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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1452949939969.png (335.66 KB,637x679,91:97,InVictoryAndDefeat.png)

1f1fc4 No.22011 [View All]

The first weeks if not months have passed since you made your way from the cold East towards the city of Weissstadt. The #Nation Family has found itself in the employment of various different key figures, quickly asserting its position within various factions. Although some of your family members have been swallowed by the city, their re-emergence unlikely at best, many more of you have distinguished themselves as leader of men, ferocious fighters, knowledgable scholars, faithful zealots as well as a number of less traditionally prestigious things such as unrecognizable spies, relentless wrestlers, proficient manwhores and experienced drinkers.

The state of the realm is dire, the old King having been murdered by his younger brother, seizing the throne with the help of the Western lords who now seek their much promised independence, as all attempts to thwart the continue Uhlmannen fail, though needless to say some of the heroic members of the Nation family are engaging the issue at this very moment.

Villages have been plundered and smaller cities burned, the path of the Uhlmannen warhorde inevitably heading for Weissstadt. Their mission unknown but their intent self evident it remains to be seen whether the city will be able to withstand the horse lords' brutal onslaught.

Between the beautiful daughter of the Whitecastle family giving birth to a bastard son, iron and food prices climbing to staggering heights and the formation of a church organization planning to bring faith to a city in dire need and the constant sabre rattling of the competing noble families it is up to you to ensure your own family's survival in these turbulent times.

>All Members of the Nation family add: (yes this means everyone)

Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Should you intend to not receive updates for a month or two you can sign up here:

(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.

143 postsand21 image repliesomitted. Click reply to view. ____________________________
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0afee2 No.39969

File: 47defdddbf63429⋯.jpg (231.91 KB,804x1110,134:185,Detect Traps.jpg)

Dice rollRolled 92, 22 = 114 (2d100)

>>37423

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

+[22 Silver; 2 Copper]

>Holdings:

>Skills:

+ Polearms (102)

+ Riding (53)

+ Insults (4)

+ Dodge (20)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (10)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1; Agree to the price and purchase the order. After this business is concluded, ask if I can stay in his house for a bit. Offer a Silver coin a day to stay.

2; Write a message detailing Uhlmannen tactics and enclose it super tight and to the officer that I worked with before. Find a messenger boy and give him half a Silver to get it to him as quick as possible. Then, if I'm staying with blacksmith, train in a space that doesn't have many people near or in his house. If not staying, find a quiet, secluded place to train then sleep there.

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e7245b No.40261

File: 74aa3c0e5b0c777⋯.jpg (32.13 KB,328x312,41:39,IMG_2519.JPG)

>>39969

Do you really think he'll updoot?

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fd7a3c No.40262

>>40261

Yes, he said he would if enough people posted.

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69e7fa No.40287

File: b93ea83d2e75c20⋯.png (944.81 KB,1280x961,1280:961,1453527379982.png)

>>35202

Ophelia twitched a bit at Bartholomew's words, he was always so zealous and self-righteous, it was not a new 'debate' that they have had on the so called 'truths of our world'.

"Aside from all that, how have you been brother? I was ever so worried when we had been separated, especially with your tendency to rush headlong into situations that could easily be seen as over your head."

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67769e No.40290

File: d2000c138959e7f⋯.png (116.67 KB,508x512,127:128,IMG_1912.PNG)

>>40262

Nice.

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48b754 No.41984

Dice rollRolled 16, 75 = 91 (2d100)

Esteemed Members of the nation family, I have devised a plan to break the Horsemen army, and have the support of one of the most wealthy men in the city. With your help we can secure the support of the nobles as well, and deliver unto the barbarians the same death and dishonor that they did us in burning our homeland and slaughtering our family! What say you, fine members of the Nation Family?

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (77)

+ Sword-fighting (33)

+ Charisma (9)

+Justice (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (20) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

25 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1/2. The Time for talk had ended, the time for night and might had come, no longer could Tacitus stand idly by and watch another land fall to the horsemen scum. He would emerge from the sewers of the city, in the dead of night, and make way for the horse lords camp. Once there, he would set fire to their tents, before retreating in the ensuing commotion, back into the city, ensuring that he was not followed.

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69e7fa No.42003

Dice rollRolled 13, 9 = 22 (2d100)

>>37423

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 (115)

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.

+[A Favor Owed] You bear its Mark. You hear its Voice. You see with its Eyes. The Black Abyss speaks 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.

Family Trait:

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Updates:

+Long

1. Suggest to a few of the more military minded members of the family that you had heard rumors of the barbarians infiltrating the city via the sewers and then leave the gathering

2. We should check on Von Pissen and ensure that he got out just fine, also collect my things from his manor, the Family has a residence of our own so I will no longer need to impose on Lord von Pissen's hospitality.

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fbdb76 No.42114

>>37757

You make your way around town patrolling. People look gloomy and everywhere you see people barricading their homes as if to prepare for a storm. Surely no Uhlmannen invader would be turned away by some pieces of wood covering up some windows. Then again, perhaps it served as a protection against looting which was inevitably going to happen as time passed and food became more and more scarce.

While you consider antagonizing some of the Second Line guys here and there they usually show up in groups and it would probably best not to get yourself into a fight you're not going to win. Instead you choose to pick a fight you can win. You go up against another woman, a local no doubt. Already having some experience when it comes to swinging your fists you make quite a show of dispatching of her. People cheer you on and once more you are champion of the arena.

>Skills:

+ Hand to Hand (3)

>>37771

The Diplomat wanted to protest but he had little choice but to accept your offer. He almost elegantly got into position to drop himself down onto the pavement as you scanned the room with a trained eye, spotting a small purse, you quickly emptied it under the Noble's hollow protests. Then following him out the window.

Landing on the pavement you heard something break. Quickly you pushed the Diplomat into an alleyway, grabbed your belongings and handed the now empty coat and eyepatch to the man who quickly donned the new clothing, yet he did not seem to greatly appreciate its smell. All part of the disguise of course.

You proceeded to hurry off, people gave you a look or two but cripples and drunk wastrels were nothing new to the people of the City. Looking overy your shoulder between a few sips of your Whiskey bottle you managed to locate the nearest sewer entrance and quickly forced the man down into the stinking wet.

Descending into the cool darkness of the Sewers you became overwhelmed by the stench for a few seconds, leaning against the almost slimy wall to recover, immediately wishing you still had that coat of yours. The Noble seemed to be taking it about as badly as you did, if not worse, coughing a few times under the ball of cloth he had formed to breathe through. For the first time you noticed that the sewers themselves were actually not as dark as you had expected them to be, something in the water was giving your surroundings a soft green glow.

