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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 [Last50 Posts]

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.

____________________________
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c63b39 No.25404

Dice rollRolled 31, 85 = 116 (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: Dagger

Companions:

[Guards]: level 1 company (Size: 2 warriors)

Traits:

Location: Blue Settlement

——

Actions

——-

1.2. Being one of the few notables in the settlement, Zuria attempts to round up some guards for an expedition into the interior of the large northernmost island. She's quite clear as to the desired end result of the expedition: glory, fame, and adventure. [Find allies/gather supplies.

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c63b39 No.25405

Dice rollRolled 48, 64 = 112 (2d100)

>>25403

>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:

>Location: Blue settlement

1) Look in the lands around the settlement for medical herbs, and also gather every plant that I don't recognize

2) Find out if in the settlement there is any kind of religious association (a church/temple/monastery/sacred tree/whatever).

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c63b39 No.25406

>>25405

>Location: Purple settlement

Sorry, my mistake

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c63b39 No.25407

Dice rollRolled 6, 26 = 32 (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

>Companions:

Richard Idicus - level 1 Warrior (Shield and Spear)

>Traits: (Earned by Playing)

Blue settlement

1.2. The brothers both spend their time attempting to recruit more people to their cause and purchase what supplies they will need for their journey. Appealing to their pride and nationalism when possible..

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c63b39 No.25408

Update Number One:

Location: Purple Settlement (4000)

>Brother Lulach mac Cormaic

1. The flora of the surrounding area resembles the Forests of Lower England. While somewhat different than the Scottish Highlands you called home you are able to identify a number of medicinal herbs that seem to grow vicariously in the surrounding forests. there are a number of curious plants that you have never seen be it because they are unique to the island or your lack of knowledge in the subject however is unclear. (Medical herbs identified (3) - (as in 3 types, not 3 individuals))

2. It seems a small majority of the settlers here do adhere to the catholic faith, though you see charms of the norse and gaelic faith spread through the trees in the forest. A small cross erected at the edge of the encampment has been acting as the center of worship for those of the Christian faith. (55% Catholic, 30% Gaelic Pagan,15% Norse Pagan)

Location: Blue Settlement (4494)

>Zuria Yñigo

1/2. You set out across the encampment looking for able bodied men and supplies to further your exploration. While your name hold little weight to these foreigners it is clear that you have purpose. A number of men have bolstered you guards, It is however clear that supplies will be much harder to come by. You get your hands on some of the excess rope the boats held along with 2 empty barrels that once had fresh water inside them. Finding a nearby stream would fill them however carrying around the water would require some beast of burden. (+6 men to you Guard Company(Norse), Rope, and two empty barrels)

>Charles Idicus

1/2. Spending your first few days among the mass of settlers recruiting did not turn out as planned, little too no britons seem to have made the trip here and those that did seem to be more in favor of farming then fighting. Richard is able to recruit a young Norse shieldmaiden, losing his shield to her in the process, she however seems more interested in your brother than the adventure ahead.

+Adventurers:level 1 Company (1 shieldmaiden)

-Richard has lost his Shield

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c63b39 No.25409

File: 1458418119306.jpg (10.12 KB,339x231,113:77,Pike_Square.JPG)

Dice rollRolled 62, 78 = 140 (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: 200 Pikemen, 80 Crossbowmen)

Settlers: Level 1 people (40 peasants)

>Traits:

>Situation: Beseiged - The Forces of Nature batter your people, the beasts from the Mountains and the stormy seas have you trapped in these lands (You can not move freely, -30 to any rolls in which you try and do so.)

1-2. Surrounded. That's what they were. Monsters and beasts on all sides, the storms stopping our ships. The men seem anxious and unsure.

Stanely throws down a ladder from his ship and turns to his men to speak.

"Come with me and take this island!"

>Fight back against the monsters that surround us. Pikes form up! Crossbows behind!

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c63b39 No.25410

Dice rollRolled 75, 52 = 127 (2d100)

>>25408

>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:

>Companions:

People: Level 1 Company (Size: 6 peasant)

>Traits: (Earned by Playing)

1&2. Begin recruiting more people.

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c63b39 No.25411

Dice rollRolled 69, 87 = 156 (2d100)

>>25408

>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:

>Location: Blue settlement

1-2) Hang around the small cross and try to befriend the local population. Try also to learn if there's any ordained clergy and if there's any religious tension in the settlement

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c63b39 No.25412

Dice rollRolled 59, 40 = 99 (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: Dagger, Rope, [Barrels:2|Empty]

Companions:

[Guards]: level 1 company (Size: 6 warriors, Norse)

Traits:

Location: Blue Settlement

——-

Actions

——-

1.2. With the basics out of the way, Zuria notices that she'll need to secure an ox to carry most of the equipment, food, and water. As such scours the camp to see what she can find available, and attempts to secure buy a horse or a few oxen. Failing that, she attempts to find packs or what is similar to an ox {such as a few horses}. [Find ox/horse/foodstuffs]

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c63b39 No.25413

>>25408

>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

>Companions:

Richard Idicus - level 1 Warrior (Spear)

level 1 Company (1 shieldmaiden-Brienne)

>Traits: (Earned by Playing)

1. God damn it richard. Little brothers always do the weirdest shit. Lets find him a new shield

2. Recruiting efforts intensify

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c63b39 No.25414

Dice rollRolled 9, 67 = 76 (2d100)

>>25413

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c63b39 No.25415

File: 1458420836494.jpg (294.14 KB,714x1000,357:500,1432750449392.jpg)

Dice rollRolled 24, 51 = 75 (2d100)

>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:

>Companions:

Servants: level 1 Company (Size: 5)

>Traits: (Earned by Playing)

>Location: Purple Settlement

1,2. Servants by his side Devanichi strides down the road, head held high as he heads to the destination in his mind. To think the Lossivel line's current descendent would end up on a island of peasents while war waged back home! Not being there to fight alongside his brothers and countrymen slightly infuriated him, but he kept his temper down. No point in causing a ruckus in a place where his noble status did not matter.

Seeing his target Devanichi speeds up, fingering his necklace without noticing until he reaches the closest thing to a government the settlement has.

>Devanichi wishes to request men and supplies for a trip into the islands

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c63b39 No.25416

Update Number Two:

Location: Purple Settlement (3988)

> Ryan MacDiadh

1/2. With most people are gathering supplies or plowing the earth, desperately sowing crops for the coming months. You find those individuals who wished to work together, in the name of you a new Ireland. with your experience in the subject you quickly get a number of peasants who you hold allegiance with. (+12 Peasants)

>Brother Lulach mac Cormaic

1/2. You spend your time conversing with the more devote and gathering food for yourself and you meet your new neighbors. A few other monks seem to have made the journey along with you and Brother Samuel, One coming all the way from Denmark. He spends his time trying to convert those of the Norse faith over to Christianity, as you help him in his attempt you and he begin to grow closer… (+Companion: Danish Monk: Friendship)

>Devanichi Lossivel

1/2. Many of the people ignore you attempts at getting men to venture forth into the island, that is until you by chance come across a group of devote Englishmen who, in their piousness have decided they will aid you.

+3 priests and a Old Devote warrior

Location: Green Settlement (3000)

Location: Blue Settlement (4990)

>Charles Idicus

1. Searching over the camps you find little to no blacksmiths willing to work for non-exorbitant prices. Deciding a simple wooden shield might be a better choice you soon find that the demand for weapons here on the islands has flushed clean the market.

2. Using so much of this weeks time on finding that shield cut into your time heavily, however by the time Sunday rolled around your Adventurer's Company consisted not only of a single shield maiden, but also a group of three briton men wielding axes. (+3 Warriors to the Adventurers Company)

> Zuria Yñigo

1/2. not many brought any larger animals along with them for the journey across the sea. a few cattle hear and there are found but few are for sale. Foodstuff on the other hand are abundant here in the surrounding forest. Mushrooms, small fruits, and a number of nuts slowly fill your barrels. A man, once a merchant offers you an Ox in return for your hand in marriage, but after a few days of Persuasion you get it for the food stuffs your men gather and the barrel you were using to store them.

(+1 oxen, -2 barrels)

Location: The Normans

>Stanley, Earl of of Kent

1/2. You and your men embark in the surrounding lands in order to secure yourself some breathing room. the Roars of the beast you saw flying overhead a constant reminder of the danger you were in. The Peasants shelter in the broken hull of your vessel wait as you begin clearing the forest of whatever beast you find. Mostly Boars and a few bears you have a pile of furs and meat beneath you by the end of a few days. however on the fourth day you encounter a beast, A scaled beast whose jagged teeth tear through the flesh of large animal you've never seen. You watch as it devours its meal and slinks off in the direction of the river you identified days earlier. (Situation resolution - (26/100))

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c63b39 No.25417

Dice rollRolled 41, 49 = 90 (2d100)

>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:

>Companions:

Servants: level 1 Company (Size: 5)

+3 priests and a Old Devote warrior

>Traits: (Earned by Playing)

>Location: Purple Settlement

1. Devanichi finds the latest addition to his group reasonable, and heads to the armory to get two things. A long metal staff and a single sided sword

2. (If devanichi gets the weapons he heads out to explore the island. If not then add this roll to the other, aka aim for a success)

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c63b39 No.25419

Dice rollRolled 99, 96, 66 = 261 (3d100)

>>25416

>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

Danish Monk: Friendship

>Traits:

>Location: Blue settlement

1-2) I'm glad to discover that I'm not the only one who came here to spread the holy light of Lord Almighty in these dark lands. Now that I know that someone is trying to make the heathens understand the error of their ways, I can focus on learning more about the strange tales I heard regarding magic and pagan myths. Hopefully, one of the locals could tell me more.

3-Brother Samuel and Danish monk) We need to work as one if we want to convert the heathens, brothers. I think we should follow Saint Benedict example, and gather together to form an Holy Order. If you agree with my words, the help us find the resources to build a small monastery, so that we may better work together in our mission.

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c63b39 No.25420

Dice rollRolled 72, 40 = 112 (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:

[Dagger]

[Rope]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: None

Location: The Normans

——

Actions

——-

1. With the equipment and supplies provided for, Zuria heads to the northernmost island and makes landfall. [Head to one of the islands]

2. She also practices with skill at command. She's sort of concerned that the men won't be terribly keen on taking orders from a woman when things get rough. Hopefully the won't, but you never know. [Leadership]

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c63b39 No.25434

Dice rollRolled 96, 60 = 156 (2d100)

>>25416

>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: 200 Pikemen, 80 Crossbowmen)

Settlers: Level 1 people (40 peasants)

>Traits:

>Situation: Beseiged - The Forces of Nature batter your people, the beasts from the Mountains and the stormy seas have you trapped in these lands (You can not move freely, -30 to any rolls in which you try and do so.)

1-2. I'll need to keep an eye on that beast. But we MUST continue to clear this forest

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c63b39 No.25439

>Character Name: Aodh Mac Domhnall

>Character Nationality: Papar

>Location: Purple Settlement

>Fluff:

Aodh came in with a storm, like so many others, speaking an accented Irish Gaelic, and has picked up a bit of Norse from the various Scandanavians that ended up in the settlement as well. Keeping a bit to himself as he finds the Norse ways strange but intriguing, the others have given the man some privacy - after all they are strangers in this land as well. As such, Aodh lives slightly apart from the rest of theh settlement, but shows up willing and eager to work on most tasks.

Aodh carries with him a bow, a bit ornate and of unusual design; when asked he said it was his grandfather's. He has shown good skill in hitting birds in flight and other game with it, and is able to make his own arrows.

Aodh is a Christian, and wears on him a small bronze celtic cross on a cord around his neck, and has erected a larger cross on the edge of the settlement, praying there in his native tongue on occassion.

Beyond that, Aodh sees much and says little, seeking to learn more Norse - his green eyes did light up when he saw Norse Runes, and has spent much time trying to learn them - in between helping hunt for food and build shelter.

>Inventory: The Bow of Gladryl (draws magic from the surrounding air to create ammo)

>Companions:

>Traits: ??? - your unnatural birth but a great strain on your body (Crit fails include the numbers 2 and 3)

Turn 1: (If I get the missed turns)

1: Hunt. Some fowl and game might liven the pot.

2: Study the newcomers, try to learn their tongues and writings.

Turn 2:

1: Gather some resources to improve the altar; maybe construct a shelter for it so it's not in the open.

2: Study the newcomers - do any worship the Sacrified God?

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c63b39 No.25450

Dice rollRolled 82, 84, 51, 45 = 262 (4d100)

>>25439

derpdice

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c63b39 No.25451

Dice rollRolled 70, 34 = 104 (2d100)

>>25416

>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:

>Companions:

People: Level 1 Company (Size: 18 peasant)

>Traits: (Earned by Playing)

1. If I am to go on an expedition into the interior of the lands I am going to need some hardy men and hunters/soldiers. Find some and recruit them.

