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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1458412109153.png (464.34 KB,5000x4000,5:4,The Isle.png)

c63b39 No.25403 [View All]

The Storms that surround this southern Island have drawn in the settlers heading for the fabled Iceland. Scattered many were fed to the beasts beneath the water but many have made it to the Land. With fertile soil and little else to do the People began to make themselves a new home.

Population Pools:

Blue: 4500

Green: 3000

Purple: 4000

You have two d100 to use for actions per turn, Companion and Items are used to enhance to outcome of the roll. A company or Companion can be used separately, giving you an extra roll for them, however losses are easier and heavier if you are not present.

122 postsand15 image repliesomitted. Click reply to view. ____________________________
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c63b39 No.26603

Dice rollRolled 28, 16 = 44 (2d100)

1. Try to introduce the men to the fauns better, imrpove their dispotion.

2. Scout the nearby area for signs of the Roc

Aodh Mac Domnhnall

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c63b39 No.26604

Dice rollRolled 9, 56 = 65 (2d100)

>Tansen: Charles Idicus

>Character Nationality:Briton

>Fluff:Charles hails from one of the few remaining briton families that remembers the time of the romans. They still use their roman family where others have dropped it in favor of new ones. But such is the way of things. Charles is very much a relic. Believing in the strength of unity and community over the power of the individual. Charles has come to the island with his younger brother Richard. They search for relics of power something to bring their family back up and a standard to which they can marshal the remaining Britons. And end the Norman invasion of their homeland.

>Inventory: Shield and Spear

2 oxen

untrained hounds

>Companions:

Richard Idicus - level 1 Warrior (Spear)

level 1 Company (1 shieldmaiden-Brienne)

Level 1 Adventure company (11 Axe Warriors)

Level 1 scout and exploration company (19 Explorers/Scouts)

LEvel 1 Old guard (+34 Old Briton Soldiers)

Civilian company +94 Women, +22 children

Level 1 builder corps +16 trained builders

+Sailor,

+Fishing Boat

+7 Ships

>Traits: (Earned by Playing)

Location:Purple Settlement

1. The people set out to Colonize the area to the north with Charles at the head (see last turns map)

2. Richard stays behind with his shieldmaiden and a single ship. Waiting for their latest hire. He also makes another attempt to recruit farmers and builders.

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c63b39 No.26605

Dice rollRolled 94, 10 + 10 = 114 (2d100)

>>26574

>Character Name Devanichi Lossivel

>Character Nationality: British

>Character Origin: Born of the Noble House Lossivel, Decanichi always desired to bring fame and glory to his families name. He practiced much in the theaters of war and dueling, and eventually he heard about a recently located island. Seeing it as an opportunity to expand the Lossivel house's power, he took a number of warriors and ships to claim the island and any treasure it may have for his families name.

>Inventory: Dull Short Sword

>Companions:

Servants: level 1 Company (Size: 5)

+Angela: Female Warrior

+1 Priest

(+English Warriors: Level 1 Company Size: 8)

+8 Youths

>Traits: (Earned by Playing)

>Location: Purple settlement(4133)

Properties: Swamp Camp, +10 to non-exploration rolls within the swamp

1. Gather and study the natural resources of this swamp. Its fascinating to be here.

2. Me and Angela shall explore more of this swamp. Keep the camp safe until we return.

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c63b39 No.26613

Dice rollRolled 57, 21, 90, 12, 84, 34 = 298 (6d100)

Known Settlements;

>Purple Settlement: (1)

Population: 4133

>Blue Settlement: (2)

Population: 5340

>Green Settlement: (3)

Population: 3239

>Norman Settlement: (4)

Population: 40

Army Strength: 248

Situation: The Beasts (31/150)

>Ryan MacDiadh (5)

Population: 8

Army Strength: 3

Situation: Ruined Countryside (0/100)

Those with prior situations can not gain new ones from these events, and will not be rolled for.

These events will auto complete themselves in 10 turns, helping complete them early will however benefit the community sooner and increase your standing in that community.

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c63b39 No.26615

>>26613

>Purple Settlement

+Natural resource found - With the first harvest coming in now that fall was here a lot of the farmers were busier than ever. Though that didn't mean everyone was busy. Inside the river it seemed as though a young fisherman had discovered a few gold nuggets, and many people were joining him.)

+Situation: GOLD RUSH (0/50)

>Blue Settlement:

With more and more contact with magic, not many felt safe and had decided to conscript guards from the general Populace (+180 Army Strength, -180 Populace)

>Green Settlement:

??? (+274 gaurds, -274 Populace)

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c63b39 No.26632

Dice rollRolled 25, 48 = 73 (2d100)

1 - Fraigh does his best to keep his mind on the job, despite the allure of the all-too-distracting blacksmith's daughter. There are taut slabs to lay and holes to fill, hard pillars to hew and smooth, soft ground to pack and plow… right, back to work

>finish dat quarry (69/100)

>>26574

>Character Name: Fraigh macDiadh

>Character Nationality: Irish

>Fluff: Fraigh, son of Deodh, was born in Ulster, Donagal specifically. When his city went to war with Connacht province, Fraigh followed with stalwart heart and steady blade. It was on the fields of battle that his legend grew, but it was in the fields of the Otherworld that his mind went, for Fraigh was ever enamored with the ancient Irish legends and stories of old heroes. He decided that he would find a place among the fables, and make a true name for himself in this new land, taking any true Irish men who would go with him. The Tuatha de Macha, they would be called, and they would conquer for the greatness of their forebears.

>Inventory: Shield and Spear (Gae Státaire)

>Companions:

+The Tuatha de Macha - level 1 Company (Size: 4 warriors)

+Bran the Blacksmith

>Traits: (Earned by Playing)

>Location: Purple settlement

>City Leader 18/200

>Quarry 69/100

>Wall 0/150

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c63b39 No.26697

Dice rollRolled 27, 95 = 122 (2d100)

>>26573

>Name: Brother Lulach mac Cormaic

>Character Nationality: Scottish

>Fluff: In the first part of his life, Lulach worked as a barber-surgeon, just like his father and the father of his father. When he was in his twenties, both his wife and his only son died of a mysterious illness, despite (or maybe because of) the "operations" he tried to perform on them. Mad with grief, Lulach decided to take the vows and became a monk. He spent most of the time in the library where he copied and studied many tomes with great fervor. In the safety of the monastery he learned latin, greek, theology and philosophy, but most importantly he learned medicine, which he studied with feverish passion; eventually, his thirst for knowledge and his love for God helped him forget the pain for the loss of his family. When Lulach heard the tales regarding a mystival island call Iceland, he decided that God wanted him to explore these lands to spread His word and send informations to his Church. He sent a letter to the bishop of his diocese in which he talked about his mission and left without even waiting for an answer, anxious to fulfill his destiny

>Inventory: The Book of God

>Companions:

Brother Samuel: Level 2 priest

>Traits:

+Friends: The Pre-Settlers - free action to learn a piece of lore after you encounter something in the wild. 1d100 is still required

+Friendship with Aodh: +10 to progress when we have identical actions

+Affection with the Faun creatures, kept the men in line

>Location: Wilds - SE Island

>Buildings:

Monastery [48/200]

>Exploration:

Access to water and very basic cooking utensils

Food supplies are taken care of, meat wise

+10 to all exploration rolls until Round 10

1-2) Try to learn what kind of religion do these creatures follow, and help them bury their dead. With the help of Brother Samuel, talk to the creatures about the Catholic faith and see their reactions.