"So what now?", the Diplomat asked, clearly distraught at his current accomodation.

>Inventory:

+ 2 Silver

- 1 Almost full bottle of Whiskey

+ 1 Half-Full bottle of Whiskey

>Skills:

+ Climbing (3)

+ Sneaking (4)

+ Disguise (3)

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fbdb76 No.42115

>>39969

The Smith looked at you with a rather confused look on his face. "There are plenty of taverns you can stay in for much less than that.", rubbing his chin he shrugged, "I'm not going to turn that offer down, but if you plan on staying there are some rules you will have to abide by.".

"First.", he put out one finger, "Stay away from my daughters. Second.", he put out another finger, "Stay away from my wares, I'm a busy man and I don't need you meddling with anything. And thirdly.", he put out a third finger, "Don't bring people here. This isn't some tavern you can fuck your whores in.", for a moment he seemed to be thinking but came to the conclusion that there was nothing else to add.

You write down a letter with your various experiences regarding the Uhlmannen and their tactics as well as how to counter them and hand the letter of to a messanger boy who you are certain will make his way to the Whitecastles in time. Then you proceed to look around the Blacksmith's house for a place to train sufficiently. Unfortunately the house is not particularly large. Most of the lower level is taken up with the smithy, the living quarters being upstairs. The smith cleared a room out for you that will suffice for staying there, still your movement is too restricted for any extensive combat training, especially your speer seems hampered by such little space.

(actually noticed too late that you said short ones, I'll make them short the next time)

>Housing:

+ Staying with Smith (-1 Silver/turn)

>Inventory:

- 7 Silver

+ 5 Copper

+ Flexible Reinforced Leather Armor

>Skills:

+ Polearms (1)

>>41984

You grabbed Wikiver and made for the camps, however to your great displeasure you noticed that they had set up guard posts, eyeing the surrounding landscape and many men, glaring towards the castle walls. Certainly it would take much skill and a healthy amount of blind luck to find a weakspot to try and slip undetected. It would seem the Uhlmannen had made some experience when it came to having their tents burnt under the cover of night in the not all too distant past.

(Additional Info: You have been informed by Ophelia (Teren) that there are rumors that the Uhlmannen are actually trying to infiltrate the city through the sewers)

>Skills:

+ Sneaking (2)

>>42003

As there are plenty militarily inclined members in the family you try your luck however a great many of them seem to have had been overly indulgent when it came to the matter. Sigurd himself actually assured you with some broad hand gestures that the labyrinth that was the sewers was far too complicated to navigate for the savages and that there was no way they would manage to find the proper access points. He went on to claim that the air down there was so rotten no man could even survive it for more than a day. You then pass it on to just about any other male family member that would listen to you, though Middus seemed to actually believe you. Who knew, maybe the self indulgent wastrel would actually do something about it after all.

You then left the feast and headed out into the cool early morning hours. The moon was gleaming softly on the street before you. Now that you had a place to stay there was no need to burden Von Pissen any longer. Quickly you began your journey towards his house, however the streets seemed to twist and dance before you, with every turn you took you became a little more lost. Houses began to turn themselves and before you they formed a tunnel. You followed through, above you no sky but mortar and brick, windows of houses people lived their lives in, going on as usual unswayed by the fact that they were twistedly flying in the air.

Eventually you reached your destination. Before you was a little fountian, sitting on its edge was a man, shadows scurried over his skin. "Ophelia my love.", a deep, familiar voice greeted you, "How good of you to come visit me.", the houses had formed a circle around you now, they were vibrating with every word that seeped through his lips, "Could you get a little something for me?", suddenly he was upon you, holding your hands in his, his grasp was as firm and his hands as cold as rock, his imposing stature, towering above you, "Bring me a dead rodent, would you?".

The image of you smashing a rat with a rock suddenly shot through your mind. You blinked a few times. A dead rodent? You looked around. You were standing in front of the Von Pissen residence. Your ankles felt wet as you stepped inside. Oddly enough it would seem not a single member of the household was here. Quickly packing your things you left behind the empty manor. Something felt off, but you couldn't put your finger on it.

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065293 No.42116

File: 6bfbd2bef4f0a59⋯.png (374.75 KB,975x579,325:193,image (30).png)

Dice rollRolled 37, 68 = 105 (2d100)

>>42115

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

+ Flexible Reinforced Leather Armor

+[15 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (103)

+ Riding (53)

+ Insults (4)

+ Dodge (20)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (10)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1; Train Charisma by talking to folks and finding out about going ons in the city

2; Train Dodge in a nearby abandoned area instead then

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fb08aa No.42117

Dice rollRolled 22, 19, 26, 86 = 153 (4d100)

>>42114

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

+ 19 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (67)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (20)

+ Shield Tactics (12)

+ Gather Information (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.

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Update- Long

1-4. (missed turn)

Training montage.

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8d46ed No.42135

File: e9e764e0375fdd6⋯.jpg (274.25 KB,814x1152,407:576,Empireart.jpg)

Dice rollRolled 65, 63 = 128 (2d100)

>>41984

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (77)

+ Sword-fighting (33)

+ Charisma (9)

+ Justice (2)

+ Sneaking (2)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (20) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

27 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1/2. Coming in the sewers eh? We'll deal with this. Take Wikiver and my best men and search every inch of the city sewers, slay any slant-eyed horsemen we find, and post guards near the exits of the sewers for now on. Also, inform the Whitecity's and Whitecaslte's of whatever we find, along with Mr. Turmhill. After all, it wouldn't do any good to have a horselord pop out of your privy.

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1dc634 No.42162

Dice rollRolled 16, 75 = 91 (2d100)

>>42115

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 (115)

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.

+[A Favor Owed] You bear its Mark. You hear its Voice. You see with its Eyes. The Black Abyss speaks 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.

Family Trait:

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Updates:

+Long

1. Something to possibly look into later, for now return to the Family Residence with my things, find a room to claim as my own and place what personal affects I have there

2. It is time I achieve a proper wardrobe, inquire about using some of the family funds or possibly Middus will be willing to lend his cousin some funds for a proper wardrobe.

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9cbb22 No.42186

Dice rollRolled 44, 95 = 139 (2d100)

>>42114

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: 69 Copper, 2 Silver

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 (30)

+ Girl Talk (8)

+ Being a douche (5)

Drinking (20)

+ Eavesdropping (1)

+ Butterfacing (10)

+ Dodge (1)

+ Relations - Fighting Pit (15)

Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

1: Vivian is starting to get a bit cockey with her fighting. She begins placing bets on herself over whether or not she'll win. Try to make some dosh and humiliate some fools.

