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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: a6ba30595e47f8a⋯.jpg (259.97 KB,800x631,800:631,VikingSiegeOfParis.jpg)

File: 26124f43559b871⋯.png (176.31 KB,723x899,723:899,Game Map.png)

df931d No.32438 [Last50 Posts]

It is the year of our lord, 851. The Dark Lord Mohammad still lives, sustained by his legions' endless sacrifices in his name. It is said by the people of Europe that he walks the land, clad in wrought iron armour, spreading pestilence and famine wherever he goes. Mohammad's subjects, however, believe that it is his power which makes the Nile flow, and which enriches the lands of the fertile crescent. His people pray to a great, black rock hewn from the bowels of hell, called the Kabbah. Their hordes number in the millions, and they are a constant threat to the border kingdoms of the Visigoths and Byzantium, the bulwarks of Europe. If they fall, then the plague of the Dark Lord will sweep across the continent. Not even the British Isles, or the harsh lands of Scandinavia will be safe from his scourge. The nations of Europe, while often preoccupied with their rivalries, recognize the threat of the Dark Lord, though they disagree upon how to deal with it. This is the world into which you were born, the world in which you will live, and the world in which you will die.

The magic users of the setting are the priests of the various religions of the world. They gain their power by performing religious rituals. This is a brief outline meant to give you a feel for the different religions and their magics.

http://pastebin.com/zAwHfKNG

Since this is a fantasy builder, there are fictional kingdoms, and anachronistic kingdoms. In addition, some religions still exist in this world where they did not before. The predominant religion in Continental Europe is Catholocism, though Brittany, Northern Iberia, and Denmark still hold onto the old pagan ways. The British Isles are a bastion of paganism. Few there espouse Christian beliefs, and none openly admit their faith, for fear of persecution by the majority. The Byzantines follow the Greek Orthodox tradition, and the Eagle Knights of Corsica are Catholics, and defenders of the Holy See.

Name:

Nationality:

Religion:

Fluff:

Color: (I may put you guys on a map.)

=========Stats=========

Skills:

Special Ability:

Inventory:

Companions: 0

Dice are 3d100

____________________________
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df931d No.32454

will think on a character Dara so save me a spot.

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df931d No.32455

Dara can I Make up a kingdom? Eg not!mongols just north of byzantines? Can use INSULAR CELTIC RELIGION just with body paint switched out with wearing alot of furs.

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df931d No.32520

File: 73071f1deaa7230⋯.jpg (500.87 KB,2560x1600,8:5,warhammer_40k_chaos.jpg)

Name: Agrabbahst, the Pillager

Nationality: Al-Andalus

Religion: The Cult of the Dark Lord

Fluff:

Agrabbahst, the Pillager, is a priest and warrior of the Dark Lord Mohammad. Once a loyal knight of christendom, he turned his back upon the cross after feeling betrayed by his fellow crusaders, who left him to die in the desert sands. The Dark Lord found and restored him to life using foul blood magics, and converted him to the blood faith. Now he walks the land eager to spill the blood of the the faith that abandoned him to die, taking up the name Agrabbahst the Pillager, for his habit of slaughtering and raiding christian towns.

Agrabbahst seeks to emulate the Dark Lord himself. He uses blood magic to empower himself through the spilling of blood, giving himself great stature and strength, even using dark rituals to enhance his body with extra hearts organ implants. He clads himself in thick corrupted knights armor, heavier than any normal mortal could carry, he wields in his hands a weapon that he uses to channel "bolts of magic fire" at his foes, and a flaming sword.

With vengeance and hatred in his heart, he walks forth on a twisted crusade of vengeance and blood. "Blood for the Dark Lord, Skulls for the Kabbah"

https://www.youtube.com/watch?v=2_FTdg-uL9c

Color: Black

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df931d No.32522

File: c7021da559aa6a2⋯.jpg (448.96 KB,1920x1484,480:371,ben-guldemond-noble-vindic….jpg)

Name: Euladio Barlas

Nationality: Greek

Religion: Orthodox

Fluff: Euladio the eldest son of the Barlas, a family of some repute within Constantinople. Given that Byzantium regularly clashes with the Dark Lord, Euladio himself has seen combat in the east, the result being a reputation for piousness and bravery. Now Euladio has arrived in the west to deal with the encroaching threat to Europe proper and Byzantium in specific.

Color: White

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df931d No.32526

>>32438

Name: Fulbert Nar

Nationality: West Francia

Religion: Catholicism

Fluff: Fulbert young unlanded knight, a knight errant if you will. His father had too many sons and thus he got no inheritance, or steed, or armor, or even a serviceable weapon. In fact Fulbert was screwed out of just about everything. So with nothing but the clothes on his back and a few francs in his coinpurse he went to pray, for GOD, the most high of most high to give him some help or show him a sign of what he should do. Obviously no divine intervention or grand sign came, however, one of the priests there heard his pleas, and helped the young lad out by giving him tasks he could do. From hunting the swamps for rare herbs and pigments, to helping put up buildings, Fulbert worked until he ahd enough money to get a decent morning star and some boiled leather armor. Not the best, but better than he had by far. From there he moved on leaving the desolate church in much better shape than he left it. Sometimes God work in subtle ways indeed.

Color: (Grey)

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df931d No.32531

File: 8bb0f4047155ff9⋯.png (207.31 KB,437x407,437:407,1183.png)

>>32522

>wants to protect Byzantium

>goes to Spain

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df931d No.32533

File: e28c8a144437561⋯.jpg (34.6 KB,637x353,637:353,ReviseMothafucka.jpg)

File: 6bca993d50cf4f5⋯.png (176.37 KB,723x899,723:899,GameMapPregame1.png)

>>32455

Sorry, Tansen. This is a HB, not an NB. You've got a spot reserved as a hero, if you want it.

>>32520

Skills: [Fire Magic I] [Swordsmanship II] [Armor Proficiency: Very Heavy] [Intimidate II]

Special Ability: [One Man Army] Former knights aren't well welcomed by most of the servants of the Dark Lord, and the only thing more putrid to a Christian than a heretic, is an apostate. You are immensely powerful, giving you the ability to wear super heavy armour, and significant upgrades to your survivability. However, you can take no companions, as nobody will willingly follow a traitor, and former knight.

Inventory: Clothes, Super Heavy Armor, Neophyte's Rod, Flaming Sword, Trophy Belt (Use it to collect the skulls of your enemies!)

Companions: 0/0

Southern Iberia, Al-Andalus

Is that you, Morgoth?

>>32522

Skills: [Swordsmanship II] [Riding I] [Polearms I] [Etiquette II] [Armor Proficiency: Medium]

Special Ability: [Reputable] Your reputation reaches far, at least among the nobility. While some may be confused as to why, exactly, you're in Iberia, they won't cause much trouble about it. In addition, you'll find it easier to recruit companions to your side. You also have a higher companion cap than other players.

Inventory: Fine clothes, steel helmet, ring mail, courser, riding spear, long arming sword, Barlas signet ring, Pouch of francs

Companions: 0/5

Location: Kingdom of the Visigoths

Picture related. Red, that fluff was choppy as fuck. Your word choice was confusing, and there were numerous formatting errors. Also, as that Anon said, why the fuck are you in Spain if you want to defend Byzantium?

>>32526

Skills: [Maces I] [Religious Knowledge: Catholicism I] [Armor Proficiency: Light] [Alchemy I] [Construction I]

Special Ability: [A Holy Man] You believe in God, and the Pope, and the Church. Something within you drives your belief, and you may have the nascent magical potential needed to become a warrior-priest of Catholicism. This will take lots of work, though. Until then, you'll find it easier to interact with other servants of God (Within the true Church, at least.)

Inventory: Clothes, Leather Armor, Morning Star, Cross Pendant, Mortar and pestle, hammer

Companions: 0/3

Location: West Francia

I'd like to get a couple more characters in before we start.

Here's your places so far.

