 86 = 186 (2d100)

>>2234

>Missed a turn, make up pls

1. Build my home, I have supplies and food now.

2. See if there aren't any wild herbs familiar to me here I can use for making medecine.

3. A warrior stays alive through strength, strength is maintained through exercise. Like a tree I must grow strong.

4. See if anyone here is in need of a medecine man.

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523caf No.2242

Dice rollRolled 9, 59 = 68 (2d100)

>>2241

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523caf No.2251

>>2231

Sigurd nods solemnly after releasing Middus from a crushingly tight bear hug. "The world is not altogether too easy on downtrodden old men, Middus. I hope this… slight bump in our prestige and finance will teach you something of humility, at the least." Sigurd's tone is not threatening or confrontational, but warm and humorous, as if making a joke of the horrid situation. "And you're not being put in charge of our money ever again."

>>2229

"Also, one of you help her, for God's sake! Why is my daughter unconscious in the first place?"

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523caf No.2271

Dice rollRolled 33, 80 = 113 (2d100)

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

>>2251

"She had no money to pay, and attacked us when we asked her to do so. I stopped the conflict before any serious injuries could occur. Don't worry, she will be cawright."

1/2 - Find out if any of my family knows what the deal is with this Sigil. Sigurd seems pretty knowledgeable at least. If not, I'll just have to inspect it myself.

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523caf No.2284

>>2209

Clutching your dick and balls while Middus continues to compliment you on your well placed strike you wobble to the exit to find a doctor. It's feeling a bit swollen, but honestly you doubt there has been any major impact. This is the elegant pose in which you meat old Sigurd who is loudly shouting something about family and how happy he is to see you again, immediatly inquiring as to why his daughter is unconscious. Well. You did find a more refined family member. Sooo, you got what you want?

You immediately held the Flame Sigil into his face inquiring as to what it is however he says he has no idea and goes onward welcoming you and all his other family members.

Meanwhile Middus tried to sway the owner to give him something to drink in exchange for financial advise, at the notion you quickly turned around violently shaking your head, forming the word "No" with your lips. You notice you are not the only one to do so.in

Sigurd then continues to talk and you play around with your Sigil. It's made of metal parts, lots and lots of intertwined metal parts. Smaller metal containers. You shook it a bit and heard the sound of some liquid. So there was water inside of it? You carefully hit it against the wall but really you have no idea what to expect. Twisting it you try to take off the top but it won't budge.

You looked outside into the darkness beyond the tavern and recognized the femine face of Talvi, the family crossdresser.

(Your crotch is fine)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Job:

You now earn 5 copper per turn additionally to the other stuff. (ask your brother about it)

>>2211

You quickly find a room to rent in one of the local taverns it's nothing great but at least it's not expensive or anything. Two copper coins a night for the room and some food and drink. For the price it could also be a long time solution. At first the barkeeper gives you a few doubting looks but then he just hands you the keys and you settle in. Sure you still didn't have any clean clothes that managed to cover up the entirety of your body but with your money you could at least buy some.

Having procured yourself a place to stay you set out to the bar people had been talking about and truly. There they were, a whole numbre of your fellow family members. One of them was holding his crotch in one hand and hitting a metal object against a wall with the other but at least the others were trying something a little more normal. The focus was on a little as some of them were trying to fix an unconscious scraggely young woman onto a bar chair. The guy holding his crotch looked right at you and in his face you could see the raising eyebrows of recognition. That was Edmund, you were certain. Seemed like you were just in time to hear Sigurd proclaim that the official family meeting spot was to be Weissstadt's church. Which was both a good and a bad thing for you.

You were uncertain whether to say anything when Sigurd himself turned around and stayed right at you. You were uncertain what he thought of your sexual orientation, though you were very cetain that he knew your little "secret".

>Skills:

+ Searching (2)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

>>2214

In a sudden realization of brilliance you attempt to sway the Owner of the place to give you and your family members some free drinks in exchange for some financial advise from a most experienced noble. At first you thought he was going to agree, already filling the first glass, but just as he opened his mouth he shut it again. Apparently he had changed his mind. What an odd man.

You then assist Wiviker in fixing your sister onto one of the bar stools. She looked a little roughed up, but you could see the familiarity to your own face. It really had been years since you had last seen your sister and what she had received could hardly be considered a warm welcome. But just look at her! She looked nothing better than a common beggar! Then again neither did you. Certainly you could teach her a thing or two about how to behave herself like a true noblewoman. You would be happy to oblidge! Then again there were other ladies that required your services.

Meanwhile your father proclaimed loudly that the chuch should be the meeting spot for all the Nations in the city. A well planned choice no doubt, then again you had already found a place to stay, though you would have to figure out where Lady Contessa actually stayed.

You heard a mumbling to your left and immediately looked at your sister who was already slumping forward again. Quickly you grabbed her face with both hands and held her straight, "Vivan, can you hear me?".

>Skills:

+ Charming (2)

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523caf No.2285

>>2284

>>2222

You share a happy moment of welcome with your family, though your daughter does not seem to be in the best of conditions. Loudly you announce that the church of Weissstadt would from this day forth, be a meeting spot for all the Nation/Pillory family members who sought refuge. Certainly a well chosen location and spoken out in such a public area you were certain that many would have heard it. Should any of your family members ask about the location they would be sure to receive a reply now. Either way your daughter had not woken up yet and was still being fixed onto a bar stool by her brother who was just offering the tavern owner some financial advise. At the thought you immediately crossed your arms, shaking your head and repeatedly forming the word "NO" with your lips. Apparently it had worked as the tavern keeper quickly changed his mind.

Well then, perhaps you should search for more members of your family, after all you.. your gaze wandered past Edmund who was holding his crotch in one hand and hitting the wall with his flame sigil with the other, to the young woman standing not far from the tavern entrance. Not a woman, that much you knew. This was Talvi Nation/Pillory, the family's crossdresser. It seemed he had survived, for better or worse.

>Skills:

+ Charisma (3)

>>2229

You awaken sitting on a barstool. Everything is unnecessarily loud and your brother Middus is holding your face in his hands being almost uncomfortably close. "Vivian, can you hear me?!", it's like he's shouting right into your face. As your eyes flicker and you can look a bit past him you can see the guy who knocked you out clutching his nuts with one hand and hitting something metallic against the wall with the other. Heh.

But much more importantly, besides him staring right past into the darkness stood a man you had not seen in a very long time. Your father, Sigurd.

>>2225

You quickly helped to fix Vivian on a bar stool while Middus tried to convince the bar owner to accept some financial advise in exchange for a drink. Middus could notice you being so close so you calmly shook your head staring right at the Owner, your lips silently forming the words, "Don't fucking do it.", apparently he is rather convinced and doesn't ask any questions.

You then go on to talking business with the tavern owner for a while. You make some rather convincing arguments which are largely you accusing him of trying to fuck you over by paying you this little for a real mans job that would actually deserve a lot more payment. Not only, you demanded, would he pay you more money, but he would also forget about the tab.

Rather surprised by this sudden change in tone the owner folds in to your demands. You have not only resolved the situation but also allowed yourself and your brother to actually make a living.

Meanwhile Sigurd declared the church official meeting place of your family and also a lot of other shit happened.

>Skills:

+ Intimidation (10)

>Job:

You now earn 5 copper per turn additionally to the other stuff.

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523caf No.2286

>>2285

>>2205

Bartholomew is quick to find. Every day he is busy at church either praying or helping out with whatever needs to be done. He is a pieous man no doubt that carries a large Scythe around wherever he went. Certainly he was a good man and would have fit well with the priests had he not been of noble birth.

You quickly approach him overthrowing him with many complex questions of the faith. Bartholomew then explains to you that faith here differs from faith back home in the East in a variety of smaller way. For example the order in which the candles of the great disciples were lit and usually the length of the mass. Patiently answering all of your questions you realize that he truly is a man of god and knows his way around the faith and it's practices.

As to your other brothers and sisters, he is uncertain where exactly in the family tree your place belongs however Elise, Sigurd and as it turned out Icterus who too was of your blood were staying at the church as well. Just earlier today Sigurd had recovered from a grievous head injury and set out to find other members of your family.

>Skills:

+ Zeal (1)

+ Faith Knowledge (2)

>>2208

You pray to god and asks blessings of his disciples whenever you are not busy helping out around the church. Soon you are approached by a young woman whom you recognize as one of the family's adopted children. Her name is Natasha, you had often seen her in church as when she was adopted she had belonged to an orphanage which were almost solely run by the church.

She asks you a lot of religious questions and soon you realize that she too has devoted her life to the lord, however she seems not as focused on her zealous execution of gods will as she was about collecting all forms of knowledge regarding the faith.

You were a bit ashamed when you realized that this little girl quite possibly knew more about the faith than you did and while certainly you knew the names of the disciples she knew the names of their parents and children. However you tried not to let any of it show, patiently answering her questions to the differences between this church and church back home.

You explain that there is a difference in the order at which the disciples' candles are light because in the West some disciples were worshipped more than others, the length of the mass also differed a bit from the mass back home though not significantly.

You then go back to helping out around the church, the priests really do appreciate a pious man such as yourself and soon they treat you as one of their own. You are even invited to take part in the mass.

>Skills:

+ Faith Knowledge (6)

- Zeal (1)

+ Preaching (3)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

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523caf No.2287

>>2286

>>2210

You go out to do your duty as valiantly as ever. Patrolling the streets you ask around for people's troubles and they largely complain to you about the recent increase in clothes. They mostly blame the influx of refugees from the East who have been fleeing from the barbarians. You catch a bunch of them and make the arrest. Brought before the high judge they receive a number of verdicts depending on the seriousness of the crime. They receive the choice between having one of their hands hacked off or being forced into House Whitecastle's serfdom. All of them choose the latter.

Recommended for your arrests you return to your housing search which is rather uneventful. Now that you actually have a regular income you could either afford a place to stay in some tavern or simply sleep in the guard's garrison as most people do.

>Skills:

+ Running (2)

+ Justice (3)

>>2215

Perhaps it was their prejudice against barbarians or perhaps it was the fact that you had just roughed up a number of innocent men in order to obtain the location of a potentially illegal fighting ring, but somehow your heartfelt speech did not seem to really phase the guards. They simply started to surround you and point their pointy spears at you.

You try to resist arrest but they have some very pointy spears and when you attempt to make an attack they just all launch on top of you burying you under their collective weight. You are dragged in front of the high court in chains and charged with unrightful use of force. Though none of your victims seem to be of any relevance to the city and thus you get off with a minor penalty of having to drive the shit cart for the next three days without pay.

Yummy.

>Job:

+ Driving the Shit Cart (Has to be done for 3 turns)

>Skills:

+ Polearms (2)

>>2234

(You get to make up this turn cause I promised Oreo, but from now on if you miss shit you miss it)

You commence constructing your home with secret ancient Southerner wisdom. Only the best clay for you. It makes for a nice wall. Swiftly you collect several branches forming a roof over it then you plant some healing plans within the clay that built the walls. Most people didn't know but once they begun to grow within the closed rooms of your little house they would bring about an air that would support the healing of any illnesses. Using a few sticks which you modelled the clay around you ensure the structure's stability. You are really good at this. It's almost ridiculous. Eithe way now for the entrance. You should probably just break some bark from a tree and use it as door. Yeah, that worked just fine.

Nice house you got there. Not huge, but spacious enough for whatever you needed. You used some soft moss to lay out the ground and make the entire place more comfortable. There was a river nearby so you also had a steady supply of water.

You swiftly set out to find a number of healing herbs outside of your house which you swiftly pick up. Their extract can help to keep clean all sorts of wounds and support their natural healing. While there are more efficient methods of tackling injuries these probably belong to the most comfortable and certainly some of the more reliable ones.

However as a man of your strength you perform poorly, barely able to use the club right you take a few odd swings. One could blame it on your lanky stature however nothing can really excuse such a poor performance of fighting "prowess". Two little white children, a boy and a girl somewhere off in the distance see you practicing. When you spot them they quickly run away, certainly they will tell their parents about the Boogeyman practicing in the woods.

As you are somewhere in the wood there aren't any people in your immediate surrounding truly in need of a medicine man, though you are in a location beneficial for any hunters who might get hurt. Certainly within the city there would be many who could use a good healer.

(You forgot to list your healing skills as well as your flaws and bonuses)

>Skills:

+ Construction (50)

- Club Fighting (2) Note this is minus two so essentially the same as + Club Fighting (-2)

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

>Inventory:

+ 4 Healing Herbs

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523caf No.2288

>>2287

>>2230

At night you try to break into the Blacksmith's workshop. You try somehow lockpicking the door, however you lack the abilities. Perhaps you should break down the door? Yeah, you'd wake up the entire neighborhood. The windows? Blocked off with Iron grates, looks like they expected somebody to try their luck. Why didn't you expect a blacksmith to have a secured store anyway? This was a waste of time. You pushed against the door and it opened. Right. Of fucking course they had forgotten to lock the door. You quietly stepped inside. However the door would not open any further. You slipped inside through the opening realizing it was the sleeping smith who blocked the entrance.

Silently you stepped over him and towards one of the armors. This one would fit you, except for a small part on the upper right the Leather Armor seemed finished, it had a golden tower sign in the middle of it. You quickly lifted it from the stand. Trying for a more metal armor would probably make too much noise, no point in being greedy if it got you killed. Now where were the daggers in this place? For some reason you had expected him to just have them lying around, but of course a blacksmith only worked on request, there was little purpose to wasting materials on something that he didn't know would be bought.

Hmm, there was a dagger, it was lightly curved. Certainly it would be of good service. You heard a sound from upstairs, somebody was coming down and you quickly got out of there.

After putting on your armor you went on to pickpocketing some drunk people near the taverns. Certainly they wouldn't mind. With your new armor and curved dagger you were about to relieve a drunk sunk together in front of a tavern of his coin when somebody grabbed your wrist tightly. You looked into the cold steel blue eyes of a young guard.

"Well, well. One of Turmhill's henchmen trying his luck as a pickpocket hm? Do you want me to take you to the High Judge or do you want to try and justify this before your boss first?". Well shit.

>Inventory:

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Sneaking (3)

- Stealing (2)

>>2207

Getting yourself a new attire was easy. All you had to do was sneak past one of the many clothing lines and just pull down one or two pieces until you had something sufficiently long that fit you. Easier said than done. You had to steal at least five different ones before you finally got something that fit your lanky body without looking like you were trying to go belly free. At least from now on you wouldn't look like a complete bum, although you were still unwashed and slowly even you were starting to grow a beard. Luckily you could say with some certainty that people wouldn't pay any attention to you anyway, so they naturally wouldn't get to judge you as much as they would somebody else either.

Now if only you could figure out what kind of job to do. You could.. no. But perhaps? Too unassuming for that. Perhaps if you? Damn. Why was getting a job so hard?

>Skills:

+ Stealing (2)

>Inventory:

+ Plain Clothes

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523caf No.2289

>>2288

>>2206

Only two of the guards stay behind, one that is a little older than you, definetly the leader of the bunch and one that is considerably younger, he looked like he had just gotten into the guard. You swfitly explained what happened and the older one just nodded whenever you came to a spot.

After you had revealed your part of the events Elisa started explaining hers. It was unnecessary long and complex, sounding like a merchant who wanted you to buy the story that this really was the one true velvet King Solomon sat upon and that the other twenty merchants who offered exactly the same cloth were all the impostors but not her. The face of the older guard expressed what you were thinking.

Elisa then came to the point where she talked about the contents of the crates which were apparently of some major importance to her abductors. The older guard then turned to Elise's employer who had casually joined the conversation at some point, demanding to know what was in the crates. It was this moment that you believed the man's face went from displeased to outright anger. It was simply a short flash, an angry look in Elise's direction for bringing it up, but it was gone as fast as it had appeared. Nobody seemed to have noticed. He agreed to show the guard their crates however he could not open them as a special key was required. Elise's employer ensured that he was however able to show them some of the already open crates so they could convince themselves of the content.

The old guard and Elise's employer were leading, Elise shortly behind. You and the younger guard kept some distance so you could keep an eye on her. "So you're the guard dog or what?", the young guard asked in a combination of amusement and sneer. For a moment you looked at him to make some assessments.

"That's right. And if you don't shut your mouth I will chase your nasty ass out of here.", he stopped and you just left him behind. He was just standing there, dumbfounded. It would seem you had hit just the right spot, the perfect amount of threat and confidence to let him know that if needed you would beat him to death with a broken broom, but just enough amusement to let him know that you didn't even consider him a threat to begin with.

From the looks of it business was already done. Everything had played out as you wanted it too, though Elise insisted on staying longer so she could make up for some time lost working. No time for you to get your broom. What a bummer. At least her employer tossed you a silver coin without a word as he passed you and the older guard gave you an amused grin as the younger guard hectically reported to him in a hushed whisper.

>Skills:

+ Intimidation (8)

+ Loyalty (3)

>Inventory:

+ 1 Silver

>>2218

You really were lucky to have such a protector! Before you could do anyhting else Icterus was already explaining the guards the situation. However his descriptions were basic and lacked any life, you were uncertain whether the guards could do anything with it. It was not your goal to hurt his feelings, but honestly somebody had to explain to them what happened and all the important details. Surely Icterus wouldn't mind. So you explained the situation how you perceived it, left out no detail that could be necessary to the capture of the individuals in question. Every now and again the old guard you were talking to nodded. There was only two of them, the young and the old one, the others were all chasing the men.

During your conversation Alfred Whitecity walked up without a word, he merely listened to your report and what had happened. Upon hearing how you were treated Alfred made a genuinely concerned face, truly a kind man. Naturally the guard demanded to see what was inside and Alfred was happy to oblige, however due to the implemented security measures he was unable to open a new crate, thus he would have to show the contents of an already opened one.

Quickly the affair was settled. Wine and furs were mostly on the transport list. Also some velvet from the very far east, difficult to obtain in these times now that the Barbarians were controlling most of the routes. The guard took their leave.

Alfred whispered apologies into your ear, for the way you were treated and the danger he had apparently put you in. He handed you two silver coins and said you should go home early, tossing another to Icterus for his services. But you had no intentions on taking free money, you wanted to impress and earn your keep and so you managed to complete the entire weeks accounting in one day.

Whitecity was heart torn to see your dedication and handed you an additional bonus for all the work you had done.

>Inventory:

+ 8 Silver

>Skills:

+ Accounting (5)

+ Damsel in Distress (1)

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523caf No.2290

Dice rollRolled 2, 4 = 6 (2d100)

>>2285

>Name:Vivian Nation

>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>Inventory:

>>+ Father's Sword

>>>Skills:

>>+ Swordfighting (50)

>>+ Survival (50)

>>>Flaws:

>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>Bonus:

>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1:"Oi I'm fucking awake you goddamn cunt… God Middus you grew up to hit like a girl"

2:"Oi pa, got your sword off the corpse of some fucker. Guy was always a cunt to mi, but I feel bad I had to leave the Black Dragon Brother hood witout a propr goodbye"

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523caf No.2291

Dice rollRolled 25, 10 = 35 (2d100)

>>2286

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102) & Zeal (3)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Ask some of the priests if I can be of any use to the church in anyway shape or form

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523caf No.2292

Dice rollRolled 77, 67 = 144 (2d100)

>>2288

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>Inventory

+ Grandfather's Ornate Dagger

+ Plain Clothes

>Skills:

+ Daggering (34)

+ Noble Customs (33)

+ Sneaking (33)

+ Stealing (2)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking.

1. Get a job as a courier. I can move fairly quickly and see trouble ahead of time. Plus no one notices me anyways.

2.Find an inn I can stay at that isn't too disgusting and reasonably cheap.

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523caf No.2293

Dice rollRolled 88, 82 = 170 (2d100)

Jack of all trades, master of none. That's what they always said and they were right to say it. You learned a trick or two in your life. Then you learned another two. You never really perfected many of the things you've learned, but at least you learned a number of them.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (3)

>Flaws:

>>2288

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

"Well…My God! Behind you! It's a man with the head of a bird!"

1/2 Run away and find a hiding place.

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523caf No.2294

>>2284

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

>>2290

"Ah, my niece is awake once more. I hope you're feeling less belligerent now? Sure you're feeling alright?"

>>2251

"Uncle Sigurd! It's so good to see you alive and well! How have you fared on the journey over? Found a good place of work, I trust?"

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523caf No.2295

Just for confirmation you can talk to other players without it costing actions. This is just a note so you know you can reroll with actions.

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523caf No.2296

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523caf No.2297

>>2293

"What hey, what nonsense is this? I am a man, nothing more! You needn't run from me!"

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523caf No.2298

Dice rollRolled 63, 52 = 115 (2d100)

>>2290

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>>Inventory:

>+ Family Solid Gold Crossbow, Gems and Silver

>>Skills:

+ Being Pompous (100)

+ Lover (4)

+ Charming (6)

>>Flaws:

>+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

>+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>>Bonus:

>+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>>Job:

>+ Lady Contessa Whitecity Servant (Food and Place to stay)

>>2251

Giving a hearty laugh, Middus grasps Sigurd by the shoulder with his weak and girlish hands.

"Ah Father, you always knew how to jest. You had me going for a second. Of course I would like to resume my responsibilities as family treasurer! No, I insist! It would be my pleasure."

>>2290

1. You dare question the honor of Middus of the House of Nation, first and finest of his name? You scoundrel!

>tip barstool

2. It is beginning to occur to me that I do not appear to be as noble and elegant as I truly am. This elegance needs to properly be represented.

>Fix my rags to be more presentable

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523caf No.2299

Dice rollRolled 65, 60 = 125 (2d100)

I was told neither of those needed actions.

1: "Oi my fookin head, at least its better den my 16th birthday when i woke hungover with three black eyes."

Vivian checks to make sure she's okay

2:"Guess I should go find sum reputable work den ay?"

Go look for jobs that require the aid of a strong woman.

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523caf No.2300

>>2294

"Are u the cunt who fucking hit me?"

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523caf No.2301

>>2300

"I disarmed an attacker who had already harmed me. I hope you will forgive the act, but I would rather solve these problems with words than violence."

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523caf No.2302

Dice rollRolled 75, 58 = 133 (2d100)

>>2285

Name: Sigurd Pillory

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (25)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2211

"Talvi? By God, what are you wearing? Put some respectable clothes on, boy!" Sigurd's face is horrified at his admittedly neglected nephew's choice of dress.

>>2299

"It's good to see you alive as well, even if you've… picked up… an accent. What is this you say of my blade? The bandits that burned down our grand estate stole it years ago. How did you come by it, daughter mine?"

>>2298

"When we get our lands back, you're being put on a strict allowance and made to wear peasant clothes for a month."

"And I'm keeping all of our money in a vault as far away from your room as it possibly can be. I'm not joking."

>>2294

"It's been rough, to say the least. A man attempted to murder me, I am prone to believe. I shan't discuss the details here. Watch your back, nephew, and look out more carefully for your blood."

1. Direct Talvi to the church with a disappointed and disgusted look, and then begin searching once more for more of my flesh and blood in the city.

2. See about getting employment. I may be graying, but my skills with a sword are top-notch - I'm certain I could get work in a fencing academy or something similar. The work there is well-paid, I'm told, for teaching nobles how to murder.

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523caf No.2303

>>2301

"Whatever. Who the fuck are you anyways? Doubt I remember much before the Black Dragons picked me up.

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523caf No.2304

>>2302

"The mercs who picked me up grabbed it from the ruins. Picked me up cus they thought they could grow der own sex doll, bastards grew attached though and couldn't touch der "Little Girl" that way. One day one got pissy and told me where he got is sword from. Bit his throat out i did"

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523caf No.2305

>>2302

"I will look out for my family, every member. Including Talvi. Where are you taking him?"

>>2303

"I am Edmund Pillory, son of Morrison Pillory. You have had a less fortunate life than I, but I do hope we can work together, as family, to improve our lot."

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523caf No.2306

>>2305

"What the fuk is a Pillory?"

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523caf No.2307

>>2304

"That's the most horrifying thing I've ever heard. At least you're unharmed, though. Maybe you should hold onto my sword, that it might see you better than it had me." Sigurd sighs as the though of the estate being burned with a weary glance into the distance.

>>2305

"To the church, like I had just told you we were all to gather as one. Heed what I'm saying, lad. It tends to be important."

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523caf No.2308

>>2307

"Eh it wasn't all bad. Cept that cunt who I killed, the others were nice fellas. Taught mi to drink an fight"

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523caf No.2309

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

[-]

- Club Fighting (-2)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

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523caf No.2310

Dice rollRolled 24, 67 = 91 (2d100)

>>2309

1. I should seek to offer my medicinal services in town. These people are strangers to me, but I have healed strangers before.

2. It pains me to realize, but the ancient art of war of my clan is dead.

There are no warriors nearby to train me as before.

But. . .my father brought me to this land, to his people, and to my other blood kin. . .if I am to live here. . .I shall have to learn how to defend myself in the manner as these people do.

Perhaps I might find someone skilled in the art of clubs to train me here.

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523caf No.2311

>>2302

"AHA! Perfect delivery, father. Exceptional! If I didn't know you any better, I would have thought you didn't respect my financial expertise and estate managing acumen. Simply marvelous joke!"

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523caf No.2312

>>2311

"Ha does the little princess hate that she lost her pocket changge?"

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523caf No.2313

Dice rollRolled 5, 71 = 76 (2d100)

>>2289

Name: Icterus Nation

Fluff: Nearly killed in the fighting for their home castle, Icterus is the sole survivor of the former Household Guard. Middle aged, he has been 'adopted' into the family in recognition of his brave acts. Those brave acts, however, cost him his home and his true family, and he finds himself more than a little bitter.

Inventory: Ornate Bracer, 1 Silver, 10 Copper, Broken Broom

Skills: Polearms (105), Loyalty (5), Intimidation (10)

Job: Scrubbing Church Floor +2 Copper/Turn

Flaws: [Bitter] You are cynical, hurtful and can be more than a little shitty to people trying to help you at times. This goes hand in hand with sad memories of your families. Alcohol can help out at times.

Bonuses: [Household Guard] You have been trained to protect and abilities like that don't just vanish over time. You are excellent when it comes to protecting people and can take a blow for somebody else when they are within your reach. You are also vigilant and a trap for any pickpocket.

1. Continue protecting the family, as needed.

2. Keep an eye on Elise's employer if possible. This one isn't up to any good.

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523caf No.2314

>>2313

>5

well you cunts are on your own this time

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523caf No.2315

Dice rollRolled 27, 62 = 89 (2d100)

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

Skills:

+ Leadership (75)

+ Swordfighting (25)

Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

Job:

+ Whitecity Guard (+1 Silver/Turn)

1.Patrol in the evening hours, paint my armour black so as to better match the darkness, and give my helmet bat ears so as to candidate criminal scum.

2.Find a nice cave to set up shop in

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523caf No.2316

Dice rollRolled 58 (1d100)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (59)

+ Riding (50)

>Job:

+ Driving the Shit Cart (Has to be done for 3 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1; Fairly challenge people to duels and fight outside of the city

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523caf No.2317

>>2287

>>2316

Note: Obviously people who look like they can defend themselves and/or have weapons on them

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523caf No.2318

Dice rollRolled 71, 24 = 95 (2d100)

>>2286

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (53)

+ Zeal (3)

+ Faith Knowledge (6)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

“I would adore the opportunity to take part in mass, thank you.”

1. Take part in mass, be humble in this new church and don’t expect it to be too similar to the abbey back home.

2. Natasha has inspired Bartholomew to learn more, not just of the faith but of those participating in it. After mass Bartholomew will take the initiative to form relationships with all of the faithful. He will lean their names, their stories and he will share his own.

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523caf No.2320

Dice rollRolled 75, 66 = 141 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+ Cross Necklace Bearning the Family's Coat of Arms

+Priest Robes

+ 14 silver

Skills:

+ Haggling (106)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1.

Icterus deserves more than just a broken broom and rags, and I've a touch of coin. As some measure of thanks, I'll take him to a tailor. I may not have the coin to spend upon the clothing my family used to wear, but perhaps it is best if we acquire some simple clothing that doesn't make us look like priests or rag-clad urchins. Oh, and we could both use shoes or boots. We do a lot of walking.

2.

Seek out a blacksmith or weaponsmith. I may have enough coin to at least give Icterus a proper blade or staff, and myself a small dagger.

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523caf No.2321

Dice rollRolled 5, 54 = 59 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang, 5 copper

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1. Check out the church, see who else in the family has been around there.

2. Find a place to practice the sword. I can't let my skills get too rusty.

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523caf No.2322

Dice rollRolled 31, 58 = 89 (2d100)

>>2313

>>2302

>>2318

>>2291

Upon returning to the Church, Elise seeks out what relatives are there to tell them how Icterus saved her from abduction.

"He saved me from two brutes of men with naught but a broom!"

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523caf No.2323

>>2322

Icterus merely stands at military attention, bracer glinting in the candle-light, as long-faced as he usually is.

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523caf No.2324

>>2322

"Good to see we have other honorable fowlk among this family, even if they are not our blood. You'll be plenty safe here with kin, Miss Elise. I can assure you of that."

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523caf No.2325

>>2323

with a slight erection

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523caf No.2326

>>2322

>>2323

"I am glad to hear that you are safe, Elise. Well done Icterus, it is good to hear that my family is looking after one another. But, Elise, who where these brutes that assaulted you?"

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523caf No.2327

>>2322

>>2326

Sigurd's face glowers somewhat at this statement, standing nearby his younger brother to affirm his statements.

"Indeed. Tell us who the scum were - I won't suffer anyone laying a hand upon any member of my family, you or Icertus. It will be a decision they gravely regret."

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523caf No.2328

>>2327

Bloody 8chan resetting my name field every time I come back, even when logged in as a mod.

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523caf No.2329

>>2326

>>2327

"The brutes were called by no name, though their leader called himself 'Elias' and… perhaps someone called him by 'Robert'. Icterus had a better view of the men, as I was grabbed from behind both times."

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523caf No.2330

>>2327

>>2326

"Tall. Working men, surly in looks and their speech. Plain clothes. Nothing outstanding about them, but I'd remember them if I saw them again."

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523caf No.2331

>>2329

"The scawndrels! We shall have to find and apprehend them, hand them over to the proper authorities. Something such as this cannot go un-punished!"

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523caf No.2332

>>2331

"I'm sorry, I don't seem to recall your name. Cousin…?"

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523caf No.2333

>>2330

>>2329

"Well, thank you again for your helping our cousin, Icterus. If you ever find yourself against these scoundrels again, don't hesitate to ask for my aid, same to you, Elise, I will not have my family threatened by brutes."

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523caf No.2334

>>2332

"Edmund! Pleased to tweet you. Er, meet you."

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523caf No.2335

>>2333

"He is your cousin as much as Elise, Bartholomew. Show respect as you would to any other of your blood.", Sigurd said, in reference to Icertus.

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523caf No.2336

>>2335

"I did say our cousin, did I not? Still, it is my mistake if that was implied. My apologies for the offense, Cousin Icterus."

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523caf No.2337

>>2334

"Edmund? Are you the one that told my mother you could understand a baby bird you were caring for as a child?"

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523caf No.2340

>>2337

"Yes, that was me. Ah, youthful days. No one can *really* talk to birds, of course!"

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523caf No.2344

Dice rollRolled 15, 61 = 76 (2d100)

>>2294

>>2284

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

>Skills:

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - Help track down those scoundrels that attacked Elise.

2 - Look around for a pet bird to buy, or a wild bird to tame. It'd be good to have someone to squawk to in my native tongue.

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523caf No.2352

File: 1432516470028.jpg (67.91 KB,500x741,500:741,Divining.jpg)

Dice rollRolled 71, 47, 13, 80 = 211 (4d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+8 Copper

+ 5 Dead Mice

>Skills:

+ "Alternative Healing Methods" (100)

+ Mythology (4)

+ Searching (1)

+ Sneaking (1)

>Job:

+Mortician Assistant (2 Copper/turn)

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

1-2 Fucking book the hell out of dodge, I don't need the inquisition in their red robes figuring out what I'm doing. Direct Katze to jump in front of the two man and hiss at them, grabbing their attention while I escape into the alleyways.

3-4 Under the cover of darkness, with the moon at my back, I perform a divination rite with the dead mice that Katze's retrieved for me. Hopefully the ancestors will be able to shed some light on this rampant Kak'sse use.

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523caf No.2355

Dice rollRolled 54, 59 = 113 (2d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+8 copper

>Skills:

+ Weaving (51)

+ Noble Customs (50)

+ Searching (2)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievious sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (5 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

>>2302

"The journey was no picnic, Uncle. I thank the Lord I was able to get here at all. Do you know of anyone who would have some proper attire I could borrow until I can secure a wardrobe of my own?"

1. Find the best clothing I can for 8 copper

2. Attend the next family meeting at the church if I have better clothes. If not, improve my weaving skill.

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523caf No.2356

Dice rollRolled 43, 100 = 143 (2d100)

>>2174

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory: 9 silver

>Holdings:

+Tavern at the River (Large Ale Supply)

>Skills:

+ Haggling (102)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

Ah.. Business has been decent but no word from the family.. Hopefully that courier did his job.. They will find their way eventually. Perhaps its best to stay under the radar anyway.

1: Pay a few silver to have a dock built to the river, an easy place to store your boat should drag in more customers and could lead to other business.

2: Have a courier collect all bounties/jobs/offers from the area and post them in the tavern, this will help attract a bigger crowd, and should make it easy to find a hired hand should I need one.

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523caf No.2365

>>2291

Not far from you a young good looking golden headed priest and an equally gold headed older one with soft facial features were discussing the holy book when you approached them. At first they largely ignored you but when you said you wanted to do something for the church the young one addressed you directly, stating that while the church's work was never done the few things that remained to be done were nothing for a young girl such as yourself.

However you continue, practically begging them to give you any job whatsoever. You would do *anything* just to serve the church. This was when something sparked in the eyes of the older one. "Anything?", he inquired stepping closer and a hand emerged from his robes, softly following the side of your figure. Your rags were covering most things, but you could clearly feel his skin touch yours for a moment. You were uncomfortable, though you didn't see it coming.

The fist struck the priest surprisingly from the side and sent him down onto the ground. Relentlessly it came down again and again as the young priest demolished his older collegues face who was not even trying to resist. Blood stained the ground as finally the older priest slumped together and stopped moving completely. Was he dead?

The younger priest now stared at you, his fist was broken, blood was flowing down his hand and dripping onto the floor, "It was not right of you to play with Brother Jannis vice. He came to us seeking relief of the devil's sinful temptations.". You looked at Jannis, his face was completely bruised with open wounds in some parts, a bloody mask of the man you had only just looked at.

"I think it is best you keep your distance.".

>>2292

There is always a place for couriers. Sure you aren't exactly paid awesomely, but it's just enough for a room and some food. In the end you will probably come out with nothing at all, but at least you'd have a place to sleep and some food on your plate.

All in all they pay you two Coppers a day for your job as a courier and the tavern you've found costs the same, so as expected no money made but hey. Surely you'd get to make money once you've found a more lucrative job. Or perhaps you enjoyed being a courier, certainly you would be able to obtain all sorts of information. While you were of course not allowed to open any letters or look in any packages you still knew who was writing to whom and who received what boxes. You could make your own connections, though chances were that you misinterpreted and saw connections that didn't even exist.

Later that day when you leave your room to head into the tavern you hear some people talk about a large meet up of Nations in some other tavern, apparently some old guy who had to have been Sigurd, announced that the family was to meet at the church, with which he was undoubtfully referring to the cathedral.

>Job:

+ Courier ( 2 Copper / turn)

>Holdings:

+ Tavern Room + Food (-2 Copper / turn)

>>2293

There was a guard in front of you and two more behind you which you hadn't seen, but by whatever chance apparently not a single person had tried to play that prank on them before. One of them even yelled, "Sorcery!", as he turned around and drew his blade. When they noticed that you had slipped past you already had brought some distance between you and them. But as you stopped to taunt them, which wasn't very smart at any rate, they decided that chasing you was well worth it.

At night the streets were almost empty only few people here and there, you bolted through alleyways, the guards always not far behind. Once or twice you thought you had lost them, only to find yourself in their arms again.

When you eventually loose them you sit on the stairs of the cathedral. An imposing sight at day and night alike, the statues of the disciples staring down onto you, their silent faces judging you for your crimes. From inside you heard voices. Familiar ones at that.

>Skills:

+ Running (10)

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523caf No.2366

>>2365

>>2298

You tip your sister's barstool who was just checking herself out and she hit the ground with a satisfying thump. Content with yourself and your life choices you swaggered outside where you asked the next best person where Lady Contessa was living. A little suspicious the merchant you had apparently caugh at this hour directed you to the Whitecity Mansion. As member of the family ruling Weissstadt she was housed in probably the biggest mansion of the city though the man doubted you would be let inside. Sneering at him you make your way there and are not let inside.

You make a bit of a fuzz until eventually one of the personal guards who reknognizes you walks outside at all the commotion and tells them to let you in. The mansion itself could probably qualify as a small castle. It wasn't as fortified but it had countless rooms and halls. You were brought to the servant ring where you were shown to your comfortable and freshly made room. Clothes are already ready for you, apparently being a servant meant that the maidens would also ensure you always had proper clothing. It wasn't dashing, but in the servant's cloth you did look like proper middle class.

>Skills:

+ Charming (2)

>Inventory:

+ Whitecity Servant Clothing

>>2299

You check yourself out. As nice as always. Certainly you've been mistaken for a stray dog instead of a noblewoman once or twice in your life but that could happen to anyone right? Just as you were straightening your rags your stool tilted to the side, flailing with your arms you attempted to stay on the spot but it just kept tilting further until you hit the ground with a loud thumping sound. A very satisfied looking Middus disappeared behind the tavern door as he stepped out into the night.

Now what kind of job did you want? Certainly Middus had a good job, he was already prancing around. You were his sister, surely he would put a good word in for you? Then again he probably did some sort of girlish job that you couldn't use at all.

Edmund and Wikiver seemed to have more appropriate jobs as bouncers though you doubted the Owner wanted you to stay around for much longer. Probably it would be best if you found your own job.

It was already late at night, you knew you could go to the church and get a good nights rest, some food, but for now you would keep looking.

You passed a large storage house, oddly enough there were no guards and a good looking young man emerged from one of it's doors looking around with a displeased look.

"Hey you, the guy with the sword.", he firmly pressed six copper coins into your hand convinced that you would not turn down his offer, "I need you to stand guard here till tomorrow. If you're still here when I come back, you've got yourself a job.".

>Job:

+ Storage Guard (+ 6 Copper / Turn) [should you stay till his return]

>Inventory:

+ 6 Copper

>>2302

You direct Talvi to the church while your son practically pushes your daughter of her bar stool. During the whole conversation you easily keep up a look that can leave no doubt that you have no appreciation or tolerance for his sinful lifestyle. He should burn in hell. Right in hell. No mercy for this depraved.. oh right you wanted to give him directions. Now where were you. After a bit you are done, having described the direction as you felt perfectly.

It was already late at night when you set out to become somebody's fencing master. Surely there had to be some minor noble families who were willing to accept an old rags wearing fencing master into their services? While you are turned away at many doors one of Lord Turmhill's guards takes you aside and notes that the Whitecity's do have a rather difficult child that would be well served with any teacher, though such a prestigious family would never let you even close to one of it's children perhaps you have somebody who could put in a good word for you.

If you recalled correctly your son was a personal servant to Lady Contessa Whitecity, perhaps he could "advance his position" and put in a few good words for you.

>Skills:

+ Leadership (2)

+ Searching (3)

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523caf No.2367

>>2366

>>2309

You pack up your stuff and leave your hidden healing hut back in the forest. You turned back and blinked a few times. You had only taken a few steps and yet you could barely see it. Luckily you'd remember this stop thanks to it's characteristic surroundings. Wouldn't want to forget where your house was. The moment you stepped from the woods you looked ahead and saw a small crowd of people. All sorts of them. Cutthroats, farmers, merchants, none of them looked like the type that would take shit from the shit cart driver.

In front of them was a barbarian, you could tell from his posture and his rags, they were made from the furs of animals only found in the far east, or at least you were convinced they were, you were no particular expert on the matter. He was holding a spear and talking to the men, many of them looked at him with crossed arms.

Was this some time of coup attempt? You couldn't hear, yet they were too far from the forest to approach them undetected, how you wanted to play this was up to you, though from the looks on their faces someone would need some treatment soon.

>Skills:

+ Sneaking (2)

>>2313

What you want to do today is not up to you. You want to protect the rest of the family but Elise has different plans for you. Wanting to repay you for protecting her she takes you to a tailor. When you entered his house he already wanted to open his mouth and tell you he had nothing for beggars, but all it took was a look from you to shut him up.

When Elise flashed her money the man's face turned from midly disturbed to very, very happy. Suddenly he was all yours, was delighted to see you, took measurements of all sorts and ensured you that he would make you some fine clothing. After a while he returned with something befitting of both of you. The entire dressup looked alright, except for the fucking hat. It was unnecessary on just about every level imaginable and the large feather within it annoyed you to death.

When Elise turned up in her new clothing you finally snapped. She looked good in a finer gown, it had sort of a push up effect and the colors and cloth really helped in bringing some more life into the otherwise stressed face of hers. But that was not the issue. You looked alike. Like horribly. Horribly alike.

Without a word you grabbed the hat and threw it onto the ground, with a confused look Elise came up to you, "Don't you like it?", she asked with a light shiver in her voice, you looked at her in disbelief of your own, how could somebody be so simple they couldn't understand something so basic? "I couldn't look like more of a fucking dog if I put a leash around my neck and walked on all fucking four stupid woman!". You left her behind and stepped out into the street. Fuck that, you were done for the day.

In the corner of your eye you spotted Elise's employer and decided that perhaps you were not done for the day at all.

Following him around all day he talked to merchants, guards and seemingly everyone else in this city. He was a busy man no doubt. Later at night he went to his warehouse, paid some scruffy thin hobo with a sword to protect the place and then went back to the Whitecity Mansion. A young man in rags got into a fight with the guards outside but was eventually let in.

>Skill:

+ Pride (3)

+ Sneaking (2)

>Inventory:

+ Fancy Clothes (Matching Elise)

>>2315

You get disciplined for messing with your issued equipment and get put in a dark hole for the day. So you've found your cave huh?

>Skills:

+ Batshit Crazy (1)

>>2316

Driving the shit cart you challenge just about everyone you come across to come fight you outside of town if they aren't a pussy. A lot of people just point and laugh at you but some seem to take honest offense in your doing. When you leave your shit car in the town and leave in the late afternoon you find a crowd of roughly twenty people out of town. Merchants, cutthroats, all sorts of men with swords and spear ready to beat your sorry ass up for hurling insults at them.

You walk up and down in front of them. For now it seemed like they were willing to solve this in sort of a civilized manner.

>Skill:

+ Insults (3)

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523caf No.2368

>>2367

>>2318

Getting the chance to take part in the mass really was a one time opportunity for most. You however are not like most people. With a booming voice you proclaim the duties of men and women and as you felt for the first time in many years the people truly listen and understand. When you extend your blessings over the people at the end of the mass they truly feel protected. For some time people come to you and thank you for the inspiring words. Truly you have brought solutions and have created new religious questions alike. You are certain that this has raised your standing amongst the local clergy.

You try to speak to the local priests about their own personal affairs, however they are busy caring for a priest with a bruised face. He was apparently chastized for his sins. Perhaps you will have more luck once things calm down.

>Skills:

+ Preaching (6)

>>2320

You take Icterus to a tailor. A good one! After all you bear to afford it. At first you thought he would make some annoying comment about your clothes, but he remained surprisingly calm. When you flashed your coin he even seemed happy, of course it was just a merchant's smile. You went on to discuss your plans with the tailor while Icterus remained largely in the background. After a bit of discussion and haggling he returned with the cloth. It really was of a fine quality though you would never actually admit that to the trader. There was also a fashionable hat that belonged to the set. You handed them off to Icterus who got undressed while you retreated to a more appropriate location. When you came back you looked at Icterus, he looked a bit unhappy in his new clothes, but they had matching colors to your own. It was all very adorable.

Without a word Icterus grabbed his hat and threw it onto the ground with an angry expression, with a concerned look you walked over to him, "Don't you like it?", you asked, your voice was shivering a bit. You didn't want it to, but your voice didn't care what you wanted anyway. Neither seemed Icterus from the looks of it.

"I couldn't look like more of a fucking dog if I put a leash around my neck and walked on all fucking four stupid woman!", he barked at you, turning around and leaving you behind in the store. You had only wanted to do him a favor, what was he blaming you for now?

Confused and hurt you paid the tailor, not for Icterus hat though. You kept your own hat, it was fashionable after all and went on to the Smith. A man with an incredible headache who could have sworn he had been working on a leather armor. You buy a dagger for yourself or rather a curved knife of which the smith again could have sworn he had more. You see a spear in the corner of the room, the wood seemed to be oak and the point was well crafted as well.

With a sigh you decided to purchase it. After all even if Icterus did not appreciate your gifts somebody else could.

>Skills:

+ Haggling (4)

>Inventory:

+ Fine Clothes (Matching Icterus)

+ Fashionable Hat

+ Curved Dagger

+ Oak Spear

- 6 Silver

>>2321

You ask a man how to get to the church. He winks at you and gives you the directions. Turns out "Church" seems to be some sort of codeword for a rather prominent whorehouse. Women from all heritages offer their services in front of the lovely decorated house, a pleasent smell streaming from the entrance. In need of directions you entered, greeted by the pinkish light of torches behind stained glass you are greeted by a pretty young woman dressed as a nun at the reception. You can already tell she is undressing you with her looks, though with your rags there is hardly any work to be done.

You open your mouth and then close it again. It wouldn't be right to simply come here for directions and then take your leave again, it would be ungrateful. Perhaps you should stay for a bit longer? Just to make sure you got the directions right of course.

>Skills:

+ Lover (5)

>Flaws:

+ [Lustful +]

>Inventory:

- 5 Copper

(You also have directions to the church now)

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523caf No.2369

>>2368

>>2344

You try to follow the tracks but really there is nothing to go on. You don't even know where she worked in the first place. Soon enough you find yourself lost somewhere in the city. The streets get dirtier and dirtier so you knew you were going into the right direction. You passed a mortician and a tanner. You probably weren't headed anywhere useful with this.

A bit out of directions you go to the local backery but since you don't know where you want to go you just buy some suspicious looking bread instead and sit down near a burnt down house. A few crows fly around nearby and you grant your brothers a few pieces of the bread. After feeding them for some time and chirping to them in your birdy voice you get up and start to make your way back, only to realize that wherever you go there is a crow waiting for you. You are certain it is always the same. It opens it's beak, "Kra-he.", Krahe. A name?

Other:

+ Crow, you can name it if you like

>Inventory:

- 1 Copper

>>2352

Katze jumped out and danced along in front of them, meowing and purring around their legs he drew them into the next room, scratching on a closet, while the men with the red cloaks were still busy following the clues the cat left you sneaked out of the clothing and towards the door. You get out of there. Apparently they had not noticed a thing. After some time Katze returns to you, he seems more satisfied than usual, apparently it would seem he pointed them right to a stash of some delicious delicacies.

But the ritual most continue! The larger the sacrifice the more accurate the divination, that much you knew! So you sacrificed all four mice. They were already dead for some time and thus their blood was not fresh, certainly a bad condition, however you were certian it would shed some light on the secrets you were searching anyway.

Tearing open their little bodies with your fingernails takes time and is a bit frustrating but in the end you manage to shed what little blood they have left. It meets and forms a stream, a river. A river? Here and there little drops of blood sprung to the side, blooming like flowers. Flowers, by a river? What river? There was no river going through town. Perhaps your sacrifice had not been sufficient?

>Skills:

+ Mythology (4)

+ Sneaking (3)

>Inventory:

- 5 Dead Mice

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523caf No.2370

>>2369

>>2355

Firstly your uncle explains to you how to get to the church. Every now and then he made longer pauses just staring at you with gleaming hatred in his eyes, though you were uncertain whether he actually noticed it himself. You thank him even though he made you feel incomfortable in more than one way.

You check out a number of tailors, when you find one you are just in time to see a man leaving angrily, followed by an equally upset women, though apparently it had nothing to do with anger. Oh well, certainly the tailor was not to blame! You head inside and make some very specific notions as to how you would like your clothing woven as well as the series of stitches. The tailor immediately recognizes a fellow craftswoman and is content to oblige.

You retreat to get dressed and return in a most fashionable cloth, the tailor is happy to serve somebody with such exquisite taste.

You then move on to the church. There are a large number of nations here though you are certain that even more are still missing. The priests happily inform you that currently Bartholomew and Natasha nation are here, while Bartholomew has delivered an exemplary performance at the mass today.

Nobody seems to have noticed your sinful behavior for now.

>Inventory:

- 8 Copper

+ Fashionable Good Female Clothes

>>2356

Saying there was a dock was perhaps a bit much as barely a boat fit onto the river and having any sort of runway would effectively block anything from passing. So you are content with a runway that is barely more than a post to bind your ship onto, considering somebody with a ship would actually pass. The guy still charged you a silver for it that greedy fuck.

However you promise the courier two silver if he does a good job and brings you news of all the jobs. Now for a courier two silver are ten days work and he is sure he does a very good job, bringing you all sorts of jobs and even those who are usually not publicly announced. Seeing as you were so far out of town and no guard ever bothered to check in on your establishment and that makes it just perfect for what happend.

Slowly but steadily the scum of the city started to meet up in your tavern. But not just any scum. The bandits who normally came to town to peddle their raided goods, the mercenaries seeking employment by parties interested in the most sinister things. Head and bounty hunters both seeking pray in the bar and spending their time waiting for new contracts. The amount of armed scum that enjoyed the hospitality of your tavern seemed sheer endless. They named your tavern respectively "Open Throat".

Business was booming and you usually let the fights play out since you had nobody to enforce the peace, though nobody ever complained about it either. You made a buttload of money in an immensely short time, however soon you would have to think about where you were going to get this much ale from!

>Holdings:

+ "Docks" (20cm Runway)

- Tavern by the River (Large Ale Supply)

+ Scum Tavern by the River "Open Throat" (Dwindling Ale Supply)

>Job:

+ Bartend your own Scum Bar (+ 12 Silver / Turn)

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523caf No.2371

Dice rollRolled 59, 64 = 123 (2d100)

>>2370

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102) & Zeal (3)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 I wasn't paying into somebody's sin. I want a job with the church it's a big misunderstanding. Bartmolenthew was lighting some candles and we're talking about religion. I want to help the church in it rituals not to create more sin

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523caf No.2372

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Sneaking (2)

[-]

- Club Fighting (-2)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

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523caf No.2373

Dice rollRolled 23, 39 = 62 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang, 5 copper

Skills: Swordfighting (50)

+ Serpent Blade Combat (50)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1. Practice with the dragon fang.

2. Buy some clothes that are not rags.

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523caf No.2374

Dice rollRolled 25, 68 = 93 (2d100)

>>2367

>>2316

1-2. A horse Barbarian! Here!

How dare he. His people destroyed my clan, my home, my people.

And it looks like he's causing trouble. Well, if it's a fight he wants, it's a fight he'll get. If he wants to stir trouble, then trouble has found him.

I walk out into the open, and say my name and whence I am from, and challenge the Barbarian.

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523caf No.2375

Dice rollRolled 10, 89 = 99 (2d100)

>>2368

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (59)

+ Zeal (3)

+ Faith Knowledge (6)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

Bartholomew is delighted to hear about how they enjoyed the mass, it is wonderful that he was able to provide his service for those that needed it.

1. Bartholomew continues his daily routine, three hours of prayer in the mourning followed lighting the candles around the church. Whenever he has free time he is either helping out around the church or studying the holy book.

2. Bartholomew hasn’t given up yet, after another enthusiastically done mass he continues to try to form ties with the other faithful and the church goers, to understand them.

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523caf No.2376

Dice rollRolled 90, 5 = 95 (2d100)

>>2366

Name: Sigurd Pillory

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (3)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2298

How embarrassing. Sigurd once more approaches his child, clasping him on the shoulder with rough, large hands. "Boy. I understand you're close with Lady Contessa of Whitecity." He doesn't press the word 'close'. "I'm to teach fencing to one of their children, but they would like.." Sigurd grumbles for a bit, furious at the notion that a respected and known Nobleman, one who'd dealt with the Whitecities on advantageous terms before - would need a recommendation to work FOR them. "A recommendation first. Throw in a good word, would you, lad?"

1. Continue the search for more of the grand family of Nation. Hopefully less disappointing that Talvi. I usually don't get upset at anything, much less those of my blood, but that boy is a grave exception.

2. Seek out some more decent clothes. The noble robes of a priest are certainly nice, but I should be wearing something a tad more respectable, I think. I do make a rather imposing figure clad as a priest, but it's most likely not good to lead people on so. I have no money, true. I have honor and words, however, and a guarantee that I'll pay back every cooper on my noble soul.

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523caf No.2377

Dice rollRolled 67, 67 = 134 (2d100)

>>2369

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ 4 copper

>Skills:

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - A crow! I'll name it Krahe.. kray… Craven! That's a nice, crow-like name! So good to have a friend to talk to at last! Now to buy it a nice cage with a perch, so it has somewhere safe to sit in inclement weather. Not truly a cage, I know well the ills of being a caged bird. A home, a nice abode for my new friend!

2 - Head back to the Church to meet with the family. Maybe look around for any clues to those ruffians who accosted Elise.

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523caf No.2378

Dice rollRolled 58, 29 = 87 (2d100)

>>2365

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>Inventory

+ Grandfather's Ornate Dagger

+ Plain Clothes

>Skills:

+ Daggering (34)

+ Noble Customs (33)

+ Sneaking (33)

+ Stealing (2)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>Job:

+ Courier ( 2 Copper / turn)

>Holdings:

+ Tavern Room + Food (-2 Copper / turn)

1. Visit the church incognito, make sure it's legitimate before is how myself. +33 stealth + Unassuming

2.Try to Locate a better job, A courier with higher priority deliveries, or maybe something else that can make use of my ability to be easily ignored., like a bodyguard or some such.

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523caf No.2379

Dice rollRolled 18, 38 = 56 (2d100)

>>2366

>>Name:Vivian Nation

>>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>>Inventory:

>>>+ Father's Sword

>>>>Skills:

>>>+ Swordfighting (50)

>>>+ Survival (50)

>>>>Flaws:

>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>>Bonus:

>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

1:"Well den, that was easy"

Vivan leans against the storage houses wall with her sword out waiting to see what happens.

2:Once the man returns Vivian decides to head to the church the next day to meet the rest of her "family"

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523caf No.2380

Dice rollRolled 91, 97 = 188 (2d100)

>>2379

>Jack of all trades, master of none. That's what they always said and they were right to say it. You learned a trick or two in your life. Then you learned another two. You never really perfected many of the things you've learned, but at least you learned a number of them.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+Swordfighting (25)

+ Sneaking (3)

+ Running (10)

1/2 "I wonder. I've heard these voices before." (Go and see what's going on inside…Quietly.)

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523caf No.2381

File: 1432591603738.jpg (416.09 KB,821x600,821:600,1432346995352.jpg)

Dice rollRolled 35 (1d100)

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (59)

+ Riding (50)

>Job:

+ Driving the Shit Cart (Has to be done for 2 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1; A challenger has appeared! Yes, let us fight! This is what I was looking for, I need to keep up my skills, I've been getting rusty since I got here! Don't want to kill him or anything, maybe slice his legs a bit so he his movement and height is impaired, easy to take him down then. Hopefully these guys wont mind waiting while we fight.

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523caf No.2382

File: 1432591894533.png (694.72 KB,1024x768,4:3,VOODOOMAN.png)

Dice rollRolled 9, 39 = 48 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+10 Copper

>Skills:

+ "Alternative Healing Methods" (100)

+ Mythology (8)

+ Sneaking (4)

+ Searching (1)

>Job:

+Mortician Assistant (2 Copper/turn)

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

1. Flowers by a river? Odd…I must ask the mortician, and if he doesn't know, perhaps some traders, of where a river is nearby. Though the ancestors are vague, they almost never lie.

2. Spend 10 copper in the marketplace to get an apothecary's satchel. If I'm going to heal, I'll need access to some basic medicinal herbs at all times.

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523caf No.2383

Dice rollRolled 43 (1d100)

>>2367

>>2381

2; Keep him mid range. Don't want him getting too far away that he can use some tricky voodoo or some sort of ranged weapons his people use, and don't want him getting too close so his height and build could just overwhelm me. Impair him and he's done

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523caf No.2384

>>2376

Sigurd Nation*

Forgot to change. Pillory is an awful name.

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523caf No.2385

Dice rollRolled 49, 58 = 107 (2d100)

>>2367

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

Skills:

+ Leadership (75)

+ Swordfighting (25)

Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

Job:

+ Whitecity Guard (+1 Silver/Turn)

3 Silver

1/2. Crazy am I? You'll all regret that when the hill people are raping you to death, anyway, go patrol, but scream as I chase down vagrants "I AM THE NIGHT"

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523caf No.2386

Dice rollRolled 27, 83 = 110 (2d100)

>>2370

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory: 18 silver

>Holdings:

+Scum Tavern "Open Throat" (Dwindling Ale Supply)

+"Docks" (20cm runway)

>Income:

+12 Silver / Turn: Bartending Open Throat

>Skills:

+ Haggling (102)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

"Open Throat… Fitting I suppose, No qualms with the crowd, they can be rowdy and unruly but that proves advantageous at times."

"First things first, I have no problem with you fighting, but keep it outside, there is honor amongst thieves after all right? Second, fifty coppers a day to the best bartender and another fifty coppers a day to the baddest of you who dares to keep some semblance of order to this place."

Meanwhile, Karlington still worries about his family, but he has more pressing matters at hand, like his ale supply.

1: Hire a bartender and bouncer from the crowd, it shouldn't be too difficult given the clientele.. 50 coppers a day to each is more then a fair wage.

2: Secure a steady supply of ale, I'de rather not see what they do when I run out. (+Haggling, +Golden Nose)

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523caf No.2387

Dice rollRolled 95, 82 = 177 (2d100)

>>2370

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

+ Whitecity Servant Clothing

>Skills:

+ Being Pompous (100)

+ Lover (4)

+ Charming (8)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

1.

>>2376

A father's wishes must always be obeyed, particularly a father who is proud of his son! Middus knew Sigurd was proud of him at that he was obviously the family favourite (far better than his wretch of a sister), and he would not let his father down. Again, that is.

Greeting the Lady Contessa with a bow and planting a gentle kiss upon her slender hand, Middus makes his case.

"Honorable Lady Contessa, my service to you endeavors to bring me endless tribulation. Be so graceful as to grant my father, Sigurd, the honor to serve the Whitecity family as I have."

Stooping lower, Middus becomes more passionate, the old flame of court intrigue lighting up his eyes.

"He may be grey in the face, but his finesse and fencing acumen has not dulled over the years. He's a seasoned strategist, and a fencer of equal talents. While he may lack the grace and flair of more… modern experts, his methods are tested upon the battlefield, and will not fail you when most need. Indeed! Tales of valor are still told of his deeds upon campaign, and his triumphs upon the field of war. His service would not go amiss in your court, and I'm to understand your noble son is in need of a tutor. The Whitecity family deserves nothing less than the best, and I assure you. My father is the very best."

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523caf No.2388

>>2387

**Jubilation, not Tribulation

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523caf No.2396

Dice rollRolled 21, 7 = 28 (2d100)

>>2368

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms

+Fine Clothes (Matching Icterus)

+Priest Robes

+Curved Dagger

+Oak Spear

+ 10 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly underestimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1.

I'm not upset that Icterus hates my attempt at a kind gesture. I even got him this- … where is he?… I'll just head to work early, with the spear… Surely he'll stop by and I can give the spear to him there, as thanks.

… I'll do my best as an accountant for Alfred Whitecity.

2.

Icterus hasn't shown up yet… perhaps I should learn more about Alfred Whitecity's business. A simple accountant does the numbers. A great one learns where the numbers come and go, to better understand where money may be gained or lost!

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523caf No.2398

>>2371

This was all one big misunderstanding and you were sure to make it right. Of course you hadn't planned on paying into the priest's sin and of course you had done nothing to provoke the mans attraction. Had you? You looked down on yourself and noticed that the rags you were wearing barely covered many of your more intimate areas. The golden headed priest had made his point. No matter, this was not intentional and you did were not going to be described as some harlot.

When you finally find him, the priest who was apparently named Brother Oreo was just being cared for by another priest. His bloodied hand being bandaged, he gave you a disapproving look. Having told you to leave with you obviously disobeying the order dissatisfied him and now he was probably already thinking about a fitting punishment for your sins.

You explained yourself to him, however he seemed unimpressed with whatever you said. Either he wasn't really listening or he believed your words to be the devil's either way he could not care less. He was about to open his mouth and as you suspected chase you out of the church, however Bartholomew came just in time. He ensured the priest that you only had the best of intentions and were a scholar of the faith. Certainly something could be done to make your stay here more appropriate.

A bit more understanding now that you had been officially sanctioned Brother Oreo rolled his eyes and left, returning only moments later with a robe very much like his own. You simply dragged it over your clothes and already felt more pious. However as he watched you prancing around in your new found robe the priest decided that you required a second one on top of the first. This was rather warm and also a bit unhandy, however he assured you it was for the best.

You were now free to go about and assist one of your fellow family members in scrubbing the floors, however he asked you not to make too much noise doing so and to avoid brother Jannis when possible. While most of your provocative areas were already hidden he dared not conceal your true face before the eyes of god.

>>2373

(You can btw rename your Serpent Blade Combat skill to Dragon Fang Combat Skill)

It would seem you had the day to yourself now that you knew full well where the church was as well as where your family was staying. While you had most certainly enjoyed your time and you wanted to go back and you were certain the girls were just aching to see you again just as much as you wanted to see them. However money did not grow on trees, you knew that full well, even though your Cousin seemed to have no understanding of this.

After a few swings with your sword you decide that you have done well enough for the day, after all there are countless more things you could do, like going to buy some finer clothing. Certainly you could ask for some family members to lend you the money, but what would that look like while you were making your own money? You pass several shops with fashionable clothes. There could be no doubt that with your pay you could even afford these within a day or two. But just look at the price. A silver. That was two days of work for you! And another silver for a hat? Now how ridiculous was that price?

Now normal clothing would be perfectly fine for you. Yes sir. You were certain there was something average for five coppers and you were right to suspect so. The clothing was appropriate though five copper were a lot of money when you thought about it. Five copper, who would spend that much on something as simple as clothes? Not you that was for sure! One needed to keep their purse closed in times like these!

Now that clothing looked like it had an appropriate price, after all there was no need to spend a lot of money on it, it just needed to be something else than rags.

>Inventory:

- 2 Copper

+ Poorly Made Clothes

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523caf No.2399

>>2398

>>2374

A fool to seek a fight with you nearby! Holding your Black Stick you announce your challenge proclaiming yourself Oo'ka B'aa from the lands where the sun watches over Gazelle, Lion and Elephant. The fool is quick and happy to accept your challenge, however you shall crush him with your superior strength!

You quickly approach him with a few large steps, furiously swinging your Black Club (which should be in your inventory). You barely miss his head as he dodges and delivers a quick strike to the hollow of your knee with the safe end of his spear. You stumble forward swinging your club in a large back hand blow which he narrowly avoids, as he delivers two more quick hits with his spear which he seems to use much more like a staff.

Angry you press on swinging low for his feet, your long limbs and club almost giving you the same range. In a surprised motion he jumped, however his spear was not high enough. Hitting the lower end you send it rotating into the air. His spear still in the air you took two more strikes at him, however he managed to somehow avoid them both in elegant well placed movements.

With a thump his spear struck the ground behind you, when you turned your head back the barbarian delivered a quick jab to your face. The blow was admittedly well placed and timed, however the jab hardly had any force to it and thus no lasting effect, though it had surprised and staggered you long enough for the Barbarian to somehow vault and roll over your leg, coming out behind you and swiftly grabbing his spear. The other people who still hadn't left were jeering in anticipation.

You had taken a few hits, but you were far from done with this one.

>Skills:

+ Club Fighting (3)

+ Toughness (3)

>>2381

The man proclaimed himself Oo'ka B'aa from the lands where the sun watches over Gazelle, Lion and Elephant. Certainly a fearsome opponent he was two heads taller than you and was carrying a club that looked like it could smash an ill crafted sword into pieces without any issue.

Before you noticed the man had already closed the gap between you, approaching with two quick steps, his club already on it's way towards your face. You hold no illusion that he would pop your head like an egg if the hit would connect. You quickly through your loins forward trying to fall back as far as you could, narrowly avoiding the strike with far open eyes. The black metal, unknown to you, rushed past. Instinctively you hit your spear forward striking the giants hollow of the knee sending him staggering forward.

Still in the position he takes a swing with his back hand which you easily avoid placing two more hits on his body with the blunt side of your spear, however he doesn't seem to care much for your non lethal methods.

Having gathered himself the giant now took a long sweep for your legs, surprised at his incredible range you jumped, however you forgot to raise your spear. It's lower end was struck by the club and violently propelled into the air where it continued to rotate. Surprised you stumbled backwards, the giant taking two more swings at you which you miraculously managed to avoid in a series of stumbling and slipping backwards to try and get out of his reach.

Then your spear hit the ground with a thump. The giant instinctively turning around to look at the sound and this is when you grabbed the bull by the hornes. With a large step you put all of your back into the punch that struck the giant right when he was turning back around, jerking his head to the side. The people who had been watching this entire time went mad shouting and whistling, even more so when it became clear that the giant seemed to have taken the hit like any other.

Your hand still hurting you somehow managed to crawl over the staggered giant's leg, roll over and get towards your spear. Holding it in both hands you turned around to look at a very pissed of giant who had some bruises, however you would have to start thinking of something soon, because he didn't look like the type that surrendered and if that club hit you, you'd be done for.

>Skills:

+ Polearms (3)

+ Dodging (4)

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523caf No.2400

>>2399

>>2375

You try to go about your usual business, however people just continue to try and keep you from it. While certainly you appreciate their devotion to god you find it annoying that some people just continue to harass you about the lord's teachings while you were trying to pray if there were a dozen other priests they could talk to. Their sheer ignorance and lack of understanding drove you mad until at some point you outright yelled at a Mercenary who did not understand why the Guard was allowed to kill and get paid for it while he did the same and was often critisized by brothers of the faith. A bit bummed out everybody stared at you, but you just had a go at it, yelling at him how his own greed had obviously poisoned his mind and that he should not be asking stupid questions trying to validate his own actions but beg for the forgiveness of god.

From them on less people came to you. Of course every now and again they would pass by and greet you, but it would seem you now had some more time for yourself. Soon you realized that this was not particularly what you had wanted. Of course you needed to understand them if you wanted to help them and thus you took it upon yourself to understand. The first thing to understand was a dispute between Brother Oreo and Natasha, however you quickly mediated vouching for Natasha as a willful and most devoted follower of the faith.

It took two robes too conceal all of Natasha's charms however after two robes all resemblence of a female figure was well hidden beneath the cloth.

You then tried to find out more about the person that was Brother Oreo. He spoke openly about his vices that drove him into the Church's arms. "I fornicated with a flesh made demon. A mix of man and woman. They burned me for my sinful ways, for the sodomy I had commited. Now I serve our god.". Really. Who would have thought Brother Oreo had fornicated with a man-woman thing. You had never seen anything like it though you did not doubt his words that something like it existed.

>Skills:

- Preaching (2)

+ Zeal (5)

+ Faith Knowledge (1)

>>2376

You wanted to go clothes shopping but couldn't. You wanted to leave the church, but somehow you could just not do it. What had come of your life? It was one of those times again when you looked back to remember. The flames, the graves, the hunger. Blood of your blood spilt on your own soil, raped, murdered. And what of it now. Here you were, you had food and shelter certainly, yet what was of your children? One was a scruffy wild girl, you were uncertain whether she could ever be taught how to behave properly, finding her a noble match would be a challenge at any rate. And your other son? An indulgent wastrel, you had always known but now was worse than ever. And what did you do to counter all of this? You had your son sell himself out to an older noble woman like a whore in order to secure yourself a position at their court.

Despicable. What sort of protector were you? There you set, sulking in the confessional box crying out your woes to an unknown priest on the other side. You did not know what to expect, when was the last time you truly confessed.

"God will absolve your sins.", an old and soft voice came from the other booth, "We all have treaded in the path of darkness, we all seek the light. If you hold to the virutes of our lord you too will find the light. Go now, Lord Sigurd Nation and bring forth the will of god.".

You stepped outside of the confession booth and there you saw him. Standing in the church entrance, unsuspecting as ever with his Mother's Gold Pendant Flute and dressed in a, as you noticed almost finished, leather armor with a Tower sigil on it. You knew that face all too well, he had always been a bit taller than the others. A fifth or sixth child of the family. Unassuming as always he was peaking inside, certainly trying to check whether all of this was a trap.

>Skills:

+ Faith (4)

+ Searching (3)

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523caf No.2401

>>2400

>>2377

They call it a bird house. A wooden construct where birds can stay in. It's dark and warm inside and the woodworker assured you that it was just fine for all sorts of birds. Honestly he just seemed happy that anybody seemed interested in buying this new invention of his. He excitedly explained to you that every bird should be free and that if a bird truly wanted to stay he should do it on his own account.

When you point to Craven sitting on the roof across the street he puckers a little but then agrees to work around on the bird house to get it crow sized. For two copper you manage to seal the deal, everybody is happy and you have a bird house to put Craven into. You then proceed back to the church on your way passing buy a number of strange serious looking people with red cloaks. They look at you in equal confusion with you carrying an odd little wooden house with a hole in the middle.

Afterwards you climb the stairs to the church, having seen no signs of Elise's attackers who are yet to act up again. In the church entrance you see some guy with an (almost finished) leather armor with a tree sigil on it, pondering whether he should go inside or not. Who knew what the poor fool had done to fear going to church?

>Inventory:

+ Bird House (Crow Size)

- 2 Copper

>Skills:

+ Haggling (2)

>>2378

When you approach your boss about getting a better job he just laughs in your face, telling you that if you wanted a job besides being a Turmhill Guard that was also well paid you'd have to take it up with your other boss. An honor which you could go well without. Besides there were a lot of Refuges from the Eastern regions taking up all sorts of jobs, even the townfolk were already getting angry with them for taking away all the good jobs.

There were rumors of entire families migrating and forcing local businesses into submission, reports of crime, black magic and so on and so forth. The usual jibber jabber. You then decide it was time to pay the church a visit, after all it had been proclaimed the meeting spot of the nation family.

When you came to the church you stopped in the entrance, from here you would be able to turn around if needed. Scanning your surroundings you noticed a man who was undoubtfully Bartholomew the family's own religious fanatic. He had never actually tried to recruit you for the cause and while he was a nice guy he could be very angry at times. A sinful irony. There was also a beautiful girl in an unusually thick robe, however her face was that of an angle and you could tell her hands were soft as the finest velvet just by looking. Though you would certainly like to get to know her you did not recognize her. Then your gaze fell upon a sad man coming from the confession booth and his gaze fell upon you. As your eyes met you could already tell he had recognized you.

It was old Sigurd, possibly one of the oldest members of the Nation family. You were surprised but happy to see he was still alive.

>Skills:

+ Sneaking (2)

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523caf No.2402

>>2401

>>2379

How easy it was to get a job. You couldn't believe people were actually complaining about a bad job market or something. The first ten minutes you were ready for anything to happen. The next twenty you became a bit more bored. After that point you were so bored you started recalling the names and faces of your "family" making sure you forgot none of them. Of course you knew the ones you knew and the ones you didn't know you wouldn't miraculously remember, but still you should probably at least try and seem like they care.

You had a little brother to look out for after all. Sure at birth he had received the bits of nobility that you lacked and he had rather girlish soft hands but he was still your brother and you had to care for him despite all of this. Probably because all of it.

Two slightly drunk guys in leather armor came strolling down the street. Instinctively you put a hand onto your sword and stepped towards the storage room door.

"You think that's her?", you heard one ask the other. The other looked at you, squeezing his eyes exaggeratedly, either he was playing or drunker than you first though. "Well it looks like a rat.", he said after a pause, "But I'm not sure if it's a woman.". They both leaned back and laughed so loud it echoed through the silent alleys, however they leaned back too far and fell onto the street, prompting only more laughter.

A third one came from some side alley, "What the fuck are you lot doing?", he asked amused, then his gaze wandered to you, "Fuck! It's him!", "Her, Marlow.", corrected one of the guys lying on the ground in a tone that sounded like he had solved a complex riddle and was now enlightening his friends with his wisdom, "It's a woman.". Now Marlow squinted exaggeratedly. It took him a while. "I don't know but it looks like a rat.". One of both laughed and the other went, "Yeah, that's what Jimmy said too.". Then they all laughed. Marlow eventually told them to get up so they could go to "the place".

Your boss still hadn't come back.

>>2380

(Holy shit Fen Fen what kind of formatting are you using? I mean shit my nigger I don't even see your character's name or your bonus.)

Wondering whether you know these people you move silently as a spider sticking to the shadows. All that happens is laid out before you, Bartholomew vouching for some girl you don't know, Sigurd in his confession booth though you have the decency not to pry as well as Edmund who is making his way back to the church with a miniature house with a hole in it while Eric, the inconspicious and sometimes irrelevant member of the family does nothing more than stand in the entrance of the church judging whether or not he should go inside.

Basically he is doing the same thing as you and while you were certain that many others wouldn't have noticed you were doing a much better job at sticking to the shadows. You really had learned quickly.

Either way it was clear that this church had to be some sort of hideout for your family with at least four of it's members being in such close vicinity, though you were uncertain whether this was all of them. Certainly Sigurd would enjoy to have a word with you about just about anything. You wouldn't come as a disappointment you were sure.

>Skills:

+ Sneaking (20)

>>2382

First things first it's time you get yourself an apothecary satchel with some healing herbs. It isn't particularly cheap and you could have used the money to not sleep in the street, but hey, at least you will have some healing herbs to cure yourself with once you get a cold or the plague.

The guy tries to fuck you on the price but you make very persuasive arguments that an apothecary satchel is most certainly not worth the price of 15 copper. You also threaten to vodoo curse him if he doesn't give you a discount.

You get yourself an apothecary satchel with some healing herbs!

Now then you should return to your old friend the apothecary. When you are appraoching his place you notice a movement and barely manage to retreat in a nearby house entrance. Taking a peak around the corner you notice two men in red cloaks guarding the front entrance.

Are they waiting for you?

>Inventory:

+ Apothecary Satchel (5 Healing Herbs)

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523caf No.2403

>>2402

>>2385

You go back on patrol duty just another day in the name of justice. There isn't much happening though you have been made well aware that theft has been booming ever since the refugees arrived. Looking out for any people who might cause trouble you roam the streets and there you find them. Gypsies. You can already see one snagging the purse and immediately you charge at them.

"Iiiii aaaam the niiiiiiiiiiiiiiiiiight!", yelling loudly you rush towards them while people stare at you in sheer disbelief. You quickly make the arrest as they are far too shocked to actually move away. The nearby guards who come to your aid eye you suspiciously as they take the prisoners into their care. Later that day your superior officer calls you into his office for a talk. Apparently your actions on duty are unacceptable and the city guard has no use for a lunatic like youself. It is time to stop acting like you were possessed or besides getting kicked out of the guard you would porbably end up getting burned by the stake as well.