2:The next morning she awakens covered in blood and sweat, and hopefully that's it. She starts up her patrol around the slums of the city keeping an eye out for criminals to beat up. Or whatever it is she's supposed to do.

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f68b0e No.42197

Dice rollRolled 82, 67 = 149 (2d100)

>>35114

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)

+ Grandfather's Dagger (No Ornament, Flawless Copy)

+ Plain Clothes (in closet)

+ Servants Clothing (wearing)

+ 182 Copper

+ Lilith's Iron Flower

>>Skills:

+ Spotting (5)

+ Daggering (38)

+ Noble Customs (62)

+ Sneaking (50)

+ Stealing (6)

+ Running (58)

+ Haggling (6)

+ Climbing (3)

+ Disguise (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.

+ 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

>Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

1. Just watch the proceedings and make small talk with my family. It's good to se them all. If any of their situations need input or aid offer some words of advice for potential to help.

2. I doubt I'm the only person here going to report on my family's dealings to a patron. Find the ones who do not belong and memorize them to report.

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fbdb76 No.42205

>>42116

You have a chat with a bunch of people, your demeanor and dialect raise some eyebrows, after all they're looking for a barbarian fitting your physical description to hand over to the people laying siege to the city, however nobody seems to actually believe you're the guy everybody is looking for. Everybody seems on edge about the siege preperations going on and in the slums the Ratwater Guard and the Second Line seem to be vying for power.

You roll around, jump and dodge all you can in some back alley where nobody is watching you. You make some progress, however without anyone trying to actually hit you you do feel a little silly.

>Skills:

+ Charisma (3)

+ Dodge (4)

>>42117

Your training montage SUCKS. Still towards the end you pull it together and end up making some progress. Your [insert family relation here] orders you to join him in moving down into the sewers. After spending a while wandering around the rather spooky wet dark you finally manage to find what you had been looking for. A small group of Uhlmannen who apparently set up some form of camp, possibly trying to wait until the right time to stage their assault.

>Skills:

+ Swordfighting (2)

+ Anti-Uhlmannen Tactics (2)

>>42135

Searching every inch of the sewers proved to be much more unrealistic than you first expected. Making your way through the wet dark, your minds clouded by noxious fumes the long halls seem to be playing tricks on you. Silent shadows on the walls, unseen creatures slithering through the brown-greenish waters, the sound of water dropping form the ceiling. A figure in white in the distance. There for a moment, gone in the next.

Eventually you turn a corner and come upon a camp. A small group of Uhlmannen, perhaps eight. It was hard to tell how long they had been here, several days, safe to say. Surely they had been waiting for the perfect time to strike which apparently had not come yet.

>Skills:

+ Sneaking (6)

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fbdb76 No.42206

>>42162

You have few items to call your own. However what little you have you find and place within an empty room. Certainly if all family members chose to stay here you would find that there was little space to accomodate them all, however aside from Middus and Sigurd nobody else had chosen to stay here for an extended period of time. Some dirty trails seemed to indicate that potentially Vivian had been around here as well.

When you ask whether Middus would be willing to purchase some new clothing for you he seems to be trembling at the thought of spending money. You spend the day out in the city, acting as any noble woman should. Food prices being high many of the tailors seemed to try and get rid of whatever they could sell to at least earn their daily bread. You manage to procure three noble new dresses, which Middus more than happily agrees to pay for. So much charitability could impossibly be a sin.

>Inventory:

+ 3 Noble Dresses

>>42186

You use the opportunity to bet on yourself to make some money, however unfortunately for you it would seem not many are willing to bet against you and thus your gains remain little, while still you retain your winning spree.

The next day you decide to go about your duty and patrol the streets of the city to make sure everyone behaved appropriately. People seemed to be getting desperate, going to great lengths to conserve whatever amounts of food they could.

After a bit of uneventuful eyeing the occasional Second Line patrol you see the big burly guy with the blueberry tattoo from the underground tavern wave you over into a shady corner. Naturally curious as you were you complied. As inconspicuous as a pair of obvious crooks could be he gave you a little insight on his current plans. He wanted to use the sewers to get out of the city and smuggle some food back in. Nobles and traders would pay themselves stupid to get their hands on what they believed to be the last food reserves of the city.

If you wanted the operation had a spot open for you. They needed someone to keep their eyes open and make sure that the transports got along smoothly. That and lend a hand in the transportation itself if need be. It was a foolproof plan, really. Easy money in your pocket.

>Inventory:

+ 6 Copper

>Relations:

+ Fighting Pit (5)

+ Ratwater Guard (5) <- Should now be at least 10

>>42197

You mingle with the family some more. You probably should not have been surprised at the fact that most of them seem to remember you with relative ease. For all that could be said about your family you were survivors, you could hardly point at anyone who struggled to adapt to the new conditions, barring some rather exceptional exceptions.

Naturally Sigurd offers you to stay in the family home, while Middus takes the opportunity to share with you too tales of his recent achievements which you had the feeling were inflated to say the least. There was some preaching from Bartholomew and Natasha but it kept itself within reason. Meanwhile Aethelric stole some booze and then stole away himself to go about some other business.

To hold his speech Sigurd had sent off the Servants early and resorted to hand out wine and liquor on his own, however curiously enough you managed to catch the shadow of a face outside a window. It would appear one of the servants was staying close, listening in. Calmly you acted as if you had noticed nothing, disappearing into the crowd as you quickly made your way towards an exit.

Letting a few moments pass you made sure the culprit wasn't looking as you slipped out into the cool night. Observing him until finally he broke away from the window and walked off. Silently you followed him through the city's moonlight street, here and there refugees sleeping leaned against houses and huddled together. Surprisingly enough he didn't even seem to turn around until he cut a corner into an alleyway.

A few moments you remained outside until two large men and a struggling linen sack reappeared who then promptly walked off with quick steps, apparently rather unafraid that someone might notice. Naturally you followed them to a nice looking House, however once they entered and the door shut you heard nothing else from your little spy.

>Skills:

+ Spotting (3)

+ Sneaking (3)

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fbdb76 No.42224

Test

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065293 No.42225

File: b95225f5f508a0d⋯.jpg (164.34 KB,1200x1500,4:5,Ginta_Lapina_19.jpg)

Dice rollRolled 62, 17 = 79 (2d100)

>>42205

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

+ Flexible Reinforced Leather Armor

+[15 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (103)

+ Riding (53)

+ Insults (4)

+ Dodge (24)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (13)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1-2; Spread around that I'll be training folks with their own weapons how to fight, preferably those with spears and longer reach weapons, in an open square near dusk. We need to band together and pick up slack for the guards when the barbs breach the gates.