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df931d No.32534

>>32533

I didn't realize this was an English exam. I'm out.

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df931d No.32537

File: 0a8a3e0b82f022e⋯.jpg (12.3 KB,207x221,207:221,1475610307795.jpg)

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df931d No.32540

>>32533

Oh Hurrdurr. I completely misunderstood the game Lel. OK then will post hero once I come up with a decent one.

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df931d No.32542

The issue has been clarified and resolved by board administration. That is all

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df931d No.32543

>>32438

Name: Brother Johan

Nationality: Middle Francia

Religion: Catholic

Fluff: Brother Johan is a Monk whose monastery rests in the northern alps. Like other monks he is a simple man who practices the gifts of God, meditates upon his words, and copies the holy texts. Johan has been raised in this monastery since he can remember, and he does not know his birth parents, instead taking his brothers as his family.

Color: Blue

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df931d No.32544

File: d2e2466d803ec30⋯.jpg (111.6 KB,428x599,428:599,1385371733712.jpg)

>>32438

Name: Gilbert du Fromage

Nationality: West Francia

Religion: Catholic

Fluff: The most noble men must gather together mount their steeds and run down the devils in the south. After that will hopefully come the pagans and then finally the filthy peasants. It took many years to gather together the finest armor, lance, shield and steeds the world had to offer mostly because those filthy peasants despite being 'pious' and knowing that their meek children would one day inherit the earth insisteded on hoarding their grains or coinage and claim "Poor Harvest milord" but in the end I managed to assemble everything I would need to join the war against the Dark Lord. I once had to quell a rebellion and to motivate the men I was forced to resort to whipping them until they were spent. This tactic yielded two great results; the rebels were put down quickly and the men never forgot their discipline so long as I was their superior. If I could put the fear of God or atleast of the whip into our men I know I could win this war.

Color: Purple

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

I could have been that pillager guy Dara, I could have been. Though if youd like this character to be on the Dark Lord's side just shout, or come into chat.

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df931d No.32546

File: ff6b23213b149a4⋯.png (384.56 KB,560x380,28:19,crimsonslaughter.PNG)

Dice rollRolled 46, 63, 83 = 192 (3d100)

Name: Agrabbahst, the Pillager

Nationality: Al-Andalus

Religion: The Cult of the Dark Lord

Fluff:

Agrabbahst, the Pillager, is a priest and warrior of the Dark Lord Mohammad. Once a loyal knight of christendom, he turned his back upon the cross after feeling betrayed by his fellow crusaders, who left him to die in the desert sands. The Dark Lord found and restored him to life using foul blood magics, and converted him to the blood faith. Now he walks the land eager to spill the blood of the the faith that abandoned him to die, taking up the name Agrabbahst the Pillager, for his habit of slaughtering and raiding christian towns.

Agrabbahst seeks to emulate the Dark Lord himself. He uses blood magic to empower himself through the spilling of blood, giving himself great stature and strength, even using dark rituals to enhance his body with extra hearts organ implants. He clads himself in thick corrupted knights armor, heavier than any normal mortal could carry, he wields in his hands a weapon that he uses to channel "bolts of magic fire" at his foes, and a flaming sword.

With vengeance and hatred in his heart, he walks forth on a twisted crusade of vengeance and blood. "Blood for the Dark Lord, Skulls for the Kabbah"

https://www.youtube.com/watch?v=2_FTdg-uL9c

Color: Black

Skills: [Fire Magic I] [Swordsmanship II] [Armor Proficiency: Very Heavy] [Intimidate II]

Special Ability: [One Man Army] Former knights aren't well welcomed by most of the servants of the Dark Lord, and the only thing more putrid to a Christian than a heretic, is an apostate. You are immensely powerful, giving you the ability to wear super heavy armour, and significant upgrades to your survivability. However, you can take no companions, as nobody will willingly follow a traitor, and former knight.

Inventory: Clothes, Super Heavy Armor, Neophyte's Rod, Flaming Sword, Trophy Belt (Use it to collect the skulls of your enemies!)

Companions: 0/0

Southern Iberia, Al-Andalus

1. I walk north, on another campaign of slaughter and sacrifice. To the villages where dwell the pitiful believers of the false god!

2. None follow me willingly. I care not for fealty. There is more than just loyalty to bind a man. I go and seek Christians, alive, to capture that I may perform dark rituals of them.

3. Blood for my lord. I am enhungered. I go in search of a fine beast. I shall spill its blood as a simple offering, and feast on its flesh. Its fur shall make a fine pelt.

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df931d No.32552

File: 4f32e79239ce1b3⋯.jpg (167.36 KB,600x750,4:5,J.P. Targete 4.jpg)

>>32438

Name: Osead Haine

Nationality: Anglo-Saxon

Religion: Insular Pagan

Fluff: What makes a man? Is it the means of his birth? The manner of his death? His eloquence in speech? His elegance in skill? None of these things make a man. A man is made of his deeds. The tales told of his might, the hymns sung of his valor, the children's stories recounting his unflinching courage. A man is nothing if his name does not endure.

Osead Haine is such a man. For most of his adult life, he has been a fighter, first against the Umbrians, then against the Danes. Many a battlefield saw his presence and was left marked by it. But Osead has no great love for war. He cares only for the legendry it inevitably produces, the religious, spiritual quality of combat in which death becomes honorable and killing even more so. A world in which even his axe and shield earn their war-names, becoming famous in their own right. And now, a new chance presents itself. In the south, a Dark Lord threatens the safety of the continent. Such a notorious foe would be ideal to solidify his own reputation. Osead will bring down the reign of the dark one. And in its ruin, his legend will be sealed.

Color: (I may put you guys on a map.)

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32553

>>32552

Color: Red

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df931d No.32556

File: 88c1ff8e013bcd2⋯.jpg (1.15 MB,680x1671,680:1671,1451000098734.jpg)

>>32546

Are you a fag or a dumb fag? It clearly says no updates yet.

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df931d No.32561

File: 79f2a045dba8369⋯.jpg (100.58 KB,672x792,28:33,e3b4e9b307d3dc4e338c963fd7….jpg)

Name: Abba Bin Hassan the Bloodletter

Nationality: Sand Nigger

Religion: The Cult of the Dark Lord

Fluff: A devote and loyal follower of the Dark Lord, he has been tasked to oversee the invasion of the Visigoth kingdom. Skilled in Blood magic he channels the horrifying power as he slaughters his way across the battlefield, each gruesome kill adding to his power. In the name of the Dark Lord those who would not kneel would die.

Color: (I may put you guys on a map.)

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32580

File: 16388024aa1394c⋯.jpg (463.66 KB,750x1000,3:4,berserker_final.jpg)

File: 8336c0f2a0dabf0⋯.jpg (12.22 KB,236x291,236:291,50f946ccc0452565e6d222f399….jpg)

>>32533

Name: Gunnar Móðbrandr

Nationality: Norse

Religion: Scandinavian Paganism

Fluff: Gunnar was never right in the head. From his swaddling days the boy was prone to fits of temper, and as he grew in size his violent mood swings grew in power and frequency. Eventually, upon hitting puberty, Gunnar was cast out from his homestead after cracking his father's skull, and the wayward boy was taken in by devotees of Odin, who proclaimed that he was a Bersekr who had yet to control his natural gift of bloody frenzy. Gunnar learned their ways and found an outlet for his surges of fury: wading into battle with blades held high and a bear-skin clasped 'round his neck.

While his reputation makes most individuals assume that Gunnar is a wild-eyed angry beast at all times, when he is not raging he is soft-spoken and introspective. The man has taken no woman for his wife, and many suspect that he fears that he if he did, he may slaughter her in the throes of his rage. While he has grown quite accustomed to predicting when his irrational anger will surge to the surface, even he is caught off guard at times after all these years. A snippet of bad news or a particularly vivid smell or sound can turn the somber devotee of Odin into a terrible rage, and one glimpses a bloody shadow of what he is capable of in the heat of battle.