[META: the third roll from my previous turn was to see if I learned anything from the Pre-Settlers with my free action]

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c63b39 No.26704

test

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c63b39 No.26868

>>26573

>>26613

Update # 10

Location: The Wilds

>Zuria Yñigo - (Sea)

(55) Due to a large lack of timber in the pasture lands much of the settlement consists of tents using excess canvas from the ship. A crude pen is created to allow the oxen to start grazing back to a proper size after a month at sea. For now this would do +[Crude base encampment]

(81) The old container that housed the egg was a treasure to behold, Circular in shaped made of a silvery blue metal encrusted with more pearls than you knew existed, their soft purple hue arranged to look like a flower floating on the ocean. Scrolled across the bottom, in a script you have no knowledge of reads “Rinfed of Osonepid, Ignk of het Cenoa” on either side of the script are so small webbed palms. [The Script of the Sea - 0/40 - or correctly guess the translation of the Script]

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(48) With the debris from the mudslides your people begin clearing small plots of land building on which to build farms (+Subsistence Farms) (-Ruined Countryside 19/100)

(52) The two rocks, there perfectly spherical form an obsession now. You desperately wanted to know what power they held, as you were convinced they had some. It had taken you nearly a month to unlock your secrets and truly you were not disappointed. In fit of frustration you threw one of the stones in the river, while you cooled down you noticed the sound of trickling water from inside your room, going inside you so that your “bed” was covered in water… the stones were connected, the water was brought from one stone and was slowly seeping through the other. Over the next few days you experimented and the stones seemed to transfer most thing as long as the had some mercurial form, water, heat, and wind.

>James Godwinson (Near the Purple Settlement)

(17)(6) - You trudge back to town the massive pelt bending your back. The chill on your back slowly seeping into your body. After nearly two days of trudging along you fall to your knees, lost, exhausted and chilled to the bone. The wounds from the fight slowly seeping blood cause you to black out your mind a haze. [+Fatal Ailments - the combined strains on your body have you in a near death state, any failed action during this time could result in death] - Overcoming this state is hard and nature rewards those that come back from this close to Death (Roll a 70+ to be Possibly be released from death clutches, any roll 20 and below has the chance to kill you. Crits are auto death/life)

>Brother Lulach mac Cormaic (Wilds - Purple Island)

(27)(95) - It takes you time to converse with them, but the have picked up your language much quicker than you picked up thiers. When you began conversing with them about god, they seemed confused. Gods were physical in this world manifestation of nature that ruled the islands, the concept of Christianity held little value to them, however they were always attentive in your sermons. A few of the fuan even seem intrigued however your version of christianity would likely hold little value to these people.

(49*) The knowledge of the fauns are limited, birthed by one of the 8 grand spirits they were his servants, cast from his realm when there attachment to the physical realm become to strong. In the physical realm there ancestors were said to have taken the form of sheep and lived amongst the humans until the fall. Now thousands of years later had taken on the form of the humans they once served albeit much smaller.

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c63b39 No.26869

>>26868

>Aodh Mac Domhnall (Wilds - Purple Island)

(28) In your efforts you only become more isolated, it becomes even worse when the priests find out that the fauns are not of the Christian faith. There anger barely concealed the continue to ignore their existence and follow Brother Lulac, desperately trying to get him to condemn them.

(26) In your isolation for the other priests you search around the settlement in search of the Roc, other than a few enormous feathers that litter around a corpse you found in the forest you find little to nothing of value.

>Devanichi Lossivel (The Swamps - east of Purple)

(104*) You spend the next few weeks taking stock of everything that you could pull from the swamp. This swamp is the delta of the rivers coming from the mountains in the East. Other than the medicinal herbs that litter the swamps a vast mineral wealth is held under the peat floor of the swamp. As your meet excavated the peat to use for building and heating for this winter a small trove of gemstones, Corundum and it’s many variants litter the riverbeds. The Alligator Leather as well as furs from an otter species that calls the salty river mouths there home litter drying racks around the camp. The timber of the marshes is soft and holds little use, though a certain tree that the otters call home has a deep red hue to its flesh and one of your men have taken to carving the red timber into art.

(10) With so much time spent researching you don’t have time to explore.

Location: Purple Settlement (4133) - (Gold Rush)

>Fraigh macDiadh

(25)(48) - Life was truly boring, spending every day in the quarry. Taking some time off conversing with the townspeople and alongside of Bran and well… either way sooner than later you headed back deep into the mine. (City Leader 22/200) (Quarry 83/100)

>Dara Mag Uiginn

(35) Work! Work! Work! (78/600)

(1) Your trusty seagull watching over the shipyard you head into the settlement to further your speed. It takes time but you finally find a young man who is skilled and willing to join you in the shipyard. As you walk around town you decide to get some money selling of some of your goods, while you do this you converse with a new shipwright. He heads to his residence as you haggle, a low price for your things but then again you need the money, as the night takes hold you make your way to the shipwright’s home a bottle of fine ale in hand. As you turn the block a blood curdling scream is heard ringing out, running down the alley you turn to see the shipwright, a spear through his stomach as a young woman stares in fear at the creature standing on the other end of the spear. [Combat ensues: Roll two extra d100s before your action to determine how this goes.] [Also Shipwright boy is dead]

>Charles Idicus

(9) Your ships set sail, you wave to your brother as you and your people head up along the coast. During a small storm you lost site of the shore, and while not hopelessly lost, you don’t know whether the coast you are following is the same one as before.