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fb08aa No.42228

Dice rollRolled 8, 49 = 57 (2d100)

>>42205

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

+ 19 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (69)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ Gather Information (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.

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Update- Long

1&2. Kill all but the one who looks most like the possible leader. Take that guy alive if possible.

+Swordfighting (69)

+ Dragon Fang Combat (58)

+ Anti-Uhlmannen Tactics (22)

+ Hand to Hand (32)

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dffe70 No.42230

File: 535b44b7542b00a⋯.jpg (191.26 KB,640x505,128:101,83eb99d1b3b7780dae20da84ae….jpg)

Dice rollRolled 14, 47 = 61 (2d100)

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (77)

+ Sword-fighting (33)

+ Charisma (9)

+ Justice (2)

+ Sneaking (8)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (20) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

30 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1/2. I had learned some of the vile horsemen tongue in my time warring on their kind, and would put such to use here. After surprising the least capable member of the group by splitting his head in half with my family sword, having longed for the taste of Uhlmannen blood since we left the old country, I would demand that they reveal their leader, and the rest could return to their camp. Of course this was not the case, the leader would be "restrained" and his comrades cut down like the dogs they are, before their heads would tossed over the walls tomorrow to show the horselords that we will not fall for their tricks.

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1dc634 No.42232

Dice rollRolled 52, 88 = 140 (2d100)

>>42206

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

+ 3 Noble Dresses

>Home:

+ Von Pissen Residence

Skills:

+ Noble Customs (77)

+ Occult Knowledge (115)

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.

+[A Favor Owed] You bear its Mark. You hear its Voice. You see with its Eyes. The Black Abyss speaks 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.

Family Trait:

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Updates:

+Long

1. Consult the black tome on these visions, as well as the strange occurrence I had the other day, with the rat

2. Seek out lord Von Pissen, there was no reason to be rude and not inform them of my departure simply because I now had a residence.

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d64e6c No.42279

>>42225

You offer to train folks with their own Weapons in an Open Square near Dusk. Though nobody actually knows who you are a bunch of people show up seeking to be improved regardless. Several organizations for the defense of the City have sprung up already, amongst them the Ratwater Guard and the Second Line, one being a rag tag band of (sometimes ex) criminals and the other largely conscripted from the refugees by the church. The two have a less than pleasant relationship and their rivalry occasionally disturbs your training.

>Skills:

+ Polearms (2)

>>42228

Your (insert family relation) Tacticus, cuts off the dome of the head of the unlucky man closest to the entrance. Quickly he steps into the light, roaring in the gutural Uhlmannen language, you presume he is asking for their leader, however instead of receiving a response the Uhlmannen yell and begin to charge.

Swiftly you counter charged, unfortunately for you however in your attempt to quickly reach them you slip on the wet floor, your side covered in a disgusting slime. Quickly you focused and got back up, your eyes tearing up, almost blinded by the stench. The others had already reached the Uhlmannen and were cutting them down, even though Anti-Uhlmannen tactics weren't exactly applicable under these conditions extensive training had proven valuable. You arrive just in time to deliver the finishing blow on the last of them.

Quickly you search the camp where your party locates:

+ Valuables worth 2 Silver

+ A rudimentary map of the Area

+ Uhlmannen Clothing

>Skills:

+ Swordfighting (4)

>>42230

You quickly surprise the man closest to the entrance, your family sword splitting the Uhlmannen's head with ease, sending his brain scattering across the floor as he hit the ground like a wet sack of potatoes. In a roaring tone you demanded to know their leader in your even cruder version of the already crude Uhlmannen tongue. For a moment they hesitated, their eyes wandering to the man who was lying on the slimy brick, his blood forming a pool around him. Then, yelling at the top of their lungs they charged.

Brave hearted you and your men counter charge though your (insert family relation here) Wikiver slips on the slimy floor. Quickly you dispose of the Uhlmannen, unfortu

>Skills:

+ Swordfighting (5)

+ Leadership (3)

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d64e6c No.42280

>>42279

>>42232

The Tome shuddered and reeled under your Gaze. You had never noticed, but the it almost seemed alive. Quickly you skim through the old pages. How often had you consulted them before and yet, it felt like something had changed. Entire passages seemed to have been added, notes scribbled in on the side one more mad than the other.

You looked for passages about rats and while there were some notions of several Rat Gods, rituals of cannibalism and the like nothing specifically addressed visions about killing rats. The main subject here seemed to be an unstemable tide that washed away over individuals, gnawing at their bones, creeping into their orifices and so on and so forth. You had seen worse yourself.

A somewhat more important matter was Von Pissen. Clearly you had not acted in line with proper noble customs when you just abandoned the man who had treated you so kindly. Naturally as a member of the Apocyan Sigil you could have expected such actions, still in the same way he should have been able to expect a certain etiquette from you.

Not one to be rude you returned to the Von Pissen residence. The first thing you noticed was the absence of any guards. Von Pissen had never been the richest of Nobles, however even he had personal guards who ensured the Rabble did not get any funny ideas. Calmly you opened the unlocked door and stepped inside. By now you knew your way around here. An empty hallway greeted you.

With a few trained steps you ascended the stairs and made your way towards Von Pissen's personal office. The door had been opened slightly. As you pushed open the door you stopped dead in your tracks. Before you sat Von Pissen in his chair, one eye staring right at you, his mouth opened a little bit as if he was explaining something mundane.

The top right part of Von Pissen's face, including his other eye, was no more. Someone had smashed it in with tremendous force, the skull had been shattered into bits and pieces, pointing out of his brain like ceramic shards it would have probably taken a Warhammer to cause such fearsome damage. The evidence however, suggested otherwise. Wedged into his brain was a fist sized rock. You shuddered at the thought of what brute force would have been required to make this happen.

>Skills:

+ Occult Knowledge (3)

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8d46ed No.42291

File: 06bb9b92d12d338⋯.jpg (68.16 KB,786x558,131:93,qNR9mWK.jpg)

Dice rollRolled 18, 91 = 109 (2d100)

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (80)

+ Sword-fighting (37)

+ Charisma (9)

+ Justice (2)

+ Sneaking (8)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (20) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

36 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1. I shall take the map and the head of the the horsemen, and present it to several people in this order; My employer, to ensure that he guards the sewers near his abode well, least the horsemen slit his throat in the middle of the night. Whitecastle (or as close as I can get) and Whitecity, as this affects them both, and the denizens of the of the city, as they must demand action be taken against these insidious invaders, and better to recognize their ugly foreign faces so that we can remove the infestation we currently have. The men can have the rest of the spoils of the horsemen, with wikiever as the second in command getting choice pick. He'll need some money for a bath at least, gods know what he fell in down here.