Color: Silver or Dark Blue

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32586

Name: Richard Pacetti

Nationality:Sicilian (Corsica)

Religion: Catholic

Fluff:Richard is the third son of a noble house. As is normal for the third son he was given to the church shortly after birth to make something of himself there. Knowing he had no inheritance he strove to tear his own way out into the world. He memorized his prayers dutifully and trained well as a holy church Knight. He is still young (18) and naive to much of the world's ways. But he is eager and ready to fight for his religion and his own future prospects.

Color: some shade of green, dark if it's still open

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32587

>>32438

I love it.

Name: Count Daracula

Nationality: German (Middle Francia)

Religion: Catholic (OR IS HE?!?!?!?!?)

Fluff:

A minor German Lord on the Kingdom of Middle Francia's Eastern Border Count Daracula is a content man who lacks ambition and stays in all day, only ever wandering his lands at night.

A charming host the Count enjoys housing guests in his modest estate and will go out of his way to accomodate them, unfortunately though his habits often come across quite strong or even as creepy.

The Crypt remains off limits to any and all people, only Daracula himself being allowed down into its cursed halls. Tales of the Nightwalker are far spread, a violent and evil creature living deep within the Bowels of the Crypt.

Count Daracula does his best to keep out of trouble, reliably paying his taxes and remaining neutral on most affairs, yet with the Corpse Prophet threatening Middle Francia it may be up to the Count to dig up a solution to the issue at hand.

Color: Shitmanidk

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32590

File: 566abde2363bc98⋯.jpg (46.28 KB,500x750,2:3,bb89a03d21f4fadaf37bfd49da….jpg)

>>32438

Name: Sir Gregor Von Struben

Nationality: Germanic (Easten Francia if that is the equivalent)

Religion: CATHOLICISM OF COURSE

Fluff: Sir Gregor is a landed knight of Lower Eastern Francia, and has hated the muslims all his life. Many time has he followed his liege lord Lord Hellgore into battle in the south against muslim raids and pushes into lower Francia. He lost a brother to them, and a father as well, which has tempered the hot fire in his heart into cold and bitter hatred. This hatred, and men like him who shared the same abhorrence for those subhuman sand people, has lead him to found a order of knights, like many others in Europe, for the sake of protecting the children of god and purging the heathens from this world. They are called the "Die Herren im weißen Mantel" for their white caps they don before marching into battle.

Color: Orange

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32617

>>32544

>>32438

(hmmm no one is defending Byzantium, perhaps I will alter it and keep my purple color if it would help expand the story.)

Gilbertus Turophile, Komes (Count) of the Hikanatoi "The Able Ones" officer over my two Kentarches (Centurions) of two heavy cavalry Banda (Banner) each 50 strong as they were modeled after the Vigla. The Emperor's Guards one the Tagmata; The Hikanatoi were heavy cavalry stationed in Constantinople, Bithynia, Thrace when not on campaign. They would become the field army of the Empire and rely on Thematic troops; the levies from Strategos to fill the ranks of the armies to repel invaders. The core of professional and loyal troops for the Emperor in these trying times.

(Or if you would prefer I could be an officer of Thematic troops aka Levies in Dyrrhachium)

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df931d No.32618

Hold spot plz comrade

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df931d No.32619

This whole thing is slowly becoming more and more high fantasy.

>>32543

Skills: [Religious Knowledge: Catholicism II] [Literate] [Light Magic I]

Special Ability: [Monk] - The monastic orders of the Catholic Church are essentially mages' guilds, just as much as they are orders of religious scholars. Your whole life has been spent preparing to learn the higher secrets of the Lord, and you gain a +15 bonus to rolls to learn and improve magical skills. However, due to your secluded life, you don't feel very comfortable around people who aren't members of a Catholic monastic order. Therefore, you can only have two companions. One or both may be other monks, but you can only have one non-monk companion.

Inventory: Simple robes, walking stick, parchments, quill, ink

Companions: 0/2

>>32552

Skills: [Shields I] [Axes II] [Armor Proficiency: Light] [Knowledge: Legends I] [Riding I] [Fame I]

Special Ability: [Living Legend] - Your name is already spoken with regularity in the high halls of the Kings of the British Isles. You have a special skill called [Fame]. As your deeds become legend, your fame will grow, and you will become more powerful. In addition, people farther and farther from the Isles will have heard of your exploits. However, you are not presently loved by all the Anglo-Saxons, Danes, or Norsemen of the Isles, since your insular faith separates you from the worshipers of Wodan, Thunor, and Frige. Instead, you keep the gods of the Picts, Britons, and/or the somewhat different Gods of the Irish. Only people who practice the Celtic traditions will follow you. In addition, as a Pagan, you will face heavy persecution from followers of monotheistic religions.

Inventory: Clothes, winged helm, leather armor, large shield (Æscróf), hand-axe (Mánslagu)

Companions: 0/3

More characters soon

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df931d No.32621

File: 811f6c38ffc6cfd⋯.jpg (23.53 KB,625x415,125:83,Sorry.jpg)

>>32561

Cornwallis, do you think you could create a character with a bit more of a solo focus? I'm sorry, but I don't feel up to managing that kind of character yet.

>>32580

Nice. I like it.

Skills: [Dual Wielding] [Swords I] [Axes I] [Intimidate II] [Religious Knowledge: Scandinavian Paganism I]

Special Ability: [Unhinged] You are a mighty Berserkr, a war magician able to channel the rage seething within you in battle, becoming a fierce and terrible opponent. When berserking, only critical failures (1-5) count as failures, while your critical success range is significantly expanded (88-99). However, your great power comes at a price. Whenever you berserk, you must roll a D6. On a 1, you are unable to tell friend from foe for the duration of the combat, and have a chance of attacking any nearby allies. However, on a 6, your first attack roll gets +10 (This cannot save you from natural 1s, or push you into critical success territory, if you're not already there.) As a result of your fearsome reputation, even hardened warriors are wary around you, and seek not to provoke your ire. You can only have one faithful companion. Choose well.

Inventory: Clothes, steel helmet, leather armor, axe, sword, bear cloak

Companions: 0/1

>>32586

Skills: [Riding I] [Swordsmanship I] [Spears I] [Etiquette I] [Religious Knowledge: Catholicism I] [Armor Proficiency: Medium]

Special Ability: [Deus Vult] As a holy knight of the Catholic church, you are sworn to serve Christ and the Pope, and moved to the Papal States at a young age. You will find it easier to interact with members of the faith, regardless of their station. However, since you are sworn to serve the Church, you have a lesser degree of freedom than that which other knights possess. In addition, powers across the Tyrrhenian Sea may be taking an interest in your potential…

Inventory: Clothes, Ringmail, Steel Helmet, Sword, riding spear, charger

Companions: 0/3

>>32587

Skills: [Etiquette II] [Administration I] [Sneak II] [Weapon Proficiency: Dagger]

Special Ability: [BLEIGH!] Even though you are NOT a vampire, you still sleep in a coffin during the day, are pale as moonlight, and refuse to go out in the sunlight. While this would be a crippling psychological disability to some, it is a positive boon for you. You don't need to sleep regularly, and have perfect 20/20 vision in low light conditions. You are also much more adept at sneaking around in the night, and in dark corners of your estate. Since you're a creepy, person, you can only have one companion. Don't do anything unkind to them. You can also turn into a bat, and have a thirst for human blood. But you're not a vampire. That would be ridiculous.

Inventory: Spoopy clothes, creppy dagger, Dracula signet ring,

Companions: 0/1

>>32590

Skills: [Heavy Armor Proficiency] [Religious Knowledge: Catholicism I] [Shields I] [Swordsmanship II] [Riding I]

Special Ability: [Remove] You will not, and cannot rest until every disgusting southern heathen has been purged from Europa; Nay! From the whole world! You are expected by your allies to serve as a great warrior in the fight against the menace of the Dark Lord. If you shy from battle with the infidels for any reason, you are likely to be abandoned by the other men of your order. Since you are a shining beacon of christendom, you can have two more companions (of the faith, of course). In addition, you get +5 to rolls against the Mohammadians.