2. I am going to also need some supplies for the peasants and soldiers to survive on, such as food and water. Secure those.

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c63b39 No.25453

Update Number Three:

Location; The Wilds

>Dara Mag Uiginn (unknown)

Location: Purple Settlement (3984)

>Brother Lulach mac Cormaic

1/2. You begin listening to the tales of the new settlers hearing about the nature of what lies deeper inland. It isn't until you hear rumor of a few of the Pre-settlers do you however hear some of the truth. The pre settlers were the families and descendants of those that had made it to this island during the first "exodus". You sit and listen to there tales of the works of magic, and in your mind, the works of god. (+Friends: The Pre-Settlers - free action to learn a piece of lore after you encounter something in the wild. 1d100 is still required)

3. Samuel and the Dane begin gathering the faithful and begin work on buidling a monastery, For now they gather the timbers that will be needed. clearing farmland in the process (Situation: Monastery - 28/200)

>Ryan MacDiadh

1. While the Peasants look for supplies you begin looking for warriors and adventurers. It doesn't take long until you have a few inside your group. (+Adventurers: Level 1 company (Size: 4 warriors)

2. Luckily most of the peasants have a fair understanding of living off the land, however water will become a problem and as you are having a hard time finding anything to making some portable water you expedition might take a little while longer. :(

>Devanichi Lossivel

1.A small dull short sword hanging from your waist accents just the influence the noble name has over others. (+Dull Short Sword)

2. Now it was time to stop asking question, instead it was time to find answers. (+location moved - Wilds (Near Purple))

>Aodh Mac Domhnall

1/2/4. You head into the forest to gather meat to improve the meals around the cooking pots, your bow allows for a much more efficient hunting experience. Spending your days around the camp fires you have begun to improve your grasp on this odd version of your own language. (language completed (no longer a barrier between you and the other settlers) - Hunter (1/20 progress (+5 to hunting related actions)) (55% Catholic, 30% Gaelic Pagan,15% Norse Pagan)

3. When you aren't carousing or hunting you spend much of your time touching up your cross and have begun putting up a shelter fo it. (Center of Worship Progress - 7/40)

>Fraigh macDiadh

Location: Green Settlement (3000)

Location: Blue Settlement (4990)

>Zuria Yñigo

1. Many of the ships, battered as they are won't take you far, however the chain of islands would allow for quick hops between islands as long as you encounter no storms. (+Battered boat - unless a storm comes bye you will be able to return to the settlement)(Location changed: Wilds - (island West-North of the Island)

2. As you men row across the seas you begin gauging there loyalty to you and testing your leadership capacity. (+Leadership progress (4/20) (gives +5 to roll when using a company)

>Charles Idicus

>Jacques de Corbin

Location: Normans

>Stanley, Earl of of Kent

1/2. You and your men continue to rid the forest of all the more dangerous beast, whiel back at the shore the peasants (mostly men) begin to break down the woods into lumber for use in homes or a new ship. Either way They hope to plant some crops if you plan to stay long. (Situation Resolution - 61/100)

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c63b39 No.25455

File: 1458437702228.png (17.94 KB,324x310,162:155,1458378318620.png)

Dice rollRolled 50, 44 = 94 (2d100)

1. Honhonhonhonhon.

2. Create a crude kiln for firing dough.

>Character Name:

Jacques de Corbin

>Character Nationality:

Frankish

>Fluff:

Jacques is a games man who has found himself drawn to the raw wilderness of the Isle. Whilst the legends of magic also held their appeal Jacques interpreted them more as a primal sort of existence closer to the land and becoming more fully connected with nature.

>Inventory: An old Yew Bow, a old skinning knife

>Companions:

Dog (name pending): level 1 "hunter"

>Traits: (Earned by Playing)

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c63b39 No.25456

Dice rollRolled 61, 86 = 147 (2d100)

>>25453

>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: 200 Pikemen, 80 Crossbowmen)

Settlers: Level 1 people (40 peasants)

>Traits:

>Situation: Beseiged - The Forces of Nature batter your people, the beasts from the Mountains and the stormy seas have you trapped in these lands (You can not move freely, -30 to any rolls in which you try and do so.)

1-2. Stay long?

I don't think they understand.

We're here to stay forever. In the name of my Brother, we will take this Island and every island we see.

Continue the assault! 61/100

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c63b39 No.25458

Dice rollRolled 33, 63 = 96 (2d100)

>>25453

>Character Name: Aodh Mac Domhnall

>Character Nationality: Papar

>Location: Purple Settlement

>Fluff:

Aodh came in with a storm, like so many others, speaking an accented Irish Gaelic, and has picked up a bit of Norse from the various Scandanavians that ended up in the settlement as well. Keeping a bit to himself as he finds the Norse ways strange but intriguing, the others have given the man some privacy - after all they are strangers in this land as well. As such, Aodh lives slightly apart from the rest of theh settlement, but shows up willing and eager to work on most tasks.

Aodh carries with him a bow, a bit ornate and of unusual design; when asked he said it was his grandfather's. He has shown good skill in hitting birds in flight and other game with it, and is able to make his own arrows.

Aodh is a Christian, and wears on him a small bronze celtic cross on a cord around his neck, and has erected a larger cross on the edge of the settlement, praying there in his native tongue on occassion.

Beyond that, Aodh sees much and says little, seeking to learn more Norse - his green eyes did light up when he saw Norse Runes, and has spent much time trying to learn them - in between helping hunt for food and build shelter.

>Inventory: The Bow of Gladryl (draws magic from the surrounding air to create ammo)

>Companions:

>Traits:

Linguist: No more language barriers between Aodh and Settlers

??? - your unnatural birth but a great strain on your body (Crit fails include the numbers 2 and 3)

(Hunter - +5 to hunting related actions 1/20)

(Center of Worship Progress - 7/40)

1: Continue to Hunt. A good hunter gets fewer questions asked - and Aodh needs more practice with the bow.

2: Seek to enlist the help of other Christians in building the Center of Worship. Through here, the Light of God shall illuminate them.

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c63b39 No.25459

Dice rollRolled 43, 61 = 104 (2d100)

>>25453

>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:

>Companions:

People: Level 1 Company (Size: 18 peasant)

Adventurers: Level 1 company (Size: 4 warriors)

>Traits: (Earned by Playing)

1. Peasants are to keep trying to get some water for the expedition.

2. Try to get myself a weapon. I can't defend myself, much less hunt, without a weapon.

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c63b39 No.25461

>>25458

While looking on the progress made by Brother Samuel and the other monks in the construction of the monastery, Lulach notices a man he didn't see before trying to improve and decorate the small cross. Eager to meet all the pious christians on the island, he decides to approach the man with a warm smile. "Hello, stranger. I didn't see you here before. I'm glad to see a follower of Christ put so much work for the glory of His name. I'm Lulach, and I came here from Scotland to spread the word of God. May I know your story?"

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c63b39 No.25463

Dice rollRolled 83, 72 = 155 (2d100)

Of course, I'm late.

>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

>Companions:

Skippy, the SeaGull (he likes your boat)

>Traits: (Earned by Playing)

>Location: Purple Settlement

1. Food. I need food. And water. Maybe someone around here would be kind enough to provide some in exchange for work. I'm a dilligent man, and could do any manner of labor once I've gotten some food and drink in me.

2. Skippy's a good gull. It's strange to have a seagull follow me around, since I'm used to them following the ships into and out of port. Perhaps I can teach him a few tricks while I work.

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c63b39 No.25464

>>25461

Turning, Aodh blinks, looking at Lulach first with suspicion, then nodding to himself, smiles, speaking in a Gaelic, accented in some way that Lulach does not recognize.

"Ah, I am called Aodh, Mac Domhnall! And yes, we need to give much reverence to the Source of Light, and when I came here with a storm! Hah, blew me right out of the water onto this island. And the people here originally , well, one or two secret followers of the Sacrificed God, but none brave to make His symbol, so of course I put one up. Not that we need it, for He is with us always, around and part of us."

He looks around, blinking, almost surprised by the work of the monastery being constructed. "It would be good to see more of the works to the Light here, yes. I seek help for this one," he says, gesturing to the cross, "As I must hunt to earn my keep, yes? Am a bit alone here," he finishes, a twinge of sadness upon his voice, "And so must keep a place."

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c63b39 No.25465

Dice rollRolled 100, 93 = 193 (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:

[Battered boat]

[Dagger]

[Rope]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: None

Location: The Normans

——

Actions

——-

1. Zuria continues onward to the the larger island. The ship is sturdy and should be able to make it back…she suspects. [Movement]

2. Zuria looks very focused on keeping the men in line. She occasionally practices her speeches when nobody is looking. [Leadership: 4/20]

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c63b39 No.25466

Dice rollRolled 82, 60, 54 = 196 (3d100)

>>25464

"Came here with a storm, you say? Why, rejoice, Aodh, for obviously God has plans for you! And I'm quite sure that He has plans for me, too. Here, let me help you."

Still smiling, Lulach gets closer to the cross and joins the Papar in the construction of the Center of Worship, trying to follow the design that he has laid out. "I never heard an accent like yours, my friend. Where did you say you come from?"

1-2) Help Aodh in the construction

3-Brother Samuel and Danish monk) Keep building that monastery, bros. Gods wills it.

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c63b39 No.25467

Dice rollRolled 14, 83 = 97 (2d100)

>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)

+3 priests and a Old Devote warrior

>Traits: (Earned by Playing)

>Location: Purple wilds

1,2. Explore the wilds!

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c63b39 No.25468

>>25466

"Where from, ah! I blew in with the storm from the island, I heard there were many coming here and wished to see for myself."

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c63b39 No.25470

>>25468

"I…see. You said you are an hunter, is that right? And that you have been here for quite a long time. You see, I've heard many strange tales regarding this island, and talking with the first settlers has only increased my curiosity. After we've finished constructing an altar deign of His name, would you help me explore the territory near the encampment? Be assured that while we are away my brothers will keep spreading the true faith, and will keep building a place that all faithful can call home."

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c63b39 No.25529

Dice rollRolled 23, 67, 93, 94 = 277 (4d100)

>>25416

>>25453

1 makeup turn

>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

>Companions:

Richard Idicus - level 1 Warrior (Spear)

level 1 Company (1 shieldmaiden-Brienne)

Level 1 Adventure company (3 Axe Warriors)

>Traits: (Earned by Playing)

1. Gather horses. We will need them to move fast and safely through some areas

2. Look into purchasing a few hounds as well. Keen senses make them amazing for guarding and finding things

3. We will need a few oxen and carts to transport stuff

4. find a route to the purple settlement we can continue recruiting efforts there.

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c63b39 No.25531

>>25470

Aodh nods. "Certainly, I've been ranging over this land for a while, hunting game for the common pot. By the Lord of Light, I certainly am willing to assist you in exploring this land once this Center of Worship is complete."

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c63b39 No.25593

For safe keeping

Location: The Wilds

>Devanichi Lossivel - (Near Purple)

You spend much of your time traveling Northwards, slowly depleting supplies as you and your men attempt to find anything other than trees. While camping a few days north east of the settlement, while resupplying one of the priests is attacked from beneath the water. his screams wake you from your short nap. Running toward them you notice a large reptilian creature slinking back into the waters its slitted eyes a bright glowing yellow. To your right The priest grasps his now missing arm, his heavy breathing slowly fading. The next few days are spent in the solid ground just south of the marshlands you had previously wandered into. one of those reptilian creatures was killed and hauled in. You've named it an "alligator".

>Zuria Yñigo - (northwest of blue)

1/2. Finding the landmass from memory was harder than you remembered, during a light storm you and your men bail water out of your small vessel. As the rain hardens you spot land and safely get onto shore. Anchoring your ship you set one of the Norse men to guarding the ship as you go to shore to grab supplies and set up camp. When the sky clears you return, noticing the distinct lack of your vessel. A Panic sets in until you see the Norse guard on shore talking to the water. As you approach you see under the smooth tidal wave a face of an old man, his eyes a vibrant blue. His smile widens as he sees you before seemingly becoming apart of the waves, you vessel nicely polished and painted with a greenish-blue lacquer seemingly leeps from the water after he is gone.

(-Battered boat, replace by… A Vessel?)