2. After that, it was drill time at home, these slogs wouldn't stand a minute if the horsemen decided to take the walls, and better yet, if they came in through the sewers. Since the second option is already occuring, its close quarters training time. I will go over the horsemen's armor, its weakpoints, along with their general fighting style and the best things to call their mothers as you stab them.

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065293 No.42293

File: 7fe0b34b9193541⋯.jpg (177.09 KB,798x1345,798:1345,1489435049864.jpg)

Dice rollRolled 67, 67 = 134 (2d100)

>>42279

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

+ Flexible Reinforced Leather Armor

+[15 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (105)

+ Riding (53)

+ Insults (4)

+ Dodge (24)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (13)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1; Continue training with the locals. I'm not trying to form a unit or lead, I just want the people to be able to defend themselves and work together.

2; Train Charisma by chatting with the blacksmith family and the locals.

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065293 No.42294

File: 7c0977256cf661c⋯.png (1.47 MB,900x1350,2:3,1474478490319.png)

>>42293

>>42279

dubz czech em

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065293 No.42295

File: e292c4a62e0ae2e⋯.jpg (217.43 KB,550x728,275:364,1497904737051.jpg)

>>42279

>>42293

dubz czech em

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065293 No.42296

>>42294

>>42295

Sorry for double post, 8chan is being gay

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fb08aa No.42298

Dice rollRolled 90, 79 = 169 (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,

+ 33 copper

+ 21 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (73)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ Gather Information (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.

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Update- Long

1. Make sure the loot is evenly split between the men that participated.

2. Work on my footwork. I clearly need it.

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ac5767 No.42317

File: a8a52ac13a65c60⋯.jpg (22.63 KB,297x600,99:200,726d31ea035d37668ddf7cfe3e….jpg)

Name: Uncle Tarn Nation

Fluff: Tarn Nation is a veteran of old wars, long before the Uhlmannen began threatening the kingdom. He was a particularly skilled crossbowman, and with his trusty crossbow Betsy he became known as "Dead-eye Tarn", a legendary crossbowman that some say could hit his mark from a mile away. Well, those are just rumors, and old Tarn is now in his late 40s, but he's still got it (or so he thinks). Tarn has just come back from an extended trip to (insert the world equivalent of Africa here) hunting exotic wildlife and is finally ready to settle down with the family and take it easy for a while…but what's this? Barbarians? Murderous nobles? Demons and hellfire? I guess a soldier's work is never done…

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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d8f412 No.42369

Family Heirloom:

The Bow of Betsalamel (a.k.a. Betsy), a masterwork crossbow wielded by Betsalamel, a great hero and handed down through the family to Tarn. It is still in near-pristine condition due to its quality and regular maintenance by Tarn. Also as a result of its superior quality it can hit harder and be reloaded faster than the common crossbow.

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7647c0 No.42460

>>42291

You offer Wikiver choice picks, however he nobly decides to distribute the findings among the men as evenly as possible. It would seem you made a good choice for second in command.

In a meeting with Turmhill you show him the map, he takes it as his own, while technically you could protest this it would probably not prove to be a wise choice. Either way you could rely on Sigurd's maps to navigate the sewers, however with the map in Turmhill's possession it would prove hard to determinate how much the Uhlmannen had already explored. Your initiative is rewarded with 20 pieces of silver.

The time to drill the men had come, for some reason the men had gotten the corpses out of the sewers, yet this provided you with a surprising opportunity. You used the dead men's armors to elaborate several weak spots within it. Enclosed spaces also proved to require a whole different approach, both for the Uhlmannen themselves as well as those who wished to counter them.

>Job:

+ 20 Silver

>Skills:

+ Enclosed Space Tactics (8)

+ Influence [Turmhill] (5)

>>42293

Tyrants and monarchs fret at the idea of a trained and weaponized public. They fear that the people who are the very foundation of their power will seek to empower themselves. The rulers of this city however were in no position to turn down any help they could get, should the Uhlmannen prove able to best the defenses of the city, the slaughter would see them reduced to little more than rulers in name.

Strangely enough it was you who had to protect their legacy, for they were men of narrow minds, fixated on commerce and intrigue, while you yourself were a Man of War. Sure enough, training proceeded as planned and though all sorts of rivalries existed within the rag tag bunch you trained it did not interfere with proceedings.

However even you had to acknowledge the fact that there was more to life than war, even though some held the opinion that all life was a struggle. The Smith who provided you with a place to stay proved rather resistant to your charms, while one of his daughters had taken an interest in you. Word around town was she had a thing for fighting men and calling her a respectable woman was perhaps taking it a bit far.

>Skills:

+ Influence [Weissstadt] (5)

+ Trainer (4)

+ Charisma (3)

>>42298

You decide to go for the simplest of approaches which was to split up the loot as evenly as you could. The men are very pleased with this and after selling off whatever other loot you found you end up with 5 pieces of copper for yourself. In Turmhill's organization based almost solely on money it was a common occurrence for officers to take the lion share of whatever they could get their hands on.

Finally you get to training your footwork. The display down in the Sewers had left you scarred. It would probably take a few more days for that stench to finally leave your nostrils, having come closer to the Sewer floor than any man ever should.

>Skills:

+ Loyalty (8)

+ Agility (4)

>Inventory:

+5 Copper

>>42317

You find yourself in a city under siege. At least that's the official version. Looking around the busy streets it feels like there are more soldiers within the city than laying siege to it from the outside.

Various factions are currently vying for power while trying to be sufficiently prepared for when the Uhlmannen will eventually try to scale the City walls.

>Skills:

+ Crossbowry (50)

+ Tracking (25)

>Inventory:

+ (Cross)Bow of Betsalamel

>Flaws:

+ [Old Man Tarn] You perform less admirably when it comes to physical activities than your equally skilled but younger counterparts.

>Bonuses:

+ [Sharp Eyes Old Man] You gain a bonus to hitting stuff with ranged weapons.

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8a5d23 No.42461

Dice rollRolled 42, 11 = 53 (2d100)

>>42460

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,

+ 38 copper

+ 22 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (73)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ Gather Information (5)

+ Loyalty (8)

+ Agility (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.

+ [Good Samarithan] You're a good guy and the ladies dig it.

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Update- Long

1&2. Footwork training

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e4786f No.42466

File: d3f2098fb707c5b⋯.jpg (107.17 KB,718x900,359:450,1489970884019.jpg)

Dice rollRolled 11, 47 = 58 (2d100)

>>42460

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

+ Flexible Reinforced Leather Armor

+[15 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (105)

+ Riding (53)

+ Insults (4)

+ Dodge (24)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (16)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

+ Influence [Weissstadt] (5)

+ Trainer (4)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1; Continue training them. Any day the Uhlmannen could breach the walls and pour into the city. The people need their self respect, even if they should all perish, to choose the way they die.