Inventory: Clothes, Heavy armor, longsword, shield, courser

Companions: 0/5

>>32617

I like the idea of having someone in Byzantium, but as I've said before, I'd really prefer if you used a solo hero. Sorry.

>>32618

Of course, Tovarisch! You and Bazrael hold the last two spots in the game. Sorry to everyone who didn't get a spot.

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df931d No.32622

Dice rollRolled 40, 77, 35 = 152 (3d100)

>>32619

Name: Brother Johan

Nationality: Middle Francia

Religion: Catholic

Fluff: Brother Johan is a Monk whose monastery rests in the northern alps. Like other monks he is a simple man who practices the gifts of God, meditates upon his words, and copies the holy texts. Johan has been raised in this monastery since he can remember, and he does not know his birth parents, instead taking his brothers as his family.

Color: Blue

Skills: [Religious Knowledge: Catholicism II] [Literate] [Light Magic I]

Special Ability: [Monk] - The monastic orders of the Catholic Church are essentially mages' guilds, just as much as they are orders of religious scholars. Your whole life has been spent preparing to learn the higher secrets of the Lord, and you gain a +15 bonus to rolls to learn and improve magical skills. However, due to your secluded life, you don't feel very comfortable around people who aren't members of a Catholic monastic order. Therefore, you can only have two companions. One or both may be other monks, but you can only have one non-monk companion.

Inventory: Simple robes, walking stick, parchments, quill, ink

Companions: 0/2

1. Check the monastery library for any books of interest.

2. Meditate upon the nature of the Lord's blessing of light. +15

3. Talk to the other brothers about news through the monastery, anything I may need to know.

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df931d No.32623

File: 5124fe0e7934860⋯.jpg (269.36 KB,979x614,979:614,tumblr_nxed3ryNZV1rkgff0o1….jpg)

Name:Áfríðr Grímsdóttir

Nationality: Norse

Religion: Scandinavian Paganism

Fluff:Áfríðr was a priestess and a healer from a small village, living with her sister; healing warriors that often passed through the town.

One day an injured stranger visited her town. A man of great size and strength, his wounds were grievous, and he collapsed on her door. It took six men to lift him onto a bed, she did her best to nurse him to health. He spoke little, and would not say his name. When he was healed, he walked up and left left, but not before gifting Áfríðr a token for her help. A white feather, that he claimed it was a gift from the valkyries. In her greatest hour of need, she could make of it a wish.

Years later raiders attacked her village. They burned and slaughtered all they saw. Áfríðr and her sister ran for their lives. Áfríðr tried to get between a raider who tried to steal away with her sister, and was hewn by his sword, causing her guts to spill onto the earth. Dying she saw her sister scream as she was dragged away on horse. She remembered the feather, and wished and prayed to the gods with all her might to be given a chance to live and find her sister.

Áfríðr's prayers were answered, and she found her own fatal wounds began to heal. Amazed, she walked up and returned to the village and found her own healing abilities amplified beyond even her wreckoning. But she found she could not touch a sword nor a knife. Taking this as a sign from the gods, she pledged to use their blessing to heal, and to never harm another, and swore to find her sister again. Áfríðr walks the land as a traveling healer in search of her lost sister.

Color: Red

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df931d No.32624

File: ebe4e424075b856⋯.jpg (80.87 KB,672x792,28:33,79f2a045dba8369e651a3517c2….jpg)

>>32621

Name: Abba Bin Hassan the Bloodletter

Nationality: Sand Nigger

Religion: The Cult of the Dark Lord

Fluff: A devote and loyal follower of the Dark Lord, he has started a one man crusade to break the Visigoth kingdom! Skilled in Blood magic he channels the horrifying power as he slaughters his way across the battlefield, each gruesome kill adding to his power. In the name of the Dark Lord those who would not kneel would die.

Color: (I may put you guys on a map.)

=====Stats=====

Skills:

Special Ability:

Inventory:

Companions: 0

Happy now Dara?

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df931d No.32626

File: a5addf051c44f0c⋯.png (103.5 KB,309x348,103:116,Teutonic_John.png)

Name: Sir Caleb Wehr

Nationality: German (Middle Francia)

Religion: Catholicism

Fluff: A knight owning a small parcel of land back in his homeland, Wehr is largely unremarkable as far as knights go in many respects; his skill in arms is adequate, horsemanship acceptable for one his rank, and few people remember what his face looks like under the helmet he seems to wear more often than not. Nevertheless, he has a relatively soft demeanor, and is known to offer service to servants and even serfs whom muster the bravery to ask for it, seeing aiding the needy as being a virtuous practice in the name of the Holy Trinity.

Hearing of the wicked oppression conducted by the Dark Lord and his peoples, Sir Wehr hopes to provide consonance to those in need and drive away the forces of darkness. He thus rides as a Knight Errant, his faith in the Lord unwavering as he seeks to right what is currently wrong.

His hobbies include working with wood, and though no professional carpenter, Sir Wehr knows how to fell a tree with efficiency and quickly convert it into serviceable planks, from which can be fastened together if need be by holes and dowels. His favorite color is golden yellow, as it reminds him of his likewise favorite food, eggs and tuber.

Color: Yellow

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df931d No.32627

>>32621

>>32626

Opps. I'll be spectating in that case.

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df931d No.32632

Dice rollRolled 54, 70, 99 = 223 (3d100)

>>32621

Name: Sir Gregor Von Struben

Nationality: Germanic (Easten Francia if that is the equivalent)

Religion: CATHOLICISM OF COURSE

Fluff: Sir Gregor is a landed knight of Lower Eastern Francia, and has hated the muslims all his life. Many time has he followed his liege lord Lord Hellgore into battle in the south against muslim raids and pushes into lower Francia. He lost a brother to them, and a father as well, which has tempered the hot fire in his heart into cold and bitter hatred. This hatred, and men like him who shared the same abhorrence for those subhuman sand people, has lead him to found a order of knights, like many others in Europe, for the sake of protecting the children of god and purging the heathens from this world. They are called the "Die Herren im weißen Mantel" for their white caps they don before marching into battle.

Color: Orange

=====Stats=====

Skills: [Heavy Armor Proficiency] [Religious Knowledge: Catholicism I] [Shields I] [Swordsmanship II] [Riding I]

Special Ability: [Remove] You will not, and cannot rest until every disgusting southern heathen has been purged from Europa; Nay! From the whole world! You are expected by your allies to serve as a great warrior in the fight against the menace of the Dark Lord. If you shy from battle with the infidels for any reason, you are likely to be abandoned by the other men of your order. Since you are a shining beacon of christendom, you can have two more companions (of the faith, of course). In addition, you get +5 to rolls against the Mohammadians.

Inventory: Clothes, Heavy armor, longsword, shield, courser

Companions: 0/5

1/2/3. I tire of sitting here and waiting for something to happen. I yearn for adventure! Check around my estate for anything that is troubling my serfs, be it bandits or wolves or the like, by God I will take anything! Idle hands are the devil's plaything.

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df931d No.32633

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df931d No.32649

>>32621

Never mind, I've decided not to play comrade, sorry.

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df931d No.32652

Dice rollRolled 31, 99, 90 = 220 (3d100)

>>32621

Name: Count Daracula

Nationality: German (Middle Francia)

Religion: Catholic (OR IS HE?!?!?!?!?)

Fluff:

A minor German Lord on the Kingdom of Middle Francia's Eastern Border Count Daracula is a content man who lacks ambition and stays in all day, only ever wandering his lands at night.

A charming host the Count enjoys housing guests in his modest estate and will go out of his way to accomodate them, unfortunately though his habits often come across quite strong or even as creepy.

The Crypt remains off limits to any and all people, only Daracula himself being allowed down into its cursed halls. Tales of the Nightwalker are far spread, a violent and evil creature living deep within the Bowels of the Crypt.