(-Leadership 1 finished, (4/50) for leadership 2 (+10))

Location: Purple Settlement (3988)

>Brother Lulach mac Cormaic

1/2. You spend your time along side Aodh, helping him work the cross into a fine centerpiece for the New Monastery. (Completed - CoW)

3. With the land clear a wall of timber begins to be erected for the first of many buildings. More timber would be needed and eventually it would need to be replaced with stone, if that is we wanted it to last longer than a few life times. (Progress (47/200))

>Ryan MacDiadh

1. While barrels in the like are nye impossible to get, the abundance of furs and leather being produced allows for the people to begin fastening water pouches together to allow for long journeys. (Water is no longer a problem unless in a very dry region)

2. You and your warriors work together and soon find that swords are probably your best bet, not only are they relatively easy to wield when compared to other weapons. You can actually get on… (A dull short sword is obtained)

>Aodh Mac Domhnall

1/2. You spend more time this week then ever on the cross and the small wooden shelter being put up around it, your new companions helping you as they work on the larger monastery around it. (CoW progress - (12/40) - Completed with the help of Brother Cormaic)

>Fraigh macDiadh

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c63b39 No.25594

>>25593

>Dara Mag Uiginn

1.Do to the abundance of the natural food in the surrounding camps finding someone willing to share there pot for a conversation or an odd job isn't a hard task. Soon enough you've found a number of friends among the camping settlers.

2. Skippy is an odd one, he started following you hours before the storm started and clung the boughs of the ship and you stayed afloat through the storm. As you polish your vessel you get to work trying to get Skippy to do some tricks. By the end of the day, she's looking like she was brand new, and skipyp is doing little twisting aerial dives every time you through a scrap of food into the air. (Skippy - Friendship Level 1 - (20/100))

Location: Green Settlement (3000)

Location: Blue Settlement (4990)

>Charles Idicus

1/2/3. Due to the nature of the new market here on the Island, finding anyone willing to part with there horse was near impossible. Luckilly You were able to find someone willing to trade you a pair of oxen, in healthy shape, for some of the misc. items you and you friends had acquired. (+2 Oxen) It didn't take long to find a few hounds, though the one found had little to no training, it would take some time to get them to properly be able to guard or hunt.

4. Finding a Passage across the Waterways here wasn't hard many ship owners were desperate in trying to find work. You were even able to find a young man, who had just inherited his father's ship and was more than willing to permanently join your group. (+Sailor, +Fishing Boat)

>Jacques de Corbin

1. Honononononon, you stand above your latest kill. A boar twice as big as anything in France. Starting a fire you begin a roast, there is no way you could carry this back to the settlement.

2. After you feast you head back to the camp, in the far corner of the town, where trees are still everywhere, you begin crafting a small kiln. While it takes a few days the boar meat tided you over. (A crude Kiln stands ready for firing)

Location: Normans

>Stanley, Earl of of Kent

1/2. Your rousing speech seems to have kicked them into gear. They begin breaking down the ship for materials and buildings lodgins for themselves and the men. You pikemen have begun helping them do so, by your order, and you and your crossbowmen have continued your rounds through the forest clearing out the dangerous elements, sans that beast. The Fortune in pelts would already buy a man a large farm back in France and you've never eaten so much meat in your life but for now things seem to being going quite well (Situation Resolution - 88/100)

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c63b39 No.25597

Dice rollRolled 16, 4 = 20 (2d20)

>>25593

>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)

+2 priests and a Old Devote warrior

>Traits: (Earned by Playing)

>Location: Purple wilds

1,2. Darned Alligator! Send the priest back and check our supplies. Lets travel for as long can until we have a little over enough supplies for a round trip. Examine the plants and animals while we are at it.

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c63b39 No.25598

Dice rollRolled 68, 82 = 150 (2d100)

>Character Name:

Jacques de Corbin

>Character Nationality:

Frankish

>Fluff:

Jacques is a games man who has found himself drawn to the raw wilderness of the Isle. Whilst the legends of magic also held their appeal Jacques interpreted them more as a primal sort of existence closer to the land and becoming more fully connected with nature.

>Inventory: An old Yew Bow, a old skinning knife

>Companions:

Dog "Bruceau": level 1 "hunter"

>Traits: (Earned by Playing)

1. Preserve the hide of the mighty boar I slew/ate.

2. Barter the hide for grain back in town.

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c63b39 No.25600

Dice rollRolled 27, 44 = 71 (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]

[Rope]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: [Leadership I]

Location: The Normans

——

Actions

——-

1. Now that Zuria apparently has a better ship, she decides to head to the nearest large island available to actually explore what this place has to offer. [Sail]

2. Once the force lands, Zura heads inland with it. [Head inland?: Leadership +5?]

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c63b39 No.25602

Dice rollRolled 83, 14, 71 = 168 (3d100)

>>25593

>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

Danish Monk: Friendship

>Traits:

>Location: Blue settlement

>Buildings:

Center of Worship

Monastery [47/200]

1-2) Gather some supplies and ask Aodh to help me explore the wilderness

3-Brother Samuel and Danish monk) I'm sure you've understood by now what your role's gonna be for a few weeks. Keep building that monastery.

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c63b39 No.25604

Dice rollRolled 49, 6 = 55 (2d100)

>Character Name: Aodh Mac Domhnall

>Character Nationality: Papar

>Location: Purple Settlement

>Fluff:

Aodh came in with a storm, like so many others, speaking an accented Irish Gaelic, and has picked up a bit of Norse from the various Scandanavians that ended up in the settlement as well. Keeping a bit to himself as he finds the Norse ways strange but intriguing, the others have given the man some privacy - after all they are strangers in this land as well. As such, Aodh lives slightly apart from the rest of theh settlement, but shows up willing and eager to work on most tasks.

Aodh carries with him a bow, a bit ornate and of unusual design; when asked he said it was his grandfather's. He has shown good skill in hitting birds in flight and other game with it, and is able to make his own arrows.

Aodh is a Christian, and wears on him a small bronze celtic cross on a cord around his neck, and has erected a larger cross on the edge of the settlement, praying there in his native tongue on occassion.

Beyond that, Aodh sees much and says little, seeking to learn more Norse - his green eyes did light up when he saw Norse Runes, and has spent much time trying to learn them - in between helping hunt for food and build shelter.

>Inventory: The Bow of Gladryl (draws magic from the surrounding air to create ammo)

>Companions:

>Traits:

Linguist: No more language barriers between Aodh and Settlers

??? - your unnatural birth but a great strain on your body (Crit fails include the numbers 2 and 3)

(Hunter - +5 to hunting related actions 1/20)

(Center of Worship Completed)

1: Hunt, we shall need foodstuffs for the expedition.

2: Seek to recruit some others, preferably Christians, to assist with this exploration.

>>25602

Aodh nods, listening as Lulach explained his plans. "Yes, it should be enlightening to see how things fare on this island. I shall hunt for game now, and seek others to join us as well, yes."

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c63b39 No.25605

Dice rollRolled 9, 75 = 84 (2d100)

>>25597

Woops 2d100

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c63b39 No.25607

Dice rollRolled 66, 95 = 161 (2d100)

>>25593

>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

>Companions:

People: Level 1 Company (Size: 18 peasant)

Adventurers: Level 1 company (Size: 4 warriors)

>Traits: (Earned by Playing)

1&2. Bring the warriors with me and explore a bit deeper into the island and try and find a good place to settle.

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c63b39 No.25608

Dice rollRolled 7, 51 = 58 (2d100)

>>25594

>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

>Companions:

Skippy, the SeaGull (he likes your boat)

Friendship Level 1 - (20/100)

>Traits: (Earned by Playing)

>Location: The wild

1. Now that I'm not in any danger of dying, I can think about where to go next. The world is my oyster, after all! The sensible move would be to make my way to the closest settlement, and look for work there.

2. On my way, though, I'll do what I came here to do: Have adventures! I imagine a weather-beaten young man in a finely-crafted boat with a seagull companion is a sight one doesn't see every day. If I see another vessel, I'll get their attention, and see if they need anything done. Hopefully I don't run into pirates, but if I do, they'll be sorely disappointed. I don't have jackshit on me!

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c63b39 No.25610

Dice rollRolled 40, 99 = 139 (2d100)

>>25594

>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: 200 Pikemen, 80 Crossbowmen)

Settlers: Level 1 people (40 peasants)

>Traits:

>Situation: Beseiged - The Forces of Nature batter your people, the beasts from the Mountains and the stormy seas have you trapped in these lands (You can not move freely, -30 to any rolls in which you try and do so.)

1-2. One last challenger remains before we clear out this, the beast. And how best to hunt it.

I won't have my men be sent out as prey. Instead, we'll need to set up a trap. An ambush. Lure it to a fight on our terms. First however, we'll need to kill off the last of its food supply and these damned monsters 88/100

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c63b39 No.25616

File: 1458529328289.jpg (64.39 KB,500x682,250:341,archer.jpg)

Dice rollRolled 62, 49 = 111 (2d100)

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak

>Companions:

>Traits:

1&2) Head into the woods, be it monster or animal, I shall be prepared to slay it. Animals are always worth quite a bit, for the food and pelts they offer. Monsters perhaps even more so, depending on their nature. There could be any manner of hidden temple or town as well.

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c63b39 No.25623

Dice rollRolled 56, 11 = 67 (2d100)

>>25416

>>25453

>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 (3 Axe Warriors)

+Sailor, +Fishing Boat

>Traits: (Earned by Playing)

1.The party loads up on the boat and heads for the purple settlement

2.Charles personally undertakes training the dogs while the party is in transit.

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c63b39 No.25651

Dice rollRolled 92, 2, 42, 52 = 188 (4d100)

1 - Ah, the Isles. Hibernia to some, Hybrasil to others, Tir Tairngire to the MacDiadh elders. A place of myth and magic, perfect for a man to become legend.The first thing that comes to Fraigh's mind as he lands on the shore of this hallowed place, however, is that he forgot his spear and shield at home. This is a proper travesty! He must acquire a new spear and shield at once, no warrior is complete without his signature weapons.

2/3 - Three warriors is a paltry showing for any good warband, let alone a proper fianna! The good people of this land are few in number, and have a great many tasks ahead of them, but surely some bold men (or women, if really necessary) from Ulster would love to raise banners for the promise of a new land, and a new Irish kingdom!

4 - Lead the fianna around the borders of the settlement in a customary exploration of the Island. Fraigh is entrusted with the safety of Cnoc Diadh, after all, and he intends to perform admirably. Only when one's house is secure can one leave it, after all.

>>25403

>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:

>Companions:

The Tuatha de Macha - level 1 Company (Size: 3 warriors)

>Traits: (Earned by Playing)

>Location: Purple settlement

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c63b39 No.25660

Dice rollRolled 16, 66, 4, 25 = 111 (4d100)

>>25403

>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:

1-2; Spar with other soldiers and increase my skill, fighting against real soldiers

3-4; Prove myself as an exceptional fighter and kill most of the rest of the monsters and food supply

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c63b39 No.25732

Update # 5 (Population Update)

Location: The Wilds

>Devanichi Lossivel - (Near Purple - East)

(9)/(75) - As you Head back into the Marshy lowlands thing seem to be going your way, that is until one of the priests is stricken by fever a large black rash spreading across his torso. A few of your servants leave you to take him back to town. The next few days go without a hitch and soon your makeshift pack, emptied of supplies are filled with a variety of herbs, furs, and nicer things. (Lost a Priest, your packs are full of goods, mostly valuable herbs and stones(4 packs of goods)) Other than the Alligator the marshes seem similar to those in england, although the blooming flowers you are unfamiliar with haa certain beauty you never witnessed in your brief time there.

>Zuria Yñigo - (Under the Sea???)

(27) You set sail in your assumably better ship for your final stop, one of the larger islands within the change. As you get out to sea a problem becomes glaringly apparent, you're sinking… Looking about the ship you try and find what is wrong, that is until you look over board. Looking up from the water is the wrinkled old face of whatever thing presented you with this ship. A piercing scream rings through you as you see one you your Norsemen dragged overboard of the ship’s side now only inches above the waves. The last thing you remember is the scaled wet hands of something closing around your neck.