2; Convince the Smith to start making tonnes of weapons and basic armor for the people in the area in case the Uhlmannen make it in. Tell him of the moral obligation to help his fellow man, as if they fall, he will probably fall, and his daughters as well. If this will not convince him, tell him of what the people will think of a man who risks his livelihood on his fellows and what they will think of one who won't.

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3849cb No.42477

Dice rollRolled 22, 70 = 92 (2d100)

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (80)

+ Sword-fighting (37)

+ Charisma (9)

+ Justice (2)

+ Sneaking (8)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Enclosed Space Tactics (8)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (25) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

59 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1. There's no telling how many of the bastards got in the sewers, or which entrances they're using to get in. All we can do right now is boody trap the exits near Turmhill's manor, to prevent any of the sods from sneaking up on us in the night.

2. After that, I shall slum around the poor parts of town again in disguise so as to discover any more secrets or horsemen infiltrators. The poor might not be smart or particularity clean, but those downtrodden eyes see all.

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d8f412 No.42522

Dice rollRolled 24, 14 = 38 (2d100)

>Name:

Uncle Tarn Nation

>Fluff: Tarn Nation is a veteran of old wars, long before the Uhlmannen began threatening the kingdom. He was a particularly skilled crossbowman, and with his trusty crossbow Betsy he became known as "Dead-eye Tarn", a legendary crossbowman that some say could hit his mark from a mile away. Well, those are just rumors, and old Tarn is now in his late 40s, but he's still got it (or so he thinks). Tarn has just come back from an extended trip to (insert the world equivalent of Africa here) hunting exotic wildlife and is finally ready to settle down with the family and take it easy for a while…but what's this? Barbarians? Murderous nobles? Demons and hellfire? I guess a soldier's work is never done…

>Skills:

+ Crossbowry (50)

+ Tracking (25)

>Inventory:

+ (Cross)Bow of Betsalamel

>Flaws:

+ [Old Man Tarn] You perform less admirably when it comes to physical activities than your equally skilled but younger counterparts.

>Bonuses:

+ [Sharp Eyes Old Man] You gain a bonus to hitting stuff with ranged weapons.

1. Waitin' around for shit to happen sure is boring, so I'll go look for somethin' to do. I'll go talk to people and find -important- things to do, and see what's goin' on with the ol' family.

2. Now I don't wanna git too rusty either, gotta keep practicin' with Betsy.

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732973 No.42529

Dice rollRolled 2, 31 = 33 (2d100)

>>42280

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

+ 3 Noble Dresses

>Home:

+ Von Pissen Residence

Skills:

+ Noble Customs (77)

+ Occult Knowledge (118)

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.

+[A Favor Owed] You bear its Mark. You hear its Voice. You see with its Eyes. The Black Abyss speaks 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.

Family Trait:

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Updates:

+Long

1. Dead? But how? It does not matter, I can not be seen with the body, it would draw unwanted suspicion upon me. While the cannibalistic rituals may have been useful Von Pissen had been dead for to long, and frankly the thought of devouring him was revolting, who knows what his hygiene had been like, no better to leave as calmly as possible and hope that no one had seen me enter or leave.

2. If I get spotted leaving the mansion then my only recourse will be to alert the authorities about the body, pretend to be in shock to explain my calm manner, otherwise I shall retreat to my room and sequester myself for the evening, before searching the manor the next day for a library to begin studying up on the city in which we now reside.

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a5250d No.42530

Dice rollRolled 6, 72 = 78 (2d100)

>>42206

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: 69 Copper, 2 Silver

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 (30)

+ Girl Talk (8)

+ Being a douche (5)

Drinking (20)

+ Eavesdropping (1)

+ Butterfacing (10)

+ Dodge (1)

+ Relations - Fighting Pit (20)

+ Ratwater Guard (10)

Job:

+ Warehouse Guardian (+ 6 Copper / Turn)

1: Vivian is starting to get a bit cockey with her fighting. She begins placing bets on herself over whether or not she'll win. Try to make some dosh and humiliate some fools.

2:The next morning she awakens covered in blood and sweat, and hopefully that's it. She starts up her patrol around the slums of the city keeping an eye out for criminals to beat up. Or whatever it is she's supposed to do.

1-2:Easy Money and Foolproof is Vivians middle name if she had one. She's down just tell her where to be and what to do and she'll do as good of a job as she can.

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b4aad9 No.42536

Dice rollRolled 44, 4, 72, 59 = 179 (4d100)

>>42206

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)

+ Grandfather's Dagger (No Ornament, Flawless Copy)

+ Plain Clothes (in closet)

+ Servants Clothing (wearing)

+ 212 Copper

+ Lilith's Iron Flower

>>Skills:

+ Spotting (8)

+ Daggering (38)

+ Noble Customs (62)

+ Sneaking (53)

+ Stealing (6)

+ Running (58)

+ Haggling (6)

+ Climbing (3)

+ Disguise (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.

+ 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

>Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

1. Report what I found to lord whitecastle

2.Go about my errands while keeping an eye on said house.

3. Go talk to Lilith and see how she has been

4. Buy a practice bard for my knife work and practice my dagger work at home.

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7647c0 No.42561

>>42461

You practice some more agility. Training proceeds less than optimal as word of the Uhlmannen forming up reaches you.

>Skills:

+ Agility (2)

>>42466

Talking to the smith you make a few nice arguments, however the smith refuses you still. To purchase materials with money he does not have to supply people who would not lift a finger for him with weapons, providing labor he could otherwise be using to feed his family in a city with ever rising food prices seems like a foolish request to him. The fact you would even ask such an outlandish thing of him surprises him.

You try to train the inhabitants of the city some more, however the squabbles amongst the different factions attending your training become too much. What started as passive aggressive comments and name calling ends up becoming a fist fight quickly spreading like a wildfire. Members of both the Second Line and the Ratwater Guard are at each other's throats, beating each other with bare hands and whatever blunt objects they can find. Until now nobody has drawn a blade but the situation is rapidly changing for the worse.

To make matters worse, in the distance you can hear the sound of horns echoing.

>Skills:

+ Charisma (2)

>>42477

You position yourself and your other Groups of Soldiers around the closest sewer entrances towards the Turmhill Manor. While Turmhill praises your thinking and underlines that being prepared is of utmost importance, in the end nothing happens. Leaving your men on guard duty you make your way to the slums, where a full blown fight between the Second Line and the Ratwater Guard is going on. Fists are flying and people are spitting teeth. Dodging a few things being thrown around, hardly aimed at anyone in particular you are surprised to realize that you can hear something echoing beneath you. Perhaps someone was moving beneath the slums? In this moment, somewhere in the distance the horns began to sound.