Count Daracula does his best to keep out of trouble, reliably paying his taxes and remaining neutral on most affairs, yet with the Corpse Prophet threatening Middle Francia it may be up to the Count to dig up a solution to the issue at hand.

Color: Shitmanidk

=====Stats=====

>Skills:

+ [Etiquette II]

+ [Administration I]

+ [Sneak II]

+ [Weapon Proficiency: Dagger]

>Special Ability:

+ [BLEIGH!] Even though you are NOT a vampire, you still sleep in a coffin during the day, are pale as moonlight, and refuse to go out in the sunlight. While this would be a crippling psychological disability to some, it is a positive boon for you. You don't need to sleep regularly, and have perfect 20/20 vision in low light conditions. You are also much more adept at sneaking around in the night, and in dark corners of your estate. Since you're a creepy, person, you can only have one companion. Don't do anything unkind to them. You can also turn into a bat, and have a thirst for human blood. But you're not a vampire. That would be ridiculous.

>Inventory:

+ Spoopy clothes

+ Creppy Dagger

+ Dracula Signet Ring

Companions: 0/1

1. Aha! As a human being of Flesh and Bone it was only normal for Count Daracula to fear death as any mortal would! He would go read in a book made from Skin with a horrible twisted face, crying out in agony on it in order to master the Black Arts, willing to sacrifice as many as it took so eternal life would be his!

So just a normal day for any mortal really.

2. Graf Daracula would stalk the night in search of townsfolk to leech life power off! Their happy faces and full bellies would nurish him with a sense of accomplishment as they were his subjects to care for and protect! MWHAHAHAHA!

3. Lastly it would be time for Count Daracula to fix up those Administration skills of his. He didn't want to become rusty, after all the taxes and gifts to other Counts did not pay for themselves!

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df931d No.32653

File: 259e91e474b9fb9⋯.gif (177 KB,500x523,500:523,Oreo.gif)

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df931d No.32665

Dice rollRolled 41, 49, 22 = 112 (3d100)

>>32533

Name: Fulbert Nar

Nationality: West Francia

Religion: Catholicism

Fluff: Fulbert young unlanded knight, a knight errant if you will. His father had too many sons and thus he got no inheritance, or steed, or armor, or even a serviceable weapon. In fact Fulbert was screwed out of just about everything. So with nothing but the clothes on his back and a few francs in his coinpurse he went to pray, for GOD, the most high of most high to give him some help or show him a sign of what he should do. Obviously no divine intervention or grand sign came, however, one of the priests there heard his pleas, and helped the young lad out by giving him tasks he could do. From hunting the swamps for rare herbs and pigments, to helping put up buildings, Fulbert worked until he ahd enough money to get a decent morning star and some boiled leather armor. Not the best, but better than he had by far. From there he moved on leaving the desolate church in much better shape than he left it. Sometimes God work in subtle ways indeed.

Color: (Grey)

Skills: [Maces I] [Religious Knowledge: Catholicism I] [Armor Proficiency: Light] [Alchemy I] [Construction I]

Special Ability: [A Holy Man] You believe in God, and the Pope, and the Church. Something within you drives your belief, and you may have the nascent magical potential needed to become a warrior-priest of Catholicism. This will take lots of work, though. Until then, you'll find it easier to interact with other servants of God (Within the true Church, at least.)

Inventory: Clothes, Leather Armor, Morning Star, Cross Pendant, Mortar and pestle, hammer

Companions: 0/3

Location: West Francia

1. Train with my morning star a bit more. I'm not that comfortable with it yet.

2. Head to the next own, surely there will be faithful that need helping.

3. Collect some herbs as I ride.

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df931d No.32675

File: 00e57e04de8f780⋯.jpg (187.22 KB,817x977,817:977,slaine69 3.jpg)

Dice rollRolled 11, 49, 86 = 146 (3d100)

1/2 - While it would be quite poetic to build myself a ship and sail single-handed to Iberia, it is ultimately impractical. No matter. Such a time as this, there must be dozens of ships bound for the continent. I shall find one to join with, be it as hired soldier or working attendant, I shall reach Europe. Even should it mean arriving in France and walking to the battlefield on foot.

3 - Before I do leave, however, best to consult the thegn. Wilferic or Uthgrand were fine warriors in his service. I may be able to convince him to send them with me. Or at least, a skop to recount my deeds in battle. Actually, that second sounds better than the first.

>>32619

Name: Osead Haine

Nationality: Anglo-Saxon

Religion: Insular Pagan

Fluff: What makes a man? Is it the means of his birth? The manner of his death? His eloquence in speech? His elegance in skill? None of these things make a man. A man is made of his deeds. The tales told of his might, the hymns sung of his valor, the children's stories recounting his unflinching courage. A man is nothing if his name does not endure.

Osead Haine is such a man. For most of his adult life, he has been a fighter, first against the Umbrians, then against the Danes. Many a battlefield saw his presence and was left marked by it. But Osead has no great love for war. He cares only for the legendry it inevitably produces, the religious, spiritual quality of combat in which death becomes honorable and killing even more so. A world in which even his axe and shield earn their war-names, becoming famous in their own right. And now, a new chance presents itself. In the south, a Dark Lord threatens the safety of the continent. Such a notorious foe would be ideal to solidify his own reputation. Osead will bring down the reign of the dark one. And in its ruin, his legend will be sealed.

Color: Red

=====Stats=====

>Skills: [Shields I] [Axes II] [Armor Proficiency: Light] [Knowledge: Legends I] [Riding I] [Fame I]

Special Ability: [Living Legend] - Your name is already spoken with regularity in the high halls of the Kings of the British Isles. You have a special skill called [Fame]. As your deeds become legend, your fame will grow, and you will become more powerful. In addition, people farther and farther from the Isles will have heard of your exploits. However, you are not presently loved by all the Anglo-Saxons, Danes, or Norsemen of the Isles, since your insular faith separates you from the worshipers of Wodan, Thunor, and Frige. Instead, you keep the gods of the Picts, Britons, and/or the somewhat different Gods of the Irish. Only people who practice the Celtic traditions will follow you. In addition, as a Pagan, you will face heavy persecution from followers of monotheistic religions.

>Inventory: Clothes, winged helm, leather armor, large shield (Æscróf), hand-axe (Mánslagu)

Companions: 0/3

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df931d No.32685

>>32627

>>32649

Shall/can I take his place?

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df931d No.32698

>>32685

Sure thing.

Also, stop posting your actions, you cucks. I was busy tonight, and I'll get to the game tomorrow.

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df931d No.32703

File: 8697dc5d7176ca8⋯.jpg (180.5 KB,500x345,100:69,NewEnglandWoodlands.jpg)

Since he helped out in the creation of the game world, Ash will be joining us. No bitching.

Also, could I get a roll call of the people in the game?

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df931d No.32707

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df931d No.32719

>fucking capcha let me post

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df931d No.32720

>>32703

Gib stats

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df931d No.32721

File: a485cda279a1f85⋯.jpg (9.25 KB,176x197,176:197,Araghast.jpg)

>>32703

I AM HERE

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df931d No.32722

>>32703

could I still make a solo guy for Byzantium? Here

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df931d No.32726

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df931d No.32727

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df931d No.32729

>>32703

Standing by.

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df931d No.32730

>>32703

Here.

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df931d No.32732

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df931d No.32735

Dice rollRolled 69 (1d100)

>>32703

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df931d No.32736

>>32735

>reading comprehension

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df931d No.32740

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df931d No.32743

>>32703

hehehe

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df931d No.32765

>>32623

Skills: [Religious Knowledge: Scandinavian Paganism II] [Healing III]

Special Ability: [Holy Hands] You walk the land, on an epic quest to find your taken sister. The feather which the mysterious stranger gave you years ago has granted you great power, and you have sworn an oath, in the names of all the Æsir, to never harm another human being, and can never use knives, or dedicated weapons. Rolls to heal succeed, unless you roll a 1, and you can roll to regenerate after sustaining wounds. (These rolls are treated normally.) Due to your oath, however, if you ever bring harm to another human being, your powers will be stripped. The exception to this rule is if you cannot flee from a fight, and you are in imminent danger.