(44) When you awake the sky is noticeably darker, underneath you wet sands part as you stand, your men around you on what you can only guess is some beach. Turning you scream and fall to your knees. A beast not unlike a man with the teeth of a shark stares down at you… one of your men grab you and they begin to run as fast as they can away from the creature. (Well that could have gone better)

>Ryan MacDiadh (North-West of Purple)

(66)/(95) - with supplies prepared by the peasants you and your warriors head into the forest with enough supplies for weeks if not a couple months. Much of that first week is exploring the plantlife and animals of the inner Island. To you east was some lowlands turned marshes that you decide to avoid and head deeper inland. After nearly two week you come to the edge of a deep gorge, most likely were all that lowland water ends up. The lake at the bottom of the gorge is teeming with life, you even saw what looked like a small whale surface in your days of observing it. (Along the way you pick up 3 packs full of herbs and other natural treasures that would go for a good price in the market or be used for something)

>James Godwinson (Near the Purple Settlement)

(62)/(49) - You head deep into the forest looking for your fortune to come walking past, The lands team with more life than even the King’s forest. Within a week in this wood’s you’ve bagged enough meat to feed you solely, and yet it didn’t need to berries, nuts, and fruits hang from every bush. (+2 bundles of furs) - (Hunt for a Beast of Power 1/100)

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c63b39 No.25733

>>25732

Location: Purple Settlement (4048)

>Brother Lulach mac Cormaic

(83)/(14) - You cure the hide Aodh brings you and work it into pouches for water, with that covered you set about getting a few wooden bowls and a pot. Bye the time you two are ready to go you have yet to get your hands on any food, luckily Aodh has prepared quite a bit of meat that you will be able survive on. (Access to water and very basic cooking utensils)

(71) With the first building, a mess hall acting as the church when food isn’t being served man of the faithful return to their fields, those monks and priests begin planting their own food in all the land they cleared for timber. (60/200)

>Aodh Mac Domhnall

(49) In preparation of your exploration with Brother Cormaic, you head into the surrounding forest and bag enough meat to dry and eat for a few weeks in the dense inland forests. Drying and salting the meat takes most of your time this week cutting into your recruitment time. (Food supplies are taken care of, meat wise)

(6) With much of the Devote sowing their fields and the monks working the land at the monastery you were unable to find any that would go with you into the wilds.

>Fraigh macDiadh

(92) The Storms had left you rattled and as none of your men were proper sailors much was lost, it is however a good day when you find an old blacksmith from ulster having taken up shop here. Do to the lack of materials good metal is hard to come by but before long a long spear and wooden shield adorn your shoulders. (+Shield and spear, +Ulster Blacksmith: Friendship)

(2)/(42) You wait at the shore awaiting your fellow's arrival but none seem to come, be it that they abandoned the cause or were swallowed by the sea you would not be able to find out for some time. It isn’t until nearly 2 weeks since being here are you able to pull yourself up and get a few new warriors (+Depression: Until a 85+ (raw), -5 to all rolls, +1 Warrior)

(52) With the camps slowly becoming wooden huts and the forest slowly being put at bay replaced by farms you get a sense of the size of the going city. The Southern Lands marked by the beginnings of the Christian monastery and the east and Northern ends being farm lands, while in the center a market of sorts has sprung up.

>Dara Mag Uiginn

(68)/(53) - Do to the abundance of ships do to the recent immigration not many people are looking for new ones built, yet. Though you do find a number of customers who want you to repair the current ships. Seeing as that isn’t much a problem you spend a few weeks repairing the ships of those that need it, by the end of it you have a pack of trade goods worth a small (Bolts of Cloth and alcohol along with a few cheap pieces of jewelry make up the majority of your wealth now)

>Charles Idicus

(56) Setting sail it would be a few days travel to the purple settlement, along the way you get to training your new hound.

(11) It is barely a pup so you would have time however it moanful bails the second you hit the water not only stop you from not being able to accomplish anything. But it also serves to piss off your men….

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c63b39 No.25734

>>25733

Location: Green Settlement (3039)

Location: Blue Settlement (5140)

>Jacques de Corbin

(68) You spend much of the next few days outside the settlement curing the hiding and feasting with Bruceau.

(82) Once the hide is cured you head back into town and look for someone willing to trade it for some grain. Most of the grain right now is being stored for winter as people are planting as many crops as they can, one of the farmers is willing to part with a few sack full of wheat for such a magnificent hide. (+3 bags of grain)

Location: Normans (40) - (300 Army)

>Stanley, Earl of of Kent

(40)/(99) - You and your men Finally clear out the vast majority of the beasts that called this forest home, With them gone it’s time to slay the beast you found feasting on the corpses. Heading east you begin cooking up a plan. (Situation Resolved, New Situation: The Hunt for the Beast - (17/50) - It’s coming for us, every turn the beast moves against us)

>Bernadine "Bernard" Karling

(16)/(66) - Your spars show little promise, you grew up with a sword at hand but everyone had refused to teach you. These battle hardened men were to much a match your you, though you think you showed some promise in the end (Strength training 11/50)

(4)/(25) - Your failure during the hunt has gotten you noticed by the men, while your gender is not under question there laughs are not covered during the long nights of camping and cooking. Sadness was customary, but this was consuming, you simply couldn't hold back the tears like normal. (+Depression: Until a 85+ (raw) in rolled, -5 to all rolls)

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c63b39 No.25735

Dice rollRolled 2, 81 = 83 (2d100)

>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, 4 packs worth of goods

>Companions:

Servants: level 1 Company (Size: 5)

+1 Priest and a Old Devote warrior

>Traits: (Earned by Playing)

>Location: Purple east

1,2. Good haul men! Back to the settlement to sell and trade these for better things

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c63b39 No.25738

Dice rollRolled 48, 78 = 126 (2d100)

>>25734

>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:

1-2; B-big meanies…. I-I just have to get stronger quicker! I'll show them, I'll get super strong and then they'll have to respect me!

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c63b39 No.25743

Dice rollRolled 27, 80, 52, 40 = 199 (4d100)

1/2 - As with the usual rollercoaster of Fraigh's emotions, the warrior has fallen into another of his reclusive slumps. For the first time since he left Ireland, Fraigh begins to doubt himself. Had he really led the vanguard of Ireland's future, or just forced himself into self-imposed exile, a madman's quest for glory in an unglorious land? He heads out into the dense forests alone, trying to find the confidence he seems to have lost (and perhaps some hidden items of interest as well).

3/4 - When Fraigh has a better head on his shoulders, he returns to the camp to oversee an important development: the construction of a palisade wall to defend the colony. With newfound growth and prosperity will surely come fiends looking to plunder it, and all attention must be paid to defending this great new kingdom of Cnocdiadh.

>>25733

>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)

+Depression: -5 to all rolls until Fraigh gets an 85+ (natty)

>Location: Purple settlement

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c63b39 No.25744

File: 1458662878350.jpg (64.39 KB,500x682,250:341,archer.jpg)

Dice rollRolled 14, 43 = 57 (2d100)

>>25732

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak

>Companions:

>Traits:

1&2) Continue the search for a Beast of Power 1/100

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c63b39 No.25745

Dice rollRolled 37, 52 = 89 (2d100)

>>25416

>>25453

>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 (3 Axe Warriors)

+Sailor, +Fishing Boat

>Traits: (Earned by Playing)

Location:Purple settlement

1.Once they Arrive at the purple settlement The recruiting efforts start again.

2. This time however special attention is paid to the rumors. Looking for any hints at the best places to strike out and begin our explorations.

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c63b39 No.25757

Dice rollRolled 55, 99 = 154 (2d100)

>>25734

>Character Name:

Jacques de Corbin

>Character Nationality:

Frankish

>Fluff:

Jacques is a games man who has found himself drawn to the raw wilderness of the Isle. Whilst the legends of magic also held their appeal Jacques interpreted them more as a primal sort of existence closer to the land and becoming more fully connected with nature.

>Inventory:

An old Yew Bow, a(n) old skinning knife, 2 Bags of Grain

>Companions:

Dog "Bruceau": level 1 "hunter"

>Traits: (Earned by Playing)

1. Fell some wood near the kiln; I need someplace to call my own.

2. Cook some fine baguettes in the kiln with one of the bags of grain.

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c63b39 No.25758

File: 1458681787618.jpg (90.85 KB,600x432,25:18,OldeCarpentre.jpg)

Dice rollRolled 58, 24 = 82 (2d100)

>>25733

>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

1/2. Perhaps I can find whoever's in charge at this settlement, and convince him to have me on in a more permanent capacity. I could probably use my skills as a shipwright to do other carpentry jobs on the island, or even instruct a small fleet of maintenance workers.

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c63b39 No.25768

Dice rollRolled 33, 58 = 91 (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]

[Rope]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: [Leadership I]

Location: The Normans

—–

Actions

——

1. Zuria tries to rally the men together and get her bearings. {Gather the men; check the supplies.} {+5}

2. After that, Zuria tries to explore a bit to figure out where she is, precisely. {Explore}

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c63b39 No.25847

File: 1458810820082.jpg (50.92 KB,550x495,10:9,1017802.jpg)

Dice rollRolled 64, 1 = 65 (2d100)

>>25734

>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: 200 Pikemen, 80 Crossbowmen)

Settlers: Level 1 people (40 peasants)

>Traits:

>Situation: Beseiged - RESOLVED

>Situation: The Beast 17/50

1. Ready the dogs. We've got a beast to hunt. We'll keep it on its toes, make sure it doesn't get a moments rest, tire it out then kill it. 17/50

2. These locals, I've seen them fight and I am not impressed.

I'll need to get to work turing them into proper soldiers

>Improve [Drill] training

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c63b39 No.25878

Dice rollRolled 93, 19 = 112 (2d100)

>>25733

1. Begin final preparations for the journey, any missing supplies we'd need.

2. Scout some approximate routes away from the settlement and inland. Be back in time for Lulach to want to depart.

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c63b39 No.25896

Dice rollRolled 62, 18, 53 = 133 (3d100)

>>25733

>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

Danish Monk: Friendship

>Traits:

>Location: Blue settlement

>Buildings:

Center of Worship

Monastery [60/200]

>Exploration trip:

Access to water and very basic cooking utensils

1-2) Meet with Aodh and Samuel and begin our magical adventure

3-Danish monk) Hey, do you want to come with us? Yes? Well too bad, keep building that monastery you lazy bum.

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c63b39 No.25899

Update # 6

Location: The Wilds

>Devanichi Lossivel - (Near Purple - East)

(2)/(81) - You spend close to a week wandering through the marshes back toward the settlement. However it quickly becomes apparent that you nor your two companions know the way back and you may have just gotten yourself even more lost within the maze like wilderness. Slowly sickness begins to spread throughout and with supplies dwindling you had to resort to eating some of the herbs you had foraged. By the time you finally found the Purple settlement the Old warrior was beyond recovery his stained red hands sparkled a bright red after his latest coughing spree… (+Sickness - Level 1 You are sick, for every action you take without curing it you will get a compounding -1 to rolls) Now that you were back to the civilization you hand two of the bags over to the priest and begin looking for your Servants, soon enough the herbs are sold and you supplies restocked. (+Enough Supplies to entice more members (+20 to next recruit roll) (Count: 2)

>Zuria Yñigo - (Sea - Cave)

(33)/(58) A Panic has set in among the men, the dim light that barely allows for sight has set them on edge and you are not much better, your leadership “training” over the last weeks however seems to have pulled through. Your ship rest in the sand near bye half sunken into the sand the odd green hue the wood had taken on now gone. The oxen seems to be walking into the darkness and you convince the men to follow the beast, soon your hands is trailing across the damps walls of a cave, you’re in a Cave! How you got here is a mystery though. (no supplies are missing)

>Ryan MacDiadh (North-West of Purple)

>James Godwinson (Near the Purple Settlement)

(14)(43) - You spend most of you time in the forest failing to track the beasts of the forest. Even the regular animals in this forest are quicker than anything in england. The cool spring winds and rain took some time out of your schedule as you turned your furs into a cloak to keep you warm and mask your scent. When the rain stops you get back to tracking the beast… it’s track nowhere to be found it takes you a few days before you find them again. (Progress: 13/100)

>Brother Lulach mac Cormaic (North of the Purple settlement)

(62)/(18) - And so it begins you head North, rumors of a range of mountains being your only hint on what waits for you in the future. (Both You and Aodh are moved outside the settlement)

(53) He wasn’t please with your statement (62/200)

>Aodh Mac Domhnall (North of the Purple settlement)

(93) You collect the finish cloaks and other goods that you had prepared, the three packs loaded down with enough supplies to last the entire Spring and Summer, that is if you could find forage. With all that you had prepare your exploration would be like smooth sailing. (For both you and Brother Lulac, +10 to all exploration rolls until Round 10)

(19) Unfortunately you were so busy saying goodbye and preparing that you would have to just wing it on your explorations destination.

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c63b39 No.25900

>>25899

Location: Purple Settlement (4048)

>Fraigh macDiadh

(27)(80) You head into the forest to clear your head and collect yourself, you had come here to accomplish great thing, but had you truly come here to run from the responsibility you had back home. Sadness envelopes you but slowly as the moon rising and the stars begin to shine you come to terms with what you left behind, standing you begin wandering back in the direction of the Settlement. It takes you until nearly sunrise when you see the makeshift houses and budding fields that is the growing settlement. Looking across the field of awakening people framed by the rising sun you see a creature its long purple feathers blending in with the shades of the morning sky, twisting it seems to disappear into the morning light.