>Skills:

+ Batshit Crazy (3)

>>2386

You hire your first bartender from the crowd a jolly fat man who enjoys a good bear and a good story, he also has a marvelous singing voice. After about an hour you return to check in on how things are going, he is piss drunk, ale you would never get back and the entire bar is completely out of it's mind. But you were not concerned. The first choice was seldomly the best, surely there had to be someone capable of doing the job without completely snapping. Aside from that you still required a bouncer who was quickly found.

It took roughly twenty minutes before the first larger fight broke out and your bouncer got completely demolished by the locals. Bounty Hunters and Cutthroats need a special kind of bouncer, hopefully you would be able to find an appropriate one, because they do not find your attempts to tame them very funny. Either way you are certain you will find the right person eventually.

That said you cut a deal with Alfred Whitecity, a reknown trader for the Whitecity family, he offers to bring you ale for average prices. It's not exactly cheap though the deliveries are always on time and rather flexible as he is in charge of supplying at least six more taverns. While you do not particularly trust the man as he is a trader of unknown caliber he has no reason to fuck you over and the ale is of sufficient quality for the right price.

>Skills:

+ Haggling (4)

>Holdings:

-Scum Tavern "Open Throat" (Dwindling Ale Supply)

+Scum Tavern "Open Throat" (Stable Ale Supply) -> Whitecity Ale

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523caf No.2404

>>2403

>>2387

You approached Lady Contessa's chambers in the evening prepared to make your case, taking a last deep breath you entered. She was already sitting on her bed, though she was older than you her beauty was incredible, her soft features and well shaped body, had she been any younger you were certain she would have been the most beautiful woman of Weissstadt.

You heard she had two children, or was it three? At least one boy and one girl, that much you were certain of. She gave you a surprised yet inviting look, "Oh Middus!", she said, playfully covering herself with her blanket as she turned around to sit on her bed's corner. You couldn't help but wonder if she was naked. "Honorable Lady Contessa..", you began but she beckoged you over, "Don't just stand there, come here.", you followed her order without thinking, the room was drowned in a warm red light, a velvet carpet was covering most of it's floor.

You could see the blanket shift as her naked legs emerged, the blanket hanging inbetween like a barbarian's cloth. Extending her legs and wrapping them around you she pulled you closer, your fed slightly reddening you inevitably fell forward and onto her. She let out a surprised squeak not having expected you to give in so easily. Having placed your hands on the bed not to lie directly on top of her you continued she looked deep into your eyes bright blue eyes. Carefully she put her arms around your neck, and you started to stutter until you finally stopped talking altoghether. With nothing but a smile Contessa pulled you in and gave you a forceful kiss. One of your hands wandered down her figure, the other still on the bed, still trying not to fall over. She truly was an admirable woman.

You pulled your head back a little and Lady Contessa's soft hands stroked across your face and she saw the unhappy feeling of a request waiting to be spoken, "Go on then.", she smiled at you revealing her canines, "Ask what you wanted to ask.".

You made your case, as best you could in a situation like this. As you finished her legs tightened up and she pulled you in even closer, you were now direcly lying on top of her, "I will grant your request Middus.", Contessa whispered in your ear with a soft kiss, "But now you have to grant mine.".

The things you do for family. (You did it, no need to smut my builder with explicit actions)

>Skills:

+ Lover (15)

>>2396

Luckily you weren't overly concerned with what happened. You were a tough independent woman after all and had men running away from you all the time. Though recalling it like that perhaps put you in a bit of a bad light. Oh whatever, there was nobody here to judge you anyway. You looked around the countless boxes. Furs and what had that been in the last box? Alfred had shown it off to one of the guards. Of course it had been one of those who were already unlocked. But what was within the locked ones?

You looked around. This one was locked. This one too and this one.. you blinked, there was a key just stuck in the hole?

You looked around. Somebody had left it here, odd at any rate. You turned the key in the hole and with the loud chattering of chains and some mechanical clicking the box unlocked itself and the top sprung open a liddle. With some effort you pushed it completely open. Within were flowers, countless flowers. They looked very much alike roses now that you thought of it, all of them red, but there was some odd lining in the stem. You looked around if anyone had heard the noise but it didn't seem like it.

You leaned over into the crate and picked up one of the flowers, they didn't have any thorns and the blossom was feeling unnaturally hard. Not solid, but somehow.. "I expected somebody to come.", you heard Alfred Whitecity's voice behind you.

Shocked you whirled around and stared at Whitecity who was accompanied by six grim looking men in leather armors who had their swords drawn. "However..", he said beginning to walk a circle around you as you dropped the flower back into the crate, "I did not expect it to be you.".

He let out a deep sigh, shaking his head, "I thought you were smarter than this Elise. Really, I did.". The men began closing in.

>Skills:

+ Damsel in Distress (5)

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523caf No.2406

>>2401

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 7 copper

>Skills:

+ Haggling (2)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

>>2378

"Are you feeling cawright, sir? I can understand, nervous in the sight of God. But worry not, He loves all His creatures, big or small. You know, you look a little familiar…"

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523caf No.2407

Dice rollRolled 44, 35 = 79 (2d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+5 copper

>Skills:

+ Weaving (51)

+ Noble Customs (50)

+ Searching (2)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievious sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (5 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

1. After greeting his expatriate relatives, Talvi asks regarding the whereabouts of Middeus, who he has gathered has a job with the Lady Contessa–the position of lady's maid to whom would seem to be most advantageous.

2. When I have the information, I seek out an armorer, to procure a weapon–perhaps a rapier, or some other weapon suitable for a lady.

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523caf No.2408

File: 1432665811345.jpg (241.58 KB,1280x753,1280:753,53453453.jpg)

Dice rollRolled 18, 100 = 118 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+2 Copper

+ Apothecary Satchel (5 Healing Herbs)

>Skills:

+ "Alternative Healing Methods" (100)

+ Mythology (8)

+ Sneaking (4)

+ Searching (1)

>Job:

+Mortician Assistant (2 Copper/turn)

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

Those damned inquisition roughing up all of my plans…by the ancestral spirits I'll see to it that their theocratic vice-grip on this city comes to an end. But that will come with time…

1. It seems my employment with the mortician has come to an abrupt end, and I will need to seek out information from some other place. I head to the tavern called the "Open Throat" under the cover of night in an attempt to obtain information about a nearby river from the drunken louts. While it may be a scum tavern, I myself am sometimes considered lower than scum in this trashwater town, so I'll fit right in.

2. During the daytime, I attempt to heal some of the bedraggled and disease ridden poor of this city. I may be unwelcome in this land, but at least I have my health…something that the infirm have lost.

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523caf No.2410

Dice rollRolled 63, 32 = 95 (2d100)

>>2404

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

+ Whitecity Servant Clothing

>Skills:

+ Being Pompous (100)

+ Lover (4)

+ Charming (8)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

Oh my. Lady Contessa has grown naught but more graceful over the years. Nowhere have more deals and alliances been forged than in the bedroom.

>>2376

Word must be sent to my good father of his new appointment, but there are other matters to attend to in the meantime.

1. Firstly, is my advancement within the household. If I am to work under the yoke of another family, I may as well assert myself in the best position I can manage. And my… unique circumstances allow me to curry certain favors.

>acquire a job in the management of the Whitecity household

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523caf No.2411

>>2404

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

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523caf No.2412

>>2406

I'm fine Edmund. I was making sure this place wasn't a trap to lure survivors in. With you, Bartholomew and Sigurd here it must be alright. Who else made it out?

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523caf No.2413

Dice rollRolled 2, 41 = 43 (2d100)

>>2411

>>2404

1-2. This barbarian was fast, like all his kind, even without a horse. Ook'a felt the rush of a crowd praising him and was exhilarated.

He also realized something, this was someone he could fight on his own terms, someone he'd have to think how to hit with a club and actually do it. In short, this is exactly the trainer he was looking for.

In olden days had he lost he would be his slave, in new days. . .the barbarians still took slaves anyway. But he did not intend to die or be a slave. Nor would he keep one. He did know that if he did win, or lose, he would do everything in his power to make this man a trainer for his club arm.

He was really, really, really fast. . .phew

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523caf No.2414

Dice rollRolled 47, 38 = 85 (2d100)

>>2402

>>Name:Vivian Nation

>>>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>>>Inventory:

>>>>+ Father's Sword

>>>>>Skills:

>>>>+ Swordfighting (50)

>>>>+ Survival (50)

>>>>>Flaws:

>>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>>>Bonus:

>>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>Skills:

+ Drinking (1)

+ Intimidate (4)

+ Hand to Hand (5)

"AYE STILL GOT MORE BALLS DEN ALL OF U" Vivian yells at the drunks as they walk away

1:Continue waiting for the guy who pays me

2:Head to the church once he shows.

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523caf No.2415

>>2412

"Cousin Elise is alive and well, thanks to Icterus' help. Vivian is well, but as ruffian as ever I'm afraid. I have no idea whence she went. Wiviker has survived, and is doing well for himself working alongside me. Talvi continues her sinful ways, but she is at least alive. Beyond that, I know of no others."

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523caf No.2416

>>2415

Seems the Uhlmannen were not near a thorough as I thought they were. Are there any plans yet to try and raise or fallen house from the ground?

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523caf No.2417

>>2416

"Sadly we are still destitute. The blow dealt us was crippling, and what little we still had was squandered by Cousin Middus. For now, it is all we can do to regroup and survive."

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523caf No.2418

>>2417

Middus is still alive? He's in the city too isn't he. Still you mean between a good chunk of the family we have no means to figure this out? Hell I'm mostly useless and I found a courier job within a day or two.

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523caf No.2419

>>2418

"We cannot raise a castle overnight, Cousin. Uncle Sigurd is already working to help gather the family together, but our funds are still low. It is a consideration for the future, but we must restore our title and our honor before we restore our home."

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523caf No.2420

>>2419

Obviously, I meant house as in raise the name and power of our family from it's ashes. Does anyone here have a good political knowledge of this city? We might gain some leverage and insight from my job delivering packages. Knowing who's sending what to whom could help us all out.

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523caf No.2421

>>2420

"I'm afraid I am of little help there. We are immigrants to this city, strangers. However, it is my understanding that Cousin Middus has connections to the Lord of this city. He may yet prove beneficial to us."

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523caf No.2422

>>2421

Don't Groan Eric, Don't groan, don't groan

"Uuuuuuuugh, I think I'll go talk to Sigurd before I try talking to Midus."

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523caf No.2423

Dice rollRolled 51, 19 = 70 (2d100)

>>2398

>>>2398

>>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>>Inventory: Fleur de Lis

>>Skills: Faith Knowledge (102) & Zeal (3)

>>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>1-2 Clean this church while avoiding Brother Oreo's gaze this had to be neat. I'll even hum to myself a old nursery rhyme from the orphanage of my birth

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523caf No.2424

File: 1432669023929.jpg (10.3 KB,322x200,161:100,Bands of the Titans.jpg)

>>2065

>Name:

Zeorna Nation

>Fluff:

It is common that for every noble house, that there would be a bratty princess who only hold importance to themselves. Zeorna was that princess for the Nation family. However it didn't help that she was born with a body that would be quite imposing when she became a adult, like as if someone was blessed with the strength of many men.

With such a body, and such a personality, it would be no wonder that she was quite abusive to her personal butlers, harshly ordering her will at their faces over the threat of clearly-apparent consequences. This made those close to her despise her actions.

Zeorna was away when the Nation's lands were burnt and destroyed, and over the thought of this being a betrayal by those who used to work under the family, cracked opened the head of the butler who was with her, as well as unreasonably killing those who accompanied her on her little trip.

Due to the above murders, she had nobody to accompany her to carry her stuff or ride the carriage's horses for her. What this meant that aside from the clothes on her back and a few pennies, Zeorna could only bring one of her prized possessions: The Bands of the Titan. These armoured steel wristband are said to be blessed by ancient pagan titans, and that those who wield them would wield the strength that those titans had in the past… This is in spite of the fact that someone would need to be quite strong to keep the heavy bands on the wrists in the first place.

>Inventory:

[Do not fill this out] [Bands of the Titans]

>Skills:

[Do not fill this out]

>Flaws:

[Do not fill this out]

>Bonuses:

[Do not fill this out]

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523caf No.2425

>>2422

Sigurd is still spending a bit of time in prayer in his robes, but would look to turn if you made your presence known.

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523caf No.2426

>>2425

"Hmmhm, Uncle when you have a minute I'd like to speak with you."

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523caf No.2427

File: 1432669281585.jpg (17 KB,279x200,279:200,dfo_priest_by_shugo438-d67….jpg)

Dice rollRolled 78, 3 = 81 (2d100)

>>2400

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengance

>Skills:

+ Scythe Fighting (50)

+ Preaching (57)

+ Zeal (8)

+ Faith Knowledge (7)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

Shame was the only thing Bartholomew could feel at the moment. He sought out the faithful to learn from them and to understand them and all he had accomplished was to turn them away. He had to apologize and answer the man’s question.

1. I will seek out the mercenary that I exploded at, he did not deserve my wrath but he got it anyway. I have to make it right. I will find him and prostrate myself before him as I ask for forgiveness and then, if he will still let me, I will honestly answer his questions about the faith and why a guard killing a criminal is more favorable in the eyes of the beholder when compared to a mercenary doing the same.

2. Afterwards he will return to the church to do his work and continue to study the faith while immersing himself in prayer.

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523caf No.2428

Dice rollRolled 33, 3 = 36 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms

+Fine Clothes (Matching Icterus)

+Priest Robes

+Curved Dagger

+Oak Spear

+ 10 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (7)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1&2.

Elise tries to force a half-hearted smile. "Expendable to both sides, it seems. I'm sorry that I can't give you the name of your foe, or the traitors he has eager to turn on you for coin, Alfred. Only that his brutes have loose tongues." Thinking back to the blacksmith she had visited, she dredged her memory for some sort of clue to offer. "Tower, and I was to put a key into a new contract's delivery. Or they'd kill my family."

"Deus Vult, Alfred?"

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523caf No.2429

>>2426

Sigurd turns around, soft blue eyes widening at the sight of Eric and standing to draw himself to his full, impressive height. "Nephew? You live? Do my eyes deceive?" Without waiting for a response, Sigurd draws the boy into a massive, crushing bear hug, nearly breaking a rib with the strength of his scarred arms before he released. "What did you wish to talk about, blood of my blood?", he says with an earnest smile.

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523caf No.2430

>>2429

Eric smiles back. "Plans uncle, plans to rebuild our house. Before I came here I thought I was the only one to get out, but that is clearly not the case." He shrugs. "We need to rebuild, regain our lost influence and power. Unless I am mistaken you're the leader of the family now, so what are our plans?"

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523caf No.2431

>>2430

Sigurd nodded solemnly in confirmation of his nephew's words. "Before anything, I am looking for all those who survived in our grand family, seeking to gather them to this spot. Many have petty jobs here or there, accumulating money and prestige for our house. We will build ourselves back up, piece by piece and bone by bone. And when we are strong again, when we rest atop a grand manor with thousands of men at our command once more…"

Sigurd punches his open palm to emphasize his point, fire in his eyes.

"We take back what was taken from us."

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523caf No.2432

>>2431

Eric smiles, "Alright then, how can I help? I have a job as a courier in the city, I can remember what get sent from one person to another. Is there anyone amongst our family who could use this information to gain a political edge?"

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523caf No.2433

>>2432

Sigurd nods firmly once before speaking. "Either I or my son. While both of us are now involved in some way in the political field - admittedly, he in more direct way, I would not be altogether too keen on giving Middus anything valuable whatsoever. Particularly if someone might be able to buy it."

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523caf No.2434

>>2433

Eric smirks ruefully "I understand Uncle, I wouldn't trust Middus with anything involving money anyways. Give my regards to the rest of the family, my job awaits."

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523caf No.2435

>>2432

>>2433

>>2421

After walking into the church and seeing everyone Wikiver approaches the group. "Ah. Hello everyone. Any news?" >>2421

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523caf No.2436

>>2435

"Nothing Wikiver, Just talking to Uncle about plans. It's good to see you" Eric walk away.

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523caf No.2437

Dice rollRolled 100, 85 = 185 (2d100)

>>2401

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>Inventory

+ Grandfather's Ornate Dagger

+ Plain Clothes

>Skills:

+ Daggering (34)

+ Noble Customs (33)

+ Sneaking (35)

+ Stealing (2)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>Job:

+ Courier ( 2 Copper / turn)

>Holdings:

+ Tavern Room + Food (-2 Copper / turn)

1. Do my job with as much alacrity as possible, Earn some tips or maybe get noticed for better runs. - forgettable

2.Memorize or record who sends what to whom and give the information to uncle Sigurd. He can use it to gain information and possibly political advantage. Make sure to memorize reactions to deliveries as well as to where they go. +unassuming +34 Noble customs

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523caf No.2438

"So, has anything interesting happened since the event at the bar Uncle?"

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523caf No.2439

Dice rollRolled 25, 29 = 54 (2d100)

>>2400

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1. Go back to the Whitecity's Manor. They should be willing to accept me now, I believe.

+ Swordfighting (60)

+ Charisma (3)

+ Luck (1)

2. Continue searching for members of the family.

+ Luck (1)

+ Searching (6)

>>2438

"Not as of yet, no. Continue to check back here - when we have all of us together, and enough money, we shall buy our own estate once more."

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523caf No.2443

Dice rollRolled 72, 16 = 88 (2d100)

>>2403

>>2403

Name: Tacitus Nation

Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

Skills:

+ Leadership (75)

+ Swordfighting (25)

Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

Job:

4 Silver

+ Whitecity Guard (+1 Silver/Turn)

1. Fine, Fine, go be a boring gruff guard, but lets go to a rougher part of town, I want to wet my sword a little bit, maybe get an actual fight this time, instead of your common pickpocket.

2. Try to find some dirt on my superior officer, it'll come in handy when he tries to reprimand me again

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523caf No.2445

>>2396

You get up early before everyone else and make your way to work. Another day to faithfully working for Alfred Whitecity! You stroll down the street and friendly bakers who are up just as early as you greet you with a friendly smile. All in all it seems to be a beautiful day. You stroll to the warehouse and push your key into the lock only to realize that it is already open. Perhaps somebody else felt the need to do some early work for Alfred as well?

You pushed the door open and stepped into the barely lit warehouse, the rising sun plunged the large room with countless crates into a soft yellow light. But what was that smell? You walked past a few crates and then you saw them.

Not far from the center of an open room two chains had been attached to the ceiling, they hung down to about two meters above the ground where they ended in meathooks that were burried within two naked men who were lightly swinging, the hooks buried deep into their flesh. One of them had three easily recognizable chest wounds, the broom. You took a step back and ran into someone, hectically you turned around and were trying to find your dagger inside your wide clothing.

"Elise, don't you look marvelous today.", Alfred commented your new clothing, his voice was muffled as he was holding a piece of violet cloth in front of his mouth, he offered it to you, "Where are my manners. The stench is horrible isn't it?". You just kept staring at him for now uncertain what he wanted to get at, "It was unfortunate that you had to see them, they should have been gone by dawn, but look at you.". He gave you a smile, "Diligent as always.".

The door opened and six men in leather armor with swords came in.

"Cut them down and get rid of them.", he turned to you, he was still offering the piece of cloth to you, his expression seemed colder all of a sudden, "Do you have any questions you would like to ask me?".

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523caf No.2446

File: 1432673949854.png (489.91 KB,1016x1600,127:200,1431432913232.png)

Dice rollRolled 80, 13 = 93 (2d100)

>>2399

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (62)

+ Riding (50)

+ Insults (4)

+ Dodging (4)

>Job:

+ Driving the Shit Cart (Has to be done for 2 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; He's stronger than I anticipated, might have to get a bit serious here. Continue working his legs and dodging, maybe actually cut him near his knee to impair his movement. He should be slower then and stuck to throwing himself at me. He'll probably be more dangerous then if he doesn't submit, but with my spear I can make quick work of him>>2399

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523caf No.2447

Dice rollRolled 6, 76 = 82 (2d100)

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 8 copper

+ Poorly Made Clothes

Skills: Swordfighting (50)

+ Dragon Fang Combat (50)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. It seems that not much has happened and Elise has already found someone to protect her. I should find someplace to hone my skills with the Dragon Fang. It would not do to get rusty now.

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523caf No.2451

File: 1432674925298.jpg (106.41 KB,500x710,50:71,464643.jpg)

Dice rollRolled 40, 65 = 105 (2d100)

>>2402

(Sorry, I seemed to have Copy pasted only a part of it.)

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (23)

+ Running (10)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

"Hmm. Guess I should reveal myself….Or play a prank. I do like pranks."

1/2: Play my flute while being hidden.

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523caf No.2452

Dice rollRolled 64, 34 = 98 (2d100)

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory: 30 silver

>Holdings:

+Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

>Income:

+12 Silver / Turn: Bartending Open Throat

>Skills:

+ Haggling (106)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

He sighs looking at the general rowdyness of the crowd. "Well, it isn't ideal but at least they care of their own.. Should any serious issues arrive ill just arrange for their.. Removal.. I still need a bartender though"

1: Lets try this bartender thing again.. five coppers to the bartender that sticks around..

2: We need to expand our ventures. Contact some smugglers, we can use the rarely traveled river for transport and the tavern can act as a front. Drugs, Weapons, Artifacts, anything I can sell off to some of my shadier patrons. Maybe while were in town I can get some decent clothes.. (Plzop)

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523caf No.2453

Dice rollRolled 24, 88 = 112 (2d100)

>>2445

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms

+Fine Clothes (Matching Icterus)

+Priest Robes

+Curved Dagger

+Oak Spear

+ 10 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (7)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

Elise politely accepts the piece of cloth. "Do you plan to threaten my life as well, or comfort a distraught woman after saving her from thugs that attempted to abduct her?"

1&2

Will I continue working for Alfred? Or become the next casualty in his little war? Only the dice know…

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523caf No.2485

>>2408

You try to make your way to the tavern but are quickly stopped by eight guards with leather armor, a Tower seal was knitted into it. They did not seem particularly hostile though they surrounded you a hand on their swords, their faces were all calm and collected. Then you spotted him. A man with thin greying hair, perhaps a head smaller than you with a kind face marked by what you identified as a lack of sleep. He was rather thick and stuck in clothing that might have fitted him back when he was younger, now some of the buttons barely managed to hold together the well woven leather robe he was wearing. He seemed like a rich merchant, a patrician if you will, even though if the city had no port and as far as you knew it wasn't famous for trade either.

"Black man!", he addressed you with a voice like you were his long lost brother, "I am Maxim Turmhill!", he stepped through his guards who gave him a concerned, almost pityful look. He hectically shook your hand, his face wobbling from the surprisingly rapid movements. You were uncertain what to make of this, the only people you had really made a name with were the mortician and those people in the red cloaks. Though he did just call you Black Man and not by your name so he probably had no idea who you were.

"The Black Men of the Southern land are famous for their medical knowledge!", as if either of you weren't well aware of the fact. He talked a bit more before he actually got down to the issue. His child, his only child and heir was terminally ill. It all started as a minor cough, then sneezing. They had been leeching the boy for days now, but his condition just seemed to worsen. Every day he grew more and more pale. Weaker. He could barely as much as talk. His father had addressed every healer in the city, but none of them knew what was wrong. Which was when he heard about a Black Man from the South who was an adept in all things medical. Though unorthodox he was willing to try whatever would be necessary to save his son.

You agreed to help him, certainly the man would pay you no matter what the results, but you were confident you could help. You had a suspicion as to which rituals would truly help the boy. They took you to his house. A nice mansion no doubt, guarded by even more men in Tower seal armor. You entered the great hall laid out with beautiful white marble and were led up the stairs to a room where the young hair was lying. A boy of ten, perhaps twelve years. His skin was almost as pale as bone, his face seemed hollow. First you removed the leeches. Funny little creatures, certainly they served their own purpose. You first order him to eat them, he is disgusted, of course, but hardly able to resist, so you force them into his mouth and chew for him.

Soon the Turmhill guards returned with your requested ingredients. Four street urchins all roughly the same age as the boy. Two boys and a girl, they were frightened sure. With a hollow needle you punctured one of the boys veins, a hose very much like one from a water bag attached to it. You sucked in and some blood came forth, to the heir's dismay who winced and shook himself. You tasted his blood. Certainly you have tasted this kind many times.

You then did the same for the four Urchins, two fit. You had them both slain. At first the guards seemed concerned and the children wanted to scream, but Maxim Turmhill was firmly convinced that you knew what you were doing. Two street urchins were no price to pay for his own heir. They bled them out like pigs and filled the blood into water bags, casting the other two out into the street again. Nobody would believe them if they claimed the esteemed nobleman Turmhill had employed black magic to harm them.

You link up the urchin's blood to the hollow needle leading into the boy's veins and then fix the whole apparatus so the blood may slowly drip in. For two more days Maxim has you stay for some more time, just to make sure he would have to give you a horrific death in case his heir would not survive the procedure, however already after a few hours his son seems visibly better. Having gained color and strength back he almost seems excited to get out of bed.

Turmhill is thankful beyond all limits. He hugs you, thanks you, cries and you are pressured to take a heavy bag filled with coins you are barely able to count there's so many of them. "If there is anything you need,", Turmhill asures you, "be sure to let me know.".

Something somewhere explodes.

>Inventory:

+ 50 Silver

>Skills:

+ Alternative Healing Methods (50)

>Bonus:

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

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523caf No.2486

>>2485

>>2407

You ask about Middus whereabouts, it soon turns out that the scoundrel is apparently still in the Whitecity Mansion in the center of town. After all he does live and work there. You would have approached him to make your request however the Mansion is tightly sealed, guarded by several stern looking muscular guardsmen with a tight grip on their spears. Perhaps you could have just 'persuaded' a normal guard, however you were uncertain it would be as easy with these. They were at least in groups of three and they didn't look like they would let anyone slip past, let alone risk their jobs and heads by giving in to petty bribery. After all they were guarding the ruling family of Weissstadt. However you are certain Middus will be informed of your inquiry.

After having checked out the truly impressive Whitecity Mansion, it consisted of several large wings and some beautiful gardens you could even see through the gates, you move on to some smiths looking around for a rapier or any comparable weapon fit for a lady's hands. However even the dullest sword will cost you a silver coin, anything of at least an acceptable quality starting at at least two. You could however, always ask one of your dear family members to lend you some money.

Something somewhere explodes.

>Skills:

+ Searching (2)

>>2410

Your dear father quickly realizes that your actions had success when he is left inside despite everything. Though you nobody ever specifies what "everything" entitled in this case. You were soon informed as well that your (Cousin?) Talvi sought your assistance in a matter as well. He was the crossdresser, you knew that much. Apparently he wanted you to put in a good word for him as well hoping to become one of Lady Contessa's already numerous handmaidens, though you were uncertain whether Contessa would approve of the fact that he was actually a man, you've always had the feeling she was more of a conservative woman when it came to the faith, as ridiculous as it sounded with her taking you into her bed.

Oh well, you would consider asking her whenever you felt like it was the time to do so. You now had to think about yourself for once. You had been incredibly focused on aiding your family this entire time, now you too should have something of it. A place managing the Whitecity household, now that would be it! Though when you propose it to Lady Contessa she laughs into your face giving you a soft kiss on your neck.

"Oh Middus.", she said gently stroking your hair, "Only our own family members can be trusted with such important tasks, I am sure you understand that.". You were unaware who was leading the Whitecity household, you knew the eldest of Lady Contessa's sons was in charge of the family's trade empire and was responsible for much of it's income, the one that wasn't based on the city's taxes at least. There was another one, the direct heir to Weissstadt who was in charge of the guard, but you had no idea who was actually, truly running the household. You were certain you would at least get to enjoy yourself today, however it appeared Lady Contessa had no time to take you today. She was far too busy leading an important conversation with her daughter.

Something somewhere explodes.

>Skills:

+ Being Pompous (3)

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523caf No.2487

>>2486

>>2413

You made the first step again, a grave error as it seemed. The Barbarian had stopped playing around, quickly dodged your step and his spear snapped forth towards your knee, once, twice, three times he cuts your leg just beneath the knee in rapid succession, continuing to strike it with the blunt side of his spear he wears you down. You try to hit him again and again but with your leg impaired he easily dances around you landing blow after blow. You are like a caged animal and he stands outside poking you with a stick, unable to deliver any real blows without stabbing you to death, yet unable to beat you into submission either.

Seemed like he was loosing patience, another carefully placed stab at your knee, this time not just a cut the blade sliced deep into your flesh. You hissed and swung your club, but he managed to avoid it, throwing himself backwards. Hot blood sullied the mud. You tried to get up, but your knee didn't support you, slipping away.

You landed on your ass, sitting up. The crowd grumbled a bit uncertain whether to cheer or throw themselves at the barbarian. You couldn't get up. Everyone else considered the fight over. Not far the Barbarian was standing, still holding his spear.

Something somewhere explodes.

>Skills:

+ Club Fighting (2) (I write by what amounts you increase or decrease your skills, not what you set them to. Your skill should now be 3)

>Flaws:

+ [Bad Knee] Your knee got cut up pretty bad, though hopefully nothing a few herbs and some rest wouldn't fix.

>>2414

You yell after the drunks but they just laugh even more, "We're sure you do lad!", Jimmy yelled only to continue quieter, "I once heard of a rat that had eight balls!", he then endulged in some story of a city overrun by rats and a eight balled rat king. You had no idea where stories like these came from, they were so obviously false one could impossibly believe they were the truth. Who had thought of them anyway? Who knew, perhaps Jimmy was doing it that very moment.

You sighed and relaxed again. You shouldn't let some drunk scum get you down. Sure you couldn't rember the last time somebody had called you pretty or anything, but what the hell was their problem anyway? It had to be the rags, certainly you would look just as fine as any young woman once you had gotten a bath and new clothing. Yeah, that was it.

It still took the guy a while and he returned at dawn, patting you on the shoulder, "Good work soldier.", he said with a concerned look, "Now you will hopefully able to afford some clothes. Come back regularly, it's the same pay every day.". He then proceeded inside starting to carry boxes out into the street. Apparently he set up shop right in front of his warehouse.

You then moved onwards back to the church to meet up with the rest of your family, certainly more would have gathered there by now. You were already expecting your father and brother to be there though as it turned out neither of them were. Both were apparently at the Whitecity Mansion though nobody could tell you what exactly they were doing there though you could have sworn somebady said "pegging" and laughed nastily. Either way you still find a number of others, two of them highly religious, one a man not much older than you, the other a young woman about your age, perhaps a bit younger, she truly was beautiful even though she had been put into two robes to contain it. Her name was Natasha and apparently she had been adopted. You noticed how somebody was playing the flute, though you couldn't make out where it was coming from. It was actually quite pleasent, a nice change for a church.

Something somewhere explodes.

>Job:

+ Storehouse Guard (6 Copper / Turn)

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523caf No.2488

>>2487

>>2446

The large black man took began charging again, a dangerous flaw. Quickly you let your blade snap forward cutting just below his knee, he swung at you but you swiftly dodged and delivered two additional cuts to his knee. He was impaired now, no doubt. Dodging more and more of his attacks you continued to hit him with the blunt side of your spear though again it seemed to have no considerable effect.

Time to stop fucking around, you grabbed your speer tightly, waiting for the next attack. It came predictable as ever and you dodged, quickly delivering a mean stab to the giant's knee, it immediately broke away and he fell onto it, throwing an angry back handed swing at you which you narrowly avoided by throwing yourself backwards.

His blood came forward, flowing down his leg and into the mud. The giant tried to get up again, but his knee couldn't support him anymore. He staggered and slipped, falling onto his butt. Looked like this fight was over, you clearly won.

The crowd made a bunch of noises, perhaps they were uncertain how to proceed. Many of them would no doubt have cheered if he had crushed your head and now they were doubting they could do what the giant could not.

Something somewhere explodes.

>Skills:

+ Polearms (5)

+ Dodging (2)

>>2423

You hum the rhymes you haven't hummed in a long time scrubbing the floors. Certainly a work that has to be done by someone even if it is not particularly interesting. In the background somebody is playing the flute, though you do not see from where it is a pleasent sound. Soon you meet Vivan nation, though a less lucky woman in the looks department you are sure there is someone who loves her.

She turns out to be a bit rowdy but otherwise alright. You then get back to scrubbing the floor. It's a bit tedious and you could have sworn you were still getting looks from some of the priests, however Brother Oreo was standing nearby and suspiciously squinting at all those who passed you by, they were sure to make a bow around you.

Something somewhere explodes.

>Skills:

+ Scrubbing (3)

>>2424

You're pretty big and intimidating for a woman. You can probably intimidate most men as well, though you liked to believe yourself a proper noblewoman you never really had suitors. They were probbaly all scared of you and your notorious temper. Yeah, that was it. Now you find yourself broke and dressed in nothing but rags within the City of Weissstadt an incredibly religious town of probably a bit above average size with a castle in it's center.

>Inventory:

+ Band of Titans

>Skills:

+ Hand to Hand (50)

+ Noble Customs (25)

+ Intimidation (25)

>Flaws:

+ [Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

>Bonuses:

+ [Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

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523caf No.2489

>>2488

>>2427

The man visited the next mass again, you noticed that this time he had a finger less than before. He thanked you for your kind words and your apology, saying that he too had doubts in his work but that he could hardly do anything to break the cycle, after all he had a son and a daughter to care for, his wife passed away when the boy was born.

Certainly he could have tried to find other work, but certainly it would not pay well enough for him to supply both of his children with food and a roof over their heads. You sprinkle some water on him and absolve his sins, he thanks you and leaves.

Afterwards you sit down and brood over your books seeking time to study, however you don't get to it, you can't concentrate. First Vivan, apparently the daughter and less than blessed child of Sigurd arrives and looks around which is no problem, but then somebody starts playing the flute. Of course it's sort of a nice sound and a change to the solemn silence of the church, however if is completely unaccpetable if somebody is trying to study the holy scripture. Where the hell was that fucking flute player? You'd like to have a word with him.

Something somewhere explodes.

>Skills:

- Zeal (2)

+ Preaching (3)

>>2437

Hey! You get to make your first trip to Weissburg, the castle in the center of Weissstadt. The guards give you a disgusted look but let you pass when you flash the sigil on the letter. Still in rags, what a classy courier you were. You passed by and your letter was taken by some courtier. Good enough for you. You left it with the man just long enough to see him break the seal, a bit of black dust emerged from the enclosed letter, hm, how odd for a courtier to open it.

Perhaps they were expecting mail? You turned around and walked through the two guards who let you pass. Then it happened. Behind you something detonated in a huge fireball engulfing several people who had assembled around the courier. The blast wave shook you and the light blinded you, stumbling back onto the drawbridge you stare in terror as the upper half of four peole turned into nothing but scorched bones.

You heard scared screams and angry shouts by the dozen when guards poured forth from countless doors. It was then that you decided your presence was no longer required and started to run. You ran faster like you had ever before vaulting over anything you could find. You didn't know whether they were following you but you didn't care to find out.

What the hell had happened back there? What kind of black sorcery had that been? You were a courier and ususally didn't pose any questions, but that.. that was, what was that. You stood at the marked spot where you were supposed to meet with your employer, however another man awaited you. He quickly pushed a sack into your hand, it was filled with countless coins.

"I suggest you quit the business Salmon Pink.", he whispered while walking past you, "If you are lucky they won't remember you.". And then he just walked away. A glimpse in the sack confirmed what you were thinking, you had just been paid for some sort of high profile assassination. Apparently the people had assumed the thing killed somebody of importance. Would they get mad if they found out it didn't?

You rested easy in the memory that they would have forgotten you by the time they found out.

>Skills:

+ Running (50)

+ Noble Customs (8)

>Inventory:

+ 400 Copper

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523caf No.2490

>>2489

>>2439

When you approached the guards were rather surprised to see you. An old man in ragged clothing, a sword teacher with no sword. For a moment you were held back, but then somebody noted how incredibly well this fit the description. When you had the right name the guards allowed you inside. All of them could probably have taught the boy themselves, though the honor fell to you. You were accompanied by guards at all times. Perhaps they believed that you were going to steal all their silver spoons or something.

You were taken to the boys chambers a room almost completely empty except for a window that led into the huge mansion's courtyard and gardens and a bed on which a young boy roughly the age of ten was lying, just staring at the ceiling.

When he noticed that somebody had opened the door he got up. Dressed in rather simple clothing for a family member of a house as prestigious as the Whitecitys. He walked up to you and stopped a bit more than an arms length away, his dull eyes wandered to you and then to the two guards who were sticking suspiciously close to you, "Slavery is not legal all of a sudden, is it?", he noticed without as much as a grin, witty little shit. He sighed at your lack of a response, you didn't want to go about insulting the boy just yet, "You are my new teacher.", he concluded, "In what then. Astrology? Writing?", his eyes wandered over your face marked by the many years you had spent on this world, "History?".

>>2443

(M8 you keep forgetting to update your stats)

After asking around about your superior officer who is apparently well liked amongst the guard community and largely unknown to the general public you take your patrol to the rougher parts of town. Guards usually patrol these parts in groups of at least six. A tactic that, while it does make them a lot more obvious often prevents them from prematurely being stabbed. You make your way through crowds of whores and gamblers, beggars whom you had belonged to not long ago.

Everywhere you go you draw suspicious looks, people sharpening their blades, picking their teeth with daggers. Here and there you hear people slam their shutters. Everyone is acting suspicious as hell but none of them are doing anything criminal. Up ahead you see a bunch of people rolling a woman into their red cloaks, like six people and they all have daggers. People are standing somewhat away looking at it, but nobody is doing anything. What were they up to?

>Skills:

+ Justice (2)

- Loyalty (1) (note the minus)

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523caf No.2491

>>2490

>>2447

Your will was strong today! You would go and practice with Dragon Fang! No way around it! The sword was a family heirloom after all and none were able to use it as well as yourself. With a sorrowful look your head turned to the right. The Church. Not the real one of course, the whore house. Emilia a perky redhead probably about as young as Middus came up from behind thinking you hadn't noticed her. She shoved her hands over your eyes, "Quit it Emilia.".

She chuckled, hugging you from behind she pressed her buxom boobs against your back. "Where are you going strong man.", she asked in a lewd voice. She still remembered you, that much you knew, after all a good whore needed to remember her regulars. Not that you were one, but Emilia knew a trick or two that made her worth your while more than most others.

"I have no time for you today.", you said, secretly enjoying the attention as you dragged her onwards without turning around, "I have to practice with my sword.". Her hand ran down to your crotch and you were already expecting a lewd reply making a nasty joke about your 'sword' or something equally cheap but her hand stopped over your belly button and it remained surprisingly silent behind your back.

"You're a swordsman?", she asked surprised. You stopped and you could feel her face hit your back. Of course you were a swordsman, was that not obvious? You were wearing a sword around with you all the time. "You should teach me you know.". You turned around in disbelief. Was a whore asking you to teach her how to fight with a sword. "I have a sword of my own, you wait here.", she poked your nose with her index finger, "I'll make it worth your while!".

You couldn't tell why but you actually waited for her and after a few minutes Emilia emerged in an even tighter outfit carrying a sword. It was surprisingly well crafted, it had no ornaments but the metalworking was excellent and it had a gryphon sigil forged into it. "Never seen a whore with a sword?", she asked with a nasty grin.

You didn't go very far, after all why would you have? You could fight in just about any empty enough courtyard. You quickly disarmed Emilia again and again. Sure she had a sword, but she had no idea how to use it, though you managed to teach her a few basics. You could hardly say you learned anything, though every now and again she threw in a surprising trick which almost allowed her to gain the upper hand once or twice. But only almost. She was still no opponent for you at any rate, though only few people truly were. The size of the sword was probably a factor as well, it was a bit too big and heavy for her, but you had no other sword and you didn't expect her to have another one either, you'd just have to get used to it.

At the end of your training she was heavily breathing, you had refreshed the basics and tried out a few new tricks with the Dragon Fang, though nothing major. While you made a summary of your training Emilia had pulled forth a little purse from places unknown to you. With a bit of puckering she pulled forth two copper coins and held them up to you with a grin one eye closed and flinching like somebody was about to hit her, "That's all I can give you for now.".

This was hardly appropriate for a training session, then again what had you expected from a whore?

>Skills:

+ Dragon Fang Combat (1)

+ Swordfighting (1)

Inventory:

+ 2 Copper

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523caf No.2492

>>2491

>>2452

CJ was your go to man. You weren't sure why they called him CJ, apparently it was some sort of shortcut for Colorblind Jimmy, but Bobby was neither colorblind nor was his name Jimmy. When he wanted to begin and explain you waved off, you didn't need to know all that much about your bartender anyway as long as he didn't drink all your beer and get stomped into the ground by a horde of violent guests.

You then took a detour into the city, still being dressed in rags while being as rich as yourself was quite ridiculous. For this amount of money you were making you could probably afford to purchase your own tailor, which would be a nice thing, then again it would probably interfere with guild laws and get you a meeting with the High Judge who, as you've heard many times from most unbiased sources in your tavern, is said to be an outright cunt. At first you think about something incredibly fine and well made, but then you stop yourself. You shouldn't get robbed every time you entered your own bar. So something plain, of course you would still have it made by some expensive tailor, but who cared? You could easily afford it.

When you talk to the tailor about your plans he eyes you suspiciously, after all you are still wearing rags, but when you flash the bit of coin you've brought with yourself he is more than happy to oblige. While he takes your sizes you ponder where you should put all your money. Certainly the bar was no safe place. Or perhaps it was, who would look for it there?

>Income:

+ 12 Silver / Turn (Owning Open Throat [Tavern] )

- 5 Copper / Turn (CJ/Bobby)

Have fun adding those 11.5 silver every turn

>Inventory:

- 2 Silver

+ Expertly-Made Simple Clothing

>>2453

"Concerned with yourself.", he noted, looking back to the men hanging from the meat hooks who were now being cut down. Their naked skin hit the ground with a sickening clap. You happily noticed how the cloth emmited a pleasent smell, you knew it but couldn't quite make out what it was. "We've had one of those before. Eventually he became so paranoid he shut himself in his house thinking we'd come for him.". You looked back to Alfred who smiled to himself lost in his memories, "What happened to him?", you asked, but Alfred just shrugged. "Perhaps he's still holed up in his house? I honestly don't know.". Or care, you finished the sentence in your head.

He still hadn't answered your question, should you ask again? You then felt a soft touch on your shoulder, Alfred pulled you close and squeezed you lightly with one arm. "We're all just trying to make money here. You and me. Steve.". One of the Guards carrying out the bodies turned his gaze to Alfred, "Nothing Steve.", Steve shrugged and continued to carry the man outside. "Sooner or later they will find out Elise. And when they do we're all fucked. They'll probably try to burn us all if they get the chance.", he sighed, "We should make the best of it while we can.". Releasing you from his grip he left without another word, following the guards outside to whatever they were doing with the bodies. So that was that huh? Just another day at work.

>Skills:

- Damsel in Distress (5)

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523caf No.2493

>>2451

You really do enjoy pranks, don't you? You start playing your flute while looking how the others react. Sadly Sigurd had to leave early to hear your beautiful flute play, however the pretty young woman scrubbing the floor seems to enjoy it and the less pretty young woman who just joined to introduce herself seemed to approve it as well. The one person who however did not seem to approve your little prank at all was Bartholomew, an actually pretty nice looking man with a scary scythe you had known him to become rather angry rather quickly back in the day.

From the look of his face not much had changed.

>Skills:

+ Flute (4)

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523caf No.2494

>Name:

Zeorna Nation

>Inventory:

+ [Bands of the Titans]

>Skills:

+ Hand to Hand (50)

+ Noble Customs (25)

+ Intimidation (25)

>Flaws:

+ [Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

>Bonuses:

+ [Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

(Will post the turn tomorrow)

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523caf No.2495

Dice rollRolled 27, 73 = 100 (2d100)

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (2)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - Keep fiddling with the sigil. See what secrets it holds!

2 - I want a raise. Maybe the owner will give me one.

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523caf No.2496

Dice rollRolled 89, 18 = 107 (2d100)

>>2489

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (50)

+ Preaching (60)

+ Zeal (5)

+ Faith Knowledge (7)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

Bartholomew explodes into motion. He is rushing out of the study hall with his scythe at the ready, hurrying towards the sound of the explosion. He absolutely will not stand for violence or brutality within a church, not again, -never- again.

1-2. Bartholomew readies the Scythe of Vengeance and charges towards the disturbance. One there he will evaluate the situation and defend the innocent if need be. Or avenge them should he be late. Bartholomew feels the wrath of God surge through him at the thought of a church being under attack one again.

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523caf No.2497

>>2495

You go have a word with the Owner telling him you want a raise. He looks at you in sheer disbelief. You insist and that is when he laughs you right in the face. "You know how much I pay you ungrateful sack of shit already?", he asked you stemming onto the bar counter. He seemed genuinely angry. "I'm paying you five copper every day, I'm giving you both a roof over your head and food as well, that's another two copper. I'm practically paying you seven copper.", he held his fingers into your face, "Seven! That's more than the Whitecity's pay all but their private guards!".

"I want a raise.", he echoed you with an upset laugh, "You go do something for this little fortune.", he angrily cleaned the counter. You weren't exactly happy either. With your Flame Sigil in hand you stepped out into the street, on the other side you saw a small group of crows sitting eyeing you carefully. They were probably expecting you to feed them again. Crows were so easily influenced, not the most intelligent kind of bird such as yourself certainly!

You looked at the the Sigil in your hands. What was this thing and how did you use it? You shook it again. You knew already there was a fluid in it, but what was it good for and how did you refill it. A bit dissatisfied you hit it against the wall again but it did not bend. The metal was strong, that much was sure.

>Skills:

+ Haggling (2)

+ Ungrateful (5)

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523caf No.2498

>>2488

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102) & Zeal (3)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 FIND THE CHILDREN GET THEM SAFE OUR GOD SHALL PROTECT THEM FROM THIS EXPLOSION.

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523caf No.2499

Dice rollRolled 41, 76 = 117 (2d100)

>>2498

Scrubbing (3) Forgot this and roll

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523caf No.2500

Dice rollRolled 46, 81 = 127 (2d100)

>>2492

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

39.5 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day

>Holdings:

+Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

>Income:

+12 Silver / Turn: Bartending Open Throat

>Skills:

+ Haggling (106)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

"More money than I even know what to do with. The bar will do fine for now. Lets try and spend some of it. And meeting the family would be a nice touch.."

1: With the bartender taking care of the day to day, Hire out a crew to build a Safe room hidden underground (Where ale is kept i assume?). Thick Iron doors, a safe for my own silver, keep it large enough for a small meeting table. Price isn't much of an object but do atleast negotiate. +haggling.

2: That courier is was a waste.. I've heard nothing from the Family, Lets go to town and find Sigurd, he can lead us to the rest.. On the way out offer another 5 coppers a day to one of the rabble of my bar to follow me and bodyguard me, if no one takes it so be it.

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523caf No.2501

Dice rollRolled 71, 53 = 124 (2d100)

>>2497

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 7 copper

>Skills:

+ Haggling (4)

+ Ungrateful (5)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (8)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - Hmm. You know, he's right. Greed is sinful, especially when I already have it so well. I mustn't let my natural love of shiny things take the better of me. I must be a humble bird of God. Go back and apologize to the owner, ask if he has any extra work for me to do, as means of repayment.

2 - Keep fiddling! I'll crack this code eventually! Preferably without breaking it.

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523caf No.2503

Dice rollRolled 43, 99 = 142 (2d100)

>>2489

Name: Eric Nation

Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>Inventory

+ Grandfather's Ornate Dagger

+ Plain Clothes

+ 400 Copper

>Skills:

+ Daggering (34)

+ Noble Customs (41)

+ Sneaking (35)

+ Stealing (2)

+ Running (50)

>Flaws:

+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>Bonuses:

+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>Job:

+ Courier ( 2 Copper / turn)

>Holdings:

+ Tavern Room + Food (-2 Copper / turn)

1-2. Go and get lost, Blend in to the peasantry, head back to work and make sure they lose any sign of my "job" then quit by never coming back, not like they'll notice.

+Unassuming +35 stealth +41 noblecustom(for the paperwork)

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523caf No.2504

Elise sat in a pew of the church that sheltered her family, staring at the two silver coins she'd earned for the day's accounting. The oaken spear she'd bought for her cousin rested against her shoulder, wrapped in a rag to protect it and hopefully not offend the priests.

What had she gotten herself into?

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523caf No.2505

Dice rollRolled 57, 52 = 109 (2d100)

>>2491

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 15 copper

+ Poorly Made Clothes

Skills: Swordfighting (51)

+ Dragon Fang Combat (51)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. "That is alright." *Insert hearing the explosion*. "What was that?" Rush off to where the explosion happened. Be prepared to help anyone that needs it or fight if there is an invasion or something.

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523caf No.2510

File: 1432773968704.jpg (559.68 KB,635x900,127:180,000.jpg)

Dice rollRolled 50, 34 = 84 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 50 Silver

+ Apothecary Satchel (5 Healing Herbs)

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (8)

+ Sneaking (4)

+ Searching (1)

>Job:

Unemployed

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

1-2 An explosion! Finally, something exciting in this town. Follow the crowds that are sure to be heading towards the explosion, but stay to discreet…I only wish to "help" those who are "injured"…and not collect any bodies, oh no…

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523caf No.2523

Dice rollRolled 73, 51 = 124 (2d100)

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How to Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (25)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (23)

+ Running (10)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.>>2492

>Name: Dante Nation

>Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How to Toss a dagger with marksman like skill. His mother, Taught him Dances and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast, not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>>Inventory:

>+ Plain Clothing

>+ Gold Pendant Flute

>+ Curved Dagger

>+ Turmhill Leather Armor (Almost Finished)

>>Skills:

>+ Flute Play (29)

>+ Knife Throwing (25)

>+ Dancing (25)

>+ Sword-fighting (25)

>+ Sneaking (23)

>+ Running (10)

>>Flaws:

>+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>>Bonus:

>+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

" I'm glad to see that everyone is doing Alright, but I feel I would be Only another mouth to feed as I am now."

1-2. Make my way out of the church and Go find a Thieves Guild to join or See if i can get a Job as a smithies assistant (Obviously not the one I stole from).

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523caf No.2525

Dice rollRolled 54 (1d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+6 copper

>Skills:

+ Weaving (51)

+ Noble Customs (50)

+ Searching (2)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (5 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

1/2: after failing at those two tasks, Talvi decides to turn his efforts to improving his craft, and works to perfect an improved form of underwear.

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523caf No.2526

Dice rollRolled 75, 35 = 110 (2d100)

>>2488

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

>Job:

+ Driving the Shit Cart (Has to be done for 2 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; Check to see where the explosion came from and if it might be near to be safe. If not, tell the Tribal it was a good fight, then ask if the Tribal is finished and if he is, then ask who wants to fight next. This battle was good, got the heart pumping. It's all coming back to me.

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523caf No.2527

Dice rollRolled 49 (1d100)

>>2525

other roll

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523caf No.2531

Dice rollRolled 72, 40 = 112 (2d100)

>>2487

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

>+ Father's Sword

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>Skills:

>+ Drinking (1)

>+ Intimidate (4)

>+ Hand to Hand (5)

1:"Mite a well get some new clothes. Nuttin to pretty though. Don't need some cunts tryin to force themselves on mi"

2:"Off to work i guess… I need to stop talking to mi self."

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523caf No.2533

>>2492

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

+ [Bad Knee] Your knee got cut up pretty bad, though hopefully nothing a few herbs and some rest wouldn't fix.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

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523caf No.2534

Dice rollRolled 69, 45 = 114 (2d100)

>>2487

>>2533

1. I am beaten, and I feel the sting of it and my legs.

This barbarian could kill me, if he wished. If that be the case so be it.

I prop myself up on my club as a walking stick, and state my defeat.

I would want to investigate that explosion. . .but this is a bad cut to my knee that i must heal.

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523caf No.2537

Dice rollRolled 1, 99 = 100 (2d100)

>>2494

1: With only ragged clothing and a pair of heavy bands to her name as of now, all that Zeorna could do is to find a task that she could do, to earn some money to keep herself from being on the streets like a filthy begger. Even if she had to do a commoner's job in spite of being a noble before, it is better than falling into the sinful banditry that plague some people.

2: Without a home to ensure warmth and protection, Zeorna need to ensure that she can defend herself with just her hands, due to lacking a proper weapon. Curling her bands could work, as well as stamping out any possible bar brawl that could happen, but as of now, she only has to ensure that she can punch good.

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523caf No.2540

Dice rollRolled 31, 4 = 35 (2d100)

>>2490

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1/2: Sigurd smiled at the boy. But it was not a friendly smile, a smile of brotherhood, a warm smile - it was a fierce one. "Have you heard of the grand house of Nation?" Sigurd didn't wait for the boy's response, talking over him if he was to say something. The boy hadn't. "They were a grand house, a few years ago. Rich, strong, with one of the most proud and prestigious estates in not only this country, but in the whole of the world. A dynasty that spanned hundreds of members! Note my use of the word 'was'. Some years back, and out of nowhere, there was a near-crusade against that family by a veritable army of horse barbarians. Because of a son's poor decisions, the household guard was small and ill-equipped. But the few men, with their captain and some lords of the house - they slaughtered hundreds upon hundreds of the barbarians before the force of bodies overwhelmed them. Because of strength of mind, discipline, physique, and skill. I am not a harsh man, but I am a harsh teacher. You might be able to exploit and manipulate your other teachers, your parents, it doesn't matter. Get your sword, boy, we begin now."

+ Swordfighting (60)

+ Leadership (27)

+ Charisma (3)

+ Luck (1)

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523caf No.2541

File: 1432831669471.jpg (83.38 KB,361x631,361:631,1418345969714.jpg)

Dice rollRolled 14, 10 = 24 (2d100)

>>2540

It was bound to happen when Whitedeath made me roll three fucking separate times to get this job.

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523caf No.2542

>>2541

Hard to get a well paid job by rolling over 50 once in three attempts. You should thank Zucker you even got this far.

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523caf No.2544

>>2531

Elise catches a glimpse of a young… is that the Nation family coat of arms on their sword?

"Cousin?"

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523caf No.2545

>>2544

"Probably how far way from Sigurd ar ya?"

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523caf No.2546

>>2545

"Sigurd Nation was elder brother to my father, Johan Nation. And yourself?"

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523caf No.2547

>>2546

"Yup his daughter, sister to Middus, don't see much of a resemblance between me an tha cunt. Vivian Nation by the way"

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523caf No.2548

>>2547

"Elise Nation. A pleasure to meet a cousin that doesn't sit around in church for days on end." Looking at Vivian's rags, Elise felt a sudden guilt. Did she not put up with the trials of her job to aid her family?

"Any chance you're heading by the market or tradesmen's districts, Cousin? It seems that Sigurd's other son isn't meeting me, today."

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523caf No.2549

>>2548

"Yea, gotta pick up some new clothes, keep gettin call ah rat, figure if i'm gonna be a noble migh awell look the part. Got work afer that though"

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523caf No.2550

>>2549

"If you take no issue with it, might I join you for a while? It would be a tender mercy to escape some of the men in the family."

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523caf No.2551

Dice rollRolled 18, 97 = 115 (2d100)

>>2550

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms

+Fine Clothes (Matching Icterus)

+Priest Robes

+Curved Dagger

+Oak Spear

+ 12 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

1.

Tag along with Vivian. It will give me some sense of security and I'll have a chance to browse the wares this city produces, rather than imports.

And I'll cover the cost of the clothes Vivian seeks. As my cousin, she deserves no less, and I'll not haggle on her behalf, lest I upset her.

2.

Before I part ways with Vivian to head to work, perhaps I can locate some visiting merchants and find something to invest a few silver into?

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523caf No.2580

>>2505

>>2410

>Name: Middus Nation

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

+ Whitecity Servant Clothing

>Skills:

+ Being Pompous (103)

+ Lover (19)

+ Charming (8)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

Ah. Yes. Talvi. The family degenerate. While Middus may not hold a personal grudge against this man’s habits, he had no wish to become involved in his delusions. Suggesting a man as a hand-maiden would be out of the question, and as such this was a request better left unanswered.

1. In my time off, begin practicing the use of this Crossbows and Archery. Tis a treacherous world, and I can no longer rely on the peasantry to defend me. For now at least, the serfs will resume rightful labour imminently, if Middus Nation has anything to say about it!

2. Poppycock! The Lady Contessa has denied me my rightful place. Perhaps it is time to ensure a more… secure and prestigious position by her side. For the meantime, learn as much as possible about her family, in particular, her children and her husband. Current husband, that is…

>>2503

News had reached Middus that Eric Nation was still alive and breathing, having recently been reunited with the Nation clan.

Quite an interesting man to be sure, and it would certainly do good to meet him.

A message would be sent, with hopes of reaching him in good time.

To Eric Nation,

My good cousin, the years have indeed been long. Our house was greater than, and we didn't have to work amongst common peasantry. Perhaps these times may come again. Perhaps.

I have a mutually beneficial proposition for you, one that requires the utmost discretion. Meet me urgently, behind the Tavern at dusk. Come alone.

- The Honorable Middus

>>2505

Good Cousin Wikiver! One of the best blades in the realm, and the wielder of the Dragon Fang. Truly a remarkable individual.

Dear Cousin,

Your talent with a blade has not gone unappreciated. The time for the Nation household to rise from the ashes has come.

I have a mutually beneficial proposition for you, one that requires the utmost discretion. Meet me urgently, behind the Tavern at dusk. Come alone.

- The Honorable Middus

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523caf No.2581

Dice rollRolled 2, 47 = 49 (2d100)

>>2580

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523caf No.2582

>>2496

You grabbed your Scythe which you always had closeby and stepped through the heavy cathedral doors carefully closing them behind you again. Taking two more steps to the left you took up position besides the door, holding your Scythe like a Guard would hold it's spear. You were this church's guardian. Who knew what awaited you. Now where had that explosion come from? You gaze wandered until you found a small trail of smoke rising within castle Weissburg. What could have prompted the flame?

Beside you the cathedral doors flung open and a very determined if not to say hysterical Natasha hurried down the steps taking two, sometimes three at a time. She was trying hard not to fall over in the two robes she was wearing. You could hardly believe Natasha would try to run in a situation like this and more importantly, where. The church was all your family had now, certainly some of you worked in other locations sure, but there was no place you truly called your own.

First the children came. One after another the children from the orphanage moved passed you in a slow step, behind them Natasha hectically hurrying them to go faster. You looked in her face and she looked into yours, the girl certainly had been blessed with beauty, however she seemed to either be unaware of the fact or what it meant for her.

Without a word you returned your gaze to the city, then wandering up to the horizon. Somehow you were expecting a giant horde of barbarians to just roll over the horizon and come to tear down the city like an unstoppable horde of locust. But nothing of the sorts happened and you just stood there, waiting. At some point you saw a familiar face. Karlington Nation. You didn't recall much about him but except for the fact that the only thing he cared more about than Copper was Silver. He slowly came up the stairs accompanied by a young man whose guild earring had been torn out, a sign that he was not to be trusted.

You made some small talk with Karlington who asked you about Sigurd, however he wasn't at the church. Karlington would just have to wait. Afterwards he went on inside, you noticed his comapnion sticking around at the entrance. Criminals tended to stay outside of the church. While they didn't live by his rules many of Weissstadt's criminals still respected his unchallengable force.

>Skills:

+ Zeal (5)

>>2498

You rush out of the church your robes hindering you of going any faster as with any step you had to look out not to get yourself caught in anything. Why did you have to wear all these robes anyway? Was it really that important? Even though you secretly doubted the justness of Brother Oreo's cause you didn't want to take the robes off. It would not seem that the priest took disobedience lightly.

Pushing open the cathedral's heavy wooden doors it's iron reinforcements you stepped out into the midday sun greeting you. You immediately shielded your eyes from the penetrative influence, how long had it been since you last walked outside the cathedral walls? You had gotten so used to the dimmed light inside you had stepped outside completely unprepared. Shaking your head you kept pushing on. You didn't care anyway, you needed to get the children to safety. Quickly you took two sometimes three steps at a time to the orphanage which was very close by.

You pushed the door open and entered with a scared face, the fat angry looking lady turned around and asked you what this commotion was all about. You told her to step aside and let you take the children to safety. Although you were almost certain she had never seen you before she just shrugged it off and let you take the children with you, whom you promptly directed up to the church. As you climbed the stairs again you saw Bartholomew standing besides the entrance, holding his Scythe he made for an ambigious statue somewhere between a guardian and an angel of death. His stare wandered fromy our face off into the distance, you couldn't tell what exactly he was looking for but somehow you were certain it was a large horde of barbarians sweeping over the horizon.

The priests were rather surprised at the sight of all of the orphanage's twenty children, however none of them as much as commented on their presence. You had them all sit down on the church banks and pray to god to absolve their sins and protect them from what was about to come. Though nothing really came and so you sat there with the children, praying to god. Every now and again you saw one or two that weren't praying. You made sure to tell them that this was no joke and that god would know who had prayed and who hadn't though and although they did not seem very convinced they obeyed your orders none the less.

>Skills:

+ Zeal (5)

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523caf No.2583

>>2582

>>2500

You are uncertain whom to approach for such a thing. A smith? Certainly, you could hire him. But how would you possibly smelt such large doors made from a single block? Iron was expensive, certainly the amount of cost for such a large door made of thick solid iron would be beyond that of several houses. And how would the smith put a lock into this iron block? Not that it was your concern really, you were paying them to figure such things out after all, but the smith quickly assures you that a solid iron door is nothing to ever exist. Whomever may have told you about it was nothing but a big mouthed liar.

A little disappointed you ask about alternatives. As you probably don't want anybody to be able to reach through he recommends two layers of oaken wook with an additional layer of an iron grate within the door. That way you could have all the nice properties of a locked door together with the resilience of an iron gate. Sure, somebody could smash the first layer of wood, but they would just get to the grate and still wouldn't be able to look through.

Disappointed that your great plan didn't work out the way you wanted it to you talk pricing. Apparently this double oaken grate door gate thing is supposed to cost you 25 silver. The smith explains that he still has to talk pricing with the man who makes the doors and that a grate will grant you protection against practically anything that isn't a ram. Though a ram could barely be used in the tight quarters of your basement. You haggle him down to 20 silver, an acceptable price for the safety of your money. However he tells you that the grate will need it's time to be constructed and he will have it brought over to you as soon as possible.

After that business was taken care off you decide it is time to find your family. You offer five copper to anyone willing to play your bodyguard and while you weren't willing to admit it you were sort of expecting people to fight who would get to be your bodyguard, however nothing of the sort happens. Apprently pay in the criminal community isn't as best as you thought but a boy in leather armor, a scar remained where his guild earring had been torn from his ear.

"I will do it as a.. friendly turn.", he said with a cheeky grin. Of course this didn't mean he wouldn't take the pay, he simply wanted to tell you how lucky you were that he did. Silent laughter emerged from some, others just went about drinking as usual. You set out for the city passing the surrounding woods' silent solitude. Nobody had set up anything even close to yourself, you immediately wondered why. Not far a young girl in a red riding hood holding a basket filled with flowers danced along the river. She certainly wasn't headed for your tavern.

On your way to the tavern you passed one or two more people, mostly farmers returning home with their carts, carrying whatever they had managed to buy in town in exchange for their wheat and whatnot. You were surprised to see that they weren't concerned in the slightest. You would have expected a farmer with his pay would make for an easy target. You then pass a small crowd of people, a barbarian with a spear who apparently had beaten a giant with a club. How poetic. The small crowd that had gathered did not seem to approve. Who knew, perhaps they had bet on it.

Once you actually reach town you quickly find out that ithe church appears to be the base of the Nation family if you could believe the rumors. You follow the first way description you are given and end up by a whorehouse called the "Church", but your companion drives you onwards towards an imposing old structure. The cathedral truly was a marvelous building and you could not begin to imagine the immense sums of money that must have flown into it's construction. Climbing the stairs your gaze meets that of Bartholomew. The family's probably most zealous defender of the faith he looks at you with a grim sight almost as if he was expecting a fight. You greet him asking about Sigurd, however it would seem he is not here, however he will be back eventually Bartholomew assures you.

As you enter you find yourself in a large open hall, a beautiful young woman with the face of an angel lecturing what you suspect to be a group of orphans about the importance of faith. Otherwise the priests seem to just go about their business. Nervously having stayed in the entrance of the church your companion asks if you still have need for his services.

>Companion:

+ Schlitzohr (-5 Copper / turn)

>Skills:

+ Searching (4)

>Inventory:

- 20 Silver

>Holdings:

+ Oak|Grate|Oak|Gate Treasure Room (0/4) - The counter rises by 1 every turn, remind me in the chat when the counter hits 4

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523caf No.2584

>>2583

>>2503

The guy who owned this place must have made a fortune already. Once more you stepped inside the Courier's Office. The old building was huge, though built simple and without any decoration the place required it's space. So many messages were sent everywhere every single day. Still there were no guards to protect it. Odd, at any rate. You were sure that there were some things worth stealing in there, yet nobody ever bothered. Perhaps it was under the protection of someone, or perhaps it had been declared neutral ground. At any rate you needed to break that unspoken rule now.

Passing by a few people you had never seen before you went up to the second floor took a few turns and ended up in Martin's office. He was a rather old fellow handling your stuff, you were certain he was also handling the receipts for your jobs. "Ah, Edmund.", he said with a satisfied smile, he handed you a package, "This is for the smith.", he then just left his office without saying why. He did stuff like that sometimes. Quickly you skimmed through his stuff searching for your receipt until finally you found and nicked it.

You then took your leave with the package. You should probably deliver this last one for Martin not to get suspicious. Not that he would remember you anyway, but you weren't here to leave loose ends after all. The address you had been provided took you as Martin had noted to a smtih. As you knocked on the door nothing happened. Oddly enough nobody seemed to be inside at first, but then you heard a bar being moved. After a moment the door opened a bit and a young woman stepped out, she was about a head smaller than you, long brown hair and brown eyes. The one word that probably described her best was plain, another smith's daughter like you had seen them many times before.

You handed her the package and she took it with the left, tossing something you couldn't make out away with the right. For a moment she disappeared and then came back with a flower made of iron. It was well crafted by any standard.

"People tend to forget me.", she said with the hint of a sorrowful smile, "Make sure you don't.", she then leaned forward and put the iron flower behind your right ear. Not carefully enough, as a part of it cut the top of your ear. "Sorry.", she grinned, liked her thumb and rubbed over the cut. Salvia to heal wounds, a common misconception in Weissstadt you were sure.

"Lilith what are you doing?", you heard a female voice from behind, "Nothing!", she yelled back turning her head, making a shoo movement with her hands she quickly retreated behind the door again with an apologetic smile, closing it.

>Inventory:

+ Lilith's Iron Flower

+ Stealing (4)

>>2505

You left Emilia where she was and started running into the direction of the explosion. Most people seemed a lot less hectic than you, but they too noticed the little cloud of smoke that was emerging from Weissburg. Apparently something had happened at the castle located within the city's center. You pushed on, the closer you came the denser the crowds grew. Eventually you had to push your way through, people were almost falling off the drawbridge and into less than pleasent looking water. You continued to push onward trying to stay as far in the center as you could. When you finally managed to reach the front a horrific scenery unfolded itself before you. Even though the guards wouldn't let you into the castle you could clearly see the corpses. In the courtyard three pairs of legs were lying around, their blood a large pool. Most of the upper bodies were missing though you could spot single parts spread throughout the courtyard, a lot of them scorched.

Not far from you you could see a numb guard talk to a gloomy looking man, he was pointing in your direction though he could impossibly be referring to you. The words "Whitecity", "Sigil", and "Letter" came up a few times though you couldn't make out the connections inbetween. The gloomy looking man who undoubtfully was a noble then had yelled an order and somebody with a list came. They then continued to check up on the people. You were uncertain how far this sort of investigation would take them. You still weren't much smarter as to what had actually happened.

>Skills:

+ Running (3)

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523caf No.2585

>>2584

>>2510

It's hard to tell who is heading for the explosion and who isn't. Some just continue to go about their days trade, no merchant was foolish enough to leave his post after all. However as you notice a small black cloud rising from castle Weissburg you no longer require any directions. The closer you get the tighter the crowd becomes and you have to push your way though. When you eventually reach the drawbridge you are sure to stay as close to the center as possible, wouldn't want to fall of the edge somewhere. The end of the drawbridge is also the end of the line however. A group of guards are blocking the entrance, keeping the onlookers at bay.

Behind them you can spot three pairs of legs lying in the courtyard, their blood forming a large pool. The upper halves seemed to be missing, though you could find a scorched finger or arm here and there. You were pretty certain that little white thing back there was an eye, whatever the chances for that were. A gloomy looking nobleman was making sure all the guards were where they were supposed to be. You had no idea how this had happened. Perhaps black magic was at work here and if it was, perhaps you were putting yourself in danger just by being here. After all it was not exactly a secret that you knew your ways around the dark arts.

>Skills:

+ Searing (1)

>>2523

With a far away explosion everybody got really concerned. The beautiful young girl ran outside and the grim looking Bartholomew was taking up position just outside the church. They were awfully concerned with something happening this far away. Either way you would go look for the thieves' guild for now. If there was such a thing. You always liked to believe thieves somehow organized in some sort of guild. Teaching each other, challenging each other. The usual stuff. Banding up to steal the greatest jewel of them all and then fucking each other over despite a thief's honor.

Of course it would never be as easy as that. If they were actually to have such a thing as a guild house it would have to be kept highly secret and could impossibly be found by just going looking for it, otherwise they would have lost their hands long ago, though you had no doubt that if a guild of thieves was to be discovered they wouldn't simply be let go after having their hands cut off. Certainly an organization like that would pose too much of a threat and they would all be sent to the gallows. Perhaps even quartered. A horrific death by any comparison.

An apprenticeship at a smith's would most certainly be less dangerous for you. Though certainly with this many refugees a smith wouldn't take just anyone. You asked around for smiths taking apprentices until finally somebody points you into the right direction. The man is very serious and has the figure of a bear. When you ask him about an apprenticeship he looks at you suspiciously.

"Don't you already have a job?", he asked nodding at your armor.

>Skills:

+ Searching (4)

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523caf No.2586

>>2585

>>2525

You continue to work on underwear trying several different new shapes. Certainly you wanted something more elegant. Something tighter that commended the female form. You tried out a few more until you got to one you actually quite liked. It's sides were high cut revealing much of the leg while the middle was supposed to sit tightly on the skin. However you weren't exactly able to try on yourself, so you looked around amongst the women working in the weavery.

After some time you found someone willing to assist you. Swete, a young girl who had been working alongside her mother for some time now. Quickly you convinced the quiet girl to try on the new underwear for you. First she stripped down. She had a slim figure, her hip and breasts were a bit too slim perhaps but you were certain a man find a liking to it.

She slipped into the new piece of underwear and it fit as you had expected, perhaps it was a tiny bit loose, but really that was just because of Swete's figure. "Thanks, that's all I needed.", you told her, she was about to get dressed again but then turned around, "Can I keep it?". You shrugged, "Sure why not.". She quickly came over and set down on your lap, still naked except for the piece of underwear you had made and buried her face in your neck, hugging you. For a second she remained like that, then she pulled you in and gave you a forceful kiss. "Thanks Talvi!", she said, stood up and got dressed again. You looked as she quickly put her clothes back on and left. Really a shame women weren't what you were looking for.

>Skills:

+ Weaving (4)

>>2526

You turn around to look for the explosion. It was nowhere near to be certain. From deep inside town somewhere, potentially even the castle looking from how far it was away. As if he had anticipated your question the black giant got up, relying heavily on his club as a walking cane, stating that he was defeated and you were indeed the victor. Satisfied you turned around to the many people who had initially assembled to fight you and demanded to know who wanted to go next. However none of them seemed willing to go up against you. While they had been certain they could take on the shit cart driver none of them would have believed that they could have taken on the black giant. While the guy you just fought had no idea how to use his weapon his size was still more than intimidating.

Meanwhile in the background he limped off to god knew where he came from. Not that you had ever seen any like him before. Well perhaps one or two at your father-in-law's birthday where he had been presented with countless presents from his Khan and fellow Warlords.

The others waved off now and slowly the crowd dispersed unwilling to put their life on the line for a simple dung car driving Barbarian who felt like insulting people. It would seem you had gotten what you wanted, sort of. But also not. The world was a weird place. You asked yourself what your wife was doing right now.

>Skills:

+ Intimidate (5)

+ Honor (5)

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523caf No.2587

>>2586

>>2531

You go search for some clothing, just something plain and simple, you didn't need all that attention the other girls were getting. However your Cousin Elise with her distinct sense for fashion (and men you were sure) insisted to tag along with you.

You were just looking for something basic, nothing special, just something that didn't make you look like you had been born and raised in the gutter. Perhaps a simple piece of male cloth. It would be enough, after all what more would you need. "Good you tried that on.", Elise took the male clothing from you and just tossed it somewhere, "But let's try something more complimenting!", you then spent what felt like days in the tailor's store checking various prototype dresses. One finer than the next, you didn't want any of these really. One was more revealing than the next they were pushing up your chest and fixing it tightly.

The tailor was indifferent, your cousin was exstatic, sometimes clapping, happy to finally have found somebody she was able to force in a dress or two. So this is what being objectified feels like, you thought to yourself as she put another dress on you. This one was a lot less revealing, much more plain than the others. "I like it."; you immediately said, even though it wasn't the best in the world it didn't look like it was inviting anyone to grab your ass. "Are you sure?", Elise asked with a concerned look, but at this point you really just wanted to get out.

Elise paid for all of it so you didn't have to waste your own money buying the dress, though at least you were out of your rags. For the first time in a while you walked about in an actual dress looking like a woman. Sure your hair was still somewhat scraggly and you weren't the cleanest woman in town but at least now you were dressed like one. You arrived at your job like always standing around doing nothing for the night. It was about the same time as yesterday when you heard some sounds from the alleyways. There they were again. Your three drunk companions.

"Look what the cat dragged in! A rat!", you knew those voices, clearly Jimmy and the band. They laughed as usual, piss drunk as always they barely managed to walk straight at some point they almost came close enough for you to punch them. Having done their jokes they were about to move on again, you were so focused on ignoring them you you didn't notice Marlow sneaking up to you from the side.

He swooped in from the left holding your face in his hands, he was barely a palm away from your face, "Don't let them tease you.", he whispered in an astonishingly sober voice, "You look better than ever.". To your dismay he managed to dodge your swinger, quickly following the other two who were trying to keep each other on their feet.

>Inventory:

+ Plain Clothes (Female) [Wearing]

+ Plain Clothes (Male)

>Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

>>2533

You get up and state that you have been defeated, your life at the mercy of the Barbarian. He didn't seem to care much for you, simply accepting the fact that you had surrendered yourself he immediately put out another challenge. It would seemed the Barbarians had won yet again. This one had spared your life.. for now. You limped away while in the background the crowd slowly dispersed, the Barbarian still full of big words. For a bit you limped through the forest in search of your hut. Blood was still dripping from your wound and you should really bandage it, however you couldn't be far from your hut now. There was the tree. You remembered that. The flowers were not far. You dragged open the piece of bark you used as a door and let yourself drop onto the soft moss. Burying your face inside the moss you decided that really, this was what life was all about.

You hadn't even realized that you were asleep but when you woke up you quickly recalled the events. With a groan you pulled the moss to your face. Beaten by a Barbarian, how disgraceful. Even though your knee didn't hurt anymore, it would seem the hut had cast it's magic.

>Flaws:

- [Bad Knee]

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523caf No.2588

>>2587

>>2537

Curling your heavy wristbands you walk about town searching for employment in your rags. You ask here and there but people just look at you like you were a freak of nature, your ragged clothing spanning over your muscle and tits. You've asked countless people when a young Guard Officer approaches you. "You're looking for work?", he said and shoved one hand into your pants the other into your rack, "I could use a big girl like you to wax my spear.".