Inventory: Warm clothes, walking stick, healer's herbs

Companions: 0/3

>>32624

Skills: [Swords II] [Armor Proficiency: Light] [Religious Knowledge: Cult of the Dark Lord] [Blood Magic I] [Bloodlust 0]

Special Ability: [Juggernaut] Every time you kill a powerful enemy, your special bloodlust skill increases, and you gain a permanent +1 to combat and blood magic rolls. If you ever forsake your allegiance to the Dark Lord, you will be stripped of your power, and pursued to the ends of the Earth. In addition, at the beginning of the game, you can only have one companion, but this total goes up every five Bloodlust counters [2 at 5 counters, 3 at 10, to cap of 5 at 20]

Inventory: Clothes, scimitar, leather armor, sacrificial dagger

Companions: 0/1

>>32626

Skills: [Riding I] [Swordsmanship I] [Carpentry II] [Religious Knowledge: Catholicism I] [Cooking I]

Special Ability: [A True Knight] Few are the men who possess a good heart in this cruel world, but Wehr can be counted among their number. His kindness to the unfortunate and ignored of society don't earn him much respect among other knights, but he is loved by the peasants who have heard of him. Tales of his kindness reach from Lotharingia to Lombardy, and there is talk that he may be a miracle-worker. These are, of course, simply stories blown out of proportion. If he were to cook eggs for a leper, the storytellers would claim that he turned sunlight to gold, and cured the man's condition. Regardless of the veracity of peasants' assertions, they hold Wehr in extremely high regard. With each kind deed, his reputation spreads further, and more and more peasants will be willing to give him whatever help they can as he quests throughout the world. In addition, people are naturally attracted to him, and he can have 5 companions.

Inventory: Clothes, longsword, chainmail, steel helmet, carpenter's tools, skillet, a dozen eggs

Companions: 0/5

Still waiting on Ash. Soon, mein freunde.

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df931d No.32766

>>32624

Actually, scratch that companion bit. In the interest of balance, you can only have one companion for the game. Sorry.

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df931d No.32779

>>32766

Why do you hate me Dara?

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df931d No.32794

>>32777

Name: Firsus Tenachles

Nationality: Alexandria

Religion: Orthodox Christianity

Fluff: After the Dark Lord conquered Egypt some two hunderd years ago Firsus's family stayed and lead the resistance in Alexandria undermining his rule and securing the knowledge and sacred artifacts of Christianity so they could be brought to christian hands. It was inevitable they would one day be caught, but not before sending their only son and the 'Treatise of Servants' by St. Phallisius to their contact in Byzantium where he would study the arcane magics of summoning and prepare himself to serve the Lord.

Color: Purple

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32829

File: 4c2111f1f340a68⋯.jpg (301.44 KB,1066x1522,533:761,1283541050510.jpg)

>>32438

Name: Finn ua Aescut

Nationality: Irish

Religion: Insular Celtic

Fluff: https://www.youtube.com/watch?v=gjMZaQJL5SY

Born in SouthEast Munster, Finn had it tough growing up, especially since his German blood made him and his family an outcast. While Finn's family had been there for generations in servitude to the Kings of Munster and his people, they always had it tough due to the stigma of being an outsider and reputation of Germans. Things only got harder for them when Finn was born, for he was born with distinctive German features. While there hadn't been Lochlannach sighted in the area, his mother was still accused of infidelity and consorting with the enemy and only the sworn testimony of her husband and their family's years of loyalty stayed their hand, though their persecution of them only increased as Finn got older. While Finn was bullied when he was younger and came home with cuts and bruises, as he got older and grew taller and bigger than the other boys, that eventually stopped, though he was still hated by most. Appreciation of him only came when he grew old enough to hunt and wield weapons, which he did with great efficiency, particularly since his family's servitude entailed hunting for and defending the lord of the town. Finn's loving and committed parents made his upbringing relatively stable and his foreign features made him try hard to fit in, resulting in a sharp and quick mind. It was these combinations of traits that made him one of the best warriors in all of Eire, and it was this that saved his life. The Lochlannach raids have been growing more frequent, with attacks from Cork and Waterford reaching farther inland than ever before. It was only a matter of time, they attack his village and enslaved and pillaged everything they could. Both his parents died trying to protect the village and it was his blonde hair and spirit that allowed him to live. Not knowing what to do, he buried everyone in the village before heading to the King of Munsters castle informing him of what had happened. The counselors and nobles claimed he cavorted with the Lochlannach and helped kill the villagers and his parents, but he vehemently denied this and only wished to know what was to be done with him since he was bound to the king. Everyone grew silent at that and waited as the King deliberated his verdict in silence. The King decreed that if he truly wished to clear his name and be granted his freedom, he would head south, to the Tuatha de Viseagotha, and bring glory to the Kingdom of Munster in his stead or die trying. Given cloth and armor with the Kingdom of Munsters symbol on it, and allowed his family weapons, Finn has arrived in Hispania and is eager to test his mettle against the forces of the "Dark Lord".

Color: Green or Blue or Gold

=======Stats=======

Skills:

Special Ability:

Inventory:

Companions: 0

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df931d No.32841

>>32794

Skills: [Summoning I] [Religious Knowledge: Orthodox Christianity I] [Religious Knowledge: Ancient Egyptian I]

Special Ability: [Summoner] Summoning is an ancient magic, lost to time, and mostly encoded in the now indecipherable language of the ancient Egyptians. However, St. Phallisius devoted his life to uncovering the secrets of the Pharaohs. His magnum opus was his treatise on summoning. It explores the theory behind the art, its foundations, its intricacies, and its philosophy. Unfortunately, Phallisius only wrote the first part of the book in normal Greek. The rest appears to be coded. Some of it looks to be made using a sophisticated mathematical technique, and some of it is simply written in obfuscating script. The best way to unlock the secrets of the Treatise of Servants would be to search out accompanying tomes, mentioned in the first section, which will help you to decode the other chapters of the book. You have spent many hours studying the book, and you can summon minor creatures, but you still have much to learn. For each new codebreaking tome you discover, your summoning skill will go up one tier, allowing you to summon more powerful creatures. Right now, you can only summon small faeries, cherubs, and a swift, but earthly steed. You can only summon one creature once every five turns. In addition, each summoned creature takes up two companion slots, and continues to exist until it is dismissed or killed.

Inventory: Clothes, The Treatise of Servants

Companions: 0/3

>>32829

Skills: [Spears II] [Medium armor proficiency] [Shields II] [Maces I]

Special Ability: [The German] Even though you're a proud Irishman, some continental blood still courses through your veins, and it gives you your blonde hair. This was a mark of shame in your native Ireland, and you aren't likely to win any popularity contests there anytime soon. However, it will be easier to make a name for yourself, and restore your honor, because of the peculiar circumstances surrounding your exile to the Kingdom of the Visigoths, and the fate of your family. Your name is already on the lips of the people of Ireland. Make sure that their words are kind ones. With greater honor will come many benefits. More people will want to give you a job, your king may allow you back into the kingdom of Munster, and even reward you for your service, and you can draw men to your banner more easily.

Inventory: Clothes, Munster Tabard, Munster Shield, Boar spear, Morning star, Chainmail Byrnie

Companions: 0/3

We'll start once I can figure out a way to put all you cunts on the map, and think of where exactly you should go, and write up a brief blurb about your situation.

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df931d No.32849

>>32829

Holy shit, no need to be a fag about your ancestral weapons. Wow.