(56) Back At the Settlement your brother continues to recruit more to follow you to the settlement. (+12 Peasants)

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c63b39 No.26870

>>26869

Location: Green Settlement (2965) - (274 guardsmen)

Location: Blue Settlement (5146) - (180 guardsmen)

>Jacques de Corbin (Missed turn: 1)

(70) With much of your time sunk into the sprites hunger you slowly watch as it gobbles down all the herbs and meats you place in front of it. It never seems to increase in size however the bright light engulfing it’s body begins to dim. (Appetite: 23/40)

(7) So deep in the forest does your hunting take you, you have no time to make it back to the clearing as you feed the hungry sprite. Nature begins to reclaim the edges of your clearing (Large Clearing: 2/50)

Location: Normans (37) - (248 Army)

>Stanley, Earl of of Kent

(95) Once you had completed your swordfighting refresher you join Bernadine in her endurance training, a few of you soldiers join as well and it you are slowly falling further behind [Endurance training: (16/50)] [10 Elite Soldiers: (25/40)] +Trait: [Warrior] (+5 to feets of strength, +10 to personal Combat)

(5) You begin to prepare to head back into the woods to fight the beasts but over the last few weeks it had become apparent that they will be bringing the fight to you. They are sighted lightly walking around in the surrounding forest eyeing the fortress, a young peasant’s scream still rung through your ears as you remember watching him be torn apart when he left to collect food in the surroundings. (-3 peasants)

>Bernadine "Bernard" Karling

(61)(83)(84) - Endurance Training goes well and whenever Stanley isn’t preoccupied with training his men he joins you (Endurance Training complete - Gain a free action when traveling, +5 to feats of Endurance)

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c63b39 No.26871

File: 1462511128791.jpg (240.14 KB,624x886,312:443,15e47a61bb5eaca69b6b9de34a….jpg)

Dice rollRolled 72, 48 = 120 (2d100)

>>26870

>Character Name: Bernadine "Bernard" Karling

>Character Nationality: French/Norman

>Fluff: Descendant of the Karling and Normandy dynasties through Rollo and Gisela, her line was covered and made as karling to secure Rollo's first son as undisputed heir and secure his hold on Normandy. Bernadine was prepped as heir to a barony in Normandy for the first five years of her life until her parents finally had a son. They ignored her, and in spite she turned to swordplay and warfare, even learning about her ancestors claim on Normandy and her distant cousins war with England. She had reached the age of marriage when her parents decided to look for prospects for alliances with other nobility. Being ignored, and now to be used as nothing but a political tool, she grew frightened of her future… and then she grew angry. Taking the family bastard sword she trained with, her favorite ribbon, and some heavy clothes and cloak to obscure her visage, she painted some of her body and face with old norse styles she read about in her books and signed up as one of the norman recruits heading to the island to escape her parents and find glory as she read about as a child.

>Inventory: Bastard Sword, Heavy cloak, Special favorite ribbon

>Companions:

>Traits:

[Warrior](+5 to all feets of strength, +10 to personal Combat)

[Endurance Training](Gain a free action when traveling, +5 to feats of Endurance)

1-2; I-I suppose it's okay to join the troops sometimes if the Earl says it's okay.. I'll go help track the terrible beast killing the poor folk!

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c63b39 No.26873

Dice rollRolled 50, 32 = 82 (2d100)

Red_Philosophy: Zuria Yñigo

———–

Character Nationality: Basque (Iberian)

Fluff: Zuria is something of a free willed person, and the cultural mores of her society allowed her property and status as such. Given this fortunate confluence of circumstances, Zuria has taken it on herself to become something of an explorer and traveler, seeing the frontier as being somewhat freer than the dense cities of her homeland. As such she brings little in the way of combat skill, but she has the name of a prominent family and a solid group of followers – she is still a lady, after all.

Inventory:

[A Vessel?]

[Dagger]

[Barrels:2|Food/Water]

[Oxen:1]

[Ornate Box of the Sea]

[Enormous Egg? {Fish?}]

Companions:

[Guards]: level 1 company (Size: 8 warriors; 6 Norse; 2 Basque)

Traits: [Leadership I]

Location: The Wilds

Known Locations: Pasture Lands

+[Crude Base Encampment]

—–

Actions

1. A scouting party is ordered to find proper timbers for the encampment. The existing camp will be abandoned when proper timber stocks are located. [Survey the area]

2. Zuria then spends a good deal of her quiet time attempting to figure out the weird egg. She starts guess: Friend of Poseidon King of the Ocean?

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c63b39 No.26876

Dice rollRolled 39, 28 = 67 (2d100)

>Character Name: Stanley, Earl of of Kent

>Character Nationality: Norman

>Fluff:

Stanley, Earl of Kent, is the half-brother of William, Duke of Normandy. While William invades the English Isle, has been tasked by his half-brother to take Iceland.

Taking with him a fleet well armed and well supplied from France, the Norman troops are the best supplied force ready to begin an invasion. Crossbows, armored plate, and horses a plenty, I'll take this Island and my brother take the other from that usurper Harold. And he will be the rightful King of England.

>Inventory:

>Companions:

The Icelandic Company: Level 2 Company (Size: 166 Pikemen, 72 Crossbowmen)

Settlers: Level 1 people (37 peasants)

Settlement: Basic Wooden Walls

>Traits: [Warrior] (+5 to feets of strength, +10 to personal Combat)

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

1-2. No one shall leave the camp in any group less than four, one of which must have a crossbow. I have never seen such a hostile land as they wage war upon us.

What we need. . .are dogs. I've seen them out there, wild dogs, and where they are there are also pups. Both of which can be trained.

Set up some traps and bait and start capturing dogs for domestication.

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c63b39 No.26898

Dice rollRolled 66, 79, 72, 57 = 274 (4d100)

>>26869

>Name Dara Mag Uiginn, Saor Bád (Shipwright)

>Character Nationality: Irish?

>Fluff:

The bastard child of a Viking raider and a village fisherwoman, Dara Mag Uiginn never knew his father, though that never bothered him much. He helped his mother at the piers and on the boats for most of his early life, the salt and sharp air hardening his features, and the hard life toughening his body. He was content in life until one afternoon after work. He had been unloading the day's catch when he caught sight of a vessel off the coast. There was something about this ship that stirred something within him, something that he couldn't name at the time. It was a long ship, unlike the crude fishing boats of his village, and though he only saw it from afar, he could tell that it was a graceful craft, ploughing the waves like a farmer ploughs his field, pushing aside the buffeting waves.

After that day, he would take a few hours every night, though his body ached from work, to work on a project of his own. The ship had inspired a feeling of wanderlust in him, the need to know what laid beyond the horizon. For years he bent and shaved a craft, inspired by the distant ship. After six years of work, the vessel was done. No nails held it together, only pine pitch and long wooden pegs, though it was watertight. It was large enough for supplies for a voyage and his own person. The sail was patched together from scraps of old woolen clothes. His masterpiece wrought, he bid farewell to his mother and his friends, and cast off with the fishing boats.

After a long, arduous journey, he arrived on the island, parched and half starved. Though his body ached and his stomach was tight, he had never felt happier. Upon his arrival, he pulled his boat upon the beach and, with his last ounce of strength, built a rudimentary shelter, before collapsing.

>Inventory: a Small Ship, a few metal tools, bolts of cloth, alcohol, a few pieces of cheap jewelery

>Companions:

Skippy, the SeaGull (he likes your boat)

Friendship Level 1 - (20/100)

>Traits: (Earned by Playing)

>Location: Purple Settlement

>Project: Merchant Fleet (Progress (62/600)

(This what you meant, fam?)