For reasons unknown he did not see the punch coming. You were sure you heard something shatter and a few of his teeth flying about. He hit the ground unconscious. You were pretty satisfied with yourself, however the seven guards that popped out of seemingly nowhere were not. With their spears in your face you hardly stood any chance, choosing to oblige.

You were brought before the high judge, accused of having assaulted Solomon Whitecity, Heir to Weissstadt without being provoked. You try to make your case but are shouted down by the audience. Apparently they have no understanding for you defending yourself. Someone shouts you should be happy that he took an interest in you. However as a gloomy man accompanied by two Guards in to you unknown tunics stood up the crowd fell silent. With an unsettling smile he addressed the High Judge, "House Whitecastle wishes to inform the High Judge that it claims it's right.". A whisper went through the crowd when the High Judge raised himself.

"You are hereby found guilty of attacking and dangerously injuring Lord Solomon Whitecity. According to the law the hands you have lain upon the noble will be removed.", the crowd broke out into an angry cheer, "Alternatively you may choose to enter house Whitecastle's serfdom. Your life will be theirs until they see fit to release you from their oath.".

At least the choice was yours.

(Note that Whitecity and Whitecastle are different families)

>Flaws:

+ [Handless] Both of your hands have been cut off. Gain a penalty to all things hand related as well as all other negative effects that come with loosing your hands.

>OR

>Flaws:

+ [Serf] You are a serf to House Whitecastle. Your life belongs to them.

Either way you get this:

>Skills:

+ Hand to Hand (4)

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523caf No.2589

>>2588

>>2551

You tag along with Vivan and go shopping. It's nice to finally have someone of the same gender to go shopping with! At first she wants some male cloth so you just dump it promising to buy it and then you have her put on numerous beautiful dresses. One is prettier than the other but she doesn't seem happy with any of them until finally you find a rather plain dress which she seems to really appreciate. While you would have wanted her to wear one of the more pompous dresses you had to admit that it really complimented her.. nature.

The tailor was not as exstatic as you, however he took your money either way and you split ways with Vivian in order to find something to investigate in. You look around for some time which is when you find a Wine Merchant from the South. He assures you he has all the best wines worth a being saved for a special occasion. With age their worth will only advance though their taste is magnificent as well. Seeing as a refined lady such as yourself would surely be interested he offers you a taste of one of his less expensive bottles. Since you don't necessary have to be sober to work you allow yourself a glass or two. The wine is actually pretty good and you are certain that you could sell this stuff to a higher noble for an acceptable profit.

You took another sip. Unless you drank it all first that was.

You can buy wine if you like:

2 Copper per Cheap Wine

1 Silver for a Quality Wine

3 Silver for a High Quality Wine

>Inventory:

- 1 Silver

>>2540

"Then what is the purpose of training if they were all cut down like rabid dogs in the end? If the house was really that great, how could it be annihilated by some horse Barbarians? Clearly it had not deserved whatever reputation it held.", he said seemingly unimpressed of your lecture, "Besides my brother always told me that a good leader holds the responsibility for his subordinates' actions. It is his duty to ensure everybody does their part. To put the blame onto one's son, I have to say I find this behavior.. irritating.". The boy looked at you for a moment, then he looked at your leg he shook his head a little as if he was trying to shake a thought. Then he stepped to the side.

Before you could respond wih anything, a bolt whistled through the open window, cutting through the air where only seconds ago the boy had stood and struck your leg. Cursing you fell onto your knee, letting out a loud and angry shout. "I'm sorry! I'm sorry!", you heard from the courtyard. One of the guards was pressing Charles onto the ground protecting him with his body the other had hurried to the window.

You knew the voice full well, your dear son Middus. "I think I understand.", Charles squeezed out as well as he could with the man on top of him.

Your lovely son.

>Flaws:

+ [Bolted Leg] Yeah, you have a bolt in your leg. Maybe you want to look at that.

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

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523caf No.2590

>>2589

>>2580

You aren't interested in Lady Contessa for emotional reasons, however she could prove to be the portal to a new level within society. Though you do not dare ask her about her husband as of now you inquire a bit of her children. You notice quickly that she seems to be a very carying mother by the way she speaks about them. Her eldest son Alfred takes much care of the family business, especially in terms of trade he helps his uncle William out a lot. When you give her a questioning look she laughs at you saying that not many people knew that the Count of Weissstadt's name was William. Her second born child was a daughter, Hedina. She was a diligent young lady concerned with all sorts of things, namely with attractive young nobles and embroiding. Then there was her youngest son, Charles. Charles took largely after his older brother Alfred, though he was a little difficult at times she stressed how he was a good boy that just needed to learn some directions. Her brother also had a son called Solomon, though she didn't know what to say about the boy. Otherwise there were still a number of minor cousins and aunts, though Contessa noted how some of the Whitecastle's were their relatives as well, though nobody really liked to admit that.

Now whom should you ask about Contessa's husband? Perhaps her sons? Her daughter by some chance? The guards would surely not like to be caught badmouthing him, though the servants potentially could be a great source of information. Though for now you would practice how to shoot with your golden crossbow. But where? Certainly in the courtyard.

It was a new weapon, an exciting new invention that could potentially change warfare. Though it took horribly long to reload. Now how did you aim this thing? You should probably aim for that hedge. Now. Hold that steady and then you had too.. what did you have to do again. You looked at the bottom of the crossbow. Ah. There it was, the puller, or the causer or however it was called.

You pulled the trigger and the bolt flung away. Awkwardly enough you had forgotten to check you were still aiming at the hedge and your bolt flung off and through an open window.

For a moment there was silence then you could hear your father loudly cursing, "I'm sorry! I'm sorry!", you yelled loudly and an angry looking guardsman appeared in the window. Well that could have gone smoother.

>Skills:

- Crossbows (8) (note the minus)

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523caf No.2592

Dice rollRolled 95, 48 = 143 (2d100)

>>2590

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102), Scrubbing (3), & Zeal (8)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Find a priest tell him to watch over the children and I'll go meet Bartholomew and make sure the priest does not defile them

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523caf No.2593

Dice rollRolled 12, 78 = 90 (2d100)

>>2587

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

>+ Father's Sword

+ Plain Clothes (Female) [Wearing]

+ Plain Clothes (Male)

Money: 18 Copper

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>Skills:

>+ Drinking (1)

>+ Intimidate (4)

>+ Hand to Hand (5)

>Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

"I SWEAR IF YOU CUNTS COME BACK ROUND HERE I'LL FEED YA UR OWN OVARIES"

1:"Bloody wankers, fuck shifts done, might as well get a drink"

2:Vivian then go see's with how her father's doing and if he needs any help.

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523caf No.2594

Dice rollRolled 9, 37 = 46 (2d100)

>>2582

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (50)

+ Preaching (60)

+ Zeal (10)

+ Faith Knowledge (7)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

Well, everything seems fine. Natasha seems to be working hard, she is a good girl. Those children must be frightened I should try to comfort them.

1. See to the orphans that Natasha brought into the church. Ensure that they are taken care of. Bartholomew will also make sure to calm them and speak with them.

2. After mass I will ask the attendees what occurred with the explosion, what caused it?

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523caf No.2596

>>2501

You went back inside. Of course the Owner had been right, you had no right to be as greedy as you were. The owner was happy to see that you had seen reason and told you you could help him clean up around here. Happily you swung the broom for a bit cleaning up broken glass and all sorts of stuff. You could have made a nice servant girl if you hadn't been born a man.

You then play around with the sigil a bit hoping for something to happen. You honestly don't expect anything to happen, however you must have pressed the wrong button because suddenly something from the back side of the sigil shot into your hand. Cold iron unfolded within your palm unleashing horrible pain as an odd sound emerged, cursing you tried to drop the sigil but it was holding itself onto your hand. A few painful seconds passed and whatever had happpend stopped. The sigil falling to the ground.

>Skills:

+ Cleaning (4)

+ Mechanical Understanding (?) (2)

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523caf No.2598

File: 1432933096941.png (70.12 KB,288x288,1:1,1421090302290.png)

A muffled cry of MIDDDDDDDDDDDDDDDDUUUUUUUUUUUUUUUUUUUUSSSSSSSSSSSSSS can be heard throughout the entire city.

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523caf No.2607

Dice rollRolled 63, 30 = 93 (2d100)

>>2589

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

+ 3 Silver

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

+ [Bolted Leg] What the fuck do you think it means.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1: MIDDUS, HOLY FUCKING SHIT. I'M ACTUALLY GOING TO SPANK YOU WHEN WE GET BACK TO THE CHURCH. CHRIST! I need to get this bolt in my DAMN leg taken out before it clots and I end up with a damn well pegleg. At least the boy understands why I talked as I did now.

2. And I should probably keep my eyes peeled for relatives in the city as I go to the family's doctor, or one nearby if they won't have me.

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523caf No.2609

Dice rollRolled 81, 42 = 123 (2d100)

>>2596

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 7 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (10)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - Go out and see what's been happening with the rest of the family. I can't cloister myself away from such affairs after all! I hope everything's going alright.

2 - What the cluck?! What is this thing? I'm definitely making progress, though! Keep at it, I'll crack it open like a fresh nut in my mouth!

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523caf No.2617

Dice rollRolled 90, 11 = 101 (2d100)

>>2584

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger

>+ Plain Clothes

>+ 398 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (34)

>+ Noble Customs (41)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

NA atm

>>Holdings:

>+ Tavern Room + Food (-2 Copper / turn)

1.Use 350 copper to buy a good house for sale

+41 Noble customs -forgettable

2.Find a job, perhaps aide to someone important, leverage my limit noble knowledge and the fact no one ever notices me to be the perfect helper. +41 noble customs +35 sneaking +unassuming

>>2580

Letter reply as follows.

"There has been much that happened recently i cannot meet you tonight, tomorrow behind the tavern would be better. Sincerest apologies, Eric Nation."

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523caf No.2620

Dice rollRolled 8, 22 = 30 (2d100)

>>2589

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 13 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

Buying:

x2 High Quality Wine

x5 Quality Wine

(Total = -11 Silver) [not subtracted from inventory yet]

1.

Do my best as an accountant for Alfred Whitecity.

2.

Perhaps Alfred has leads he might share for selling this wine? Or at least he may allow me to store it for a reasonable rate. He's a good and honorable man, and I've been loyal, have I not?

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523caf No.2630

Dice rollRolled 71, 56 = 127 (2d100)

>>2584

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 20 copper

+ Poorly Made Clothes

Skills: Swordfighting (51)

+ Dragon Fang Combat (51)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. Get back to Emilia and apologize for running off like that. Talk to her about what the gryphon on the sword is about and why she wishes to learn the sword?

>>2580

Wikiver arrives at the appointed time. "What is it Middus?"

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523caf No.2653

>>2590

>Name: Middus Nation

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

+ Whitecity Servant Clothing

>Skills:

+ Being Pompous (103)

+ Lover (19)

+ Charming (8)

- Crossbows (8)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

>>2607

Tarnashions! Middus rushes to help his injured father, attempting to help carry him back to the church.

"Simply terrible, good sir! Terrible, malfunctions in this bow you see. I'll work out the kinks one day, I assure you"

1.2. Lady Contessa must surely know of my talent counting coins and balancing accounts! To think otherwise would be preposterous. Offer my assistance in balancing books and managing the treasury. A good job with decent salary would not go amiss, neither. Of that I can assure you.

>>2617

Middus sends another return letter.

"Understandable, these are difficult times for us all. But rest assured, a man of your talents would not go amiss."

>>2630

Middus greets his cousin with open arms, yet a sinister feeling looms over the meeting.

"Wikiver! Good Cousin, and best sword in the city. Or it is said. Perhaps it is time to put these skills to use.

Tell me, Wikiver. Are you willing to do what is necessary to secure our families position? No matter what it takes?"

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523caf No.2654

Dice rollRolled 89, 80 = 169 (2d100)

>>2653

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523caf No.2658

Dice rollRolled 13 (1d100)

>>2586

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

+ Driving the Shit Cart (Has to be done for 2 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1; Good, I still got it… I hope my waifu is okay out there. I know she's strong, but she has a fragile heart, and I still yearn for her. Wherever you are, I hope you're doing great things, I will see you soon… BUT FOR NOW, lets try to look for jobs suitable of my skills. Potentially a bodyguard, I do need money for new gear.

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523caf No.2661

>>2653

"That would depend on what you want me to do. I am not going to lose my morals."

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523caf No.2664

>>2661

"There is a place for all rolls under the nation household. The Whitecity family owns much of these lands, and… I seek to amend that error.

There is much to be done, much indeed. Much gravely… immoral. But there are others for that work, if it does not suit your palette. You have many talents outside of swordsmanship, and I believe this task to suit one of them.

Lady Contessa has a beautiful young daughter, Hedina. Fascinated by handsome young nobles, I hear. If you wish to help the Nation cause, win her heart. And perhaps, if fortunes shine, bring her down with child.

We shall be rulers again, Wikiver. No price is too high, no sacrifice too great. For house Nation"

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523caf No.2665

Dice rollRolled 56, 70 = 126 (2d100)

>Name: Talvi Nation

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+9 copper

>Skills:

+ Weaving (55)

+ Noble Customs (50)

+ Searching (4)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (5 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

1. Talk to the guildmasters about the new type of underwear, and see if he can get a raise for inventing it

2. Continue to improve weaving ability.

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523caf No.2667

>>2664

"I'll think about it." *One of his plans will get me killed one day.* Wikiver then leaves.

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523caf No.2677

Dice rollRolled 26, 1 = 27 (2d100)

>>2583

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

21 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room (0/4) - The counter rises by 1 every turn, remind me in the chat when the counter hits 4

>Income:

+12 Silver / Turn: Bartending Open Throat

>Skills:

+ Haggling (106)

+ Searching (4)

>Flaws:

+ [Bonding Issues] Perhaps your mother didn't pay you enough attention, perhaps it reminds you of the inevitability of death, whatever the reason is you are afraid of maintaining close relations with people.

>Bonuses:

+ [Golden Nose] No matter how easily you've lost it you are by far not as naiive as you once were. Now you've got a business plan and your mind set on it. You receive a bonus to business.

"Ah.. Finally in the city.. I can accomplish great things here hopefully.. Where to start is the real question."

1:

Its impossible for me to grow that Tavern much more, but it can easily be my headquarters. The real money is made in raw resources.. Search out a place I can find somewhere to mine.. I can work out the manpower later. (+4 Searching) (Business Sense?)

2: Find out what the people say about my tavern, I need to be aware of any impending threats, or maybe even simply anything I can improve on.

As for my humble Schlitzohr..

"Schlitzohr, I have intentions of keeping you in my retinue for awhile, its a quaint life for now but I do promise you that it will grow and we both shall prosper. You are free to go if you wish, however I must implore you to stay, after all it is a steady coin for very little work."

With that, Karlington sets off to mingle with his long lost family.

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523caf No.2678

File: 1432954379491.jpg (134.41 KB,800x1092,200:273,TheWitchDoctorCometh.jpg)

Dice rollRolled 58, 39 = 97 (2d100)

>>2585

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 50 Silver

+ Apothecary Satchel (5 Healing Herbs)

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (8)

+ Sneaking (4)

+ Searching (2)

>Job:

Unemployed

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

1-2 The thick, irony smell of blood wafted through the air the closer Urok got to the scene of the explosion. Weaving his way through the crowd and to the guards guarding the drawbridge, the witch doctor slips them some silver to allow him to get past. Once he gained clearance, Urok would approach the nobleman that seemed to be in charge of the entire situation, what with him directing the guards and all, and explain his own standing as a doctor and mortician that would like to examine the bodies. Insist to do so, and if credentials are required, tell the nobleman to send a messenger to the Nobleman Turmhill to validate my expertise.

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523caf No.2690

Dice rollRolled 5, 54 = 59 (2d100)

>>2588

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

>Skills:

Hand to Hand (54)

Noble Customs (25)

Intimidation (25)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Serf] You are a serf to House Whitecastle. Your life belongs to them.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

1: There was nothing humbling about becoming a serf to a 'lesser' family, but it was much better than losing one's hands, and it would provide her with what she hopes was a 'steady' job in this new city. That doesn't detract from how she is little more than a 'slave' to the Whitecastle family, however. But, in any case, she has her task to do, from her new employment.

2: …She also make use of ever improving her punching skills, just in case she needed to punch someone else in the face.

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523caf No.2707

>>2592

You need a priest. Your gaze wanders about, you could ask Brother Oreo, though he would be sure to punch someone, then again Brother Jannis was perhaps even worse. Maybe you should ask one of the other priests. Still in thoughts Bartholomew approached, from the looks of it you wouldn't have to go anywhere.

He addressed the children, trying to calm them by letting them know that if Barbarians really were the cause of this and getting through there would be nowhere to hide. The women would be raped, the girls as well, boys and men cut open, left outside to rot. The only true options, he told them, were to kill as many as they could and to scorch the city so they would have nothing off it.

You stared at him in disbelief as he tried to give them a harsh lecture in terms of reality. This was not at all what you thought off when you wanted to calm the children and it didn't seem to have a calming effect on them at all. The smaller ones started to cry, some of the older ones looked outright disturbed. You did your best to undo what Bartholomew had just caused with mixed success.

>Skills:

+ Children (6)

>>2593

After a bit of angry threatening you head towrads the nearest pub to have a drink. After ordering your ale to your dismay you find out that you are not alone. Not alone as in you knew somebody here. Four guys at one of the tables that were further into the bar were mercenaries. Their armor and weapons gave them away as well as the slang they used. However they weren't just any kind of mercenaries, these were part of the same company you had served in. Though the term mercenary was probably a little overstretched. Bandits would have described them just as well.

The door opened and three all too familiar people entered. Perhaps you would have rather taken your luck with the mercenaries. Marlow passed you by without as much as a look, heading right for the mercenaries table, Jimmy however tried to reach for your ass but the third and still nameless guy grabbed his hand firmly forcing it up. They linked up with Marlow coming to a halt before the mercenaries.

"My employer does not appreciate you being here.", Marlow opened in a firm voice, "He was sure that he and your boss had come to an understanding.". They Mercenaries didn't say a word but just stared at him dumbfounded. After a short pause Marlow took a step closer, the mercenaries reached for their swords, but didn't draw them yet, "Do you know who the fuck I am working for?", he asked, his tone now shifting from firm to threatening and suddenly the entire tavern was silent as a crypt.

No glass was moved, not a single word spoken. The mercenaries got up, mumbling something they made their way out of the bar with lowered heads. For a few more moments everything remained completely silent. The three now sat down where previously the mercenaries had been and slowly life returned to the tavern.

You waited for a bit longer, and got yourself another ale. Didn't want to rush things now that you knew the mercs were walking on the street. You should probably go check on your father. You immediately had to think about Middus. Your little brother. Now why was everyone so firmly against him taking any responsibility? Surely he was girly, but he could do administrative jobs, after all he had even offered himself for one. You emptied your drink forcing the last mouthful down your throat.

The streets were slowly becoming more active again now that it dawned. By the time you had reached the Whitecity mansion the sun was shining brightly. It wasn't long before you heard your father shout "MIDDUS!", in an angry yet hurt tone. Either Middus had just been stabbed, or Middus had just stabbed your father. Either way the guards outside seemed nervous at the shout but they were not going to just let you into the place they were guarding. You had to speak to someone if you wanted to be let inside. After all a drunk scruffy woman was not the usual type of visitor this Mansion got.

>Skills:

+ Drinking (3)

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523caf No.2708

>>2707

>>2594

You try to calm them by laying out to them the inevitability of this situation. Certainly the children most of all would stand no chance. Women and girls would be raped and men and boys cut open and left to die. You made very sure they understood that there were no other options than trying to take with you as many as you could and scorching your own city in order to prevent anything from falling into the Barbarian's hands.

You were surprised to see that the truth did not seem to calm them down one bit, Natasha shooting you an almost angry look. The smaller ones started to cry. Natasha then tried to undo what you had just caused with mixed success. So much for that.

More and more people started coming to the church. More than usual at least. You only get a few rumors. Some say the Whitecity's tried to murder one of the Whitecastle's though nobody really knows who wanted to murdered whom, others say it was black magic, which is probably why so many people were coming to the church.

You had no idea from where, but a number of men in red cloaks was headed for the church exit, they looked rather grim however one or two of the faces seemed familiar though you couldn't pinpoint it.

>Skills:

- Children (3)

>>2607

You curse your second born child in a variety of ways that would make a lady faint. Fortunately there is no lady present, only guards and your ward. Soon as they determined that Middus posed no immediate threat (however correct that assumption may be) they picked you up beneath the arm and dragged you through numerous corridors until they finally came to a halt. A door was opened and you were lifted onto a bed. A nice looking young woman came into your sight, she had some resemblence with Lady Contessa from what you've heard.

"Hello, my name is Hedina.", she said with a welcoming smile. You were a little confused, was this the time to make-, on a command you hadn't heard one of the guards pulled your wound open and she quickly removed the bolt. Cursing you buried your fingernails in the bed. Apparently it had been a diversion.

Quickly she put a piece of cloth onto your wound, you could feel the alcohol sting. With one of the guards holding up your leg she quickly wrapped a bandage around it, holding pressure on the wound. When she was done they let your leg down again Hedina quickly made a little fire, searching around for a kettle. "A tea will be perfect to numb the pain.", she said while still searching around for stuff. Meanwhile Charles had entered with a steaming cup. He offered it and you took it with a nod. Though the boy had said nothing you refrained from drinking it yet, it looked hot as hell.

Hedina turned around, discovering that her work had already been done. Her already polite smile took a turn to become even happier, with a quick step she was already on Charles before he could do anything, squeezing him like a puppet. "Oh Charles, how nice of you!", she almost shouted, petting his head. You could only suspect what his face looked like right now, though the two guards exchanged a look that expressed concern about the child's emotional wellbeing.

>Flaws:

- [Bolted Leg]

+ [Bandaged Leg] Don't stress it and you will be fine. Impairs movement.

>>2609

So what were they up to? Your first stop was the church. You quickly found out that Bartholomew had just scared a number of children to death while Natasha had attempted to get them to stop crying again. In the meantime Eric had set out to buy a house while your dear brother had been running about town all day. Then there was Vivian, your somewhat enstranged cousin who sometimes looked like a rat in the right light, now she at least wore woman's closing which was said to help her in some ways. Meanwhile Middus was strill trying to make it big by being Lady Contessa's toy boy while Elise worked for her son doing some boring accounting job for the family's trading company. Sigurd was busy teaching Lady Contessa's other son how to fight with the sword.

You really were infomred quite well now that you thought about it. Either way this thing, sigil. What was the deal with it? You were a lot more careful with it this time after it had already forced it's way into your hand. You shuddered at the mere memory of the metal shooting into your palm sucking you in. Carefully you turned it around and noticed how a line was written on the Sigil's back now.

"Aus Asche geboren und Flammen geformt erhebt sich der mächtige" you read the line that had filled itself with your blood. What did it mean? But much more improtantly, what did this tell you?

>Skills:

+ Mechanical Understanding (?) (3)

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523caf No.2709

>>2708

>>2617

You present yourself to various nobles looking for assistants and make quite a good figure compared to the other contestants who are only half hartedly trying. Minor nobles themselves children often get pushed into aiding a more important noble in order to get experience. You believe yourself ot have pretty good chances, however you wait and wait but nobody requests you to come back. After some time you return asking about the job only to find out that your position has already been filled. However the young nobles at your former potential employers' sides all fail miserably in identifying who you are.

Apparently none of them even as much as remembered you. Well that was a bummer. Either way it was time to worry about other things. Namely about how you were going to buy a house. You knew you had lots of money to spend on it. Well a lot was exagerrated but you were sure to find a nice house for the price. You try a few places but nobody is really willing to give up their house for a bit of money, however you do find a merchant who seems to want to try his luck elsewhere. He gives you the keys to your new home, a nice house near the marketplace. It has four rooms. One of them fit with a bed large enough for two, one with a table and kitchen to prepare food in and two more that remained largely empty. Perhaps he had stored his wares here. You also had two windows that led out onto the street and only one door. Somewhere was a clap that allowed you to get to the roof so at least you weren't completely trapped.

>Inventory:

- 350 Copper

>Holdings:

+ House near Market (4 rooms) - Owned

>Skills:

+ Haggling (4)

>>2620

"That's her.", you heard Alfred's voice behind you. Slowly you put your feather aside and turned around to look at who stood in the entrance of the room you were working in. Alfred was holding a girl on his arm, she was dressed in all red, perhaps the age of three or four. Your employer enjoyed your confused look for a moment, then he explained, "Elise, this is Elise. She is my cousin. When I told her somebody worked for me that was named just like her she wanted to see you.".

"She's pretty.", Elise said smiling at Alfred who smiled back, "Of course sweetie.". He was about to leave when he turned back in the door, "Oh, ah one more thing Elise. Not you honey.", you put your pen away again and turned back to him, "My mother was insisting I find employment for one of her..", at first he tried to find a better word for it forming circles with his hand, then he gave up held his free hand over Elise's ear, pressed her against his chest and formed the word, "fuckboy." with his mouth.

"Either way as foolish as it is she is my mother and I feel obliged to do her the favor. Just sit him down somewhere and make sure he doesn't touch anything.". For a moment Alfred remained silent, his gaze wandered through the room as if he was looking for something, "If he acts up, decides to have fun with the numbers or thinks it's his place to go snooping around, you let me know.". He knocked against the door twice. You noticed some suspicious red spots on his seam.

"One..", Alfred stopped at the sound of your voice, "more thing.", he turned around to look at you. His face was completely emotionless. "Could I store some Wine here? Just until I find someone to buy it.". Your boss looked at you like he would look at a child who had just asked him how he and a man living in the streets were any different. "It's hardly cold enough here to store a good wine.", he threw a quick look over his shoulder, "In one of the corners there are a number of loose stones, you can remove them and behind is a small hollow space. Should be enough for a few bottles of wine, that way the workers won't drink them.". He then turned around and walked away shouting over his shoulder, "If anything else is still inside just dump it somewhere.".

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523caf No.2710

>>2709

>>2630

When you return you are just in time to catch Emilia calling it a day. She looked a bit rough, but after all she was a working woman. "Oh hey.", she said with tired smile, "Didn't expect to see you here again this quickly.". You ensured her you weren't here for *that* though now that you thought about it you wouldn't mind a little relief. You walked alongside her for a bit asking her about the sword and the sigil on it. "Well,", she started, apparently she didn't get to tell this story very often and she seemed somewhat ashamed of it, "my mother was a whore and my father a Knight. Nothing romantic, he was just passing through town and wanted to have a good time. Now the Knight couldn't afford to pay his tab. Now I don't know whether he was unable or unwilling to cut his way through the bouncers, but he left his sword behind to cover for his debt. He said he would return to buy it back, but he never did. And roughly nine months later I was born. For a while everyone teased me for being a noble child, but when it became more and more obvious that my father wouldn't come back they eventually stopped.", she gave you a sad smile.

"When I finally came of age Alain, the owner of the whorehouse, gave it to me as a present.", you nodded. So far so good, but why would she want to use it? She looked at you in amusement, "What just because I'm a whore I'm not allowed to try to learn how to use a sword?", with a sigh she stopped, "Besides I think at some point in my life I'd like to do more than fuck strangers. Can't stay a whore forever. Who knows perhaps I will make it to become a bouncer one day.", she laughed. Now you noticed why you had stopped. You had arrived at your goal. Emilia's house. It wasn't all that small or shabby. At the entrance a rather muscular guy with soft features stood guard, apparently this was sort of a house for whores. Just not their customers.

>Skills:

+ Gutter Talk (4)

>>2653

Even though you had just shot your father in the leg and the guards were now eyeing you with ever new suspicion you were not concerned. You didn't even feel the need to visit your father as he was carried away to the physician. You had other, by far more important things to worry about, as always. Not everyone could be as diligent as you.

At first Lady Contessa was less than convinced of your proposition, however you prove yourself to be of a very persuasive nature. While you are certain Lady Contessa enjoys herself she does show you a number of new things you had never seen or experienced before. If this was considered to be work then this was the work any man wished to live for. If only this moment could last forever.

However it could not and when it finally faded you made your case again. Lady Contessa pulled you in close, both of you still lying in her bed, buried beneath her incredibly soft blanket. Hugging you her hands wandered down to your cheecks whom she firmly grasped, kissing you strongly. "Listen Middus.", she said, "I will do you this favor. I will ask my son to find you a place in the family company. But I need you to stay on your toes and not fuck it up. My son heeds my advice, but I cannot force anything on him. Be sure to be a valuable asset.". She then kissed you again with the forceful kiss of a woman who saw her lover off for the last time and pushed you out of her bed with a mean laugh.

As you soon found out her son did indeed heed your advise. You were supposed to show up by the Whitecity's main warehouse and report to Alfred Whitecity. Who would then tell you about your job in accounting, the entire thing would be paid with a silver a day.

>Job:

+ Alfred Whitecity Accounting (1 Silver / turn)

>Skills:

+ Lover (8)

>>2658

Still wearing nothing but rags driving the shit cart through town. Certainly not the greatest of feelings imaginable. Of course you had beaten that giant and had become all the better with your spear for it. However without a horse you would never fulfill your true potential. But at this rate you would never be able to afford a horse.

Now a bodyguard job would be just the right thing for you, if you could find somebody to convince to take you in as a bodyguard. After all you were a ragged looking horse barbarian wiht a spear. If there was anybody people tended not to trust then it was the type of person you were. The only way you could potentially look more suspicious was if you were drunk and covered in dog guts.

A nice memory that took you back to the marriage of some other horse barbarian. They had told you that the latest Barbarian to have become a man would have to cover himself in dog guts. Of course they had just been toying with you, but it was that sweet foolishness that had gotten you your first kiss from Aleksandra.

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523caf No.2711

>>2710

>>2665

The guildmaster is surprised at your work. Certainly a good invention he will attempt to implement at court. He is sure the young ladies at court will love your invention. Though he will have to get his hands on a more expensive kind of fabric if he wants to sell the idea and he wants to do so as fast he can before any of his colleagues got a whiff of it, of that much you were sure.

He ensured you that you would get a raise and potentially another one if things worked out the way he expected them to. You then return to your usual busy work weaving with Swete checking in on you every now and again. The girl really got attached quickly and her mother excused her daughter's clingy behavior several times while the latter was taking a break. She apparently didn't have very many friends and you were quite the character.

>Job:

-underwear maker with the weaver's guild (5 copper/turn)

+underwear maker with the weaver's guild (6 copper/turn)

>Skills:

+ Weaving (2)

>>2677

You ask around for potential locations though you quickly ask yourself why you even bothered. Certainly nobody who knew about a valuable spot would just blurt it out to you so you could swoop in and earn a lot of money with it. Perhaps you would have to go look for yourelf. Lurking around a bit out of town you search for any hints regarding potential ore veins. Hoping to find copper, silver or even gold you look about but find a great amount of nothing useful. That is until your ears receive the sweet sounds of pickaxes. Soon you find the source.

Before you in the middle of the forest found itself a heavily guarded copper mine. You said one though somewhat off in the distance you could see a different one. These were no doubt flying the Whitecity banner. Though you've had no real interaction with them despite with the guy who practically stole your golden goblet you recognized it. It would only make sense that the people who owned these lands would try to make the greatest amount of profit from it and from the things you've heard they were making a lot of money with it. Too much money in your opinion, a copper mine could impossibly generate that much revenue, a goldmine perhaps, but a copper mine? Even three of this size.

Then again the Whitecitys were also active in several other areas gaining revenue, one of them being the taxes everyone was inevitably forced to pay.

Asking around for some opinions on your bar you soon find out that the place has been paid a visit by the city guard. Somehow you were not really surprised, then again it was still a tragic event. Apparently many had died in the resulting clash and the place was a complete mess. Many were certain that this was the end of the bar. And although it wasn't it's definite end you did record a hard decrease in income. Most of your former regulars would never return and the bar seemed almost empty now. Quiet.

You sort of missed the constant fist fights. The disgusted shouts when you announced you had to raise the price for the smashed furniture and how they kept throwing short Ed around while he was holding on to the chair he was sitting on anyway. The dangerous knife games which always ended with somebody crying and the constant complain that you had no busty barmaids. Knife throwing contests and arm wrestling matches that were practically a contest who could cheat the best.

All of those things were gone now.

>Holdings:

- Scum Tavern "Open Throat" (Stable Ale Supply)

+ Raided Scum Tavern "Open Throat" (Stable Ale Supply)

>Job:

+5 Silver / Turn: Owning Open Throat

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523caf No.2712

>>2711

>>2678

You tried to gain access with a silver coin. However the guards you offer them to merely look at you with an angry look. You are uncertain whether they would outright punch you in the face if you tried again. Perhaps they were simply unwilling to take a bribe in front of this many other guards. However that didn't have to be it. It could also be fear, uncertainty. You had somebody heard whispering something about an open declaration of war.

But that didn't have to be it either. These guards seemed different. They weren't like the guards down in the City, even their uniforms were different. These were no normal guards. Their movements gave them away as well. The way they held their spears, the way their eyes scanned the crowd. These men were no guards. They were soldiers. Men at arms. They weren't the type of people that enforced their power on hookers and small time criminals. They were the type that waited for you to make a misstep and would cut you open from balls to brains, just like that, with a swift movement of their back hand.

Perhaps Turmhill could get you access to this place, but from the all out military acting around here, the men arming positions on the city walls and more and more soldiers streaming forth from all sorts of doors within the castle you began to suspect that this could be even beyond Maxim's hands. Whatever was happening here seemed like it would end blood and fire.

You noticed an incredibly large and muscular woman being led over the courtyard. She did not

>Skills:

+ Bribery (1)

>>2690

You were brought to the castle, passing a cruel scenery of several legs lying around in a pool of blood. They led you into a large entry hall where the head of servants instructed you to begin scrubbing the floor. Guards and servants alike passed you by giving you concerned looks. A giant on her knees cleaning the castle's floors really was a sight one did not get to see every day, however from the looks of it they may get the chance to get used to it. Behind you you heard a few steps that then stopped. You continued to scrub however the person did not seem to move. You turned around to see a meagre boy, barely a young man staring at you, he was wearing fine clothes, he had a feminine face and generally looked like you could break him apart like a twig. Your gaze met but he just continued to stare at you, naturally you stared back at him.

Another young man entered, not much older than the first. His hair was cut short, he had a face that left no doubt he had been born manlier than others would be in their entire life. He had a muscular build, his movements seemed very controlled, he was wearing armor and a cloak. "Ash."; he said, "Ash.", he repeated himself a little more annoyed, waving his hand in front of the other guy's eyes. The boy or man who was apparently named Ash finally snapped out of it, "Yeah.. no.. I.". A grin formed on the other's face, "What?", Ash asked, but the grin just kept growing, "What?", he asked again this time a little louder.

"It happened.", the other announced, "What happened Ulrich?", Ash asked now considerably more annoyed, "My brother likes a woman.".

For a moment there was silence. You did not like how much emphasis Ulrich had laid on the word "woman". "You are going to fuck her.", Ulrich decided, Ash who had turned completely red was now completely silent as well, "I don't care if you rape her or marry her. But you will fuck her.". Ulrich laughed at himself, "How could I not have thought of something as obvious as this?".

You had no idea what was happening, but you didn't like where this was going.

>Skills:

+ Hand to Hand (2)

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523caf No.2713

Dice rollRolled 6, 7 = 13 (2d100)

>>2708

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (50)

+ Preaching (60)

+ Zeal (10)

+ Faith Knowledge (7)

-Children (3)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (1 Copper) (+1 each turn, costs 1 Copper per turn)

Well, now the children hate me. All that I did was explain the situation to them. Perhaps I should apologize to them and cobble together some toys. But, in the meantime. Those red cloaks, could they be inquisitors? I should ask about them.

1. Create some toys using whatever I can find to give to the children, dolls, toy swords. Stuff that I can make from scrap.

2. Ask about these red cloaked men, I recognized some of the faces, what do they do? Where were they going?

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523caf No.2714

Dice rollRolled 95, 31 = 126 (2d100)

>>2710

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 25 copper

+ Poorly Made Clothes

Skills: Swordfighting (51)

+ Dragon Fang Combat (51)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

+ Gutter Talk (4)

>Job:

+ Bouncer (Place to Stay + Food + 5 copper/turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1. I should find myself a better paying job. Maybe as a house guard, or normal city guard. It should help that I can actually use a sword and have my own. As long as I can keep using it.

2. Keep training Emilia and practicing myself. Father always seemed to teach me how to fight with the Dragon Fang and similar swords. The basics are the same for both thankfully.

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523caf No.2715

Dice rollRolled 70, 5 = 75 (2d100)

>>2712

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

1-2. If I cannot fight, then at least I can work. Perhaps, there is room for a doctor in town. Someone who needs my type of skill. I would approach the nobleman himself if I must

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523caf No.2716

File: 1433043897369.png (694.72 KB,1024x768,4:3,VOODOOMAN.png)

Dice rollRolled 60, 18 = 78 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 50 Silver

+ Apothecary Satchel (5 Healing Herbs)

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (8)

+ Sneaking (4)

+ Searching (2)

+ Bribery (1)

>Job:

Unemployed

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

1. These are dark times indeed. It is true, having trained military this close to the city can mean only that something is amiss in the kingdom. I must retreat to a back alley and consult the shrunken heads on this event if I can't investigate it myself…Katze's will keep guard.

2. Purchase the deed to an apothecary's shop near the marketplace. Call it "The Golden Cure" advertising potions and "treatment" alike that will cure all of your ills and qualms.

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523caf No.2724

Dice rollRolled 36, 91 = 127 (2d100)

>>2711

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

32 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room (1/4) - The counter rises by 1 every turn, remind me in the chat when the counter hits 4

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (4)

"Of course, the day that I leave this in your hands the place goes to shit, Good job CJ.."

He had a lot of pieces to pick up and put together again.. But only a small setback in the grand scheme of things..

1: Fix the bar, hopefully it will bring back some business..

2: Our prize cow is on its last legs, i need to expand my portfolio, but this damn whitecity monopoly is strangling my options. We have to bring in our own..

Once again reach out to smugglers, There must be something i can bring in worth value that the Whitecitys don't already have their hand in.

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523caf No.2725

Dice rollRolled 13, 41 = 54 (2d100)

>>2711

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+13 copper

>Skills:

+ Weaving (57)

+ Noble Customs (50)

+ Searching (4)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (6 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

1. have lunch with Swete, and get to know her a bit better

2. Develop an improved corset

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523caf No.2726

Dice rollRolled 73, 25 = 98 (2d100)

>>2707

>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>>+ Father's Sword

>+ Plain Clothes (Female) [Wearing]

>+ Plain Clothes (Male)

>Money: 18 Copper

>>Skills:

>>+ Swordfighting (50)

>>+ Survival (50)

>>Flaws:

>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>Skills:

>>+ Drinking (4)

>>+ Intimidate (4)

>>+ Hand to Hand (5)

>>Job:

>+ Warehouse Guardian (+ 6 Copper / Turn)

1-2:"FUCKING MIDDUS" Rush to the sound of Sigurd's yelling to help out

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523caf No.2739

File: 1433103486562.jpg (454.66 KB,1024x1200,64:75,1432683283693.jpg)

Dice rollRolled 92 (1d100)

>>2710

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+[14 Copper]

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

+ Driving the Shit Cart (Has to be done for 1 turns)

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1; All these memories… It's hard to forget about her while I try to find me purpose. M-Maybe I shouldn't have left… Nevermind that, I need to stay focus on the here and now. I need to inquire about purchasing something even a little better than this, I wonder what 14 coppers could even get me.

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523caf No.2741

>>2713

You try to make friends with the children. However instead of making some real toys they actually end up swallowing the nails almost chocking to death on them. You are horrible with children and everyone knows it.

You then try to talk to the men in red cloaks though they have never heard the term inquisition before and find you very suspect in general. When you continue to bother them they just leave you and go about doing their things.

>Skills:

- Children (10)

- Small Talk (5)

>>2714

Apparently a certain Lord Turmhill is always looking for work. You dump your old job at the tavern and also loose your place to stay as a result of it, you will have to find somewhere else to rest or pay the owner. You also receive a Leather Armor with your new employer's sign on it.

With your new job you only have little free time to train with Emilia who also has to keep an eye on the times she is working. She shows some significant improvements, however you cannot say as much for yourself. She pays you the same as last time.

>Skills:

+ Dragon Fang Combat (1)

>Inventory:

+ Turmhill Leather Armor

+ 2 Copper

>Job:

- Bouncer (Place to Stay + Food + 5 copper/turn)

+ Turmhill Bodyguard (+ 1 Silver / turn)

>>2715

With a tad of luck you could find a physician in town looking for a person of your talents. While you were certain to have found someone a bunch of men in red shouted and pointed at you. They were probably confusing you for someone because you had no idea what they wanted. Quickly they approached you in a threatening manner, but when the Guard showed up they quickly ran off.

>>2716

You ask the heads and they whisper to you. They tell you about a sturdy white tree which grew in two, on one branch grew apples, on the other grew pears. But the fruits were rotten and the illnesses spread between them. Not all that helpful you found, but perhaps you could make something of it.

You wanted to buy one but the owners just laughed at you, telling that you would have to abide guild laws and prove that you were an able apothecary. Certainly they could not just allow anyone to open a chemists shop in Weissstadt.

>Skills:

+ Mythology (2)

>>2724

You fix the bar up as good you can. Cleaning up the blood everywhere it almost nooks neat, though it does remain largely empty. Only a shadow of it's former self.

There is something. Some shady people in the slums tell you about the Devil's Daughters who collect a forbidden flower down by the river. They deliver the ingredients to some shadowy figure which gathers an extract from them that is highly illegal and also a very potent drug. If you could convince some of the Devil's Daughters to put aside their loyalties and deliver some of their wares to you instead, certainly you could make a nice amount of money.

>Skills:

+ Searching (3)

>>2725

Lunch with Swete is uneventful if not to say boring. You eat together and chat for a bit about all the usual stuff like weaving. She really didn't seem to be a great thinker or anything.

Apparently you weren't as good with Corsets. While fashion came naturally to you you just couldn't find an improved form of Corset even though you tried so hard. Perhaps another time you would be more successful.

>Skills:

+ Weaving (1)

>>2726

You try to force your access into the Mansion however you are quickly stopped by the guards who politely restrain you. For you they even send one in to check on your father. He returns with news that he is being well cared for by the family's physician, so no need to worry. Your brother however seems to be up to very different things. Apparently he had been assigned to the Whitecity training company for accounting. At his own wish even.

>Skills:

+ Hand to hand (2)

>>2739

14 Copper wouldn't even be necessary as your gutural language and angry demeanor push the store owner to trying to get rid of you at any cost, even if that meant selling you some fine clothes at a drastically reduced price. Good for you.

>Inventory:

+ Fine Clothes

- 8 Copper

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523caf No.2742

File: 1433105479136.jpg (66.01 KB,900x636,75:53,the_path_of_judgement_by_n….jpg)

Next time you post an update add whether you want short or long fluff. If you don't care for it then that will save time, if you want it you will get it. Easy peasy.

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523caf No.2743

Dice rollRolled 7, 48 = 55 (2d100)

>>2741

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

1-2. Start working for my pay. Perhaps I might be able to earn enough to buy some of the herbs and plants already sold here.

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523caf No.2744

Dice rollRolled 69, 2 = 71 (2d100)

>>2741

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

36 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room (2/4) - The counter rises by 1 every turn, remind me in the chat when the counter hits 4

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (7)

Its a dangerous game to play moving in on a drug dealers territory.. But im trapped here with nowhere to go..Lets see what we can do.

1: Reach out to the devils daughters, surely I can offer them a better deal. Im in no place to strong arm.. But perhaps some of the flowers could accidently find their way down the river to my stores.. No one would notice for a few silver coins right? (+haggling) (+business sense)

2: Get together a list of individuals I could hire as bruisers if i need to should this sour. Just need to be prepared.

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523caf No.2745

Dice rollRolled 59, 22 = 81 (2d100)

>>2741

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger

>+ Plain Clothes

>+ 48 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (34)

>+ Noble Customs (41)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

NA atm

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Go to the smithy where I met Lily have my dagger sharpened and maintained, it could use it. Maybe I'll see her again if I'm lucky.

2. Try to Join the town guard, I have a feeling with all the crime and assassinations going around they could use more hands, and my be rarely noticed could help them a lot.

-forgettable

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523caf No.2746

Dice rollRolled 6, 91 = 97 (2d100)

>>2741

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

>+ Father's Sword

>+ Plain Clothes (Female) [Wearing]

>+ Plain Clothes (Male)

>Money: 24 Copper

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>Skills:

>+ Drinking (4)

>+ Intimidate (4)

>+ Hand to Hand (7)

>Job:

>+ Warehouse Guardian (+ 6 Copper / Turn)

1:Head back to the church for the night and wait for Sigurd to come home to see if he needs help.

2:Ask around the church to see if any of my relatives can teach me how to read.

Fluffy updates please

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523caf No.2747

>>2743

You try being taken in, however soon it would seem the person realizes you are not whom he thought you were. The guy thought he was hiring a witchdoctor or something. You can hardly belive anyone would confuse a giant such as yourself. At first he doesn't want you working with him but you manage to convince him with your experience.

>Job:

+ Apothecary Assistant ( 4 Copper / Turn)

>>2745

You go the smithy where you had last met Lilith in order to get your dagger sharpened. The deal goes about rather quickly as the smith has some spare time for you. Meanwhile some unknown girl is flirting with you like her life depended on it. Busty pretty girl, certainly not as plain as Lilith. However when she enters you greet her, even remembering her name. She smiled and greeted you back seeming genuinely happy.

You try to join the town guard several times however every time they forget that you even applied.

>Inventory:

- Grandfather's Ornate Dagger

+ Grandfather's Ornate Dagger (Sharpened)

- 2 Copper

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523caf No.2748

File: 1433107257085.jpg (441.65 KB,988x700,247:175,1432651034134.jpg)

Dice rollRolled 1, 81 = 82 (2d100)

>>2741

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[6 Copper]

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me the fluff or else, you slut.)

1-2; I should look for a job now, preferably as bodyguard as I was thinking about before. I might be able to get a decent job now with this set of clothing, and hopefully I get to test my might to prove myself.

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523caf No.2749

Dice rollRolled 14, 85 = 99 (2d100)

>>2747

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)>+ Plain Clothes

>+ 46 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (34)

>+ Noble Customs (41)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

NA atm

>>Holdings:

+ House near Market (4 rooms) - Owned

1.Ask Lillith out on a date, we share common ground after all.

+Lilith's Iron flower

2.Try to acquire work as a butler or manservant at court. I do need a job.

- forgettable + noble cuustom

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523caf No.2755

Dice rollRolled 62, 43 = 105 (2d100)

>>2741

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 27 copper

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (51)

+ Dragon Fang Combat (52)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. Lets see if I can find a new place to stay for cheap.

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523caf No.2756

>>2741

>>2748

I offer this tribute in the hopes of appeasing you, my masta.

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523caf No.2757

File: 1433119385774-0.jpg (996.21 KB,2168x3464,271:433,1432633701258.jpg)

>>2741

>>2748

I offer more tribute.. for you eheheh

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523caf No.2758

Dice rollRolled 11, 19 = 30 (2d100)

>>2712

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

>Skills:

Hand to Hand (56)

Noble Customs (25)

Intimidation (25)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Serf] You are a serf to House Whitecastle. Your life belongs to them.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

1: …Someone like him, fucking me? I doubt that he could successfully do that, but if he could do such a thing, she'll make sure who will be dominate under the sheets. Non the less, she still has to scrub the floors, just to keep hold of her life, no matter how plebeian it must be.

2: Keep on curlin', for she'll need that later.

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523caf No.2761

Dice rollRolled 65, 12 = 77 (2d100)

>>2741

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (50)

+ Preaching (60)

+ Zeal (10)

+ Faith Knowledge (7)

-Children (13)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (8 Copper) (+1 each turn, costs 1 Copper per turn)

I try so hard… I suppose that I am just not meant to be a friend to the children.

1-2. Just… Just be pious and attend church. Spend an extra hour praying and studying the holy book. I need to try to not break anything or hurt anyone for a little while.

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523caf No.2762

>>2741

>>2748

It was brought to my attention I did not offer enough breasts. I apologize and bring more tribute.

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523caf No.2763

Dice rollRolled 91, 64 = 155 (2d100)

>>2707

>>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>>Inventory: Fleur de Lis

>>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), & Zeal (8)

>>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

1-2 Try to put the children in the safe place for god

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523caf No.2764

File: 1433126981111.png (824.12 KB,1024x768,4:3,NotActuallyExotic.png)

Dice rollRolled 80, 42 = 122 (2d100)

>>2741

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 50 Silver

+ Apothecary Satchel (5 Healing Herbs)

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (10)

+ Sneaking (4)

+ Searching (2)

+ Bribery (1)

>Job:

Unemployed

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

+[Vision of tree bearing apples and pears being entirely poisoned]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

(I enjoy lots of fluff please and thank you)

It seems as though the vision is indicating that the two royal houses of Weissstadt have been poisoned by a menace that has infiltrated both houses. Very interesting.

1. *Sigh* This town and its damn bureaucracy…fine. I'll go get a licence to prove my abilities. Shouldn't be too hard, I'll just whip up a few potions from my healing herbs, or just heal a bedraggled homeless leper or something, and show my work to some big wigs in the town hall, no biggie.

+ "Alternative Healing Methods" (150)

2. Head to the marketplace and purchase a noble's outfit with my silver coins. Maybe if I look nicer less people will keep looking at me like I'm trash.

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523caf No.2767

Dice rollRolled 29, 31 = 60 (2d100)

>>2741

>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>Inventory:

+ Family Key

+17 copper

>Skills:

+ Weaving (57)

+ Noble Customs (50)

+ Searching (4)

>Flaws:

+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>Bonuses:

+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>Job:

+underwear maker with the weaver's guild (6 copper/turn)

>Holdings:

+ Tavern Room + Meal (- 2 Copper / Turn)

1. Although not the most diplomatic marriage possible, and certainly no lady, if the Nation family was ever to regain its former lands, but sometimes a dull and hardworking wife was what a man needed to be able to come home to after a long day. Wait, and see how Swete acts over the next day.

2. Hm, maybe he wasn't as good at weaving as he thought. Go ahead and take the turn to improve the skill

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523caf No.2789

Dice rollRolled 94, 98 = 192 (2d100)

>>2585

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (23)

+ Running (10)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

1/2."Well, Good Sir. You see. My Contract has ended and now I'm looking to Get back into Smithing and my friends tell me you are one of the best Smithies In this fair Country. I use to aid Good old Ligard from my town in his smithing and would be honored to work under you."

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523caf No.2790

>>2758

Long fluff, if you can?

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523caf No.2792

Dice rollRolled 73, 31, 83, 77 = 264 (4d100)

>>2709

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+2 High Quality Wine

+5 Quality Wine

+ 4 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

Invoking the 'I am a shitlord and missed a turn, makeup turn' 1-time deal thing. Because I'm a shitlord like that.

1&2

Search for a buyer for the wines. Nobility or a higher end tavern or inn, ideally. Store the two High Quality Wines in the spot Alfred mentioned until I can sell them.

3&4

Accounting work! I fear that I shall have to keep more than an eye on this newcomer, and I shall not let Alfred be cheated.

Simple update is perfect, unless WD deems a roll calls for it.

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523caf No.2801

Dice rollRolled 23, 69 = 92 (2d100)

>>2708

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

+ 3 Silver

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

+ [Bandaged Leg] Ouchie.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1/2 "How kind of you, boy. A better son than the one who just shot me in the leg, for certain." Smiling and biting back the burn in his leg, Sigurd sits up and moves to drink the tea, and perhaps talk with Charles some. I won't be able to teach him at the moment, should wait an hour or so for my leg to heal up before we resume, so I might as well take the time to talk with him and this Hedina, who certainly appears to be related to the family. It would not hurt to get in their good graces

+ Leadership (27)

+ Charisma (3)

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523caf No.2806

>>2744

After a bit of searching you find the Devil's Daughters who are mostly young girls in red riding hoods picking the flowers. Most of them won't even talk to you but one seems rather content to deal with you. She will charge you 1 Silver for each flower which should generate enough Extract to earn 1.5 Silver with it. You will still have to extract and sell it yourself.

You meet in a dark alleyway with a bunch of tough people. They are so tough in fact they beat up you and Schlitzohr and take your purse when you flash their coin. However you make it out without being hurt too much.

>Inventory:

- 5 Silver

>Bonus:

+ [Deal with the Devil] Can buy 1 Devil's Flower for 1 Silver.

>>2746

You head to the church however it is already/still/thefuckistime dark and you decide to ask somebody for directions. He winks at you suspiciously but you still decide to follow his description. Apparently the "church" is not just the church but also a whorehouse. However lucky for you when you ask around for your family they do recognize Wikiver the horny bugger.

They point you to a girl in particular whom they have been seeing a lot with Wikiver recently, though when you meet her she claims that he hasn't been paying her anything. In fact she says she had to pay him. When you ask whether it way because he was such a great lover the girl laughed out loudly, it took her a few seconds to regain her posture.

No, it wasn't because of that. It was because Wikiver was apparently a more than able swordsman who taught her how to use her own sword. A family heirloom of sorts, though not really. When you get down to the question she says that Wikiver could more than certainly teach you how to read, after all he seemed like a very intelligent man, however if you really needed the help the girl, whose name was Emilia by the by, could teach you how to read, for a bit of pay of course. She would be sure to make you a good price, just like your cousin did for her sword training.

>Skills:

+ Girl Talk (5)

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523caf No.2807

>>2806

>>2748

You search for a noble to protect and manage to find one who is just in town for a quick visit, he somehow managed to forget bringing his own bodyguard so he needs one while he stays here. The Noble has a number of people trying to convince him you would make for the best of the best, however you are quickly convincing him to pick you instead. All it took was a few cases of assault as well as some threatening. In the end he doesn't even seem afraid of you, just seeing you as sort of a fascinating locality.

The day came and went rather eventless with the man curiously expecting some wares here and there. You thought nothing bad of it when you suddenly spotted another Barbarian: He was just standing there staring at you like he had seen a ghost. For a moment you nervously exchanged glances, which was when the man unfolded a piece of paper. A second barbarian joined him and together they looked at it.

Seeing a Barbarian this far within the Kingdom was highly unusual at any rate, but two? That knew each other? You had to suspect there were even more of them and they were travelling as a group. What could they possibly want here? There was nothing fancy to buy in this city, not that you expected them to have any money anyway, they were also far too deep within the Kingdom to plan an invasion. Attacking here would leave tens of cities and other castles in the force's wake untaken. Certainly this would mean great troubles for the attackers and lead them into a dangerous trap only a most daring commander could pull off.

No, it had to be something else. They looked at each other, looked at you, exchanged a few words you couldn't hear. Then they packed up and walked away. They probably hadn't found whatever it was they were looking for. Or they were just very calm about it.

At the end of the day the guy paid you a generous silver and thanked you, saying that perhaps if you wanted he could use your services tomorrow as well, but that was it.

>Inventory:

+ 1 Silver

>Skills:

+ Intimidate (2)

(Note: You should probably find a pace to stay unless you want to sleep on the street)

>>2749

You try to ask Lilith out on a date, however before you can her, as you find slutty, sister throws herself at you. Lilith says she will "Give you two some room" and hurries off. Her sister Cassandra certainly is less.. plain than her sister, with noticably larger brests and a very obvious interest in one very obvious thing. She is rather boring in all other aspects though.

You quickly find a job as a lesser servant within Whitecastle. That is not to say you are actually hired as it is to say you claimed you were a servant and ensured the guy handling the paperwork that he simply forgot about you.

>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

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523caf No.2808

>>2807

>>2755

You could always try the church with your poorly made clothes, however Maxim Turmhill (Your employer) offers you to stay in the acceptable barracks. There is also your cousin Eric who has bought himself a house in town. You could try to hit him up.

>>2758

The question whether he could fuck you would probably not depend on whether he could get it up, which were troubles you knew nothing about, as well as whether you decided to crush his feeble neck with your hands if he tried to. Honestly you probably had more choices in this than he did with his apparent older brother Ulrich pressuring him more and more into it. Ash tried to hold his own but it was clear who would win this discussion.

What surprised you more was how strongly fixiated Ulrich seemed on getting his younger brother to fuck you, would you have not expected it for him to be an easy thing to get laid. Certainly he seemed rather feeble, however there were countless girls who were just lining up to fuck nobility and even if they should stop for some reason there would always be whorehouses. Now somehow you had received the questionable honor of becoming this "man"'s object of affection.

You wanted to continue curling however your mind was in unrest and you barely managed to do a set before your arms just sunk down to the floor where your cleaning gear was lying. You could cut this short in either direction. You could force him to try his luck with you or you could tell him to have a try and you would crush his skull. Certainly the first action would indoubtly incur the older brother's favor and the second his wrath, though you were uncertain whether he would really try to get his younger brother to rape you.

>>2761

Somehow you manage to go without breaking anything (or anyone) in body or spirit. Prayer helps you to calm yourself and you finally find some moments of peace and tranquility.

>Skills:

- Zeal (2)

+ Faith Knowledge (4)

>>2763

Somehow you get the feeling that the children are still in trouble and manage to get them all to go down into the crypt where they are silent, far away from Bartholomew. Brother Oreo and the others find your zeal commendable.

>Skills:

+ Zeal (6)

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523caf No.2809

>>2808

>>2764

You quickly go to the tailor who looks at you like a vagrant who broke into his store to beg some money off of him. You are certain he was about to go and insult you, but since you have no intention of robbing this man of an opportunity to make money you flash some coin and he quickly bows excusing any wrong suspicious he might have had.

You try on several different combinations though you appear to have a special skin "type" which requires a certain color of clothing to truly fit you in an elegant way. You try out several combinations with the tailor recommending more and more of them. After a long time of trial and error you finally obtain some finely made clothing with a fancy hat with a feather in it on top. The last trend amongst nobles and richmen he assures you.

Afterwards you move on to the guild. Having to register yourself and abide their laws in production and pricing could prove to be a little complicated. While you expected you would have to perform something practical it turns out that the guild merely want you to answer a number of questions regarding as to how you would treat certain illnesses.

While many of your answers are correct especially with the harsher injuries and illnesses they seem shocked at your proposal. In the end they agree to allow you a guild membership as a journeyman anyway, however you will have to pay the guild a cut as is only customary. For now they will let you operate as you wish however they ask of you to tone down especially the things that relate to the murder of infants as this is both illegal and will shed a bad light on the guild.

>Bonuses:

+ [Apothecary Guild - Journeyman] You have the right to open an Apothecary store. 20% of it's income will have to be paid to the guild.

>>2767

You keep looking at Swete who mostly works like anybody else does, sometimes chatting with her coworkers, mostly being told to shut up and work harder by her mother. An order which she then follows promptly.

You poke yourself in the finger and suck your blood. Certainly no good omen, but it wasn't like you'd have to be overly concerned.

>Skills:

+ Weaving (1)

+ Vigilance (1)

>>2789

The Smith begrudingly grants you an opportunity to work as his assistant, but as he sees your attempts at smithing he laughs out loudly. As soon as he had shown you the right way you make some incredible progress. He calls you a natural, saying you have the potential to become a great smith.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

>Skills:

+ Smithing (20)

>>2792

You find a buyer for the wines after some time. You receive several offers and of course only consider the best ones. After a bit of haggling you manage to push the price for the Quality Wine to 1.5 Silver a bottle, a good deal. You store the other two Higher Quality bottles away in the spot, it really is cool and dark. There is also a skeleton holding a rose and a letter in it's two hands not far from the hole.

Seemed to go further than you expected.

You actually manage to get some reliable work done for Alfred, keeping a very close eye on who turns out to be your (cousin ?) Middus who is notorious for being bad with money. If he makes a move, you know it.

>Skills:

+ Vigilance (5)

>Bonus:

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoghts. Though you can ask me to have a general guess.

>>2801

You have a chat with Charles and Hedina who turns out to be Charles' older sister. In the rather pleasent chat you have it appears that Charles has the same temper, or lack thereof, as his older brother. While Charles mentions that he can "Thank their father for that.", Hedina just laughs it off expressing how their father is a very lively person to which Charles does not respond.

In general Hedina does more of the talking and Charles really doesn't seem to care. The chat was nice and your leg is already feeling better, though you still might not want to stress it.

>Skills:

+ Small Talk (2)

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523caf No.2810

File: 1433201918452.jpg (228.23 KB,1075x1500,43:60,1389957777496.jpg)

>>2809

Again, please state whether you want fluffy or quick updates. If you don't state it I will just assume you prefer the short ones and will receive according updates.

Also you can post.

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523caf No.2811

Dice rollRolled 97, 76 = 173 (2d100)

>>2810

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

34 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room (2/4) - The counter rises by 1 every turn, remind me in the chat when the counter hits 4

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (7)

Not much of a profit to be made from this extract.. But its a start..

1: Buy ten flowers and reach into town to try and find someone who can turn it into quality extract for me. I hear theres a new herbalist in town who has some strange practices…. Perhaps he could be bought. (Hint hint, luch)

2: One little mugging wont stop me, Find some hired help. I have a plan.

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523caf No.2813

Dice rollRolled 2, 83 = 85 (2d100)

>>2808

>>>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>>>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>>>Inventory: Fleur de Lis

>>>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), & Zeal (14)

>>>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>>>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

Now that's taken care of time to try to help the church

1. I'll have to help with donations maybe they will be enough to help the church.

2. Find a job with my talents to help people in faith and a way to not wear a heavy robe.

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523caf No.2814

Dice rollRolled 2, 51 = 53 (2d100)

>>2807

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)>+ Plain Clothes

>+ 46 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (34)

>+ Noble Customs (41)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Go find Lilith for a date without attracting her sister. Ugh. Why is it I find a girl who I can relate too easily, then her admittedly more visually but not mentally attractive sister comes after me? +35 sneaking +unassuming

2. Train My skills in the comfort and privacy of my own house, Preferably my sneaking and daggerwork. +35 sneaking +34 daggery

Unless it's something very detail necessary(combat for instance) Short is fine.

>>2801

"Uncle I have acquired a house to live in. Please visit me I wish to speak with you."

-Eric

>>2653

"Apologies for the delay but things took longer to settle than anticipated Cousin. I have acquired a house Please visit me so that we may speak on whatever issue you wished to broach."

-Eric

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523caf No.2815

File: 1433204623309.jpg (134.26 KB,819x819,1:1,234234111122312.jpg)

Dice rollRolled 76, 73 = 149 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 48 Silver

+ Apothecary Satchel (5 Healing Herbs)

+Fine Clothing

+Fancy Hat

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (10)

+ Sneaking (4)

+ Searching (2)

+ Bribery (1)

>Job:

Unemployed

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

+[Vision of tree bearing apples and pears being entirely poisoned]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

+ [Apothecary Guild - Journeyman] You have the right to open an Apothecary store. 20% of it's income will have to be paid to the guild.

FINALLY (And gimme da fluff plz b0ss)

1-2 Open up my first herbalist/apothecary's shop, The Golden Cure, by the marketplace. I want prime street corner property for this business damn it, let the customers come flooding in! Advertise cures and concoctions for a variety of illnesses and diseases! And profusely welcome any new…customers. (Hint Acknowledged)

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523caf No.2816

Dice rollRolled 38, 1 = 39 (2d100)

>>2806

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

>+ Father's Sword

>+ Plain Clothes (Female) [Wearing]

>+ Plain Clothes (Male)

>Money: 30 Copper

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>Skills:

>+ Drinking (4)

>+ Intimidate (4)

>+ Hand to Hand (7)

>+ Girl Talk (5)

>Job:

>+ Warehouse Guardian (+ 6 Copper / Turn)

1:Vivian offers that she can teach Emilia to fight if Emilia teaches her to read, "But if you like mi piss ant cousin more I can pay"

2:After that she asks for directions to the church in hopes to get a good nights sleep.

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523caf No.2817

Dice rollRolled 4 (1d30)

>>2810

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523caf No.2818

Dice rollRolled 31, 32 = 63 (2d100)

>>2808

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (50)

+ Preaching (60)

+ Zeal (10)

+ Faith Knowledge (7)

-Children (13)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (9 Copper) (+1 each turn, costs 1 Copper per turn)

1. Continue to get to know everyone at the Abbey. I wish to know the faithful.

2. I do believe that I have been slacking. I need to train with my Scythe, I mustn’t grow rusty while I have the duty of the Avenger. I will find a nice open area and train with the scythe while reciting lines from the holy book, theirs and mine about the Lord’s wrath and the punishment of the wicked.

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523caf No.2819

>>2815

Karlington walks into the strange establishment, admiring the wares and generally aimlessly searching through the building.

"What a collection you have here sir.."

He looks towards the strange man behind the counter.

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523caf No.2820

File: 1433211061512.jpg (138.76 KB,900x1365,60:91,hOxB3r7.jpg)

>>2819

Urok looks up from his post, eyes gleaming at the new guest.

>Ah, my first customer! Please, do make yourself at home in my establishment. I have the cure to any affliction you could DREAM of being cursed with…horntoad warts, jungle fever, erectile dysfunction, let me just peruse some potions that may be to your-

Suddenly Urok spots the parcel the visitor is carrying in his hands.

>…or do you have something else in mind?

Urok flashes a wry smile.

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523caf No.2821

>>2820

"Subtlety of warthog friend. You are correct in your assumption.. But i'm not so sure that you would wish to ensnare yourself in such a cause.. It could be a dangerous ordeal"

He sternly looks at Urok once more.

"But there is plenty of coin in it if you can stomach the mission.."

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523caf No.2822

File: 1433212257364.jpg (105.19 KB,838x954,419:477,235234124124.jpg)

>>2821

Urok's lips pursed as he made a clicking noise in the back of his mouth.

>Listen friend, look upon my skin. I am already unwelcome in this backwater town based solely on who I am alone, you should be the one to fear associating yourself with me.

He leans back on his stool.

>I've dodged horse barbarians and the inquisition, I don't mind jumping into danger again. But know that with whatever assistance you ask of me…

He grinned

>…I have my methods.

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523caf No.2823

>>2822

Unsure of whether to trust the man or not.. But he has a voice of reason and lacks friends in this town.. Its Karlington's only shot of making a profit from this deal.

He places the package of river flowers on his desk and waits a moment for the man to look over it.

"I need a man of your talent to extract a potent drug from this.. I don't have the resources or the skills.. But I do have the connection to the raw materials.. Theres a lot of money to be made out of this my friend.. If we can do it right."

He patiently awaits Urok's response…

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523caf No.2824

File: 1433214077878.jpg (207.61 KB,640x800,4:5,56746346.jpg)

>>2823

Urok carefully picked through the flowers…and suddenly let out an audible yelp of shock.

>You…where did you get this flower? This is Kak'sse! Do you know how dangerous this delicate little flower is?

The blank look on the visitor's face was the witch doctor's answer.

>People have been dying left and right in this city thanks to concentrated doses of this plant's extract. Whoever you got this from is far more dangerous than you realize.

Urok sighed.

>I will do this work for you, if only for the money involved and the chance to figure out who's leading this manipulative serial killing spree. But I will need guards to defend this place in case the wrong people come knocking. Can you provide that for me?

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523caf No.2825

>>2824

He carefully judges the herbalist's reactions to see if his words ring true. He is unsettled, but money is on his mind so he pushes forward with the deal.

"There is supposedly another dealer who specializes in this flower.. This could be your murderer.. None the less.. I can provide protection for the mean time, and if we do this long enough we may end up finding just our man.."

He chuckles briefly.

"And make a hell of a lot of coin while we do it.. Ill have some men over here in a few days."

He shakes the mans hand and begins to walk out of the door but turns around and says but one more thing

"Swell doing business with you.. Its Karlington Nation by the way.. So know that you are not associating with any amateur"

He walks out and returns home to his tavern.

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523caf No.2826

Dice rollRolled 34, 29 = 63 (2d100)

>>2807

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[1 Silver; 6 Copper]

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

1-2; Should find a Inn to sleep in for tonight and every other night really, Preferably one not too dirty but decent price, especially if this guy gives me a silver every day. Before I do, I should look into how much pieces of custom armor are. They're probably expensive but I should look into it now so I know for the future, those barbs from before might be hunters..

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523caf No.2828

Dice rollRolled 41, 79 = 120 (2d100)

>>2809

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Priest Robe

+ 9 Silver

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

+ [Bandaged Leg] Ouchie.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

>>2814

"Ah, I should probably go visit my nephew now. Apparently, he's got something to speak with me about. Farewell for now, it was nice chatting with you."

Sigurd arrives at the enclosed location some hours later, because of his impeded movement, opening the door and looking around for Eric.

1: Try and rest my leg a bit, ease off that pain. Should help speed up it's recovery a bit.

2. On the way to finding Eric, I should actually try and get some respectable clothes now that I can afford them. Would do wonders for making myself stand our and garnering respect both in and out of the family.

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523caf No.2829

Dice rollRolled 70, 80 = 150 (2d100)

>>2808

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 27 copper

+1 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (51)

+ Dragon Fang Combat (52)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1. I'm guessing the guards have a place to practice. Get to practicing. I need to use this to learn what the normal capabilities of those with me are.

2. See if Emilia is able to practice again today. More chances for me to practice too and I continue to help her learn.

>>2814

A knock is heard from the door of your home. "Cousin Eric? It is I Wikiver. Are you home?'

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523caf No.2830

Dice rollRolled 72, 44 = 116 (2d100)

>>2809

>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>Inventory:

>+ Family Key

>+21 copper

>>Skills:

>+ Weaving (58)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

Well, that ended nowhere. Time to seek an alternative outlet for his romantic passions. Older men always had a special place in Talvi's heart, and that one time with Sir Ritari was quite magical…. But first things first.

1. Obtain a suitable mask. It should be visually appealing, and cover enough of my face to obscure his identity, but leave enough exposed to create a sensuous air of mystery.

2. After that, continue improving his weaving skills.

(fast update)

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523caf No.2833

Dice rollRolled 14, 89 = 103 (2d100)

>>2585

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (23)

+ Smithing (20)

+ Running (10)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

1. Work On Completing my armor.

2. Go scout around the Street at Night. I've heard about some crazy things happening around here.

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523caf No.2834

Dice rollRolled 35, 86 = 121 (2d100)

>>2708

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (13)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1 - Well now, no sense in keeping only to my own affairs! I ought to help out the family a bit. How to do so, however… ah! My skill in arms and handling situations has made me a fine bouncer, but that will not help the family reclaim martial glory.

I shall have to speak with uncle Sigurd, he is authority here and is also swordwise. Perhaps were we to display our martial prowess to the citizenry and the nobility, we could regain our status!

2 - Still gonna try and get into this sigil though. Something about what doesn't burn you to death makes you stronger? Idunno.

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523caf No.2835

>>2828

"Uncle! Uncle! I have had an idea to restore the honor of our family!"

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523caf No.2836

>>2835

Sigurd turns in question to his nephew, graying eyebrow raised to the approaching boy. "Go on, lad. I'm here."

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523caf No.2837

>>2836

"We may be little in wealth, and diverse in occupation, but if there is one thing that we can caw a trademark of the family, it is our martial skill! If we were to host a contest of blades with other noble houses in the region, we could prove our strength and gain notice among the nobility once more!"

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523caf No.2838

>>2837

Sigurd's looks of wariness stays on, eyebrow fixed. "And how do you propose to host this contest? With what money? Where would it be held? Who would sponsor it? Why would the other houses even come? It is a noble idea for certain, boy, but at the moment that's all it can be. Once we have some amount of prestige and money, the idea becomes viable… I'll keep it in mind, certainly. Unless you had these details planned already?"

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523caf No.2839

>>2838

"I've been saving up money - I have little need for more than the necessities - and the rest of our house could as well! If we were to pool our resources, we could come up with enough surplus funds to host such an event! Any noble family who refused such an invitation would be a dishonorable one, and thus not worth our time. They would need only send a warrior of skill, after all. As for a location, I defer to someone such as yourself who has better knowledge of the area."

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523caf No.2840

Dice rollRolled 45, 40 = 85 (2d100)

>>2809

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 2 High Quality Wine

+ 16 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

+ Vigilance (5)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoughts. Though you can ask me to have a general guess.

(sold all 5 Quality Wines. Haggled the 7.5 to an even 8 in chat.)

1 & 2

Nope. Don't even want to know anything more about who that is.

What I do need to learn are the various nobles in this city and their heraldry. If I am to succeed in this city, I shall need to learn the power players and their rivalries. This will also aid me in identifying threats to Alfred's operation and by proxy… myself.

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523caf No.2841

>>2839

Sigurd considers for a time, stroking his barely-black beard as he looks down at the boy, as if judging him. "If you have the funding for it, we have little to lose from a refusal at the moment. Perhaps it is worth an attempt, I say. I will consult with a few locations around the city to see the price and time, merely update me on the pooled funds of our family. We should have begun pooling them together some time ago, perhaps, but I did not want that much money near Middus."

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523caf No.2843

Dice rollRolled 42, 28 = 70 (2d100)

>>2808

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

>Skills:

Hand to Hand (56)

Noble Customs (25)

Intimidation (25)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Serf] You are a serf to House Whitecastle. Your life belongs to them.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

(Ill as hell, so a short post, Even so, fluffy post pls?)

1: Keep cleaning the floor, and make sure that if Ash comes to her, that he'll have to promise a favour after him thrusting Zeorna's ass.

2: Keep curlin', for that Hand to Hand.

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523caf No.2871

>>2828

AH Uncle there you are! Welcome to my new house. Come, sit. I have much to tell you, but first what happened to your leg?

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523caf No.2873

>>2871

Sigurd angrily mutters "Middus.", under his breath, taking a seat and angrily grunting to himself for a while about his child.

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523caf No.2874

>>2873

"I hope it was an accident, stike that it msut have been he's too clumsy t hit you on purpose. Anyway you remember me telling you about being a courier? I'm not one any more one of my delivery's was used to set up an assassination, that explosion that was heard over the city. The man paid me 400 coppers to skip town. I destroyed the receipt then quit my job as a courier. I used the copper to buy this house. I did not recognize the man who paid me however. Then again I'd doubt he'd recognize me either. I now have a job as a servant in the castle. is there anything I should keep an eye on or out for while i'm there?"

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523caf No.2878

>>2874

Sigurd thinks to himself for a moment, then nods firmly. "Yes, that is good news. It is leverage, and we need all we can get at the moment. If you can find out who set up that assassination, and why, we've got something big on our hands. Other than that… ah… not in particular. Get as involved in politics as you can and get your name and face out there - make our story as known as you can. And, ah, by the way, we gather at the church near to here, all of us, haven't seem you coming often, nephew."

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523caf No.2880

>>2878

I'll see what I can dig up on that and other secrets. As for getting my face out there uncle, is that really wise? Anonymity saved me from the gallows and people rarely remember me anyways. As for the church matter, I trust in you to keep things moving. Getting this house and cleaning up loose ends took time, as did landing my new job. By the way Midus wanted to speak to me, he wanted I in behind a tavern at night. Any ideas why?

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523caf No.2881

>>2880

"Only the idea you shouldn't meet my son alone anywhere, particularly behind a tavern at night. Anonymity is safety, of course. But safety never elevated anyone, safety doesn't restore families, and safety doesn't mend shattered pride, nephew. Safety is weakness, and so thus is anonymity." Sigurd smiles warmly, and stands up. "It was a pleasure to see you, boy."