>>42529

You turned to leave, however out of the corner of your eye you noticed a movement. As you focused on Von Pissen you noticed that his body had begun to twitch. "Leaving so soon my dear?", the raspy voice fought its way from the man's barely moving lips, small red droplets settling down in his beard, "The Sigil I am afraid is as malformed and corrupted as I expected it to be.", something that resembled laughed rocked the Von Pissen, "Never would I have dreamed that it would claim my own life.".

Slowly you had been backing away towards the door, Von Pissen's one eye blindly staring off into the distance. "I wonder why.", he reminiscened as your hand slowly grasped the door knob, "I suppose favors don't come cheap.".

Empowered by sudden momentum Von Pissen hurled his table at you with unknown strength. You barely managed to throw yourself to the ground in time, the table missing you by inches, smashing into door and wall, destroying the first and leaving an damaging the latter.

Blood streaming from his orifices which included the gaping hole in his head Von Pissen limped towards you, half of his body seemingly refusing his orders. Quickly you rushed out of the room and onto the stairs, where your dress got caught and you tumbled down the flight of stairs, hitting your head several times in the process.

With a continuously stronger growing buzzing sound in your mind you went for the door, quickly pushing it aside you stumbled into the arms of a familiar face. >>42536

>Skills:

+ Dodging (2)

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7647c0 No.42562

>>42530

Naturally you were looking forward to making some money and easily enough you made your way to the sewers. You climbed down into the cold wet dark, past the deafening smell echoing sounds from beyond your vision were haunting your little expedition. Soon you reached a spot where Blueberry Tom told you to wait and the rest moved on without you.

Slowly adjusting to your surroundings you managed to ignore the smell as impossible as it might have seemed at first. The disgusting water continued to flow and inevitably you wondered where all of this was going to. You couldn't remember seeing any obvious grates leading out of the city walls. Having been left alone for a while you started to hear sounds. It almost sound like fighting, shouting. Confused you looked around. The sounds were incredibly silent and was impossible to locate even though it didn't even echo.

Just as you thought you should perhaps try to figure out where everyone else went they began to come back. Each of them was dragging a little raft by rope which were travelling on the river of shit. Certainly didn't look like that great of an idea considering there was food in them. Then again people would eat anything once they got hungry enough.

"Anything happen while we were gone?", silently you shook your head, to which Tom nodded, handing you five silvers.

>Money:

+ 5 Silver

>>42536

Your reports were received with interest. Certainly Sir Alistair found it most curious that someone would abduct someone investigating your family. While he did admit that he was rather unsurprised by the fact someone was investigating your family, seeing as you were a conglomerate of minor nobles with questionable loyalties who had their hands in half of the things going on in this city, however the fact that someone would take an interest in someone taking an interest in you was an interesting sight to say the least.

Seeing as you had a little time on your hands you would get to see Lilith again, who had been waiting for your return with a somewhat displeased look on her face. Apparently her father had allowed some guy to stay over, he paid decently enough for it and spend most of his days out and about but it still made her uncomfortable. Regardless she was glad to see that you had neither run off nor been killed.

You get a practice board for a copper and try out your dagger. Seems to be working nicely enough.

Unfortunatley enough however there are a number of errands that need completing. One of them a delivery to a certain Von Pissen. Another minor noble who was mostly considered to be a neutral party when it came to power struggles between City and Caslte. It would seem to be a roughly fist sized metal object, however more accurate assumptions were hardly possible. To your surprise as you approach the man's house a grim looking Ophelia stumbles into your arms, her dress is torn and she has several minor cuts on her temple. >>42529

>Inventory:

-1 Copper

+ 1 Practice Board

>Skills:

+ Daggering (3)

City Events

- Horns sound in the distance. The Uhlmannen are forming up and a large Uhlmannen formation is slowly beginning its march towards the city. The Siege Engines however have not yet begun to move.

- Meanwhile a brawl between Second Line and Ratwater Guard is occuring in the slums

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8a5d23 No.42569

Dice rollRolled 20, 62 = 82 (2d100)

>>42561

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,

+ 38 copper

+ 23 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (73)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ Gather Information (5)

+ Loyalty (8)

+ Agility (6)

>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.

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

>Update- Long

1&2. Follow Tacitus's plan. If we haven't ruined that horsefucker armor already get it and disguise myself and as many of our best men as I can. If any of them can speak the language they come too. Sneak through the sewers to an exit near the camp and try to get into the camp. Since they are on the attack defenses should be light. Burn the siege engines first, and if we can pull it off burn their provisions as well. Then get back into the sewer and into the city again without being followed.

+ Loyalty (8)

+ Agility (6)

+ Swordfighting (73)

+ Dragon Fang Combat (58)

+ Luck (1)

+ Hand to Hand (32)

+ Running (57)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ [Principality of Dirt]

+ [My Nation Sense Is Tingling]

+ [Wielder of the Dragon Fang]

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8a5d23 No.42570

>>42569

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,

+ 38 copper

+ 23 silver

+ Poorly Made Clothes

+ Turmhill Leather Armor

+ Turmhill Family Shield

Skills: Swordfighting (73)

+ Dragon Fang Combat (58)

+ Intimidation (16)

+ Luck (1)

+ Hand to Hand (32)

+ Lover (5)

+ Running (57)

+ Gutter Talk (33)

+ Charisma (7)

+ Anti-Uhlmannen Tactics (22)

+ Shield Tactics (12)

+ Gather Information (5)

+ Loyalty (8)

+ Agility (6)

>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.

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>Update- Long

Finally fix that, Principality of dirt should have been changed a long time ago.

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943504 No.42572

File: 489f613a1a52283⋯.png (402.7 KB,769x513,769:513,Orc-War-Camp-Heirs-of-Nume….png)

Dice rollRolled 11, 97 + 10 = 118 (2d100)

Name: Tacitus Nation

>Fluff: Once a proud commander of the Empire, Tacitus was a renowned centurion famous for his subjugation 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 war-machine, but then something changed. The once disorganized and master-less 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 in-front of a city which name is not known to them, and hope to regain the lives they lost to the fires of war.