1/2. Well, I'm no fighter, but I'm also no pushover. If I need to, I'm sure I can kill this thing. I'm terrified, I'm shaking, but I can do this. It killed another person, anyways! Any weapon nearby will do. A chair, stick, some rocks, the spear, if I can reach it, or really anything. I can do this.

3/4. (If wounded) Okay. That's not so bad. I can deal with this. I can rip up my clothes and make bandages for my wounds. I also need to get back to the project site, and tell the warrior what happened. (If not wounded) Wow. That was highly improbable, but I managed to kill the thing. I need to get back to the work site, and tell my employer what happened. If there's still time left, I can get some work done.

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c63b39 No.26928

Dice rollRolled 5, 8 = 13 (2d100)

>>26868

>Character Name: Ryan MacDiadh

>Character Nationality: Irish

>Fluff: Older brother to Fraigh, and the one that had to organize everything in the end. Ryan is a calm and crafty individual as opposed to Fraigh's brash and head strong nature. While Fraigh revels in a good fight and looks to old legends Ryan enjoys a good hunt and believes that state building and looking to the future is the way towards a great kingdom. As news of the Island of magic and he and his brother planned an expedition, with an agreement. Ryan shall deal with the state building and workers, while his brother shall deal with war and soldiers. Ryan went about, gathering craftsmen and farmers for the expedition while his brother gathered soldiers, but Ryan believed that this was their chance to form a glorious kingdom in these new lands, and with the help of this magic maybe even an empire.

>Inventory:

dull short sword, Odd pair of white stones (Transport material between them)

>Companions:

People: Level 1 Company (Size: 8 peasant)

Adventurers: Level 1 company (Size: 3 warriors)

>Traits: (Earned by Playing)

+Situation: Ruined Countryside (19/100) - Wood & mud huts. Subsistence Farms

1. Leave one of the white stones with the villagers and tell them to hold it above a fire if there is an emergency, and keep clearing the land. 19/100

2. I'm going back to the city and recruiting more people to the village.

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c63b39 No.26944

File: 1462750555249.jpg (97.05 KB,439x457,439:457,22.jpg)

>>26928

At least you tried

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c63b39 No.26964

Dice rollRolled 53, 36 = 89 (2d100)

1/2 - Diggy dig dig.

>Quarry 83/100

>>26869

>Character Name: Fraigh macDiadh

>Character Nationality: Irish

>Fluff: Fraigh, son of Deodh, was born in Ulster, Donagal specifically. When his city went to war with Connacht province, Fraigh followed with stalwart heart and steady blade. It was on the fields of battle that his legend grew, but it was in the fields of the Otherworld that his mind went, for Fraigh was ever enamored with the ancient Irish legends and stories of old heroes. He decided that he would find a place among the fables, and make a true name for himself in this new land, taking any true Irish men who would go with him. The Tuatha de Macha, they would be called, and they would conquer for the greatness of their forebears.

>Inventory: Shield and Spear (Gae Státaire)

>Companions:

+The Tuatha de Macha - level 1 Company (Size: 4 warriors)

+Bran the Blacksmith

>Traits: (Earned by Playing)

>Location: Purple settlement

>City Leader 22/200

>Quarry 83/100

>Wall 0/150

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c63b39 No.27139

Update # 11

Location: The Wilds

>Zuria Yñigo - (coastal plains)

(50) - You begin to scout inland to find some form of timber but all you find was more grass, hopefully you wouldn’t have to get to the mountains before you found some (Getting some wood - Progress: 9/40)

(32) - Correct, or at least it seems that was the correct translation. After nearly a week of prodding at the utterance of that the dull surface began to glow in the night pulsating a soft green from underneath (Progress: ? turns till hatch)

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(5)(8) It is becoming quickly apparent that fate hates you, briefly after leaving one of stones with the villagers you head back into the forest to begin the journey back to the settlement it has become quickly apparent however that you don’t know the way back and to make matters worse you have either lost or completely forgotten to bring the white stone with you. (+Lost: All movement rolls (-70) until your have gathered your location)

>James Godwinson (Near the Purple Settlement)

>Brother Lulach mac Cormaic (Wilds - Purple Island)

>Aodh Mac Domhnall (Wilds - Purple Island)

>Devanichi Lossivel (The Swamps - east of Purple)

Location: Purple Settlement (4133) - (Gold Rush)

>Fraigh macDiadh

After months of hard work you finally completed the quarry, the men tirelessly drag stone blocks from it’s, for now, shallow depths. The beginnings of your City wall are lain with the stone procured, as you lay the foundation of this soon to be prosperous city you are becoming a much more noticed in the local scene. (+Quarry - While technically owned by you it could easily be taken) (+Wall Progress: (16/150))(+City Leader Progress: (61/200))

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c63b39 No.27140

>>27139

>Dara Mag Uiginn

(Combat) It takes you a few seconds to collect your thoughts before a steel blade pierces the flesh under your right shoulder blade. The pain straightens your thoughts and grabbing your hammer from your belt you smash it into the assailants ribs. Howling he slashes down cutting a deep wound from the puncture across the skin. Bringing your hammer back down you hear the crack of his skull you fall onto your back and look to to see what you can only guess are your innards. Intact, but frighteningly exposed you pass out… Waking you see the sun setting out an open air window, the clouds rumble as a storm is coming in, looking down you see thick stitches across your chest keeping you together, slipping back into sleep you catch the relieved eye of your benefactor from the threshold.

(after Combat) It took you nearly two weeks to get on your feet again after your fight, the stitches seem to be holding up nicely but you stay in bed for the most part. Once you were back on your feet you headed to your workshop surprised to see the face of the young women from the night there. She was your new carpenters wife, she had run away with him from her abusive husband to this new world but he seemed to have tracked them down. He seems to be in an even worse state than you but she was here to help (with a conflicted voice she added “in any way I can”) while her husband was under. It seems your benefactor is help buying his medicine so she feels obligated to help. Your benefactor has constructed a large home upon the sea side along with some warehouses, while you were recovering he wanted you to stay there. His Sister has becoming your companion her Icy facade briefly dropping whenever the heavily scarred wounded on your chest is brought up. (+Ship Progress (107/600)) (Your wounds will persist through the next two turns, all work progress will be halved, though your benefactor has given you a large room to do with as you will seeing as you completed so much even when you were so injured.) (+ Workshop - an extension of the Merchant’s Mansion with its own small garden, it along with a number of new tools are all yours)

>Charles Idicus

Location: Green Settlement (2965) - (274 guardsmen)1

Location: Blue Settlement (5146) - (180 guardsmen)

>Jacques de Corbin

Location: Normans (37) - (248 Army)

>Stanley, Earl of of Kent

You spend a good week with the wolf pups that you got, it would take time to train them but they would make great hunting pets (+Wolf Pups: Will be “grown” on round 20, Progress: 14/50)