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523caf No.2886

>>2881

Uncle I will stick to the shadows, and gather what knowledge and leverage I can unseen and unknown. If talking needs to be done I'll leave that to you or Midus. Have a safe trip back to the church.

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523caf No.2899

>>2811

You purchase 10 Flowers for 10 Silver and make your way to Urok's place. You already know the conversation.

You ask Schlitzohr about some acquaintances. Thugs are easily hired at a rate of 5 Copper / Turn for every one employed. They will bring their own equipment according to their own preferences.

>Inventory:

- 10 Silver

+ 10 Devil's Flowers

>Skills:

+ Underground Connections (4)

>>2813

You try to help out with the donations, however whenever you try to gather donations people expect certain "services" of you. You leave the donation collecting to someone else. Pigs.

Brother Oreo places you outside to attract more church goers. You wouldn't have to wear a robe, but you have got nothing else to wear. Except rags.

>Job:

+ Attract People - Church ( + 2 Copper / Turn)

>Skills:

+ Unwanted Attention (4)

>>2814

You manage to convince Lilith to go out on a date with you. She seems like she's about to cry but instead she just hugs you tightly.

At home you practice sneaking around the house and stabbing around with your dagger. Though training how to sneak without people is pretty hard.

When you go outside to grab a drink you catch a pretty hard slap to the face out of freaking nowhere. It burns like hell and you see an angry female figure stomping off. Right, you were supposed to go on a date with Lilith.

>Skills:

+ Daggering (1)

>>2815

Firstly you will have to find somebody to sell you their store. Of course you will also need to procure a number of supplies, however you are confident that you will easily be able to do so with your money. Trying to find something this close to the marketplace turns out to be more difficult than initially anticipated, still you manage to find somebody willing to sell you their store.

You talked to him about a price trying to haggle around a bit, however he incredibly easily gave in apparently seeking to sell his store. You give him a suspicious look. Was he trying to get rid of this place because of something? Just to be sure you have him show you around the place. It's a large open front where you can put things in. Inside you have a spacious interior with a counter as well as a rather large backroom to store things in. You go through all of it looking for any cut up bodies, dead animals or anything of the sorts. His price was incredibly good for a location like this.

Of course you didn't want to directly admit that the price was that good and potentially ruin yourself a good deal, however you also couldn't believe that this man who had been a merchant here for who knows how many years, didn't know the value of this property. Still fighting yourself the merchant gave you a pityful look apparently knowing all too well what you were thinking, "I've received some information that could be very profitable for me, however I need to set up shop elsewhere to really benefit from it.".

That was probably as good as it would get, trying to make a merchant tell you his profitable money making opportunities was a waste of time. You seal the deal for a sweet 30 silvers which includes your first batch of basic Apothecary supplies. People still have to get a bit more familiar with your abilities but you are sure if you inform Turmhill of your new store he will only buy stuff at your place and put a good word in for you with others as well.

Then Karlington arrives, you know what happens from there.

>Holdings:

+ Apothecary Store near Marketplace

>Job:

+ Owning an Apothecary Store ( 2 Silver / Turn )

>Skills:

+ Haggling (4)

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523caf No.2900

>>2899

>>2816

Emilia would love to help you by teaching you how to read, but she sort of liked your cousin in a way which she doesn't feel comfortable elaborating any further, however she still has to work and will hardly be able to do so if she'd be training all day around. You are disappointed and she apologizes countless times going as far as to give you a hug, but she tells you that surely you could ask your cousin to help you out. She is convinced that he would help you. You wave it all off and ask her for directions to the church which she can describe to you surprisingly accurately. You had never really thought about whether whores went to the church or not.

On one hand they were doing things many would consider against the church's teachings, then again they were people too and required guidance in matters of the faith and wanted to atone for their sins. Not that you had ever been overly religious though you wouldn't mind a good nights rest. You leave the whorehouse in search of the real church and come accross your employer packing up. He is happy to see that you arrived for work early today and hands you two additional copper coins for work well done. Begrudgingly you accept this little bonus and take your usual position. You hear a bit of chatter in a nearby alleyway. Your boss had only just left. This was unusually early for the three drunk pissants that usually came by here.

It was rapidly getting darker and you heard more noises. Some poor sod got tossed out of the alleyway and onto the street, he was not looking good. Apparently he had been beaten up. A man in leather armor with a blade followed, then two more, three, four. The guy who had apparently just tossed the man into the street spat onto said man who merely lay there. He wasn't even wincing anymore. With a bitter frown on your face you put a hand on your sword. This is when the guy turned his head and saw you.

"Look what we fucking have here!", he proclaimed and as if you wouldn't have been more than hardly pressed enough with four mercenaries, six more emerged from the alleyway. "Fucking Vivian is it?". You now recognized the guy. Scherer. One of the officers in your old Mercenary Company. There were many people who had a reputation for being bad dudes, but this one deserved it. You once saw him rip off a man's testicles and stuff them down the guys throat mid fight.

The Mercenaries approached you, if you were going to run they would be right on your ass, but perhaps you could make it? From the alleyway you heard loud laughs and even louder insults. Jimmy, Marlow and whoever the third guy was came falling down onto the streets behind you, laughing almost hysterically. They were piss drunk. Better for you, two guys were still really focused on you, though the three seemed to have drawn the attention of the others to themselves, at least for a moment. Not far from you you can see another young man in an unfinished leather armor staring over to you.

>>2818

You continue to talk to several people. One of them is Brother Jannis. He was a very lustful man and fornicated with many women. When he found himself lusting for his own daughter he sought the church's help.

You can swing your Scythe nicely, however you almost cut one of the priests. That could have been worse.

>Skills:

+ Scythe Fighting (1)

+ Faith Knowledge (1)

>>2826

You easily find a customary inn. They will charge you 2 Copper for food and a place to spend the night. A normal amount.

You try to find the price for custom armor though it largely depends on what material you seek and whom you ask. Usually you just get the response, "Nothing you could afford anyway.".

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Counter:

(1/4) Keep track of this for me, will you?

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523caf No.2901

>>2900

>>2828

You rest your leg, slowly it is making a recovery, but it will just need time to heal. For now a walking cane would serve you well.

You purchase some fine clothing with a fancy hat. Stylish to be sure.

You manage to find Eric just in time to see a plain woman emerge from the crowd, slap him across the face and then blend right back in again.

>Inventory:

- 2 Silver

+ Fine Clothing

+ Fancy Hat

>>2829

You start practicing with the other Turmhill Guards. At first you feel superior as you really seem better than them but when they encourage you to try and fight them with a normal sword you quickly find out that they are just about as good as you.

Emilia makes some true progress today, trying her first few attempts at fake attacks and the like. She really seems to enjoy dirty tricks. When you are done she tells you about your cousin Vivian who was here because she got lost or something. Emilia apparently told her that you could teach her how to read.

>Skills:

+ Swordfighting (3)

+ Dragon Fang Combat (1)

>Inventory:

+ 2 Copper

>>2830

Though at first rather hard pressed you do manage to obtain something of a visually appealing mask of a complex build. The artist who made it does not ask why you need it. Apparently he has his own assumptions.

You continue to work on your weaving skills.

Inventory:

+ Appealing Mask

- 2 Copper

>Skills:

+ Weaving (1)

>>2833

You try to fix your armor however you fuck up a number of times. You were certian that you could do it if you only tried a little more. After all it couldn't be that hard.

Crazy things do indeed happen. You find a woman with a sword being approached by ten armed men, however they are distracted by three drunk people fooling around. When she turns to you you see her face. An unkempt beauty that makes your heard pound. However she does have a sword with your family sigil on it.

>Skills:

+ Searching (3)

>>2834

Though you were initially searching for Sigurd he is still busy somewhere else. You do find Vivian however. She looks rather stressed with a hand on her sword staring at a bunch of guys not far from her. Though you could see her you were still roughly 150 meters away from her. Oddly how well you recognized her scruffyness.

A heart. A heart of blood that was. It had filled in the center. Perhaps you were to apply it to the heart? Though you didn't trust the sting from the first time. What if you applied it to your heart? Would it stab you right into it? That couldn't be good.

>Skills:

+ Mechanical Understanding ? (3)

>>2840

There are numerous noble houses in the city, mostly smaller unimportant families who were knighted once and now technically nobility. There were however also a number of family members from higher noble families, many of them simply passing through.

The two noble families undoubtfully ranking highest are Whitecity and Whitecastle. Having sprung from the same family once they have been engulfed in a bitter rivalry for generations now with the Whitecitys recently being both the more powerful and prosperous ones.

There are also the Turmhills who are most likely to come in third. Once a minor noble house they have ammassed a small fortune though trade.

>Skills:

+ Noble Customs (3)

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523caf No.2902

>>2901

>>2843

You just sit there on your knees and keep scrubbing the floor, your well defined muscles aiding you in the repetitive movements, your heavy wristbands sometimes scratching over the ground. Actually you were just waiting for Ash to make his move. For some reason you believed that he would do it here and now under the watchful eyes of his brother. Though you weren't certain if you would actually have to fuck him under the watchful eyes of his brother as well. You could imagine countless more comfortable scenarios.

The more you thought about it the less sure you were. You had never been married. Would you still be acceptable for a suitor if you had been soiled like this? Without noticing you started to scrub harder. Ash was still doing nothing and his brother was still waiting. Fuck. You couldn't just sit here and do nothing, waiting for him to come over and force himself on you, could you?

In a fit of sudden anger you tossed your sponge to the ground. Ulrich looked at you, not really impressed. He had probably had his way with numerous serfs the dirty fuck. Though perhaps it was just your anger speaking. You really had no idea and he did not strike you as the lustful type. With a deep sigh you got onto your knees and walked over to them. Though you only were almost as tall as Ash you were considerably bigger, your muscles were both bigger and even more well defined, though with his slim build the few muscles he had would probably be defined as well.

You started talking and both of them seemed rather surprised at what you had to say. Of course you were concerned with your purity. You would not just soil yourself to some Lordlings pleasure, though there were ways for you to please a man without having to defile yourself forever. Ash seemed more than thankful for your forwardness, however you were quick to correct him that you would not do this because you had cravings or anything.

You wanted a favor for it. It was only fair that you received something in return. Ulrich was surprised to see that you were haggling this hard, though he had to admit that it was a smart move. He left you alone with Ash who lead you to his chambers. A large room with a painting of his family, a banner with their sigil as well as a very soft bed as you were about to find out. He was nervous though somehow you knew he was no virgin either. He had agreed to the deal, but would he really go through with it? Either way, you would have to deliver on your promise first.

>Skills:

+ Noble Customs (2)

+ Intimidation (1)

+ Haggling (1)

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523caf No.2903

File: 1433298804068.jpg (53.42 KB,529x1000,529:1000,1403331590264.jpg)

>>2902

As always, remember to state how you want your updates. Unless you want short ones, then you can also just say nothing,

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523caf No.2904

Dice rollRolled 82, 75 = 157 (2d100)

>>2899

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (4), & Zeal (14)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

(fluffy)

1. These people want to do impure acts with me. So I'll need to force them to repent by shouting that they will be damned for lusting over me

2. I've hope my brother or Janis doesn't see me like this. Why must they be tempted like Oreo. Why I need to find a group of housewives and ask do you need help.

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523caf No.2905

Dice rollRolled 72, 61 = 133 (2d100)

>>2900

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (51)

+ Preaching (60)

+ Zeal (10)

+ Faith Knowledge (8)

-Children (13)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (9 Copper) (+1 each turn, costs 1 Copper per turn)

I’ll need to be more careful as I train, I mustn’t injure the faithful.

1. Continue to Train my Scythe Fighting, I must uphold the title of Avenger.

2. Continue to get to know everyone at the abbey.

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523caf No.2906

Dice rollRolled 8, 39 = 47 (2d100)

>>2899

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

38 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (7)

+ Underground Connections (4)

Good.. Good.. Finally we have made some progress. The drugs are being made and I have hired help.. What now?

1: Hire two thugs and station them outside of Urok's store, Obviously have them not scare customers away.. Just watch for trouble.

2: We have a few underground connections.. Lets dig into that some and see if we can rekindle some old relationships with our old crowd, Surely they miss the tavern, and i miss their coin along with their abilities.. +4 Underground Connections

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523caf No.2907

>>2906

oops, Im trying to cheat, i only have 28 silver now due to the flowers.

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523caf No.2908

Dice rollRolled 64, 12 = 76 (2d100)

>>2901

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+2 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

"Of course I will help her learn to read. I did not even know she couldn't. I will have to go find her and talk to her about it. You are improving a lot Emilia, even with a sword too heavy for you."

1. Find Vivian and talk to her about helping her learn to read, if she accepts my help.

2. Find a home I can buy. I am going to need a place to sleep and it seems Eric has his own troubles.

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523caf No.2909

File: 1433301479688.jpg (12.56 KB,236x346,118:173,56756745745.jpg)

Dice rollRolled 3, 13 = 16 (2d100)

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 19 Silver, 16 Copper

+ Apothecary Satchel (5 Healing Herbs)

+10 Kak'sse Flowers

+Fine Clothing

+Fancy Hat

>Holdings:

+ Apothecary Store Near Marketplace

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (10)

+ Haggling (4)

+ Sneaking (4)

+ Searching (2)

+ Bribery (1)

>Job:

+ Owning an Apothecary Store [The Golden Cure] ( 1 Silver, 16 Copper / Turn ) {Taking the 20% Dues out for the Apothecary Guild}

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

+[Vision of tree bearing apples and pears being entirely poisoned]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

+ [Apothecary Guild - Journeyman] You have the right to open an Apothecary store. 20% of it's income will have to be paid to the guild.

1. According to Karlington's directives, begin the process of extracting pure Kak'sse essence from five of the Kak'sse flowers. Do it in the backroom when the store isn't that busy, to avoid suspicion. I will save the remaining five flowers for use in creating an antidote.

2. See if I can find leeches being sold in the local marketplace. The fools of this town still believe that bloodletting does them any good alone, look at that idiot Turmhill for example and how he attempted to heal his son. No matter, I'll use such ignorance to my advantage by keeping the leeches as my…blood bank. Whenever someone comes in desiring healing, I'll just slap on a leech draining along with any potion I'll give them. Then, whenever I need to perform any of my…rituals, I'll have human blood on hand to assist.

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523caf No.2910

File: 1433301553141.gif (1.73 MB,295x211,295:211,1412124950063.gif)

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523caf No.2911

>>2910

>>2909

Oh, fluff please. If I'm gonna fuck up I'd like to read details.

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523caf No.2912

Dice rollRolled 46, 27 = 73 (2d100)

>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>Inventory:

>+ Family Key

>+23 copper

>>Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

1. Good, good, now for some fancy underwear, fancier than he can make. The fanciest underwear that 23 coppers can buy. Skills aren't enough–you have to have advertising to make money.

2. Try again at an improved corset.

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523caf No.2914

File: 1433311962680.jpg (93.1 KB,777x777,1:1,1433134236763.jpg)

Dice rollRolled 19, 1 = 20 (2d100)

>>2900

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[1 Silver; 4 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Welp, better head to bed and go back to that guy tomorrow for that bodyguard job. Be sure to be nice to him and follow all his orders explicitly.

>Counter 1/4 Does just just go up every turn or wat?

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523caf No.2916

Dice rollRolled 96, 67 = 163 (2d100)

>>2901

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (23)

+ Smithing (20)

+ Running (10)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

"I guess I better Help somehow."

1/2 Sneak up from Behind and silently Cut their Throats One by one.

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523caf No.2917

Dice rollRolled 48, 44 = 92 (2d100)

>>2900

>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>>+ Father's Sword

>>+ Plain Clothes (Female) [Wearing]

>>+ Plain Clothes (Male)

>>Money: 30 Copper

>>Skills:

>>+ Swordfighting (50)

>>+ Survival (50)

>>Flaws:

>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>Skills:

>>+ Drinking (4)

>>+ Intimidate (4)

>>+ Hand to Hand (7)

>>+ Girl Talk (5)

>>Job:

>>+ Warehouse Guardian (+ 6 Copper / Turn)

1-2:"Don' suppose you cunts came ere to return a knife i lef back ah camp?"

Vivian keeps her hand on her sword and waits for them to make the first move, if they appear to being going into attack then she'll fight them off, but if they seem non hostile she'll keep her weapon to herself.

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523caf No.2918

Dice rollRolled 30, 81 = 111 (2d100)

>>2901

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1/2 - Though Vivian may be unsavory at times, she is still a member of this house, and still someone in need of protecting! I as an upholder of justice and guardian of the meek must do my duty, and save her from these ruffians!

Edmund spreads his wings- ARMS wide, cawing loudly to get their attention as he runs at them, blade drawn.

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523caf No.2919

File: 1433335428874.gif (677.54 KB,761x351,761:351,Oh-Sweet-Summer-Ash.gif)

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523caf No.2921

Dice rollRolled 76, 94 = 170 (2d100)

>>2914

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)>+ Plain Clothes

>+ 51 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (41)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Make up missing the date with Lilith. Whatever it takes.

2.Start gathering info around court as surreptiously as possible.

+35 sneaking +unassuming

fluffy

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523caf No.2922

>>2918

"Oi you cunt git outta here"

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523caf No.2926

>>2922

"FEAR NOT, I SHALL SAVE YOU FROM THIS SQUAWK- ER, SQUABBLE!"

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523caf No.2927

File: 1433340790796.jpg (702.78 KB,986x1000,493:500,1433216692509.jpg)

>>2919

pls whitedeath, 8chan hates me, pls be gentle.

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523caf No.2939

Dice rollRolled 43, 11 = 54 (2d100)

>>2809

>Name: Middus Nation

>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>Inventory:

+ Family Solid Gold Crossbow, Gems and Silver

+ Whitecity Servant Clothing

>Skills:

+ Being Pompous (103)

+ Lover (27)

+ Charming (8)

- Crossbows (8)

>Flaws:

+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>Bonus:

+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

>Job:

+ Lady Contessa Whitecity Servant (Food and Place to stay)

+ Alfred Whitecity Accounting (+1 silver per turn)

1. Report to Alfred Whitecity! He shall know best how to make use of my expansive talents.

2. Continue to train with my crossbow… although perhaps in private, this time. Wouldn't want any unfortunate recurrences.

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523caf No.2941

>>2939

Responses as fluffy as can be

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523caf No.2952

Dice rollRolled 66, 85 = 151 (2d100)

>>2901

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 2 High Quality Wine [Stored]

+ 18 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

+ Vigilance (5)

+ Noble Customs (3)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoghts. Though you can ask me to have a general guess.

1 & 2

Interesting. Perhaps I can learn of struggling Turnhill or Whitecastle aligned merchants or businesses through the rumor mill of the city market? Either Alfred or myself could potentially move on a weakened merchant's business.

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523caf No.2991

Dice rollRolled 58, 67 = 125 (2d100)

>>2902

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

>Skills:

Hand to Hand (56)

Noble Customs (27)

Intimidation (26)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Serf] You are a serf to House Whitecastle. Your life belongs to them.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

(Longer fluff as usual)

1&2: Zeorna stripped from the rags that remained on her body, to unveil the bulk that laid underneath. To avoid the accedent involving the creation of more life, it would only be her behind that shall provide for the comfort of this mating, as she lay on the bed in the way that kept her ass in front, while hiding away her more private parts…

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523caf No.3007

>>2908

"Cousin is that you? Sorry I have been very busy of late. How are you?"

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523caf No.3009

>>3007

"Good Good. It seems that I lack a place to stay at the moment."

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523caf No.3010

>>3009

Well as you can see I have one. Provided you don't make an ass of yourself you can say here till you have your own.

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523caf No.3015

>>3010

"When have I ever made an ass of myself?"

>>3010

>>2908

Home acquired!

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523caf No.3017

>>3015

That one time you went after the girl I had a crush on. Still I'll not turn away family if your in need.

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523caf No.3018

>>3017

"In my defense I did not know you had a crush on her."

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523caf No.3020

>>3018

I told you I did Wikiver. Then you forgot.

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523caf No.3025

>>2904

What are these dirty men thinking?! What are they allowing themselves?! With an angry face you stomp on the ground and shout out to them that they will all go to hell for lusting over you if they don't go to repent right now! It is an adorable sight to be sure. You getting angry and shouting at them. Many simply smile it off, but then they start to think about it a bit more.

You see a few men with their wives and girlfriends passing by. As you continue to shout about all the lusty men, the women seem genuinely concerned and many of them begin to suspiciously eye their man, pushing him on to church in order to repent for something they may or may not have done.

This wasn't exactly what you had been intending, but it seemed to be working like a charm.

Luckily your ample shouting has brought many housewives and their men to the church and while many of them would need help they openly admit that they would only grow jealous and suspicious of you. Certainly there was great work for you to be done somewhere and they were sure of it! They just wanted you to stay away from their men when you did it.

And so you kept sticking to your own job. Certainly you could have gotten it if you had talked to the men, then again you didn't want to think about the kind of shitstorm that would have resulted from a housewife founding out a man had hired "help" that looked like yourself. Apparently beauty really was a curse.

>Skills:

+ Zeal (6)

+ Unwanted Attention (3)

>>2905

You are careful and manage to swing your scythe around a bit, however you are certain actually fighting somebody would improve you even further. Either way some of the children lurk nearby watching you whirling around your Scythe but they are too scared to do anything else.

There is a large influx of people thanks to Natasha, it appears many of them are here because the women in their live pushed them after hearing Natasha. They aren't happy with having to be here, however they are alright with it.

>Skills:

+ Scythe Fighting (3)

+ Zeal (1)

+ Faith Knowledge (2)

+ Children (2)

>>2906

You hire two completely trustworthy thugs, however it quickly turns out they were mugging people right in front of the store. When the guards picked them up they claimed you had hired them. While there is no proof the guards still get suspicious.

You try finding old connections and end up meeting Blueberry Tom, however he starkly refuses to go back to your tavern as it was clearly not a safe location for his criminal enterprise.

>Skills:

+ Guard Suspicion (2)

>Inventory:

- 1 Silver

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523caf No.3026

>>3025

>>2908

You try looking around for a place to buy, however you quickly realize that while 4 Silver are easily enough to rent something you are nowhere near being able to buy a house.

You know that Vivian was working for some merchant though you had no idea where. It was already dark and you were still looking around. She obviously was a night guard somewhere. Somewhere in the distance you heard shouts.

>>2909

So, how were you going to do this? Karlington could not really supply you any useful information as to how exactly the Kak'sse extract was to be gathered, however you had your own thoughts on that. Just in case you put aside five of the flowers. At first you thought about using them as an antidote, however you then quickly realized that there was no antidote to be won from the poison. It wasn't like others hadn't tried before, however the blood of the animals or men never resulted in any improvement. One of the few times the dark arts had failed you.

You continued to work your magic with the other five flowers, yielding a small pile of extract. It looked a little like salt, or flour rather. Possibly something inbetween. Somebody entered the store and the pile suddenly drove apart, carried into the air most of it seemed to simply vanish. Easily two thirds of your substance had been lost. You looked into the larger entrance room and what you saw there did not raise your mood. A young guardsman was standing right behind the counter looking at you.

"One second!", you almost yelled at him, your heart racing. If he found you with this.. "Don't bother, it will only take a minute.", the guard said and began to come around the counter. Oh shit, oh shit, OH SHIT! You scraped the last bits of extract into your hands, you could feel your skin unpleasently prickling beneath the pulver. Where to put it?! You quickly rushed to the window in the back, somehow managing to open it you tossed the pulver outside and rapidly closed the window.

The guard who was now standing in the back room was giving you a questioning look, then his gaze wandered towards the five devil's flowers that were still lying on one of the tables. Your heart stopped. Perhaps you could take him on somehow? Bribe him? Intimidate him with curses and promises of black magic?

The guy frowned and shook his head with a look that made it clear he did not understand a bit. However he did not seem to recognize the Kak'sse at all, apparently he was just asking himself what roses were good for but had gotten to the conclusion that he had no idea.

"Anyway, what I just wanted to tell you is that we picked up two guys trying to rob people in front of your store. If it happens again be sure to let us know.", he said. When he noticed the mix of sorrow and despair on your face he became even more confused, "Have a nice day?", he asked and then slowly turned around taking his leave.

Well shit.

>Inventory:

- 5 Devil's Flowers (Kak'sse)

>>2912

For a silver you found the sexiest underwear you had seen in a long time. Sexy poses of women were woven into it and it was really an impressive bit of craftsmanship.

You then try making a new improved version of the corset again, however you fuck up and it looks less than sexy. More of a waste of materials than anything.

>If you choose to buy the underwear add this

>Inventory:

+ Sexy Underwear

- 1 Silver

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523caf No.3027

>>3026

>>2914

Tired you fall into your bed, it is surprisingly soft for such a shitty tavern. Tomorrow was a new day. A new opportunity to make lots of money! You fell asleep and woke up fucked up, wearing nothing but your shabby underwear. Quickly you put on your fancy pants and other cloth, grabbing your spear you headed outside to greet the tavern keeper who had a grim look on his face eyeing you suspiciously. A little confused you continued heading onwards, everywhere people looking at you like you had just raped their wife.

A little uncomfortable you met where you headed to where you had last seen the man you were talking to. The Merchant had already packed his things. "I never back down from a deal!", you could hear him say in anger, "But this! This is something!", when he saw you approaching he seemed a lot less friendly than initially, however he forced himself to be polite either way. "Ah Aiska.", he said with a frown, "Here.", he tossed you a silver coin, "Your services will no longer be required. I am heading off now.".

You wanted to ask why, but he didn't seem to want to talk to you. People in general seemed in a hurry and bumped into you "accidentally" more than once, though you were sure to curse them for it appropriately. What the hell had happened? Yesterday the world had seemed so much nicer. It was like Barbarians had become evil all of a sudden. Of course this was a ridiculous thought. People had never liked Barbarians in the first place so why would they treat them any worse than before now of all times?

Shaking your head you continued onwards. The day was yours. You could do whatever you wanted and had already been paid. Now what would you do? Nearby you heard a newscrier delivering his message. It was certainly not a good one, but it did explain why everyone had been behaving so weirdly today.

>Inventory:

+ 1 Silver

>>2916

The men were spread too far out, their sights overlapping for you to actually manage to stab them one by one, besides they were all on edge with their hands on their swords. Despite all this you managed to sneak up behind one of them and pressed a knife to his throat as you quietly pulled him away from the others.

"Hey, you fucker!", one of them yelled as he noticed you. In a fluid movement all of them drew their swords, except for their apparent leader who was now eyeing you with a gaze that could have killed lesser men,

"I don't know what you little Turmhill shit think you are doing, but if you cut that man's throat I will cut off your balls and send them back home to your boss as a gift.". The incredible calmness in his voice left you no doubt that he was convinced he could easily make the threat truth, "I'm in an exceptionally good mood, so you better let him go and run back where you came from.".

Far behind you you could hear somebody squawking and shouting and the faint sound of someone running, however you dared not turn around.

>Skills:

+ Sneaking (5)

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523caf No.3028

>>3027

>>2917

Scherer's gaze darkened as he heard your words. Apparently you had struck a nerve. He just wanted to answer when suddenly one of his men shouted, "Hey, you fucker!". Your former colleagues drew their swords in unison, trained fighters all of them, you could easily tell. Saying you were certain you couldn't take them on was an underestimation. They were all staring at some guy who held a knife to one of the Mercenaries' throat.

"I don't know what you little Turmhill shit think you are doing, but if you cut that man's throat I will cut off your balls and send them back home to your boss as a gift.", Scherer addressed the man, in a noticeably calm voice. Perhaps he had changed, or perhaps he was just in a good mood, but Scherer always used to have a temper and you had no doubt that he would sacrifice the man within a heartbeat. Still he would take it very, very personally if the guy actually went through with cutting the man's throat, you had your experiences with that. Whatever qualms any of them may or may not have for old times sake, they would feed this guy to the dogs. Knowing Scherer you would not be surprised if he decided to stab through his own man into the other guy, however as opposed to the others Scherer had not even drawn his sword. "I'm in an exceptionally good mood, so you better let him go and run back where you came from.".

At this point you weren't even sure this was the Scherer you remembered. Second chances were apparently a thing now, perhaps you could get out of this with your skin intact after all.

Somewhere in the distance you heard someone squawking and yelling. Turning your head you looked behind the guy holding one of the Mercenaries' hostage and spotted Edmund flayling his arms running down the street with his sword drawn. He shouted something about coming to your rescue, the poor sod had no idea what he was doing and even worse he could escalate the entire situation. If such a thing was even possible that was. However Scherer was paying no attention to him, his gaze firmly fixed on whatever third party had apparently just gotten involved.

>>2918

Arms flayling and wildly shouting and squawking you rush at them in most terrible fashion! However you are a loooong way away and the scenery of a lonely man with a sword drawn running down the street in rags flayling his arms while sqwaking is perhaps not as fearsome as you may have suspected at first.

At least nobody laughs at you as they seem rather preoccupied. A man you cannot identify is holding another man hostage. Most people except for Vivan and a rather mean looking fellow have drawn their blades. Only one or two seem to be looking at Vivian however, most focused on the man holding the other hostage.

Soon you will arrive to save the day! Soooon.

>Skills:

+ Running (4)

>>2921

You return to the smithy, however as soon as Lilith's sister spots you you receive another slap in the face and boot out the door. Unwilling to let go of her that easily you search for a way to climb in through her window. The way up is a difficult one, but you stress yourself as hard as you can to make it, eventually reaching it only to find out that there is a heavy metal grate covering it. These smiths really were careful people.

You knocked on the window anyway and after a moment a Lilith with messed up hair and angry face opened. You could easily tell by the look on her face that she had been crying. For a moment you exchanged looks, but the moment you opened your mouth she slammed the shutters.

You closed your mouth again just hanging there. Well, that hadn't been as easy as you expected. She didn't want to listen. Perhaps you should give her some time? Or perhaps you needed to be here for her now. It was hard to tell, however either way is not going to be easy.

At your day job you listen around for information. You quickly find out from some of the other servants that after thorough investigation some Alistair had discovered that whatever letter had caused the explosion had been carrying the Whitecity seal. Though it had practically been an open declaration of war Count Whitecastle had ordered his guards to stand down. Lord Alistair who turned out to be Count Whitecastle's brother had been furious, yelling and cursing his brothers naivity. However soon messages arrived that calmed his mood, though only shortly. It would appear other outside forces could soon pose a danger to both the Castle and the City.

Furthermore you uncovered that Ulrich, leader of Weissburgs Armed forces was in an incredibly good mood. His long believed (and often proven to be) homosexual brother had apparently finally fornicated with a woman. Though not much was known about her rumor had it that she was one of the serfs.

>Skills:

+ Climbing (2)

+ Noble Customs (5)

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523caf No.3029

>>3028

>>2939

When you first met Alfred you weren't sure how things between you would proceed. After all you were sleeping with his mother and you could hardly expect him not to know. However the man was both welcoming and happy to see you. It was almost heartwarming. He said that you came from his mother with the best of recommendations and that he could always use an able man who knew well how to handle money. He had a very important job for you, which he knew you would certainly perform without a flaw.

He had a woman working his accounting and while he did like her, this was no job for a woman no matter how educated. While he did not seek to hurt her feelings he wanted you to check her work every once in a while to make sure that what she was writing was not completely wrong. He would also love to have a chat with you some time, for a nice cup of tea or something of the sorts, however he was terribly busy with some new reports coming in he had to make lots of orders.

He then called you a godsend a few more times and was off.

After a job well done you try practicing your crossbow in an emptier environment, however somehow you manage to fuck up even further, getting your fingers stuck in some of the crossbow's parts. You have to approach the guards to help you out of there. This probably only reinforced their opinion that you were only here for your dick.

>Skills:

- Crossbows (2)

>>2952

You search for such merchants however you find none. What you do find are recent preferences in Turmhill and Whitecastle purchases which are both based on weapons and armor. It seems both families are readying for war.

>Skills:

+ Rumors (5)

>>2991

He is bigger than you thought, he lasts longer than you thought and to your pleasent surprise he is by far more gentle than you thought. Though at first it hurt Ash is a very careful lover, responding to all of your needs.

Heavily breathing you and Ash fall onto the sheets next to each other, though he kept very close, you could still feel the warmth of his body. This had been your first time, but you knew the same could not have been said for Ash. You were feeling exposed, yet you somehow felt protected and comforted as Ash softly stroked your hair, whispering sweet nothings into your ear.

He owed you something. A favor. You had been purposely vague in formulation. Certainly he would go through with whatever you wanted from him, after all you had fulfilled your end of the bargain and he did not strike you as the type of man who went back on a deal halfway though. Then again you had understimated his feebleness before.

You felt his hand gently moving along the inside of your legs. There was that tingling feeling again. Cleaning yourself up would be next, but just as you were about to get up his weak hand reached across to hug you and pull you closer. Of course the thought of him pulling you was a little ridiculous in your eyes, but he pulled himself in. You hadn't kissed once.

"I promised you a favor.", he said, looking deep into your eyes, "I gave you my word. What is it you want?".

>Skills:

+ Lover (5)

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523caf No.3030

File: 1433376168774.jpg (161.17 KB,1032x774,4:3,theatre_of_war_by_fenghuaz….jpg)

>THE NEWSCRIER REPORTS

The Terror in the East lurks ever powerful! Earlier this week Count Garvein Samerian's army, tasked with patrolling the border and fending off the Uhlmannen hordes was defeated by a Warband in open battle!

Count Samerian is missing, his armies scattered and beaten, many of them enslaved or butchered as the Barbarians continue their relentless attacks!

However the Scouts report even more concerning news! Leaving Count Samerian's holdings untouched in their wake the Warband has continued it's way deeper into the Kingdom, leaving Cities and Castles untouched in their path!

While their goals remain unknown the King struggles to form an Army fit opposing the surprisingly massive Horselord Warband!

As their goal remains unknown the Lords of the Kingdom tremble at the fearsome might of the Warband and it's illusive objective!

(Also don't forget to tell me what length of update you want)

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523caf No.3032

>>3028

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)>+ Plain Clothes

>+ 56 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (46)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (2)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Continue to be there for Lilith, ignore obnoxious sister. Not giving up on this.

+Lilith's metal flower+ 2 climbing +46 noble customs(wooing)

2. Continue to gather information on the outside threat, the schism between Whitecity and Whitecastles, and the Wiessburgs. Especially gather information on their preparation for the Uhlammen horde.

+35 sneak +46 Noble customs +Unassuming

Fluffy

>>2828

"Uncle the letter I delivered had the whitecity seal on it, It was to be open war until Lord whitecastle ordered his guards to stand down. Lord Alistair was furious until he got a message. Now both sides are preparing for conflict. I can only assume with this news and news of the Uhlammen Horde that said horde is heading here. We must prepare. I hope this information is useful to you. Additionally there have been whispers about the Weissburgs I will investigate them. If I find anything else I will let you know.

-Eric"

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523caf No.3033

Dice rollRolled 9, 50 = 59 (2d100)

>>3032

rolls

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523caf No.3034

Dice rollRolled 100, 85 = 185 (2d100)

>>3026

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+2 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (3)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

1&2. Better go see what all the yelling is about.

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523caf No.3036

>>3034

Should be 3 silver, forgot to add that.

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523caf No.3037

Dice rollRolled 45, 80 = 125 (2d100)

>>2747

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (1)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

+ Apothecary Assistant ( 4 Copper / Turn)

Money: 8 copper.

>>3030

1-2. The Chieftan of these lands searches for braves to fight in his army against the barbarians!

This may be my chance to avenge myself!

That last barbarian let me live, I cannot begrudge him. . .but this is my chance for vengeance.

I shall go to the King's Army, and offer my services. Be it to doctor the men, or better still, that i might learn how these men who dress in Iron fight the foe!

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523caf No.3041

Dice rollRolled 6, 22 = 28 (2d100)

>>3028

>>Name:Vivian Nation

>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>Inventory:

>>>+ Father's Sword

>>>+ Plain Clothes (Female) [Wearing]

>>>+ Plain Clothes (Male)

>>>Money: 30 Copper

>>>Skills:

>>>+ Swordfighting (50)

>>>+ Survival (50)

>>>Flaws:

>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>Bonus:

>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>Skills:

>>>+ Drinking (4)

>>>+ Intimidate (4)

>>>+ Hand to Hand (7)

>>>+ Girl Talk (5)

>>>Job:

>>>+ Warehouse Guardian (+ 6 Copper / Turn)

Long

1-2:"Alright Schree, i don't know what the fuck is going on nymor. So unless ur bizznes in this city is wit me in particular can we just move alon? Because it looks like mi crazy ass uncle is about to do something stupid,"

>>2916

"An you wit the knife, put that shit away before you hurt urself. Or mos likely the big old grump ovr here hurts you."

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523caf No.3042

Dice rollRolled 9, 94 = 103 (2d100)

>>3025

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (54)

+ Preaching (60)

+ Zeal (11)

+ Faith Knowledge (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (10 Copper) (+1 each turn, costs 1 Copper per turn)

“The Barbarians… Here!?” Bartholomew is filled with righteous anger. “The heathens… That spat upon our church before they burned it to the ground, they DARE to chase us, even here!?”

1. Bartholomew will speak in church after mass. With his loud and booming voice he will preach. “I’m certain that you have all heard, of the approaching barbarians. These HEATHENS are the very same ones that drove me and my family here. They desecrated our churches and our holy ground and now they DARE to march upon us here.” Bartholomew takes a moment to examine the crowd. “Well, I say that we drive back the heathens! Rally the kingdom and ready ourselves so that we may fall upon them with the wrath of God!” Bartholomew takes out his Scythe and holds it up. “In our holy sect, this holy relic is not given. But it is taken by the one who dons the title of Avenger. When these godless wretches come to our doorstep I will meet them, even if only God stands beside me that day.” Bartholomew gives the crow a moment to digest what he had said. “I ask you, the faithful. Will you not stand with us!?”

+ Preaching (60) + Zeal (11)

2. After his Speech Bartholomew will take to the streets with whomever will follow him. He will begin trying to rally the common man to take up arms against the encroaching invaders. He preaches in the town square of the wrath of God and of holy vengeance. He stops soldiers, guards and mercenaries in the streets and asks them whether or not they will help to prepare the faithful and the common man against the approaching filth. He does all that he can to ignite a zealous wrath within the city.

+ Preaching (60) + Zeal (11)

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523caf No.3043

>>3041

"You are sure you wish this of me?"

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523caf No.3044

>>3042

big update pls

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523caf No.3045

Name: Captain Rickshaw Nation

Fluff: Its no secret the great Nation family had a criminal side. I dont mean organized crime, rather the fact that crazy uncle Rickshaw was actually relevant this whole time. Rickshaw is an infamous pirate, scourging the eastern seas with his own personal fleet of ships. Pirates were common, but Rickshaws greatest weapon was the fact that he is blind. When he was a young crew man who lacked his own ship, he tried a crazy attempt to gain two eyepatches. Rickshaw gouged out both of his eyes with a fork, and was instead called an idiot instead of the intimidating pirate he wanted to be. However, this blindness was a gift rather than a curse of stupidity– the young rickshaw dropped his normal life and began to train himself, almost like a monk, and learned how to use his blindness to his advantage. The Blindsided Scourge was considered one of the most fearful combatants in the eastern seas, due to his unnatural "sixth sense" and usage of echolocation and seeing-eye parrots to pilot ships and shank scallywags.

His personal fleet fell apart when traitors within his own ranks began to sabotage his ships. Rickshaw doesnt recall exactly what happened on that faithful night, when his first mate called out to him, and the S.S Bonesnappa began firing on the rest of the fleet. He only remembers something about horse barbarians…whatever that means. The next morning, the captain awoke on the shores of the western world..his crew gone and his fleet in ashes.

Rickshaw carries with him not an object, but a companion– Oculus. Oculus is a parrot, specially trained by Rickshaw himself to be his eyes. Oculus has a full personal language of differently-pitched squawks, which it uses to describe the scene to its blind owner. Rickshaw doesnt need too much description, either– all he needs to know is who is he talking to, what that person has and if he can leave this area alive.

Inventory: Oculus The Parrot

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.3046

File: 1433379394539.jpg (72 KB,500x500,1:1,424901026_31ef5f6788.jpg)

>>3045

Forgot picture

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523caf No.3047

Dice rollRolled 86, 51 = 137 (2d100)

>>3026

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

31 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (7)

+ Underground Connections (4)

+ Guard Suspicion (2)

Karlington just can't have anything go his way today.. But he must keep tredging on

1: Reach out to another underground contact.. Convince them things are different and hint that you may have new substances in the tavern.. I need to expand my connections and get the tavern back to the old days.

2: Delve deeper into the underground. Connections are everything, both in the law, and out of it. Place a few coins in the right pocket if it gets me in the right rooms.

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523caf No.3048

>>3047

On the halfway decent rolls ide like some fluff this time. Besides, these are good actions for fluff on.

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523caf No.3049

File: 1433380360516.jpg (138.76 KB,900x1365,60:91,hOxB3r7.jpg)

Dice rollRolled 68, 28 = 96 (2d100)

>>3030

Name: Urok "The Mad" Ni'aa

Fluff: Similarly to B'aa, Ni'aa brands himself a medicine man…though many would argue that Ni'aa's "cures" are too sinister to be branded as mere remedies.

Take a terminal case of jungle rot on the face, for example. Most practitioners of the herbal arts would say there is nothing that can be done to save the patient. Urok would disagree…wash one's face in the blood of an infant under the light of a full moon, sacrifice to the spirits, and all shall be well. It is these cures that have branded Urok a miracle worker, a heretic, and, most famous of all, the moniker of "The Mad"

When the horse barbarians came, Urok was displaced for miles upon miles of land. Now finding himself in a strange new land with new customs, and an entirely increasingly wary society of his practices, all Urok has left is family and his heirloom of three shrunken heads. Urok swears to the ancestral spirits that the heads "show him the light when he is lost," though every other member of the family has never heard anything from the heirloom.

>Inventory:

+ Three Shrunk Heads (Family Heirloom)

+ 21 Silver, 12 Copper

+ Apothecary Satchel (5 Healing Herbs)

+5 Devil Flowers (Kak'sse)

+Fine Clothing

+Fancy Hat

>Holdings:

+ Apothecary Store Near Marketplace

>Skills:

+ "Alternative Healing Methods" (150)

+ Mythology (10)

+ Haggling (4)

+ Sneaking (4)

+ Searching (2)

+ Bribery (1)

>Job:

+ Owning an Apothecary Store [The Golden Cure] ( 1 Silver, 16 Copper / Turn ) {Taking the 20% Dues out for the Apothecary Guild}

>Companions:

+ Katze the Black Cat

>Information:

+[Prevalent presence of Kak'sse use among corpses]

+[Vision of tree bearing apples and pears being entirely poisoned]

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Black Magic] You know some things that would be hard to explain to anyone, especially these White men who have no idea what they are doing. The rituals are nasty to say the least, however they do show results. Needless to say this will be perceived as wholly heretic and they'd probably burn you by the stake if they ever found you practicing in public.

+ [Turmhills Debt] Maxim Turmhill is in your debt for saving his sons life.

+ [Apothecary Guild - Journeyman] You have the right to open an Apothecary store. 20% of it's income will have to be paid to the guild.

(Gimme that special edition long fluff big boy)

Urok could have pissed himself after everything cleared up. But, unlike many of his clients, he does not suffer from incontinence, and so all was well.

1. Pay a visit to the good noble Maxim Turmhill. The Golden Cure needs to drum up more business, and what's better than endorsed support from a head honcho of the town itself?

2. Attempt to extract kak'sse in the back room again. Hopefully there isn't a massive fuck up this time, ancestors be praised.

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523caf No.3064

Dice rollRolled 1, 98 = 99 (2d100)

>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>Inventory:

>+ Family Key

>+17 copper

>>Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

1/2. After picking up the lingerie, as well as a somewhat plain-looking dress for about three copper, all the pieces are in place. That evening, around sundown, Talvi goes out wearing his new underwear, under his usual dress. Then, after reaching a seedier part of town, he goes into a back alley, changes his nicer dress for the planer, one, and dons the mask. Suitably disguised, he goes to one of the town's brothels, informs the Madam of the place of his particular "disability", and asks if he could volunteer his time there for the night, in order to gain practice in the art.

(fluffy update)

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523caf No.3066

>>3064

I'm getting burned at the stake, aren't I.

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523caf No.3079

(corrected inventory)

>>Fluff: {snipped}

>>Inventory:

>+ Family Key

>+17 copper

>+one set of fine clothes

>+one set of plain clothes

>+one set of fancy underwear

>+one Appealing mask

>>Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

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523caf No.3081

Dice rollRolled 93, 45 = 138 (2d100)

>>3028

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (50)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

>>3041

1/2 - "DO NOT DESPAIR, THESE RUFFIANS SHALL NOT BRING HARM TO YOU!" Edmund raises his sword dramatically, intent on seeing these gangers driven out and punished for their attack on Vivian and the unknown man.

(Short is fine)

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523caf No.3091

Dice rollRolled 50, 55 = 105 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 2 High Quality Wine [Stored]

+ 20 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

+ Vigilance (5)

+ Noble Customs (3)

+ Rumors (5)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoghts. Though you can ask me to have a general guess.

1&2.

This does not bode well. Horse barbarians ignoring defenseless lands? Part of Elise filled with fear. Would the rest of her family and herself end up as carrion and without burial? The questions she dared not ask her uncle or cousin resurfaced in the back of her mind… were here parents and siblings left to rot without a proper burial? Had any been taken alive, instead? Had they escaped elsewhere?

No. Such thoughts would only destroy her. Think like a merchant! Iron! Iron would be in great demand, especially if the barbarians neared. Countless weapons, armor and traps would require iron.

If she could find merchants that hadn't begun to charge more for their iron, she could turn a profit soon enough.

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523caf No.3095

Dice rollRolled 17, 55 = 72 (2d100)

Name: Dante Nation

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+10 copper

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (28)

+ Smithing (20)

+ Running (10)

+Searching (3)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

1/2: Steal what I can From the man I'm holding hostage and wait to see what happens Next.

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523caf No.3096

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523caf No.3117

Dice rollRolled 30, 69 = 99 (2d100)

>>3029

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

>Skills:

Hand to Hand (56)

Noble Customs (27)

Intimidation (26)

Lover (5)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Serf] You are a serf to House Whitecastle. Your life belongs to them.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

1&2: "…What I wanted, is to no longer be treated as a serf, and instead like that of a noble… At the least, not to be forced to bend down to scrub the floor, and to dress in a better way than these commoner's rags…"

(Long fluff pls?)

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523caf No.3140

File: 1433456611835.jpg (190.44 KB,1200x600,2:1,hero_by_88grzes-d47ovb4.jpg)

Dice rollRolled 87, 50, 82, 61, 43, 45, 63, 84, 78, 43, 14 = 650 (11d100)

>>3095

>>3081

1. Hostage

2-3. Scherer

4-8. Mercs Edmund

9-11. Mercs Dante

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523caf No.3144

Dice rollRolled 90, 96 = 186 (2d100)

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 12 Silver

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

+ [Scarred Skull] Your head is a tad more fragile than usual and there is a long scar on it, otherwise you're good.

+ [Bandaged Leg] Ouchie.

>Bonuses:

+ [Old Dog New Tricks] Even though you are growing older every year you do not intend to leave your family with nothing. While your body may not act the ways it used to your mind is still more than focused on the task. You are determined to do what is necessary and in order to protect your family you can still perform feats of grandeur.

1. My child-senses are tingling. I get the distinct feeling that bad things are currently happening. I should keep an eye out for whichever one of my children is currently killing someone on my way back to the Whitecity manor to get updated on the current situation.

2. Should probably keep an eye out for a stick or stave or sword of some sort to balance on and walk with, this damnable leg is killing me. And so I can beat my stupid children's heads in with it whenever I stumble upon them! Now with the news of Barbarians as well… damn it all.

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523caf No.3285

File: 1433522327938.jpg (437.07 KB,842x1191,842:1191,1432873851871.jpg)

Dice rollRolled 72, 62 = 134 (2d100)

>>3027

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[2 Silver; 2 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (67)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Challenge people to battles, I'm sure the citizens of this town would like to fight a brute like me and learn their techniques

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523caf No.3391

>>3032

You try to be there for Lilith lingering around in front of the house. All day you run around trying to get her to notice you or give you any sign, but she doesn't react to any of your advances, if you didn't know any better you would doubt she is still inside. From the looks of it you fucked up big time.

Her sister left and came back a couple of times mostly just ignoring you, however every now and then you received an angry look from her. It took a while until you first got to see her father, a large man, you were certain his zodiac was the bear. He carried large amounts of metal into his store, he was evidently hard pressed to keep up with all the demands that originated from the vast preparations that were underway in the city. He looked at you once and your eyes met, however he had no idea who you were and when you saw his muscles strain as he put down a large crate filled with ore you figured it was probably better that way.

(They are called Uhlmannen, Weissburg is the name of the castle the Whitecastles rule over)

Gathering more information you get to hear a lot of the stuff twice. Here and there you can hear some of the Whitecastle Guards spurt out pieces of information. The Leader of the Warband was apparently called "the Griffin", one of the Great Khan's favorites he earned his name for the wings he bears on his armor as he rides into battle.

According to the Guards reports Whitecastle Soldiers including the guards would number up to 800 men. They were well equipped and trained while the Whitecity's had 2,000 at their command, most of them guards they were also rather well equipped however not as capable as the Whitecastle soldiers. Of course these informations were all coming from Whitecastle Men, so you could hardly expect them to be objective.

In a total count it would seem the city of Weissstadt and castle of Weissburg could field between 5,000 and 6,000 men if they were to recruit nearby roaming mercenary companies as well as conscript minor noble families and many of the city's able bodied men.

Reports of the Horde were inconsistent and nobody was really capable of telling how many of them there were. However Count Samerian's forces numbered 15,000 men. They were effectively crushed, most of them killed or ran, however many of them were captured as well. While you have the benefit of walls Lord Alistair had made it clear to his soldiers that they stand no chance of winning should the Uhlmannen choose to storm the city. Supplies in Weissburg are currently being stacked, mostly food of all things, however you have also seen large amounts of wood being transported inside.

>Skills:

+ Noble Customs (2)

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523caf No.3392

>>3391

>>3034

You quickly headed in the direction of the shouts. As you arrived you saw Vivian standing idly by as three men held down another in Turmhill armor. A fourth one was cursing, with bloodied hands, a fifth man calmly bandaging the cursing one's hands.

There were five more men, fighting your brother Edmund. He held his own against them though you could easily see they were hardly trying to kill him, but merely trying to keep him away.

The man who was bandaging the other's hands finished up and picked up a knife, then he noticed you. Turned out he recognized you. He had been raised in the same whorehouse as Emilia. He greatly appreciated you taking care of her, while he always saw her as sort of a little sister he could hardly be around a lot, being part of a Mercenary Company and all.

He also warned you about Vivian, she might look like a rat, but deep down she completely lacks a heart and a sense of humor at that.

He then drew his knife and went over to the Turmhill soldier, you could only assume what was coming next.

>Skills:

+ Running (50)

>Bonuses:

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

>>3037

The King assembles a fighting force, but he is far from here. Meanwhile the people of the city prepare their own defenses. As assistant of an apothecary you will certainly be required.

You are free to choose whether you would like to join the Whitecitys, Whitecastles, Turmhills or search for another faction to offer your services to.

You also find three copper in the street. Lucky.

>Skills:

+ Searching (5)

+ Lucky (2)

>Inventory:

+ 3 Copper

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523caf No.3393

>>3392

>>3041

Scherer seemed displeased at what you had to say but acted no further, his head turned around to the man being held hostage, you saw one of Schere's eyebrows quickly raise and lower again.

The guy you had already recommended to let go of the mercenary was now trying to steal what he could get from the looks of it, a mistake that would come to cost him dearly. As he was paying little attention the hostage grabbed the knife with both of his hands. Still in shock the guy tried to do anything, but the hostage held on tightly to the knife's blade, blood coming forth between his fingers. Quickly three of the mercenaries were on him, forcing him onto his knees two locked down his arms tightly a third placing himself behind the guy, the sword's blade to his throat.

Edmund who came charging in took a quick sweep at Scherer, however the latter managed to avoid it easily. The moment Edmund stopped his charge he was already encircled by five of the men. Ferociously he delivered some strong and quick blows against the nearest man, but whenever he threatened to break through a mercenaries parades a second one jumped in to deflect or force him on the defensive.

While Edmund managed to elegantly hold his own against them it was clear to you that they were merely toying with him. If they were to strike all at once it would surely mean your dear cousin's end.

In the meantime Scherer had been bandaging the former hostage's hands and was giving him a clap on the back whispering a few words. Scherer turned to the Turmhill guy and picked up the knife the hostage had wrested from the man's hands. You were sure he was going to cut the man's balls off, but then he stopped. His gaze wandering past the petty conflict and towards a new man in Turmhill armor who had found himself at the scenery. Wiviker. No, Wikiver. Though you still had your issues with the name, Scherer didn't seem to.

"Wikiver!", he said almost friendly, "You here at such an hour.". Wikiver himself seemed to be confused, he didn't know Scherer, or at least he didn't look like he did. Scherer seemed to reach the same conclusion and indicated a slight bow, "My name is Scherer. You might not know me but we have a mutual friend.". He made a slight pause, cleaning his fingernails with the still bloody knife, a habit he did not seem to have lost over the years.

"Emilia.", Wikiver remained silent, "We were raised in the same.. establishment, you could say. I always considered her my younger sister, though I've had my fair share of bad luck with those.", he said, pointing back to you. "I'm happy Emilia found someone. I like you to be honest. You seem like an upstanding kind of guy. It would probably be best for all of us if you just decided to keep going.", Scherer stopped picking his nails and directed his knife towards Wikiver, "Unless you want to stay of course. I've still got some unfinished business with our Turmhill over here and I have no idea what that guy wants.", he said motioning over to Edmund.

"Just be careful with that one.", he said pointing at you again, "She may look like an unwashed rat, but deep down she lacks the heart and compassion of one.", he looked at you over his shoulder, "She also can't take a joke for shit. Killed an innocent man over it.", he made two steps towards you, "She would probably cut up her own father if she thought she would get something out of it. No loyalty that one.".

He then turned back away from you and approached the other Turmhill guy who was still being held down. You noticed that the one with the bandaged hands was missing.

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523caf No.3394

>>3393

>>3042

With a booming voice you proclaim your speech. You compare yourself to the Barmaryans from the holy scripture holding the gates of heaven in the name of the one true god! Of course while revered for their unbending faith and prowess in battle the Barmaryans were cut down to the last by the demons of hell and their flesh consumed by the four great beasts, Death, War, Famine and Disease.

The people seemed to focus more on the latter aspects of history and once more you sadly realized that perhaps your talents did not lie with inciting the people to do great deeds but to intimidate them. Somehow you managed once more to describe rather perfectly the countless atrocities that awaited, the manic barbarians seeking to rape, pillage and murder in the name of their pagan gods. Certainly you would have done good keeping it down a little but you managed to cause an outright panic amongst the people of the church.

If they didn't know any better the people could have claimed you were conspiring together with the mongols in order to spread fear amongst the people of the city. Now here you stood in front of the church. None to accompany and go by your side, the people frightened out of their skin. What were you to do?

A hand rested on your shoulder, with a red cloak on his shoulders Brother Oreo looked deep into your eyes, "You have only spoken truth brother.", he said, and his words encouraged you to move on. The people were afraid, burdened with sin. They would not give in because of the true teachings of god. They would give in because they feared what would be if they disobeyed.

And as you descended the steps leading up to the church you were followed by countless men in red cloaks. Brothers of the church all of them. And you brought the word to the masses. The tales of the traitors Marabo and Chernama, who were turned to stone because they turned their backs on the teachings of god. Speaking of endless hellfires you walk through the streets demanding people to repent and join gods armies.

You pass a small guard detail passing by and ask them if they are ready to take on the Uhlmannen, they give you a rousing cheer in return! As you return to the church you are informed that people have approached the church asking to join the army of god. While no such army exists as of now you are certain that something according could be arranged.

You are about to talk to the men when you are demanded outside for another rally! You quickly move onwards through the streets to take the word of god to the seedier parts of town! Left and right soldiers cheer for you as you tell them about the great victory ahead of them! Then you stop. Not far from you a man is passionately kissing a woman in front of a whorehouse. However it appears that this is no woman at all! Stroking for all the world to see the man is touching the twisted crossdresser's manpiece in public and in front of a holy procession at that! There were even children nearby! A most heretical crime that demands justice this very instant!

>Skills:

- Preaching (5)

+ Intimidation (5)

+ Zeal (8)

>>3047

Your tavern is far from the buzzing center of crime it once was, however Strawberry Jeff agrees to check out your place and perhaps visit it every once in a while should it turn out to be cozy.

You ask around to get some doors opened. Strawberry Jeff can hook you up, however he can't just move in on Blueberry Tom's turf. You will have to get his permission first.

>Skills:

+ Underground Connections (3)

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523caf No.3395

>>3394

>>3049

You pay your old friend Maxim Turmhill a visit. The guards in front of his Mansion have been doubled at least, through the window you can already spot him marching up and down in his house. "Ah, Urok! Good to see you.", he gave you a friendly clap on the shoulder. He invited you in for some tea which you did not refuse. It was apparently a very new thing from the far east even beyond the lands where the Uhlmannen roamed.

You couldn't help but wonder how the merchants managed to make the journey. Of course the typical herbage brew was already known to you, there was a number of purposes it could serve, not that you were very good at those, you mostly excelled at things that employed blood.

No, this brew called tea was incredibly tasty, however you almost choked on it as Turmhill told you what he had paid for it. Either way he was happy to see you visit him. His boy was doing well, had his own private tutor, business was good as usual although the sudden advance of that one Warband had put a considerable strain on nearby trade. Not that there was any proof the Uhlmannen were headed for Weissstadt, however Maxim had heard some rumors.

He told you how he was uncertain whether he should leave the city. Both the Whitecastles and the Whitecitys had requested his aid in the possible defense and he had a considerable amount of business here in the city, however he did not intend to become trapped should it be encircled. He kept going on about how he would leave, at least he and his son for now and possibly return once the Uhlmannen had passed the city. Then again the bigger families would certainly look down at him for it and he would be putting his daring reputation at risk.

But you weren't here to talk with Maxim about his problems, that much he realized, inquiring what he could do for you. You requested some patronage, a blessing, perhaps a few recommendations to his fellow merchants. He assures you that all will be done in time.

You return back to your store in order to prepare some of the powder, however business is buzzing and you simply do not find the time to work on the extract.

(10 Copper are 1 Silver, just so there are no misunderstandings)

>Job:

(Raise your income from 2 Silver to 4 Silver)

>>3064

(You wear rags unless you have specifically bought or made something else, if you have, please list it)

You spend some time looking for the right "establishment". People in the street are eyeing you suspiciously, some curiously as you run around with your mask on. Which one would you choose? The one with the open legs? Or perhaps the one with the gaping mouth? There were countless options to choose from and you were certain any of them would take you in, after all this was the seediest part of town.

You approached the one with the open mouth, possibly your best choice and made your case with the owner. An old woman who has seen your likes many times over she assures you. She is far from impressed and tells you to take it outside where you will surely find a customer.

You have a few gos at it, whispering sweet temptations into mens ear, some find it attractive how you refuse to take your mask off, others get annoyed. However most of them turn away when they grasp your crotch to find something.. more than they have been expecting.

It happens so often in fact you start to guess how they will react before they do. There were the ones that got angry at you, but refrained from hitting you because of the bouncers. There were the ones that got scared and immediately ran off, confused with themselves and the world. Of course there were the ones as well that were simply disgusted, some of them spitting onto the ground, however it did not stop them from approaching the others. And then there was another one. A special one. The one you had been waiting for.

To your surprise the young man did not stop and run or spit out in disgust. He just continued to stroke. You could feel yourself getting arounds and before you knew it he had slipped down your dress just enough for your manhood to rise outside and on the fresh air. You could hear some snickering and some shouts of surprise, however you kissed passionately as he continued to stroke. You were sure this one would take you inside. However it would not come to that.

Over his shoulder you could spot a procession of people. Red cloaks, all of them, notorious for hunting down the sinful and depraved, leaving their cut open bodies left to bleed out in the streets. And in front of them was a leading figure you knew all too well, Bartholomew nation. And here you were, dressed like a woman, with your manhood erect and for all the world to see, kissing another man. If this wouldn't get you burned by the stake, nothing would.

However you did have the feeling that this could very well get you burned by the stake. Or stabbed in the streets for that matter.

>Skills:

+ Homosexual (10)

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523caf No.3396

>>3395

>>3081

The hostage somehow managed to fight itself free from the guy holding it by grasping the guys knife. The fool was busy trying to steal from the hostage and he was quickly overwhelmed by three of the mercenaries.

You charge in and take a swing at one of them, but he quickly avoids you and you are swiftly surrounded by five mercenaries. You manage to valiantly hold your own against them while your brother shows up. Apparently the Mercenary leader knows and likes him but you are far too busy fighting for your life to really follow the conversation.

>Skills:

+ Swordfighting (5)

>>3091

You try to find a merchant who hasn't begun charging more for his iron, however you quickly realize that this was practically the first thing to happen once news of the invasion had reached the city. You run your ass off trying to find a guy who still hadn't gotten the memo, but you had little faith anyone else would turn up.

Iron was the most obvious of wares, perhaps you would be able to find others if you moved quick enough.

>Skills:

+ Searching (2)

>>3095

For some reason you believed it was a good idea to divert your attention in order to try and loot what you could from the hostage you were holding. A dangerous fault it seemed as the hostage grabbed your knife with it's bare hands and wile you were still trying to get the knife free you were swiftly subdued by three mercenaries who restrained you and put a sword to your throat.

Another guy in Turmhill armor showed up, apparently the Mercenary Leader knew him. The woman was still doing nothing and the other guy who had blindly charged in for a fight was currently being toyed with by five more men. Things were not looking good for you. You better found something to do, something that wasn't stupid and something fast.

>>3117

Ash seemed rather surprised at your request. You assumed he would have expected you to demand money or to be released from your serfdom, especially after giving yourself up.. like this. However after his initial confusion and a bit of blinking a smile formed on Ash's face.

"Well, I am a man of my word. You shall have what you wanted.", he said brushing through your hair with his hand, "We can put you in with the servants. You will be given a servant's cloth and a servant's task.".

He wanted to lean forward but then he stopped, "I suppose you have already fulfilled your part.", he said and then got up. Quickly he slipped into his fancy pants and shirt. The cloth looked incredibly soft and well made, nothing you had ever touched you were certain.

"I will leave you to.. yourself.", he said and left the room, leaving you alone in his personal chambers. Of course you could steal something, but then again everyone would know it had been you. What was Lord Ash's function anyway? You could not believe he held any relevant position in the Family Hierarchy. For him to make promises like that.

>Inventory:

+ Servant's Clothing

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523caf No.3397

>>3396

>>3144

Your children always liked to get in trouble and you were well aware of it. You had to look out for them sometimes and now was one of the times. Finally after some time and sheer luck you manage to find Middus. He is apparently working for another one of the Whitecitys in accounting, believe it or not.

You manage to find a number of swords you find to your liking. The salesman has received this very recent batch and will generously allow you to browse his wares before he moves on to sell everything else to the Whitecitys.

Iron Sword - 2 Silver

Fine Iron Sword - 5 Silver

Noble Iron Sword - 15 Silver

>>3285

You can hardly be considered a brute with your flexible fighting style and agile moves however a certain Whitecastle has had just the same idea as you. Ulrich Whitecastle, head of the Weissburg Garrison has taken the free time of his day to track down a local barbarian and obtain his services.

He offered you the opportunity to assist the Whitecastle forces in training to combat the Barbarian fighting styes and while he seems rather level headed and calm about all of this you do not believe that he would take no as an answer. Besides from the look on his face, his armor and the way he was carrying himself you doubted that you would be able to refuse him even if you wanted to.

So you accompanied Ulrich who turned out to be a chatty fellow back to Weissburg, the castle located in the center of Weissstadt. You are there presented to the garrison. These guys don't look like they fuck around and seem distinctly harder than your usual city guards. You quickly realize that this assumption is indeed correct when you go up against the first contestant.

The Whitecastle Guards employed spears as well as swords and you quickly found yourself at a disadvantage, however you managed to save yourself with a number of daring maneuvers, which received general murmuring by the rest of the garrison that was watching the fight.

At the end of the day you had gone up against countless men, sometimes won, sometimes lost, but always learned something new. Ulrich approched you, putting a heavy hand on your shoulder and thanking you for helping out. He handed you two silver coins for a good days work and asked you what your name was.

>Inventory:

+ 2 Silver

>Skills:

+ Polearms (5)

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523caf No.3398

Dice rollRolled 17, 42 = 59 (2d100)

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+10 copper

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (28)

+ Smithing (20)

+ Running (10)

+Searching (3)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

1/2: "I'm a noble Don't KIll me!"

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523caf No.3399

Dice rollRolled 69, 71 = 140 (2d100)

>>3393

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)>+ Plain Clothes

>+ 61 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (48)

>+ Sneaking (35)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (2)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Walk around town, work on my ability to pass by unnoticed while I clear my head.

+Unassuming +35 Sneak

2. Ingratiate Myself to my employers, while I do that Learn what I can about preparations for the horde.

+Unassuming +s5 sneak +48 Noble Customs

>>3144

"Uncle the city can perhaps field 6000 men against the horde that is heading here. Said horde broke a force of 15000. Lord Alistair has told his soldiers they have no chance of winning and are transporting large amounts wood inside Weissburg. I'll Try to learn more."

-Eric

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523caf No.3401

Dice rollRolled 17, 13 = 30 (2d100)

>>3392

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+ 4 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (53)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

1&2. I am going to need to try and talk this down. At least be a bit ready for a fight, I don't want them killing Edmund or Vivian, or that other soldier for that matter. "Well it is nice to meet you Scherer, though I wish it were in better circumstances. I will have to ask if there is any way to avoid blood being spilled right now. The man the others are currently playing with is my brother, Edmund. Foolish at times but he means well. As for Vivian's cold nature and lack of humor, I know. She is also my cousin so I have to put up with her and keep her alive if possible. As for the Turmhill soldier I recently have been employed by the same man and would feel better if I had someone who owed me a favor. Even if he did try to hold a hostage and rob them, it is not like he did any good at it. What made him think that it was a good idea I will never know. So Scherer, any way we can make ti work?" I don't want to have to fight but I will if I need to protect either of them.

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523caf No.3403

Dice rollRolled 18, 42 = 60 (2d100)

>>3393

>Name:Vivian Nation

>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:

>+ Father's Sword

>+ Plain Clothes (Female) [Wearing]

>+ Plain Clothes (Male)

>Money: 30 Copper

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:

>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>Skills:

>+ Drinking (4)

>+ Intimidate (4)

>+ Hand to Hand (7)

>+ Girl Talk (5)

>Job:

>+ Warehouse Guardian (+ 6 Copper / Turn)

1-2:"I'm not loyal? I follow you cunts all my life under the belief that you were all my parents without ever seeing one woman among ya. Then I learn you killed most of them and kept me round cus you planned to fuk me one day. I feel i earn the right to be a tad upset. Besides I only killed Trent, and Trent was a cunt.

Also will you quit picking your fingers with a dirty fuckin knife! If Jacob, god rest his soul, was still around he'd smack some sense into ya."

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523caf No.3420

Dice rollRolled 74, 54 = 128 (2d100)

>>3396

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (60)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1/2 - Edmund wasn't particularly listening to the conversations going on elsewhere around him. His full attention was on the five vagabonds currently being held at bay by his impressive swordsmanship skills. If he was lucky, he could scare them off without needing to kill.

"Hah! Vile cutthroats! Get thee gone from here or I shall have you all slain within the minute! This is thy last chance!" He takes a few more careful swings at them to show he means business.

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523caf No.3421

Dice rollRolled 47, 18 = 65 (2d100)

>>3395

>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>Inventory:

>+ Family Key

>+21 copper

>+one set of fine clothes

>+one set of plain clothes

>+one set of fancy underwear

>+one Appealing mask

>>Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>+Homosexual(10)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

1/2. Well, now would seem a most appropriate time to affect an egress from the situation, wouldn't it? Talvi breaks the contact off with a blown kiss to the man, and hurries down an alley, in order to change into his plain dress, hide the mask, and slip away, hopefully undetected.

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523caf No.3422

Name: [Your Name] Nation (the clue is all players are members of the same family)

Fluff: [Tell us a bit about your character, what is he/she good at? Where lie his/her flaws?]

Inventory: [Do not fill this out] (One Family Heirloom of your Choice)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.3423

>>2065

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: [Do not fill this out] (One Family Heirloom of your Choice) Lucky Dice

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.3428

Dice rollRolled 93, 39 = 132 (2d100)

>>3396

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

[Servant's Clothing]

>Skills:

Hand to Hand (56)

Noble Customs (27)

Intimidation (26)

Lover (5)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Servant] You are a servant to House Whitecastle. Your life still belongs to them, but they no longer treat you like shit.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

1: Zeorna was still bounded to work for the Whitecastle, but with the act of love that she did with Ash, she wouldn't have to scrub the floors in little more than rags. With her newfounded task, she seeks to see what this task requires her to do.

2: On top of that, she begins to catch up on her curls, those bands wouldn't lift themselves.

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523caf No.3437

Dice rollRolled 41, 89 = 130 (2d100)

>>3397

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 15 Silver

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (6)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

(gib fluffy post you smut-writing little shit)

1. The best quality only. Noble iron, as our family deserves. Wrap the transaction up quickly and keep moving, I have children to look over and a family to rally. The barbarians will be coming here soon, and we need be united if we want so much as a chance to stop them…. again. For good this time. I swear to God we will, or we'll die trying.

2. Good lord, Middus is doing accounting. I can't think of anything more terrifying… save Middus managing ALL the funds for their family. Or ours. I can just feel the scattered nature of our family at the moment, Gods damn… I should hurry as fast as I can with this leg, I remember Elise speaking of bandits at some point. Perhaps that has something to do with this awful sinking feeling.

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523caf No.3439

Dice rollRolled 76, 73 = 149 (2d100)

>>3397

>>Name: Middus Nation

>

>>Fluff: The youngest child of the Nation Clan, Middus constantly felt the need to prove himself, ever since he was a child. He had to have the most expensive toys and the largest pony, and the vast Nation family treasury was enough to cover for his childhood spending. However, as he grew older, his tastes grew more ambitious and his habits more decadent. He spent thousands of coins on frivolous belongings, in a constant race to show up the nearest nobles. This culminated in Middus buying a solid gold ship-of-the-line in response to his neighbors new yacht. Suffice to say, the maiden voyage did not go as well as planned. That little escapade bankrupted the family, who were forced to sell the lands and estates of the family to merely pay off debts. This chain of events has left Middus as perhaps the least popular member of the family, and have driven him into destitution.

>

>>Inventory:

>

>+ Family Solid Gold Crossbow, Gems and Silver

>

>+ Whitecity Servant Clothing

>

>>Skills:

>

>+ Being Pompous (103)

>

>+ Lover (27)

>

>+ Charming (8)

>

>- Crossbows (10)

>

>>Flaws:

>

>+ [Proud] You are very, very proud and getting you by your pride is easier done than said.

>

>+ [Spendthrift] You cannot be trusted with money. No matter how hard you try, you simply have an expensive taste and that will probably never change. Though this probably would make you a good shopping companion for young rich noble women.

>

>>Bonus:

>

>+ [The Most Noble] You know how to present yourself, no matter how shabby you may look, posture and voice are the epitome of what it means to be noble.

1. Get to work! Use my financial prowess to impress my new boss Alfred, he'll have something to talk about when I return to his company.

2. While I'm at it, show Elise a thing or two about accounting, and why it's a mans job. She could use a bit of advice to hone her skills, for a practiced and proved professional.

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523caf No.3469

File: 1433739389518.gif (2.48 MB,700x387,700:387,1433292422575.gif)

Dice rollRolled 66, 4 = 70 (2d100)

>>3397

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[4 Silver; 0 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (72)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; "Just called Aiska, not important enough to have last name. I look forward to tomorrow, My Lord." Give him a salute with a hand to the heart and then head back to the inn to rest up and start again the next day. Gotta git gud

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523caf No.3476

>>3421

Also, long update pl0x.

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523caf No.3496

Dice rollRolled 50, 78 = 128 (2d100)

>>3392

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (6)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

+ Lucky (2)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

+ Apothecary Assistant ( 4 Copper / Turn)

1-2. The Turmhills. . .for some reason, they looked at me, not with revulsion but almost like. . . they recognized me.

I will want to investigate this further, but perhaps they might be a good choice to join in the fight. I shall state myself and who I am, and offer myself as a worker of medicine for them.

>Join the Turmhills

Money: 12 copper.

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523caf No.3513

Dice rollRolled 3, 54 = 57 (2d100)

>>3395

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

35 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (106)

+ Searching (7)

+ Underground Connections (7)

+ Guard Suspicion (2)

1: Contact Blueberry Tom, I need to get into the underground completely.. Obviously im a supporter due to the tavern. While im there, promote the tavern a little.(+7 Underground)

2: Its time to diversify our assets. Invest thirty silver into a blacksmith. I can then peddle his wares into the criminal market easily. Keep it open as a regular shop as well, but have some wares stored in case i have a more discrete order.. (+ 106 haggling)

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523caf No.3522

Dice rollRolled 53, 28 = 81 (2d100)

>>3396

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 2 High Quality Wine [Stored]

+ 20 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

+ Vigilance (5)

+ Noble Customs (3)

+ Rumors (5)

+ Searching (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoghts. Though you can ask me to have a general guess.

1.

I was foolish to think that iron wouldn't skyrocket quickly. It is time for me to look toward what my family will require. Rations.

Locate food that will survive a siege and cheap beer to purchase.

2.

Middus wants to show me how to do my job? How entertaining. Oh well, it couldn't hurt to learn how he'll attempt to skim off of the books.

I'll entertain his lessons -after- he helps me carry the supplies I purchase for our family.

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523caf No.3656

Dice rollRolled 66, 82 = 148 (2d100)

>>3394

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (54)

+ Preaching (55)

+ Zeal (19)

+ Intimidation (5)

+ Faith Knowledge (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (11 Copper) (+1 each turn, costs 1 Copper per turn)

Bartholomew is stunned. This heathen dares to stand before the holy procession and sin against God, at the same time! An example must be made.

1-2. “This, my people! This is why God has decided to put us through the coming ordeals. Sinners like these drag us with them on their journey into hell!” Bartholomew gestures to the procession behind him. “Before we can prepare ourselves for the coming tribulations we must cleanse ourselves of the unclean! Purge the heretics!”

+ Preaching (55)

+ Zeal (19)

+ Intimidation (5)

+ Faith Knowledge (10)

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

Long update, please.

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523caf No.3657

YouTube embed. Click thumbnail to play.
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523caf No.3665

Dice rollRolled 17, 27 = 44 (2d100)

>>3025

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (7), & Zeal (20)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy Please

1-2 They shall become purified yell more that they'll be dammed for lusting over me this time recite some passages referring to the damnation in question to the husbands

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523caf No.3783

File: 1434048472074.png (234.93 KB,900x557,900:557,5474368 _0babdf37e57878f75….png)

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523caf No.3796

Dice rollRolled 89, 2, 60, 10, 98 = 259 (5d100)

>>3420

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523caf No.3815

>>3398

The new Turmhill arrives tries to bargain for your fate, meanwhile they don't kill you. Progress to be certain. However the guy doesn't want to let you go since he already gave you the chance to resolve all of this peacefully. Perhaps you could try to make a mence, but how?