>Inventory: [Rune-fang]/[Ancestral long sword] - 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

+ 2 Reinforced Leather Armor

>Skills:

+ Leadership (80)

+ Sword-fighting (37)

+ Charisma (9)

+ Justice (2)

+ Sneaking (8)

+ Batshit Crazy (3)

- Loyalty (1) (note the minus)

+ Anti-Uhlmannen Tactics (6)

+ Shield Tactics (5)

+ Disguise (2)

+ Enclosed Space Tactics (8)

+ Influence [Whitecastle] (1)

+ Influence [Turmhill] (25) - Adding this because of your overall service

>Flaws:

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

>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.

+ [A House United] Gain +5 to all rolls when Cooperating with other Family Members (NPCs), +10 if Cooperating with another Player. (Does not Stack)

>Job:

62 Silver

+ Turmhill Lieutenant (+ 3 Silver / Turn)

>Troops:

+ 3x 12 Turmhill Soldiers (includes Wikiver)

+ 5 War Wagons

1/2. Wikiver had already explained the plan to the men, there was no need for further discussion, we would take as many men as we had disguises for, instructing the rest to know us on our return by the white cloth tied around each man's left arm, a foot above the elbow. We would emerge from the sewer exit, and while the horsemen marched towards out walls, doing god's know what, we would ensure that the city had but a few more days to prepare for the coming battle. Brothers we would emerge from the filth, matching the stench of the horsemen, and wearing their rags, we would burn them in their tents and their engines of war too, provisions as well if we could cleanly get away from it. As the fire rises we would return the city, barring our way as we went.

+ Leadership (80)

+ Sword-fighting (37)

+ Sneaking (8)

+ Batshit Crazy (3)

+ Disguise (2)

+ Enclosed Space Tactics (8)

+ [A House United]

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f1fafe No.42574

Dice rollRolled 79, 44 = 123 (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:

[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, 5 Silver

1-2. Suddenly, and unexpectedly, Oo'ka B'aa was freed. Apparently the white men had forgotten why he was to be captive in the first place.

Oo'ka B'aa himself was in jail for so long, he had to remember. He was here for a reason.

To avenge his ancestors against the Horse Barbarians. To bash their heads in, like they had bashed the heads of babies in with their horses hoofs.

He didn't know where to go or who to turn, but he set out looking for a way to join the fight against them. Maybe brave warriors were already fighting.

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e4786f No.42576

File: a5d9243ac8a39f6⋯.jpg (66.57 KB,450x600,3:4,whysocute.jpg)

Dice rollRolled 12, 80 = 92 (2d100)

>>42561

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

+ Flexible Reinforced Leather Armor

+[14 Silver; 7 Copper]

>Holdings:

+ Staying with Smith (-1 Silver/turn)

>Skills:

+ Polearms (105)

+ Riding (53)

+ Insults (4)

+ Dodge (24)

+ Intimidate (5)

+ Honor (5)

+ Scouting (10)

+ Charisma (18)

+ Stealth (13)

+ Barter (4)

+ Whitecastle Respect (40)

+ Influence [Weissstadt] (5)

+ Trainer (4)

>Job:

>Trait:

+ [House of Tough Love] Gain +3 to all rolls when Cooperating with other Family Members (NPCs), +8 if Cooperating with another Player. (Does not Stack)

>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 actually now pls)

1; As much as I want him to do the selfless thing, it is also moral to care for your family. Instead, I will offer to help him in his work, whether it's retrieving supplies from elsewhere or handing him tools when he needs them. Also, purchase a Steel Shortsword and Shield.

2; Get to a higher place and try to get their attention. Tell them the horn signifies the Uhlmannen's approach towards the city and that they're the real enemy. To fall apart now is to fail their forefathers and essentially give up their wives and children and homes before the siege even begins. This is their home. This is their land. The Uhlmannen have burnt all the cities and villages on the way here. Only together can they withstand the Horde.

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511139 No.42628

>>42522

You try to find something important to do, however oddly enough you know no important people in this foreign city. You head towards the family home belonging to Sigurd, an old dog like yourself he greets you with open arms, however he too has no task for you.

It would certainly be best for you to practice your crossbow, however you only manage to get two shots in before you hear horns sounding in the distance. Seems like the Uhlmannen are up to something.

>Skills:

+ Crossbowry(1)

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5f3a14 No.42630

Dice rollRolled 99, 77 = 176 (2d100)

>>42628

>Name:

Uncle Tarn Nation

>Fluff: Tarn Nation is a veteran of old wars, long before the Uhlmannen began threatening the kingdom. He was a particularly skilled crossbowman, and with his trusty crossbow Betsy he became known as "Dead-eye Tarn", a legendary crossbowman that some say could hit his mark from a mile away. Well, those are just rumors, and old Tarn is now in his late 40s, but he's still got it (or so he thinks). Tarn has just come back from an extended trip to (insert the world equivalent of Africa here) hunting exotic wildlife and is finally ready to settle down with the family and take it easy for a while…but what's this? Barbarians? Murderous nobles? Demons and hellfire? I guess a soldier's work is never done…

>Skills:

+ Crossbowry (50)

+ Tracking (25)

>Inventory:

+ (Cross)Bow of Betsalamel

>Flaws:

+ [Old Man Tarn] You perform less admirably when it comes to physical activities than your equally skilled but younger counterparts.

>Bonuses:

+ [Sharp Eyes Old Man] You gain a bonus to hitting stuff with ranged weapons.

1-2. So the bastards wanna get cocky, eh? Alright then, I guess I'll show 'em what ol' Eagle Eye can do. I'll find my brother Tacitus, he's probably in charge of this shindig, and help him with whatever he's plannin'.

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30b98e No.43137

Dice rollRolled 30, 38 = 68 (2d100)

>>42562

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)

+ Grandfather's Dagger (No Ornament, Flawless Copy)

+ Plain Clothes (in closet)

+ Servants Clothing (wearing)

+ 226 Copper

+ Lilith's Iron Flower

+ 1 Practice Board

>>Skills:

+ Spotting (8)

+ Daggering (41)

+ Noble Customs (62)

+ Sneaking (53)

+ Stealing (6)

+ Running (58)

+ Haggling (6)

+ Climbing (3)

+ Disguise (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.

+ 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

>Family Trait:

+ [Principality of Dirt] Some tendencies exist, however no clear family traits have emerged as of now. Still people have grown more accustomed to you and the rapid ascension of your family has lend weight to your claim of nobility. People will treat you with more respect now, even though it is nowhere near the respect you actually deserve this is an improvement. If you continue to consolidate your family and unite your efforts you could even find yourself receiving a catchy nickname.

1. See to Ophelia and try find out who/what did this to her. Be ready to be attacked just in case.

+ [Principality of Dirt]

+ Spotting (8)

2. Get the watch preferably allied watch members or someone else with authority to enter the estate.

+ Spotting (8)

+ Noble Customs (62)

-forgettable

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