>Bernadine "Bernard" Karling

(72)/(48) - Along with the few Soldiers you trained with, you head out into the forest determined to take down one or more of the beasts while Stanley plays with his pups. It takes a few hours before you find one of the beast gorging on the corpse of a rotting deer, surrounding it you call the charge and sever the beasts left arm before it had the chance to fight back. Another Soldier's blade pierces through the soft flesh around it’s thick neck, letting out a bloodcurdling scream before falling off it blade, it’s tail thrashing as if with a mind of its own as you retreat back to the base before more show up. You watch from the tower as the other beast go and devour the corpse of their recently slain kin… (The Beasts Progress: 60/150)

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c63b39 No.27141

Dice rollRolled 43, 42 = 85 (2d100)

———

Red_Philosophy: Zuria Yñigo

———–

Character Nationality: Basque (Iberian)

Fluff: Zuria is something of a free willed person, and the cultural mores of her society allowed her property and status as such. Given this fortunate confluence of circumstances, Zuria has taken it on herself to become something of an explorer and traveler, seeing the frontier as being somewhat freer than the dense cities of her homeland. As such she brings little in the way of combat skill, but she has the name of a prominent family and a solid group of followers – she is still a lady, after all.

—Inventory:—-

[A Vessel?]

[Dagger]

[Barrels:2|Food/Water]

[Oxen:1]

[Ornate Box of the Sea]

[Enormous Egg? {Fish?}]

Companions:

[Guards]: level 1 company (Size: 8 warriors; 6 Norse; 2 Basque)

Traits: [Leadership I]

Location: The Wilds

Known Locations: Pasture Lands

+[Crude Base Encampment]

—Actions—

>>(Egg Progress: ? turns till hatch)

1. Zuria continues with the collection of more wood. Wood is good and more is better, typically. [(Getting some wood - Progress: 9/40)]

2. Zuria practices her management of the men and her leadership skills. Granted she doesn't have much in the way of men to organize, but she tries a few things to keep the men in line. [Leadership II/??]

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c63b39 No.27142

Dice rollRolled 25, 63 = 88 (2d100)

>Character Name: Stanley, Earl of of Kent

>Character Nationality: Norman

>Fluff:

Stanley, Earl of Kent, is the half-brother of William, Duke of Normandy. While William invades the English Isle, has been tasked by his half-brother to take Iceland.

Taking with him a fleet well armed and well supplied from France, the Norman troops are the best supplied force ready to begin an invasion. Crossbows, armored plate, and horses a plenty, I'll take this Island and my brother take the other from that usurper Harold. And he will be the rightful King of England.

>Inventory:

>Companions:

The Icelandic Company: Level 2 Company (Size: 166 Pikemen, 72 Crossbowmen)

Settlers: Level 1 people (37 peasants)

+Wolf Pups: Will be “grown” on round 20, Progress: 14/50

Settlement: Basic Wooden Walls

>Traits: [Warrior] (+5 to feets of strength, +10 to personal Combat)

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

1-2. Once more ride out. Kill the big beast, and the smaller ones shall be easier prey.

>Situation: The Beast 31/50

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c63b39 No.27145

File: 1463454990418.jpg (101.72 KB,799x490,799:490,0wjNPzl.jpg)

Dice rollRolled 39, 86 = 125 (2d100)

>>27140

>Character Name: Bernadine "Bernard" Karling

>Character Nationality: French/Norman

>Fluff: Descendant of the Karling and Normandy dynasties through Rollo and Gisela, her line was covered and made as karling to secure Rollo's first son as undisputed heir and secure his hold on Normandy. Bernadine was prepped as heir to a barony in Normandy for the first five years of her life until her parents finally had a son. They ignored her, and in spite she turned to swordplay and warfare, even learning about her ancestors claim on Normandy and her distant cousins war with England. She had reached the age of marriage when her parents decided to look for prospects for alliances with other nobility. Being ignored, and now to be used as nothing but a political tool, she grew frightened of her future… and then she grew angry. Taking the family bastard sword she trained with, her favorite ribbon, and some heavy clothes and cloak to obscure her visage, she painted some of her body and face with old norse styles she read about in her books and signed up as one of the norman recruits heading to the island to escape her parents and find glory as she read about as a child.

>Inventory: Bastard Sword, Heavy cloak, Special favorite ribbon

>Companions:

>Traits:

[Warrior](+5 to all feets of strength, +10 to personal Combat)

[Endurance Training](Gain a free action when traveling, +5 to feats of Endurance)

1-2; Continue going out and hunting these vile beasts! Our Steel and wits will help us slay these monsters and civilize this land!

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c63b39 No.27148

File: 1463497818253.jpeg (23.66 KB,652x432,163:108,1463486815226.jpeg)

1/2 - Let's BUILD THAT WALL

>16/150

>>27139

>Character Name: Fraigh macDiadh

>Character Nationality: Irish

>Fluff: Fraigh, son of Deodh, was born in Ulster, Donagal specifically. When his city went to war with Connacht province, Fraigh followed with stalwart heart and steady blade. It was on the fields of battle that his legend grew, but it was in the fields of the Otherworld that his mind went, for Fraigh was ever enamored with the ancient Irish legends and stories of old heroes. He decided that he would find a place among the fables, and make a true name for himself in this new land, taking any true Irish men who would go with him. The Tuatha de Macha, they would be called, and they would conquer for the greatness of their forebears.

>Inventory: Shield and Spear (Gae Státaire)

>Companions:

+The Tuatha de Macha - level 1 Company (Size: 4 warriors)

+Bran the Blacksmith

>Traits: (Earned by Playing)

>Location: Purple settlement

+Quarry

>City Leader 61/200

>Wall 16/150

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c63b39 No.27150

Dice rollRolled 99, 23 = 122 (2d100)

>>27148

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c63b39 No.27152

Dice rollRolled 11, 64 = 75 (2d100)

>>27139

>Character Name: Ryan MacDiadh

>Character Nationality: Irish

>Fluff: Older brother to Fraigh, and the one that had to organize everything in the end. Ryan is a calm and crafty individual as opposed to Fraigh's brash and head strong nature. While Fraigh revels in a good fight and looks to old legends Ryan enjoys a good hunt and believes that state building and looking to the future is the way towards a great kingdom. As news of the Island of magic and he and his brother planned an expedition, with an agreement. Ryan shall deal with the state building and workers, while his brother shall deal with war and soldiers. Ryan went about, gathering craftsmen and farmers for the expedition while his brother gathered soldiers, but Ryan believed that this was their chance to form a glorious kingdom in these new lands, and with the help of this magic maybe even an empire.

>Inventory:

dull short sword, Odd pair of white stones (Transport material between them)

>Companions:

People: Level 1 Company (Size: 8 peasant)

Adventurers: Level 1 company (Size: 3 warriors)

>Traits: (Earned by Playing)

+Situation: Ruined Countryside (19/100) - Wood & mud huts. Subsistence Farms

1&2. Try to find out where I am.