Unfortunately the little game the other mercs were playing turned back

>>3399

You walk around town without the girl you love and you're like "Fuck youuuhoohoo.". You keep practicing.

You try to suck it up but they are either too focused or forget you right away. Iron is being bought, smiths are working tirelessly, they are thinking about hiring mercenaries. Otherwise they pretty much hope to dig in and wait it out.

>Skills:

+ Sneaking (1)

+ Noble Customs (2)

>>3401

You try to talk the situation down but Scherer just seems to get annoyed with you. Your brother was still trying to kill his men when suddenly you realized his sword was gone. Did he have a sword in the first place?

He bites one of the mercenaries in the hand but quickly receives a few blunt hits to the head being subdued with ease. That didn't exactly go your way. Though now he could hardly injure anyone. Your brother was subdued, which left your cousin and yourself in the shape to fight. Though you had your doubts your brother and the other guy would survive if you tried to make a move.

>>3403

Scherer just kept picking his nails. In the background the Turmhill begged to not be killed because he was a noble and Wikiver pleaed for him to release anyone. Meanwhile Edmund was overwhelmed by the other mercenaries and found himself in a not much nice position as the Turmhill. If you were to make a move now he would probably cut their throats.

Scherer just laughs at your version of the events. Obviously you put far too much trust in Trent's words. Jacob's father was leading Scherer's unit, back when you were still a little girl. He never fought for the Barbarians, a ridiculous thought he scolds you for. They fought on the King's orders and it was a Barbarian who took Jacob's Father's life. They merely took whatever they could carry when they made off for a hasty retreat. However you chose to kill an innocent man and make off with his stuff based on the presumption that drunk words were indeed truth.

>Skills

+ Being a douche (5)

>>3420

(I just realized that you don't even have a fucking sword)

You put up a good fight and you were sure you would have cut one of them up, then you realized that at no point you even had as much as a sword. So you bite a guy in the hand who lets out a nasty scream but they quickly beat you down and put a blade to your throat, subduing you tightly.

Well, that was a rather sudden turn of events.

Now it's up to your brother or Vivan to take the negotiations, perhaps you could offer something to make a mence for your actions, though you aren't certain if they would want to hear it.

>Skills:

+ Hand to Hand (3)

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523caf No.3816

>>3815

>>3421

The sun was still standing high, brightly enlightening the street in which the procession had taken place. Only moments before the entire street had been crowded, now people had been quick to make way for the group of priests making their way through the street. Scum of all sorts, criminals and poor folk alike were standing by the side of the road and cheering to them as if they had no idea they could be the procession's next goal.

Any hope you may have had that you could remain undiscovered immediately vanished the moment you saw their leader's hateful gaze rest upon you. Good old Bartholomew, he had always been one to uphold religious values. From the looks of it he didn't recognize you, not with the mask on at least but you were unable to tell what would happen if he recognized you. Perhaps he would let you go? An unlikely turn of events, he looked more like he would cut your head off with that horrible scythe! But you didn't want to find out about that.

You quickly tucked in your cock and tried to make off, but the people with the red cloak they were already rushing towards you. A short look towards the bouncers told you that they wouldn't try their luck with the church. You were on your own, so picking up your skirt you quickly rushed towards the nearest alley. With a bit of luck you could manage to get out of there, you just had to be quick and make it through this alleyway! Behind you you could hear the angry shouting of the priests as they forced their way throught the crowd.

You weren't far from the exit now, you could easily loose yourself in the crowd once you dropped the mask. Only a few more meters. Right ahead of you was a crowd, a handful of people had started to stream into the alleyway attracted by all the commotion. You were almost there, just a bit more then you would finally slip away!

"In the name of the church! Hold that sinner!", for a moment you had thought it were just empty words, the kind of stuff you shouted after somebody who ran off with your purse, however the faces of the people right ahead turned to stone at the words. You were in Weissstadt and the church held great sway here. This wasn't good, not good at all.

When you tried to slip past the people who had entered the alley it was like running into a wall. They blocked you, hands forced your arms and before you knew it the priests were upon you.

Fear immediately took over your mind as you looked up at an angry priest with a red cloak, he greeted you with a hard smack from the back of his hand. A second and a third hit followed before you were dragged back through the alleyway by your hair. You hurled insults at him, screaming pain and fear. You could see the people following you through the alleyway as you were dragged out into the open street to the loud cheers of the crowd. They howled and whistled as you were brought before their leader. They forced you onto your knees and you looked up to Bartholomew.

>>3423

Being too good at what you do brought you into trouble more than once, however so did doing bad at what you do also brought you problems. People really weren't satisfied with what you did either way so you decided not to change for them and instead run off to be your own men!

Of all people it was probably Middus who understood you the best. The fucker actually built a golden ship once which immediately sunk and cost the family it's fortune as well as throw them into deep debt.

You find yourself near the Eastern Gate of Weissstadt, the people here are preparing for war.

>Skills:

+ Gambling (50)

+ Luck (50)

>Flaws:

+ [Gambling Addict] You find it hard to turn down a gamble of any sort.

>Bonuses:

+ ["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

>>3428

The new work as a servants suits you a lot more. You actually are pretty good at serving the nobles in a more direct manner and manage to keep your angry temper in check.

You keep curling.

>Skills:

+ Noble Customs (4)

+ Hand to Hand (1)

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523caf No.3817

>>3816

>>3437

You continued to go through various swords one by one, quickly advancing through the different ranks of quality. You wouldn't want to fight with a normal iron sword. It was beneath you, after all you were teaching one of the most prominent families in the area. The fine swords were rather well made and deserved their name, the blades were sharper and now that you saw the quality you really doubted the swords you had first inspected. Certainly the basic iron swords hadn't been crafted by a man who excelled at his work.

This however. You picked up a sword embedded on a soft piece of cloth. This was a masterpiece. Well perhaps not a masterpiece, but it really was something. The man who had crafted this blade must have been well aware of what the wielder wanted. It was marveously balanced, it's blade sharp and of course it came at a cost, you were not surprised. This was what every blade should be like, however long work hours and excessive demand of weapons interfered with such a high standard of quality. These were only seen with people who knew what they were doing. That as well as young nobles who had the money and not a clue what they were up to, trying to compensate for their lack of experience and skill by using a superior weapon.

You had to have it, no doubt about it. Quickly you paid the merchant who was glad to see that people existed that still valued good craftsmanship. And off you were. Filthy barbarians should try to get you now! You were certain you could take on a dozen of them! Well perhaps not a dozen, and not while they were on horses anyway. And if they surrounded.. ANYWAY.

Elise had said something about bandits. Bandits.. of course there were no bandits in the city. Bandits were hanged at any rate. Hanged, burned, beheaded. Whatever fancy the Count picked the bandits would suffer. No she couldn't have meant bandits. Now what was close to bandits? Scum? Half this city was scum, even though that was an understatement. Thieves perhaps, or thugs. Mercenaries?

Not far from you a man with a bandaged hand knocked onto the door of a small house. A happy faced man opened and they exchanged a few words to which the happy faced man reacted with turning red and quickly heading inside. Only a few seconds later mercenaries began to stream from the place which apparently was some sort of barrack. It was utterly ridiculous how many mercenaries had managed to fit in there. Was this some kind of magic trick? These were easily fifty men, perhaps eighty. Guessing became hard at this point as you weren't sure if they were still flooding outside. The guy with the bandaged hand gestured them to follow and they made off.

Odd people these mercenaries. You recognized the banner. Years ago your predecessor had employed a Company of them in your defense against the Uhlmannen hordes. They had managed to buy some valuable time until they were finally cut down. Most of them were killed, the rest routed. Too bad for them there had nobody been left to pay them.

>Inventory:

+ Noble Iron Sword

- 15 Silver

>Skills:

+ Searching (4)

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523caf No.3818

>>3817

>>3469

Another day on the job you get to fight a bunch of people again. At first it's the usual business. Worthy opponents already adapting to your style of combat. Some of them even bear the marks of their long service. Scars over eyes and the face, many on the torso and the arms, however you only got to see those on the men that were actually switching gears for the fights that mostly take place in full armor and with actual weaponry. Hits are exchanged swiftly and without mercy, it is a miracle nobody had gotten hurt until now, or the people here had been training like this for a long time.

It was then that you got your first really easy pray. A young man a few years younger than yourself, you were uncertain if he even had his first woman, holding his spear tightly like it was his mother's skirt. You couldn't help but scoff at his evident lack of martial prowess. Certainly an unusual sight amongst men so experienced in battle they could navigate a battlefield blindfolded and still not hit their own men or get stabbed in the process.

You are asked to lay your spear aside and practice with a staff instead, no armor, just normal practice with normal practice gear. You disarm the boy countless times, often with but a single strike. Training continued this way up to the point you became bored. When finally it was time to swap you got another one of the sort. It was then that you realized that beneath the hardened soldiers there was a number of inexperienced recruits. Apparently in the light of the Barbarian excursion the Whitecity's had believed it necessary to expand their ranks. Though you had your doubts the Uhlmannen would actually come for Weissstadt you kept your concerns to yourself, after all now was a good a time as any to be recruiting new members. It would take years until they would catch up to their more experienced colleagues anyway.

You kept going on and on the endless stream of unskilled fighters boring you horribly until one of the more talented ones managed to hit your right in the face. It was your own sloppyness that had caused it, however it hurt like hell and you could hear the entirety of the veterans laughing their assess of at how you had just received a hit in the teeth by some backwater farmboy. Cursing through your hand you looked at the guy, probably more a city kid. In an actual fight you would have exposed of him with no issue. But of course this was training and you hadn't been paying attention.

Ulrich who had been viewing the entire scenery handed you another two silver and told you to go home for the day.

>Inventory:

+ 2 Silver

>Skills:

+ Polearms (1)

>>3496

You surrender your old job in favor of joining the Turmhills. Certainly they can use an able doctor and on a rumor that "Maxim Turmhill sure values his healers" you are allowed to join his ranks. Though there seem to be some issues with getting you an armor you will do great things as a healer.

>Job:

- Apothecary Assistant (4 Copper / Turn)

+ Turmhill Healer (1 Silver / Turn)

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523caf No.3819

>>3818

>>3513

Blueberry Tom decidedly turns down your request. You are far too hot (heh) to be hooked up with any corrupt connections.

Buying a Blacksmith in a time of war is a more than expensive undertaking that you are certain the guild would hardly approve of. Certainly you could fund one, though business is excellent and they are unlikely to be in need of money. You do however manage to get close to an apprentice who offers you a discount for some of the less.. official purchases.

>Skills:

- Underground Connections (2)

+ Haggling (2)

>>3522

You quickly manage to find some people who still haven't increased food prices. You are mostly looking for stuff that doesn't go bad and are rewarded.

Cold sweat is running down your neck. Your face heats up and you can't help but stutter. This is.. horrible! Middus actually knew things about accounting! How could this possibly be? Alfred noticed and made a comment to you about how he would consider keeping Middus permamently. You could go figure whose job he would get.

>Ability to buy:

Ration - 2 Copper (Lasts 1 Day for 1 Person)

Buy now while it's cheap.

>>3656

That filthy sinner! You would get him! Her! Argh whatever! Quickly priests left the procession and rapidly began advancing towards the depraved person that was still hiding behind the mask. You were surprised to see that many of the priests already had weapons of their own. Mostly knives, however you were surprised none the less. At first it seemed like they would easily catch up, however the sinner had already noticed them and was now quickly trying to make off, the priests rapidly following him into the alleyway.

A moment of relative silence remained until an uproar went through the crowd. Under the cheers of the onlookers one of the priests was dragging the sinner from the alleyway by his hair. Loudly cursing and trying to get free the sinner cried out, however the crowd only grew louder in response. Though now that the men drew him closer and closer you began to notice familiar features.

The hair really did seem familiar to you, though the now dirtied dress was a typical one, worn by countless women in Weissstadt. So why couldn't you shake the feeling that you recognized this person? The priest continued to drag him towards you, it was certain that you were expected to stand judgement. After all you had just lead the procession and were in sort of a position of power, if not officially but only in the spur of the moment.

With nothing possibly more fitting of the situation it was only reasonable for the priests to ask you. After all they knew that you were a man of your word and more importantly a man of god. They were certain you would prove worthy of their honors and make the correct.. oh. The priest forced the culprit onto his knees before you. He had been hit in the face a few times, small blue spots were still indicating where the punches had landed though perhaps you suspected it had been the back hand. It was really quite odd how good you were at determining this.

However that was not the most unsettling part about this situation. Talvi. Fucking Talvi. The family crossdresser. Of course you had known of his ways and of course you had pretended not to, avoiding him at any given opportunity as pretty much any other male member of the family, however to find him again like this? The judgement was yours to be certain. However whether the crowd would accept it remained to be seen.

Talvi's life lay in your hands.

>Skills:

+ Zeal (4)

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523caf No.3820

>>3819

>>3665

You continue to yell at them, describing in detail the various things they knew they wanted to do to you. How they wanted to carass your bodies and how they wished for you to do the same to them. You told them about the countless pleasures they would experience, but somehow, oh just somehow, after your rather elaborate explanation of the potential events the talk of damnation did not seem to scare them. Certainly they didn't try to touch you or anything of the sorts, however you recognized the blissful smiles on their faces as they passed and left the rest to their imagination.

In fact as you continued to go on some of the women seemed to gather inspiration for sinful acts and whispered things to their men, some of them going as far as to picking up their women, others merely hurrying their step. It would seem you had brought more depravity into this world by trying to prevent it! However you were not to blame, that much you knew. There were always downsides when one tried to spread the word of god. Many things could go wrong, from simple misinterpretations to being burned by the stake.

Considering the grand scheme of things you had gotten away rather well with it. But of course god could not be served with "rather well". You would have to continue to improve and work on your rhethoric! Although that boy in Whitecastle armor who was staring at you looked really cute. For a moment your gaze met but he was quickly pushed onwards by his comrades who were apprently doing some sort of patrol. Odd to be sure, you had never seen their sigil here at the church.

>Skills:

+ Unwanted Attention (3)

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523caf No.3821

File: 1434077487251.jpg (150.8 KB,1024x593,1024:593,deep_snow_by_mathiaszameck….jpg)

>>3820

>Keep telling me what way you want your updates forever and ever, I can't remember em all.

The Uhlmannen continue their advance! Roaming the Kingdom's Heartlands they have burned down several unprotected villages while leaving fortified cities and castles!

The goals of the Warband remain uncertain as they plunder and pillage while the King prepares an intervention force! To do so the King has called upon his brother, a powerful Duke! Relations have been strained between them for years now.

To give in to the King's demand was to show a sign of weakness in the brotherly conflict, however to refuse the King's request for aid in the defense of the Kingdom could be considered treason!

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523caf No.3823

>>3821

Relevant also means post.

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523caf No.3824

Dice rollRolled 24, 42 = 66 (2d100)

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (10), & Zeal (20)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy

1-2 OH GOD THE DEPRAVITY I KNOW GET THEM TO CHURCH BY TELLING THEM TO THAT THEY'LL GO TO HELL FOR THOSE ACTS AND MAKING SUCH ASSUMPTIONS

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523caf No.3825

Dice rollRolled 31, 34 = 65 (2d100)

>>3815

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes

>+ 66 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (50)

>+ Sneaking (36)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (2)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Attempt to find Lilith and talk with her. Be as convincing as I need to be.+Lilith's Iron Flower +2 Climbing

2.Find some better fitting and more appropriate clothes for myself.

>>3437

"Uncle I have made no more progress in my attempts to find out more of the city's defenses. Please alert the rest of the family to the Uhlammen situation. I will tell Wikiver myself"

-Eric

>>3401

"Cousin I found out from my new job the Uhlammen Horde is heading this way and Weissstadt is badly outmatched. I told Uncle already and now I am telling you."

Fluffy post please

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523caf No.3826

>>3825

This is me by the way

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523caf No.3831

Dice rollRolled 55, 69 = 124 (2d100)

>>3815

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+ 5 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (53)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

(Assuming this is not during the hostage situation and all) >>3825

"Thank you for telling me. Thankfully I am already in a bodyguard unit, so should be able to get into the fight. A bit of vengeance for all we lost."

1&2. I will continue to try and talk this out if I can. "Alright. First off I would like to apologize for by brother's behavior in biting you men. He means well but he can be a bit bird brained and thick skull-ed at times. Secondly, I just want to get what happened straight. My Ice queen of a cousin here was taken in by you mercinaries at a young age, she says kidnapped and I'm not sure what to make of your side of that event, and she killed a member of your band for antagonizing her while he was drunk. You wouldn't happen to know about the validity of the whole 'kidnapped to be a sex slave' part of the drunken taunting would you?" Bullshit and diplomacy. I knew I should have paid attention to mom on properly speaking like a noble. Oh yeah.

>>3420

"Hold up Edmund, and stop biting people! Yes I know you are not in a position to do anything, just stop doing things to get your head cut off."

Dear god, this feeling that everyone around me is being a complete moron and leading to their own destruction. Is this how uncle Siguard feels?

(Fluffy please :3)

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523caf No.3833

File: 1434080620685.png (28.13 KB,309x266,309:266,1392234986160.png)

Dice rollRolled 89, 6 = 95 (2d100)

>>2490

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

>+ Helmet

>+ Leather Guard Armor

>+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (25)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

>+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

>Bonuses:

>+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

>5 Silver

>+ Whitecity Guard (+1 Silver/Turn)

1/2. Nothing a good honest shanking couldn't clear up, might as well go and slaugher the goons wholesale, bath in their blood, free the girl, yadda yadda RIP AND TEAR RIP AND TEAR THEIR GUTS!

>SKILLS:

+ Swordfighting (25)

+Justice (2)

+ Batshit Crazy (3)

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523caf No.3834

Dice rollRolled 40, 24 = 64 (2d100)

>>3819

Name: Karlington Nation

Fluff: Always more of a black sheep of the family, he apprenticed under a skilled trader at a young age and found the trades suited him much more then the royal life. He accepted a large lump sum payment to start his own venture much at his fathers dismay and then disappeared to his own devices. Before he left he was gifted his fathers Ornate Chalice which bears the families sigil.

>Inventory:

39 silver

+Expertly-Made Simple Clothing

>Retinue:

CJ: Bartender (.5 Silver/day)

Schlitzor: Bodyguard (.5 Silver/day)

>Holdings:

+Raided Scum Tavern "Open Throat" (Stable Ale Supply)

+"Docks" (20cm runway)

+ Oak|Grate|Oak|Gate Treasure Room

>Income:

+5 Silver / Turn: Owning Open Throat

>Skills:

+ Haggling (108)

+ Searching (7)

+ Underground Connections (5)

+ Guard Suspicion (2)

1: The guild can sod off, It's not like I have ever listened to them before anyway. Reach out to that apprentice.. Surely he wouldn't mind having his own shop.. I can fund that venture, but he is under my employ. Add the blacksmith to the Open Throat, Its obvious town is no place for my business. I can ship my wares if need be. (+108 haggling)

2: With impending war.. It'd be best to insure I could feed me and my staff.. Surely I will have some coin left over from building a smith, purchase some cattle and some dried grains, I can store the grains in the vault and a simple fence shouldn't cost more then a few coins.. The Open Throat Compound is coming together well.. (+108 haggling)

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523caf No.3835

Dice rollRolled 23, 35 = 58 (2d100)

>>3821

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+10 copper

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (28)

+ Smithing (20)

+ Running (10)

+Searching (3)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

(Short is Ok.)

1/2: Try to get free somehow.

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523caf No.3838

Dice rollRolled 66, 9 = 75 (2d100)

>>3818

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[5 Silver; 8 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (73)

+ Riding (50)

+ Insults (4)

+ Dodging (6)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Well, that was kinda embarrassing. I should practice dodging before heading in for the night. I never really need to be slippery and quick since I mostly charged on my horse.. Probably never see him again, what a noble steed he was.. Anyways, better practice a bit before going to bed for another day of work

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523caf No.3845

Dice rollRolled 63, 31 = 94 (2d100)

>>3815

>>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>Inventory:

>>+ Father's Sword

>>+ Plain Clothes (Female) [Wearing]

>>+ Plain Clothes (Male)

>>Money: 30 Copper

>>Skills:

>>+ Swordfighting (50)

>>+ Survival (50)

>>Flaws:

>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>Bonus:

>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>Skills:

>>+ Drinking (4)

>>+ Intimidate (4)

>>+ Hand to Hand (7)

>>+ Girl Talk (5)

+ Being a douche (5)

>>Job:

>>+ Warehouse Guardian (+ 6 Copper / Turn)

1-2:"I still wood have fuckin liked to know what the fuck happened to mi real family. Maybe aye wood ave taken the news better, if I wasn't told by an angry drunk man after i refused to jump in bed wit him"

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523caf No.3846

Dice rollRolled 31, 35 = 66 (2d100)

>>3816

>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>Inventory:

>+ Family Key

>+25 copper

>+one set of fine clothes

>+one set of plain clothes

>+one set of fancy underwear

>+one Appealing mask

>>Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>+Homosexual(10)

>>Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>Job:

>+underwear maker with the weaver's guild (6 copper/turn)

>>Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

*This is the end*

*Hold your breath and count to ten*

"Well met, brother. I see you've done quite well for yourself, since our last meeting, although it would seem that this would preclude any chance of my doing the same. So, is this how the once-proud Nation family ends? Not in honerable combat, but in fratricidal bloodlust. How many of us are there left, twenty? Ten? Fewer? Come on, then, and complete the task the Uhlmannen started. Take the title of "kinslayer" to yourself, and cut me, and all your brothers, down like dogs in the street."

1/2. Bargain for his life

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523caf No.3850

Dice rollRolled 17, 93 = 110 (2d100)

>>3818

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

[+]

+ Construction (50)

+ Medicine (100)

+ Searching (6)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

+ Lucky (2)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

+ Turmhill Healer (1 Silver / Turn)

Money: 12 Copper, 1 Silver

1. An army. This is how the pale man fights. He drapes himself in iron and thick clothing, and carry spears, iron swords, clubs and bronze shields. They're. . .slow and few, and yet they march in tightnit groups. Far different from the old clans who wear almost nothing and wield spears and wood shields and charge in crowds.

Perhaps someone here can teach me how to wield a club properly, especially after the last blow dealt by the barbarian.

2. All these people working hard and growing strong. Even my people knew the value of strength.

I shall have to train in strength as well

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523caf No.3851

Dice rollRolled 37, 22 = 59 (2d100)

>>3816

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice

>Skills:

+ Gambling (50)

+ Luck (50)

>Flaws:

+ [Gambling Addict] You find it hard to turn down a gamble of any sort.

>Bonuses:

+ ["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

The Plan was formulating in my mind the instant I saw this city. First step would be to stumble upon some coin

Second step would be to Gamble and make some real coin.

Third Step would be to get some fancy looking duds.

Then I would offer my 'Noble' self to the services of the of Weissstadt for a higher position, something with a big desk and the ability to push work onto my subordinates as befits a noble.

Fifth step is get some real gambling done with the officers of this city's army.

12 Now I just need to stumble on some coins and ill be on my way

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523caf No.3874

File: 1434135585584.jpg (113.16 KB,647x1234,647:1234,inquisitor_by_ishutani-d6p….jpg)

Name: Julian Nation

Fluff: Julian has been trained and raised in the ways of nobility. He acts like a noble, walks like a noble, talks like a noble, and fights like a noble. Among his family he percieves himself the most honorable, and always tries to act the part.

Inventory: [Do not fill this out] (Odd jeweled spiked chain)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.3877

Dice rollRolled 53, 78 = 131 (2d100)

>>3816

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

[Servant's Clothing]

>Skills:

Hand to Hand (57)

Noble Customs (31)

Intimidation (26)

Lover (5)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Servant] You are a servant to House Whitecastle. Your life still belongs to them, but they no longer treat you like shit.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

1: Maybe it was out of the noble's fear of enraging a servant who could rip off one's arm that led to Zeorna not getting angry, or maybe it was her own fear of having to face her hands being cut off. In either case, she was able to provide for the Whitecastle nobles, using such time to build up their respect for her for a future purpose…

2: Also, she continued her curling, gotta keep up the bulk.

(Long fluff for 1, and short fluff for 2)

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523caf No.3881

Dice rollRolled 31, 8 = 39 (2d100)

>>3831

>>3815

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (60)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

1/2 - "Unhand me! I will see every last one of you arrested and brought to justice! Surrender and repent of these sins now and you will find me a merciful man! Brother, cousin, get to safety! I will handle these vagrants!"

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523caf No.3883

>>3881

"Edmund, please, just stop making things worse for me already." Note to self, next time I see uncle Siguard apologize for what he as to go through.

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523caf No.3884

>>3874

fuck off

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523caf No.3887

>>3881

"Edmund, stop you are literally only making things worse."

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523caf No.3888

>>3883

>>3887

"You need not acquiesce to these brutes, dearest brother and cousin! They may kill me, but I will not surrender to their threats!"

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523caf No.3917

Dice rollRolled 48, 86 = 134 (2d100)

>>3819

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (54)

+ Preaching (55)

+ Zeal (23)

+ Intimidation (5)

+ Faith Knowledge (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (11 Copper) (+1 each turn, costs 1 Copper per turn)

Talvi now kneels before me. He is beaten and glaring at me with eyes full of hatred as he makes a plea for his life, condemning me and denouncing me as a kin slayer. To think that a sinner could sound so sure of himself. The holy book is clear. Homosecuality and men dressing in women’s clothing are both sins, however, they do not warrant his death.

“Cousin Talvi. I am not hunting down members of our family, I am hunting the heretical and the sinners, the unclean and the unworthy. Do not pretend that because we are of the same bloodline that you are above the retribution of God. Your behavior was tolerated in our homeland but this is not our homeland, and you have gone too far. “Bartholomew shouts so that the crowd may hear him” Homosexuality and dressing in women’s clothing, these sins I accuse you of and same as any other man, you shall be punished.” Bartholomew stares down his cousin for a short while before continuing. “Twenty lashes for each sin. Afterwards you will be confined to the Stockades for a day and made to reflect your sins. I said that the sinners would be purged from this city, and I intend to see the sin purged from you.” Bartholomew regards the crowd gathered around him. “No man is above God’s retribution, no king, no lord and no kin of mine.” Bartholomew locks eyes with Talvi “Hold him down and bring me a whip. I have decided his punishment and so I shall be the one to carry it out.”

1-2. 40 lashes for Talvi. Bartholomew will treat him as any other sinner that had committed the same crimes against God. Afterwards he will be confined to the stockades and Bartholomew will address the crowd. “This man has committed sins against God, although minor in nature they cannot be ignored. The unclean, the unworthy and the heretical, this is the sickness that blights our city. The sinners bring upon us the wrath of God. Make no mistake, the Barbarians are coming and we need to prepare.” Bartholomew does not even cast a last glance at his wayward cousin as he leaves to continue the holy procession.

+ Preaching (55)

+ Zeal (23)

+ Intimidation (5)

+ Faith Knowledge (10)

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523caf No.3921

>>3888

> these brutes,

"They rn't even threatin you,you just keep attacking em"

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523caf No.3923

>>3888

>>3921

"Edmund, for once our cousin is right in something. If they wanted to hurt you they had plenty of chances already."

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523caf No.3965

Dice rollRolled 60, 75 = 135 (2d100)

(Fluffy like my wool coat)

>>3817

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 6 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

1/2: A fine sword, truly. I will name it after it's first kill, as I name all my swords. I wonder if Vivian has re-named old Liebhaber. Does she even know of it's name? Ah, I don't know. In any case, I look far more like a noble wearing proper clothes now with a true, quality blade - someone respectable and parental from my choices, of course, and certainly no peasant. I think people will find it easier to respect now. Anyway, I should see what those mercenaries - or bandits, for they look the part - might be doing. A company of mercenary sellswords, for what purpose would one be here? Worth investigating. And I get the distinct feeling my intervention might be needed with how they're assembled. Use my tone and strength of spirit to separate the bastards and put them under control. I'm a commanding figure, especially with these clothes and swords, and this rabble will listen to me, one way or another. Looks like a scuffle, from here….

+ Fancy Clothes

+ Noble Iron Sword

+ Leadership (27)

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523caf No.3966

Dice rollRolled 48, 26 = 74 (2d100)

>>3825

"The whole city knows of the Uhlammen, boy. Keep up your progress - our family is finally recovering, and I refuse to see us torn down again. Long will the Nation line, so long as one of us survives. I won't let one more of us fall, especially not to… them. God rest your soul, Eric."

- Uncle Sigurd

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523caf No.3967

>>3966

"Uncle the city can at best muster six thousand men to it's defense. The horde beat an army of a hundred and fifty thousand. The lord of the city has already told his men they cannot hope to hold the city. Do not let you pride blind the rest the family to the danger. They'd forget my warning but they will remember yours."

Eric.

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523caf No.3968

>>3923

>>3921

"But they were holding that man prisoner! They are criminals and it is my holy duty to see that they are apprehended!"

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523caf No.4055

>>3965

(Time is screwy with how some of these updates are, but I should be able to have this talk.)

"Uncle Sigurd! I must speak with you."

Once the older man gives Elise his attention, she speaks in more hushed tones. "I have found a merchant to purchase supplies from, in the event this city comes under siege. I fear the church will be overwhelmed if this should happen, and if we are to survive, we must eat. If we must stay in the church, I'll purchase what I can to give back for their charity to us, but a home of our own would be a better, no?"

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523caf No.4056

Dice rollRolled 53, 78 = 131 (2d100)

Name: Elise Nation

Fluff: Poorly positioned to ever inherit anything from her parents, Elise turned her eye to trade in order to forge her own path in the world. Though never wildly successful, her path has led her to participate in a variety of travels and businesses, including raising a mercenary band to aid a Lord her family owed a debt to. With news of her family's lands fallen to invaders, Elise has turned her focus to rumors that some of her kin survived.

Inventory:

+Cross Necklace Bearning the Family's Coat of Arms [Wearing]

+Fine Clothes (Matching Icterus) [Wearing]

+ Fashionable Hat [Wearing]

+Priest Robes [Stored, Church]

+Curved Dagger [Wearing]

+Oak Spear [Stored, Church]

+ 2 High Quality Wine [Stored]

+ 22 silver

Skills:

+ Haggling (110)

+ Mediation (3)

+ Loyal (2)

+ Accounting (5)

+ Damsel in Distress (2)

+ Vigilance (5)

+ Noble Customs (3)

+ Rumors (5)

+ Searching (2)

>Job:

+ Alfred Whitecity Accounting (2 Silver / turn)

Flaws:

+ [Female] It's not really your fault when you think about it and it's not all that bad. People constantly understimate you which is good for business, but they will often try to give you irrationally bad prices and sometimes outright refuse to trade with you. Seeing as you have no man at your side they often make lewd suggestions which you have learned to ignore over the years.

Bonuses:

+ [Independent] You have made it once and you can make it again. Of course this time you have a family to care about however you can handle yourself in most situations. You receive a bonus to haggling and trade in general.

+ [An Eye on You] You can consider yourself read any of the actions Middus (Zucker) does concerning accounting. However only the actions, not his thoghts. Though you can ask me to have a general guess.

Making a purchase of 20 rations@ 2 copper per, need to chat with Elias to determine if more. (Depends if I learn about the house a certain cousin owns)

-4 silver

1 & 2

Attempt to locate properties for sale, preferably ones with owners fearing the horse barbarians. Perhaps I can locate an owner looking to sell below value in order to make their escape quickly and with whatever coin they can get.

(May need to get a list in order to pool funds from the family)

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523caf No.4094

>>4055

Sigurd turns his wizened face to his smaller niece, thin lips pressed in seriousness and his face without it's usual warmth. "A manor to house us in truth is something I have been looking for quite some time, but we need a great amount of funding to buy one properly. I have money, but not a great deal, much spent on this blade in case… we need it." Sigurd's face looks even more grim for a moment. "You wouldn't happen to wish to speak on that matter, dear niece?"

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523caf No.4130

>>4094

"We have nowhere private to keep our own things, Uncle. I understand that the church is kind to take us in and feed us," Elise retains the presence of mind to ensure no others are eavesdropping. "But I fear that when the horse barbarians come, the church will be flooded with bodies seeking meals, should a siege come. We have nowhere to keep our own clothes in private, let alone supplies. I've found a merchant still selling supplies that will stay during a siege, but I worry about storing such things in the church. At two copper for a day's rations, I can not afford to feed the entire city."

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523caf No.4151

Dice rollRolled 7, 55, 83, 96, 87, 15 = 343 (6d100)

>>3833

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523caf No.4211

>>4130

Sigurd nods firmly once, thinking to himself for a moment. "I may know some places that could house the displaced members of our venerable house in this city, perhaps. Or pull some strings. It will become my priority from this point out to acquire suitable lodgings as fast as I can and as safely as I can - hopefully, yours as well. We cannot stay in the church in the event of a siege, you are right in that. No matter how kind they have been."

Sigurd sighs in deeply, eyes thickset and drawn-off. "It is a shame this had to happen. Please talk with me about any further concerns - I will always be here to talk and support, dear niece."

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523caf No.4500

>>3824

You continue to shout and yell to your heart's content and some of the younger Whitecastle soldiers almost seem to follow your angry orders, however the older ones quickly hold on to them and ensure that they stay in line. Of course you are secretly a little bummed out that they didn't listen to you, but a lot of people didn't so why should this bother you now in particular?

You kept shouting on for a bit longer slowly getting the feeling that people grew more and more accustomed to your shouting. Of course you had no doubt their thoughts were still depraved as always however somehow you cold no longer convince them as well as you had managed to not so long ago.

Merchants with all sorts of metal wares and guards moved along being harrassed by countless other merchants who were apparently trying to offer them a price they deemed completely appropriate while the merchants with the metal just continued to laugh at them. There were also a lot of farmers bringing in their corn and whatnot. All of them looked rather concerned, after all they would be the first victims of this war should the Uhlmannen choose to come for this town. They would salt the farms and destroy the farmer's base of life.

>Skills:

+ Zeal (1)

>>3825

New clothing, perhaps finer, perhaps some exciting colors. Or perhaps some calmer colors? Either way not as dull as these pain clothes, yet they would have to be appropriate for your work. You pondered and pondered continuously. What would you choose? The finely woven green garments with the large red feather? You weren't sure if that combination would really suit you and perhaps that was why it hadn't been purchased by anyone yet.

A lot of your funds had gone into purchasing the house, however you still had some money left and you could certainly afford fashionable clothes. Or what about the blue one? Blue had always been your color. You sighed again, this was hopeless. You would have to sleep about it. Once you return to work one of the other servants hands you the typical servant cloth. It is rather fashionable and certainly quite fitting, though this isn't exactly what you had in mind.

You later head to the smithy Lilith lives over. Perhaps she would listen to you today? After a few failed attempts of climbing the wall you finally find the spots you used last time. The house was rather well made though from the looks of it it was still young, perhaps her father had build it on his own. This happened rather often as not everyone could afford to buy a house and most smiths and other craftsman wanted to live right over their shop as it minimized travel time and made a whole lot of things a whole lot easier.

You finally managed to get up to the grate that was shielding Lilith's window, pushed one of your arms through and knocked on the window. After a few moments of silence the window swung open to the inside, another indicator it had been built for the grate, or perhaps only retrofitted. Lilith's and your gaze met, she looked plain as always though you didn't feel like she would respond kindly if you were to tell her.

While the grate had an obvious purpose of avoiding anyone from gaining access it had an additional benefit of preventing her from slapping you, instead she stuck her hand through the grate and pinched you between your eyes with a cheeky smile, closing the windows again. Progress? Neither had she slammed the windows nor had she decided to scream at you and Lilith hadn't looked sad either. Progress, you approved yourself and began climbing back down.

>Inventory:

+ Servants Clothing

>Skills:

+ Climbing (1)

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523caf No.4501

>>4500

>>3831

Scherer looked at you with an uncomfortable amount of pity. He had his doubts to what you said, that much you knew, but perhaps you could put a positive spin on things? Manage to set things straight? Your eyes met and to the faint sound of your brother cursing the mercenaries claiming the first thing he would do was get them arrested because they were criminal scum you slowly began to have your doubts he would walk away from this.

"I gave up on Vivian the moment she murdered her own people.", Scherer said in a firm voice, seemingly ignoring your still very lively brother, "You can have her, I don't give a shit if she gets stabbed this very day. But what do you suggest I do with your brother? Or that one?", he pointed to the man in Turmhill armor that was still being held down.

What would you do with them? The way your brother put it he was an innocent bystander in all this, then again your brother was hardly by his senses right now. He still believed he was just moments away from a fight on equal footing, as if his life was not at these men's mercy. What would you say? You could just ask Scherer to let them go. Of course you could ask, but what else would happen except for you being laughed at?

"Irrelevant:", you were uncertain how long you had been thinking but from the looks of it Scherer was taking the initiative now. With a few quick steps he had approached your brother and on a sign the mercenaries holding him turned Edmund around a little. With a sickening crack his leg broke as the mercenary stomped onto it. Your brother's angry and painful shouts echoing through the streets. You winced. "An arm as well?", one of the mercenaries asked, you wanted to object but Scherer already put a waved off, "I think this one's good.".

They tossed your brother into the dirt and carried on towards the other guy. Without as much as a word the mercenary officer began to break the fingers on his right hand, one by one. With every crack the man shook and shouted, yelling and cursing. Once he was done with the right hand they too dropped him into the dirt.

"Have a nice day.", Scherer said looking you in the eye, then his gaze wandered to your cousin, "Fuck you.". And like that the mercenaries were on their way down the street. You managed to spot an even larger group of armed men approaching them, but they waved off and left together.

>Skills:

+ Gutter Talk (4)

>>3833

You go right ahead and start shanking people, after all it's not like you have any doubt of their guilt. The first one didn't even see you coming and you drove your sword right through his back, blood and inner organs spilling forth from the large cut.

Before he could collect himself you had already sliced open the second one's throat with a back handed strike, a third delivering a lot more resistance, cutting you once in the face, however he too falls quickly.

The remaining three however are well prepared of you, tossing the few robes that haven't engulfed the woman yet at you. A trick no doubt, however an efficient one, before you free yourself you can already feel the daggers as they find the weakspots in your armor and drive into your body. Again and again you feel them stabbing you, often the armor manages to prevent you from coming to harm, however your blood floods out of the countless wounds as you slip and fall to the ground.

You would have been done had it not been for the guard patrol who showed up to the scene and quickly dispatched of the remaining criminals. Here you lay, bleeding out quickly, your fellow guards trying to help you.

>Skills:

+ Swordfighting (5)

>Flaws:

+ [Swiss Cheese] You are strongly bleeding from several stab wounds. You might want to get that bandaged up.

>>3834

With war on the doorstep iron is super expensive. To set up a smithy with anvil and all will take you 50 Silver.

People don't want to sell you their cows however you manage to haggle out a good price for rations from the local merchants.

2 Copper per Ration, 1 Ration is sufficient for 1 Day for 1 Person

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523caf No.4502

>>4501

>>3835

After more long chatting from the other people around you finally a conclusion comes around. The aggressive guy who showed up and started fighting got his leg broke, for you however things look a little more grim.

The fingers on your right hand are broken, one by one. The pain is horrible and you scream and curse into the empty streets. In the end they just drop you into the dirt and take their leave. This could have gone better or a lot worse.

>Flaws:

+ [Broken Fingers] The fingers on your right hand are broken. They hurt like hell, blue and swolen they don't look pretty either. You should really let an apothecary look at that.

+ [Enemy - Mercenaries]

>>3838

You head back home for the day. What did home mean anyway? A not so shabby room in some not so shabby in. Home before that had been in tents, always moving around, drinking and fucking your wife every day of the trip. Your mind drifted off again to Aleksandra and how you had first met each other. Often times in stories it was a noble prince and a commoner girl or vice versa who fell in love. People who did not belong together, divided by status, money or otherwise.

It had never been like that for you. Your parents would have probably even approved the marriage, after all forging alliances or at least keeping the peace was exactly why they had given you away in the first place. Nobody had asked you what you thought about the marriage. Then again you and Aleksandra had been inseperable for almost a year, it was she who had asked her father for permission and organized the whole ordeal. As you were told it was Uhlmannen tradition for the woman to choose her husband, not the other way around. Of course marriage in the barbarian society was completely different than it was in the more civilized lands.

But why were you thinking about all of this? Didn't you want to learn how to dodge? The thought came a split second too late and you walked right into the door that swung open and landed in your face. Cursing you stumbled backwards, a man apologizing to you in some foreign accent. On the rest of your way you tried to dodge people as well as possible, of course this wasn't blows but how else were you going to do it? You weren't about to start another fight, right?

>Skills:

+ Dodge (1)

>>3845

From the looks of it he was done with you, didn't even pay any attention. You went on about how nobody ever told you the truth but he was far more busy conversing with your cousin Wikiver now. After a bit of discussion the entire thing summed up with Scherer breaking Edmund's leg and breaking the fingers of the other guy dumping him into the dust. The mercenaries then take off.

In the end you are probably the person who got away easiest, but somehow you couldn't rest easy.

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523caf No.4503

>>3846

“Cousin Talvi. I am not hunting down members of our family, I am hunting the heretical and the sinners, the unclean and the unworthy. Do not pretend that because we are of the same bloodline that you are above the retribution of God. Your behavior was tolerated in our homeland but this is not our homeland, and you have gone too far. “Bartholomew shouted into your face, his own twisted in anger and disappointment, ”Homosexuality and dressing in women’s clothing, these sins I accuse you of and same as any other man, you shall be punished.” he stared down at you for a bit before continuing, “Twenty lashes for each sin. Afterwards you will be confined to the Stockades for a day and made to reflect your sins. I said that the sinners would be purged from this city, and I intend to see the sin purged from you.” Bartholomew turned to the crowd gathered around him. “No man is above God’s retribution, no king, no lord and no kin of mine.” Bartholomew locked eyes with you “Hold him down and bring me a whip. I have decided his punishment and so I shall be the one to carry it out.”.

And 40 whips he carries out. He is a miserable whipper, or an excellent one. Each of his hits tear horribly through your skin presenting the bare flesh beneath. At some point he missplaces a lash and it strikes you in the head, sending you out cold. You awaken in a dark cell somewhere, dressed in nothing more than rough robe that is scratching over your bloodied and sore back.

>Flaws:

+ [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

>>3850

The Turmhills are no army but a private guard of Lord Turmhill. None of them are willing to teach you because reasons.

You continue to train your already formidable strength.

>Skills:

+ Hand to Hand (3)

>>3851

Unfortunately money does not seem to be just lying around on the street! Except for that one copper over there perhaps.

>Inventory:

+ 1 Copper

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523caf No.4504

>>4503

>>3874

>Skills:

+ Swordfighting (50)

+ Noble Customs (50)

>Flaws:

+ [Too Chivalrous for this Shit] You are so honorable doing anything dishonorable will fail spectacularly. Even letting something dishonorable happen with your knowledge will get you into serious trouble.

>Bonuses:

+ [Noble Knight] Everyone knows how Honorable you are and people will be inclined to trust you with things believing you will keep your word.

>>3877

Building respect was a hard thing to do even as a servant, it was hardly like you could save their life or anything, but you tried to be extra nice, memorizing the little things. Like how Sir Ulrich liked his ale and which dresses Lady Faye liked to wear on which days. Lady Faye was still a young girl but one of god's chosen creatures at that. She was called "The Angel of Weissburg" and that for a reason, easily the most beautiful girl you had ever seen she had long flowing golden hair with curls and eyes as clear as the skies, her face looking as if it had been formed by an angel itself. The way she carried herself was elegant beyond reason and she was always polite to you.

As many of the family as you saw Count Whitecastle and Sir Alistair II seemed to have their own servants, either way you did not tend to them. You saw Lord Ash eyeing one of the larger Guards, at first you believed it was a well built man, however upon closer inspection you realized that it was, indeed, a strong woman.

Keep curlin' brah.

>Skills:

+ Noble Customs (2)

+ Hand to Hand (2)

>>3881

Things end up with a discussion between your brother and the leader, your brother begging for your safe release, however your shouting doesn't seem to drive the point home. Releasing you in this state would be unreasonable, the mercenary leader decides to kick through your leg. It breaks and hurts like fucking hell and you are left clutching your dislocated bone. Better don't move it too much.

They then break the fingers of the other guy and make off into the sunset, without anyone trying to stop them. Damn cutthroats!

>Flaws:

+ [Broken Leg] Ouchie. Want me to blow on that? ;3

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523caf No.4505

>>4504

>>3917

Your words have seemingly swayed the masses and they bring you the whip. Honestly you had no idea where they got it from but you didn't ask. It took you a few tries to really get the swinging right. At every hit Talvi winced and cursed, the skin beginning to peel from his back as he bled down into the dirt. The next one didn't hit quite right. Somehow the end twisted and struck Talvi on the side of the head knocking him out cold, blood streaming from a wound. Two priests in red robes got him up again holding him in position for you to strike him.

Twice you hit the priests but keep going until his back is completely bloodied, long open lines dragging across. In some parts the skin seems to be missing altogether. You are a horrible whipper, or a great one depending on how you looked at it.

They pulled a priest robe over Talvi and tossed him into the dungeons, only God knew if he would live through the ordeal.

>Skills:

+ Whipping (10)

+ Zeal (10)

>>3965

From the looks of it you may have misinterpreted the situation and the men. You approach them and look for fights to start seperating, but they aren't fighting. They are standing and staring at a very angry mercenary with bandaged hands talking about some fuck who cut his hands open and then tried to threaten Scherer, whomever that was.

Amongst the faces you could see a number of emotions ranging from neutrality, over boredom to full out hatred. You could spot faces from West, South and East, a diverse bunch to be sure. You already had plans to step out and command them around, but your years of experience told you that this would hardly be a great idea. Easily fifty battle hardened men in matching uniforms would not simply bow down to some guy in a pompous dress, unless of course you had the coin to hire them.

It didn't take more than two or three sentences for the guy with the bandaged hands to get the mercenaries moving, something about breaking fingers and legs or something. The guy really seemed upset. When the mercenaries got moving you tried to stop one of them, but with an angry blow of his back hand he cast your arm aside. In formation as if they were real soldiers they hurried down the street with a light jog, metal clinging on metal.

With nothing else to go by you decide to follow them, your age is making things like jogging somewhat more difficult, however your clothes were by far lighter than their armor and you managed to keep pace. Suddenly they halted. You couldn't see what was happening as you weren't tall enough to see over all sixty men, but suddenly the group began to move again, this time however in the opposite direction. They moved past you, this time slower and more relaxed. You were unaware what had happened, but from the looks of it they were back on their way again.

Somewhere nearby you heard Edmund scream. You quickly hurried around to corner to find him lying a little further down the street, clutching his evidently broken leg. Another man in Turmhill armor was holding onto his broken fingers, Vivian and Wikiver were standing across from each other roughly twentyl meters between them. What the hell had happened here?

>Skills:

+ Running (4)

>>4056

There is hardly anyone willing to sell, figuring if they loose it they will loose it all, however you do manage to find an old woman who owns a rather run down house in the slums. She claims she has seen the city burn in her dreams and would rather spend the money gambling and running off if she made enough.

The house may be rather small and in a bad part of town but in light of the events and with your expertise in haggling you press it down to 17 Silver.

>Inventory:

- 4 Silver

+ 20 Rations (1 day/person)

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523caf No.4506

File: 1434664446663.jpg (185.58 KB,1479x500,1479:500,war_by_lingy_0.jpg)

>>4505

>THE NEWSCRIER REPORTS

The King has formed a formidable Army! Certainly a great battle would emerge if the Royal Army and the Warband were to meet in open battle!

However it gets better! The King's Brother has raised a sizable force of his own to support his brother in their fight against the Warband! Once the forces join they will be certain to crush the Warband!

Counts and Dukes across the realm prepare to repel the invaders! Certainly it is only a matter of time until the Barbarians will be forced to retreat wherever they came from!

Also the town of Southlandstal was completely razed, it's fields salted and buildings burned. While victory is on the horizon the Uhlmannen forces continue to roam the Kingdom's heartlands!

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523caf No.4509

Dice rollRolled 92, 46 = 138 (2d100)

>>4502

>>>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>Inventory:

>>>+ Father's Sword

>>>+ Plain Clothes (Female) [Wearing]

>>>+ Plain Clothes (Male)

>>>Money: 30 Copper

>>>Skills:

>>>+ Swordfighting (50)

>>>+ Survival (50)

>>>Flaws:

>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>Bonus:

>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>Skills:

>>>+ Drinking (4)

>>>+ Intimidate (4)

>>>+ Hand to Hand (7)

>>>+ Girl Talk (5)

>+ Being a douche (5)

>>>Job:

>>>+ Warehouse Guardian (+ 6 Copper / Turn)

Vivian storms around the alley way kicking over trash in frustration. "Good for nothing. bunch of lying manipulating sonsabitches who can handle ther wimin worse then they can handle ther fookin booze." The stream of expletives that followed were enough to make a raider blush.

1-2:"You no what! Fuck em, fuck those good for fucking nothing dragons, fuck their 'kin ship' fuck their 'brotherhod'. Fuck this city, fuck this world. and fuck this family. I'm getting a drink" Vivian storms off to the bar the farthest away from her family and the mercenaries.

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523caf No.4510

>>4509

two additions. Change clothes to male.

And for length just do whatever fits. If I say something like "Get some clothes" you don't have to write an essay

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523caf No.4511

Dice rollRolled 46, 88 = 134 (2d100)

>>4502

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 71 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (50)

>+ Sneaking (36)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job:

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Continue to try and regain Liltih's heart. Maybe A poem about how beautiful her mind is and her dauntless spirit? +Lilith iron flower +3 climbing +50 Noble customs(for the poetry)

2. Use my position and stealth to find out the lord's reaction to the news of the king and his brother marching. Specifically if he's going to take his men to join with either or stay in the city. Additionally anything I can learn on preparations for the horde's arrival and city defense would be welcome.

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523caf No.4512

also fluffy fluffy pls.

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523caf No.4515

Dice rollRolled 100, 89 = 189 (2d100)

>>4501

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+ 6 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (6)

+ Lover (5)

+ Running (53)

+ Gutter Talk (4)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

1&2. Get these two morons some medical treatment.

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523caf No.4517

>>4515

>>4501

fluffy please

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523caf No.4518

File: 1434667633178.jpg (147.67 KB,500x765,100:153,1434585343606.jpg)

Dice rollRolled 14, 22 = 36 (2d100)

>>4502

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[5 Silver; 8 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (73)

+ Riding (50)

+ Insults (4)

+ Dodging (7)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Ugh, at least have the courtesy to fight me if you're gunna disrespect me. These foreigners only care for themselves, at least with the barbs we all shared and honored each other… What am I saying, fuck it I'm just gunna go to bed and head back to practice with the soldiers. Maybe focus on dodging since I'm not going to get a horse anytime soon…

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523caf No.4519

Dice rollRolled 63, 14 = 77 (2d100)

Name: Julian Nation

Fluff: Julian has been trained and raised in the ways of nobility. He acts like a noble, walks like a noble, talks like a noble, and fights like a noble. Among his family he percieves himself the most honorable, and always tries to act the part.

Inventory:

+Chain of the Eye's

>Skills:

+ Chainfighting (50)

+ Noble Customs (50)

>Flaws:

+ [Too Chivalrous for this Shit] You are so honorable doing anything dishonorable will fail spectacularly. Even letting something dishonorable happen with your knowledge will get you into serious trouble.

>Bonuses:

+ [Noble Knight] Everyone knows how Honorable you are and people will be inclined to trust you with things believing you will keep your word.

1,2. Glad to be in the city, Julian goes searching for some more…aggresive work. He is quite skilled with a weapon after all, and until he achieves a better standing in this society it would be wise to establish himself somewhere.

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523caf No.4520

Dice rollRolled 12, 94 = 106 (2d100)

>>4519

Fluff pls, wanna get some direction going on.

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523caf No.4521

Dice rollRolled 80, 4 = 84 (2d100)

>>4500

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis & 6 copper

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (10), & Zeal (20)

>>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy

1.Try to get some extra bibles need to pass them out to the heathens

2. Try to find a brothel and praise the good word there

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523caf No.4524

File: 1434668374381.jpg (228.42 KB,1280x870,128:87,1393465524703.jpg)

Dice rollRolled 59, 77 = 136 (2d100)

>>4501

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

>+ Helmet

>+ Leather Guard Armor

>+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

>+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

>Bonuses:

>+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

>6 Silver

>+ Whitecity Guard (+1 Silver/Turn)

1. Get these wounds treated, whatever 7 silver will get me, and at least keep me from losing consciousness.

2. The barbarians are at the door, it was a long time ago when I told the city guard about this, and asked to see someone higher to warn them. Now that the bloody horsemen have raised a city, it's too late to save the people lost there, but maybe my experience with the filthy mongrels will keep the King from losing 10,000 men should he try to engage them in the field. Request a meeting with my commanding officer and discuss these things. I've lost one home to the Uhlmannen horde. I won't lose another.

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523caf No.4525

>>4524

>Flaws:

+ [Swiss Cheese] You are strongly bleeding from several stab wounds. You might want to get that bandaged up.

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523caf No.4527

Dice rollRolled 12, 81 = 93 (2d100)

>>4505

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (54)

+ Preaching (55)

+ Zeal (33)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (12 Copper) (+1 each turn, costs 1 Copper per turn)

Now that Talvi has been sorted his fate rests in God’s hands. The holy procession continues and Bartholomew leads his followers to a nice open area while continuing to recruit more along the way. Once he arrives he separates those that can fight from those who cannot and begins to speak. “We have all gathered here because we seek to drive off the plague that threatens to despoil us. However, our intense faith alone will not drive off the heathens. God grants us opportunity and it is up too us to seize it.” Bartholomew gestures to the fighters. “These men and women who have gathered here know how to fight. “Bartholomew gestures to the others. “But the rest of you do not. I have gathered you both here because in these precious moments before battle I would see that all of you know how to shoot a bow and swing a sword.” Bartholomew arms his Scythe of Vengeance. ”I unfortunately cannot show you how to fight like me because my weapon is unique. But I shall seek to better myself for the coming battle, alongside you all.” Bartholomew spends some time organizing the training session and giving the event some level of organization, he also selects a few strong looking men to spar with him. “It is unfortunate that I do not have a suitable training weapon so I cannot fight as hard as I can, but I would still see myself pushed. I want the three of you to attack me at the same time.”

1. Bartholomew Organizes a mass training session for everyone that he had recruited along his holy procession.

2. Bartholomew will train his Scythe Fighting skills by having a mock battle, he will take great care to not actually hurt any of his opponents while still giving his all.

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523caf No.4549

Dice rollRolled 64, 12 = 76 (2d100)

>>4503

>>>Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

>>>Inventory:

>>+ Family Key

>>+29 copper

>>+one set of fine clothes

>>+one rough robe

>>>Skills:

>>+ Weaving (59)

>>+ Noble Customs (50)

>>+ Searching (4)

>>+Vigilance (1)

>>+Homosexual(10)

>>>Flaws:

>>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>>+ [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

>>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

>>>Bonuses:

>>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

>>>Job:

>>+underwear maker with the weaver's guild (6 copper/turn)

>>>Holdings:

>>+ Tavern Room + Meal (- 2 Copper / Turn)

"The little man has pulled it off, he's –ergh– done it once again,

We don't know where he –aaah– gets it from, he's got the strength of ten…"

"A hanging or burning offence, and you got off with a flogging. Well, that self-rightous basterd made the mistake of not finishing me off, and he'll not make it again. What doesn't kill me better start running."

1. Offer the guard a silver for some ointment for my back, and some wine to ease the pain

2. After being released, recover my clothing and go to the church to find my more honerable family members

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523caf No.4553

Dice rollRolled 18, 27 = 45 (2d100)

>>4500

Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>Inventory:

+ Plain Clothing

+ Gold Pendant Flute

+10 copper

+ Curved Dagger

+ Turmhill Leather Armor (Almost Finished)

>Skills:

+ Flute Play (29)

+ Knife Throwing (25)

+ Dancing (25)

+ Swordfighting (25)

+ Sneaking (28)

+ Smithing (20)

+ Running (10)

+Searching (3)

>Flaws:

+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>Bonus:

+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>Job:

+ Smith Assistant ( 5 Copper / Turn)

+ [Broken Fingers] The fingers on your right hand are broken. They hurt like hell, blue and swolen they don't look pretty either. You should really let an apothecary look at that.

+ [Enemy - Mercenaries]

1/2: "I need to Find an Apothecary. I'll get my revenge On that Bastard yet."

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523caf No.4576

Dice rollRolled 62, 30 = 92 (2d100)

>>4504

>>4515

Name: Edmund Pillory

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Pillory is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 12 copper

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (60)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>+[Broken Leg] - MY LEEEEEG

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food

)

+5 copper coins per turn

1/2 - "MYYYYYY LEEEEEEEEEEEEEEEEEEEEEEEEEEGGGGGGGGGGG!!!" Edmund writhes on the ground, but finally collects himself. He will not wail and cry like a whipped dog. He is a scion of Nation , and he will stand back up again to fight another day. The first thing he would need is a crutch. The second thing he would need is a sword.

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523caf No.4587

Dice rollRolled 6, 1 = 7 (2d100)

>>4503

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Construction (50)

+ Medicine (100)

+ Searching (6)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

+ Lucky (2)

+ Hand to Hand (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

+ Turmhill Healer (1 Silver / Turn)

Money: 12 Copper, 2 Silver

1-2. Then I shall seek to become a bodyguard to the Lord himself! I will not be delegated to a mere servant! Perhaps even his personal medecine man

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523caf No.4591

Dice rollRolled 69, 41 = 110 (2d100)

>>4504

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

[Servant's Clothing]

>Skills:

Hand to Hand (59)

Noble Customs (33)

Intimidation (26)

Lover (5)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Servant] You are a servant to House Whitecastle. Your life still belongs to them, but they no longer treat you like shit.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

(Long posts pls?)

1: Zeorna continued acting as a servant to the Whitecastle to slowly build up more respect for herself.

2: Meanwhile, the fact that there was another female of similar strength to her brought curiosity to Zeorna, and so would see to getting to know this other lady.

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523caf No.4592

Dice rollRolled 46, 98 = 144 (2d100)

>>4503

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 1 Copper

>Skills:

+ Gambling (50)

+ Luck (50)

>Flaws:

+ [Gambling Addict] You find it hard to turn down a gamble of any sort.

>Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

12 "Bah! With this single copper I will win a few bets, first two coppers then four, then sixteen until I've got what I need to further The Plan"

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523caf No.4778

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus.

Inventory: (Two finely crafted daggers – Heirloom)

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.4785

Dice rollRolled 98, 10 = 108 (2d100)

>>4505

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 9 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

>>4515

>>4553

>>4576

>>4509

1/2: Sigurd attempts to stop Vivian and calm her down a tad bit before she goes off and kills someone. Again. If he can't get an explanation from his younger family members, he'll try and figure out what happened by looking at the scene itself. Try and get these damnable fools some medicine for their wounds - I've the silver.

"Someone should start speaking around now.", Sigurd says coldly, looking at the chaotic mess of a scene with an air of parental authority on his stern, weathered face, clad in his expensive garb with a fresh and top-quality sword at his hilt.

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523caf No.4804

>>4785

"Fuck off" Vivian moves past sigurd to go drink.

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523caf No.4980

>>4509

You storm off only to bump into your father who tries to stop you, however you have no time for him and his honeyed words, shout in his face and push past him. Finding a quiet alleyway you quickly change into male clothes and wander off to the nearest bar you can find.

You spend some time drinking away your sorrows with fellow men who get just about equally drunk. There is a broad variation of soldiers, farmers and all sorts of craftsmen trying to escape the troubles of their everyday life. You find yourself deeply drunk in a slowly emptying bar. People are sleeping wherever they were sitting, seemingly unconcerned. The owner standing behind the counter cleaning glasses.

>Inventory:

- 5 Copper

>Skills:

+ Drinking (8)

>>4511

Hmm, dauntless spirit, beautiful mind. It wouldn't rhyme, certainly, on the other hand a good peom had no need for a rhyme. Then again you had to realize that she probably had no idea of the lyrical finesse that was associated with creating a thing of such cultural complexity. Perhaps Lilith would be unable to truly appreciate the many complexes verses and notes, countless references to other poems and stories.

You sighed as you thought about her. The only real thing you could do was try to make it right. After some time you had crafted a poem you then presented to her from outside the window. Once you were done she opened the shutters on the inside and told you to come inside. You had to climb down first of course.

Using your position you overhear a heated discussion between Count Whitecastle and his own brother Lord Alistair II. While Count Whitecastle seemed to insist on taking his men and joining the armies in their battle against the Uhlmannen his brother was violently opposed to the idea. Lord Alistair demanded that his brother immediately forget such a foolish idea. Should they send their men to support the king undoubtfully the Whitecitys would take advantage of the situation and try to seize power in the castle.

However Count Whitecastle remained unconvinced stressing that such an attack would certainly be condemned by the king who would undoubtfully come to their aid, potentially even allowing the Whitecastle family to seize the city as a whole. It was then that Lord Alistair leaned forward to his brother and whispered something you were unable to make out.

After a moment of silence Count Whitecastle agreed that he would stay within Weissburg alongside his men.

>Skills:

+ Noble Customs (5)

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523caf No.4981

>>4980

>>4515

It was already night and most apothecaries would certainly not open their doors for you. However you were certain you could wake one of them up if you made enough noise. Assisting your brother and telling the other guy who was mumbling something about revenge to follow you. It was around now that Vivan stormed off, you were uncertain what exactly was driving her, but she kept cursing on her way out, surprisingly bumping into your Uncle Sigurd who tried to stop her but failed.

There he stood clad in his fine clothes with an even finer sword demanding an explanation, but you figured he could get the explanation once you had gotten these two to an apothecary. Shaking your head you headed down the street. No apothecary in sight, however you did notice a young girl, still a few years away from becoming a true woman. Thirteen, fourteen perhaps, dressed in a bright red riding hood. She eyed you with genuine interest and as you came closer even approached you.

She inquired about your little misfortune and as you explained to her what had happened the things you had to say about yourself started to sound more and more heroic to yourself. When you finished she was impressed to say the least, her eyes had an odd glow to them.

"Aha.", she just said and continued to stare at you for a few more moments, "My name is Karina.", she finally said, "I'm a flower girl.", she then added perhaps a bit too quickly. "Wait here. I will get someone.". While you didn't particularly believe that you should put the fate of your brother and that other stranger into the hands of a random little girl you just met you still remained where you had been.

After a few more minutes you were rewarded for your faith. A number of pretty young women, all of them a few years older streamed from one of the alleyways behind Karina. They were wearing various sets of clothing, some of them even carried swords. They quickly looked towards your brother's injuries. At least four of them were trained healers you were certain. In total you counted roughly twenty of them.

After a bit of questioning you found out that they all belonged to some sort of sisterhood none of them really wanted to specify, always shooting a quick look over to Karina. They are however very interested in your story and what you have to say, all of them amazed by how fearlessly and selflessly you had attempted to rescue your brother and a stranger even though they were doing anything but making it easy for you.

>Skills:

+ Hand to Hand (25)

+ Gutter Talk (25)

>Bonus:

+ [Good Samarithan] You're a good guy and the ladies dig it.

>>4518

You wanted to head to training, however it would seem that due to some form of organisation trouble training sessions were not planned for the day. Ulrich apologized to you, however there seemed to be some conflicting opinions as to whether the forces located in Weissburg would move to assist the King and his Brother in battling the Uhlmannen or if they would remain within the castle walls for now. There had been some back and forth, with supplies being brought forth only to be carried back again. The entire thing was a logistic mess and he was honestly concerned what was going on.

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523caf No.4982

>>4981

>>4519

Having just arrived in Weissstadt you knew nothing about the place, except that it's streets were filled with people busily going about their business. You could see bands of soldiers patrolling around looking for whatever it was that bands of soldiers looked for (mostly drink and a good shag, but sometimes trouble too). It seemed the city was preparing for something and from the things you got to hear it became more and more clear that apparently a siege was to be expected.

From the sound of it an Uhlmannen horde had been roaming not far from here for some time now, however the King had already assembled an army and was now joining forces with his brother in order to utterly crush the invaders. People here either didn't seem to have gotten the notion or were still preparing for further incursions anyway as you could see several people busy reinfocring the city walls.

For now it should prove easy enough to find yourself a job with three major factions still hiring men for what they assumed to be an upcoming battle. The three factions in question were the Whitecastles ruling over Weissburg the castle in the center of the city, the Whitecitys who ruled over Weissstadt which was the city minus the castle within it, the third faction being the Turmhills which were practically just a trader's personal army.

Whom you would pick was up to you.

>Skills:

+ Searching (1)

>>4521

Holy Books were hard to come by and they were certianly an expensive thing to have. Many of them were several years old while the priests continued to relentlessly copy the book from hand over and over again. Only traders and nobles, sometimes knights possessed a book or sometimes if they were really prosperous even more. Back home your church had about 5 Holy Books, which you had studied thoroughly, noticing that at times the versions differed from each other.

All of the books were written in an old language, the language of their creation. Until now you only remember a single person who had attempted to translate the book, however many of the older priests claimed that should the book truly be translated it's words would loose meaning as one was never truly able to replicate the text's true meaning.

After a number of attempts asking around and fluttering your eyelashes you finally manage to obtain two copies of the holy book. The priest tells you to be extra careful with them as these books were indeed worth a lot of money and a rare sight to behold.

You then decide to take the word out to the people! A brothel is where you must go in order to bring the faith to the people! You search and search and find brothels without end, but which one will you choose? In the end you pick the one called church for the fitting purpose.

Entering the "Church" you find yourself plunged into a world of warm red and pink, dark wood, candles and laterns lighting the interior in cozy warmth. The moment you entered all eyes turned to you and the room fell silent. You gathered your breath and shouted into the silence, "Repent!", and held up a holy book.

The laughter was deafening, somebody shouted "I will repent with my cock in your arse!", and several other not much more creative shouts. Life immediately returned to the room with most of the people seemingly believing you were part of the "inventory" and that your holy books were nothing more than fakes. Numerous men whispered and pointed at you, other's coming right up to you and asking how much you wanted to spend some time with them. The more you told them that you weren't interested the more of them came and made you offers.

While you were disgusted by the offers the money they offered you was sheer ridiculous, at first they even offered you a silver, then two, later three. Someone even offered you five silvers if you "repaid him accordingly". Someone promised you to go to church if you pleased him and the others joined in, leading to even more laughter. It was an immensely awkward situation.

>Inventory:

+ 2 Holy Books

>Skills:

+ Unwanted Attention (10)

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523caf No.4983

>>4982

>>4524

Your fellow guards start to staunch the bleeding and after some time it seems they have brought it under control. You are still weak and will need further rest and time for your wounds to heal up.

After some arguments about your irresponsible behavior with your boss you demand to talk to the person responsible for managing the city forces, however none of the nobles are willing to be addressed by a mere guardsmen about how they will have to lead their armies and the King was still a long time away somewhere near the capital waiting to join forces with his brother.

>Skills:

+ Justice (3)

>Flaws:

- [Swiss Cheese]

+ [Bandaged Cheese]

>>4527

To your discontent it soon turns out that only very few have any experience when it comes to fighting whatsoever and none of them are trained in training themselves. Progress is slow and sporadic, all of the experienced fighters have either already picked a side or joined the mercenaries.

You manage to beat the peasents rather easily and safely. They try to get at it several more times but you keep hitting them on the head. At the end of the day you get the feeling the only person who has really learned something is you.

>Skills:

+ Scythe Fighting (3)

>>4549

The guard takes a pity on you and also accepts the silver greedily enough. You manage to get some sort of creame smeared onto your back which is supposed to keep the wound from infecting for now. Scars will stay none the less.

You then make your way to the church, however nobody seems to be there. Alone you wait under the hostile gaze of the priests who go about their daily business. You have been punished certainly, but in their eyes your sins seem to be all but forgiven.

>Inventory:

- 1 Silver

>Flaws:

- [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

+ [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched.

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523caf No.4984

>>4983

>>4553

You mumble about revenge when the other guy in Turmhill armor tells you to follow while helping up the other guy. Meanwhile the girl just stormed off. With no better direction to head you follow them until your little band bumps into some girl.

After a short bit of conversation she hurries off and returns with a number of helpful women who take care of your injury. Fixing your fingers hurts like hell, however the woman assures you that if you kept it in the badnage it should heal properly.

>Flaws:

- [Broken Fingers] The fingers on your right hand are broken. They hurt like hell, blue and swolen they don't look pretty either. You should really let an apothecary look at that.

+ [Splinted Broken Fingers] Your fingers on the right hand are still broken but have been treated properly. In time and if you don't strain them in any way they should heal nicely.

>>4576

Your brother takes excellent care of you, helping you onto your feet and down the street. At first you think you aren't going to make it anywhere but then you and your brother bump into a girl. After Wikiver let's his charm play she runs off to return with a bunch of women who help you and the other guy while your brother keeps chatting them up.

They fixed your leg, meaning they forced it into the right position and splinted it. Sure it still hurts and they tell you not to stress it in any way, but you feel better not. It's bandaged up all nicely. As long as you don't stress it this should heal nicely.

>Flaws:

- [Broken Leg]

+ [Splinted Broken Leg]

>>4587

Everything seems to be going as planned, who knew perhaps they would actually allow you to become the direct helper of the Turmhill boss. But those guys didn't look like they like you. A bunch of people wearing each wearing a different weapon with red cloaks. Six of them if you counted correctly.

"You're coming with us.".

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523caf No.4985

>>4984

>>4591

You continue to act the good servant you are. Of course it was degrading work but you continue to play the good servant and get along. People like you though you could hardly say that they feared or respected you. While you already had some experiences how the court business works you manage to make a few more adaptions. However this time around you spot a familiar face. Eric. A member of your family was eavesdropping on a discussion between Count Whitecastle and his brother. Certainly you had no idea what this was about and he hadn't noticed you yet. You could proceed however you wished.

When engaging in conversation with the new musclegirl on the scene you quickly realize that she was not highborn. With an accent that let you conclude that she was born and raised on a farm she told you that she was on duty and that she had no time for lollygaging. You continuously tried to get a few words out of her but she just stared right through you. Too busy guarding lord Ash's quarters from the looks of it. Or perhaps there was something else? You hadn't heard any rumors about Lord Ash and a muscular guardswoman, then again you probably weren't the person anyone would go to for that sort of rumor.

>Skills:

+ Noble Customs (5)

>>4592

Put it all on red! I will roll the 12! Now I will roll the 7! 21! Somehow you manage to make quite an astonishing amount of money with your lucky dice and luck in general. That is until they kick you out, lucky for you they have no proof of you cheating so they will just have to let you go instead of breaking your legs.

>Inventory:

+ 2 Silver

>Skills:

+ Gambling (5)

+ Luck (2)

>>4785

Oh yes and how heroic you looked! With your little cape flying in the wind and your noble clothing! And then your daughter hurled an insult at you and pushed past you while your nephews made their way down the street merely acknowledging your presence. Well uh.. alright then, that was your plan anyway!

After slowly moving down the street your nephew bumps into a girl whom he quickly envelopes in his charm. She hurries off and returns with a large number of women who take to the injured. You do not know who they are but they seem to have some serious medical expertise as they quickly take care of Edmund's injuries as well as the other man in Turmhill armor who was still sticking around.

>Skills:

+ Pompous (4)

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523caf No.4986

>>4985

>>4591

You continue to act the good servant you are. Of course it was degrading work but you continue to play the good servant and get along. People like you though you could hardly say that they feared or respected you. While you already had some experiences how the court business works you manage to make a few more adaptions. However this time around you spot a familiar face. Eric. A member of your family was eavesdropping on a discussion between Count Whitecastle and his brother. Certainly you had no idea what this was about and he hadn't noticed you yet. You could proceed however you wished.

When engaging in conversation with the new musclegirl on the scene you quickly realize that she was not highborn. With an accent that let you conclude that she was born and raised on a farm she told you that she was on duty and that she had no time for lollygaging. You continuously tried to get a few words out of her but she just stared right through you. Too busy guarding lord Ash's quarters from the looks of it. Or perhaps there was something else? You hadn't heard any rumors about Lord Ash and a muscular guardswoman, then again you probably weren't the person anyone would go to for that sort of rumor.

>Skills:

+ Noble Customs (5)

>>4592

Put it all on red! I will roll the 12! Now I will roll the 7! 21! Somehow you manage to make quite an astonishing amount of money with your lucky dice and luck in general. That is until they kick you out, lucky for you they have no proof of you cheating so they will just have to let you go instead of breaking your legs.

>Inventory:

+ 2 Silver

>Skills:

+ Gambling (5)

+ Luck (2)

>>4785

Oh yes and how heroic you looked! With your little cape flying in the wind and your noble clothing! And then your daughter hurled an insult at you and pushed past you while your nephews made their way down the street merely acknowledging your presence. Well uh.. alright then, that was your plan anyway!

After slowly moving down the street your nephew bumps into a girl whom he quickly envelopes in his charm. She hurries off and returns with a large number of women who take to the injured. You do not know who they are but they seem to have some serious medical expertise as they quickly take care of Edmund's injuries as well as the other man in Turmhill armor who was still sticking around.

>Skills:

+ Pompous (4)

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523caf No.4987

File: 1435263421193.jpg (414.71 KB,800x533,800:533,__the_enemy_village_is_our….jpg)

>>4986

>TELL ME YOUR UPDATES

>The Newscrier reports:

Armies continue to move but no reports of clashes or anything of the sorts.

Lords to the far West would like to join a different Kingdom, King says no.

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523caf No.4988

Dice rollRolled 5, 3 = 8 (2d100)

>>4980

>Name:Vivian Nation

>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>Inventory:

>>>+ Father's Sword

>>>+ Plain Clothes (Female) [Wearing]

>>>+ Plain Clothes (Male)

>>>Money: 31 Copper

>>>Skills:

>>>+ Swordfighting (50)

>>>+ Survival (50)

>>>Flaws:

>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>Bonus:

>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>Skills:

>>>+ Drinking (4)

>>>+ Intimidate (4)

>>>+ Hand to Hand (7)

>>>+ Girl Talk (5)

>+ Being a douche (5)

>Drinking (8)

>>>Job:

>>>+ Warehouse Guardian (+ 6 Copper / Turn)

1:Vivian spends the next couple of minutes ranting to herself about all the cunts in her life.

"Family's a bunch of hoity toity aristocrats who I'm surprised lasted outside their stinkin castles.They all look at mi like i'm sum kinda beast. 'Vivian watch your tounge' 'Vivian wash urself'. I mean look at mi do i look like sumone made for the noble life. Then there are dem black dragon cunts, if they just fuckin hated mi or wanted mi dead i'd be fine wit it, but this passive agressive bullshit 'I gave up on Vivian the moment she murdered her own people' what a load a crap. Scherer been killin folks since I was still on the teat, hell i saw im kill a guy cus he spilled his drink. Now he's mad at me for bein violent. Fuck him then"

After her rant she passes out at the bar and stays there till morning.

2:Vivian wakes up in the morning hungover like a rat who fell asleep in a wine cask. Trudging her way to the warehouse to get her day of work out of the way.

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523caf No.4994

Dice rollRolled 81, 43 = 124 (2d100)

>>4980

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 76 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (55)

>+ Sneaking (36)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1-2. Set up a date with Lilith. Darnnit it this will go perfectly or else! +Lilith's Iron Flower +55 Noble customs -Forgettable

>>4785

The internal politics of the city are keeping their forces here Uncle No more to report. If we resolved this we may help the city a great deal.

long pls.