(52)(40) With a nights rest you begin to find your way into the budding community, while many of the people here were of Irish descent nearly half were a mixture of the other cultures present in the british isles. Decidedly you focus on those that share your native tongue and begin proposing that a city wall would be a great boon to the cities development many are not looking forward to the labor. A quarry on the other hand… (+City Leader 13/200) (+ Quarry 10/100 - I recommend working with the priests in the area they may be of use in helping this go by quicker) (+ Wall 0/150)

>Dara Mag Uiginn

(58)/(24) - Few people could really call themselves leaders here in the settlement however you are able to find yourself a client, while only semi-permanent, an Old Norse Warrior has traded in a large portion of his wealth and purchased a large amount of the raw timber being produced. He want to create a trade caravan that could serve as transport and trade between the three settlements, It would take months to complete all the ships he needs alone but he would pay well and be a good connection to have (Progress: 0/600 - Building trade fleet, rewards are periodic not just on completion)

>Charles Idicus

(37) Upon arriving to the settlement you begin to tell the people about your brief time in the blue colony not but a few days travel from here. The information is gobbled up and soon you have a number of new recruits who join you. (+4 Warriors)

(52) You notice on your travels here that this settlements home islands was far larger than that which you briefly called home. It may take someone years to explore that small island but it would take centuries for this one. The only known really interesting spots were the Mountains to the North-east and a few settlers who got here from the the Northern largest Island. They said that whatever it is that permeates through the creatures here on the islands is nearly tangible there, it was honestly uncomfortable.

Location: Green Settlement (3039)

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c63b39 No.25901

>>25900

Location: Blue Settlement (5140)

>Jacques de Corbin

(55) You spend much of the next few weeks foresting yourself and area a short journey from the Settlement. In the clearing the Fallen timbers lay stack there limbs keeping you kiln warm through these rainy days. The timber could be processed into lumber and soon you would have yourself a cozy little cottage. (Sizeable Clearing 7/20)

(99) Whenever you aren’t working you are cooking, a passion of yours since coming to the island. Grinding the grain and painstakingly hand-crafting the dough making that crisp bread all the sweeter. As you work slows down one day you notice something in your kiln near the bread. Worried that some animal may have wandered in and died you go over and see what seems to be some tiny ill proportioned human/animal hybrid munching away on our food. Intrigued you tried and inspect the creature but before you get to close it eyes comically widen as it stares at you before seemingly becoming one with the air. (+Discovery: Sprite - what it is or what it can do are unknown - also lots of delicious baguettes from one of your bags)

Location: Normans (40) - (300 Army)

>Stanley, Earl of of Kent

(64) The hunt for the beast goes fruitfully, you seem to have found it’s lair. It would take some time to engage but soon the men would have it’s grotesque head on a spike. (Progress: 31/50)

(1) A horrible tragedy really, absolutely horrible… that night after a long day of training the screams of your men are heard in your tent as you walk outside horror grips you, the beast from before seems to have found friends. There slow movements are deliberate as the massacre your sleeping men. Taking a nearby torch you charge at the beast, it teeth dripping with the flesh of presumably your men. The flaming torch sears the beasts skin on contact before it lunges for you, the horns of retreat are sounded and you along with your men run for the hills. (Situation evolved: The Beasts Progress (31/150)) ( 34 Pikemen and 18 Crossbowmen were found dead)

>Bernadine "Bernard" Karling

(48)/(78) - Depression bred determination, while you spend most of your nights in the exploratory mission, alone and cold you coped. You worked hard and as the days turned to weeks your body began to show change. Your muscles becoming bulkier and you stamina is far increased compared to the old days in France. (31/50 Training Complete)

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c63b39 No.25902

Dice rollRolled 98, 36 + 20 = 154 (2d100)

>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, 4 packs worth of goods

>Companions:

Servants: level 1 Company (Size: 5)

+1 Priest and a Old Devote warrior

>Traits: (Earned by Playing)

>Location: Purple settlement

+Sickness - Level 1

(+20 to next recruit roll) (Count: 2)

1. Blast this sickness. Come men let us find a doctor to heal up.

2. (If roll one was a success this is a recruit roll, if roll one was a failure apply this to it.)

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c63b39 No.25904

Dice rollRolled 27, 2, 28, 28 = 85 (4d100)

>>25899

>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, 3 packs of natural treasures and herbs.

>Companions:

People: Level 1 Company (Size: 18 peasant)

Adventurers: Level 1 company (Size: 4 warriors)

>Traits: (Earned by Playing)

{Turn and make up turn}

1&2. Have the peasants begin setting up homes.

3&4. Get a good account of the 3 packs that I picked up on the way and see what they could possibly be used for.

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c63b39 No.25925

Dice rollRolled 98, 20 = 118 (2d100)

>>25899

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak

>Companions:

>Traits:

1&2) Continue the search for a Beast of Power 13/100

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c63b39 No.25927

Dice rollRolled 8, 35 = 43 (2d100)

>>25901

>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:

1-2; Continue my training! Surely hard work and determination will get me out of this funk, like my mother alwa- o-oh, mother.. No! I must continue on my path! Hyah! Yah! Hyyyraaaaauuh!

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c63b39 No.25934

File: 1458950821398.jpg (33.15 KB,256x480,8:15,blogger-image-1939133625.jpg)

Dice rollRolled 48, 97 = 145 (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]

[Rope]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: [Leadership I]

Location: (Sea - Cave)

—–

Actions

1. Zuria brings some torches and heads into the cave with the men. She secures a spare sword that one of her troupe has. [Secure a sword/torches]

2. After that Zuria heads into the cavern, slowly. She expects trouble, and keeps the men in ranks. [+5]

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c63b39 No.25941

File: 1458958770590-0.jpg (34.88 KB,640x414,320:207,Cog.jpg)

File: 1458958770626-1.jpg (25.29 KB,375x500,3:4,GokstadBow2.jpg)

Dice rollRolled 90, 56 = 146 (2d100)

>>25900

>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

1/2. This is the kind of thing that I love. Big projects mean big fun. The ships should be clinker-built, so that they can twist from bow to stern, making navigating the rough waters easier, and to decrease displacement without sacrificing stability. These beauties will cut through the waves like ploughs through soft earth. I'll see how far I can get alone, working all day, every day. If I can't cut it myself, I can go out to look for more people, but for now, it's all me. According to the warrior's preference, the vessels could more closely resemble the longships of his homeland, being more aquadynamic, while sacrificing a small amount of carrying capacity, or could be larger, bulkier vessels. These would be slower, but could carry more than the longships.

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c63b39 No.25942

Dice rollRolled 57, 39 = 96 (2d100)

>>25899

+10 to all exploration rolls until Round 10

1. Begin exploring and scouting ahead of the main group, but not too far - just to advise of any pitfalls or anything interested I spotted.

2. Forage and hunt along the way. Fresh supplies are nice and make the packed ones last longer.

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c63b39 No.25953

Dice rollRolled 47, 33, 87 = 167 (3d100)

>>25899

>>25942

>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

Danish Monk: Friendship

>Traits:

>Location: north of Blue settlement

>Buildings:

Center of Worship

Monastery [62/200]

>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) I keep my eyes peeled for anything strange or unusual and I discuss theology with Aodh when he's not busy scouting ahead

3-Dansih monk) I bet that lazy bum has already stopped building the monastery and went back to converting the locals. What a lazy bum.

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c63b39 No.25956

File: 1458994632291.jpg (119.43 KB,640x480,4:3,fort_vancouver_palisade_ba….jpg)

Dice rollRolled 51, 72 = 123 (2d100)

>>25899

>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 (40 peasants)

>Traits:

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

1-2. This was not an acceptable development. We were wholly unprepared for the beast to attack us at night.

We thought it a mindless beast that would follow instinct. Yet we were wrong and it knew of our camp and attacked us at night.

GET SOME BARRICADES UP

>Cut down some logs and start building walls

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c63b39 No.25967

Dice rollRolled 66, 95 = 161 (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 (7 Axe Warriors)

+Sailor, +Fishing Boat

>Traits: (Earned by Playing)

Location:Purple Settlement

1. Continue recruitment of warriors.

2. We need specialists as well. Seek out some extra hires. Preferably scouts/explorers.

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c63b39 No.26037

Dice rollRolled 54, 55 = 109 (2d100)

1 - A quarry, of course. These virgin lands must be burgeoning with new ores and stones worth using, certainly enough for our construction needs. Rallying the priests and their faithful behind him with speeches of valiance, protection and duty to one's people and this new kingdom, Fraigh leads the civilians of the settlement in an extensive quarrying project to mine enough ore for the village walls and buildings.

2 - In a stray moment of free time, Fraigh seeks the strange, purple-hewed creature in the fields once more.

>>25899

>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)

+Depression: -5 to all rolls until Fraigh gets an 85+ (natty)

>Location: Purple settlement

>City Leader 13/200

>Quarry 10/100

>Wall 0/150

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c63b39 No.26221

Update # 7

Location: The Wilds

>Zuria Yñigo - (Sea - Cave)

(48) - None of the soldiers seem to be willing to part with there blade or axe. Heading to the boat you grab some spare timber and tashion a quick torch. If you wanted to stay safe you would need to see what was ahead of you.

(“102”) - You and your men head inwards away from the lapping of water on the underground shore. It takes what you can only guess to be nearly an entire day before the long twisting halls of the cavern see any change, the lack of slippery moss and fungus over the walls seem to indicate you are nearing the surface when a screech is heard. A number of short humanoid creatures with the dull grey eyes of a fish and the teeth of menacing shark are charging up from the tunnels. Running alongside your men a light is seen up ahead. As you try to get there the fish catch up and battle ensues. There sharp teeth bite into flesh and your men hack them to pieces, your torch is put to good use beating off those that slip through the wall of iron. In what was probably ten minutes you and your men stand in the hall surrounded by the corpses of the fish people. You make your way up and out of the cave, and the sun blinds you… to your left and right long stretches of sandy beach sink into the horizon. It a near 40 foot drop from the cave entrance to the beach, but you and your men begin charging down it when you see something at the shore’s edge. The Old man, your ship next to him smiles and waves as you near he sinks into the sea foam and a thundering laugh begins to play across the sky seemingly summoning a storm from the clouds above. When you get to the ship a small sack lays in the water, whatever is inside of it is a mystery (What is inside is already determined, you can abandon whatever it is or roll for info)

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(27)/(2) - Work doesn’t go as planned as soon after your arrival to the lake a storm begins to brew on the horizon, as your people began to fell the first trees for shelter they began to get soaked as the storm thundered over. Across the lake an enormous bolt of lightning strikes down and under a hodgepodge shelter you and your people shelter, praying to whatever deity they had. When you awoke the next morning the rain had calm to a steady shower. Four of your peasants were missing and a number of them were beginning to feel ill. It isn’t until you walk outside that you notice the biggest problem. By some miracle you’re alive however the surrounding area was covered in an enormous mudslide last night. The lake side would need to be cleaned if settling here was still what you wanted to do. (-4 Peasants, +Situation: Ruined Countryside - Progress(0/100))

(28)/(28) - With your people either coughing inside shelter of exploring there soaking surroundings. Taking out the sacks you begin rummaging through the random things you found on your way here. For the most part all of it is useless in your current situation, the few medicinal herbs are quickly mixed and given to the sick. One thing sticks out though, a small pair of pure white stones. One of the younger peasants had found them together at the bottom of a riverbed. They give off a weird aura, maybe once the situation was solved you could investigated (+Odd pair of white stones, -3 packs)

>James Godwinson (Near the Purple Settlement)

(90)/(20) - The beginning of the week shows great promise, the signs begin to show more clearly and soon enough you have it’s trail. The stail prints of a massive beast walking to the east,adrenaline fills you and you begin you steady run through the forest. As you leap across a large stream you stumble and a feeling of sad panic fills you. Thunder booms across the sky and lightning streaks across the clouds behind you. You try and make as much progress as possible before you settle in and keep dry and the storm rages above. When you wake up much of the more obvious tale is lost, the sprinkling of water continuing the wash it away. (Progress: 39/100)

>Brother Lulach mac Cormaic (Wilds - SE Island)

(57)/(43) - For the most part the trip is relatively normal, much of the fauna is similar to what was at the settlement, though as days turn to weeks and you venture further the Forested terrain turns to rolling hills and the Large Mountains become visible in the distance. At the edge of the forest you collect a number of edible plants as this new area is foreign to you both, while searching you come across an odd ferret like creature whose rust red fur is quite beautiful, that is before an enormous Hawk swoops down and tears the beast from the ground. The large hawks and other birds seem to dominate the enormous oaks that are scattered across the plains.