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c63b39 No.27153

File: 1463535029662.jpg (181.52 KB,750x723,250:241,NuthinButNet.jpg)

Dice rollRolled 19, 12 = 31 (2d100)

>>27140

>Name Dara Mag Uiginn, Saor Bád (Shipwright)

>Character Nationality: Irish?

>Fluff:

The bastard child of a Viking raider and a village fisherwoman, Dara Mag Uiginn never knew his father, though that never bothered him much. He helped his mother at the piers and on the boats for most of his early life, the salt and sharp air hardening his features, and the hard life toughening his body. He was content in life until one afternoon after work. He had been unloading the day's catch when he caught sight of a vessel off the coast. There was something about this ship that stirred something within him, something that he couldn't name at the time. It was a long ship, unlike the crude fishing boats of his village, and though he only saw it from afar, he could tell that it was a graceful craft, ploughing the waves like a farmer ploughs his field, pushing aside the buffeting waves.

After that day, he would take a few hours every night, though his body ached from work, to work on a project of his own. The ship had inspired a feeling of wanderlust in him, the need to know what laid beyond the horizon. For years he bent and shaved a craft, inspired by the distant ship. After six years of work, the vessel was done. No nails held it together, only pine pitch and long wooden pegs, though it was watertight. It was large enough for supplies for a voyage and his own person. The sail was patched together from scraps of old woolen clothes. His masterpiece wrought, he bid farewell to his mother and his friends, and cast off with the fishing boats.

After a long, arduous journey, he arrived on the island, parched and half starved. Though his body ached and his stomach was tight, he had never felt happier. Upon his arrival, he pulled his boat upon the beach and, with his last ounce of strength, built a rudimentary shelter, before collapsing.

>Inventory: a Small Ship, a few metal tools, [coins?]

>Buildings: [Workshop with garden]

>Companions:

Skippy, the SeaGull (he likes your boat)

Friendship Level 1 - (20/100)

>Traits: (Earned by Playing)

>Location: Purple Settlement

>Project: Merchant Fleet (Progress (107/600)

1. I need to express my great condolences to my benefactor, and all those who worked to save me after I was cut with that spear. Once everyone is thoroughly thanked, I can go back into town, perhaps with one or two able-bodied people with me. I can't fend off attackers leaning on a stick. Once I'm there, I need to try to recruit hands to help in the creation of the vessels, preferably people who would prefer to be paid in experience, food, or maybe even promises. I may even still have that coin from before the… incident. If I do, I can use that to try to entice more workers. [Get more workers for the ships, using my own resources of course. I don't want to repay my benefactor for his kindness by spending things that I don't own. Also, do I have any money from selling that stuff?]

2. Although it may be hard, I need to keep working to show my benefactor that I'm serious about what I'm doing, and that I won't let anything as petty as an injury take me away from my work. While I work, maybe I can get to know the people around me. I still don't know my employer's name. I don't really know the name of anyone around me except for Skippy, and I named him! He's a good bird. [Work on ships. +20, divided by 2, learn names of NPCs if possible]

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c63b39 No.27822

Okay been writing down the lore and other shit, for the soon move to 4chan. Going to update sometime today along with lore dumps. Suggestions and correction ans anything else game related would be appreciated. That is if anyone sees this :P

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c63b39 No.27823

File: 1465700550486.jpg (47.84 KB,350x525,2:3,ThoseLivingShallEnvyTheDea….jpg)

>>27822

>4chan

ok…

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c63b39 No.27824

>>27822

Please tell us the times you plan to run, thanks. I hope it's a weekend.

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c63b39 No.27827

>>27823

Since i'm so lazy on here, do you not like that? We could stay here but just have a schedule to keep to so that i don't procrastinate so much? Either way at the very least there will be a new thread, this one and its dates depress me…

>>27824

I don't know…

I've got the Lore pretty solid but i want to read back through this so i get everything I added and keep it constant. It will likely be on weekends or later at night.

Update:

Update # 12

Location: The Wilds

>Zuria Yñigo - (coastal plains)

(43) Collecting wood is borrrring… (23/40)

(42) As far as small groups go you were pretty much top dog, however it never helped to be idle so when you collect wood you begin another aspect of leadership, companionship. You get to know the soldiers better over the next few day and surely this could help in leading them (Leadership II - 13/40)

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(11)/(64) - Things aren’t looking looking good, for nearly 3 days you wondered and still no marker or sign you recognize. Nearly a week since you got lost, cold and hungry you here the crashing of waves. From the look of the stars you are on the southern coast and you can only guess east or west of the purple settlement.

Location: Purple Settlement (4133) - (Gold Rush)

>Fraigh macDiadh

(99)/(23) By the end of the week much of the wall was in place, though it lacks much height the perimeter encircling the main settlement had given hope to those of the more paranoid of settlers. Some of them are so grateful you have begun receiving gifts and well wishes. (+Wall Progress 43/150 (+Campaign Progress 73/200) (+Campaign Funds - A large farm given to you by one of your more staunch supporters)

>Dara Mag Uiginn

(19) You use what “money” you got from selling your goods the other day to hire a few sailors down at the docks. Though more interested in working for your boss they agree to help you create the fleet. Without ships what would they be doing anyways? Though that statement what you hoped it meant when they didn’t show up to work that day… (+Lazy Workers, you already payed them so you will have to get them into shape for them to help)

(11) After the walk around town, you have so little energy left you nearly pass out in your new bed, drifting silently into slumber you don’t wake until midday.

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c63b39 No.27828

>>27827

Location: Green Settlement (2965) - (274 guardsmen)1

Location: Blue Settlement (5146) - (180 guardsmen)

Location: Normans (37) - (248 Army)

>Stanley, Earl of of Kent

(30)/(68) - You head into the forest to find the King of the beasts, its maw stained yellow and red, this time not with your soldier’s blood. The Smaller Beasts Bernadine has been killing were today's feast, soon enough your men surrounded the beast and with a charge you broke from the bushes towards the creature. It takes a few minutes but it is becoming clear that your defeat is near, it’s endurance is ungodly and soon your men are exhausted, though its hide it covered in thin red lines. Charging forward you go to sever it’s heavily damage left foot when one of its thick arm wraps around you and begin constricting around you body, your sight flickers in and out and before you pass out you see the maw of the beast…

>Bernadine "Bernard" Karling

(44)/(91) - Your work was going well, with nearly 13 of the beasts under your belt in the last few days, you were feeling accomplished. Taking a stroll toward the next “nest” you are caught off guard by the shouting of men. You begin to run, pushing your way into a clearing you see as the largest of the beasts holds the Earl in his vice like grip and and is beginning to lift him up of the ground, with little choice in the matter you charge forward, alongside a few other brave souls and spear through its tough hide right into its heart. The Other two had severed both it head and arm by the time you had your blade from its corpse. Taking you time with the Earl, you and the soldiers headed back to the Fort. ( Overall 115/150 completed, the King is dead, it nor killed quickly the rest will scatter to the forests)

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c63b39 No.27829

>>27828

Should we continue to mark turns or wait?