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523caf No.5005

Dice rollRolled 50, 96 = 146 (2d100)

>>4982

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 8 copper

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (20), & Zeal (20)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy

1-2 Try to convert the prostitutes maybe they were forced to accept the position by others well faith shall purify everything

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523caf No.5024

File: 1435272108581.jpg (9.36 KB,270x187,270:187,download (1).jpg)

Dice rollRolled 51, 17 = 68 (2d100)

>>4983

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

>+ Helmet

>+ Leather Guard Armor

>+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

>+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

>+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

>6 Silver

>+ Whitecity Guard (+1 Silver/Turn)

1. See what happened to that girl I saved, is she okay? What did those men want with her? Inquire about her.

2. I am no "mere guardsmen" I am a former general from a faraway land, and a noble for a fallen house. I crossed my blade with the Uhlmannen many a time, and I've seen them burn countless cities to the ground, I've seen large armies ground to dust and good men fall to there saber and arrow. I've lost my home and my family to these barbarians, and all I have left is an ancestral longsword, I came to this city to escape the destruction of my old home, and to forget the losses I've suffered to the Uhlmannen hordes, now they come again to wrought destruction and sow pain, and I stand in a position to stop it. These nobles are not talking to a "mere guardsmen" but to what they will become if they do not heed my sage words. I speak from experience, if they try to engage the Uhlmannen in a manner as to which they have other enemies of the land, the king with lose and army and a kingdom. These nobles will have their heads put on pike at the front of the horde, a macabre testament to what happens to those who resist. And the women of this country would be better off throwing themselves off the walls rather than face the Uhlmannen conquerors.

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523caf No.5026

Dice rollRolled 34, 86 = 120 (2d100)

>>4981

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 29 copper

+ 7 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (54)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (31)

+ Lover (5)

+ Running (53)

+ Gutter Talk (33)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

Fluffy

1. Practice with Emilia some time during the day.

2. Talk with my fellow guards to see what the general consensus about the invasion and, if possible, what the plans of the Turmhill are in regards to the fighting.

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523caf No.5034

Dice rollRolled 39, 90 = 129 (2d100)

>>4982

Name: Julian Nation

Fluff: Julian has been trained and raised in the ways of nobility. He acts like a noble, walks like a noble, talks like a noble, and fights like a noble. Among his family he percieves himself the most honorable, and always tries to act the part.

Inventory:

+Chain of the Eye's

>Skills:

+ Chainfighting (50)

+ Noble Customs (50)

+ Searching (1)

>Flaws:

+ [Too Chivalrous for this Shit] You are so honorable doing anything dishonorable will fail spectacularly. Even letting something dishonorable happen with your knowledge will get you into serious trouble.

>Bonuses:

+ [Noble Knight] Everyone knows how Honorable you are and people will be inclined to trust you with things believing you will keep your word.

1,2. Well a fine noble like me should only work for the best. Let us see about working for these whitecastles…

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523caf No.5061

Dice rollRolled 55, 85 = 140 (2d100)

>>4986

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 1 Copper, 2 Silver

>Skills:

+ Gambling (55)

+ Luck (52)

>Flaws:

+ [Gambling Addict] You find it hard to turn down a gamble of any sort.

>Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

12 Gamble a nobleman out of his fancy clothes, ive got my Plan and I need those fancy duds

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523caf No.5071

>>4778

>Inventory:

+ 2x Finecraft Family Dagger

>Skills:

+ Daggering (25)

+ Drinking (25)

+ Sneaking (25)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periots of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

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523caf No.5073

Dice rollRolled 75, 34 = 109 (2d100)

>>4984

>Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>>Inventory:

>+ Plain Clothing

>+ Gold Pendant Flute

>+15 copper

>+ Curved Dagger

>+ Turmhill Leather Armor (Almost Finished)

>>Skills:

>+ Flute Play (29)

>+ Knife Throwing (25)

>+ Dancing (25)

>+ Swordfighting (25)

>+ Sneaking (28)

>+ Smithing (20)

>+ Running (10)

>+Searching (3)

>>Flaws:

>+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>>Bonus:

>+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>>Job:

>+ Smith Assistant ( 5 Copper / Turn)

+ [Splinted Broken Fingers]

>+ [Enemy - Mercenaries]

1/2: Go back to the Smithy and Create a Bow and Some arrows.

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523caf No.5076

File: 1435329080291.jpg (267.33 KB,523x700,523:700,1434559965045.jpg)

Dice rollRolled 30, 89 = 119 (2d100)

>>4981

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[5 Silver; 6 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (73)

+ Riding (50)

+ Insults (4)

+ Dodging (7)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Advise him to stay within the walls ominously, then move on. Challenge more people to fights, fighting in the dirt arena from before, maybe starting a betting pool

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523caf No.5211

Dice rollRolled 11, 19 = 30 (2d100)

>>4986

>>4994

>Name:

Zeorna Nation

>Inventory:

[Bands of the Titans]

[Servant's Clothing]

>Skills:

Hand to Hand (59)

Noble Customs (38)

Intimidation (26)

Lover (5)

Haggling (1)

>Flaws:

[Bulldog] The term bulldog probably describes you best. You have quite a temper and an angry face to go with it.

[Servant] You are a servant to House Whitecastle. Your life still belongs to them, but they no longer treat you like shit.

>Bonuses:

[Big Girl] You're a big girl and not just for you. You gain a bonus to all physical related things except of course things such as hiding.

(Long Fluff, I'm a wordivore, whatever that is)

1&2: Eric? It was funny how it was the least noticeable person of the 'Nation' family was the first one that she met after such a long time. It would be best suited to get permission from a Whitecastle noble to contact him, no matter how humiliating that might be. Once permission is made, it would be time to meet up with him, and see whatever he was up to.

After all, it's unlikely that he would catch a date, with such a forgettable look that his face gives off…

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523caf No.5237

Dice rollRolled 44, 63 = 107 (2d100)

>>4987

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric (Once a veritable social butterfly) became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus. He used to be proud of the noble blood that ran in his veins, but now it means little more to him than the clothes on his back, serving as a painful reminder of easier, happier times.

>Inventory:

+ 2x Finecraft Family Dagger

>Skills:

+ Daggering (25)

+ Drinking (25)

+ Sneaking (25)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periots of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

Athelric rolls out of the hay pile he'd been sleeping in, two bottles crashing to the floor below him. He picks the straw off of his clothes, or as much as he can. He likes the smell of farms, though. When he gets his shit together, he might just buy one. Unfortunately, he is not in a farm, he's just in a pile of hay. His heavy clothes kept the damp morning dew off of him as he slept, but now they need to dry. He wanders out to an open area and strings up his clothes. With his rags drying, Aethelric decides to figure out what the fuck is going on, as the past week has been a bit of a blur of binge drinking. His mouth tastes like iron, and his head throbs. The young man shakes off his red hair, and straps his daggers to his scarred, but muscular body, still not noticing anything but his headache. Unfortunately for him, this means that he doesn't remember leaving his only set of clothes out to dry.

1. Wander around and figure out what's been going on for the past week or so.

2. Find some booze to chase away this hangover. Beer, lager, ale, mead, stout, lambic, fucking grog would work. A man's not meant to be this dry.

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523caf No.5250

File: 1435393655192.jpg (131.21 KB,333x500,333:500,SJM0008-16_P.JPG)

>>4983

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory:

>+ Family Key

>+23 copper

>+one set of fine clothes

>+one rough robe

Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (1)

>+Homosexual(10)

Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>+ [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

Job:

>+underwear maker with the weaver's guild (6 copper/turn)

Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

1. find a doctor to get proper bandaging for my back

2. ask around for information on the approaching barbarian hoard

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523caf No.5259

Dice rollRolled 29, 85 = 114 (2d100)

>>5250

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523caf No.5285

Dice rollRolled 98, 78 = 176 (2d100)

>>4983

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (57)

+ Preaching (55)

+ Zeal (33)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (12 Copper) (+1 each turn, costs 1 Copper per turn)

Well, I could have sworn that we had recruited some mercenaries or town guardsmen. Apparently the Red Cloaks are only good in a fight when there are a lot of them and a single unarmed peasant. We will need to adapt. Bartholomew stands on an elevated position and gathers the people’s attention.

“Hark, followers of the Faith! Do not lose heart in the face of what has occurred this hour. The coming night will be long and we must endure it together guided by the light of our Lord God!” Bartholomew examines the faces of those gathered and continues.

“I cannot in good faith allow you to fight on the front lines when the Barbarians come, however, do not lose heart. Every army throughout history, every crusade ever done in our lords name has required support from the people they fight for. Assist the front lines, supply ammunition, clean wounds, run messages, support the fighters in any way that you can. I will be there on the frontlines fighting and I will be leaving my back to you, the faithful.” Bartholomew raises his voice even higher and extends his arm. “So, children of God, if you cannot stand beside me on the frontlines I ask that you support me so that I and the other soldiers may stand against the coming hordes! Recruit the common man! Support the soldiers! Defend our city! God is with you!”

1-2. Inspire those that followed me. They shall become a ripple to ring throughout the city.

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523caf No.5286

>>5285

Whoopsies forgot to signify the bonuses that are relevant.

+ Preaching (55)

+ Zeal (33)

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523caf No.6995

>>4988

You get drunk. More drunk than usual that is. As you wake up in a forest with vague memories of a dream about having sex with a bear (it was a dream right?) the first order of business is puking your guts out figuratively. You feel like shit.

You got so lost in the forest that it took you all day to find your way back to the city. When you arrive it's way past your shift, your boss is pretty angry with you, but from the looks of it you still got the job though he won't pay you today.

>Skills:

- Drinking (2)

>Other:

- Don't add your job payment this turn

>>4994

For once things could go right. Should go right. What would Lilith like? Flowers probably. After all, every woman loved flowers right? Passing by some botanists you looking for a flower resembling the one Lilith gave you. It wasn't hard to find as her motive had apparently been one of the more common forest flowers.

In bright red, yellow, black and pink.

Certianly the red one would be the most traditional, however for some reason you ended up settling for the pink one. You weren't sure if pink was Lilith's favorite color but you would find out either way. Picking up a little sweet something of which you couldn't quite decide what it was you headed down to the smithy.

Lilith's father was busy with his work, the war or however one wished to describe the black cloud of impending doom that was hanging over the city was keeping him busy and thus he barely noticed his daughter slipping past him.

You gifted her the flower which made her very emotional for some reason, perhaps she saw it as sort of a very insightful reference to the flower she had gifted you, or perhaps she was even interpreting a variety of other things into the gesture, but what mattered most was that she liked you again.

The thing you had picked up from the bakery was sweet, almost too sweet for your taste, however Lilith seemed to like it and so you played along. Afterwards you went on to making up stories about people that were randomly passing by, sometimes they would even get into conversations with others proving your theories wrong most of the time.

Once or twice Lilith managed to make up pretty accurate stories, once for a Western Nobleman who was on his way to the captial, the other about some servant to the Whitecastles. However you already knew the man who was a colleague of yours and managed to impress with even more detailed inside knowledge, perhaps too much as Lilith begain suspicious and called you out on your insider information.

The sun was already slowly setting when you returned Lilith to the smihty, clinging to your arm she told you all about her father's long work hours and how it had always driven her mother mad that he became so focused while at work.

Finally the time to part had come and Lilith gave you one last passionate kiss. Perhaps you could invite yourself inside? Or you could try to go about this a little slower, after all it was all but customary.

>Inventory:

- 4 Copper

>Skills:

+ Noble Customs (5)

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523caf No.6996

>>6995

>>5005

>forced to accept the position by others

(I see what you did there)

You try to convert the prostitues talking on them about repentance and the protection of the church. Surprisingly enough they are willing to listen to what you have to say and as it turns out many believe in the truth of God and the church, however they merely believe that what they do is not against the holy texts.

Apparently they see themselves as some sort of holy insitution themselves, providing love for the unloved. While in some context and with both eyes closed this may be considered true you are fairly certain that this kind of "love" is not what the holy text was implying.

When you try to go on the prostitues begin taking more of an itnerest in you as a person. They compliment you on how cute you are and you are pinched in cheeks and your side several times and even receive a number of pats and hugs. The topic then changes to whether or not you have a man at your side. When you frevently deny that you need anyone else but god in your life they give you a number of pitiful looks.

You think you had effectively buried the topic however after a short moment of silents one of them commented that you were "really pretty" and merely "need to put yourself more out there". You really don't want to inquire but quickly the others agree and begin to swarm you. Some of them run their fingers over their lips until they turn red from the lipstick and then apply them to yours.

While trying to resist as best you can you are eventually overwhelmed. The procedure took only a few minutes though you will probably never forget the feeling of helplessness as these women ambushed you. When you finally get to look into a mirror you have to admit that you really do look good, even better than before, though this was hardly what you came for.

>Skills:

+ Whore Relations (10)

+ Makeup (5)

>>5024

You inquire about the woman but fromt he looks of it nobody really cared to bother for the victim. However none of the other guards remember anyone except the cloaked men dying so she must have gotten away.

You vent yourself as to your many long experiences and perhaps your superior would have listened to you, however after going off like that and acting batshit crazy, literally disguising yourself as a bat he merely looks at you with a deep long sigh. "Really Tacticus if you don't wish to work here you can merely say so.".

>>5026

You continue to practice with Emilia, however today not much progress is made as she continues to talk about "the one cutest girl you have ever seen" coming into the whorehouse and trying to convince everyone to repent. Needless to say she didn't get very far.

The general consensus is clear. Their first priority is protecting the Turmhill family and joining up with the Whitecity and Whitecastle forces if ordered too. Should the city come under attack they are primarly tasked with the defense of Turmhill property from looters, however should the walls be breeched they will also be tasked with providing escort in order for the Turmhill family to evacuate the city.

>Inventory:

+ 1 Copper

>Skills:

+ Swordfighting (1)

+ Charisma (2)

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523caf No.6997

>>6996

>>5034

You show up to the Weißburg a certainly old and impressive castle. It doesn't take you long to see that the Whitecastles have some very capable veteran warriors protecting their castle, however there are even more raw recruits. You are gladly accepted into the ranks of Whitecastle Soldiers, though for now at a low rank.

>Job:

+ Whitecastle Soldier (+ 15 Copper / turn)

>Inventory:

+ Iron Sword

+ Whitecastle Leather Armor

>>5061

You feel lucky and really you are. in the end you manage to actually factually gamble a nobleman out of his clothes. At first he tries to play it off as merely joking, however the house does not take kindly to people who don't pay their debts and so he strips. Although now some fancy clothing richer you will have to look out for yourself, the bouncers have begun to notice your considerable luck and will perhaps get rowdy should you try to go too far with it.

>Inventory:

+ Fine Clothes

>Skills:

+ Gambling (4)

+ Luck (1)

>>5073

Because if this entire experience has taught you one thing it's that you should mess with several hundred mercenaries.

You proceed back to the smithy however you quickly find out that neither bows nor arrows are made at a smithy. Merely arrowheads and with your broken fingers you are even incapable of making those. When the smith notices your injury he seems concerned and asks what happened to you.

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523caf No.6998

>>6997

>>5076

Throwing your own two cents into the argument you advise Ulrich to remain within the castle walls. For a moment he looks at you uncertain whether to put you in your place for trying to teach him something about warfare or to follow your advise as you evidently knew something about the matter. A few seconds passed with him just staring at you but in the end the latter prevailed.

You continued to fight a few more men for your silver, while you weren't exactly paying a fortune for your food and bed the money was more than good and you intended to stack it now so you would have it once push would come to shove.

After a few more rounds of successful kicking the ass of raw recruits you found out that it was apparently not up to Ulrich to make decisions of whether to have the men march forth or not. Count or Baron Whitecastle, depending on whom you asked, seemed furious about this delay of his men. He was steaming and yelling at several Commanders who quickly bowed and apologized.

Ulrich, who apparently was whom the Count was looking for, quickly approached you, looking deep into your eyes. "Aiska.", he addressed you directly, "I need you to tell me how certain you are that we should not march the army outside to meet with the King's forces. If I am to prevent us from going I will need you to be absolutely certain that this is the right course of action.".

This was a surprising turn of events. For you to be so directly involved in this.. it was certainly unorthodox. The Count who had apparently seen Ulrich was coming over now, you had never seen him this angry. Then again you had never seen him angry in the first place. You needed to make a decision and fast.

>Inventory:

+ 2 Silver

>Skills:

+ Polearms (3)

+ Dodging (2)

>>5211

You weren't sure what being a serve implied so certainly it would be best to simply ask what you could and couldn't do. Certainly it could have limits, then again you sure didn't intend to get your hands cut off merely because you didn't ask someone for permission in order to talk to some outsider.

You looked around for a Whitecastle to grant you permission, however you couldn't seem to find any. When you did you felt it would be best not to ask, as it was Count Whitecastle and he was steaming with anger, rushing past you with a number of advisers in his back.

You were unable to find either the big one or his father and you only heard ominous noises from Lord Ash's room, having a rather good idea of what he was doing with whom. Probably that other big guardsman or well guardswoman.

There was still the matter of the young Lady who was actually daughter of the Count, what was her name again? Right Faye, however while you were certain she would grant you permission to contact your family you were just about as uncertain whether her word would count for anything.

A little desperate you talked to some of the servants who had no idea whether it was allowed themselves as none of them were serfs and merely hired by the Whitecastles.

Bummer.

>Skills:

- Noble Customs (1)

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523caf No.6999

>>6998

>>5237

You wander through what appears to be a forest. The entire place seems to be rather empty except for young girls in red riding hoods here and there picking flowers. When you finally manage to find a farmer who is on his way to sell his harvest in the nearest city he gives you a quick rundown of the latest news.

- Some Uhlmannen (read: Huns or Mongols) are causing trouble in the Empire

- The King is preparing a force to counter this incursion

- The Local City and the Castle within are ruled by two fueding families

- Refugees from the East continue to flock to the city

You thank the man and go on in order to find some booze. Unable to believe your luck you discover a tavern in the middle of the forest near a small river. Unfortunately you have no money on you.

>Skills:

+ Charisma (2)

>>5250

You try to find a Doctor for your back, but walking is really putting a strain on you so you just sit down somewhere to rest for a bit.

While sitting on your ass trying to recover some stamina to go to a doctor you try to find out a bit more about the horde and some people actually talk to you about it. One has heard that it is lead by a Warlord widely known as 'the Griffin'. The men he leads are said to be in the tens of thousands.

>Skills:

+ Vigilance (2)

>>5285

Of course telling someone they are not fit to fight is never exactly a nice message to get across, however you have managed to do so rather well. They are convinced that their role in the siege, which you make quite sure *is* going to happen will be a vital one. They will do what is necessary, you are certain of it!

>Skills:

+ Preaching (5)

+ Zeal (5)

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523caf No.7000

File: 1437264787323.jpg (149.98 KB,1280x466,640:233,1381545196201.jpg)

>>6999

7000 get?

>Nothing new on the frontlines of war

>Armies continue to move

>No new reports of Uhlmannen attacks

>Don't forget to tell me whether you like short or long fluff

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523caf No.7003

Dice rollRolled 1, 61 = 62 (2d100)

>>6996

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 10 copper

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (5) & Zeal (20)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy

1. Try to find a marketplace to get some bread hopefully to feed these poor women of the cobblestone streets.

2. Continue to preach to these whores hopefully god can help them out of this position

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523caf No.7004

Dice rollRolled 25, 20 = 45 (2d100)

>>6995

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 77 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (60)

>+ Sneaking (36)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Give Lilith a Kiss goodnight and promise to call on her again soon. I will be a gentleman, even if I really want to push things forward faster. Lilith deserves as much, she's classy and smart. +60 Noble customs +Lilith's Iron Rose

2. Ok now go work off some steam with my dagger in the practice yards. I'm getting rusty. +35 daggering

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523caf No.7006

Dice rollRolled 33, 72 = 105 (2d100)

>>6995

>>Name:Vivian Nation

>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>>Inventory:

>>>>+ Father's Sword

>>>>+ Plain Clothes (Female) [Wearing]

>>>>+ Plain Clothes (Male)

>>>>Money: 31 Copper

>>>>Skills:

>>>>+ Swordfighting (50)

>>>>+ Survival (50)

>>>>Flaws:

>>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>>Bonus:

>>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>>Skills:

>>>>+ Drinking (4)

>>>>+ Intimidate (4)

>>>>+ Hand to Hand (7)

>>>>+ Girl Talk (5)

>>+ Being a douche (5)

>>Drinking (10)

>>>>Job:

>>>>+ Warehouse Guardian (+ 6 Copper / Turn)

1:"Ah fuck my head. Shit what happened. Oh fuck right those cunts jumped me, said some condescending bullshit bout family or whatever and stormed off. Man fuck those guys."

Vivian spends the day working since she missed the day before hoping to god she doesn't have to see those drunken cunts again.

2: Vivian heads to the church after her shift. She's spent enough nights sleeping in bars she should probably spend time with her family or whatever.

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523caf No.7014

Dice rollRolled 26, 91 = 117 (2d100)

>>6996

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 30 copper

+ 8 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (55)

+ Dragon Fang Combat (53)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (31)

+ Lover (5)

+ Running (53)

+ Gutter Talk (33)

+ Charisma (2)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

1. Continue to practice with Emilia. I am worried about her and the other whores. If the horse barbarians break through the walls they will want to celebrate if they win and will care little about payment or willingness. If push comes to shove she needs to be able to protect herself and the others. Granted that is the reason she wanted to learn in the first place, but I am not going to let her fail just because I did not train with her enough.

+My Nation senses are tingling [in case I am close enough to help Anon and the near rape he will go through.]

2. I need to practice with the other bodyguards more. Offer up what I know about the Uhlmannen from when my lands were attacked and talk to the others about strategies that would be effective. Two things of importance will be shields and not being in open spaces to be surrounded by horsmen.

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523caf No.7031

Dice rollRolled 17, 90 = 107 (2d100)

>>6997

>Fluff: A man that always seems to be shorter than any one in a room. Dante considers himself A jack-of-all-trades. He would Work With Blacksmiths, Train with the Castle Guard, Aid the Apothecaries In treating the sick. His father taught him from a young age How Toss a dagger with marksman like skill. His mother Taught him Dances, and how to play the lute and sing. When Uhlmannen came, and took away those Merry faces Of the People, His loving father and mother. He tried his best to resist them, but he was not strong, not fast not clever enough. He Had but one Thing left now; The Pendant Flute His mother Use to wear, the only thing he managed to pull free from the Uhlmannen Soldiers. He has Hope that he can restore The Peoples smiles One day, and maybe grow a few inches taller while he's at it.

>>Inventory:

>+ Plain Clothing

>+ Gold Pendant Flute

>+15 copper

>+ Curved Dagger

>+ Turmhill Leather Armor (Almost Finished)

>>Skills:

>+ Flute Play (29)

>+ Knife Throwing (25)

>+ Dancing (25)

>+ Swordfighting (25)

>+ Sneaking (28)

>+ Smithing (20)

>+ Running (10)

>+Searching (3)

>>Flaws:

>+ [Lack of Concentration] Whenever you really need to concentrate on one thing at a time you are going to get some issues. Really focusing is not your strong suit.

>>Bonus:

>+ [Jack of All Trades] You gain a bonus to newly learning skills, however you do take a penalty to advancing them once you have reached a certain level.

>>Job:

>+ Smith Assistant ( 5 Copper / Turn)

+ [Splinted Broken Fingers]

>+ [Enemy - Mercenaries]

1/2:"I tried to save a young girl. I got this and no thanks In return. I'll be damned if It stops me from working though!" (Craft throwing knives)

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523caf No.7035

Dice rollRolled 52, 57 = 109 (2d100)

>>7000

Nice get.

>>6999

>Inventory:

+ 2x Finecraft Family Dagger

>Skills:

+ Daggering (25)

+ Drinking (25)

+ Sneaking (25)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periods of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

1. Well, it's time to hit the tavern. We need money somehow. Athelric stumbles through the doors and asks the barkeep if there's any work that needs doing, still not understanding why hes so cold,yet comfortable.

2. While I'm in there, I'll case the place. See if there's anything worth stealing, where the entrances and exits are, if there are any guards, how strong the owners look like, and most importantly: closing time. I'd strike probably an hour or two after that.

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523caf No.7039

Dice rollRolled 19, 31 = 50 (2d100)

>>6997

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 1 Copper, 2 Silver, Fine Clothes

>Skills:

+ Gambling (59)

+ Luck (53)

>Flaws:

+ [Gambling Addict] You find it hard to turn down a gamble of any sort.

>Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

12 I am a nobleman from the Nation Family, and ive got some decent clothes now so I should be able to get an officer's position in the army to repel the invaders and with it; decent pay, my own living quarters perhaps and most importantly a spot at the officers card table where I can fleece them like chickens. Ah the wonders of impending war almost guaranteeing me a good pay and position suitable for a noble such as myself.

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523caf No.7501

Dice rollRolled 11, 77 = 88 (2d100)

>>4986

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 9 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (60)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

1. For christ's sake - I should go find Vivian and make sure she hasn't gotten herself killed yet.

2. After I make sure she's not dead, I need to get back to Whitecity manor - I have children to tutor, and much political maneuvering to do, and fast.

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523caf No.7502

File: 1438384227970-0.jpg (18.98 KB,510x321,170:107,Ancient-Book.jpg)

File: 1438384227001-1.jpg (114.88 KB,900x1000,9:10,rachel_alucard__colored__b….jpg)

>>7000

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory: [Do not fill this out]

Demonic Tome

Skills: [Do not fill this out]

Flaws: [Do not fill this out]

Bonuses: [Do not fill this out]

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523caf No.7509

>>7003

You continued to preach to the whores who really took a liking to you. They sat around talking to you, some even trying to apply more makeup, when they ought to be working and though they weren't admitting to any changes in their religious views you were certain that every minute you kept them from sinning was a minute well spent.

Time passed quickly and before you knew you found yourself chatting about this and that, however zealous as you were you quickly managed to return to the topic of religion. Things seemed to be going your way and the women slowly began to admit that they may have been neglecting their faith when a young man entered.

He had feline features was good looking and perhaps a bit older than you, though not by much. He looked more like the son of a Lord than anything else. His eyes almost had something preying as they wandered through the establishment. Then his eyes fell on him and you noticed a slight blush.

With quick but loud steps he came over, "I was rather certain we had an understanding.", he said in a voice that indicated that he was trying too hard to mask his anger. Grabbing you by the arm the young man pulled you up and towards the door, "I usually don't make errors like this.", he noted as he steered you towards the exit.

The man opened the door and forced you out of the whorehouse with a surprisingly soft push, "Tell your Preacher our deal his off. He can fund his orphanage and whatnot himself.". The door slammed shut and you were left out on the street, people eyeing you curiously.

You had been thrown out of a whorehouse. There was a first time for everything.

>Skills:

+ Makeup (1)

+ Zeal (3)

>>7004

You lean forward to give Lilith a goodnight kiss but she pulls back. When you pull back yourself she comes around to lean forward. It's a rather awkward situation but in the end you find each other. You leave her yearing for more.

The practice yards in Whitecastle were filled to the brim with inexperienced soldiers. You had someone reserve a spot for you, however they forgot you had asked them and so you eneded up waiting a looong ass time only for an instructor to take the spot you had been waiting for so long. Bad luck.

>>7006

You go do your job since you felt like you owed it to your boss. Things turned out to be rather boring. Nothing special happened, not even the three drunk shits. Who knew perhaps they had gotten yourself killed. Rather surprising however none of the mercenaries crossed your path either.

You head towards church this time in hopes of finding some of your family members now that you've calmed down. You are surprised to find out that not a single one of them seems to be here! Not even Bartholomaeus or Natasha the members of the family who never leave church. However you do notice a number of armed men guarding the church. They didn't really look like the fighting type but some sort of militia?

>Skills:

+ Being a douche (2) (because why not)

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523caf No.7510

>>7509

>>7014

You practice a bit more with Emilia. She continues to improve but you can't shake the feeling that things won't turn out well should the Uhlmannen sack the city. Then again it wouldn't turn out well for anyone within it. Then for some reason you think about Natasha. No real idea why and you get sort of an odd feeling. However soon you shake it again, apparently nothing dangerous, just a little trouble but nothing threatening.

Practicing with the other bodyguards you quickly to prove one of the most able. The others respect you more for this but they respect you even more once they find out you've crossed swords with the Uhlmannen before. Your experiences prove to be worth the time as it is incredible how little the people here knew about the Uhlmannen.

Soon you have enlightened them as to the different fighting styles and tactics and you are certain that this lesson will save lives in the months to come.

>Inventory:

+ 1 Copper

>Skills:

+ Swordfighting (3)

+ Dragon Fang Combat (1)

+ Anti-Uhlmannen Tactics (10)

>>7031

Quickly the smith took the hammer from your hands. "You poor fool, if you continue to stress yourself like this you will loose the entire hand.", he looked at you with genuine concern, "If you want we can go to the guards right away, however you will have to calm yourself. Rest assured that no man injured for a just cause will loose his spot as my apprentice!", he proclaimed almost excitedly.

"I will just stem the load myself for now.", he said with a sigh looking over the countless unfinished armors and weapons lying around, "Perhaps I will get one of my daughters to help me out.". He then looked back at you, "Either way, you stay still and don't move your hand too much, I would hate to loose an apprentice such as you!".

>Skills:

+ Mr Smith's Approval (15)

>>7035

You are uncertain how to make money with nothing on you. Perhaps you could become one of the bouncers? Of course bouncing wasn't your strong suit as much as cutting people. There were also a number of dangerous betting games available, however those required some sort of input. Lastly there was also a board with a number of contracts on it, you were certain it was shady work but perhaps there was something for you in it.

You can't make out anything worth stealing. There's no gold or anything except for the little money the people in the tavern have on them. You somehow fail to spot a bouncer or guard of any sort. He was either well hidden or there was none to begin with.

>Skills:

+ Sneaking (3)

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523caf No.7511

>>7510

>>7039

There are three different factions to join and while certainly luck is a luck part of it, luck alone will hardly suffice to get you into an ascended leading position. The available factions are Whitecastles, Whitecitys and Turmhills. The first two being prominent noble families of the city and the third being the personal guard of a rich merchant.

>Skills:

+ Acquiring Information (1)

>>7501

You check everywhere for Vivan hoping to find any sign of her. Here and there you manage to catch a fading memory of a slutty drunk rat woman, but that's about it. Something about her running off into the woods? You spend half the day looking for her but to no avail. You have checked pretty much every tavern in town but she is nowhere to be found.

Proceeding to the Whitecity manor you teach Charles a few new tricks with the blade. He is still weak compared to you, then again you are an old man and he is nothing more than a young boy. Progress is swift and you prove to be a well trained swordsman once more.

>Skills:

+ Swordfighting (3)

>>7502

You find yourself in rags at the Gates of Weissstadt, a city ruled by the Whitecity family who is in an everlasting rivalry with the Whitecastle family which in turn rules over the castle located in the center of town.

Dressed in rags you find it hard to uphold your noble lineage, however even in these hard times you have managed to keep your lady like wits about you.

With nothing but rags on your body the one thing you have managed to secure was the Tome of Nation, an ancient text describing the ancestry of your hosue and their ancient practices in the Worships of Damned Spirits commonly referred to as demons.

>Inventory:

+ Tome of Nation (You can rename it if you like)

>Skills:

+ Noble Customs (75)

+ Occult Knowledge (25)

>Flaws:

+ [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

>Bonuses:

+ [The Red Hand] (You can rename this to whatever you like, just be sure to do it soon and stick with it) You are a member of the Red Hand, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

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523caf No.7512

File: 1438457069594.jpg (203.79 KB,800x444,200:111,Army_by_mozy_ryzel.jpg)

>>7511

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

The King's forces and that of his brother finally meet at the capital! It is merely a question of time until they move to intercept the Uhlmannen horde!

Meanwhile the Uhlmannen horde has sacked the Monastery of Samson's Watch! They are said to have stolen ancient artifacts of the faith!

Food and metal prices are on an all time high!

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

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523caf No.7513

Dice rollRolled 27, 50 = 77 (2d100)

>>7509

>>>Name:Vivian Nation

>>>>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>>>>>Inventory:

>>>>>+ Father's Sword

>>>>>+ Plain Clothes (Female) [Wearing]

>>>>>+ Plain Clothes (Male)

>>>>>Money: 37 Copper

>>>>>Skills:

>>>>>+ Swordfighting (50)

>>>>>+ Survival (50)

>>>>>Flaws:

>>>>>+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>>>>>Bonus:

>>>>>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>>>>>Skills:

>>>>>+ Drinking (4)

>>>>>+ Intimidate (4)

>>>>>+ Hand to Hand (7)

>>>>>+ Girl Talk (5)

>>>+ Being a douche (5)

>>>Drinking (10)

>>>>>Job:

>>>>>+ Warehouse Guardian (+ 6 Copper / Turn)

1: Eavesdrop on the militiamen and see what they are up to

2:"Shit i should probably find Sig-… Dad and apologize."

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523caf No.7514

Dice rollRolled 77, 19 = 96 (2d100)

>>7509

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 12 copper

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (6) & Zeal (23)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluffy like a bunny

THE PREACHER DID WHAT. HE HAD A WHOREHOUSE ON HIS SIDE I'M BETRAYED I MUST FIND MY BROTHER AND TELL HIM OF THIS IN FACT I MUST TELL EVERYONE.

1-2 Go to the church and try to find Bartholomew Nation and alert him of the sin that had occurred at this very hour

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523caf No.7515

>>7513

Also fluffy action because it gives whitedeath more work and slows it down for everyone

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523caf No.7516

Dice rollRolled 40, 44 = 84 (2d100)

>>7510

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 31 copper

+ 9 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (58)

+ Dragon Fang Combat (54)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (31)

+ Lover (5)

+ Running (53)

+ Gutter Talk (33)

+ Charisma (2)

+ Anti-Uhlmannen Tactics (10)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

1. Continue to practice with Emilia.

2. Continue to practice Anti-Uhlmannen tactics with the rest of the guards. Our job is to defend and we can't defend well without everyone knowing how to best fight them.

Fluffy please

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523caf No.7517

File: 1438458952017.png (141.4 KB,362x454,181:227,sigil.png)

Dice rollRolled 26, 31 = 57 (2d100)

>>7512

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory:

+ The Black Tome of Nation

Skills:

+ Noble Customs (75)

+ Occult Knowledge (25)

Flaws:

- [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

Bonuses:

+ [The Apocyan Sigil] You are a member of the Apocyan Sigil, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

((POSTS SO FLUFFY I'M GONNA DIE!))

Ophelia sighed as she looked up at the gates of the city. It had taken her a while and a few favors but she had managed to track down where the rest of her family had vanished off to after their home was destroyed. She confidently strode into the city giving the guards at the gates the requisite greeting and a cryptic comment, "Remember that when the winds of Fate blows, even gods must bow to it." With her need for spreading confusion and occult knowledge somewhat sated she began to venture into the city, the first thing she would have to do is find somewhere to stay, either finding her family, or preferrably, finding another member of the Apocyan Sigil willing to house her for a time.

1.2. Look for a dwelling, either finding the family, or preferrably finding a fellow cult member willing to house me for a time

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523caf No.7521

Dice rollRolled 91, 60 = 151 (2d100)

>>7509

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 82 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (60)

>+ Sneaking (36)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant - Whitecastles ( 5 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

1. Try to win the confidence of a Noble who isn't a swine, sow or bitch. It would be useful for gathering information, getting a pay raise and just being able to see what is going on better in this city. +60 Noble customs - Forgettable

2. Practice my ability to walk unseen around town and in the castle. It'll pay dividends soon. +35 sneaking +unassuming

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523caf No.7522

>>7521

Fluffier that 1000 sheep

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523caf No.7811

Dice rollRolled 54, 30 = 84 (2d100)

>>7511

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric (Once a veritable social butterfly) became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus. He used to be proud of the noble blood that ran in his veins, but now it means little more to him than the clothes on his back, serving as a painful reminder of easier, happier times.

>Inventory:

+ 2x Finecraft Family Dagger

>Skills:

+ Daggering (25)

+ Drinking (25)

+ Sneaking (28)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periots of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

I would enjoy fluffy updates. They're always fun.

1. With food and metals at an all time high, Aethelric is sure there's some place in town he could steal those from. A bakery, a butcher, a pawn shop, homes, storehouses, anything would do, as long as there's loot of some wort.

2. Aethelric decides it'd be a good idea to check out the board. There's money to be made, even for the poorest sap with a dagger.

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523caf No.8218

File: 1439519185672.jpg (381.48 KB,717x897,239:299,1438726894220.jpg)

Dice rollRolled 48, 28, 52, 99 = 227 (4d100)

>>6998

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[7 Silver; 2 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (76)

+ Riding (50)

+ Insults (4)

+ Dodging (9)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; "I am absolutely certain you should keep your army within the castle. It will turn out badly for you if you march with those western dogs and their mangled army. Staying in this castle is the right thing to do." Perhaps, my fervor is a bit much, but he'll surely realize my good intentions if I get a little worked up. Hopefully, I can continue working and training with his troops.

3-4; Work on my spearmanship(polearms); preferably with the troops and later on outside the castle at the fight ring(you know)

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523caf No.8223

File: 1439520557425.jpg (186.16 KB,1920x1080,16:9,1435199799226.jpg)

Dice rollRolled 42, 35 = 77 (2d100)

>>7512

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

6 Silver

+ Whitecity Guard (+1 Silver/Turn)

1/2. Having heard the news of the sacking of the Monastery of Samson's Watch, Tacitus realized that staying in the city guard would do nothing in terms of defending his new home. He gores to the recruiting center and let's it be known of his intentions of joining the King's army, also mentioning his experience as a general in a country that had previously fallen to the Uhlmannen, and his experience in leading men, and fighting the barbarians which the king is about to face. The barbarians that have razed a city and countless other villages and outposts

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523caf No.8224

File: 1439520554049.jpg (186.16 KB,1920x1080,16:9,1435199799226.jpg)

Dice rollRolled 78, 42 = 120 (2d100)

>>7512

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

6 Silver

+ Whitecity Guard (+1 Silver/Turn)

1/2. Having heard the news of the sacking of the Monastery of Samson's Watch, Tacitus realized that staying in the city guard would do nothing in terms of defending his new home. He gores to the recruiting center and let's it be known of his intentions of joining the King's army, also mentioning his experience as a general in a country that had previously fallen to the Uhlmannen, and his experience in leading men, and fighting the barbarians which the king is about to face. The barbarians that have razed a city and countless other villages and outposts

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523caf No.8228

>>7513

You took a closer look at the militiamen. They certainly didn't look like a first pick for soldiers, both old men one of them was of tall lanky stature with an equally long and slim grey beard. The other was at least two heads smaller, but at least twice as fat as the other one as well. He had a round face and not a single hair on his head. They were both eyeing you suspiciously and although you would have had to go closer to actually hear something you are certain you notice the word "rat" somewhere in there.

But where was your father to begin with? After a bit of asking around you quickly find out that your father has apparently found employ with one of the city's prominent noble families and is currently working there in order to educate one of their children. You have your mind set on going there but when you say so loudly you just hear someone snigger, they probably wouldn't let someone like you inside.

You then noticed a beautiful young woman in heavy priest robes storming into the church. Somehow you were certain you had seen her before, although she was no member of the family she had been adopted if you recalled correctly. What was her name again? Natasha?

(On an OOC note, how could you possibly have this few skills, you are definitely lacking some, please recheck your stats)

>Skills:

+ Eavesdropping (1)

>>7514

Steaming in anger you swiftly march back to the church, the heavy robes only weighing you down slightly. The preacher had a deal with a whorehouse? Unbelievable! This went against anything you stood for! After all was it not the purity of the church especially you, the clergy, were supposed to uphold?! This disgusting vile man was selling out every principle you had! Now whom to address about this? Bartholomew certainly!

Red in anger you pushed open the heavy old cathedral doors looking around for the grimey old scythe carrier, however he was nowhere to be found. Although you did have the feeling there were more people in the church than usual, many of them carrying improvised weapons for whatever reason, none of them were the man you were looking for.

You eyed the numerous men in robes and a sudden realization creeped up on you. Who was the preacher? There were countless priests here, but which one of them was a preacher? You could not recall any passage of the Holy Book in which preacher was an explicit description of a clergical rank.

First you looked at a fat one, then at a slim one then your gaze met with that of Brother Oreo. For a moment he just remained there amidst the many busy priests going about whatever duties they had that day. A single face staring right at you, however as quickly as the moment had come it passed and he moved on.

Had it been Brother Oreo? Had the pieous man sold the church out for a profit? Or had he owned the whorehouse to begin with, or not at all? Questions over questions and nobody ready to provide any real answers. It would seem you had to find them yourself.

>Skills:

+ Zeal (3)

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523caf No.8229

>>8228

>>7516

Swing after swing you continue to close in on Emilia like an unstoppable force utilizing your superior skill and strength. While she at first held her defense up valiantly it slowly began to crumble under the force of your strikes. A faint left, you delivered the hit on the right with the blunt side of your sword and softer expecting it to strike through her defense, however she rapidly twisted her entire body managing to deflect your blade in the last moment creating a hole in your own defense. Surprised but swiftly getting a hold of yourself you swiftly retreated backwards to utilize your superior range but Emilia forced herself onto you once more. She had grown perhaps a bit too eager as you used her sudden burst of zeal against her.

Her right foot was too close to you and with a swift step you closed up to her slightly tossing your sword into the air to catch it with your left hand. Your leg was now positioned behind hers and you hit her chest with your flat right hand. The entire maneuver was breaking several basic rules of swordsmanship but you had seen an opportunity and utilized it. The entire maneuver happened an no more than two seconds sending Emilia stumbling and falling to the ground. Quickly you disarmed her, pleasently noting that she didn't complain. Noticing the look on your face she grinned at you, "Can't complain, I'm all about dirty tricks.".

But training didn't end for you there. Next you would teach the other Turmhill's how to handle Uhlmannen forces. Chances were you were going to engage them in a city setting which would allow you to be even more efficient. Spears were the best thing to be used against horses especially in such close quarters.

After a few tries it soon became clear that the other Turmhill guards would prove far from useless. If you kept going on like this you were certain you could significantly improve your chances of evacuating your employer from the city in case of a wall breach.

>Inventory:

+ 2 Copper

>Skills:

+ Swordfighting (3)

+ Dragon Fang Combat (1)

+ Anti-Uhlmannen Tactics (2)

>>7517

The city had the same rancid stank of blood and shit all big cities shared. Weissstadt, was it? The guards exchanged nervous looks when you relayed your criptic message. You noticed how one's hand tightened around his spear and carried on without speeding up your step. Even though you wore rags you were certain your posture spoke for itself.

The city was busier than you expected. Everywhere merchants were yellign advertising their wares, however you noticed several patrols of soldiers bearing different sigils. You easily recognized the sigil of the Whitecastles who ruled over Weissburg, the castle in the center of the city. Formerly built as a fortress on the rim of an emerging kingdom over the centuries it's gained a lot more significance. It certainly made for an impressive view.

The other sigil you had immediately recognize was that of the Whitecitys, the family ruling over Weisstadt, the actual city. Though your family and theirs had never truly gotten to know each other you remembered them both springing from the same family in some sort of unfortunate inheritance, however you couldn't recall any specifics.

There was also a third force present. Many soldiers bearing leather armor with a Tower embroided on the chest. You had never seen the symbol before nor heard of any noble house that could have made the sigil it's own. However you were intending to find your family, not inform yourself about local nobility.

The way you figured you could either visit the local chuch in search of your family which would certainly help in finding your family member or try to find local nobles who were members of the cult. Trying with one of the larger houses would of course allow you to have a far more comfortable lifestyle, however perhaps it would be easier to address less prestigous local noblehouses.

>Skill:

+ Occult Knowledge (1)

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523caf No.8230

>>8229

>>7521

Just a normal stroll around town. Things were nothing short of usual. You snuck your way through the various alleyways of the city, trying not to step into any animal or human shit as you did so. Things were dirtier than you remembered them to be, then again in order to move unseen one sometimes had to take the paths other people were unwilling to take. Dangerous paths even.

Once you even spotted Liltih's sister kissing some minor noble. You didn't recall the sign and you were certain you hadn't seen him at Weissburg before. Perhaps one of the Whitecity's henchmen? You felt like inquiring however instead you chose to follow them, after all you did intend to improve your ability to move unseen.

After a while you came to the conclusion that this would not come to some hot climax. Every now and again a kiss was exchanged but you could tell with relative ease that Lilith's sister would not simply give herself up. After some shared time they both went their seperate ways.

Now then on to your little noble issue. You would need someone whom the depraved side of this city hadn't gotten too yet. The boy, the one that was almost nothing more than a child would suit that purpose perfectly. His name was Thomas. The youngest son of Sir Alistair and surely a white sheet.

However on your way there Sir Alistair came across you, a tall grown man he gently lay a hand on your shoulder redirecting you towards where you knew his work chambers were located. "Eric. Certainly you will have a minute for me.", you flinched slightly. You didn't recall ever having told the Spymaster your name and even if you had most would have forgotten about it by now.

You passed the two men guarding Sir Alistair's office and headed inside. The room had several large grated windows with beautifully worked glass. It was fileld with a large desk made of dark wood and several chairs along with numberous shelves, they were marked with different letter combinations, certainly information of great value would be kept here.

Telling you to sit down Sir Alistair took place in his comfortable looking chair. Sir Alistair took a little bound book from one of his pockets and opened it in a spot that had a little red band in it, "Eric Nation", he recited and looked at you, "A rather prominent noble house, shame to see two of you employed like this.", he closed the book and slid it back into his pocket, "Though I suppose the other's shouldn't be fairing much better.".

For a moment he merely looked at you in silence as if he was trying to catch a thought, "So you're the one that skulks around Weissburg. The one that waits in line for a spot in the training yard, somehow manages to afford a house near the market and fancies the smith's daughter. Always found that one suspicious myself.". Folding his hands Sir Alistair leaned onto the table, "Even though I'm certain you have your own motives for sneaking around I do sometimes recognize talent when I see it. People don't remember you. Getting those drawings of you was a pain. Of course you've already lost value. The Whitecitys know you're working for us but I'm willing to take the risk.".

Sir Alistair stood up and walked over to one of the windows, "I have information that has lead me to fear for the stability of the realm. In these times of turmoil what we must seek is stability and if we wish to have stabilty what we require is information.", he waved off, "What I am saying is, I am willing to offer you a promotion. Of course you would also have to obtain information for me, I am willing to offer you (15 copper / turn) should you choose to accept my proposal.".

>Skills:

+ Sneaking (4)

(If you accept)

>Job:

- Servant - Whitecastles(5 Copper / Turn)

+ Servant (Spy) - Whitecastles (15 Copper / Turn)

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523caf No.8231

>>8230

>>7811

First you took a look at the board. There was a number of requests looking for some sort of flower. Devil's Flowers. Never heard of those. Another contract consisted of someone wanting you to murder Count Whitecastle with a second wanting you to murder Count Whitecity. You quickly put those two aside. Certainly a suicide mission for any man and you had a feeling that even if you were to pull them off the person who had put this thing up wouldn't end up paying you anyway.

Another rather interesting letter drew your attention. An abduction. Or rather a retrieval? The handwriting looked like that of a child, but someone was offering ten silver if you manged to retrieve the man in the drawing which was about as good as the handwriting was bad. The man had either sat portrait for this or somebody who knew him really well had crafted this. He had the same features all the people of your home region shared, though he had seemingly bright hair. Somehow he seemed familiar though you couldn't pinpoint it.

An additional perhaps less dangerous contract had you play courier. A package was to be picked up on request and brought to a location within the city, exchanged for a different package which you were in turn to retrieve and bring back to your employer. The entire deal would earn you 3 silver. An excellent pay depending on what would happen on the way.

Still pondering on the contents you made your run inside the city. Soldiers were patrolling the street like they were at war or something. Bakers were offering their fresh wares and perhaps you would be able to steal some of their bread once night had come. As for the metal you believed yourself less fortunate. The smith's in this city all had grates in front of their windows as well as heavy doors which you did not doubt were locked well.

In the end your night run was semi successful. You managed to snatch some stuff from a backery barley avoiding to get caught, however it should be sufficient to pay for at least some alcohol while keeping you well fed. Though you did still look like a bum.

>Skills:

+ Sneaking (1)

+ Stealing (2)

>Inventory:

+ 5 Loafs of Bread

>>8224

>>8223

The Kings army is at least a week's march away, however if you wish to sign up there are three viable options for any true soldier. The two great noble houses of the city, Whitecastles and Whitecitys are both fielding their own retinues. The Whitecities who also own the City Guard and the Whitecastles who merely control the Weissburg. There is also a rich merchant by the name of Turmhill who is fielding his personal guard which is a force to be rekogned with.

If you wish to quit already:

>Job:

- Whitecity Guard (+1 Silver / Turn)

>Inventory:

- Helmet

- Leather Guard Armor

- Iron Sword

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523caf No.8232

>>8231

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

The King's forces are delayed once more!

Though initally intended to strike against the Uhlmannen invaders after the King had joined forces with his brother the Royal Army remains where it is.

The Lords of the West have offered their assistance in the fight against the Uhlmannen forces. Wise as he is our King has decided to wait for their forces to join the royal army before engaging the Warhorde in open combat.

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

>As usual don't forget to tell me whether you want short or fluffy updates.

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523caf No.8234

Dice rollRolled 1, 12 = 13 (2d100)

>>8230

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 97 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (60)

>+ Sneaking (40)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant(Spy) - Whitecastles (15 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

Eric Smiled, this was exactly what he was looking for, fi not the expected source.

"I humbly accept my lord, as per my job I saw the sister of the girl I fancy kissing one of the Whitecity's henchmen.(give description) although nothing came of it, there may be more such occurrences in the future"

1. Go about the castle and city in my daily jobs. Keep an eye out for anything of use for my new employer. +60 Noble customs(for finding and knowing import) +40 Sneak +Unassuming

2. Another date with Lily. Make sure it goes well.

fluffy

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523caf No.8236

File: 1439525160336.gif (575.36 KB,512x384,4:3,500419eea510e60e0c4e8c9914….gif)

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523caf No.8237

Dice rollRolled 14, 91 = 105 (2d100)

>>8228

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 12 copper

>Skills: Faith Knowledge (102), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (6) & Zeal (25)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

Fluff that

1-2 INVESTIGATE THE FALSE PIOUS MEN ON WHY A WHOREHOUSE IS TIED WITH THE CHURCH

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523caf No.8249

File: 1439553561833.jpg (27.98 KB,311x278,311:278,1438864883063.jpg)

Dice rollRolled 96, 88 = 184 (2d100)

>>8231

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Helmet

+ Leather Guard Armor

+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

7 Silver

+ Whitecity Guard (+1 Silver/Turn)

1/2. See about meeting the merchant Turmhill and asking for a posting in his force, if he is to lead a retinue, he'll need a man to lead his men, one accustomed campaign and the march, a man such as myself, who has faced the Ulhammen before, and won.

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523caf No.8252

File: 1439561194948.gif (653.99 KB,260x199,260:199,19_C263A_point-blank-fire.gif)

>>8234

You tried

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523caf No.8253

Dice rollRolled 21, 23 = 44 (2d100)

>>8228

Name:Vivian Nation

Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

Inventory:+ Father's Sword

+ Plain Clothes (Female) [Wearing]

+ Plain Clothes (Male)

Money: 37 Copper

Skills:

+ Swordfighting (50)

+ Survival (50)

Flaws:+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

Bonus:

+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

Skills:+ Drinking (4)

+ Intimidate (4)

+ Hand to Hand (7)

+ Girl Talk (5)

+ Being a douche (5)

Drinking (10)

+ Eavesdropping (1)

Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

1:Well I ain't finding Sigurd anytime soon. Vivian glares at the militiamen at the mention of rat. She then storms off to the forest. She looks for a river or something out of the way to go bathe in.

2: After the wash head to another bar to spend the night.

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523caf No.8256

Dice rollRolled 43, 73 = 116 (2d100)

>>8231

>Inventory:

+ 2x Finecraft Family Dagger

+ 5 Loaves of Bread

>Skills:

+ Daggering (25)

+ Drinking (25)

+ Sneaking (29)

+Stealing (2)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periods of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

1. Aethelric decides that he should take the grab job. Finding the person in question will be the most difficult part, but the illustration should help streamline that. He takes down the note and the drawing from the board. The reason for this is threefold. For one, He's fairly certain that that's what one is supposed to do. Two, it'll keep others from taking his contract. Three, the picture will help him track down the person in question. He elects to show the picture to choice people: Innkeepers, town criers, beggars and other types of people who see many people in one day.

2. 'Well, now that I've got food, I can try to trade some of the bread for beer.'

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523caf No.8257

>>8218

Ulrich nodded with a grim look on his face. The Count was steaming for Ulrich to defy his orders like this you were sure. He shouted and made many wild hand gestures, you only heard few of the words however you were certain that it was largely as to where his loyalties were lying. However to no surprise Ulrich held his own against the Count who only seemed to get more upset.

After some more shouting on the Count's end the conversation ended with him making a hand movement and Ulrich walking off. Whether Whitecastle forces were to remain at Weissburg you could not tell, but from the looks of it Ulrich got away with his head still on his shoulders.

Training proceeded as usual though you performed even better than you at first expected. After taking on the first row of competitors you felt new force coursing through your veins. It was as if something had blessed you with unnatural strength and agility as you took on the soldiers one by one. Today had certainly been a great day for you.

You would have joind the ring outside of town but then you remembered that you had only created the ring in the first place by insulting a whole lot of people.

>Inventory:

+ 2 Silver

+ Polearms (10)

+ Dodge (5) [rename dodging to dodge]

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523caf No.8259

Dice rollRolled 68, 48 = 116 (2d100)

>>7511

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 15 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (63)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

1. Continue training Charles some.

+ Swordfighting (63)

2. Use my position as I intended it, to get closer to the Whitecity family itself. I must meet with the patriarch of the family at once, at the very least to inform him of the true danger that comes to the city soon, and at the most to begin to renew the uplifting of our venerable house into it's once-great status once more.

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523caf No.8268

Dice rollRolled 52, 36 = 88 (2d100)

>>8229

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 33 copper

+ 10 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (61)

+ Dragon Fang Combat (55)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (31)

+ Lover (5)

+ Running (53)

+ Gutter Talk (33)

+ Charisma (2)

+ Anti-Uhlmannen Tactics (12)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

1. "Good. Honor is only good in duels. In a real fight it is better to use everything you have. Now then, shall we go again?" Continue sword training.

2. Then there is no reason to stop training in these tactics.

fluffy

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523caf No.8269

>>8258

Scruffy, pls go.

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523caf No.8270

Dice rollRolled 5, 67 = 72 (2d100)

>>8229

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory:

+ The Black Tome of Nation

Skills:

+ Noble Customs (75)

+ Occult Knowledge (26)

Flaws:

- [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

Bonuses:

+ [The Apocyan Sigil] You are a member of the Apocyan Sigil, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

Yes go to the church… yeah right, I'm liable to catch fire the instant I step onto the steps.

1.2. Look for one of the less prestigious nobles. Do not approach until I'm almost completely positive of their affiliation with the cult.

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523caf No.8284

>>6999

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory:

>+ Family Key

>+27 copper

>+one set of fine clothes

>+one rough robe

Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (3)

>+Homosexual(10)

Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>+ [Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

Job:

>+underwear maker with the weaver's guild (6 copper/turn)

Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

1. Find a doctor.

2. continue to gather any information on the invaders. What language they speak, what they're like, where they are now, and so on.

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523caf No.8466

Dice rollRolled 64, 79 = 143 (2d100)

>>8257

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[9 Silver; 2 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (86)

+ Riding (50)

+ Insults (4)

+ Dodge (14)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Have a good nights rest and begin training again. Teach them about certain charges the barbs are known for(ebin practice for spears)

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523caf No.8944

Dice rollRolled 88, 64 = 152 (2d100)

>>6999

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Scythe Fighting (57)

+ Preaching (60)

+ Zeal (38)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (12 Copper) (+1 each turn, costs 1 Copper per turn)

Wonderful. We will be able to have these men support the actual warriors and make our defense all the better. But it is not enough.

1-2. Bartholomew raises his voice as he addresses his followers, the red Cloaks stand behind him as he gives one last sermon to the assembly. “We have gathered and our numbers are many, but it is not enough.” Bartholomew takes out his scythe spins it around in an impressive display and slams the pommel into the ground beside him. ”We must recruit from the city. We must convince the common man, the soldier, the mercenaries and even the nobles to join us against the oncoming storm. Go out into the city and convince your fellow man to take up arms or provide supplies to the defense of the city!” Bartholomew raises his scythe over his head and points it towards the door as he yells. “Go in our name! As the Scythes of Michael, the angel of justice go! Bring my word and the word of the lord to the entire city!” + Scythe Fighting (57)

+ Preaching (60)

+ Zeal (38)

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523caf No.9654

>>8234

Finally a position that truly recognized your talents! And the pay was respectable as well, now you would finally be able to buy some more of the nice things you wanted. Then again even after buying your fancy house you still had a number of coins from that assassination attempt. Whomever had actually tried to carry it out it was you who had earned the credit for it after all.

You almost folded in half as the strong right hit you in the gut, all of the air in your lungs just gushing out. Stumbling a few feet ahead you fell onto your knees and someone dragged a bag over your head, if only you could try to run, but your stomach was burning as if somebody had trapped a rat inside. With ease you were lifted up and felt the unmistakable push of a muscular shoulder in your gut. Somebody was carrying you somewhere. But where to?

Your journey was short lived and you decided to best stay quiet for the time being. After all it wasn't like you wanted to get any more punches and somehow you got the feeling that that was the only thing you would get from posing any nosy questions. This was obviously no ordinary mugging. Why would they take you alive, or take you at all for that matter? No, you had been targetted specifically. But why?

Two knocks, the sound of wood being dragged across wood. A door opening. Warmth, loud shouts and glasses hitting each other greeted you, a tavern no doubt. Onwards through another door and down some wet stone stairs. It was much cooler down here. At last your captors pulled what turned out to be a potato sack from your head and you looked at a mean looking guy missing a couple of teeth, he was at least two heads taller than you and would easily break your neck with a single hand if he had to.

Following the big guy's gaze you looked at another man sitting in the chair two meters ahead of you, he was sitting the wrong way around, was about a head taller than you and slightly less muscular than the guy who had brought you here. He was accompanied by five other less impressive looking thugs. "Hello Eric.". For a man who had easily been forgotten all his life a lot of people seemed to know your name.

"People call me Blueberry Tom.", the guy sitting on the chair introduced himself, "I'm a cutthroat. Or a thug. A criminal if you will. I'm not the articulate kind of guy, but to you it won't matter who or what I am.". Tom leaned onto backrest and slightly flexed his underarms, the tatoos marking his arms dancing slightly in the dim candlelight, "I have no business with you, so just tell me where Aiska is and we will be on our way.".

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523caf No.9655

>>9654

>>8237

The time has come for god to guide you on your first truly just quest! To find the false pious men, those who have whores in their employ to make themselves rich! How dare they defile the holy ranks of the clergy?! Something must be done but whom to inform and whom to trust? Bartholomew is the only one here whom you know and trust completely, you are certain he would never breach the teachings of the church. However many more remained, brothers beyond count, you needed to watch and learn.

Who sticked close to whom? Suspiciously eyeing the different groups of preachers that stuck together you looked at every one of them. You already knew that a number of them used to be sinners in their previous lives, they had been cleansed in the light of the church, but perhaps not all of them had gone through the rights of purification. Many of your own family had worn the robes of priests as well to cover themselves and though you held many of them close you knew that they were no saints.

Perhaps if you learned more about the local purification rites it would enable you to find the traitors in your midst. But whom to ask? You knew brother Oreo had been purified, he had proclaimed so loudly and in front of other priests, none of them having questioned his words, that either meant that he really had been purified. Then again it could mean that all of the surrounding priests were false pious men as well! It was important that you could get a feeling how deeply the taint was rooted within the priesthood. But you had to start somewhere.

As respectfully as you could be, masking your anger as well as you could, though men's hearts would certainly melt away at an angry expression on your face, you asked Oreo to run you through the purification rites. Lucky for you he had nothing else to do, though really you had no idea what it was that he did all day. After voicing your thoughts, perhaps a bit too harshly Brother Oreo eyed you for a moment in a mix of question and discontent. As it turned out Brother Oreo was responsible for ensuring that the purified did not fall back into their old habits, though he only seldomly noticed anyone in danger of regressing into a sinful state he assured you that he would take drastic measures whenever a situation would occur.

After a bit of walking you ended in the crypt. It was directly below the old cathedral and many great men had been buried here, some of them pious men, others members of Great Houses. Brother Oreo lead you into a small room, in it's center a small stone pillar with a pond on top, certainly it was meant for people to drink from it. A number of candles were spread around the room providing you with some light. Running you through the basic process of a purification Brother Oreo showed you an array of tools, though you could not make out anything suspicious. You concluded that the principle of purification was of a Johannic nature, a rather common type amongst the more Western churches as the ones of your home country usually oriented themselves on the teachings of equally Eastern saints.

None of these procedures truly guaranteed that the person purified would never fall back into the devil's arms. though certainly that was what Brother Oreo was for. Naturally you assumed that he had failed in his task. That or the church had been infiltrated. The entire affair had one upside though. The Johannic Principle often employed the branding of a number associated with the primary sin of the purified individual. Hopefully this would allow you to draw further conclusions.

>Skills:

+ Faith Knowledge (5)

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523caf No.9656

>>9655

>>8249

Certainly a rich merchant would serve your intentions best. From experience you could tell that merchants were in some cases far more intelligent than nobles. While the latter enjoyed to surround themselves with old, grey bearded men who claimed to be veterans and that their long past tactics would yield results on the fields of battle a merchant would not be as limited in vision and be able to see you for the far superior tactician and warrior and lover as well.. but uuh you were getting ahead of yourself there.

Turmhill's house was easily found. While it had not been built as a fortress a number of workers were reinforcing windows and fences, you could already tell within a few days the mansion would have turned into a truly formidable defensive position. Not a castle of course, but still. The front yard was filled with guards of all shapes or sizes, many of them young men, though you didn't doubt most of them had been farm hands. As you passed to enter the house you noticed a group of guards training anti-cavalry tactics. An intelligent move no doubt. Of course you shouldn't be surprised as you noticed that the man teaching them was no other than Wikiver Nation, son of Sigurd Nation and while perhaps not an accomplished commander such as yourself he was a known ladies man and more than able fighter.

However you would still have time for family reunions later. For now you needed to convince Turmhill that you were the right man to lead his retinue. When you actually met the merchant you were a little disappointed. Though you didn't really know what you had been expecting in the first place Maxim Turmhill turned out to be a soft man with greying hair and a kind face. Of course he was also rich beyond reason, though you held no doubt that he had worked tirelessly to make the family business what it was today.

You introduced yourself as pompous as always, not holding back praising yourself and your deeds as a commander. Hopefully the merchant would not believe you were joking, after all he was used to people overselling their wares horrible, whereas everything you said was the truth and nothing but the truth. If perhaps with a few minor enhancements here and there, but the truth none the less.

It didn't take very long for you to convince Turmhill. Apparently your (insertfamilyrelationtoWikiverhere) had already made quite the impression and he would be happy to welcome a new Nation within his ranks. However he took you to the side and ensured that you knew what your job was. Should the city come under siege he wanted you to have the men protect him and his family and should the city happen to fall in the end it would be on you and the men to enable the Turmhill family to escape to greener pastures.

Should you accept the job:

>Job:

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Inventory:

+ Spear

+ Iron Sword

+ Turmhill Lieutenant Leather Armor

>Skills:

+ Bragging (15)

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523caf No.9657

>>9656

>>8253

Pigs. What did they know anyway?! Didn't matter. Filthy militiamen. No better than rats themselves. With a slightly reddened face you stormed off and down the street. People were busily going about their duties. Nobody could be certain that Weisstadt wouldn't be the next Uhlmannen target and people sure acted like an attack on the city had been confirmed weeks ago. Then again you didn't really feel comfortable either. A warband could consists of tens of thousands men and horses and they had made significant gains burning down a number of minor settlements.

You passed the smithy where a plain young woman was sitting on a bench silently waiting, looking at people as they passed by. Certainly she was waiting for someone, though you had no idea for whom. Perhaps her father? Or her lover? Perhaps even both. Far less believable things had been heard off. But what did that matter to you anyway? After a while you finally reached the gates and passed them heading into the forest. Saying you knew your way around would be overexaggerating, however ever since waking up in the forest you have felt somewhat closer to nature.

It took you longer than expected to actually find a river. It was not as big as you had expected either, however it's water was surprisingly warm and clear and leaving your clothes in the grass you dove into the pleasent wet. As you began to wash yourself you noticed the number of beautiful flowers that grew along the river bank. They reminded you of roses, however there was some sort of odd lining in the stem? You certainly were no expert in the matter, however you did notice a number of young girls dressed in red riding hoods collecting them.

Unphased by the girls' attendance you continued to wash yourself while they in turn ignored you. It was not long and refreshed you stepped out of the water when a sound caught your attention. Looking over the small river you turned around, two riders on black horses stared at you, there were easily twenty meters between you. One of them was making a groping movement with a dirty grin while looking at the other, he was surely taking a liking to your female figure. However his companion slapped the guy's hands down, pointing at you with an open hand.

The language that came over his lips was gutural and very much like your own mothertongue in more ways than you were inclined to admit. "Khulgana", a word you knew all too well, the way they had cut their hair, the clothes they wore, the way they carried themselves. You knew full well who they were. Swiftly they turned their horses around and rode off into the forest.

Uhlmann scouts.

>Skills:

+ Butterfacing (10)

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523caf No.9658

>>9657

>>8256

You were already getting a little riled up, but at last after a bit of haggling around you manage to exchange a loaf of bread for a plentiful supply of ale. Of course it doesn't last very long with you, but afterwards you feel a lot more refreshed, calm and collected. One would almost assume you were a new man, until your need for a refreshing beverage would arise again that was.

Either way you would commence with your quest at once trying to find the man in the picture. As you tore the letter from the board you noticed that there was a name written on the back. Aiska. You took another deep sip of your ale. Aiska Nation that was. A member of your own family, he certainly had very refined features, probably blue eyes and blonde hair. Whether you were going to deliver or warn him was always up to you, perhaps you would even make your decision depending upon whether or not it would get you something to drink.

No matter how you wanted to proceed you would have to find him first and surprsingly enough you got a number of answers right away. Apparently not too long ago Aiska had gone about the city insulting strangers and challenging them to a duel, the entire thing had ended with him taking on a huge black man with a fearsome club in single combat using nothing but his spear. If you were really planning to take on this family member of yours you might find yourself having a hard time.

At last someone was able to give you more recent directions. Someone had seen Aiska train with new recruits in Weissburg, the castle in the center of town. Finding out something about Aiska's location had been easy. Too easy perhaps? Who knew if someone else was already on their way this very moment.

>Inventory:

- 1 Loaf of Bread

>Skills:

+ Drinking (5)

+ Searching (8)

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523caf No.9659

>>9658

>>8259

Another day of procedures teaching the young Charles how to swordfight. Certianly there was some necessity to this as every nobleman should be able to defend themselves in a duel then again you were sure that in give or take a generation or two the incredible riches the Whitecity family had assembled would snuff out any flames of knightly valor and leave the Whitecitys a family of rich aristocrats.

Though you wouldn't foretell young Charles a future as a great swordsman he was making acceptable progress with the blade. There was certrainly room for improvement and you didn't doubt that Charles had the required capabilities to do better, however the boy lacked any sort of ambition to improve any further than you drove him to be. He had no own initiative and the moment your lessons ended he would simply drop the sword and excuse himself, going about whatever it was that young boys of rich families went about you presumed.

Of course this wasn't all bad as it ensured that you would always be able to make your way back to the church in time. You were still staying in the church and you could notice the growing disconent amongst the priests. Even now that you were earning more money than most people in the city they had extended their hospitality to you and yet you had not made any contributions to the church or shown any intentions to make a move of your own. Surely the Whitecitys would allow you to stay with them as you were a tutor of theirs, however you probably should think about either beginning to contribute to the church or resettling to a different location.

Either way you had important things to go about, speaking to the head of the Whitecity family was right at the top of the list. Count (or Baron depending on whom you were asking) Whitecity of Weissstadt, was rather busy with numerous different people trying to grasp his attention. There were a number of people making requests concerning the copper mines, some saying they should be defended while the Uhlmannen were there, others claiming they could be left alone as the worst thing that could happen would be the Uhlmannen mining themselves which would be an unexpected turn of events altogether.

After about an hour of waiting he waved you up to him, it would have taken even longer, but in light of the fact that you were tutoring his son he made an exception. Though you hadn't met him before you had heard a number of stories about him being a tough and serious man. His father had been famous for abundant feasts and countless affairs with a large variety of women, he probably had as many bastards as the entire Nation family put together. Though you really didn't want to bet on it.

Count Whitecastle looked at you in a mix of interest and expectation, he was no doubt waiting for you to voice your concerns regarding the Uhlmannen invasion.

>Inventory:

+ Swordfighting (4)

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523caf No.9660

>>9659

>>8268

Once more you soon realized that you had the physical superiority over Emilia. Although she tried to keep up with you you soon noticed how her movements began to slow down and the long day of work and training took it's toll. You were almost going to call it a day, believing that there was no point in trying to push her any further today, however after a short break you were surprised to find that Emilia seemed to have shaked her tiredness and something else had taken it's place.

She was now coming at you with fierce strikes, a hail of slashes crackling down on your defense. Of course you wanted to teach her that opening herself up like this put her in harms way and any good swordsman would make her pay for that, however you quickly noticed that you had trouble finding the right timing to stage your own counterattack. The strikes just kept coming and as you deflected left you already needed to twirl around to block of a strike to the left, a low faint, two rapid high strikes.

The great Wikiver Nation beaten by a reckless berserk charge? The student transcending the teacher? A ridiculous thought. There was a good reason your tutor had taught you to always be aware of your surroundings, and you were more than certain that Emilia wasn't. Quickly you gave her way as she continued to push you backwards in a frenzy of attacks. A step back and another one.

Her next high strike missed as you gently slided down onto the first step. It was only one strike that failed to connect, but it was enough for you to act upon. The moment Emilia tried to return with a backhand blow you already throw yourself at her and tackled her to the ground locking her arms in place. With a mix of a sigh and a laugh she let go of her sword, burying the hand in your hair and grasping it tightly. Emilia was breathing heavily, pearls of sweat glancing on her face, you noticed a faint sweet smell, "I think that's it for me for today.", she gasped.

But for you things weren't quite as easy. Of course your duties did not end with training Emilia, training with the other Turmhill guards to perform better against cavalry tactics was quite essential. However you soon realized that if the Uhlmannen were to use bows, and you were certain that they were going to, shields would be needed, after all no man reveled in the opportunity of being shot. Perhaps you should ask your employer about that.

Training proceeded with the usual success and while you improved your tactical understanding of fighting the Uhlmannen you also learned a number of valuable lessons about teamwork. You enjoyed your time around the other guards and they made it quite fun for you, though there was something lingering in the back of your mind. You couldn't quite pinpoint it. Perhaps you would wake up with a headache? Ate something bad? Perhaps one of them hit you on the head to hard with the spear? No that couldn't be it. This was something different. Something deeper. Something was not right.

Like a bird adjusting it's inner compass you looked around. The courtyard was filled with a variety of Turmhill guards. Of course you were only training with a group of them, Turmhill employed hundreds of men, however the merchant could afford it. Finally your eyes rested in the direction of the slums. Trouble was brewing. Not for you, but for someone else. A man, a boy. You had almost forgotten, but you knew.. Eric?

>Skills:

+ Swordfighting (3)

+ Dragon Fang Combat (1)

+ Hand to Hand (1)

+ Anti-Uhlmannen Tactics (2)

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523caf No.9661

>>9660

>>8270

There are countless lesser nobles in the City of Weissstadt, at least one of them would have to be a member of the cult, right? That aside you were a respectable lady and it wasn't like you were going to cause them any trouble if you were going to stay for a bit.

However after some investigating your optimism has become a little stunted. Having controlled four noble families already you approached the sixth with some confindence as the family patriarch's wife seemed to act suspicious you realized you had just caught her in the act with one of the servants. Certainly not what you were looking for and an unpleasent surprise for her as well. You went your seperate ways and tried to forget what you had seen.

The next family however was hardly unsuspicious. The house they lived in was rather old, however near the entrance were two pillars with two creatures sitting on top that resembled lower demons. As you knocked your call was answered by a woman in her fourties, she was certainly beautiful and had been even more so back in her day. The lady of the house introduced herself as Lady Cecilia von Pissen, wife to Tamos von Pissen, the head of this noble family.

Although she invited you inside after you informed her that you wanted to talk to her husband Cecilia eyed you suspiciously. As you had expected the house was old and there were countless indications that whomever lived here was a member of the Sigil. Honestly this could be seen as quite a blatant breach to the secrecy of the cult even, however you did have to acknowledge that some people liked to hide in plain sight.

Cecilia left you alone in the entrance hall to go get her husband, people here and there passing through. You got an occasional glimpse here and there. A handsome young man carrying around a child, a young boy dressed in a Von Pissen tunic, a squire perhaps? For a second there you also caught a glimpse of a beautifully woven dress, however Cecilia entered and she had brought her husband.

Lord Tamos von Pissen was an ancient man, though he certainly didn't behave like it. Though his long white beard probably reached down to his belly button and you presumed he was well beyond the already ripe age of 60 the man was oddly active and excited to see you. "Ah yes, yes! My friend already told me you would come!", he grasped your hand and kissed it softly, for a second you could see Cecilia flinch, certainly she was confused, however Lord Tamos seemed to have already understood the entire situation.

"A new sun rises over Zyan.", you made the slight indication of a curtsy, "And its gates will open for the Scholars of Old.", Lord Tamos indicated a slight bow, "I am Lady Ophelia of House Nation.", you introduced yourself. Naturally all of this was merely a formality. While the unexpecting observer would believe that it had been the words that conveyed your true alegiance in truth it had been the subtle hand movements you and Lord Tamos had exchanged. The verbiage were merely a distraction that would give spies a false sense of safety and ensure the secrecy of the Apocyan Sigil.

Of course you were very welcome to stay in Lord Tamos' house. He lived here with his wife, his three sons, his daughter as well as his grandson. While the family wasn't particularly rich they were at least somewhat affluent. You were quickly offered a bath and a new set of clothing made by a tailor Lord Tamos had brought.

>Inventory:

+ Well Made Dress

>Home:

+ Von Pissen Residence

>Skills:

+ Noble Customs (2)

+ Occult Knowledge (3)

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523caf No.9662

>>9661

>>8284

(I couldn't reach you when I was updating but in light of your some turn absence I will just assume average successes, please post rolls next time)

The pain was horrible and your stained clothes stuck to the wet wound like only blood and cloth stick together. Every time you moved the cloth brushed over your open flesh as you stumbled down the street in search of a doctor. It wasn't bleeding as much anymore, however you didn't want to wait around until the wound would start to fill with pus.

You stumbled through another street, the world beneath you began to turn, however you kept going. If you were just going to fall over and give up you would be dead for good. However it would seem that whatever god had gotten you into this mess was determined to get you out of it again. A local apothecary on the way to his store two streets further happened to stumble across you. With the trained eye of a man smelling coin he quickly helped you towards his business.