(87) You say that yet work has continued though some of the art being worked into the walls are distinctly more Danish than originally planned. (Progress: (87/200)

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c63b39 No.26222

>>26221

>Aodh Mac Domhnall (Wilds - SE Island)

(67)/(49) Your journey is long one and stretching your supplies would not be an easy task, you keep your eyes peeled for found and dangerous situations to avoid. During your nearly month long journey you had a fairly relaxing time discussing theology with Lulach. The Forests are peaceful and other than the occasional viper, which is quickly avoided do you run into dangerous animals. It isn’t until nearly two weeks have passed when the more dangerous nature begins to surface, for the most part the the only real danger to the party was a wild boar you found, nearly possessed by it’s own anger it nearly gored Lulach before your arrows pierced it’s hide. Whatever made it so was best avoided so you two continued to move on.

Location: Purple Settlement (4048)

>Devanichi Lossivel (don’t forget the warrior died)

(97) - A quick trip into the town market has you finding a number of peddlers selling a variety of medicines. A number of them remind you of the home remedies you saw the servant use, asking them you have a few of the “approved” medicine in hand hours later. Downing them with a hot soup and plenty of sleep you seem to have gotten over whatever sickness was beginning to form inside you. (Sickness is cured before it sets in)

(55) - With you sickness cured you head into town once more to find people willing to join you, most of the peasants having settled in recruiting is becoming increasingly harder to accomplish. However down on the beach a few ships arrive every day and soon enough you find one full of just what you were looking for (+English Warriors: Level 1 Company Size: 3)

>Fraigh macDiadh

(54) It seems the head priests have headed into the forest leaving the faithful to work on the Monastery alone, these gives you ample room to squeeze out some of their workforce to help you begin the quarry (Progress: 27/100)

(55) when you aren’t digging you search for the mysterious purple hued creature, you notice a few other people searching for it as well. It seems to be why many of the People are referring to this place as the “purple” settlement. You see it in the quiet mornings as the sun rises its feather seemingly apart of the horizon the only distinction of its existence is the black orbs you can only assume are its eyes. You can not tell due the ethereal form of the bird, but you can only guess that it is of an enormous size.

>Dara Mag Uiginn

(90)/(56) - With weeks of nigh endless work one of the ships is nearly complete, a few other ship wrights had been hired. They however were not long for the “shipyard” fired for how slow they were or simply because funding reasons the only one within the halls was you and the Old Warrior. He was captivated with your work and whenever he wasn’t training his sailors or procuring goods and lands for the new trade fleet he was talking with you as your work progressed along. (Progress (49/600))

>Charles Idicus

(66)/(95) - Recruitment slows as you look for more soldiers, many of them have already joined together or hired themselves out to another. It is however a fresh pool of scouts and explorers, other than a few not many want to go too deep into the forest so those wanting are sitting around until of course, you found them (+4 Axe Warriors, +19 Explorers/Scouts)

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c63b39 No.26223

>>26222

Location: Green Settlement (3039)

Location: Blue Settlement (5140)

>Jacques de Corbin

Location: Normans (40) - (300 Army)

>Stanley, Earl of of Kent

(51)/(72) - deciding that the beasts be left for later and that safety was of the utmost importance right now you and your men head back and begin to fortify the small lodgings the peasants have built. It takes the better part of 3 days to get the walls up in the direction of the beast home. It would take more time to finish the other side but for now, 1 front was better than 2. (Basic Wooden Walls (29/50))

>Bernadine "Bernard" Karling

(3)/(30) - Things only seem to get worse, not only did a number of your comrades die in battle but one of them was one of the few men here you actually talked with. A farm boy with a big heart even though many of the men shunned you, he helped you train and converse… You watched as one of the beasts torn him in half, his screams ringing through the air before the beast’s maw enveloped his head crushing it before it devoured his body. Huddled in camp as the Lord attempts to work through the situation, depression only sinks ever deeper into your body. (Depression II- requires a 90+ to get rid of, -7 to all rolls)

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c63b39 No.26231

Dice rollRolled 15, 38 = 53 (2d100)

>>26221

>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

>Companions:

People: Level 1 Company (Size: 14 peasant)

Adventurers: Level 1 company (Size: 4 warriors)

>Traits: (Earned by Playing)

+Situation: Ruined Countryside - Progress(0/100))

1. Let the sick rest and make sure they get better. Have the non sick look after them.

2. While they are resting check out the white stones.

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c63b39 No.26232

Dice rollRolled 93, 75 = 168 (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]

[Role]

[Barrels:2|Food/Water]

[Oxen:1]

Companions:

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

Traits: [Leadership I]

Location: (Sea - Cave)

—–

Actions

1. Zuria investigates the sack. [More info]

2. After that she rallies the men and continues the journey! She feels more confident this time, as the fish creatures weren't terribly difficult or threatening. [Continue sailing]

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c63b39 No.26239

File: 1459638496495.jpg (33.43 KB,442x333,442:333,images.jpg)

Dice rollRolled 100, 14 = 114 (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)

+Sailor, +Fishing Boat

>Traits: (Earned by Playing)

Location:Purple Settlement

1. Hmmmm Charles ponders his options as he reviews the large amount of new recruits. We have enough to set up our forward base now. Charles announces that today is their last day in the settlements before heading to the mainland to establish their camp. Richard is in a frenzy of recruitment for final batch of warriors.

2. Charles on the other hand once again searches for specialists. In particular builders, building supplies, and another boat.

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c63b39 No.26245

Dice rollRolled 49, 37 = 86 (2d100)

1/2 - Continue constructing the quarry. Ever the hands-on personality, Fraigh even spends a few hours mining and smoothing ores alongside the peasant laborers and lay immigrants, inspiring a sort of camaraderie with all "his" subjects.

>>26222

>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)

+Depression: -5 to all rolls until Fraigh gets an 85+ (natty)

>Location: Purple settlement

>City Leader 13/200

>Quarry 27/100

>Wall 0/150

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c63b39 No.26247

Dice rollRolled 28, 76 = 104 (2d100)

>>26222

>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 (49/600))

1. This is going too slowly. With all respect to my employer, perhaps we aren't looking in the right places. If his sailors are being trained in the vicinity, can they not also do some of the simpler, menial labor required for the construction of their vessels? I could oversee them, they're already being paid, and it's not like they're going anywhere anytime soon without their ships. We could pay them in promissory notes, with small percentages of future profits cut out for them. That way, they'd have an incentive not to leave since the work is too hard, and a motivation to bring in as much profit in the future as they possibly can. They'd only be available for those who stay on to project completion, of course. [Propose new labor plan to employer]

2. I don't want to get on my employer's bad side, so I'll just keep working. The frames are coming along nicely, and the timber is of good quality. I really feel like this could be a great thing. [Keep working]

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c63b39 No.26287

Dice rollRolled 73, 91 = 164 (2d100)

>>26222

>Character Name: Aodh Mac Domhnall

>Character Nationality: Papar

>Location: Purple Settlement

>Fluff:

Aodh came in with a storm, like so many others, speaking an accented Irish Gaelic, and has picked up a bit of Norse from the various Scandanavians that ended up in the settlement as well. Keeping a bit to himself as he finds the Norse ways strange but intriguing, the others have given the man some privacy - after all they are strangers in this land as well. As such, Aodh lives slightly apart from the rest of theh settlement, but shows up willing and eager to work on most tasks.

Aodh carries with him a bow, a bit ornate and of unusual design; when asked he said it was his grandfather's. He has shown good skill in hitting birds in flight and other game with it, and is able to make his own arrows.

Aodh is a Christian, and wears on him a small bronze celtic cross on a cord around his neck, and has erected a larger cross on the edge of the settlement, praying there in his native tongue on occasion.

Beyond that, Aodh sees much and says little, seeking to learn more Norse - his green eyes did light up when he saw Norse Runes, and has spent much time trying to learn them - in between helping hunt for food and build shelter.

>Inventory: The Bow of Gladryl (draws magic from the surrounding air to create ammo)

>Companions:

>Traits:

Linguist: No more language barriers between Aodh and Settlers

??? - your unnatural birth but a great strain on your body (Crit fails include the numbers 2 and 3)

(Hunter - +5 to hunting related actions 1/20)

(Center of Worship Completed)

+10 to all exploration rolls until Round 10

1: Many angry spirits. This can be troublesome. Keep scouting with the bow at the ready.

2: Continue to talk Theology with Lulach. He seems amiable to my way of thinking.

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c63b39 No.26289

Dice rollRolled 45, 53 + 20 = 118 (2d100)

>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, 4 packs worth of goods

>Companions:

Servants: level 1 Company (Size: 5)

+1 Priest

(+English Warriors: Level 1 Company Size: 3)

>Traits: (Earned by Playing)

>Location: Purple settlement

(+20 to next recruit roll) (Count: 1)

1. Excellent! No mere sickness stops a Lossivel. Gather more men and supplies, we have a land to explore(recruit men and get supplies for another trip)

2. Now inland, we shall travel(if we have all the supplies, if not this is another supply roll)

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c63b39 No.26290

Dice rollRolled 92, 98, 1 = 191 (3d100)

>>26221

>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

Danish Monk: Friendship

>Traits:

>Location: north of Blue settlement

>Buildings:

Center of Worship

Monastery [82/200]

>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) Keep walking, looking and talking

3-Danish monk) …¡MIENTRAS TANTO, EL MONACO DANÈS!

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c63b39 No.26294

File: 1459738675742.png (466.37 KB,1240x520,31:13,forsaken.001.001-leq5t33ew….png)

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c63b39 No.26317

Dice rollRolled 83, 8 = 91 (2d100)

>>26223

>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:

1-2; I-I hate it h-here, it's so cold and everyone's mean to me and there's evil monsters and people are dying all the time, I hate it here… I wish I were back home, in my nice, warm, cozy bed with no woes. I-I suppose it wouldn't be bad to married off to some other noble… N-No! I have to proof myself here and now! Continue training and helping around the camp, I'll show my worth to the rest and myself!

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c63b39 No.26321

Dice rollRolled 81, 88 = 169 (2d100)

>>26221

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak

>Companions:

>Traits:

1&2) Continue the search for a Beast of Power 39/100

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c63b39 No.26328

Dice rollRolled 54, 84 = 138 (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 (40 peasants)

>Traits:

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

>Basic Wooden Walls 29/50

1-2. Continue construction of the wooden walls! 29/50

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c63b39 No.26361

Update # 8

Location: The Wilds

>Zuria Yñigo - (Sea)

(93) you stare at the sack in suspicion, whatever the being was it seems to have saved you, tried to kill you, and now left you a gift. Throwing caution to the wind you begin to unwind the strings tying the sack. You are already far from shore when you get the intricate knot unraveling. Inside an ornate box carve what seems to be a solid piece of pale blue coral decorated with pearls and a silver clasp. Undoing the clasp you begin to open the ornate box, inside is what could only be describe of the mother of all pearls rests. Larger than any one man’s clenched fist you would need to hands to carry the thing. Reaching for it you quickly realize this isn’t a pearl, the soft and slick outer shell seems to hold the pearly liquid inside. One of your men suggests that it may be a potion, this is however quickly disproved when a small webbed hand pushes against the outer shell… You seem to have been given an Enormous egg, and whatever is inside seems to be nearly ready to leave. (+Ornate Box of the Sea, Enormous fish? egg)

(75) With the disconcerting swirl of the egg to look at, now safely put into the box, you begin a long journey to adventure. With so much packed into the last few day you spent much of your time sleeping as the men continue North-West. After what seemed weeks you have begun riding the shoreline of what seems to be the Western Continent. It seems an inhospitable place, being nearly devoid of greenery, from this distance at least.