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c63b39 No.27830

We can continue here until the move, since i'm gonna be reading through the thread hopefully i will be inspired to update some more before it happens.

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c63b39 No.27833

Dice rollRolled 98, 17 = 115 (2d100)

>>27827

>Name Dara Mag Uiginn, Saor Bád (Shipwright)

>Character Nationality: Irish?

>Fluff:

The bastard child of a Viking raider and a village fisherwoman, Dara Mag Uiginn never knew his father, though that never bothered him much. He helped his mother at the piers and on the boats for most of his early life, the salt and sharp air hardening his features, and the hard life toughening his body. He was content in life until one afternoon after work. He had been unloading the day's catch when he caught sight of a vessel off the coast. There was something about this ship that stirred something within him, something that he couldn't name at the time. It was a long ship, unlike the crude fishing boats of his village, and though he only saw it from afar, he could tell that it was a graceful craft, ploughing the waves like a farmer ploughs his field, pushing aside the buffeting waves.

After that day, he would take a few hours every night, though his body ached from work, to work on a project of his own. The ship had inspired a feeling of wanderlust in him, the need to know what laid beyond the horizon. For years he bent and shaved a craft, inspired by the distant ship. After six years of work, the vessel was done. No nails held it together, only pine pitch and long wooden pegs, though it was watertight. It was large enough for supplies for a voyage and his own person. The sail was patched together from scraps of old woolen clothes. His masterpiece wrought, he bid farewell to his mother and his friends, and cast off with the fishing boats.

After a long, arduous journey, he arrived on the island, parched and half starved. Though his body ached and his stomach was tight, he had never felt happier. Upon his arrival, he pulled his boat upon the beach and, with his last ounce of strength, built a rudimentary shelter, before collapsing.

>Inventory: a Small Ship, a few metal tools

>Buildings: [Workshop with garden]

>Companions:

Skippy, the SeaGull (he likes your boat)

Friendship Level 1 - (20/100)

>Traits: (Earned by Playing)

>Location: Purple Settlement

>Project: Merchant Fleet (Progress (107/600)

>Injury: 1 turn left

1/2. Oh, by the gods, this injury is tiring. I can't work anywhere near as hard as I'd like to, and I can't go far from the site. At least it looks like it's healing. Perhaps instead of doing any kind of overseeing work today, I can work on getting the workers more invested in their jobs. Everyone's going to have to earn their pay. After breakfast, I will head down to the worksite, and give the people a talking to. I'll tell them the story of how I got to the island, on a ship built by my own two hands, and I'll tell them how satisfying it was to be in the vessel that I'd made. They're working for money, and for their future job, so there's another two reasons to work hard; if not for the craft, than for the money. If everyone works together efficiently, they can get this thing done at such a speed, and in such a way, that our employer will be amazed at what we have done.

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c63b39 No.27841

File: 1465901522866.gif (1.83 MB,450x450,1:1,trump-building-wall-gif.gif)

Dice rollRolled 76, 83 = 159 (2d100)

1/2 - All is going well. Fraigh is finally getting the reputation he needs. Now he just needs to finish this wall and become the leader of this settlement, and he will have entered a new stage in his progression to legend! Incensed by heightened ego and dreams of valor, Fraigh works intently on building that wall to endear the people to him.

>>27827

>Character Name: Fraigh macDiadh

>Character Nationality: Irish

>Fluff: Fraigh, son of Deodh, was born in Ulster, Donagal specifically. When his city went to war with Connacht province, Fraigh followed with stalwart heart and steady blade. It was on the fields of battle that his legend grew, but it was in the fields of the Otherworld that his mind went, for Fraigh was ever enamored with the ancient Irish legends and stories of old heroes. He decided that he would find a place among the fables, and make a true name for himself in this new land, taking any true Irish men who would go with him. The Tuatha de Macha, they would be called, and they would conquer for the greatness of their forebears.

>Inventory: Shield and Spear (Gae Státaire)

>Companions:

+The Tuatha de Macha - level 1 Company (Size: 4 warriors)

+Bran the Blacksmith

>Traits: (Earned by Playing)

>Location: Purple settlement

+Quarry

+Campaign Funds (Farm)

>City Leader Campaign 73/200

>Wall 43/150

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c63b39 No.27895

Dice rollRolled 4, 23 = 27 (2d100)

>Character Name: Stanley, Earl of of Kent

>Character Nationality: Norman

>Fluff:

Stanley, Earl of Kent, is the half-brother of William, Duke of Normandy. While William invades the English Isle, has been tasked by his half-brother to take Iceland.

Taking with him a fleet well armed and well supplied from France, the Norman troops are the best supplied force ready to begin an invasion. Crossbows, armored plate, and horses a plenty, I'll take this Island and my brother take the other from that usurper Harold. And he will be the rightful King of England.

>Inventory:

>Companions:

The Icelandic Company: Level 2 Company (Size: 166 Pikemen, 72 Crossbowmen)

Settlers: Level 1 people (37 peasants)

+Wolf Pups: Will be “grown” on round 20, Progress: 14/50

Settlement: Basic Wooden Walls

>Traits: [Warrior] (+5 to feets of strength, +10 to personal Combat)

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

1-2. Wake up and recovery, I don't know who pried me from the beast but today they are promoted to my second whoever they are.

Then rest and heal

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c63b39 No.27903

File: 1466229250194.jpg (60.24 KB,600x800,3:4,3418271d88c42e05e91b72b8aa….jpg)

Dice rollRolled 27, 24 = 51 (2d100)

>>27828

>Character Name: Bernadine "Bernard" Karling

>Character Nationality: French/Norman

>Fluff: Descendant of the Karling and Normandy dynasties through Rollo and Gisela, her line was covered and made as karling to secure Rollo's first son as undisputed heir and secure his hold on Normandy. Bernadine was prepped as heir to a barony in Normandy for the first five years of her life until her parents finally had a son. They ignored her, and in spite she turned to swordplay and warfare, even learning about her ancestors claim on Normandy and her distant cousins war with England. She had reached the age of marriage when her parents decided to look for prospects for alliances with other nobility. Being ignored, and now to be used as nothing but a political tool, she grew frightened of her future… and then she grew angry. Taking the family bastard sword she trained with, her favorite ribbon, and some heavy clothes and cloak to obscure her visage, she painted some of her body and face with old norse styles she read about in her books and signed up as one of the norman recruits heading to the island to escape her parents and find glory as she read about as a child.