The procedure took two hours and was nervewreckingly painful, however it was nothing to the abhuman pain you've had to endure before and as the apothecary had finished you immediately fell into a deep sleep. It appeared that this was no unusual occurance as you awoke several hours later still in the apothecary's store. The pain had subsided and the doctor was already going about some other business.

He told you how lucky you had gotten that you had not only held out so long with an injury like that, but that he had found you and as an honest man had not simply taken your money and left you for dead. A not very subtle hint regarding his payment. Lucky for him selling underwear had left you with a sufficient amount of money.

Now that you were back on track and already paid for your meals in the Tavern you also had a room in you decided to ask around some more about the invaders. Certainly you hadn't expected to be one of the persons that knew the most about them, but now that you thought about it it really made some sense. The Uhlmannen spoke Uhlmann, a gutural language derived from a people to the far east, however your own mothertongue and by extension the mothertongue of all the members of the Nation House is quite alike.

As for information regarding the whereabouts of the Horde reports were inaccurate to say the least, you suspected this was because often smaller bands of units broke away from the Warbands in order to raid and plunder only to regroup with the main bulk of the forces. Furthermore people where immensely afraid of scouting for them. The Uhlmannen were a reknown for being Horselords, masterful riders and often archers at that. Often scouts would be caught and dragged back by the Uhlmannen riders to suffer unspeakable horrors. Or at least to the legend goes.

>Inventory:

- 20 Copper

>Flaws:

- Scarred Back] The many lashes have cost you dearly, your back is scarred heavily, paining you whenever touched. You may want to have a doctor take a look at it to prevent infection.

+ [Scarred Back] The many lashes have taken their toll, however after good medical care they pose no threat to your health and on the countrary, make you somewhat more resistant. You will probably bear them for the rest of your life.

>Skills:

+ Searching (3)

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523caf No.9663

>>9662

>>8466

One more beautiful sunrise in Wesissstadt. Alright, beautiful might have been somehwat overexaggereted, however the sunrise was not bad and certainly one of the better parts of the city that was otherwise filled with filthy and criminal scum. You got up as usual, had your first drink and went out of the tavern. Things hadn't really changed since yesterday, however you noticed people here and there whispering whenever they saw you. They were probably getting increasingly nervous because of the nearing Uhlmannen hordes, who knew, perhaps they even thought you were one of the scouts?

Training commenced as planned. Sir Ulrich had apparently survived his encounter with his uncle the Count of Weissburg (or Baron depending on whom you asked) and was now back to training the troops and from the looks of it they weren't going anywhere. Ulrich told you that now that the Western Lords had thrown their weight onto the scale the rather small Weissburg Retinue would not be required to fight in the king's army. A good riddance for the soldiers at any rate who now seemed a little more relaxed.

Of course they had been confident that they would have won against the Uhlmannen horde either way, however none of them wanted to die just to prove their point. Aside from the better mood you also noticed that people seemed far less determined. Now that there was the prospect of them not having to fight the Uhlmannen riders at all they thought they could allow themselves to get sloppy. But not with you.

The first three who thought you would go easy on them were dead wrong and soon found themselves on their ass holding their heads. While the newer recruits seeemd to hate you for it the veterans seemed to appreciate you all the more for taking your job seriously. They all had faith in their own abilities, but if push came to shove every one of them wanted to have a man by his side whom he could trust to hold the line. Nothing worse than getting stabbed in the side, except in the back perhaps.

After a while you decided that enough was enough. If all of the youngesters were going to try and take it easy then you would merely have to train more than one at the same time in order to train yourself. This was probably one of the lessons in life that would always come in handy. You had been outnumbered more than once in your life after all. The fighting certainly proved toughter, however you had hopes that, had the recruits actually given it their all, you would have made more progress.

>Skills:

+ Polearms (6)

>>8944

And carried forth your words were. Certainly the soldiers had already taken up arms to defend the city under various flags, however your words managed to sway some of the local nobles that had attended your zealous speech. They are sure to provide additional goods so that the many craftsmen of the city may reinforce the walls and set up barricades.

Traps are laid out in front of the city walls, unfortunately some of the people die in the construction, however casualties can never be completely avoided. Whilst these are some pretty big changes none of the larger powers within the city have undertaken any attempts to stop you and thus your influence appears to grow even further.

One of the most powerful local merchants Maxim Turmhill even goes as far as to donate surplus weapons and armor. He is certain that under your lead the people will do far more good. After all there is nothing worse than people running rampant during a siege. Seeing as the merchant has his own Retinue there should be nothing wrong with devout followers of the faith protecting the teachings of the lord and ensuring stability in the city.

As your influence grows perhaps you will have to look out for objections from other forces such as the great noble houses or other members of the clergy, however the people heed your word as you have promised them greatness and forgiveness in the eyes of the lord and shepard. The second line will stand ready to defend and support the city of Weissstadt to the last drop of their blood. Though of course before the battle has actually begun proclamations are always the most zealous.

>Skills:

+ Influence [The Second Line] (30)

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523caf No.9664

>>9663

>EVERYONE ADD THIS LINE

>Updates:

+ Long / Short (You obviously choose this)

—– News —–

More refugees flock to Weissstadt in fear of Uhlmannen attacks. Food prices and accomodation cost rise.

The Second Line, a church initiative to defend the city against invaders and personally contribute to order in the city is gaining power.

—– News —–

>EVERYONE ADD THIS LINE

>Updates:

+ Long / Short (You obviously choose this)

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523caf No.9665

File: 1441773248825.jpg (846.92 KB,1920x1080,16:9,1389954359191.jpg)

>A DAY OF INFAMY

Treachery. Deceit.

Duke Lyon has murdered his own brother the King and has lain siege to the Capital!

With the aid of the Western Lords, Duke Lyon ambushed his brother's forces whom he was supposed to join up with and support to overcome the Uhlmannen invaders!

When Duke Lyon's forces surprisingly attacked the King's forces near the Capital the King fought valiantly and bravely but he and his guard were eventually encircled and killed by the treacherous Duke Lyon.

The remaining men of the King's army have retreated into the Capital where they protect the King's infant son and heir to the throne.

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523caf No.9666

Dice rollRolled 88, 74 = 162 (2d100)

>>9660

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 33 copper

+ 11 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

Skills: Swordfighting (64)

+ Dragon Fang Combat (56)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (53)

+ Gutter Talk (33)

+ Charisma (2)

+ Anti-Uhlmannen Tactics (14)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

>Update- Long

1. Talk to our employer about getting shileds for the men.

2. When I have time go see how Eric fucked up now.

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523caf No.9667

Dice rollRolled 93, 12 = 105 (2d100)

>>9654

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 112 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (35)

>+ Noble Customs (60)

>+ Sneaking (40)

>+ Stealing (6)

>+ Running (50)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant(Spy) - Whitecastles (15 Copper / Turn)

>>Holdings:

+ House near Market (4 rooms) - Owned

>Updates:

+ Long

1-2. "Aiska? You mean my cousin who was presented to the Uhlammen? Haven't seen him in decades. As far as I knew, he was still with them, or dead. Dead being the much more likely scenario in my mind. If he is anywhere in this city I'd suggest looking at the inns, or maybe wherever mercenaries stay, since I doubt he'd not pick up a weaponcraft after his stay with them. Still I wouldn't recognize him if I passed him on the street, since it's been literal years and last I saw him he was a kid."

While I'm talking catch my breath and take stock of myself. See how bad the bruise is, check to see if my dagger is still on me(preferably without touching it). They're obviously going to torture me and likely kill me once they get what they want. So Stealthily grab my dagger, and when the big thug closes end him. Then fight my way free and run!

+Noble Customs 60(talking)

+40 sneaking(surreptiously checking things and stealth draw the blade)

+35 Daggering(fighting)

+50 Running (fleeing)

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523caf No.9669

File: 1441827062235.jpg (486.91 KB,1920x1200,8:5,roman-centurion-1920x1200.jpg)

Dice rollRolled 44, 60 = 104 (2d100)

>>9656

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Spear

+ Turmhill Lieutenant Leather Armor

+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

8 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

1. A good commander knows his men, the best laid plans are useless if ones subcommanders The best plans will be useless if your subcommanders ignore them and decide to do their own thing in the name of honor and personal glory. Meet the men I will be commanding, try to establish a connection with them.

2. The peasants coming from the burned cities should be able to provide us with the most recent and accurate information on the barbarians, and possibly a source of men willing to fight and die for a chance at revenge, Engage some in conversation.

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523caf No.9671

Dice rollRolled 10, 96 = 106 (2d100)

>>9664

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 12 copper

>Skills: Faith Knowledge (107), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (6) & Zeal (25)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

>Updates:Fluffy like pinky's booty

1-2 The branding of the numbers can be important I must study these numbers to find the ones who were corrupt.

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523caf No.9673

Dice rollRolled 93, 1 = 94 (2d100)

>>9661

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory:

+ The Black Tome of Nation

+Well Made Dress

>Home:

+ Von Pissen Residence

Skills:

+ Noble Customs (77)

+ Occult Knowledge (29)

Flaws:

- [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

Bonuses:

+ [The Apocyan Sigil] You are a member of the Apocyan Sigil, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

>Updates:

+Long

1. Get myself settled in to my guest room, thank the Lord and Lady Von Pissen for their hospitality.

2. Once I have settled in ask them if they have heard word of any of my family.

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523caf No.9674

Dice rollRolled 28, 5 = 33 (2d100)

>>9657

Name:Vivian Nation

Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

Inventory:+ Father's Sword

+ Plain Clothes (Female) [Wearing]

+ Plain Clothes (Male)

Money: 37 Copper

Skills:

+ Swordfighting (50)

+ Survival (50)

Flaws:+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

Bonus:

+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

Skills:+ Drinking (4)

+ Intimidate (4)

+ Hand to Hand (7)

+ Girl Talk (5)

+ Being a douche (5)

Drinking (10)

+ Eavesdropping (1)

+ Butterfacing (10)

Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

1:"Та хазайлгасан хүү хос морьд Зөндөө явж болно доголох" (YOU LIMPED COCKED BOY LOVERS CAN GO FUCK YOUR HORSES) Pluck some of the flowers for myself.

2:Time for work those Uhlmann cunt's can go fuck themselves.

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523caf No.9685

File: 1441852694758.jpg (Spoiler Image,50.42 KB,599x489,599:489,NoneOfThisMatters.jpg)

Dice rollRolled 100, 67 = 167 (2d100)

>>9658

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric (Once a veritable social butterfly) became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus. He used to be proud of the noble blood that ran in his veins, but now it means little more to him than the clothes on his back, serving as a painful reminder of easier, happier times.

>Inventory:

+ 2x Finecraft Family Dagger

+ 4 Loaves of Bread

>Skills:

+ Daggering (25)

+ Drinking (30)

+ Searching (8)

+ Sneaking (28)

+ Stealing (2)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periods of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

>Updates: Long if I post long, short if I post short

1/2. 'Well, that was easier than I expected,' Aethelric thought to himself, 'Still. It could be a trap. I'll go to the castle, but do so cautiously.'

The plan was this. The drunken rogue would hang around the castle for a while in the guise of a beggar. He'd never show his face, but he'd watch the comings and goings. From that, he could tell what sort of person gets accepted into the castle most often. From there, he'd try to pass himself off as a member of that group. Of course, getting into the castle could be easier or harder than expected. The plan shouldn't be too rigid.

Once inside, Aethelric would seek out his relative. The man is obviously looking for a good fight. Aethelric wouldn't give him one. The main objective is to bring the man to the person who's looking for him. The best outcome would be if Aethelric can convince Aiska to come with him. However, if he needed to knock the lighthair out, he could do that too. Maybe the ragged drunk would tell him that someone was talking shit about him. Then he could just send him wherever.

All throughout the process, Aethelric would be ready to bounce like a coiled spring should anything go awry. It's entirely possible that he's walking into a trap.

>>9665

Picture related

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523caf No.9691

>>9662

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory:

>+ Family Key

>+11 copper

>+one set of fine clothes

>+one rough robe

Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (4)

>+Vigilance (3)

>+Homosexual(10)

Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>+ [Scarred Back] The many lashes have taken their toll, however after good medical care they pose no threat to your health and on the contrary, make you somewhat more resistant. You will probably bear them for the rest of your life.

>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

Job:

>+underwear maker with the weaver's guild (6 copper/turn)

Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

>Updates: long

1. Get some new clothes for myself, specifically a plain dress, some sturdy shoes, and a holocaust cloak. If possible, save money by retrieving his old dress where he had stashed it before the little BDSM party earlier.

2. Once wearing the plain dress, scout the defenses of the city to find any sort of weak points. Talk to guards and gain any hints as to their activities. Give bribes in the form of, ah, intimate favors, where needed.

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523caf No.9692

Dice rollRolled 84, 53 = 137 (2d100)

>>9691

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523caf No.9714

Dice rollRolled 23, 14 = 37 (2d100)

>>9659

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 21 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (67)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

Post preference: As long as makes sense for fluff given.

1.The Ulhamannen are no joke, and the Count needs to understand that at once. All efforts should be taken to prepare for their eventual arrival, because if Whitecity does not use everything it has to fend them off, it will be razed to the ground. More than that - I want to be placed in a position of command over Whitecity's defenses, as an appointed official. Of anyone in the city, I am the most experienced dealing with this threat, and any man can attest to my skill with organization and swordplay. Given time and resources, and put where I belong, I can ensure no Ulhammen crosses these gates. Now, the only difficulty is to make the Count see that.

+ Swordfighting (67)

+ Leadership (27)

+ Charisma (3)

2. See about getting temporary accommodations for us, since the church would clearly rather the #Nation family not be here for now. Twenty-four silver coins should get the family a decent enough house until proper accommodations can be acquired, I think.

+ Charisma (3)

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523caf No.9762

YouTube embed. Click thumbnail to play.
Dice rollRolled 87, 60 = 147 (2d100)

>>9663

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Influence [The Second Line] (30)

+ Scythe Fighting (57)

+ Preaching (55)

+ Zeal (33)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (12 Copper) (+1 each turn, costs 1 Copper per turn)

>Updates:

+ Long

Bartholomew observes as the ripple he has started slowly turns into a wave that rings throughout the city. Many flock to the word of the Lord and to the defense of their city, a good start. Bartholomew turns to his Red Cloaks and gestures to the fortification. “Behold the word of the Lord at work, the people once disillusioned and divided come together to defend the Lord and the City. Yet still, it is not enough.” Bartholomew looks to the tide of refugees that constantly stream into the city. “Now behold the plight of man, brought about by heathens and kinslayers. They come to us in search of shelter and safety from the heathens but only find starvation and cold, dangerous nights. I understand that we cannot possibly house and feed them all, such an act would undermine what we have done and possibly become the undoing of this city.” Bartholomew turns towards the red cloaks. “Yet still, the Lord has brought them to us and if we cannot simply give to them that which they need then we can inspire them to join us and then, perhaps with rationed supplies, we can stop the starvation and strengthen the city yet again.”

1-2.

Bartholomew stands before the gate into the city, before the tide of refugees and preaches. He talks of the plight that is the heathens and he talks of the ruin brought upon them by the kinslayer Duke Lyon. He incites the people’s sorrow, their anger and finally their faith. He draws the refugees into his cause and when the gates close for the night he continues to preach to any who will listen. He instructs the people to rest and then he instructs them to help build fortifications and to become the Second Line of the cities defenses, to repel the heathens, the deceivers and the Kinslayer! To stand side by side with the faithful against the coming darkness!

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523caf No.9763

>>9762

Forgot to link relevant Skills and bonus.

+ Influence [The Second Line] (30)

+ Preaching (55)

+ Zeal (33)

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

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523caf No.9801

Dice rollRolled 89, 7, 31, 54 = 181 (4d100)

>>7511

>>8228

>>9654

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 1 Copper, 2 Silver, Fine Clothes

Skills:

Gambling (59)

Luck (53)

+ Acquiring Information (1)

Flaws:

[Gambling Addict] You find it hard to turn down a gamble of any sort.

Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

1 Find lady luck, a chance encounter with some princess perhaps or a lovely doe-eyed daughter of a wealthy merchant or a mistress of renown

2 Gamble at a Whitecastles officers pub, clean them out of some coin but accept information that can help a man achieve rank

3 Gamble at a Whitecitys officers pub, clean them out of some coin and accept information that can help a man achieve rank

4 Gamble at a Turmhills officers pub and just plain clean them out o their fat purses

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523caf No.9880

File: 1442562892215.png (2.88 MB,980x1280,49:64,1440938316344.png)

Dice rollRolled 65, 43 = 108 (2d100)

>>9663

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[11 Silver; 0 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (92)

+ Riding (50)

+ Insults (4)

+ Dodge (14)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Training with the recruits has been informative, but I must put myself above them if I wish to gain power and prestige. I will challenge the veterans now, surely they'd want to beat up on a barbarian and if not, I will force them too.

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523caf No.9915

>>9666

Maxim Turmhill. An accomplished man certainly. He was no doubt the richest merchant in all of the city and perhaps the richest noble as well. You haven't had the opportunity yet to see the numbers yourself, however while the Whitecity family had seen a great influx of income over the recent years you were certain that this man had managed to stay on top of all of it.

Naturally Turmhill didn't look impressive. His clothing was well made, however it looked like it had been years since they had last fit him. Only few of the buttons on Turmhill's jacket remained closed, however as you nervously inspected them from a distance you noticed a slight wiggling that suggested this fact was subject to rapid change.

You were not the tallest of all men, however you certainly weren't one of the smallest. Maxim was easily a head smaller with you and thus you relaxed a little at the prospect that any buttons that could go flying weren't going to hit you right in the face. "Ah! Wikiver!", he greeted you almost like you were an old friend of his, nothing would suggest that more than a hundred men bearing his sigil were patrolling the streets.

"Have a seat! Have some wine!", he invited you, however you declined politely, whatever Eric had gotten himself into you had no intention of letting him wait any longer than you had to. Quickly making your case you introduced the idea of shields for the Turmhill guards which Maxim seems to wholeheartedly support. Turning around he set up his chair to take a shield with the Turmhill sigil from the wall where it had been hanging demonstratively with two swords crossing through it and tossed it towards you.

"You get to have the first one since it's your idea. Send Frederick in on your way out.", you were almost through the door when he stopped you one last time, "Oh and Wikiver.", you looked at Maxim who was already skimming through some letters, "Nice to see there is someone else thinking ahead. I like it.". Holding back a shrug you left the office and sent in Frederick, Turmhill's personal assistant of sorts. Now to find Eric.

Following your nation sense you made your way to the slums. Where else. Perhaps Eric had gotten himself into a barfight or something alike, however the closer you came the more you doubted the train of thought. Passing dark alleyways you felt the watchful eyes of cutthroats and other scum in your back. The Turmhill sigil was lending you respect, or at least enough of it to keep them at a distance.

Managing to resist your impulses you merely passed two brothels and several burnt out buildings. A young woman passed you in the street, you could have sworn you had met her. Perhaps she was one from the many you met that night your brother had gotten his leg broken? But she was gone as quickly as she came, nothing more than a face in the masses.

At last you seemed to have found your destination. A shabby tavern, not any better than the last few you passed, however something was different. You could tell this was where you were meant to go. But where and why? People where drinking and shouting, some even singing. The mood was good but Eric was nowhere to be seen.

As if someone had taken your head and forced it around you stared at a door at the other end of the tavern. It had been locked with a bar from this side, however you could see the door bending slightly, as if someone was forcing against it with all his weight. Before the owner could even protest you stormed through the place and lifted the bar, the door immediately pushing into you you jumped back and stared into Eric's face. He was scared to death and pearls of sweat were running down his forehead.

Without a word you pulled him out the door opening into the tavern, revealing stone stairs leading down into a barely lit room. Several men were walking up the stairs, they had stopped for a moment, no doubt surprised that you had opened the door. They were far from your friendly fellows. A band of bandits no doubt, one of them, the closest was holding a cleaver in his hand, tatoos covering his arms.

Slamming the door shut you put the bar back into place, from the other side you can hear something heavy hit the door and wood splintering. It bended heavily under the angry shouts and slowly the people in the tavern started to take an interest. Unwilling to stay around until the people in your surroundings would have picked a side you started pushing Eric, which was apparently all he needed. As if he had been struck by lightning he bolted out of the tavern, in your armor you had trouble keeping up with him as he stormed through one alley after another.

When he finally came to a halt you were both drenched in sweat. However you were certain that they were unable to follow you.

>Inventory:

+ Turmhill Family Shield

>Skills:

+ Charisma (5)

+ Running (5)

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523caf No.9916

>>9667

Here you were. Not tied at least and your grandfather's dagger was still at your side. If the big guy came to grab you you would make sure use of it. A quick strike, he wouldn't be expecting it. Your gaze slowly wandered around the room. The stairs weren't that far. You were a good runner. You could do this.

As your gaze continued to wander in the soft candlelight you began to make out a number of stains on the floor as well as a small metal grate. How many others before you had thought they would be able to make it out alive? This wasn't their first kidnapping, there could be no doubt about that. Were they underestimating you, or toying with you?

You didn't have a choice. If you didn't do this now they were going to torture you. Carve you up, slowly and painfully, to obtain information you didn't have. On a sidenote you had also missed your date with Lilith, then again you figured this would be the least of your worries if you didn't manage to get out of here soon.

Blueberry Tom was not pleased with what you had to say. It was plausible. Of course it was, it was the truth. Then again it was not what he wanted to hear. He was a thug, he had told you so himself. What did he care for your wellbeing? No you had to make your move before you were completely drowning in shit. But you had to wait for your cue.

Tom nodded slightly. That was it. You heard the heavy steps on the stone ground behind you, as he leaned over you felt the hot breath. This guy reminded you more of a minotaur or an ogre from the tales than an actual human being. But it wouldn't matter. He was human and he had a very distinct weakspot.

His hand slowly lowered onto your shoulder, however you jumped up, extending both of your arms. The dagger slided from it's hidden spot near your armpit down through your sleeve and into your hand. With a rapid movement you struck the man's neck, who pulled back slightly and then snuffled in a mix of surprise and amusement. Like a giant trying to squash a child he extended both his hands and came closer.

You stumbled backwards. Suddenly his eyes widened, his hands pressed onto the side of his neck he cursed and sank onto his knee with a thump. Not looking back you charged towards the stairs and upwards where faint light was shining through a small opening at the foot of the door. For a moment Blueberry Tom had not moved at all, however as you looked past your shoulder you saw something you'd rather not have seen.

Not saying a word Tom tore apart the chair he was sitting on with his bare hands, sending splinters through the barely lit room, the golden ring on his arm silently singing. "Steve 'n Jeeve, look after that.", he said in a disturbingly calm voice as he picked something metallic from a table that had apparently been hidden in darkness. There was only little light, however there was no point in sticking around to find out what exactly it was that he had in his hands.

With all your momentum you threw yourself against the door and.. nothing. With a painfully aching shoulder you tried again, but it wouldn't open. It had to be locked! Panic overtaking you your hands searched the door, however there was nothing! Nothing at all! How should anyone open this door?! Again and again you threw yourself at the door but nothing.

You could hear the steps on the stairs behind you, a silent, hateful laughter. Something in you clicked and you just stopped. Your entire body went stiff. This could impossibly happen. If they were to reach you.. you'd have to fight! Man against man! But there were six of them and only one of you. Below you heard the giant coughing and cursing. If Tom wasn't going to kill you the giant sure would.

Fight! Fight! You tried to command your body, but it wouldn't listen, cold sweat running down your forehead. Something screeched and a flash of light blinded you. For a moment you blinked only to stare into the face of a good looking, visibly displeased, young Turmhill soldier. However not just any soldier. Wikiver Nation. Without a word he grabbed you and dragged you out of the stairway, slamming the door shut behind you and bringing the bar in place that had previously prevented your escape.

The door was bending as something slammed against it from the other side. They would break through in no time. Feeling Wikiver's forceful shove you got moving. At the prospect of escape your body was now much more willing to cooperate, your legs taking you out of the tavern into the streets, through a labyrinth of alleyways and out of the reach of your captors.

When you finally stopped you were drenched in sweat and somewhat surprised to find that Wikiver had managed to keep up with you, however he too was exhausted. Nervously you looked around, had you really managed to loose them though?

>Skills:

+ Running (5)

+ Daggering (3)

>Flaws:

+ Enemy [Blueberry Tom]

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523caf No.9917

>>9916

>>9669

A good commander knows his men and you plan on being a great commander! You had almost impossible expectations to fulfill already! Namely your own that was. Heading right back into the courtyard of the Turmhill mansion you had a look around. Crates were being opened and shields distributed to the Turmhill Soldiers. They all bore the Turmhill Sigil.

Intrigued as you were you inquired about the sudden appearance of shields. Apparently one of the soldiers had suggested it and Turmhill, entirely convinced that it had been a smart idea, had been able and willing to purchase large amounts of shields. Naturally there wouldn't be enough for everyone right now and they would have to be made over the coming weeks, in fact you were already surprised how many of the shields already existed.

After a short look around you were informed that you would be in command of three units, each of which would consist of twelve men. As was to be expected more than half were not present at the estate, whether they were patrolling or off somewhere in a private matter was beyond you. Making the best of it you introduced yourself to the ones that were at the courtyard, who were neither impressed with you nor particularly turned away. A common reaction no doubt.

You had a bit of a chat with the present soldiers and soon discovered that the units of twelve men were yet to name their own leaders. While Turmhill had insisted on experienced veterans coordinating his troop movements he had been adamant in the belief that the smaller units required a self elected leader in order to strengthen combat functionality and troop morale. No doubt another crazy idea supplied by one of his many soldiers.

Now what about those other officers? Of course you were far from the only Lieutenant. Turmhill commanded an incredible amount of men for a merchant, no doubt he had stocked up considerably upon being informed of the Uhlmannen threat. Many of the other commanders too were not present, however you managed to find a small group that was loosing a small sum of money to a finely dressed man.

Just about everyone would have proclaimed the man a cheater, however upon closer inspection you uncovered his dirty secret. This man was no other than Sweet Bob. A member of your very own House of Nation. He was notorious for his lucky dice and a 50/50 chance with him was never just that.

However enough time spent with the soldiers. The most information would be obtained from the peasents that were fleeing the violence. The people seeking refuge in the city would no doubt know some valuable information about the Uhlmannen! Or at least so you thought. However most of it simply amounts to a horde of horse mounted archers setting alight homes and killing men and women alike.

The Uhlmannen were by no means common barbarians, they had truly mastered mobile warfare on horseback and meeting them in an open field had sealed the fate of many armies. Trying to find some more useful information you took up talking to a young woman. As it turned out she was a farmer's daughter by the name of Maria. She came from a village a week's travel from Weissstadt, her father, a farmer wanted to save as much as he could from the Uhlmannen, however a raiding party caught them of guard and all of her family was killed.

This was what had always bothered you about war. The casualties. Not just the ones on the battlefield but the people who suffered as a result of it. What was this about anyway? What did the Uhlmannen want this far inland? Certainly they were not looking for any place to settle and they also didn't intend to strike a deal with Lyon, whether one may proclaim him King or Duke.

As you thought about this you noticed a band of riders passing the gates. They were dressed in rags, carrying their belongings, one of them even carrying a small child. They were different than the other refugees. Only very few managed to save anything, but horses really were quite something. You would have been suspicious of them, however their facial features easily revealed that they were anything but Uhlmann.

>Skills:

+ Charisma (4)

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523caf No.9918

>>9917

>>9671

The branding of the numbers. Brother Oreo's eyes lightened up slightly, naturally this was anything but a comfortable topic for any man to talk about, but he carried it with patience. "The numbers are assigned in the order of the seven deadly sins.", he calmly explained and opened a holy book, swiftly finding the appropriate page the moment he opened it. A mix of experience and luck no doubt.

"Three, Luxuria or more commonly, Lust.", Brother Oreo pulled off his robe. You flinched slightly as he revealed his upper body, countless scars dragging accross, healed cuts and bruises. Whether you were curious or not this was no time to ask about them. The large "3" that had been burnt into the left side of his chest was no doubt the indicator of sin he had talked about before. Quickly Brother Oreo put his robe back on without any indication of shame or discomfort.

"This is my sin. I have paid for it yet I must bear it. This and only this I can reveal to you, for every man who has been marked has paid for his sins.", for a moment your eyes met, his gaze almost seemed glassy, "It is not my right to tell you about the sins of other men. Ask them yourself if you must.". Of course you would have to go and do that. However this would make things a lot more difficult. Surely the suspect would not reveal his sinful past to you, then again perhaps that was what he would expect.

The candles in the crypt continued to burn silently. How would you find out about their sins in a more.. reliable way? Could you sway Brother Oreo to tell you more? Unlikely but surely not impossible, was it? There was no way he would be able to remember every single sin of everyone on his own, there had to be some sort of written record of it. But where would that be? And would it not be sacrilege if you were to access it without permission?

Then again wrath was a sin, yet the clergy had to accept and even further it in some cases in order to spread and strengthen the enlightenment that was the Holy Faith. Sometimes wrath could be just and if directed responsibly could rid the world of many evils. Even now you were afraid having talked to Brother Oreo had brought up more questions than it had answered, which was about the same time you realized that he was not with you anymore. While you had been lost in your thoughts he must have taken off.

Oddly enough he had not even asked you why you wanted to know so much about the sins. After having interacted with him a number of times you were certain he held his own very particular opinion about you, he had blamed you for Brother Jannis' missstep after all. An odd man at any rate, but had he really betrayed the church in favor of money? Someone had done so. Perhaps you needed another lead. Or perhaps you merely needed to dig deeper.

With a head full of questions you ascended from the crypt and stepped out into the cathedral. What you saw robbed you of all breath. Men, women and children in rags to the hundreds were filling the ancient halls of the cathedral. Many of them were slumped against the wall or sleeping on the ground. They were refugees from the villages that had been burnt down, no doubt some of them have escaped from the Monastery of Samson's Watch which had been sacked by the Uhlmannen merely a few weeks ago. It took no expert to see that the church would have trouble harboring all of these refugees.

>Skills:

+ Zeal (1)

+ Faith Knowledge (2)

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523caf No.9919

>>9918

>>9673

You looked around the von Pissen's guest room. It was comfortably furnished with a mirror as well as all sorts of cosmetics that a noble lady such as yourself would require in order to keep a respectable appearance. The mirror itself consisted of three parts and was held together by several silver parts which enabled it to stand on the table while also allowing you to see yourself from three different perspectives.

From the looks of it you had also been blessed with a large and comfortable bed. No doubt this room would usually house a Lord and a Lady who had come a long way to pay the venerable House von Pissen a visit. It wasn't long until one of the servants brought you a dress. As it turned out this was actually one of Cecilia's dresses, however she insisted that you wore it right after you had taken a bath. Though you were certain that she meant no offense by it she undertook no effort to make it sound less like an insult.

Either way you had no intention of turning down a bath, you knew you could use it after having spent so much time on the run. It was good to finally have a place to call home even if this wasn't really your own. When you finally returned to the entrance hall where Tamos and Cecilia were already waiting for you you had nothing but gratitude for them. A sentiment which undoubtfully became a part of your heartfealt declaration of gratitude. While Tamos laughed slightly and waved it off Cecilia remained in the background, with her usual faint smile.

Upon your question as to what had happened with your family however Tamos face warped for a second. He had to admit that he hadn't heard of any other members of your family, however you quickly assured that you were certain at least some of them were fine. You had a variety of different relatives and while certainly a lot could be said about them they were survivors in their own right. "Such grave news aside, let me show you something.", Tamos declared and lead you into the basement.

"Nobody comes here.", he proclaimed a little proud, "Well nobody except me anyway.", he lead you through two barely furnished rooms and into a third one that was not much different than the first two. "Down here I tried a little something.", he said with an almost cheeky smile, "The Bequest of Orton, Bane of the Keshmerer.". No doubt he expected a reaction from you. Lucky for you you had heard of it. It was a very old ritual. Expensive in materials and time and it required a number of blood samples.

The Grand Priest of something you couldn't exactly recall had utilized the ritual to call forth the Evil Demon Orton, who crushed the Grand Priest's enemies, the Kashamar. The story did however have a bitter sidenote as the summoner himself was swallowed by Orton before he returned into the depths of hell. You didn't recall much of the ritual though now that you expected the room.. Of course, there at the door, the obligatory line of salt that split the room from the rest of the house.

"I completed the ritual, however nothing happened I'm afraid.", Tamos looked at you with sort of an apologetic smile, "I followed the instructions with absolute precision.", he proclaimed with utter conviction, however the first look on his chest made you have your doubts. Seeming to note your gaze Von Pissen quickly shook his head, "Oh, no no. This is not part of the ceremony. This was merely a gift.".

He really had followed every instruction to the last detail. The two circles consisting of various runes, carved into the ground, filled with some powder and set alight. One for the summoner, one for the summoned. Except no. There was a line in the summoning circle that had been broken, as if something small had been dragged through it. A deadly mistake for any mage no doubt. The snake had set the entire thing of to a good start, however the damned amulet had stopped me dead in my tracks.

Snake? Damned amulet?

"Pardon me. Those were not your thoughts. They were mine.", the hair on your neck was standing straight up and all blood had escaped from your face, slowly you turned around only to reveal.. nothing? The room was still completely empty except for you and Tamos, who went through a bit of a rant as to how complicated obtaining all these materials had been.

Closing your eyes you pinched yourself in the nose. Were you loosing it? Shaking your head you took a deep breath. You needed to calm down. Having managed to escape the Uhlmannen you had seen horrible things. Horrible things that were *real*. Getting scared by yourself really was an idiot move.

"You shouldn't be so hard on yourself. People believe plenty of things that are a lot less real than this.". You blinked a few times. Tamos still didn't seem to have noticed anything. What was going on..

>Flaws:

+ [Orton] You hear voices in your head, they coulcel you, they understand. They talk to you.

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523caf No.9920

>>9919

>>9674

Venting your anger by hurling a few more swearwords after the Uhlmannen you slowly got out of the water. Now you just had to dry up a little before you would get back in your clothes. It was a sunny day, way warmer than back home anyway.

With interest you watched the various young girls in their red riding hoods picking the flowers. Only few of them could even be considered young women. What could they want with the flowers? Possibly there was a big wedding coming up? It wasn't like you had any idea what the nobles of the city were up to.

Getting dressed again you walked over to the wide flower bed and picked one up. You had no idea what had happened however suddenly all the girls were staring at you, whispering. Unable to hear a word their faces showed a mix of fear, curiosity, confusing but largely disbelief. Even more uncomfortable than before you quickly made your way back into Weissstadt. Wasn't like you were welcome here either.

At least you still had work to look forward to. The pay was excellent since all you had to do was stand around all day, though with your plain female clothing you were hardly an imposing figure. In order to cheer yourself up a bit you stuffed the flower into one of your chest pockets and stood guard. People passing by were looking at you suspiciously and whispering. This was negative attention no doubt but it was beyond anything you usually experienced.

With your mood hitting rock bottom it wasn't about to increase as your boss came down the street. Looking at you his eyes widened his mouth clearly spelling "what the fuck" he quickly rushed over to you. "What the hell do you think you are doing?", he tore the flower from your pocket and threw it onto the ground where he crushed it under his heel.

"What sort of an imbecile would run around with contraband like that?!", he was genuinely upset, "You pull shit like this again and you can kiss your job goodbye! I can't be working with people like this!". And just like that cursing and swearing he dived back into the masses. You just looked down onto your pretty red flower, ground to red dust in the dirt. Today was about as far from being a good day as could have been. But if your life had told you one thing then that things could always get worse.

You could really use a hug right now.

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523caf No.9921

>>9920

>>9685

Surely it would take a masterful ploy to gain access to the castle. The people here didn't know you which was both a good and a bad thing. The main problem of finding a good disguise would be obtaining the disguise itself. Of course you made an excellent beggar which was mostly because you only had rags to dress yourself in, but disguising yourself as servant or even soldier would prove as far more of a challenge.

As you sat near the castle's drawbridge you quickly noticed something. The people who entered the castle were as various as they came. Young men, old men, tall and little, with bushy grey beards or none at all. Really there seemed to be no limitation as to who would be granted access into the castle. For a moment you got up to get a better look at the situation.

Looking down the drawbridge what you saw really seemed to play out in your favor. A recruitment office from the looks of it, right at the end of the drawbridge. Gaining access would be an easy task at any rate, you could always leave a fake name, not that you honestly believed that they were going to conduct any research on who joined their ranks.

For a moment the lack of alcohol made you stumble and you fell back onto your behind. With a small sigh you slumped into yourself, you sure needed a morning ale. Slightly puckering under your unwashed two week beard you heard a silent sigh and turning your head you laid eyes upon the most beautiful creature you had ever seen.

"Oh you poor man.", the girl had locked golden hair and eyes pure as the summer sky, a pleasent smell carried with her every move that seemed to softly drown the stench of the street. She looked like she had been struck from marble, so smooth and masterfully crafted, a perfect face, inhuman even. The sunlight was catching itself in her hair, creating the impression of a halo. In this very moment you realized that angels were not mere stories written down in the Holy Book. They were very real and one of them was within arms reach of you.

With a hardly noticable movement she dropped her surprisingly heavy purse into your lap as it unfolded and revealed twenty silver coins. One of the guards who were accompanying her flinched noticably. This was enough money to buy a house and no doubt more than he had earned in the last few months. This would easily allow you to continue a lifestyle of reckless drinking for the year to come.

With a faint smile on her face she turned around and was gone again. Accompanied by the many guards and servants in her wake she ascended the drawing bridge and made her way into the castle, the crowd of recruitees splitting for her and her companions. Today you had been visited by an Angel. The Angel of the Weissburg to be exact.

>Inventory:

+ 20 Silver

>Skills:

+ Disguise (50)

>Bonus:

+ [Poor Sod] People just naturally tend to feel sorry for you. This can come with some advantages if you don't mind being pitied a lot.

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523caf No.9922

>>9921

>>9691

It was time to look for some new clothing. Your job was still paying well and you came out with a nice 4 coppers even after food and a roof over your head. From the looks of it you had a bit more than a silver at your disposal, however smart as you were you remembered that you had stashesd away your finely made clothes before your run in with Bartholomew.

You quickly found a merchant willing to buy the fine clothing off of you for 8 copper, in return you would find yourself able to purchase a plain dress as well as a hooded cloak for 4 copper. For a moment you reconsidered, however you were not aware of any clothing that would not catch fire so you decided to go with what seemed to be a fair deal.

Having quickly slipped into your plain dress you walked alongside the city walls. They were rather high, though you had seen more impressive ones in the past. While they would easily resist any force of bandits you were uncertain whether they could withstand heavy war machines. Then again the Uhlmannen were horsemen, they would hardly give up their great advantage when it came to mobility in exchange for besieging capabilities.

Your route continued and you checked on the gates of the city. It had no moat and thus no draw bridges, however the city possessed heavy wooden doors and metal grates on all four of it's entrances. Naturally you searched for any smaller gates which could prove to be a weakspot in the city's defense, however you failed to find anything of the sort.

For a moment you contemplated trying to get something out of the Whitecity soldiers by promising them certain favors, however you reconsidered at the prospect that none of the men here actually knew much about the planned defense of the city. Another thing you did note however was the increased amount of religious fanatics throughout the city, driven by Bartholomew they seemed to swarm to some sort of church organisation you weren't entirely familiar with.

>Inventory:

- One Set of Fine Clothes

+ 4 Copper

+ Plain Dress

+ Hooded Cloak

>Skills:

+ Searching (2)

+ Vigilance (3)

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523caf No.9923

>>9922

>>9714

As you made your case Count Whitecity's eyes rested upon you, his right hand slightly stroking his chin. Certainly he was thinking about your case, but the more you continued to talk the more a frown began to form on his face. You were uncertain what you were saying that he did not approve of, your experience spoke for itself.

Determined you continued to make your case however now you also noticed a few of the servants flinching here and there. What was it that everyone noticed but you didn't? As you finally finished the entire room had fallen into a deep suffocating silence. Everyone's eyes were fixed on the Count who was in turn looking at you.

Having slumped in a bit the Count fixed himself on his seat, slightly dusting of his truly magnificent clothes. Clearing his throat he leaned forward slightly, "You've made your case and I will be sure to consider your offer of service.", he nodded slightly and waved over a man with greying hair who had been waiting near the entrance.

The entire room began to breathe again and the world moved on, you knew what this meant. There could be no doubt that you had been refused, your experience cast aside for whatever reason he had found. Did he not see the importance of this? No this was not about what the Count had seen, it was about something that he knew that you didn't. Something everyone knew but you didn't.

With your head held high you stepped away and left the hall, nobody would see the proud Patriarch of House Nation broken. You had been refused countless time back when you ruled your own city in the East. There was no shame in being turned down, however to have been put in this situation in the first place.

You almost laughed at yourself. It was so unlike you to complain that the world was unfair. Of course you knew. You had outplayed many others yourself and tossed them into the gears of fate where they had been brutally crushed. No you could not let this keep you down. Instead you would go look for a place to stay, after all you had been letting the church pay for your accomodation for quite some time now. However you would not just rent something, no that would hardly be appropriate. You would buy a house for the nation family.

After having inspected a number of houses you came to the conclusion that none of them were in any condition to be bought. You figured for your 20 silver you should either receive a 2 room house in an acceptable surrounding or a three if not even a four room house in one of the worse parts of town. Naturally you would not choose any place that was almost falling appart.

You could really use a hug right now.

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523caf No.9924

>>9923

>>9762

Like a rock you stood amongst the floods of refugees that entered the city and preached. They were tired and beaten, many of them had lost family and friends and they couldn't care less for whom was king at the moment, but you knew you had planted a seed somewhere deep within them. When the time would come you were certain they would stand by you to condemn Duke Lyon.

Under your direction the refugees continued to stream uphill and towards the cathedral where they were received with open arms. However the stream of refugees did not seem to end, more and more of them made their way towards the cathedral and you started to question whether the chruch would even be able to take care of all of them.

Still standing amongst the flood of people you preached to them, to assist in the fortification of the city, bolstering the defenses and driving back whomever came to take it. Especially the last part was something that had the passing groups of Whitecastle, Whitecity and Turmhill soldiers listening up. The matter of royal succession had not officially been addressed and was particularly touchy in light of the bipolar tendencies within the city.

No doubt neither Whitecastle nor Whitecity knew what the other was thinking, if one would announce their support of the false King the other would be forced to choose the opposing sight in light of their ever ongoing rivalry. If war was to erupt within the city walls no doubt the person to break the stalemate would be Turmhill. Though you had never met the man you were certain as a merchant he was just as much of a profiteering scumbag as every other.

For about an hour the refugees continued to stream past you and towards the chruch. Though you directed them somewhere deep down you slowly began to doubt that you were doing any good in convincing them to join your cause. Another hour passed and yet another. With not much to show for except having directed the refugees you were about to call it a day and head back to the church when a rather peculiar group caught your eye.

From a group of villagers a creature split, limping towards you at great speed. "I can serve!", it shouted loudly over and over again as it limped towards you faster and faster, a woman wanted to stop it, but an old man held her back. There it came, forcing it's way thruogh the crowd recklessly pushing aside people it had finally reached you.

"It", was a man, though he looked like he had been digged up from a killing ground. Two arrows were still stuck in his shoulder, crusted blood having formed around them, his face disfigured by a horrible scar that left half of his upper teeth exposed and dragged accross his entire face. His right hand was missing two fingers and still clutching the upper half of a spear that had been broken through. It's tip was almost completely black and only few bright spots suggested that the spear was made of iron.

"I can serve!", he proclaimed proudly once more with a sore voice, repeatedly trying to straighten hsi back, but failing. You could now distinctly smell blood and garlic.

>Skills:

+ Influence [The Second Line] (10)

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523caf No.9925

>>9924

>>9801

Looking around you manage to find your way into one of the upper class districts, the sort of place where the number of young eligable daughters of rich merchants and nobility is only overcome by the amount of piss bad mooded tough bodyguards to go with them. You don't exactly know any of them and thus you can't really tell who is here because of their rich parents and who because of their nobility. Even worse you can't tell who's married.

For a moment you contemplated just walking up to one of them, however the less than friendly look of the man that accompanied her made you change your mind. Of course you were lucky but you needed to go about this smart in some way. If you were going to approach someone you'd have to have a good reason for it.

Playing with the Whitecastle Officers was a horrible idea from the looks of it. They may not be as lucky as you, but they sure as hell are a witty and deceitful bunch. A few games in you had already lost a silver and from the looks of it your luck wasn't about to turn. When you as much as mentioned selling out information the mood on the table swiftly changed. Easily the quickest looser on the table and unwilling to loose more than your money you bid them farewell and got out of there before they decided to cut you up for being a Whitecity spy.

Playing with the Whitecity Officers wasn't exactly going as planned either. They weren't the best but they were certainly not the worst people you had ever played with. After some slight losses you managed to regain at least what you had at least managed to come back out at zero, though you hadn't managed to make up for the deficit you had run with the Whitecastle Officers. It was due to your experience with them as well that you were wiser than to try and gamble for information.

As your third and last stop the Turmhill Officers proved to be much more easy pray than the two before. At last you managed to even out the losses you had made when gambling with the Whitecastle Officers and though the memory still left a bit of a sour taste in your mouth at least you came out on top at the end of it. The Turmhill Officers took their defeat well, however in the distance you noticed another one of them watching. A face you were all too familiar with. Your (insert relation here) Tacticus Nation.

>Inventory:

+ 5 Copper

>Skills:

+ Noble Customs (4)

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523caf No.9926

>>9925

>>9880

Being a Whitecastle Army Instructor is probably not the best way to gain power and prestige, however you decide it is time to test your skill in combat against more experienced enemies. Namely the numerous veterans that have served the Whitecastle family faithfully. You pick one out and call him forth, he makes an alright joke about how he is honor that you chose him.

As the battle commenced you immediately noticed the steep increase in skill your opponent possessed. While you had exploited countless little tricks that allowed you to easily dispatch of recruits you found that they were worthless against these much experienced kinds of opponents.

Deciding to instead rely on your superior range you held him at a distance delivering several fast hits trying to find a weakspot in your opponent's defense, however it was set up formidably and he swiftly advanced towards you to close the gap.

The longer the fight dragged on the stronger you started to feel the unnaturality of the situation. Something was not right. You hadn't experienced it as strongly with the recruits before but the more hits you exchanged the stronger the feeling grew. Your opponent who had apparently been experiencing the same opened the conversation, "It's the training weapons. It's just not the same.".

And he was right, now that he had spelled it out for you you easily noticed it. While it was hard to put into words the difference was clear as daylight. What you needed was some real combat to increase your skill, however that would bring very different issues with itself. The average people of this town would no doubt not prove to be a threat.

Would the veterans agree to fighting with sharp weapons? Probably not. These Westerners held the firm belief that training and combat were to be seperated distinctly, something that very much differentiated it from the way you had been told back in your time with the Uhlmannen.

The fight continued for some time, however while both you and your opponent continued to scout out each other's defenses the moment one of your realized a fault in the defense the other did as well and adjusted himself accordingly. After having spent what felt like ages simply shifting stances with only minor skirmishes you called it a day. You could have forced a more heated encounter, but you knew that by forcing yourself on a well prepared defense head on you were merely inviting your own defeat.

>Skills:

+ Polearms (2)

>Inventory:

+ 1 Silver

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523caf No.9927

File: 1442984419203.jpg (66.01 KB,900x636,75:53,the_path_of_judgement_by_n….jpg)

>>9926

Refugees over refugees! More and more of them continue to flood into the city! The Church is struggling to care for all of them and some make camp in front of the Cathedral! Everyone is encouraged to provide what they can! Blankets and food are welcome!

Shields are amongst the Turmhill Soldiers' newest assets. Apparently there's been a change of heart in leadership and Turmhill soldiers are now being equipped with shields. Increasing their survivability.

Uhlmannen scouts have been reported, burning down villages all around Weissstadt! Truly grim times lie before us!

The Capital has fallen to Duke Lyon, who proclaims himself King! He has reportedly slain the late King's son though different sources describe the event in various ways, some saying he went as far as to eat the infant himself! With no other heir except the Duke Lyon at hand the Kingdom is in uproar!

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523caf No.9932

File: 1442994821841.jpg (281.93 KB,1223x1731,1223:1731,1442346092240.jpg)

Dice rollRolled 91, 52 = 143 (2d100)

>>9926

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[11 Silver; 8 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (94)

+ Riding (50)

+ Insults (4)

+ Dodge (14)

+ Intimidate (5)

+ Honor (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me long post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; I will ask Sir Ulrich to allow me to go out with a some of his veterans and his top recruits and skirmish with Uhlmannen troops. If he does not agree, I challenge him to a duel for the right to, with real weaponry and gear, to first blood or submission, whichever he prefers. We must not let these men pillage and burn the outlying villages, the peasants and even the nobles both lose out. Also, Teren hungers.

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523caf No.9939

Dice rollRolled 95, 21 = 116 (2d100)

>>9920

Name:Vivian Nation

Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

Inventory:+ Father's Sword

+ Plain Clothes (Female) [Wearing]

+ Plain Clothes (Male)

Money: 37 Copper

Skills:

+ Swordfighting (50)

+ Survival (50)

Flaws:+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

Bonus:

+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

Skills:+ Drinking (4)

+ Intimidate (4)

+ Hand to Hand (7)

+ Girl Talk (5)

+ Being a douche (5)

Drinking (10)

+ Eavesdropping (1)

+ Butterfacing (10)

Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

1-2:"Fuck this, can I get one FUCKING day in this city. I need to punch something." Vivian wanders off to the seediest part in the city looking for somewhere where she can get paid to beat someone up.

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523caf No.9940

File: 1443038808612.webm (2.71 MB,600x338,300:169,sharksnepai.webm)

Dice rollRolled 36, 36 = 72 (2d100)

>>9917

>>9917

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Spear

+ Turmhill Lieutenant Leather Armor

+ Iron Sword

>Skills:

+ Leadership (75)

+ Swordfighting (30)

+ Charisma (4)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

11 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

1. Well, the issue of the men and myself needing vice commanders to look up too/relay orders and look good, respectively, needs to be done soon, so that we can initiate training as soon as possible, Tell what men are present and to spread the word to those that are not that a meeting is to be held in which the men will pick their three Sargents to lead them under me, after myself meeting with the respective candidates and measuring their worth.

2. Suspicious to say the least, tell my old contacts in the guard of the plausible refugees, and to keep an eye on them, having a saper open the gates for the horsemen would benefit no one at all. Also engage this Maria, a young women alone would be very vulnerable in the refugee camps, does she have anywhere to stay?

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523caf No.9941

Dice rollRolled 28, 78 = 106 (2d100)

>>9918

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 12 copper

>Skills: Faith Knowledge (109), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (6) & Zeal (26)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

>Updates:Fluffy like pinky's booty

1-2 Try to preach the holy word to these refugees these poor unfortunate souls

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523caf No.9942

>>9667

When Wikiver finally catches his breath he says "So how was your day?"

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523caf No.10011

Dice rollRolled 57 (1d100)

>>9921

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric (Once a veritable social butterfly) became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus. He used to be proud of the noble blood that ran in his veins, but now it means little more to him than the clothes on his back, serving as a painful reminder of easier, happier times.

>Inventory:

+ 2x Finecraft Family Dagger

+ 5 Loaves of Bread

+ 20 Silver

>Skills:

+ Daggering (25)

+ Disguise (50)

+ Drinking (25)

+ Sneaking (28)

+Stealing (2)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periods of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

+ [Poor Sod] People just naturally tend to feel sorry for you. This can come with some advantages if you don't mind being pitied a lot.

1. 'Ric was stunned, and rightly so. He'd been visited by what he was sure was an angel… the embodiment of charity. The silver in his lap seemed to weigh more than all the world. The possibilities of such an amount appeared endless to him. In a rare moment of clarity, Aethelric swore that he would not spend more than one of the silver coins on alcohol. Attempting to calmly collect himself after his encounter, the young rogue gathered up what he had on him and made straight for the bank. He would open an account with the local branch, and keep but one silver's worth of copper coins for himself. The rest of the money would be signed away, under his name, in the vaults of the guildsmen. Perhaps he could even sign a document, whereby no matter how he begged, his money would remain in the vault until such time that he was no longer personally destitute and jobless.

2. The mission would have to wait. Booze had priority. With the remaining silver's worth of money, Aethelric went to the inn and purchased a large bottle of something very strong, something that he could water down and still get buzzed off of.

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523caf No.10012

File: 1443057272451.gif (Spoiler Image,452.95 KB,400x226,200:113,ICan't.gif)

>>10011

>Mfw I missed a roll

>Mfw someone somewhere got >>10000

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523caf No.10016

Dice rollRolled 71, 21 = 92 (2d100)

>>9925

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 6 Copper, 2 Silver, Fine Clothes

Skills:

Gambling (59)

Luck (53)

Acquiring Information (1)

Noble Customs (4)

Flaws:

[Gambling Addict] You find it hard to turn down a gamble of any sort.

Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

>>9940

My old friend Tacitus,I believe I once told him that the best way to win with soldiers was the same as winning with dice, you shave away the unwanted bits till you have a fine die that will always land the way you want it to and to have a lot of them. "If you need a lucky Sargent then id be willing, it would be a start and it would be me closer to some of those dangling Turmhill purses and officers always need to gamble, otherwise they get mischievous"

12 Gamble with the Turmhill officers some more. Tell them some stories of Tacitus and how I diplomatically gambled to win and then lose and then win back again the Nation family regalia from a barbarian clan waiting for the sun to go down and be in their eyes for the ensuing battle.

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523caf No.10018

>>9942

Eric stops panting, "Well it was going fairly well until a bunch of thugs abducted me looking for Aiska. I told them I haven't seen him since hew as a kid and they were going to kill me, so is tabbed one, ran to the door and there you were. Thanks for that by the way, saved my ass out there.""

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523caf No.10020

>>10018

"No problem. Thought something was off about that bulging door."

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523caf No.10021

Dice rollRolled 75, 18 = 93 (2d100)

>>9916

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 127 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (38)

>+ Noble Customs (60)

>+ Sneaking (40)

>+ Stealing (6)

>+ Running (55)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

+ Enemy [Blueberry Tom]

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant(Spy) - Whitecastles (15 Copper / Turn)

>patron Sir Alistair

>>Holdings:

+ House near Market (4 rooms) - Owned

>Updates:

+ Long

>>10020

Yeah, thanks again man. I'm heading back to the Castle to talk to my boss, they should know about this.. I'd prefer to have you come along, but I know you're busy too cousin. The Uhlmannen are coming after all and there will be no help thanks to the Duke.

1. Report what happened To Sir Alistair, he should know about the likelihood of someone spying for the Uhlmannen in the city, specifically that thug "Blueberry Tom." Even if I stumbled upon it by accident by virtue of my blood, him knowing is important. May save lives. Should he be out or busy leave a message for him.

+noble customs 60

-forgettable

2. Go to the blacksmith's, apologize for missing the date with Lilith. If she asks tell her I got in a scrap and show the bruises. Also buy or commission another dagger with approximately the same weight, shape and size as Grandfather's dagger. It doesn't have to be ornate, but it does need to be good.

+4 haggling(for dagger getting)

+60 Noble customs for talking to Lilith

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523caf No.10022

Dice rollRolled 26, 85 = 111 (2d100)

>>9915

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 33 copper

+ 12 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (64)

+ Dragon Fang Combat (56)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (14)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

>Update- Long

>>10021

"It is no problem."

1. Make sure that Eric doesnt get kidnapped, again, on the way to his boss.

2. Then go help the men learn how to properly use a shield with sword techniques and form shield walls and a turtle formation to help keep the people we are supposed to be protecting alive from a hail of arrows.

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523caf No.10026

Dice rollRolled 75, 34 = 109 (2d100)

>>9691

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory:

>+ Family Key

>+19 copper

>+one plain dress

>+Hooded cloak

>+one rough robe

Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (6)

>+Vigilance (6)

>+Homosexual(10)

Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>+ [Scarred Back] The many lashes have taken their toll, however after good medical care they pose no threat to your health and on the contrary, make you somewhat more resistant. You will probably bear them for the rest of your life.

>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

Job:

>+underwear maker with the weaver's guild (6 copper/turn)

Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

>Updates: long

Despite the bustle of activity around the church, it would probably be best if he gave them a clear berth. Too many of his brother's goons had seen him earlier, and he was sure to be recognized if he attempted to gain access to their facilities, and a re-do of the week's earlier events was not in his best interests by any means.

No, the best course would be to find the civil and military authorities of the city, and attempt to ingratiate yourself with them, in order to secure an advantage.

1/2. find out who is in charge of the defenses of the city, and attempt to gain access to them.

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523caf No.10065

>>9940

dubz czech em

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523caf No.10070

>>9924

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Influence [The Second Line] (40)

+ Scythe Fighting (57)

+ Preaching (55)

+ Zeal (33)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (13 Copper) (+1 each turn, costs 1 Copper per turn)

>Updates:

+ Long

Bartholomew examines the ‘man’ before him and smiles. The weariness seemed to wash away from him as he greets the man with open arms, then he remembers the wounds upon the man and addresses him. “It is good to see a loyal son of God answer his call. However, before you can serve beside me we must have your wounds seen to, come.” Bartholomew glances at the woman who tried to stop the man from approaching him before leading the man to a smaller chapel in the city, with any luck it will not yet be overcrowded and cable to care for him.

Actions coming up.

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523caf No.10071

Dice rollRolled 34, 33 = 67 (2d100)

>>10070

1. Bartholomew leads the man towards the chapel, offering his shoulder to the man to support him if need be. As they walk Bartholomew speaks to him. “What is your name? I cannot continue to call you faithful forever now can I?” Bartholomew smiles kindly at the unfortunate man. + Influence [The Second Line] (40) - Small Talk (5) + [One True God]

2. After he helps the man seek treatment Bartholomew moves to address the priests of the Church standing before them, he recognizes some of them as the Red Cloaks but makes no attempt to acknowledge them unless they do the same. “Some days ago, I addressed the church looking for supporters to help prepare this city for the invasion of the heathens, the majority turned me away. Now while we idle away within the city’s walls a Kin Slayer has taken the throne and made the threat of the Heathens that much more severe. Now our city floods with those wronged by the new king and should nothing be done then soon we will run out of food. When that happens those that have food will hoard it and the many that do not will seek to take it. This city will tear itself apart before or God forbid during the coming siege. Unless we act.” Bartholomew examines the faces of the priests attempting to gauge their responses. “We must defend that which is holy and just, we must not allow Kin Slayers and Heathens threaten God’s faithful.” + Preaching (55) + Zeal (33) + [One True God]

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523caf No.10143

Dice rollRolled 100, 91 = 191 (2d100)

>>9919

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory:

+ The Black Tome of Nation

+Well Made Dress

>Home:

+ Von Pissen Residence

Skills:

+ Noble Customs (77)

+ Occult Knowledge (29)

Flaws:

- [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

+ [Orton] You hear voices in your head, they council you, they understand. They talk to you.

Bonuses:

+ [The Apocyan Sigil] You are a member of the Apocyan Sigil, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

>Updates:

+Long

1. Politely inform Lord von Pissen that Ihave a tome that may have some information on why it didn't work, but as it was a family tome I would have to view it in privacy, then head to my room.

2. Study the Black Tome of Nation for some indication on the ritual and connection with voices in my head, attempt to contact the voice and see if they may shed some light on why they spoke to me.

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523caf No.10152

File: 1443728764284.png (623.87 KB,572x800,143:200,1438732282105.png)

>>10143

Hail Orton!

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523caf No.10163

Dice rollRolled 67, 25 = 92 (2d100)

>>9923

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 24 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (67)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

Post preference: As long as makes sense for fluff given.

1/2: Sigh. Continue the search for an at least acceptable house - inform the rest of the family too, or at least those I can easily contact, so they know where we will relocate.

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523caf No.10173

>>10016

"Ah , my old cousin Sweet bob, surely it would be helpful to have a man I can trust under my command, and one who is familiar with the men to boot! You are welcome to become my first Sargent, but do not indicate to the men that we are of the same blood, lest they think the ranks are rife with nepotism!"

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523caf No.10351

>>9932

No man of big words you quickly explained to Sir Ulrich what you wanted from him and the moment you had finished talking you could already see the burning desire to fight within his eyes, however you also knew that what you were asking of him was going directly against what you had suggested earlier when you had told him to refuse his orders and refrain from engaging the Uhlmannen in the open field.

After a bit of back and forth Ulrich finally decided to grant you your wish. After all experience was not earned lightly and the first scrape would hopefully not prove as lethal as the battles that were sure to follow. Selecting nine trustworthy men he allowed you to go and exact revenge upon the Uhlmannen, which was of course to remain a secret as otherwise he would inevitably have his leadership qualities questioned by the Count.

Under the cover of the night you made your way out the castle and onto the streets. Having passed a number of strange people you surprisingly realized that the city gate was indeed standing open. This would have been a serious blunter in any defense, however you had no doubt that this was a mere coincidence and rather an orchestrated event. Without as much as a second turn back your party of ten made their way out through the gate with the horses that had unknowingly been supplied by Count Whitecastle.

The moonlight was barely enough to see the road ahead of you and you were afraid you could run into an Uhlmannnen patrol at every corner, then again that had been what you had wanted from the start. One after another you passed burned out villages, however as you reached your fourth or fifth stop one of the veterans stopped you and pointed into the dark blue night sky.

It took you a few moments to realize what it was the soldier had been trying to get at, however as you did it hit you in full force. Within the dark blue facade with countless white stars inbetween you could make out numerous black smears. Smoke trails from a nearby camp no doubt, however the sheer amount of them was unsettling at any rate. Leaving the horses behind you and the rest of the men quickly made their way into the direction and what you saw robbed you of all breath.

The camp was of epic proportions. You had never been big with numbers, however you could tell that this dwarfed just about anything the Weissburg and Weisstadt put together could throw at the Uhlmannen. Even if one accounted for the mercenaries that were still located within the city.. no this was pointless. The sea of tents extended as far as your eyes reached, all of them pitched into the soft light of the numerous campfires. There were guardposts beyond count and men wearing unfamiliar weapons and armor, auxiliaries or mercenaries no doubt.

Looks like you had found the invasion force.

>Skills:

+ Scouting (5)

+ Charisma (5)

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523caf No.10352

>>10351

>>9939

The sun was already setting and as you stared at the red sky you pondered what to do next. Going to sleep was out of the question, your blood was boiling and there would be no way you were to find any rest lying down tonight. Punching someone was a priority here, however then again you didn't know whom to punch. A young stableboy picked up your gaze and quickly sped up his step.

Things hadn't been going your way since you came to this city, however you were going to make sure that it wouldn't stay that way. Now where could you find someone to punch? The seediest part of town sounded promising, however you could just as well get you stabbed, robbed or even worse. Casting all those thoughts aside you decided it would be your best shot at punching someone in the face either way.

It was surprisingly hard to find the shadiest part of this as you found increasingly shady town. Naturally you found dirty places, but you were uncertain what would really make it the seediest part of town. Should it have the most brothels or the most burnt out buildings? Was the number of thieves more important or the number of cutthroats? After a bit of thinking you concluded that thorough investigation probably wasn't the most important part about this.

At last you found what you had been looking for. Or at least that's what you thought. You had rarely seen a tavern as run down as this one. The roof was barely intact, some of the walls looking like someone was regularly trying to torch this place, aside from the various scribblings about somebody offering intercourse and who was who's bitch. Also there was a drawing which you somehow recognized as a blueberry cake.

The moment you entered you were greeted by the warmth and closeness that could only be achieved by stuffing thugs, cutthroats and questionable moral choices into a room for extended periods of time. The bar itself was filled with countless dubious people, most of the tables were occupied by smaller groups of your average criminals with a few characters sticking out. Probably the most notable couple was a very tall and muscular tatooed thug with a golden ring around his arm who was looking a little depressed while his company, a perky redhead with freckles, just couldn't stop talking.

Forcing yourself between two men playing a knife game at the counter you yelled up the bartender, demanding to know what one had to do around here to get to punch someone in the face, prompting him to laugh. However not at you as you soon found out, but your very accurate prediction of whom to ask about such things. The bartender quickly signaled someone and you were lead down the stairs where the air was even stickier. The basement to which you had been led was surprisingly large and well lit, in the center was a large ring, it's muddy ground was limited by a wooden fence beyond which a number of excited viewers yelled and wove at the two men duking it out on the muddy ground in the center.

Naturally you wanted in on the action, however the guy in charge who was standing a bit outside of all the action told you that you would have to wait your turn and more importantly until another acceptable opponent had arrived, after all he didn't want to pit you against someone you stood no chance against. While this did make you want to punch him in the face you soon found that he had made a fair point. In one of the somewhat less lit corners of the extensive basement you could see a giant of a man, larger than any you had ever seen rub his throat which had evidently been cut and recently stitched. If you felt like you wanted to punch someone in the face he probably felt like he wanted to tear out someone's spine.

(1/2)

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523caf No.10353

>>10352

>>9939

(2/2)

Lucky enough for you another woman signed up for the fight as well. The resulting hand to hand action was messy but the outcome was expected. While you had no doubt that she had done this before you were fairly certain that she was nothing more than a whore with a hobby on the side and while she had seen her fair share of fights it was nothing against the general experience you brought to the table.

Quickly you wore her out, punch by punch, kick by kick. You had her on the ropes, stumbling backwards throughout the ring at your every mercy. As you ended your hail of attacks you had her hanging onto the fence. "Give me.. a second..", she pressed out trying to stay on her feet. However then you noticed something peculiar. Her feet were in an odd position, she wasn't going to catch her breath, this was some form of trap. You had little patience for this woman's tricks.

In a merciless last attack that caught the woman completely off guard you threw a combination to her gut and a left hook to her jaw sending her crashing into the mut. The crowd cheered at you in excstatic frenzy. Of course they didn't shout your name, they didn't know it, but the united roar of the audience was an elevating feeling to be sure.

>Inventory:

+ 5 Copper

>Skills:

+ Hand to Hand (10)

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523caf No.10354

>>10353

>>9940

You have the men who are there spread the word and sooner than you initally expected you are presented with your Sargents. As you are responsible for a grand total of 48 men you will find yourself with 4 Sargents in charge of their respectable units of 12 men each.

The first man you are to meet is James. As was to be expected he is an experienced soldier of common background, you are however surprised to notice his distinctively noble demeanor. His wording would have been considered elegant by any courtier, however he was born and raised on a farm in the Western lands of the Kingdom. Although de facto part of the kingdom the people that in the Western parts of the kingdom have a distinctly different culture.

The second man is Yuri. Born and raised in the far east he talks like a soldier and swears like a pig farmer and in contrast to James he was born a minor noble. Coming from the far East he reminds you very much of your own family as far as dialect and tradition goes and he may be one of the few people who are capable of speaking and understanding your mothertongue. He too is an experienced warrior.

Your third Sargent was Frederick. Called Rick by just about everyone he used to be a veteran soldier for the Whitecastle family, however recent events have seen him disapprove of the things conspiring at court strongly enough to seek a change in employment. Now with Turmhill he is probably the most experienced out of the three having seen combat in numerous campaigns.

Last but not least there was Wikiver. A relative of yours he had not yet accepted or denied his nomination to Sargent. While he seemingly hadn't been informed about you seeking to meet with him yet he was nearby practicing with his men. (Talking is a free action)

With your Turmhill business taken care off you wanted to make sure that someone would keep an eye on the refugees. You had been a member of the Whitecity guard for some time and so you quickly recognized a pair of guards, telling them all about the suspicious refugees. Having exchanged a quick look they assured you that you should no longer worry about it and that they would take care of the issue in no time.

With your mind at ease you wanted to look around for Maria next, however amongst the slowly reducing masses of refugees you did not manage to find her again. Perhaps she had moved to one of the less expensive parts of town as many refugees had done in the past days.

>Skills:

+ Leadership (2)

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523caf No.10355

>>10354

>>9941

Ah yes. What these people needed now was the strong hand of god and the soft touch of his voice. Surely it had been a long time since they had heart the ancient psalms and bowed their head in respect in one of god's temples.

You read to them from one of your holy books, a vers about the protection of the week and the empowerment of the just. The agony that would befall traitors and pagans alike. The last passage perhaps more meant for the dishonest amongst the clergy than the people seeking refuge.

What horrors the Uhlmannen had brought into the country. And what did they seek? Silver? Perhaps. But why would they leave so many towns untouched in their wake? It made little sense, or perhaps it made no sense. Then again perhaps the lord had forced them into his grand plan. Perhaps they had been sent to punish the people of Weissstadt for their sinful ways. The clergy was depraved and diseased with corruption.

But no, you couldn't allow yourself to think like that. The words of god had to be spoken with pure heart and clear mind or otherwise they woud fall silent in a world of violence and chaos. You could not allow yourself to be deluded into thinking the barbarian dogs who had burned down your home and slaughtered your people were somehow justified by the all knowing father.

So you continued to speak to the refugees. You were no Bartholomew admittedly. Your rethoric was good but not particularly impressive and your gestures did not awake the fires of righteousness and duty in men's hearts but in silence they listened to you none the less. Perhaps with some practice you too could become a preacher.

Once you had finished Bartholomew ascended the steps to speak to the masses himself, however he did not recite from the passages of the holy book, but addressed the upcoming time of hardship and the unjust seizure of the throne by the Kin Slayer Duke Lyion, blaming him for failing the people of the city in his lust for power and only worsening the crisis at hand. He had no rightful claim to the throne and in that you had to agree with Bartholomew, the church's stance on kin slaying was very clear. No true believer of the faith could accept Duke Lyion as his King.

Then however Bartholomew switched the subject once more to something you found yourself quite unable to understand. He spoke about the threatening shortage of food and that those who had it would harbor it, making it inaccessible to the masses who needed it. He said that you needed to act. You were uncertain however as to what you were supposed to do. It would hardly be proper to loot the bakers. Perhaps he wanted you to request aid from the respective Counts of Weissburg and Weissstadt?

>Skills:

+ Preaching (2)

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523caf No.10356

>>10355

>>10011

Understandably every bank in existence would have it's rightful base questioned by the church as usury was a sin and looked down upon by god with disfavor, the various heathens that found their way into the city however were not restricted by the same morals. The Juhs especially were reknown for their treacherous and money grubbing nature. Their distinct facial features were often compared to those of rats, however if one was totally honest with themselves this was not really the case.

Many people neither knew how to read nor how to write, lucky for you being of noble descent you had been taught at a very young age, a skill that now came in handy. The local Juhs were more than happy to take your money and give you a piece of paper stating your rightful ownership over the money kept by them. They would stand no chance of tricking you when it came to the paperwork as you were capable of reading every bit of it yourself without requiring anybody else to fill in or having to resort to the very common X as a signature.

Although you didn't really know why you had an oddly good feeling about all of this. Perhaps it was the fact that Juhs other than Jippsis were a very clean people that lived in organized households but you felt like they weren't going to fuck you over and run off with your money. Then again if they actually dared to as much as try anything you were certain it wouldn't take much to gather a raging mob to burn their house down. A risk the very calculating nature of Juhs would certainly not allow them to take.

Now underway with your last silver which you hadn't left with the Juhs you were looking for the strongest thing a single silver could buy. To your disappointment all the various types of your homeland's Eastern brews were mostly already watered down, however you managed to find an interesting drink from the islands called Whiskey. For three coppers the whole bottle was yours which left you with 7 coppers and a burning sensation in your mouth.

After sharing a glass with the man who sold it to you you went onwards to do your usual business. Whatever exactly that was.

>Inventory:

+ Almost full bottle of Whiskey

- 20 Silver

+ 7 Copper

+ Document of Banking (19 Silver - The Juhs)

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523caf No.10357

>>10356

>>10016

Since things hadn't exactly worked out for you with the Whitecastles and the Whitecities you decided it would probably best to stay around here and try some more of your luck with the Turmhill soldiers. Of course they would grow suspicious eventually, but in light of Tacticus' sudden appearance you were certain that they'd rather refuse to play with you than beat you up and drop you off in a ditch somewhere.

Lady luck remained on your side for the next few games. The rules could hardly be considered complex and saying that it had anything to do with experience or a nack for a deeper understanding of the game's mechanics would have been a blatant lie. Money changed hands and they began to turn rather unwelcoming, so you did what every good gambler should. You told them a story.

Of course a lot the details had been polished in the many times you had told it already, smaller bumps had been flattened out, with some facts lost in translation, others miraculously finding their way into the story. You had quite an unbelievable one for the Turmhill officers in store today. As to how you had managed to retreive the family regalia from a barbarian tribe after some back and forth. It was a wondersome story altogether, not to mention that some parts of it were quite simply lies, however years of gambling had you as quite an experienced storyteller.

In the end you made some wins with some losses inbetween. Things were turning considerably worse towards the end and since a good gambler didn't only needed to know when to bluff but when to fold as well you excused yourself from the table. Surely ths would get you through a few more days, though you should probably work on finding a place to stay, after all you didn't want to spend the night outside in the street.

>Inventory:

+ 1 Silver

>Skills:

+ Gambling (2)

+ Storytelling (5)

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523caf No.10358

>>10357

>>10021

One of the guardsmen accompanied you as you entered Sir Alistair's office once more. Daylight was shining in through the elegantly barred windows and fell onto the countless papers that lay spread out across Alistair's desk. After a few more moments of thoroughly investigating the various papers that lay before him Lord Alistair relieved the guardsman with a short hand movement. Pointing towards the chair in front of his desk he offered you a seat which you took as had been expected of you.

Quickly you reported about your information regarding Uhlmannen spies, while Alistair had seemd unengaged at first he noticably listened up when you mentioned Blueberry Tom. "Tom?", he asked looking your right in the eyes, "He's a.. local.". Alistair folded up some of the papers lying around on his desk, "You are certain that he is a spy?". Blinking a few times you inquired as to why Sir Alistair was so skeptical regarding the possibility that a local cutthroat could be spying for the Uhlmannen to which Alistair responded with a piece of paper.

The drawing had been made surprisingly well, even though you hadn't seen him in many years you could easily identify Aiska, his bright hair always had been a dead giveaway. It was a bounty letter, only alive however, the sum was rather respectable. That said Alistair had others already keeping eyes on a number of questionable individuals.

There wasn't much more to talk about and so you left the office and headed towards the blacksmith. Lilith wasn't home, however her father was. You didn't officially know one another though you had seen him every now and then dodging him once or twice when you paid Lilith a visit. Now that you actually wanted to talk to him you couldn't feel but a little nervous.

Lilith's father was a little smaller than you, then again you were larger than most men. He was muscular and as you noticed only just now exteremly clean shaven, you couldn't make out a single hair on his face, though you tried hard not too stare too much. "Whatever I don't cut off the flames burn out.", he said in a full voice, cleaning his hands with a rag. Apparently you hadn't been looking at him as discretely as you had hoped.

You showed him your dagger and explained that you wanted a second piece to it, not necessarily ornate, but alike in it's basis and of a high quality which prompted the smith to take the dagger from you and investigate it for quite some time. At one point he went as far as to hit it with a hammer a couple of times. You were already going to protest however he stopped shortly afterwards handing the dagger back to you.

"From the looks of it and telling by your accent this thing has been made in the East. I'm not familiar with what technique the blacksmith who made this was using, however I may be able to replicate it given the time. The other thing is that it's made from a different..", for a moment Lilith's father struggled to find the right word, "strain of iron than what we use here. It will affect hardness and elasticity. That said I really don't have the time to go about making fancy daggers, I got about a hundred more shield rims to finish.".

Of course it was not strictly speaking impossible for him to do it, however this was a very clear hint that if you wanted to see this done before the countless other assignments the smith had flowing in due to the Uhlmannen invasion you would have to make it worth his while.