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(15) The sickness spreads rampant through the people as there are confined to the not so dry hut. As the storm dissipates nearly every man and women is in different stages of illness. You and the more healthy individuals do everything you can to save those who you can. By the end of the weak the only ones left are you, three of your warriors, and a handful of the peasants. (Lose one warrior and 6 peasants)

(38) Whenever you aren’t nursing the sick you examine the odd white stones, as you watched your people in your frustration you flung one into a hard rock hoping its shattering would help you cope. Instead the stone remained wholly intact, when the men were once again healthy you set out to find more stone such sturdy would be useful for homes. After nearly three days of searching everywhere it seems the only thing that resembles the stone was it’s mirror stone. (these are most definitely unique (8/30))

>James Godwinson (Near the Purple Settlement)

(81)/(88) - After the rains a picking up the trail you quickly begin the chase once more. It take you no less than a week and if that time you are beginning to find some of the freshest tracks you could hope for. Within the Month you would have you beast and would become the talk of the town. (+Progress (84/100))

>Brother Lulach mac Cormaic (Wilds - SE Island)

(92)(98) (Check Aodh to read, Action 2) (Friendship achieved, +10 to progress when you have identical actions (this applies to things like the monastery, or situations) (+Meet a Satyr?) (Situation: Injured faun (112/100) - Complete) - The Faun, or whatever it is wake it’s bleeted cries whimpered out and it begins to sob. It takes some soft words in an ancient tongue to calm her and Aodh and the Faun begin to speak. (Faun speaks Hidden Language), it seems that here people call this mountain there home, A Roc came to the village a few days ago and in her attempt to flee he twisted her ankle and knocked herself unconscious. When she woke you have fixed her up. (Location of the village is known, +faun Companion to Aodh, he is an adult)

Back at the Town a disaster strike, the Centerpiece you an Aodh worked so hard is struck by lightning, It along with much of the Wooden framework are burned to a Crisp. The Danish monk was not so lucky and perished in the Fire (Progress: 48/200 - The Danish Monk is dead)

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c63b39 No.26362

>>26361

>Aodh Mac Domhnall (Wilds - SE Island)

(73) You continue onwards looking for new and interesting things, around every tree is new scenery. The Brush is becoming increasingly hilly and the brush is niegh impossible to pass as you continue in the Direction of the Easter Mountain. At your current pace you would be at it’s base within the week. As you near it you spend more and more stime store down the shaft of an arrow as the near constant rustling in the leaves give you the feeling you are being watched. At some point you find yourself in a clearing looking down over the land when a wounded bleet sounds from the forest.

(91) You spend much of the earlier trip in constant conversation with Brother Lulach, not only learning about the changing in the Old World but how catholicism has changed. You mostly listen to brother lulac as he gives sermons to the men, occasionally joining him when you recognize the prayer. Lulach for the most part talks nearly directly from the bible, long since memorized, to the men. While Aodh is silent when he speaks, he speaks of a church you read about in tomes. One long since replaced by the going ons in Rome, He even tells you a curious tale of the Jesus, as if he himself had met him. When you ask him about this he laughs and say that it was not him, it was another brother at his home, which still make little sense. Words die down as the Mountain begins to loom overhead and after those long days in the dense forest you are glad to take a small break in this clearing. An hour later a bleeted cry of a sheep rings out over the canopy and Aodh is sprinting into the forest. It take minute before you catch up with him, underneath his is… some creature you have never encountered before. It’s injured leg twisted at a nasty angle is covered in fur and resemble the hindquarters of a sheep, it’s torso and head that of a human. Shocked at whatever this creature is you watch as Aodh begin carrying it back to camp.(check Brother Lulach for Reward)

Location: Purple Settlement (4148)

>Devanichi Lossivel

(65)/(53) You spend much of your time and remaining gods to secure items for a renewal of the trip. It take a few weeks but soon your supplies are replenished. You spend much of your time in a small tavern erected on the edge of the settlement, and soon a number of youths and soldiers are wishing to join you (+5 English Warriors, +8 Youths, +1 Female;)

>Fraigh macDiadh

(44)/(32) You spend much of the week chatting with the workers and help move earth, you are beginning to hit a layer of Queryable stone, now you would need to begin to cut the stone. It seems as though not all of your comments while on the job were appreciated throughout the workforce and some of your new friends have distanced themselves. Progress (Quarry (41/100) and City Leader (10/200)

>Dara Mag Uiginn

(28)/(76) You spend much of your time this week working on the ship as usual, though with far less visits for your employer. Just as you finish the first of the ship it had already been upwards a two months. Approaching your boss you try and convince him to allow you use of his sailors for the menial tasks when creating the ship’s. He is initially reluctant to do so but when you show him the first of his fleet he decides that it might not be such a good idea to slow you down (First Milestone Hit - First Action made into a success) (+Assistance (+20 to shipbuilding rolls until 300/600 completed))

>Charles Idicus

(100)/(14) The weeks start relatively calmly as you look for ships and builders to begin construction of your forward settlement. Things are not looking goodd as most of the settlers are content building there homes here. Nearly ready to leave you hear a familar chat, the sound of a briton naval chant is heard of the waters as nearly 7 ships of what looks likes women, children, and a few battered soldiers come ashore. Overjoyed you approach them and begin happily asking of news in the homelands. It becomes quickly apparent however that things are not well, The King of the unified briton was assassinated and his sons are fighting over his new lands as well as the old. Seeing opportunity Normandy has pulled briefly from england and begun to take over brittany and Cornwall. Many of these new arrivals are more than willing to head out with you to begin a new life on the mainland. (+94 Women, +22 children, +34 Old Briton Soldiers, add them to and create companies as you see fit)

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c63b39 No.26363

>>26362

Location: Green Settlement (3239)

Location: Blue Settlement (5340)

>Jacques de Corbin

???

Location: Normans (40) - (248 Army)

>Stanley, Earl of of Kent (don’t forget the the Monsters Situation evolved to 0/150, instead of 0/50)

(54)/(84)The walls are completed, in record time, the hole no longer present. It has also come to your attention, due to one of your flustered commanders, that one of your soldiers is not only a women but nobility. (Wooden Walls are complete)

>Bernadine "Bernard" Karling

(76)/(1*) - As the wall are being put up you train harder than you had ever before, it isn’t until you notice the angry stare do you ever notice the others putting up the wall. You hadn’t even noticed it but before you knew it almost all the work have been done. (Progress” Strength Training (49/50)) As there stares grow more heated a captain comes up to and notices something, you wish he hadn’t. It seems in your vigorous training one of your breast had become far more pronounced than moments ago. With a few swift yanks you are strip naked in front of the village, your tears hot on your face, with little left in the form of courage you run to the shore hide behind the tall rocks until your tears die down. Your clothing is not far off someone has folded it and placed it not far from your hiding spot. (Depression III - (90+ to cure, -10 to all rolls) - your sex has been revealed)

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c63b39 No.26364

>>26361

>>26362

http://pastebin.com/v1YxA2qf

For my and Carental's updates:

I did some reorganization and some edits to make it flow and read a bit better.

1. Did I get the Tale being told correctly?

2. Did I understand the updates for the characters properly?

3. What gender is the faun, and what's her name? You kept switching pronouns. I suppose I could giver her a gaelic name.

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c63b39 No.26365

Dice rollRolled 94, 91 = 185 (2d100)

>>26362

>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)

+1 Priest

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

(+8 Youths, +1 Female;)

>Traits: (Earned by Playing)

>Location: Purple settlement

1,2. Good, good. Now that everyone is armed and ready we shall set out for another expedition to detail what this land holds, its animals, and goods

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c63b39 No.26366

Dice rollRolled 88, 42 = 130 (2d100)

1/2 - Well, Fraigh may lack the trained hand and steady eye to cut the stones precisely, but he can always help carry them back to the village. Helping the community is a sure way to let them know that he has their interests at heart!

>Quarry 41/100

>>26362

>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)

+Depression: -5 to all rolls until Fraigh gets an 85+ (natty)

>Location: Purple settlement

>City Leader 10/200

>Quarry 41/100

>Wall 0/150

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c63b39 No.26367

>>26364

That is the correct order, Yes, and it is female and it's name is in the Hidden language. If you wish to give her a Gaelic name by all means go ahead she might even be happy with this.

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c63b39 No.26370

Dice rollRolled 97, 20 = 117 (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]

[Role]

[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: (Sea)

—–

Actions

1. Zuria decides to check the shore and head inland a little bit. [Head inland]

2. Zuria also orders the men to check the beach for anything of interest. [Check the beach]

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c63b39 No.26371

Dice rollRolled 13, 33 = 46 (2d100)

>>26367

>Character Name: Aodh Mac Domhnall

>Character Nationality: Papar

>Location: Purple Settlement

>Fluff:

Aodh came in with a storm, like so many others, speaking an accented Irish Gaelic, and has picked up a bit of Norse from the various Scandanavians that ended up in the settlement as well. Keeping a bit to himself as he finds the Norse ways strange but intriguing, the others have given the man some privacy - after all they are strangers in this land as well. As such, Aodh lives slightly apart from the rest of theh settlement, but shows up willing and eager to work on most tasks.

Aodh carries with him a bow, a bit ornate and of unusual design; when asked he said it was his grandfather's. He has shown good skill in hitting birds in flight and other game with it, and is able to make his own arrows.

Aodh is a Christian, and wears on him a small bronze celtic cross on a cord around his neck, and has erected a larger cross on the edge of the settlement, praying there in his native tongue on occassion.

Beyond that, Aodh sees much and says little, seeking to learn more Norse - his green eyes did light up when he saw Norse Runes, and has spent much time trying to learn them - in between helping hunt for food and build shelter.

>Inventory: The Bow of Gladryl (draws magic from the surrounding air to create ammo)

>Companions:

>Traits:

Linguist: No more language barriers between Aodh and Settlers

??? - your unnatural birth but a great strain on your body (Crit fails include the numbers 2 and 3)

(Hunter - +5 to hunting related actions 1/20)

(Center of Worship Completed - and now burned)

+10 to all exploration rolls until Round 10

+Friendship with Lulach, +10 to progress when you have identical actions (this applies to things like the monastery, or situations)

+Location of Faun's Village Learned

+faun Companion (Female Adult)

1: I will not give these folk the faun's Name. I shall call her Olanna, and introduce her to Lulach and the men as such. They will need to learn the nature of these lands.

2: Once we have rested, I will share what Olanna has said about her village being attacked, and suggest going to render assistance - and replenish supplies. They are God's creatures as well.

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c63b39 No.26373

Dice rollRolled 80, 73 = 153 (2d100)

>>26361

>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

>Companions:

People: Level 1 Company (Size: 8 peasant)

Adventurers: Level 1 company (Size: 3 warriors)

>Traits: (Earned by Playing)

+Situation: Ruined Countryside - Progress(0/100))

1. Well, get the healthy peasants on a few huts, try and get things a bit started.

2. Keep looking at these stones and see what is up with them. 8/30

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c63b39 No.26375

Dice rollRolled 16, 92 = 108 (2d100)

>>26363

>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:

1-2; I-I'll just continue my training over here, move my tent and everything. It's pretty much over for me now, all that's left is my sword skill…

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c63b39 No.26377

File: 1460194187163.png (173 KB,5000x4000,5:4,1458412109153x.png)

Dice rollRolled 21, 73 = 94 (2d100)

>>26362

>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

+Sailor,

+Fishing Boat

+7 Ships

>Traits: (Earned by Playing)

Location:Purple Settlement

1. The people set out to Colonize the mainland (see map)

2. Charles and richard make a new attempt to recruit builders, farmers, and other such professions to accompany them with the colonization and expedition.

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c63b39 No.26378

Dice rollRolled 55, 54 = 109 (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 (40 peasants)

Settlement: Basic Wooden Walls

>Traits:

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

>>26375

1-2. Go to this woman's camp. Draw my sword.

"So. . .you thought you could just hide in my army. Then you thought you could hide yourself from me."

"I will not have a renegade noble running about my Island. Your family swore an oath to the normans. My brother is the King of Normans.

If you're going to be in my army, then you're going to have to fight like a noble."

Train with "Bernard" in swordsmanship.

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c63b39 No.26382

Dice rollRolled 37, 10 = 47 (2d100)

>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 (49?/600))

1/2. This sort of thing is so satisfying. I get to do what I love while teaching others how to do it as well. The sailors can do the harder work, like hauling timber, and the more repetitive work, like pounding in nails. I can oversee the operation, inspect the vessels as they come along, and do the work that requires more skill. I can already see these beautiful vessels, cutting through the waves like… something that cuts well. I can see their square sails in the wind, and their many oars in the water. I can see a boy on the shore, only catching a glimpse of one of these masterpieces, but being inspired forever. [Continue building the ships with the sailors' help. +20]

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c63b39 No.26391

Dice rollRolled 94, 57 = 151 (2d100)

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak

>Companions:

>Traits:

1) Continue the search for a Beast of Power 84/100

2) Sign up to explore the Mainland, though it will have to wait until the beast is killed

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c63b39 No.26392

Dice rollRolled 42, 98, 49 = 189 (3d100)

>>26361

>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

>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) Agree to help the creatures, albeit reluctantly

3 - Danish monk) RIP in pieces, you'll be missed

Free action) Try to remember if the Pre-Settlers told me something about this curious (and somewhat demonic) creatures

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c63b39 No.26412

Dice rollRolled 70, 2 = 72 (2d100)

1. Keep working on the (Sizeable Clearing 7/20)

2. Investigate the "Sprite."

>>26223

>>25734

>Character Name:

Jacques de Corbin

>Character Nationality:

Frankish

>Fluff:

Jacques is a games man who has found himself drawn to the raw wilderness of the Isle. Whilst the legends of magic also held their appeal Jacques interpreted them more as a primal sort of existence closer to the land and becoming more fully connected with nature.