Skills: [Spears II] [Medium armor proficiency] [Shields II] [Swords I]

Special Ability: [The German] Even though you're a proud Irishman, some continental blood still courses through your veins, and it gives you your blonde hair. This was a mark of shame in your native Ireland, and you aren't likely to win any popularity contests there anytime soon. However, it will be easier to make a name for yourself, and restore your honor, because of the peculiar circumstances surrounding your exile to the Kingdom of the Visigoths, and the fate of your family. Your name is already on the lips of the people of Ireland. Make sure that their words are kind ones. With greater honor will come many benefits. More people will want to give you a job, your king may allow you back into the kingdom of Munster, and even reward you for your service, and you can draw men to your banner more easily.

Inventory: Clothes, Munster Tabard, Ancestral Shield [With the Three Crowns of Munster painted over it], Ancestral boar spear, Ancestral Sword, Chainmail Byrnie

Actual updates later. Probably not tonight. Blame Ash for giving you false hope.

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df931d No.32850

Here's the colors you'll be using. Since there was conflict, I'm assigning some of you colors. Colors are on a first come, first serve basis. If you claimed a color before anyone else, that's your color. If you accidentally tried to claim a claimed color, I will assign you one.

>>32520

Black

>>32526

Grey

>>32543

Blue

>>32552

Red

>>32561

Pink

>>32580

Dark Blue

>>32586

Dark Green

>>32587

Brown

>>32590

Orange

>>32623

Lime Green

>>32626

Egg Yellow

>>32794

Purple

>>32829

Light Blue

Map coming up next. Hold onto your pants, faggots.

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df931d No.32851

File: fabca08837cca80⋯.png (176.75 KB,723x899,723:899,Game Map Character Positio….png)

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df931d No.32920

It is springtime, and Europe is thawing. Easter is just around the corner, and hope is being rekindled in the hearts of those who survived the winter.

>>32520

You stand in Al-Basit, Meaning "The Plain." It is a fitting enough name for the area surrounding the town. It is here that you are resting, for not far North of here lies the contested zone, between the Visigoths, and the land of your Dark Lord. Where you walk, peasants flee in fear, and hardened soldiers of the Dark Lord quake in their boots. You came here by the command of Ali, the Dark Lord's fearsome lieutenant. He has instructed you to seek out a relic in one of the churches of the contested area. It is probably of little importance to followers of the Dark Lord, but it's capture would shake the morale of the Visigothic fighters. You seek the spear of Longinus, the Roman soldier who pierced the side of Christ, over 800 years ago. Even most of the Christians do not know that the lance has traveled this far West, but the spies and blood-seers of the Dark Lord see far.

>>32526

You wave to the abbot and the monks with whom you have made your home over the past few years. You've decided to leave, to find your own way in the world. Perhaps you will help reclaim the holy land, and perhaps you will pledge your sword to one of the kings of Europe. Either way, the world is your oyster.

>>32543

Snows still fall on your mountain monastary, though the rest of Europe is beginning to feel the warmth of the sun once again. However, you don't mind. The Lord's light warms your soul, and the magic fires of the buildings warm your body. Today, you have a meeting with the abbot, Father Charles, and you plan to keep working on your manuscript.

>>32552

The wide, green fields of the Anglo-Saxon countryside surround you. The nearest settlement is Leigham, to your south. It's a village in a forest, belonging to King Billfrid, which supplies other towns in the region with lumber. A little farther north is Readingas, the capital of the kingdom of the same name, owned by King Reada.

>>32561

You're in the contested territory between the Kingdom of the Visigoths, and Al-Andalus. While the territory is nominally held by the forces of the Dark Lord, that hegemony has been challenged in numerous locations recently. To the North is a small Visigothic settlement, Thuidimira, and to the East is an outpost of the Dark Lord's forces. You've been unleashed upon Thuidimira, and are expected to capture the village by sundown. As the morning sun breaks, you say a prayer to the Dark Lord and the Kabbah, and set out.

>>32580

You're in the small village of Svennsten. It is here that you went after you were cast out of your home, and here that you return to visit the Gothi who kindly took you in. They are old now, and some have passed, but you still love them as fathers. Here in the North, snow still falls, and life is hard, but the Gothi have you to help, at least until you are called into battle on behalf of King Kolbjørn Hanneson of Bergen, your current liege lord. Fortunately, you are only called on in time of great emergency, and can spend time with your adoptive family.

>>32586

After Mass, you leave the church, and enter Rome proper. The city is a shadow of its former glory, but it still dwarfs nearly every other city in Europe in scale, and in beauty. Old Roman buildings still stand, as a testament to the talent of their builder, and statues still stand in the houses of the wealthy. The grandmaster of your order, Giotto Cosenza, has asked that you visit him back at your castel. You are guessing that since you near the end of your informal, post-knighthood training, that you will be called into war in service of the Lord, and all of Christendom.

MORE LATER

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df931d No.32954

>>32587

You awaken in your coffin after a brief nap. Your castle is asleep, and there's not much to do. The Duke of the Low Countries, Johann van der Sluut, is visiting your castle on his scenic tour of the kingdom. So far, you have decided to show him the courtesy due to his station, but he's been so terribly impolite to all of your servants, your patience is drawing thin. His son and daughter have accompanied him on his journey, and they seem nice enough. While walking the halls of your silent castle, you come across one of your administrative aides. "Ah, there you are, sir. You've received a letter from the Margrave of Istria." (The March directly abutting the March of Carniola, where you reside. In fact, you are technically Margrave of Carniola, but you peculiarly prefer to be called Count.) You thank him and take the letter. Margrave Arnel Metelko of the Istrian peninsula is a very close friend, and political ally of yours. In the bright moonlight, you can make the letter out quite clearly. "Count Dracula, It has come to my attention that the larks to the East have had their eye on that eagle's nest that I showed you. I think that they intend to move in after some preparations. They've even found their way into the manor, the audacious little things! Do tell our friend about the larks. He'd be delighted to hear. Signed, Metelko."

This is worrying news. He's written to you in birdwatcher's code, which the two of you had devised on a hunting trip a while back, in case you thought you were being spied upon. The contents of the message are clear. the Byzantines have their eye on Francian land, and Arnel cannot write directly to the King, because he believes his letters are being read. Only indirectly can this information be relayed. Well, Count Dracula. Are you a bad enough Margrave to rescue the kingdom?

Sorry for the one obnoxiously long update, everyone. I got carried away, and now I'm exhausted. Several shorter ones tomorrow, I hope.

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df931d No.32965

>>32590

Saracens. The word itself makes your blood boil. It deserves to be spat, not spoken. There is only one way to deal with such animals: with faith and sword. Even as you loathe them, you feel a peculiar respect for their better warriors. It is the respect a hunter feels for a dangerous boar; the respect a fisherman feels for a shark. It is the respect of the warrior, and it is ubiquitous. You have fought them before. A few years ago, in your last weeks as a squire, you accompanied your master into occupied Anatolia, and helped push the infidels back. For your bravery, you were knighted. Now, you prepare to go forth, and reconquer Christian lands once more.

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df931d No.32968

>>32623

A week has passed since your village was attacked, and your sister was taken. Southwards you travel, in search of the party which came and took your sister, or for help in finding them. You've come to a small market town, Stålesfjord, located at the terminus of the valley of the same name. It is ruled by Gunnar Magnussen, a wealthy merchant, sworn to no king. A fresh snow is falling, and winter will stay in these lands for a while.

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df931d No.32969

>>32626

The slow thaw of Europe has not yet reached your lands, and an ill wind blows from the North. You, like many other knights of the land, are making the final preparations for your journey South. You fully intend to help the terrorized peasantry of the Iberian peninsula, your lands, and all the lands in between. Your castle is not a terribly impressive one, but it's well-built, and easily defensible. The village to the Southwest is Adelholdt, you are well loved there. It's only a few miles away, and you intend to purchase some supplies there before you head off o. Your journey.

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df931d No.32983

File: 1ecf430b5a3ee72⋯.gif (365.22 KB,500x275,20:11,Dr.feels.gif)

I-Is it too late to join Mr. Dara?