>Inventory: Bastard Sword, Heavy cloak, Special favorite ribbon

>Companions:

>Traits:

[Warrior](+5 to all feets of strength, +10 to personal Combat)

[Endurance Training](Gain a free action when traveling, +5 to feats of Endurance)

Make sure the best medics take care of the Earl and he gets the best stuff

1-2; Head back out, maybe with some other soldiers, and kill the rest of them before they scatter. We must be thorough if we want this colony thrives and becomes a bastion for future peoples to come!

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c63b39 No.28255

I am still waiting for this promised new thready historyop

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c63b39 No.28262

>>28255

:3 okay, I'll get back to work

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c63b39 No.28264

Dice rollRolled 26, 52 = 78 (2d100)

>Tansen: Charles Idicus

>Character Nationality:Briton

>Fluff:Charles hails from one of the few remaining briton families that remembers the time of the romans. They still use their roman family where others have dropped it in favor of new ones. But such is the way of things. Charles is very much a relic. Believing in the strength of unity and community over the power of the individual. Charles has come to the island with his younger brother Richard. They search for relics of power something to bring their family back up and a standard to which they can marshal the remaining Britons. And end the Norman invasion of their homeland.

>Inventory: Shield and Spear

2 oxen

untrained hounds

>Companions:

Richard Idicus - level 1 Warrior (Spear)

level 1 Company (1 shieldmaiden-Brienne)

Level 1 Adventure company (11 Axe Warriors)

Level 1 scout and exploration company (19 Explorers/Scouts)

Level 1 Old guard (+34 Old Briton Soldiers)

Civilian company +94 Women, +22 children

Level 1 builder corps +16 trained builders

+12 peasants

+Sailor,

+Fishing Boat

+7 Ships

>Traits: (Earned by Playing)

Location:Purple Settlement

1.2. The men under the command of both charles and richard attempt to take advantage of the gold rush. In both setting the women and peasants to harvesting it where they can and contracting soldiers as armed guards to other miners.

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c63b39 No.28267

Dice rollRolled 23, 17, 73, 36, 92, 12 = 253 (6d100)

>>28264

I have 3 makeup turns dedicating all actions to the raising of gold and influence in purple settlement.

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c63b39 No.28268

Dice rollRolled 47, 88, 89, 33, 63, 55 = 375 (6d100)

>>28267

well fuck you too

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c63b39 No.28269

Switch to /tg/

(This was my shitty game from 8ch, if you want to join go ahead and use the character Sheet from Below)

Iceland, discovered in the early years of the Viking Age. Explorers and warriors alike they head west to find new plunder, and along with the coffers of English parishes they found a lush Volcanic Island on the Cusp of the Arctic Circle. It was however the inhabitants of that island that however veered History for Northern Europe in a New Course. Magical Being laid claim to the fields of Iceland, Enormous Creatures that blotted out the sun when the took flight lived within the depths of the Volcanic Caverns that dotted the Island's Surface. Then Leader of this expedition began a Charge into the Lands he Thought to be Asgard itself. Slaying the beasts of the Island and using the innate magical properties within them in order grow his strengths. Years later this man Returned to his home in Upper Norway to find it long abandoned, With the Tools of Asgard at his side he began a Conquest that would within a Few years Unite Much of Scandinavia under his banner. He was a harsh man who cared little for the people he ruled, His Strength alone kept his crown. Many of his defeated foes and starving peasants fled to the lands of Asgard, some looking for a new home and others a way to take back there old ones.

Instead they found The British Isles, faced with persecution A hundred year long war began as the Scandinavian fought to and nail to create their own kingdoms upon its soil. Nearly 150 years after the end of that War England is fragmented, Scotland is held in the hands of the descendants of The Scandinavian Conqueror, And Ireland is held in Civil War as The Last Irish King’s five Sons Struggle for Supremacy. Ripe for the Taking the Norman Franks look Across the Channel for a Kingdom of there own. It however does not go as planned, The English were used to War and with the a larger and more aggressive population as a whole to face, the Normans conquest was significantly slowed. However it was not in anyway stopped, seeing the Normans slowly rolled over and claimed England as there own many of it’s inhabitants once again looked to the fabled lands of Asgard for Savior and so the headed West once more. Only to Find Asgard’s Sister. An island along the rift which gave birth to Iceland and inhabited by some of the more tame magical beings it served a haven for tens of thousands of refugees escaping from the Normans.

>Please Specify Starting Location in Fluff

>Character Name:

>Character Nationality:

>Fluff:

>Inventory: (Given by me/playing)

>Companions: (Given by me/playing)

>Traits: (Earned by Playing)

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c63b39 No.28270

>>28269

First update will be on here and then this will be reposted to /tg/ and the game will run for a few turns

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c63b39 No.28271

>>28269

Please keep track of status effect and how long they last. Also keep track of progress for anything you are working on. Saves a lot of time updating if I can get you guys to do that for me

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c63b39 No.28272

>Dara

(Progress Revamped to New system: 10/60)

(98)/(17) - Working Alongside the men didn’t seem to inspire them to work so instead you took on a more leadership role today, working above them and inspiring them instead of by yourself. If take time but the men are becoming more adjusted to you being there boss instead of the Merchant. (Leadership (+3)(-1) - (2/4))

>Fraigh

(Progress Revamped to New System: Wall (4/15) - Campaign (7/20) )

(76)(83) - You spend the weeks slowly laying the quarried Stone Around the Settlement Creating a rudimentary but sturdy deterrent for immig… I mean monsters. (Wall (+2)(+2) - Progress (8/15)) (Campaign (+1) (8/20) )

>Stanley

(4)(23) - You can barely move from your bed, and your wound scream as you stretch to grasp for the water on your bedpost. Your Wounds are festering, you hear from the doctor as your vision fades. You feel nothing for a few second before a scream rips through your through, wildly your eyes search for the source of the pain. Your eyes find nothing but the smell of burning flesh is ripe in the air, the medic seems to be cutting away the infected flesh. When he is done you finally drift into sweet release. (Recovery (-2)(+0)- (-2/4 ))

>Bernadine

(27)(24) - You gather the Men yet they motivation is gone, with there leader screams ringing from the medic tent you can do little. You watch as the reptiles Run off into the forest, they would surely be a problem once again in the future (Situation is resolved, however the beasts still remain deep in the forest)

>Charles

(26)(78)(23)(17)(73)(36)(92)(12)With no common currency in sight gold would be a great source of wealth for your company. (+0+2+0-1+1+0+2-1 = 3) You and people spend the majority of the last few month panning for gold, and while it is there it is not in a heavy quantity. However by the end of those few months you hold three palm size sacks filled with gold nuggets and flakes. (Each roughly ½ kilo of gold)

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c63b39 No.28278

>>28271

HistoryOP, when is the first /tg/ post? Will you tell us after this last 8chan update?

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c63b39 No.28279

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c63b39 No.28332

Dice rollRolled 42, 56 = 98 (2d100)

Dice for the dice gods

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