>Inventory:

An old Yew Bow, a(n) old skinning knife, 2 Bags of Grain

>Companions:

Dog "Bruceau": level 1 "hunter"

>Traits: (Earned by Playing)

Sprite - what it is or what it can do are unknown - also lots of delicious baguettes from one of your bags

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c63b39 No.26573

Update # 9

Location: The Wilds

>Zuria Yñigo - (Sea)

(97) After Landing you begin walking inland your fears were confirms, This scrubland covered in yellowing grass swaying in the wind coming off Enormous mountain range that followed the coast. An Enormous grassland like this was however some amazing pastureland, your oxen would have a grand ol’ time once the me brought it further inland. As you begin to walk back to the shore you hear a distant rumbling, and upon investigation you are extremely surprised. A “Herd” of Horses runs across the field, there pure white pelts seemingly shining in the sunlight… (Found pasture lands)

(25) While you head inland you men stay behind on the shore and look for anything of interest, or at least they were supposed to. It seems that they decided to instead make camp and rest while you worked…

>Ryan MacDiadh (Lakeside - NorthWest of Purple)

(80) When you aren’t busy with your balls you help the villagers begin to create proper huts, for the most part the villagers do the work while you and the men clear the ;and of the bodies and debris. (Basic Wood and Mud huts completed)

(73) Your balls begin to warm up the more you hold them, they seem to be giving off their own form of heat. (Progress: 22/30)

>James Godwinson (Near the Purple Settlement)

(94) It took you nearly two months to find the beast and now was the final moment, the enormous claw marks surrounding the cave stood out from here, as you inched deeper into the cave mouth you felt an icy chill coming from deep within the lair. It Ice white fur coat seemed to radiate the cold it clawes hand seemingly made from ice. You stood at the foot of the personification of Ice in the form of an enormous badger. On all four it face came up to your shoulders. But a well placed out through the sleeping beast’s eye socket made the fight go far easier. When the nearly hour long chase ended you lay atop your frozen Prize (Corpse of the Ice Badger Spirit, do with it as you will)

(57) You look for groups planning to head into the wilderness now that you are back in town, your loot safely tucked away after taken down the beast. You find a number of options (Join any of the player groups around purple if you wish or… A Norse Brigand go inland to hunt beasts or an Irish blacksmith looking for guards as they look for signs of metals in the surrounding areas.

>Brother Lulach mac Cormaic (Wilds - Purple Island)

(42)(98) - You spend much of your time convincing the men to ignore their displeasure with the small beast, whatever it is. Once you and the crew have arrived at the small settlement at the base of the mountain you begin helping the small woolen people to rebuilding their structures. There small fields are full of vegetables and the trees surrounding the settlement are laden with fruits. As the day turns to night you begin speaking with Aodh about what else you could do to help these people. It seems a number of the small creatures have been either killed or taken away by the Roc, and would like help burying the dead… (+Affection with the Faun creatures, kept the men in line)

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c63b39 No.26574

>Aodh Mac Domhnall (Wilds - Purple Island)

(13) Telling the men her name doesn’t really endear them any more toward the creature…

(33) And from the looks of it even though Brother Lulach has convinced them to help many of them have no want to do so. (+Mistrust, All action surrounding the Fawns (-10), +Location of the fawn Village)

>Devanichi Lossivel (The Swamps - east of Purple)

(94,91) - You spend much of the next week exploring the lands in the swamp noting the medicinal and poisonous herbs that call it home. You and your men take out a number of the Alligators that litter the slow moving rivers. After nearly a week of exploration you and your men are camping on a small hill, in the boughs of an enormous willow you can see the lights of the settlement flickering on the horizon. Coming down to the camp you grab a bowl of soup and begin conversing with your men about what they think would be worth your attention here in the swamps. The abundance of meat, fruit, and herbs makes the place all good in the way of food. Land wise however the swamp offered little good farmland, though the timber found in the swamp would be great for ship building. However two trade goods beside timber and peat come to mind, one is pearls, the Muscles that shelter along the swampy coast are full of the little gems. The second would be a small poisonous flower, its stem and leaves are deadly however the wide variety of flower colors are great for dyes. (+Swamp Camp, +10 to non-exploration rolls within the swamp : Female Warrior has been upgraded to Companion - “Angela”)

Location: Purple Settlement (4133)

>Fraigh macDiadh

(83)/(42) - You spend much of the next few days down in the field cutting the initial stones. It is hard labor but with some of the men beside you it becomes enjoyable. In the evenings you spend a lot of time with Bran, discussing what should be done around the settlement. Though you are reasonably distracted by his younger Sister who is kind enough to wait on you and her brother during your conversations. (Progress: 69/100) (Progress: City Leader 18/200)

(Depression “Cured”)

>Dara Mag Uiginn

Mistake on Progress - +13 so 62/600 - Milestone 1 was 50

(57/30) You spend much of your time learning and speaking with the sailors, and a even more significant portion with the Merchant’s Sister. The Icy women arrived from Norway days before with another ship full of the old Nords horde. She looks down on most of the men in her brother’s employ but shares his though some work eventually gets done. (Progress: 69/600)

>Charles Idicus

(21) With no proper maps of the Area and with you staying back to recruit further the troops decide to stay behind and wait for you.

(73) With such a larger group many people are far more accepting of the recruitment as they are more confident in your success, though for the most part the farmers are happy where they are, builders and the like are more than happy to go and find even more work in your new settlement. (+16 builders)

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c63b39 No.26575

Location: Green Settlement (3239)

Location: Blue Settlement (5340)

>Jacques de Corbin (Missed turn: 1)

(70) It takes you another week or so but you now have your very own clearing. Preoccupied with studying the Sprite you seem to have cleared a bit of extra land (Very Large clearing 7/50)

(2) The Sprite whatever it is seems to be obsessed with your food, and while you feed it nothing seems to change other than it nearly unending appetite (Situation: Appetite (0/40) - Lose two bags of grain)

Location: Normans (40) - (248 Army)

>Stanley, Earl of of Kent

(55/54) - Giving her space you keep the camp in line and make sure your new walls are in shape. Deciding you can no longer let her wallow you decide to go and collect the noble women. You are however shocked to find the dainty noble’s body to ripple with muscle. She works her sword like that of a trained soldier, deciding you could use a good refresher with your blade you decide to train her… By the end of the week you still have yet to beat her in a straight on fight, you had gotten to used to armor and it had held you back. (Strength Training (45/50) - Bernadine was a great help)

>Bernadine "Bernard" Karling

(6/82) - You spend much of your time alone on the beach working on your sword work and strength training. It takes nearly a three week before anyone comes to talk to you and in your loneliness you had beefed up considerably. Oddly enough the visitor is none other than the earl of Kent, He is not the kindest man but he slowly drags you from your depression as you train together. After a week of training you head back into the settlement and are once again ready to find a place in this new World. With your new experience in the field you spend a lot of time conferring you knowledge to the Earl. (+Trait: [Warrior] +5 to all feets of strength, +10 to personal Combat) (Your excess of 32 is transferred to The earl, you should get a thank you, that and an extra die next turn)

Depression is “cured”

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c63b39 No.26577

Dice rollRolled 55, 81 = 136 (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]

[Role]

[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)

—–

Actions

1. Zuria finds the pasturelands safe enough, and so she decides to move the encampment there. It will provide a better location to move from and to store supplies. The camp would be small and largely ad-hoc: logs and a series of small fences to keep small animals, along with the crude faculties of life. [Establish base camp]

2. With the camp established Zuria has a look at the strange box she seems to have found. She's really not sure what to make of it. [Ornate box of the sea]

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c63b39 No.26582

Dice rollRolled 17, 6 = 23 (2d100)

>>26573

>Character Name: James Godwinson

>Character Nationality: English

>Fluff: Born to a common bowyer, James grew up like all boys, with a bow in hand. He proved a far bit better than the common rabble though. Capable of amazing accuracy, he quickly became a fabled hunter. Hunting in the King's Wood has it's dangers though, leading to the young archer rapidly becoming adapt at stealth. Armed with his trusty longbow and a camouflage cloak, he seeks a new life away from the arm of the British government.

>Inventory: A Yew Longbow, Fur Cloak, Ice Badger Spirit Body

>Companions:

>Traits:

1&2) Seek out a pagan witch or wizard. Surely the body of such a beast can be used to make a garment of incredible power.

The Ice Badger's body sits heavily on the sled fastened to it, the wooden skids scraping on the cobblestone road of the settlement. His clothing stained red from the conflict, one of the many inns suddenly seems a welcome change from his small tent. "Mead. And dinner, whatever hot food ye have. A room as well." Collapsing onto one of the chairs near the hearth, James attempts to regain the heat stolen by the badger.

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c63b39 No.26592

Dice rollRolled 15, 1 = 16 (2d100)

>>26574

>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)

1. Damn. This is coming along very slowly. Is there nothing I can do to speed it up? The Nord wouldn't want me to start to see it as a side project, but it's eating up so much of my time, I'm not sure the reward, whatever it is, will be worth it. For now, though, I'll keep working my fingers to the bone. At least I have the sailors to help me. [Continue working on boats, +20]

2. When I get some free time, I'll go into town and sell my cheap jewelry. The other things could be useful. After I have the coin from that, I can pay for a few more workers out of my own pocket. The warrior doesn't seem to be the kind of guy who you could just ask for more men from, seeing as he fired so many other ones, but I should be able to find some carpenters or laborers willing to work for a few days with my coin. If I don't have enough, I can sell my cloth, and maybe even my booze, but I want to keep those tools. [Sell jewelry, maybe cloth and alcohol, hire more workers.]

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c63b39 No.26593

File: 1460932118095.jpg (90.41 KB,556x374,278:187,AAAAAAAAAAAAAAAAAAAAAAAAAA….jpg)

>>26592

>15+20 to build ships

>35 total

Whew that was clo-

>1 to go into town, sell valuables, and hire workers

AND LATER THAT NIGHT, THE NORD FOUND HIS PRIZED WORKER'S BODY STRIPPED OF ITS VALUABLES, CLOTHES, AND INTERNAL ORGANS, DUMPED IN AN ALLEY, COVERED IN HORSESHIT.

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c63b39 No.26595

Dice rollRolled 98, 5 = 103 (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 (40 peasants)

Settlement: Basic Wooden Walls

>Traits:

>Situation: Beseiged - RESOLVED

>Situation: The Beast 31/50

>Progress: Strength 45/50

1. I have made a great error in judgement.

I did not need to train this woman to fight. . .I had to be trained by this noble how to fight.

I will continue to train with Karling. 45/50

2. The beast however, has not left my attention.

Now that we have walls to protect the camp, we can once again resume the hunt.

The Beast 31/50

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c63b39 No.26596

Dice rollRolled 48, 52 = 100 (2d100)

>>26573

>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

>Companions:

People: Level 1 Company (Size: 8 peasant)

Adventurers: Level 1 company (Size: 3 warriors)

>Traits: (Earned by Playing)

+Situation: Ruined Countryside - Wood & mud huts.

1. Have the peasants start to set up farms.

2. Continue looking into what these rocks do. 22/30

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c63b39 No.26598

Dice rollRolled 70, 7 = 77 (2d100)

(70) It takes you another week or so but you now have your very own clearing. Preoccupied with studying the Sprite you seem to have cleared a bit of extra land (Very Large clearing 7/50)

1. Hunt to appease the Sprite's Appetite (0/40)

2. Chop even more wood (Very Large clearing 7/50); once I'm done I will build a wooden lodge with all the gathered timber, right in the center of the clearing.

>Character Name:

Jacques de Corbin

>Character Nationality:

Frankish

>Fluff:

Jacques is a games man who has found himself drawn to the raw wilderness of the Isle. Whilst the legends of magic also held their appeal Jacques interpreted them more as a primal sort of existence closer to the land and becoming more fully connected with nature.

>Inventory:

An old Yew Bow, a(n) old skinning knife

>Companions:

Dog "Bruceau": level 1 "hunter"

>Traits: (Earned by Playing)

Sprite - what it is or what it can do are unknown - also lots of delicious baguettes from one of your bags

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c63b39 No.26599

Dice rollRolled 61, 83, 84 = 228 (3d100)

>>26575

>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)

1-3; I guess I cold train with the Earl some more… He was kind enough not to kick me out of his army or h-h-have me used to s-satisfy his troops! I should focus on my endurance and how long I can last in battle or running… j-just in case, not that I plan on running away or anything~!

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c63b39 No.26600

>>26582

Word spreads quickly of a briton having returned after successfully hunting a magical beast. Charles heads toward the inn he is rumored to be staying in. He is informed of the man's room and goes to talk to him.

*knock knock*

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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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