>Skills:

+ Noble Customs (2)

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523caf No.10359

>>10358

>>10022

Now everything you had to do was make sure that Eric wasn't kidnapped again. Then again you hadn't excactly put yourself out of harm's way, you were certain however that none of the guys back at the bar knew your name or were going to remember your face. Talking about remembering faces, you hadn't seen Eric in a long time. What luck that you had actually managed to find him in time. Aaaaand he was gone. From the looks of it you had lost him somewhere between the market and the holy mile.

At least now you didn't get the nervous feeling that one of your family members was about to perish which probably meant that he was going to be alright. Besides you had more important stuff to do than to babysit one of your many relatives, the men were still waiting to be taught in various new techniques with your shields.

As you arrived you were taken aside by the other men of your group. You hadn't really spent too much of a thought about the chain of command however the others did a good job of breaking it down simply of you. Apparently you were a member of a group of 12 soldiers, a number which you had already figured out by yourself. Yours and three other groups were commanded by a single Lieutenant whom you hadn't met just yet. While Lieutenants were appointed by Turmhill himself every unit was allowed to vote their own Sargent and in light of the things you had done for them they would appreciate if you accepted your nomination as theirs.

Whether you chose to accept or not was up to you, however if you did you were to meet with the Lieutenant who just turned out to be another relative of yours. Tacticus Nation, not a great warrior in particular you knew him as an able leader, though his luck on the battlefield had turned on him more and more as the war had drawn to a close. Then again that had been happening for everyone back in your homeland.

With your subconscience occupied thinking about the various responsibilities and opportunities that came with beocming the group's Sargent you went back to practicing shield and sword techniques with the rest of the group. Naturally the shieldwall was one of the easiest formations to learn while you got the feeling that a count of 12 men was perhaps simply not enough to form an efficient turtle formation.

>Skills:

+ Shield Tactics (5)

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523caf No.10360

>>10359

>>10026

Finding out who was in charge of the City's defense proved harder than you at first anticipated. From the information you gathered it soon became clear that the defense of the castle and the city were entirely different matters. Both possessed their own walls and soldiers, ruled by their own respective Count or Baron depending on whom you asked. Then there was also the Second Line which had gathered a respectable amount of manpower ina relatively short amount of time and the Turmhills who were employed by a merchant of the same name.

In the end you decided that the ruler of the City would probably be your best bet. While he had taken some efforts in order to ensure the security of the city he was not the only one to do so. Officially tasked with everything relating to guard matters was Count Whitecity's oldest son and heir to the city Solomon. Not soon after the name had been mentioned however you were informed that Solomon was nowhere near being capable to efficiently handle the city's guard affairs.

Though Solomon was still officially in charge of the guard as was tradition amongst the Whitecitys, the person really pulling the string was a man named Samen Garius. While everyone knew this was the case everyone was smart enough to pretend that they didn't know around the Count. Samen Garius himself was in turn considered an able commander and his world held great sway over the city's men at arms.

You were uncertain how you would gain access to Samen Garius as he was no figure of public interest or official rank. Should you choose to seek an audience with Count Whitecity however you would have a far easier time reaching your goal as he took direct charge of the city's matters allowing people to pose questions and requests. A third alternative would be gaining access to Samen Garius through Solomon, though you had the feeling that his could potentially be a dangerous course of action.

>Skills:

+ Searching (3)

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523caf No.10361

>>10360

>>10070

>>10071

"Everyone calls me Garlic.", he said in a rough voice, stoicly refusing to accept your help as he hurried alongside you in unsettling unrythmic movements, "I am our village's guardsman.", he paused for a short moment pressing his lips together, coughing slightly, "But now I have brought my flock to the gates of the holy city and yet my duty has only begun!". Certainly the delivery wasn't perfect and it had some errors in it, however you recognized passage from the holy book.

Talking to Garlic was just about as disturbing as looking at him. His voice was as nice to listen to as rubbing sandpaper with your fingernails and you weren't certain whether a hot bath would be able to extinct the stench of blood and garlic that he emitted. However for all the things one could say about his exteriors you could not find a flaw with the man himself. He was a duty and faithful guard who had done his best to defend his village against the overpowering hordes of the Uhlmannen.

After having ensured Garlic that his sacrifices would be welcomed by God you entered the church which was filled to the brim. Certainly many would have to sleep in the streets tongiht and you already anticipated that food reserves would be unable to supply the countless refugees in a siege or even for the coming months in general. Most of the more medically experienced priests were already occupied but your influence with the church made it an easy task to reassign one of them, which the others waiting in line begrudgingly accepted.

Something was different, which was when you noticed that Natasha was preaching to the masses that had been assembled in the church. You noted that her rethoric was a bit off and perhaps she should have practiced the text passage a few more times before having gone through with the entire thing, however you saw potential. While it were not her words even you as a man of faith had to admit that Natasha had a.. radiant personality. Her speech ended on a note about the agony that would befall pagans and traitors, certainly a good notion in light of the Uhlmannen invasion and the people within the city that failed to see that everyone within the walls needed to be able to depend on one another in order to succeed in this moment of crisies.

Once Natasha had finished you ascended the stairs yourself and spoke to the masses. About the false King and Kin Slayer Duke Lyion and how he betrayed the people of this great city. Surely most of these people had not thought about it too much as of now as they were plagued by other more daily issues, however in their eyes you could see that they agreed with you. Then you spoke about the issues of food and instability, however you were uncertain what it was but you had seemed to confused people more than enraged or engaged them. Questioning looks were exchanged. While you had anticipated for them to have their own suggestions when it came to the aspect of acting they seemed like they had just been waiting for you to spell it out.

An unfortunate note to end a speech on. Unless that had been your goal of course.

>Skills:

+ Zeal (3)

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523caf No.10362

>>10361

>>10143

You informed Lord von Pissen of your family Tome and with a much saying wink he left you to your research. Surely he was interested in what you could find, though you would have been surprised to find references to Orton in particular. Luckily you didn't have to search for the tome, it was all that you had aside from the clothing gifted to you and as such you kept tabs on it at all times.

Though certainly many would have wanted it, as books were still a rare commodity, most people were unable to read and even fewer could decipher the complex letters of your mothertongue. The Black Tome of Nation itself had been written over an exteneded period of time, various family members having shared their experiences over centuries, keeping it safe from the church and other organizations dedicated to eliminating the demonic presences from this world.

Swiftly and surely you skipped through it's many pages. It was easy to tell when one owner of the book had died and another had taken his place, often writing style and even the paper that was used changed. Of course if you hadn't noticed the more subtle changes the signatures under the respectable chapters would have revealed it either way. One of the things you had begun to notice after a while was that all the previous owners of the book had been men and even though witches had been hunted in the past you found it curious to say the least that mostly the male members of the Nation family had been dabbling in the occult.

After a bit more skipping back and forth you finally found the chapter you had been looking for. Written by Bello the Black of House Nation it described the various means of casting a shadow of hell onto earth. To someone who had no idea of the occult this may have seemed like an odd description, however you had studied the Tome for some time and were well aware that Bello described the Demons humans perceived merely as the Shadows of their far greater presences in hell.

"Is that supposed to throw me into some form of existential turmoil?", you cast aside the voice's blatant attempts to distract you and continued to read.

Many of the tools Bello described to call forth a shadow were easily recognizable, most of them had found their use in Lord von Pissen's summoning, however something about the circles and the triangles within them seemed wrong. You couldn't put a finger on it simply from memory and so you returned to the scene of the summoning once more, this time armed with your family Tome. As you compared the chalk drawings on the wooden floor to the ones described in the book your mouth began to feel dry. The candles on the walls seemd to flicker and dim down, a soft wind dragging on you.

(1/2)

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523caf No.10363

>>10362

>>10143

(2/2)

Cold shivers ran up and down your spine. With disbelief you stared at the Tome in your hands. Had you really just solved a question that very existence had eluded the Apocyan Sigil and it's members for centuries? Carefully you went over the various notions again. The fault was quite simple. There shouldn't have been two circles, only one. The summoning had not failed in that sense, it had only become.. weird. Von Pissen had blindly been following instructions, failing to truly understand what he had been doing.

The Tome had opened your eyes and shown you a glimpse of something only few people could ever hope to see in your life. The Truth. Orton was no demon. He was merely a Shadow and as Bello the Black had described would have never been able to exist in your world without a physical form. The ritual had never been meant to bring forth a demon forth from the depths of hell. This had never been a summoning to begin with. It was a binding.

"Aren't you a smart one. I suppose I couldn't keep you from reading the next passage even if I tried.".

The next passage revealed something the old high priest who had first bound Orton would have loved to know as well. A warning first and foremost. "Every demonic presence, no matter how shallow it may be in comparison to it's true origin, is stronger than the strongest, wiser than the wisest and has a heart blacker than that of the most evil man."

Of all the power and wisdom that a Shadow brought into this world only a fraction would fall into the wizard's lap. A little courtesy by the shadow itself, often barely enough to encourage experimentation and curiosity. Many misunderstood this gift for kindness and not for the trap it really was. A Shadow would never truly share it's power with a man.

But this by no means meant that the power one could achieve was limited to said fraction. More could be gained by making a deal with the entity in question. At this point however Bello strongly advised against any such behavior. "A single false step, a bargain lightly struck and in the blink of an eye one can find themselves an empty hollowed out puppet. A horrific tool in the hands of a force more ancient and evil than any other."

"A curious book indeed.".

>Skills:

+ Occult Knowledge (60)

>>10163

(Interacting with other family members is a free action)

Acceptable housings were not all that hard to come by. A merchant certainly looking to flee the oncoming Uhlmannen horde, or perhaps just trying to sell his house in order to buy a larger one now while the rather cheap property prices lasted, offered you his house at a price of twenty silvers. It had a two rooms. Considering for it's location in one of the nicer parts of town it was an acceptable price if not an extraordinary one.

The door was made of heavy wood though from what you could tell this was rather common for houses in this city. The windows were all located highly enough to prevent anyone from climbing in, that said they would probably only enable a child to climb through as well. Not that you didn't believe that there were plenty of thieving children in the city.

The merchant would be happy to make the deal right away if you were willing to do it now, after all why wait if all interested parties are already agreeing?

If you want to buy the House:

>Inventory:

- 20 Silver

>Holdings:

+ House in Nice Part of Town (2 rooms) - Owned

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523caf No.10364

File: 1444370344611.png (1.77 MB,1172x1660,293:415,1397812305886.png)

>>10363

>YARR HARR FEDLEEDEE THE NEWSCRIER REPORTS

Duke Lyion had three of the Capital's Ministers who have refused to accept him as rightful King hanged. A further two have escaped the Capital and are currently on the run. He is also seeking to hang all those who have assisted in the Ministers' escape. Western Lords on the scene express their concern considering Duke Lyion's leadership qualities or lack thereof.

Drama in the Weissburg! The Gem of the Whitecastle family Lady Faye "the Angel" of Whitecastle has had a bastard child! The boy born out of wedlock is a bastard. Count Whitecastle is furious and will pay handsomely for any information leading to the scoundrel's arrest. Count Whitecity has congratulated the young mother on the newest addition to the family.

A city on the brink! Weissstadt is overflowing with refugees. Talks about leaving the city gates closed and denying access to those seeking shelter have been suggested, however judicars are concerned that this may be considered a breach with the feudal system as Nobles are de jure obliged to protect the peasantry.

Uhlmannen raids continued unhindered! Local Count's express their growing concern about the Warband that just refuses to return east. Growing discontent is directed at the self proclaimed King Lyion whether one may recognize him or not, for ruining any attempts to counter the invasion and failing to supply a short term resolution to the problem.

>THE NEWSCRIER REPORTS

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523caf No.10365

Dice rollRolled 37, 63 = 100 (2d100)

>>10353

>Name:Vivian Nation

>Fluff: Vivian was alone crying in the rubble. The mercenaries hired to destroy the castle decided that grabbing a baby girl to "use" once she grows up seemed like a sound idea. That was until they realized that they had spent so much time and effort taking care of this girl, that they couldn't rape her. By the time she was 18 she was already fighting like the best of them. When one of the men finally got pissed at her one day and told her how they all raped and killed most of her family, torched her home, and even stole her fathers sword, she took it quiet well. She ripped out the throat of the one who told her, took the sword off of his corpse, and told the others she was going to need some "alone time", but considering her personality that was very rational.

>Inventory:+ Father's Sword

>+ Plain Clothes (Female) [Wearing]

>+ Plain Clothes (Male)

>Money: 42 Copper

>Skills:

>+ Swordfighting (50)

>+ Survival (50)

>Flaws:+ [Hard Goodbye] You are not exactly on good terms with your old mercenary band and word travels fast. This may be trouble in the long run.

>Bonus:

>+ [Tough Girl] You're a tough girl, you've spent your life on the road and don't mind eating moldy food from time to time. Though you do still have some bonding issues this will assist you further in combat and survival.

>Skills:+ Drinking (4)

>+ Intimidate (4)

>+ Hand to Hand (17)

>+ Girl Talk (5)

>+ Being a douche (5)

>Drinking (10)

>+ Eavesdropping (1)

>+ Butterfacing (10)

>Job:

>+ Warehouse Guardian (+ 6 Copper / Turn)

1-2: Vivian releases a howl as she stands in the center of the ring before turning away back to the organizer. "Fuck I haven't felt so alive since ave gotten to this god forsaken city. When can I fight next?"

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523caf No.10366

Dice rollRolled 37, 60 = 97 (2d100)

>>10359

Name: Wikiver Nation

Fluff: A young man with an even temper. Although he is honorable his is also quite greedy and lustful. He was learning to become a true lord when his family lands were invaded. His father pushed the family sword, which is made from a strange golden metal and forged in a strange shape, into hands and sent him away. Now he is here.

Inventory: The Dragon Fang,

+ 33 copper

+ 13 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (64)

+ Dragon Fang Combat (56)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (14)

+ Shield Tactics (5)

>Job:

+ Turmhill Bodyguard (+ 1 Silver / turn)

Flaws: + [Greedy] You have a hard time letting go of gold, people you have to pay do not appreciate this.

+ [Lustful +] You like a good tumble, this comes with some expertise in the area. Women find it hard to resist you however the feeling is mutual. Be careful not to hurt the ones you love.

Bonuses: [Wielder of the Dragon Fang] Your weapon is your father's blade. It is not magic, only a fool would believe that, but if handled right the blade dances almost as if alive, sneaking past scales of armor and cutting deep into enemy flesh. You've also never cut yourself on this one before.

+ [My Nation Sense Is Tingling] You have a sixth sense for your family members. Whenever they are in trouble you will get that feeling that something is not quite right and a general sense of the direction.

+ [Good Samarithan] You're a good guy and the ladies dig it.

>Update- Long

1&2. "Of course, how could I turn down suh an offer. Now then what we are most likely going to face is a massed cavalry charge. Thankfully the Ulheman dont use lances from what I have seen, just sabers. What you need to do is …" training!

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523caf No.10371

File: 1444406390887.jpg (43.76 KB,400x266,200:133,nf7Tnpe.jpg)

Dice rollRolled 94, 56 = 150 (2d100)

>>10354

>Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjagation and elimination of the savage barbarians of the wilderness, his campaigns and conquest brought much land to the Empire, and many men to drive it's warmachine, but then something changed. The once disorganized and masterless brutes rushed forth in uncountable numbers, as if driven by some unknown force so magnificent in its power and cruelty that it forced the unkempt masses to overrun the empires borders, razing the towns and cities to the ground, slaughtering it's villages and people wholesale. It was outside the Empire's capital, a city of seven hills, the Tacitus saw the fall of the man, and with his family and the remains of his legion he set out west, the final vestiges of a fallen glory. He and his men and some refugees, people he now considers his family after the daunting journey they took to get here, now find themselves infront of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [RuneFang]/[Ancestral longsword] - It belonged to Tacitus father, and his father before him, and his father before him, it's material composition is unknown, and the shines with and ancient power unknown to man.

+ Spear

+ Turmhill Lieutenant Leather Armor

+ Iron Sword

>Skills:

+ Leadership (77)

+ Swordfighting (30)

+ Charisma (4)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

>Flaws:

+ [Bigheaded] You think a lot of yourself and that is quite self evident to the people around you, some will be itimidated but many will find it annoying. You also tend to attribute victories to your own tactical superiortiy.

+ [Bandaged Cheese]

>Bonuses:

+ [Commander with a Heart of Gold] Whenever you lead men you try to prevent needless casualties and this is a trait very valued by those who serve under you who in turn rarely care for your bigheadedness. As a side effect loosing men in battle and family members hits you especially hard on an emotional level.

>Job:

14 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

1. These men seems fitting enough to lead the men of my platoon, and so they shall by my blessing. The first order of business I assign to them is to train the men in a form of combat I found most effective against the barbarians in my wars with them to the east, a shield and pike square protecting archers in the middle, the pikes keeping the barbarians heavy Calvary at bay while the archers are free to fire upon the much less accurate and stable horse archers. This is one of our best bets to counter the horse men. It is dubbed "Testudo" the mothertounge word for the great shelled beast, who once secure in their great bone shells; could strike out with amazing ferocity at those who would harry them.

2. Now for some undercover work myself, disguise myself as one of the peasantry and head to the less expensive parts of town, blend in with the masses and see what information I can pick up on the ways the barbarians have been acting, and the peasantry's reaction to the usurpation of the king, all while keeping an eye out for Maria; something about her speaks to me.

Free action:

>>10366

"My good cousin wikiver! I was not expecting to see you here in this new land, I have been here for weeks and just only meet our cousin sweet bob; I had feared our family had all perished to the horsemen. This is a momentous occasion! But, getting to the point, I have been made a lieutenant in Turmhill's force, and from the testimonies of the men and my own personal observations, I deem you worthy of leadership! Tell me cousin, would you like to become a Sargent in my platoon? You would of course receive a raise in pay and be in charge of 12 men , with modest independence on how to train them, so long as it is disciplined and reflects the best way we can fight against the Ulheman that will eventually come beating down our door.

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523caf No.10372

Dice rollRolled 87, 87 = 174 (2d100)

>>10363

Name: Ophelia Nation

Fluff:

https://www.youtube.com/watch?v=K4JxChxvHrU

Ophelia is the model Lady, prim, proper, well mannered, and aloof. And like every Proper Lady she has a dark secret. Ophelia has been taken by the Occult, it fascinates her, the ideas of demons and aberrations existing sends shivers of excitement down her spine. It was not long before she was swept up by a Demonic Cult. Though Secretive and hard to Find they welcomed her into their ranks and her rise within them was rapid, some would say blessed by the very demons they worship. Though her position at the moment is tenuous due to the loss of home and fortune Ophelia is certain that she will keep her position and possibly find temporary housing within a cult member's estate.

Inventory:

+ The Black Tome of Nation

+Well Made Dress

>Home:

+ Von Pissen Residence

Skills:

+ Noble Customs (77)

+ Occult Knowledge (89)

Flaws:

- [Fascinated] Life as a proper lady is incredibly dull and sometimes you are perhaps a bit too excited about the various things you do that concern your cult. You feel the urge to share at least some of the things you know, may it be in sharing it over a cup of tea with a friend or giving ominous warnings to people. Beware you don't talk to much or someone might have to die.

+ [Orton] You hear voices in your head, they council you, they understand. They talk to you.

Bonuses:

+ [The Apocyan Sigil] You are a member of the Apocyan Sigil, a secret society devoted to uncovering the secrets surrounding demons and other evil spirits. While it mostly consists of nobles who want to be elitist in some form and enjoy the secrecy that goes along with the cult's practices the members of the upper circles remain unknown to you. You know various secret signs to identify cult members as well as the basic rituals associated with it.

>Updates:

+Long

1.2. Study the tome more, find out as much about these bindings and shadows as I can.

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523caf No.10391

Dice rollRolled 59, 2 = 61 (2d100)

>>10364

>Name: Eric Nation

>Fluff: Eric is a tall and lanky young man, standing a full head's length above your average person. Not that you'd notice it. Ever since his birth He's just sort of blended into the background. People see him, they just don't recognize he's actually there. Many times in his life he's walked up to people in full view and nearly given the heart attacks by speaking to them. It's not something he does with intent, it's just that he's so unassuming and unimportant in most people's minds they don't recognize him being there. The fact he was also 7th born son to his father, along with his own nature of being beneath notice meant his schooling in matters politic and in arms was lacking. However when the invasion came he was handy enough with his Grandfather's dagger to surprise and kill several soldiers before ditching his clothes for peasants rags and blending into the horde of refuges fleeing the land.

>>Inventory

>+ Grandfather's Ornate Dagger (Sharpened)

>+ Plain Clothes (in closet)

>+ Servants Clothing (wearing)

>+ 142 Copper

>+ Lilith's Iron Flower

>>Skills:

>+ Daggering (38)

>+ Noble Customs (62)

>+ Sneaking (40)

>+ Stealing (6)

>+ Running (55)

>+ Haggling (4)

>+ Climbing (3)

>>Flaws:

>+ [Forgettable] You were made to be forgotten. While guards will often forget your face and you can get lost in large crowds easily this is horrible for heroic speeches, begging or finding true love.

+ Enemy [Blueberry Tom]

>>Bonuses:

>+ [Unassuming] You are rarely accused of doing anything, largely because people don't care or expect you to have done anything. Also bonus to sneaking

>>Job

+ Servant(Spy) - Whitecastles (15 Copper / Turn)

>patron Sir Alistair

>>Holdings:

+ House near Market (4 rooms) - Owned

>Updates:

+ Long

1. Fair enough offer a substantial amount of money to get the dagger. It doesn't have to look the same or even be quite as good, as long as the balance and length are close. Bottom line as long as it works, I'll take it and pay for it.

+4 Haggling for a good price

+38 daggering so I can know what'd work and what won't.

2.Since Lilith is out and her father is busy, guess it's back to work. Keep an eye and ear out for anything my patron can use.

+62 Noble customs for finding things and knowing their worth

+40 sneaking for being undetected

+Unassuming for bonus stealth and not being remembered.

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523caf No.10396

Dice rollRolled 11, 29 = 40 (2d100)

>>10355

>Name: Natasha Lyubov Nation (the clue is all players are members of the same family)

>Fluff: Found as a orphan in Lyubov House for Orphans, she was a churchgoing little girl who's aspiring to help others. But as Natasha saw other boys being squires to noble knights and warriors and other girls being nuns, bar maidens, & whores. So Natasha studied every passage from the holy books and almost every prayer in the holy books. As Natasha studied she found a knight's blade that had fallen from a knight during a joust and poorly imitating what the knights have done. She later kept the blade that was fallen from the joust and inscribed a symbol that was on the blade on paper… a Fleur de lis a symbol which she uses to inspire a fiery death for preserved heretics.

>Inventory: Fleur de Lis, 2 Holy Books,& 12 copper

>Skills: Faith Knowledge (109), Scrubbing (3), Children (6), Unwanted Attention (20),Whore Relations (10), Makeup (6), Zeal (26), & Preaching (2)

>Flaws: [Faith Centered] You have never really lived and have almost no experience whatsoever interacting with people and doing things that are church unrelated.

>Bonuses: [Zealous] You are the incarnation of faithfulness having dedicated your life to the one true god. You gain a bonus concerning anything religious. Claiming you committed a sin was like claiming the Patriarch himself had done so. Preposterous

>Job:Attract People - Church ( + 2 Copper / Turn)

>Updates:Fluffy like pinky's booty

1-2. Try to help these people by pleading with the bakers to give them bread and invoke damnation if they refuse using the coin as a excuse

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523caf No.10413

Dice rollRolled 16, 27 = 43 (2d100)

>>10356

Name: Aethelric Nation

Fluff: After the Uhlmannen burned Nation castle and destroyed the livelihood of the noble family, Aethelric (Once a veritable social butterfly) became more withdrawn, sometimes disappearing from the group for long periods of time before returning, sometimes with new trinkets, and sometimes with whiskey on his breath. He has a weakness for alcohol, which causes problems at times. It’s generally a good idea to keep him away from bars. However, when consulted, he always seems to know the best vintages and batches from wineries and breweries across the land. So that’s a plus. Unfortunately, they’re almost all insanely expensive. So that’s a minus. He used to be proud of the noble blood that ran in his veins, but now it means little more to him than the clothes on his back, serving as a painful reminder of easier, happier times.

>Inventory:

+ 2x Finecraft Family Dagger

+ 5 Loaves of Bread

+ 7 Copper

+ 1 Almost full bottle of Whiskey

+ Document of Banking (19 Silver - The Juhs)

>Skills:

+ Daggering (25)

+ Disguise (50)

+ Drinking (25)

+ Sneaking (28)

+Stealing (2)

+ Alcohol Knowledge (25)

>Flaws:

+ [Alcoholic] You can hardly go without alcohol for more than a few hours before you start to get nervous. Longer periods of time without alcohol can grow into serious sickness, as well as concentration issues, vomiting, shivers etc.

>Bonuses:

+ [Second Liver] You have been drinking so much your tolerance has grown to incredible levels. While certainly this would not be healthy for any other human being you can easily outdrink most and will suffer much less from alcohol and some other sorts of poisoning.

+ [Poor Sod] People just naturally tend to feel sorry for you. This can come with some advantages if you don't mind being pitied a lot.

1. Now standing on a street corner with his whiskey and his paper, Aethelric thinks long and hard on his next action. As people pass him by, he spots a couple men unloading a cart. Inside it, there are a bunch of chests. This gives him an idea. Perhaps he could find someone willing to sell him a scroll case so that he can keep his paper safe. It's his lifeline, and if it were lost or damaged, he would lose the gift of the fair angel.

2. All is in place. Aethelric can enter the castle, seek out his mark, and attempt to persuade Aiska to follow him. Of course, he has his fallback plans of telling the target that he was challenged, or someone was simply talking shit about him. Should anything go awry, the drunkard would be prepared to flee and hide.

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523caf No.10422

File: 1444448135373.jpg (195.31 KB,768x1086,128:181,1444132513340.jpg)

Dice rollRolled 61, 92 = 153 (2d100)

>>10351

Name: Aiska Nation

Fluff: Born with different eyes and hair, Aiska was presented to the "barbarians" at a very young age as a peace offering between our people. Raised as one of them, but always at an arms length, Aiska is almost unrecognizable between them. Quickly growing up to be one of their most talented soldiers, when news came that they had destroyed his lands and slaughtered his family, he quickly ran away from his trusty spear and went to the closest kingdom that would be fairly safe from his "family". Now, he seeks a new purpose in his life and career..

>Inventory:

+ Spear of Terenation

+ Fine Clothes

+[11 Silver; 6 Copper]

>Holdings:

+ Inn Room + Food (-2 Copper / Turn)

>Skills:

+ Polearms (94)

+ Riding (50)

+ Insults (4)

+ Dodge (14)

+ Intimidate (5)

+ Honor (5)

+ Scouting (5)

+ Charisma (5)

>Job:

>Flaws:

+ [Unfortunate Past] Cursed being both hunted by the barbarians yet being almost indistinguishable from one you will have to take shit from both sides.

>Bonuses:

+ [A Woman's Scorn] Once your Spear was a family heirloom but ever since you have officially been married to the Warchief's daughter she cared for it with all her heart. And even the men on the far side of the Barbarian's empire know, love is a force to be reknogned with. Now that you left her behind who knows what that means for the spear.

(Give me short post forever cuz last time I forgot and it's not a big deal but I just kill myself so)

1-2; Search for Uhlmannen raiders thinking they can be slick with small night raids and fuck them up before heading back and reporting the news of the camp and such to Sir Ulrich

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523caf No.10427

Dice rollRolled 24, 84 = 108 (2d100)

>>10360

Fluff: One of the younger sons of the Nation family, Talvi was always smaller and weaker than his older brothers, and the other boys of the castle, and so tended to stay close to his nurse, mother, and sisters. Having enough sons already, his father was not over-concerned over Talvi's girlish habits, assuming he would either have to prove himself a man one day, or join the clergy. However, by his twelfth birthday, Talvi had begun dressing as a girl, participating in needlework and singing with the girls, and, on the balance, living as a girl. This was surprisingly well-received by the rest of the family, and the population of the castle in general, likely owing to his kind and friendly temperament, and good looks. In fact, it was rumored that he had illicit liaisons with several boys and girls of the castle. When the Uhlmannen attacked, he was included with the castle women for the tending of wounded and transport of arrows. After the castle fell, he found that travelers were more likely to take a young maiden along with them. And so he starts with a double-disadvantage: for he has not the strength or rough hands of a lad, nor the childbearing capacity of a girl. For a normal man, this would be an insurmountable challenge. For a son of House Nation? It is simply the opening of their greatest saga yet.

Inventory:

>+ Family Key

>+25 copper

>+one plain dress

>+Hooded cloak

>+one rough robe

Skills:

>+ Weaving (59)

>+ Noble Customs (50)

>+ Searching (9)

>+Vigilance (6)

>+Homosexual(10)

Flaws:

>+ [Trap] You're a trap and you know it. If found out by the church they will surely see to it that you are burned by the stake for such a grievous sin while some decadent noble may even take a liking to it.

>+ [Scarred Back] The many lashes have taken their toll, however after good medical care they pose no threat to your health and on the contrary, make you somewhat more resistant. You will probably bear them for the rest of your life.

>+ [Face Scar] One of the whips missed and you have a scar ranging from the back of your skull to the right corner of your right eye.

Bonuses:

>+ [Well Prepared Trap] You've been a trap most of your life and are able to keep up appearances even with only rags to cover few areas of your body though in turn you do lack a lot of the strength the other members of your gender tend to have.

Job:

>+underwear maker with the weaver's guild (6 copper/turn)

Holdings:

>+ Tavern Room + Meal (- 2 Copper / Turn)

>Updates: long

https://youtu.be/kbrhuUFjCII

<inner monologue>

"I wasn't down and out, nor at a dead end, not yet, but time was running short, and the city's bureaucracy seemed labyrinthine and endless. If I kept at this line of attack, the Uhlmannen would drag me off in chains before I knew the first thing about this place. It was time to go and get a good night's sleep, and work on a new plan in the morning.

Then, just as I had made up my mind, I heard the town crier yelling about Lady Faye, and a basterd, and…a handsome payment? This, I thought, was just the sort of break I needed. If I could catch the attention of the city's nobs, I might be able to leverage that to my own ends…

Where to begin though? Two avenues of approach became immediately apparent. Based on gossip I'd heard, I knew some of my kin were in good with the Whitecity family. Now, based on my last run-in with a cousin of mine, anyone who thought blood was thicker than water would have to be pretty thick himself. However, this was a chance I'd have to take. If I could just bluff and bluster my way past the front doors (noble customs 50) I could have one of the maids get a message to Eric or Zeona, and see if they had any skinny on the wise guy.

1. chat with relatives in the employ of the Whitecitys (whitecities?) about the issue, and see what they know

The other prong is through the scummy underbelly of the city. Men talk about their sexual conquests, and word gets around. Even a man who can keep a secret, though, can be plied with booze, and a few coppers of suds can make you bank in interest.

2. that night, hang around some bars and see what scuttlebutt turns up (searching 9)

It's a plan, alright. Might not be the best plan ever, but it's a starting point, and that's what counts.

</inner monologue>

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523caf No.10443

File: 1444506492587.gif (474.17 KB,500x221,500:221,1443970929848.gif)

>>10372

dubz czech em

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523caf No.10679

Dice rollRolled 12, 44 = 56 (2d100)

>>10363

Name: Sigurd Nation

Fluff: Sigurd is the oldest surviving member of the once-grand Nation family, father to many of it's strongest children and at one point a greatly-respected man for his rational judgement and skill at arms - and he had it all taken away in an instant. Few of his children still breathe, his house lies in financial and popular ruin and one of his eyes was burned to uselessness, making even combat difficult for the aging man. His brothers and sisters all lie missing or dead as well, and taking care of their children and re-assembling the great house of Nation from it's ashes has fallen onto his shoulders. Perhaps the most shameful thing to him was the loss of his grand blade and armor, things he desperately seeks back.

>Inventory:

+ Ancestor's Pendant

+ Fancy Clothes

+ Fancy Hat

+ 7 Silver

+ Noble Iron Sword

>Skills:

+ Swordfighting (67)

+ Leadership (27)

+ Searching (2)

+ Luck (1)

+ Sneaking (3)

+ Charisma (3)

+ Searching (10)

+ Faith (4)

+ Running (4)

>Holdings:

+ House in Nice Part of Town (2 rooms) - Owned

>Job:

+ Charles Whitecity - Swordtrainer (3 Silver / Turn)

>Flaws:

+ [Aging] You become older every year and slowly your skill at arms begins to degrade. The guilt and ridicule do nothing to improve the situation. It's only rubbing more salt into old wounds.

Post preference: As long as makes sense for fluff given.

1/2: Fine, fine, I'll do it. A good enough home - for now at least. There are more pressing matters than perusing the greatest housing possible. Still, while this home is not big enough for storing all the assembled members of Nation, it will serve as a better meeting and resting point for now, and as the base pillar of our family. Look for all the members of Nation throughout the streets, and inform them of our new meeting place, away from the church and owned by a member of Nation properly and good, and also to inform them of the threat of the coming hordes. We must be ready, more so than we were the first time. We MUST be ready.

>>10365

>>10366

>>10371

>>10372

>>10391

>>10396

>>10413

>>10422

>>10427

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523caf No.11931

Dice rollRolled 23, 48 = 71 (2d100)

1/2 - Having foregone his employment as a bouncer and pledged his service to Whitecastle, Edmund seeks himself a paid status within their force, especially a role that will allow him to fight valiantly for the country!

As though from a long, restful slumber, Edmund arises. The months had been long, and his injury had humbled him, tempered his fury. He worked as a simple bouncer during that time, and showed a remarkable ability to ignore the events happening around him, lost as he was in his recuperation and his own thoughts. All that would change, however, when he received a letter…

>>10679

Sigurd hears heavy feet running up the road to his new home. Then he hears a voice he may have hoped to never hear again.

"Uncle! UNCLE!! I'm here!"

Edmund Nation runs up the steps as though the devil himself were behind him, stopping before the patriarch. He pants briefly, holding his knees. Did he run across the entire city to get here?

"I came as fast… as I could…" he pants "When I heard the news. I am ready to fight now, Uncle, for our family and our nation!" The young man beams widely at their erstwhile reunion. He's actually wearing proper armor for once, and a sword hangs at his hip. His leg also seems to have healed in his time away. "Edmund Nation, soldier of Whitecastle and scion of the Nation family, has answered your caw- your call!"

>>10364

Name: Edmund Nation

Fluff: Sir Edmund has hidden a terrible secret from his family. For years he has used the best makeup and disguises money could buy to hide his true nature. He wore concealing cloaks, practiced squawking in four different languages, and hid his 'skin condition' from view. You see, Edmund Nation is a bird. There is no bird more honorable and noble in all the world, however, and he defends his family name to the last, even if it means his secret is discovered.

You are a bird posing as a man. Well actually you are a man thinking he is a bird posing as a man. Even centuries from now they would not fully be able to understand your condition. Perhaps god had played a cruel joke on you, but ever since you can remember you've kept this secret from everyone else. Your greatest power, but possibly your achilles heel as well.

>Inventory:

+ Sigil of Flame

+ Crow (Craven)

+ Bird House (Crow-sized)

+ 25 copper

+ Iron Sword

+ Leather Armor

>Skills:

+ Haggling (4)

+ Housewifery (4)

+ Ungrateful (5)

+ Running (4)

+ Hand to Hand (8)

+ Intimidation (1)

+ Luck (2)

+ Swordfighting (60)

+ Dueling (50)

>Skills:

+ Luck (8)

+ Mechanical Understanding (?) (16)

>Flaws:

+ [The Bird Issue] If somebody discovers your secret you are compelled to obey their commands in order for them not to reveal your terrible secret. This would not prevent you from killing them. Of course only if they specifically found out that you are a bird pretending to be human, not a human thinking he is a bird pretending to be human. The latter would be a ridiculous lie.

+ [Bird Talk] Sometimes you can't resist and just chirp along with the birds.

>Bonuses:

+ [The Phoenix Sigil] You are uncertain what it does, has to be some sort of riddle. Better be careful and don't destroy your family heirloom. Though if you could open it somehow, who knew what would be inside?

>Job:

+ Bouncer (Place to Stay + Food)

+5 copper coins per turn

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523caf No.11936

Dice rollRolled 95, 31, 68 = 194 (3d100)

>>10357

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 6 Copper, 3 Silver, Fine Clothes

Skills:

Gambling (61)

Luck (53)

Storytelling (5)

Acquiring Information (1)

Noble Customs (4)

Flaws:

[Gambling Addict] You find it hard to turn down a gamble of any sort.

Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

"Smashing Tacitus, simply smashing." A perfect salute from the old days "or rather yes sir, Lieutenant"

Taking my promotion to Sargent by a lucky run in with Tacitus my odds were looking good. Now there was a matter of learning a bit of leadership, after my own fashion of course.

12 Leadership, I would have to rely on my luck and gamblers instinct to pull off a few moves. I can tell what a man has and what he feels with a single glance at the table. Becoming familiar with my men is key, so I invite them to the table and keep us even till I win in the end and reimburse them to earn their trust.

3 Gamble, gotta earn what I can when among the other sargents and big purses.

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523caf No.11937

Dice rollRolled 1, 92, 46 = 139 (3d100)

>>10357

Name: Sweet Bob

Fluff: Sweet Bob was the black sheep of his family, gambling away the fortunes of his father's with risky investments and the occasional indulgence. It worked and thatss what galled the rest of his family so much atleast until the They came and the dice rolled low for Sweet Bob. So he ran here with only some rags and his lucky dice, ready to start over again. A nice heavy set with a smooth feel that just makes you want to caress them.

Inventory: Lucky Dice, 6 Copper, 3 Silver, Fine Clothes

Skills:

Gambling (61)

Luck (53)

Storytelling (5)

Acquiring Information (1)

Noble Customs (4)

Flaws:

[Gambling Addict] You find it hard to turn down a gamble of any sort.

Bonuses:

["Lucky Dice"] You gain a significant bonus to any rolls done with your lucky dice.

"Smashing Tacitus, simply smashing." A perfect salute from the old days "or rather yes sir, Lieutenant"

Taking my promotion to Sargent by a lucky run in with Tacitus my odds were looking good. Now there was a matter of learning a bit of leadership, after my own fashion of course.

12 Leadership, I would have to rely on my luck and gamblers instinct to pull off a few moves. I can tell what a man has and what he feels with a single glance at the table. Becoming familiar with my men is key, so I invite them to the table and keep us even till I win in the end and reimburse them to earn their trust.

3 Gamble, gotta earn what I can when among the other sargents and big purses around town.

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523caf No.11962

>>10679

The owner of a local store goes to check the accounts, only to find that he is missing a page from his ledger, a quill, and a bottle of ink. A torn piece of paper with shaky writing lies on the desk. It reads: "Don't worry. I'll bring it back."

In a nearby alley, a drunk young man sits on a crate, writing a letter. The paper is perched on his leg and the ink from the pen is running through onto his trousers.

"Dear uncle Sigurd," the splotchy ink reads, "I heard about your recent achievement when I overheard a couple of gentlemen in the real estate business talking about your purchase. I hope that the Uhlmannen don't discover this location as well. In any event, I regret to inform you that I am in the middle of something at the moment, and you will have to forgive my absence. Give my best to the family. Love, Aethelric."

When 'Ric was done writing the letter, he addressed it and gave it to a courier, telling him that the recipient would pay cash on delivery for the shipping fee.

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523caf No.11964

>>10679

The owner of a local store goes to check the accounts, only to find that he is missing a page from his ledger, a quill, and a bottle of ink. A torn piece of paper with shaky writing lies on the desk. It reads: "Don't worry. I'll bring it back."

In a nearby alley, a drunk young man sits on a crate, writing a letter. The paper is perched on his leg and the ink from the pen is running through onto his trousers.

"Dear uncle Sigurd," the splotchy ink reads, "I heard about your recent achievement when I overheard a couple of gentlemen in the real estate business talking about your purchase. I hope that the Uhlmannen don't discover this location as well. In any event, I regret to inform you that I am in the middle of something at the moment, and you will have to forgive my absence. Give my best to the family. Love, Aethelric."

When 'Ric was done writing the letter, he addressed it and gave it to a courier, telling him that the recipient would pay cash on delivery for the shipping fee.

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523caf No.11966

File: 1445798629430.jpg (Spoiler Image,100.74 KB,728x636,182:159,FUCKTHIS.jpg)

>>11964

>>11962

[spoiler]God fucking dammit.[/spoiler

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523caf No.12027

Dice rollRolled 34 (1d100)

>>10365

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523caf No.18612

Dice rollRolled 44, 30 = 74 (2d100)

>>10361

Name: Bartholomew Nation

Fluff: Bartholomew Nation is a very pious man. He had been raised to be the realms next religious leader, but that was before the heathens invaded. Their desecrated our holy sites and spat upon God. As their lands burned around him Bartholomew swore vengeance. He took upon himself the role of an Avenger of God by claiming the holy relic and set off to distant lands. One day he shall return and he would have his revenge.

>Inventory:

+ Priest Robe

+ Scythe of Vengeance

>Skills:

+ Influence [The Second Line] (40)

+ Scythe Fighting (57)

+ Preaching (55)

+ Zeal (36)

+ Intimidation (5)

+ Faith Knowledge (10)

+ Whipping (10)

-Children (11)

- Small Talk (5)

>Flaws:

+ [Wrath] You are a rather angry person and have a quick temper whenever it comes to things unholy.

>Bonuses:

+ [One True God] You find easy acceptance amongst the clergy. They will harbor you and care for you as you are faith incarnate. You will of course be expected to do some good deeds for the church from time to time. The poor and broken also flock to you as they see redemption in following your path.

>Job

+ Church Candle Lighter (1 Copper / Turn)

>Other:

+ Donations to the Orphanage (13 Copper) (+1 each turn, costs 1 Copper per turn)

>Updates:

+ Long

Bartholomew allows the gathered onlookers to ponder his words before continuing. “If the meaning of my words are unclear to you, then take heed of what I say now.” Bartholomew gestures around him. “This city will suffer the ravages of war soon. Without our guidance all may be lost. The city shall tear itself apart. I’m sure you all know this. “Bartholomew looks at the assembled crowd and continues. “We must instill religious furor into the masses, make it so that when the starvation sets in they will not waver from the path of God. For they shall know that God is with them, always and through perseverance and with God’s guiding hand we shall deliver ourselves from this filth that threatens our city.’ Bartholomew extends his arms to the crowd. “We must deliver God’s will to the masses and ensure that they remain upon the path he has set for us! We must not allow infighting over food to weaken us as we drive back these horde of unwashed heathens and kinslayers!” Bartholomew slams his hands down upon the podium as he speaks. “Many of us have guided the masses for years, it is time that we put our ability to galvanize the people to the test as we steel them to withstand the coming siege. We must make every warrior fight better than ten of their own, every citizen must be willing to aid the effort to defend the city. We must come together to end these heretics! Once and for all!”

1-2. Bartholomew continues to try and rally the church as well as everyone at it to his cause.

+ Influence [The Second Line] (40)

+ Preaching (55)

+ Zeal (36)

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523caf No.19951

Dice rollRolled 10, 46 = 56 (2d100)

>>4984

Name: Oo'ka B'aa

Fluff: A medicine man from a place to the southeast, where the hot sun watches over the Gazelle, the Lion, and the Elephant.

When he arrived believe him to be a giant, and in a sense they are correct.

The people of his region had skin dark as the bark of blackwood, and were already taller than the "pale men". But tribe were known as the Ae'bweya, in their language "The Tall Men" for their great height, towering over their own kin. They lived in a "castle" of stone and mud baked by the sun, on a great mound built by their ancestors long ago.

Perhaps this explains why ever since his arrival the only men he could speak to without looking down were on horse, and why he must bend his back to navigate the short roofs of the cold grey stone of the pale men.

With the Uhlmannen came the end of the tribe, they tore down the catles of their ancestors, and those who survived fled, as he did. Over great distances he lead them, seeking to flee the "Horse barbarians" as far as the ends of the world. And that's where they seem to have ended up in. A strange land, with strange people and strange tongues, and the sky is bitter and cold, and the nights long.

All they have left of their former life is held in the hands of Oo'ka B'aa, their greatest artifact, a chieftans great club of strange black metal.

Believed it to be magic, it given to them by by the first man of their family many generations ago, and legended that he wrested from the Pharaoh of the lands of sand, who himself was gifted it by the gods, for through generations it neither rusts nor tarnishes.

>Inventory:

[Black Steel Club] - The Cock of Osiris

+ 4 Healing Herbs

+ Some Sticks

+ Several Reefs

+ 1 Dose of Sedative

+ Rock

>Skills:

+ Construction (50)

+ Medicine (100)

+ Searching (6)

+ Hunting (1)

+ Blow-Dart-Using (1)

+ Club Fighting (3)

+ Toughness (3)

+ Lucky (2)

+ Hand to Hand (3)

>Flaws:

+ [Exotic] You are a rare sight. The guards will recognize you easily and people try to go out of your way. The church may also not approve what they believe to be your heathenous ways. People are generally inclined to trust you less.

>Bonuses:

+ [Giant] You are two heads taller than a normal man. You are considerably stronger than them as well, granting you a bonus in all things physical. Except for hiding of course.

>Holdings:

+ [Hidden Healing Hut] Your own comfortable clay hut which has an aura of mystery to it. The air is heavy with pollen from healing herbs, which will keep you and anybody living here healthy from most diseases. it can also heal you after you have already contracted them. Injury recovery is naturally sped up.

+ Turmhill Healer (1 Silver / Turn)

Money: 12 Copper, 2 Silver

1-2. I'm going with them! Where are we going?

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523caf No.21997

>>10365

The organizer gave you a nervous look as the crowd continued to right roar. For a moment you believed to see the shadow of a doubt flicker on his face, looking at the beatdown you just handed out to the last woman you had fought the next one would probably not fare much better. Normally nobody would have cared, however he was the organizer and the smooth sailing of the entire operation depended on him. He probably had more responsibility weighing in on his shoulders than the rest of the room combined, if one didn't account for neglected wives and children.

Lucky for you it was the man's incessant money grubbing nature won the struggle of conscience and profit, the doubt wiped away by a greedy grin in the blink of an eye. Oh yes he was certainly looking forward to having you compete in a few more matches. You would receive a part of the profit, however there could be no doubt that the lion's part of the share would go to the establishment and not little of it would find its way into the organizer's pocket.

The next competitor was a woman lean woman with dark skin and even darker hair, if she was from the Kingdom she could have been from on of the most South Western provinces, however you somehow doubted that she was from within the Kingdom at all. Her body began to tense up as she focused you with her hazel eyes, relentlessly scanning you. If the Southlander had seen the last fight perhaps she had found a weakness in your defense? In your time with the mercenaries you had learned that even the smallest error could be exploited. Had you grown over-confident? With a less than intimidating war cry the woman charged at you.

In a hail of reckless haymakers the Southlander threw herself at you. Though savage and no doubt surprisingly powerful for her feeble stature they lacked precision. Using her overzealous enthusiasm against her you deflected a number of her blows, getting in a few quick smacks with the back of your hand to test reaction and her defense, only to find out that apparently nothing of the sort

The woman stumbled backwards, slightly disoriented by your smacks. Quickly trying to make up for her lack of defense she immediately began another wild haymaker charge. As much as you appreciated a bad dodge training this was nothing short of a waste of time you could be using in order to fight real opponents. A quick jab caught you off guard staggering you. Had she just done something other than a haymaker? Whether it had been the punch itself or the surprise behind it you only narrowly managed to avoid the next two punches, unelegantly sliding through the ring.

Slowly the tiredness from the last fight began to creep in adding up to the bad gut punch. There was no point in delaying the inevitable any further. The world around you began to calm, the surroundings past the ring merging into a single undefined mass, occasional flashes of light gleaming in. As if she was stuck in time the woman came charging at you, a silent warcry on her lips another swing slowly dragged through the air and towards your face.

With ease you evaded her strike, slowly ducking below as her attack missed its mark. You exhaled steaming hot air, forming clouds, your right arm shooting forward automatically, your mind completely lost in the moment. Your first hit connected to her gut with a dampened thump sound, the world around you rapidly gaining in speed as your left struck her lower ripcage sending her rocking to the side with a loud crack into your right swinger already aimed at her head, stopping the Southlander's charge dead in its tracks.

A few more moments of silence remained as your opponents body hit the ground like a wet sack of grain, the organizer already sliding towards her. The world regained its sharp corners, the roaring of the crowd growing louder with every second you proceeded to regain your conscience. Once more you had succeeded, the almost prize money was yours. Victory.

>Skills:

+ Hand to Hand (3)

+ Dodge (1)

>Inventory:

+ 5 Copper

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523caf No.21998

>>21997

>>10366

The most essential part of combat preparations was training. And do you know what the most essential part of training is? That's right: Training! In order to prepare these men as best as you could they would have to continuously work on themselves, this would be to your benefit as well. The other three Sargent's were no doubt be doing the same, after all they too were experienced war veterans, or at least you suspected it. You hadn't actually met with them outside of occasional run ins or sought them out to have a chat once you had found out who had been announced Sargent.

All doubts aside you knew for a fact that your dear (insert family relation here) Tacticus and as it turned out commanding officer wanted the men training in shield formations. While he brought forth some shelled beast tactic in a tongue you have never as much as heard of before you had already made your own respectable experiences in the field of shield tactics. Trying to find a compromise between your already known tactics and whatever exactly it was that Tacticus wanted of you.

Training itself progressed slower than you had expected. You were uncertain whether the men had expected a day off after announcing you as their Sargent or if there were any other customary cultural differences between you and the men who had been born and raised in the city, however you could care less, as the Uhlmannen were almost within reach. A prospect which filled you with some doubt. Working for Turmhill the main focus of your armed forces was supposed to be ensuring Turmhill's escape in case of a wall breach. How would he react if the Uhlmannen actually were to attack the city? Would he flee beforehand? And what would this mean for you?

"Enough thinking about could and would be(s)! Raise your shields you sorry lot! Formation!", although the moment your words left your lips your head already turned into another direction. The church. An odd feeling overcame you. Things were going to get nasty, though you were unable to tell for whom.

>Skills:

+ Anti-Uhlmannen Tactics (3)

+ Shield Tactics (2)

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523caf No.21999

>>21998

>>10371

Ah yes! The great variety of shield formations really was quite something to behold. Even though the Turmhill shields weren't large enough to cover the entire body you were sure your Sargents would do great work bringing the men up to shape. You could tell for a fact that your dear (insert family relation here) Wikiver was already working on some additional anti-uhlmannen tactics as well as trying to bring the men up to speed on various shield tactics!

As for the other Sargent's they received their orders rather well, the Westerner and the former Whitecastle giving you a formal salute while the Easterner merely gave you an approving nod, then again such were the customs of your homeland. From what you could tell progress was good and the units all commenced training at roughly the same time, while the Whitecastle Veteran's group arguably made the most progress of the day the Easterner and Westerner delivered a close head to head race trying to outdo the other, though there could be no objective mean to determine who actually had achieved more progress.

Although Wikiver had already begun training and his group was somewhat ahead of the others initially especially the Whitecastle Veteran's group was quickly closing in, progress on Wikiver's group had been stunted due to unknown complications. Perhaps some form of discontent, though nobody had openly voiced anything of the sort and they had just made him their Sargent by popular vote. You weren't going to loose any sleep over it though, after all progress never was linear and you still had peasantry to spy on.

It was surprisingly easy to infiltrate the peasantry, evil tongues would claim that perhaps your blood was not as blue as most thought, but really this must have been due to your vast military expertise. Besides you always had a talent for just being an awesome guy in general. That said you quickly came to a surprising conclusion. The broad majority of the peasantry was not indifferent but strongly opposed to Duke Lyion claiming the throne. When questioned as to why they held this position many of them proclaimed that the faith was very clear on matters of kinslaying and that no true follower of the faith may consider Duke Lyion his rightful King.

Aside from this rather surprising revelation you also found that there seemed to be a new power within the city walls. Though they carried no official banners or arms you overheard people every now and again talking about the "Second Line" some form of organization dedicated to supplying the refugees and ensuring order within the city in case of a siege. While this would have been a worrysome turn of events in most cases it would appear that the Second Line was closely tied to the church for some reason and as such posed no direct threat to the aristocracy. For now.

>Skills:

+ Anti-Uhlmannen Tactics (5)

+ Shield Tactics (5)

+ Disguise (2)

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523caf No.22000

>>21999

>>10372

The Bindings described by Bello the Black are mostly used as a way to create a Mirror image or Shadow of a Demon. This Shadow or Mirror will only possess a fraction of the actual entity's power and while it is unclear whether the intelligence that is brought to this world by creating the Mirror is in fact the entity itself Bello claims that it is safe to assume that the entity is well aware a Mirror or Shadow is being created.

One of the large aspects in which Bello the Black's understanding of summoning and those of other experienced wizards split is in whether or not the summoned entity requires a host. Bello reasons that as what is brought forth from hell is merely a Shadow it will require a body to harbor it and will in fact dissipate the moment the host body is destroyed. He is however not specific as to whether the actual host body is alive or whether the entity could also be bound to an item, such as a lamp.

Another important aspect of summoning and binding a Mirror is knowledge of the entity being summoned. Depending on the layer of hell from which the Entity originates it will show a certain pattern of behavior, while stronger entity's such as Arch-Demons are more prone to such behavior. Furthermore the layer of origin will also influence the ingredients required for the summoning in particular. Trying to appeal to the sinful behavior of a particular layer may appeal to the benevolence of the summoned entity.

Speaking in general a Mirror is bound to a host for a single specific purpose, this is often done in order to encourage the entity to actively work towards achieving this goal. If an entity has been summoned for a specific purpose this will be reflected in the way the binding is set up and the entity will be aware of this, that said an entity may also be summoned for an unspecific purpose and will dissipate either at its master's command, its master's death or should the host body be destroyed.

Not much is transcribed about the actual interaction between host and entity, however Bello describes that while the entity has the ability to grant the host power it only has a very limited influence over the host's body itself. There appear to be very strict rules as to how much power an entity may grant its host, however there is no information as to whether these rules actually exist, who enforces them and why. Seeing as about every entity has claimed these rules exist Bello admits that they may exist in some way, shape or form, however he is unable to tell to what extent.

>Skills:

+ Occult Knowledge (20)

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523caf No.22001

>>22000

Oh look /sp/ didn't get it

>>10391

After a short exchange of words you realized that Lilith's father, beardless as he was, not only understood his craft as a smith but also had extensive experience in terms of haggling. Not surprising considering that he had to both craft and sell everything himself unless he had a son tha was. Come to think of it you really didn't know a lot about Lilith's family hadn't you actually wanted something from him you would not have made her father's acquaintance just yet either. Who knew if she had brothers, she certainly did have a mother though you couldn't say you had seen an older woman around.

Not trying to get distracted by it you continued to stress the importance of the dagger and your willingness to pay, however you also noted that the smith himself admited he would not be able to make an exact replica and that this would of course drop the price somewhat. In the end you couldn't tell whether your words had won him over or annoyed him beyond the point of resilience, however the smith agreed to forge you the dagger for 2 Silver. This was quite a hefty sum for a dagger to be paid, but in light of the very specific nature of your wish and the circumstances you still made it out to be a pretty good deal.

No matter how good your deal had been you couldn't feel but a little cheated when the smith told you to go take a walk around the block and come back in an hour merely to find that the smith had managed to craft the dagger in the time it had taken you to chat up roughly four people about any rumors going on. In the end you did have to admit that the man's work was nothing short of flawless.

Leaving the smith it was time to find out some more about the proceedings in the city, but of course you would hardly find out anything of vital importance right here in front of the smithy. No, you would have to make your way back to the slums, into the belly of the beast where you were less than welcome to say the least. It didn't take very long until you found your first source of vital information.

A band of very young men whose clothing and stature indicated that they either made their money selling drugs, collecting protection money or robbing people freely admitted to be working for a man called Blueberry Tom who was apparently on the war path with some hardly memorable Eastern bloke. Whoever managed to do him in would receive the bosses respect and most likely a promotion, something every one of these guys was very eager to receive.

By the time the guy you were talking to finished some of the other guys in the group of eight seemed to start connecting the dots, silent chatter and the rustling of paper emerging from the people further behind. If you were lucky you could quickly excuse yourself and hope that they would forget about the encounter before they started chasing you throw the city.

>Inventory:

+ Grandfather's Dagger (No Ornament, Flawless Copy)

- 2 Silver or -20 Copper

>Skills:

+ Haggling (2)

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523caf No.22002

>>22001

>>10396

And what a beautiful show you delivered. The angry young woman inciting the masses and yelling at breadmakers, Bartholomew would have been proud of you. But just as you had expected the bakers hid their seemingly endless greed behind the devil that was money, claiming they would need the profits to pay off taxes, buy new grain and feed their own families. Disgusting lies used to protect their own selfish benefit, no matter how much they tried to justify it, before god all their lies would be brought forth and they would be judged accordingly.

While you wanted to continue your faithful deed and shout some more the bakers themselves soon became surprisingly aggressive and though you knew you had god on your side your voice began to crack and you calmed down a little. These people were beyond saving, their souls poisoned by the devil's dark desires, no, they would not see reason. There had to be another way to go about this, a better way.

How were you, a simple maiden, not of noble birth but in name, supposed to move the sinners into action all by yourself? Of course there was the Second Line whom you could approach, perhaps they would be able to back your words with the force it needed to penetrate the cocoon that was the baker's narrowmindedness. They were after all a dedicated church organization, if perhaps not by nomination, with whom, if you understood correctly, Bartholomew had a lot of pull. Alternatively you could directly approach the guard or one of the various Turmhill patrolls in the area, but they were unlikely to act without direct orders of their equally narrow minded earthly masters.

Thanks to the perks god had blessed you with you could also let your feminine charms play out, an appeal to sin would be something the bakers would understand. Still, while god would certainly forgive a great many things done for the benefit of the faith it would be morally wrong to commit any sins or to encourage others to give into their sinful desires.

There was one last option you could think of from the top of your head. Having procured two Holy Books from the church, which had been written over many long ardous years by monks in seclusion, these were worth a fortune and certainly sufficient in order to buy plenty of bread which you could use to feed the refugees. While the older members of the church would almost certainly condemn you selling off Holy Books to buy bread, none of them would be able to deny the piousness of your action and your just cause.

>Skills:

+ Zeal (2)

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523caf No.22003

>>22002

>>10413

The scroll case was probably the best idea you've had all week! With the exception of disguising as a beggar perhaps. Any leather maker would be able to make you one, though in times like these most of them were employed to make armor as of now. It would take some money to convince them otherwise and ironically enough your money was largely bound to the piece of paper you were trying to get a scroll for.

But why have one made especially for you? You could always just buy one that had already been made right? Though for that you should probably visit a library and not a leather maker. Then again who would grant a random drunk access to their library? You certainly didn't know anyone, but perhaps one of your family members would? If only you could find someone. It had been years since you had been forced out of your home by the Uhlmannen invasion and for all you knew your family's lands had been burnt down to a cinder.

Either you were thinking about it too hard or it was the whiskey in your hand but time seemed to just slip past as you sat there contemplating the many various colors the case could have and how nice it would look once you had actually gotten around to buying it.

As you woke up you came to the pretty clear conclusion that your spiritual hunt for scroll casings had taken up enough of your time and decided to head towards the castle instead in order to find and lure this Aiska guy in. The guards easily let you pass once more, though you couldn't help but notice that the amount of people lining up to sign in had decreased considerably. While you did not consider yourself an expert on the matter you would have expected that the refugees would flock to any kind of work they could find, especially one that would put a weapon into their hand to avenge those left behind.

It took you a while to scout out the courtyard, however you couldn't find a lead on Aiska. Though you assumed he should have been training recruits there was no indication of the blond haired, blue eyed Easterner. Dedicated to your work as you were you took the time to sit down and have a sip or two of your strong liquor to overthink the entire situation.

And there he was, thundering in on his horse, his golden hair softly playing in the wind, Aiska rode in through the castle gates with ten shining knights right behind him on their white horses, truly an elevating sight. In a sudden fit of excitement you woke up. Nothing had really changed, people were still going about training, merely a large tough looking man in black armor was worryingly staring off the castle wall. One of the nobles no doubt.

As you continued to sit there waiting you overheard something of a planned night raid which had been sent out yesterday, apparently those who had participated still hadn't come back. Couting one and one together you figured that Aiska was one of the members of said party. Trying to follow them would actually require you to know where they have went, then again from what you had heard he would either come back here as soon as he could or not at all.

(You have the opportunity to chat up and convince him yourself via character interaction, this does not cost any actions, just write him a post, he is currently on a mission however so until he is back he will not be able to take actions revolving around the city)

>Skills:

+ Drinking (2)

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523caf No.22004

>>22003

>>10422

All those years you had spent with the Uhlmannen and yet they decided to murder your family. Well this was the first night they would directly get to feel your pain. Your time with them had not passed without leaving a mark on you, you knew them as if they were your own people and if you were completely honest with yourself this was more accurate than you cared to admit.

Still they had gone against your family, those you loved and wished to protect even though you knew so little of them. It was enough to make you take up arms and leave behind your young family to come here, to protect your dynasty. Even now they wouldn't let you be in peace. In their endless hunger they sought to take even the last remnants of what you had left in this world. A hunger deeply enrooted in their nomadic society. In a way you understood them, but you would make them understand you as well.

Dawn was still hours away as you approached the campsite, or at least so you thought. Having left one man behind to guard the horses you tried to stay as low and quiet as possible, your metal muddied to prevent it from shining in the light of the campfires. The closer you came the tenser you grew, where were the guard posts? You could hardly make them out. Here and there were Uhlmannen puking or pissing at the edges of the camp, small puddles were emitting the undeniable stench of piss.

With the hushed breath of death your spear pierced the head of the Uhlmann as he stepped out between the two tents made of pakka hide, they were very furry and strong creatures, akin to cows, however often times much more aggressive and with threatening horns. With no time left to scream the lifeless corpses plunged into one of the puddles with a disgusting splat, you and your men moving deeper into the labyrinth of tents. Here and there you noticed the men accompanying you split off, slipping into tents nearby tents to kill those unfortunate enough to be sleeping inside.

But no matter how well you were proceeding all of this was pointless if you could not inflict lasting damage. Even if you were to slit throats for hours you would not achieve anything of note. No, you had to hit them hard, target their food supply and force the whole army to its knees. You expected it to be located roughly within the center of the encampment though you could hardly tell which direction that was supposed to be. Luckily the faint smell of Bljat softly found its way into your nose. If you managed to follow the smell no doubt you would be able to find the tents mainly used for food storage.

It was easier said than done. More than once you lost the trail, having to remain still for a few seconds to try and pick it up again. Now that you had advanced further and further towards the center even the Veterans at your side grew more and more nervous. The belly of the beast. This most certainly was it. Behind every tent could be an Uhlmann and all he would have to do was shout for all of you to be dragged out into the open and to be skinned alive. Surely your own skin would be a complementary present for your dear grieving widow.

Surprisingly you managed to make your way through the increasingly dense growing forest of tents, for a moment you thought they had grown more sophisticated, however it had merely been one or two tents with distinct clan paintings. Moving past another few tents you took one more step and almost ended up out in the open, quickly taking a step back and silently ordering your men to hold fast. Peeking around the the tent you and nine of your men were almost comedically hiding behind you looked out onto a large open field, three very large tents in its center, guarded by roguhly two dozen men.

There was no way you would be able to torch these undetected, you weren't even certain if you and your men could take on all these guards. "Perhaps we should try to find their leader's tent instead?", one of your men mumbled from behind, the first time anyone had spoken in at least twenty minutes. The choice was yours. Would you deviate from the plan? Surely the tent of the Warlord would be no less heavily defended. This was your chance, however it was still your choice how to go about it.

>Skills:

+ Stealth (5)

+ Scouting (3)

+ Polearms (2)

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523caf No.22005

>>22004

>>10427

(Chatting with relatives is a free action just message them up)

(The Whitecastle family rules over Weissburg the Castle in the center of the City)

(The Whitecity family rules over Weissstadt the City that surrounds the Castle)

(A child of the Whitecastle family has given birth to a bastard, the head of the Whitecity family has given his ironic congratulations)

Your family was working on both sides of the case, Whitecastle and Whitcity so you were well connected to get a noble perspective on the entire issue. The Whitecity perspective was perhaps a little more convoluted than at first expected. Especially the women of the Whitecity family were largely considering how good she was looking even though she just gave birth to a child expressing their admiration and, as you believed yourself, their envy. While the head of the Whitecity family was in luck, swelling in the dishonor the young mother had brought upon her family.

The reaction of the Whitecastle family however was even stranger. While many were surprised as to how well she had been able to conceal her pregnancy with a figure like hers most of the Whitecastle family members seemed to take this stain in stride, though some calls for violence have emerged from some of Lady Faye's cousins.

Talk on the street wasn't much different from that. All the men wanted to be with her, whether they said they were in love or merely wanted a piece of that ass, while all of the women wanted to be like her, even though she had given birth to a bastard. In general people seemed rather pleased with this development as it seemed to undermine the common belief that everybody made mistakes and nobody was perfect, the Angel of Weissburg obviously being the poster child of perfection.

The real question at hand was obviously who the perpetrator was. No doubt the Baron (or Count) of Weissburg would demand the man's head if he found out who was responsible, the church would be sure to back him up on the issue. But who really had the potential to be the child's father? As a lady of the Whitecastle family Faye was accompanied by guards at all times, unless of course she was within the castle itself, in which case the father needed to have had access to the castle.

Could it perhaps even have been a lowly commoner who fathered the child? Certianly this would be a further escalation of the situation, however nothing close to what were to happen if it was discovered that a Whitecity was the child's father. You had tried to find answers, but in the end you had only ended up with more questions and sitting in a bar hoping for somebody's act to slip would not help you to get closer to the truth.

>Skills:

+ Vigilance (5)

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523caf No.22006

>>22005

>>10679

(You didn't actually need to spend actions on this, seeing as you already linked everyone you can assume everyone has been informed)

At last the Nation family has found a home again! A place to meet and sleep, to discuss the next steps and to orchestrate your family's return to greatness once more. While many of you have certianly taken various different ways of making a living upon themselves you are certain that your family will continue to excel at whatever it does in the same way it always has and even though you know that hard times lay ahead you look towards them with anticipation as you know that there is no challenge your family cannot overcome under the guidance of their beloved patriarch.

The house itself wasn't that excessively great and certainly did not hold up to the Whitecity manor in any way, still it was far superior to a shack, an inn or even sleeping on the streets. With a bit of love you could turn this place into the cradle of the reborn Nation family. A few banners with your family sigil would do the place well, that and a fire in the fireplace. Perhaps a bit more cozy furniture and a nicer bed. Yes, now that you thought about it you could see it all coming together before your inner eye.

Now more than ever you would have to think about security. You possessed a key to lock the door with and which could easily be replicated (free action) if you needed your other family members to quickly gain access as well, however the house itself was hardly fortified in any way and while you did not intend to start a fight it was very much a reality you could have to face in light of the Uhlmannen invasion.

Perhaps one day you could even go as far as to install an escape tunnel? An expensive affair no doubt, however having the opportunity to exit the city unhindered by besiegers would be invaluable in the long run. Stupidly enough even if you could afford it the tunnel would take months to be constructed and would hardly be finished before the city walls had been torn down.

>Skills:

+ Charisma (1)

+ Leadership (2)

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523caf No.22007

>>22006

>>11931

Truly your spirit is that of a noble eagle, kind and good in so many ways. How could your best intentions not be represented by the Whitecastle family, ruling over their castle, the very embodyment of a noble family? Though recently one of their women had given birth to a bastard. Though you never really cared much for gossip they did say that she is the most beautiful woman in the region, if not the whole Kingdom.

All one had to do in order to fight for the Whitecastles was to find one of the recruiters which were located in the castle courtyard. The lines of people seeking to be recruited were smaller than you expected with all the refugees from the surrounding areas flooding in from the cities. You had figured that naturally they too would want to fight for King and country, even though who was the real king was still up for debate.

Upon having signed up, receiving your equipment and taking a walk around the courtyard you quickly learned to differentiate between two very distinct groups withthin the Whitecastle soldiers. The Veterans and the Recruits. While you presumed all factions had both men who had served long before the conflict and those who had signed up recently the vast difference in experience was painfully obvious to see, Veterans seemingly taking on entire hordes of new recruits in sparring matches.

While you would not put yourself on one level with the Veterans you definitely did not belong to the recruits. The way they moved and held their swords just rubbed you in the wrong way somehow. These men would not last a minute against a sophisticated Uhlmannen charge. They would either break and run or be cut down where they stood. Silently you made a not to yourself that if you were going to fight you would have to make sure that it was the Veterans that were watching your back.

>Inventory:

+ Iron Sword (Whitecastle)

+ Leather Armor (Whitecastle)

>Job:

+ Whitecastle Soldier ( 1 Silver / Turn)

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523caf No.22008

>>22007

>>11936

Finally someone had recognized your truly limitless potential, seeking to familiarize yourself with the men you looked around Turmhill's courtyard, suddenly realizing that you had no idea whom exactly you had been named Sargent off. There were dozens of them, slacking off here and there, some training, all dressed in their Turmhill leather armor, carrying around newly made wooden shields. Only few of them gave you the impression of truly experienced fighters though here and there you could spot a cutthroat or brawler, merely by how they carried themselves. An interesting ability you had gained for spending countless evenings with people of the same kind.

Having no better option to gather the attention of your men you place yourself in a central location and yell, "Men! Form up!". Many exchange questioning looks, some shrugging others nervously rubbing their hands, however nobody really seemed to move. "I said form up you lazy shits!", you yelled a little louder this time, people growing more and more nervous, now exchanging even more concerned looks, looking around helplessly in search for some validation. Surely your own men should recognize you. "If you don't move your ass into formation this instant I will have it nailed to the city gates!". Now a handful of people began assembling reluctantly. Two cutthroats and three raw recruits. Good enough.

Now that you had gotten them on the ropes it was time to reel them in. In a sudden shift of attitude you invited them to a friendly game of cards, unexpectedly completely pulling them off. While the recruits continued to throw their money at it in expectations of victory the two cutthroats were busy trying to figure out how you were cheating. Jokes on them, you were just lucky. In the end you hand them back their lost money, a deed to which the recruits react to with glee, however the cutthroats seem somewhat confused at the gesture.

>Skills:

+ Leadership (5)

+ Gambling (2)

>Squad:

+ 3 Turmhill Soldiers (Recruits)

+ 2 Turmhill Soldiers (Cutthroats)

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523caf No.22009

>>22008

>>18612

Many of the people you spoke to were refugees having left behind most if not all of their belongings, some could never hope to return to their lands and once the winter set in even more would starve or freeze to death. The church was unable to harbor all of them, or supply food for them. Though now that you thought about it you did come to the conclusion that either the church should have gathered substantial amounts of coin in a town like this, or that they had spent it on a number of things that were either expensive or a whole lot of them.

As you continued to preach to the people across the city you could always hear an angry high pitched voice in the background. At first you were unfamiliar with it but the longer you proceeded to preach the more you began to notice the frequency and even over your own loud and zealous words you could slowly piece together the message they carried. Apparently your (insert not-blood family relation here) Natasha had been attempting to convince several bakers of handing out food to those seeking refuge. An attempt deserving commendation no doubt, but from the increasingly angry tone in her voice you made out that things were not proceeding as well as she had hoped.

After your words you can merely hope that some people of influence were amongst the onlookers, to help the both of you in your efforts, otherwise you were of course very well able to throw yourself at the issue, still there were a plethora of other things you had to consider, by now you were a reknown man after all.

For once you had some time on your hand, utilizing it to appreciate the marvelous craft that was the cathedral's painted roof. You couldn't help but wonder how they had managed to work up there, certainly it had taken insane amounts of effort, though the imagery was quite an odd one you had to admit. Devil and Angel offering man a grail? You would have expected a lot of things though this hardly referenced to a passage in the holy book.

Suddenly you were torn from your silent contemplation, a red cloak had approached you firmly grasping your shoulder, he pointed over to a large black man, surely he was from the far South, flanked by five red cloaks carrying a variety of different weapons.

"We have found this man a practicioner of witchcraft.", the red cloak opened the conversation without any further ado, "He used the blood of orphans to cure the disease of Maxim Turmhill's son, working with a mortician to gather his unholy ingredients. There can be no doubt that he has commited many more sinnful deeds we do not know about as of now, however this should be more than enough to condemn him.".

It didn't take a lot of thinking to realize that they were awaiting your judgement, as you looked at the Southlander you could feel something in your stomach clench. He was about two heads taller than most other men and carrying a large club as black as the night. Honestly you were uncertain how they had gotten him here in the first place though no matter what verdict you were going to give it was unlikely he would abide by it willingly.

>Skills:

+ Preaching (3)

+ Zeal (1)

+ Influence [Second Line] (1)

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523caf No.22010

>>22009

>>19951

Without any further words two of them walked behind you, another two flanking with the last ones taking point. Quickly your little procession began to move through the streets of the city and even though you were surrounded by people in red cloaks it proved easy to observe your surroundings. One of the many benefits of being a tall fellow.

People left and right stopped to stare, some looking shocked, many indifferent, honestly this was pretty much the same reactions you had gotten from the very first day you had made your way into the Northern realms. They too were afraid of the horsemen and even though you hadn't paid a lot of attention to recent news you could people here and there talk about an imminent Uhlmannen threat that was inevitably going to sack the city. It sounded like the people had seen the future themselves.

Slowly your group made its way into the heart of the city, streets got larger, but the amount of people increased even faster than the size of the streets. Even in the city center you didn't remember there being this many people, most of them reminded you of beggars with torn clothing, some with barely stitched wounds. It would be an easy task for an Uhlmannen spy to infiltrate this flock of people for sure and you couldn't help but feel that somewhere a watchful eye rested upon you.

Initially you hadn't been all too sure where your journey was going, however when you first set foot onto the almost ancient steps it became all the more clear. The church, or cathedral rather was an immensely impressive building, already towering above all others it had been built on a large hill as the city's castle and was forming a stark contrast to the otherwise almost flat landscape of city roofs. The building itself had two large towers with countless finely crafted statues and carvings decorating its outside. There could be no doubt that this was one of the few buildings truly deserving of the name "House of God".

As you stepped into the venerable halls of the cathedral you were overcome with awe, hundreds of candels lighting up the vast interior that looked like you had been swallowed by an ancient stone beast. While itself surprisingly empty, past countless benches in the center of the cathedral, staring up to the beautifully painted ceiling in silent contemplation, stood a man. He was dressed in an humble priest's clothing and nothing would have led you on to believe that he was anything else but a priest or scholar if it hadn't been for the large Scythe that was strapped to his back. A sign of burning hatred in an otherwise so calm church.

One of the red cloaks leading you strayed from the formation, rapidly approaching the man and grasping him by the shoulder, tearing him from his thoughts and back into the reality of the church. "We have found this man a practicioner of witchcraft.", you could hear the silent echoes through the cathedral, "He used the blood of orphans to cure the disease of Maxim Turmhill's son, working with a mortician to gather his unholy ingredients. There can be no doubt that he has commited many more sinnful deeds we do not know about as of now, however this should be more than enough to condemn him.".

You really pitied the man in question, though as a scholar you weren't exactly a supporter of barbaric healing practices either.

>Skills:

+ Bliss (2)

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14a440 No.46205

bumparoni

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



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