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df931d No.32986

File: 81c81b5d2c6b2ae⋯.png (62.05 KB,243x300,81:100,me.png)

>>32983

>>32438

This is my character if I'm not too late.

Name: Karlsen Dahl

Nationality: Danelaw

Religion: Not sure, cynical about the whole deal.

Fluff: Karlsen's father was an elected reeve for the lands of a Jarl in Danelaw. In the short childhood that Karlsen had, he was able to learn how to read the Danelaw dialect of Danish due to his father's dealing with the lord's finance. >>32983

As fate would have it, jealous rivals found out that Karl, father of Karlsen, was secretly a filthy Catholic. Armed men broke down their cottage doors as Karlsen watched as his parents were sacrificed to the gods in front of him. His father's bellowing in his ears, Karlsen ran away and was raised by forest bandits. His only remaining keepsake being the family's German Bible. These same bandits that raped and pillaged across Danelaw would soon join up with the rest of Danelaw's young men to be hired as mercenaries by Continental Europe. No lord wanted to waste valuable troops in lieu of the rise of the Dark Lord and so it was then when Karlsen was hired by Middle Francia to fight petty border skirmishes in the forests of West Francia and the hills of East Francia. It is where we start with Karlsen the leader of a company of 20 men.

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df931d No.33007

File: 2b2d652015fcb00⋯.png (166.17 KB,858x675,286:225,2b2.png)

>>32986

>catholic

>rapist and pillaging bandit

>raping and pillaging other catholics

fukken catholics mang

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df931d No.33008

File: 5346b5d693f4128⋯.jpg (35.73 KB,785x757,785:757,Disgusting.jpg)

>>33007

>Religion: Not sure, cynical about the whole deal.

>"lel he's Catholic, but kills Catholics."

I am triggered.

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df931d No.33033

File: 1a0452cc2354971⋯.png (197.83 KB,599x607,599:607,1475339450603.png)

>>33008

>cynical about religion in a setting where gods have proven themselves to be real

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df931d No.33034

>>33033

>filthy pagan scum kills family

>Catholic did nothing but watch

btw where is OP?

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df931d No.33046

File: 2228c1c742a1ce5⋯.jpg (33.15 KB,278x432,139:216,IMG_0251.JPG)

>>33034

>>33033

>>33008

>>33007

>>32986

>>32983

I'm sorry, but the game is full. If someone drops out, you have their spot. Christ, can't I leave for one day without the thread falling apart? I'm doing all this posting from my phone, if that will excuse the slow updates.

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df931d No.33050

>>32794

The journey from Alexandria was long, and difficult, but you passed the time trying to read the treatise. When you finally arrive in Constantinople, you are amazed. Alexandria was a great city, even after the Ptolmaic times were over, but here is a city to outstrip it in every way. It's ports are larger, it's walls are higher, it's streets are wider, and it seems wealthier than even the jewel of Egypt. You follow the directions that you've been given, and arrive at the largest church you have ever seen. It rises above the city like an acropolis, and the glory of God shines out of it. You approach one of the priests, to tell him what you are here for. After a brief discussion, you are rushed inside the church, and you are barely given time to glance at the great arches, vaults, columns, and domes of the cathedral, as you are hurried along to a small office. Inside sits a white-haired man with a short beard. He observes you for a brief moment, and dismisses the priest who brought you into the office. Once the two of you are alone in the room, he instructs you to sit in a simple wooden chair. "Firsus Tenachales, I am Ignatios, Patriarch of Constantinople. You have been brought to me because of your clerical ability, and your birthright, the Treatise. I will teach you how to better understand the Lord, and His power on Earth, and you will serve in this church as though you were a monk, for a life of luxury is not for a priest. You will have your own room, with a bed, desk, and dresser, and you will be expected to perform the duties of a servant of God, as you learn the ways of our church. I will personally work with you as we decipher the Treatise, and learn the secrets of God. Father Katsaros will show you to your chambers. You begin your lessons tomorrow.

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df931d No.33051

>>32829

After a journey across the Celtic Sea, your ship lands in Breizh. You and the sailors thank Manandán mac Lir for your safe journey, and you set out into Llanylys, a small port town not far from Kemper, the largest town in Breizh. From there, your journey will take you to Paris, then South through Aquitaine, Gascony, and over the Pyrenees into Navarre. You consider going to Galicia from there, to meet your Celtic brethren there, though you could also head straight to Leon, where you could sign up as a mercenary for the Visigoths.

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df931d No.33052

Let the game begin! Keep your old rolls or roll again, it's up to you. You have to keep the new score, though. I also want new actions in light of your newly given fluff.

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df931d No.33053

Dice rollRolled 79, 1, 63 = 143 (3d100)

>>33050

>>32920

Name: Firsus Tenachles

Nationality: Alexandria

Religion: Orthodox Christianity

Fluff: After the Dark Lord conquered Egypt some two hunderd years ago Firsus's family stayed and lead the resistance in Alexandria undermining his rule and securing the knowledge and sacred artifacts of Christianity so they could be brought to christian hands. It was inevitable they would one day be caught, but not before sending their only son and the 'Treatise of Servants' by St. Phallisius to their contact in Byzantium where he would study the arcane magics of summoning and prepare himself to serve the Lord.

Color: Purple

=====Stats=====

Skills: [Summoning I] [Religious Knowledge: Orthodox Christianity I] [Religious Knowledge: Ancient Egyptian I]

Special Ability: [Summoner] Summoning is an ancient magic, lost to time, and mostly encoded in the now indecipherable language of the ancient Egyptians. However, St. Phallisius devoted his life to uncovering the secrets of the Pharaohs. His magnum opus was his treatise on summoning. It explores the theory behind the art, its foundations, its intricacies, and its philosophy. Unfortunately, Phallisius only wrote the first part of the book in normal Greek. The rest appears to be coded. Some of it looks to be made using a sophisticated mathematical technique, and some of it is simply written in obfuscating script. The best way to unlock the secrets of the Treatise of Servants would be to search out accompanying tomes, mentioned in the first section, which will help you to decode the other chapters of the book. You have spent many hours studying the book, and you can summon minor creatures, but you still have much to learn. For each new codebreaking tome you discover, your summoning skill will go up one tier, allowing you to summon more powerful creatures. Right now, you can only summon small faeries, cherubs, and a swift, but earthly steed. You can only summon one creature once every five turns. In addition, each summoned creature takes up two companion slots, and continues to exist until it is dismissed or killed.

Inventory: Clothes, The Treatise of Servants

Companions: 0/3

In the year of our Lord 851 I have since left Constantinople and my tutor and Patriarch Ignatios in pursuit of lore, notes and half burned scribbles regarding Isidore of Miletus's comprehensive compilation of Archimede's work which henceforth I will refer to in my journal as 'The Compilation'. Before he became the architect of the greatest church this humble one has ever had the honor of praying in he taught geometry and physics in the universities of Alexandria and a treatise on those glorious vaults I had walked under. All these clues seem to lead me ever westward and now into southern Italy where… *it scribbles off*

1 Preparations for Easter will consume many days and the flock must always be tended lest they wander off.

2 The local Orthodox Church offers the usual spartan accommodations but without the grandeur I have grown nostalgic for but with my duties taken care of I can prepare supplies and a mount for when I inevitably find my next clue to the whereabouts of The Compilation.

3 To what extent can a cleric pursue the mysteries of God without the Bible? I search for the next clue in this land.

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df931d No.33054

File: d2aa1077940cc4f⋯.jpg (371.47 KB,1571x1540,1571:1540,Evil Dead.jpg)

File: 33b85bf7f27fe87⋯.jpg (37.29 KB,601x391,601:391,1475270839210.jpg)

>>33053

I wonder what book I should really be reading

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df931d No.33055

>>33053

>dat 1

I guess you're never finding that book…

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df931d No.33056

>>33055

Well the action itself is about getting supplies if that makes a difference. First turn nat 1 though what a way to start

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df931d No.33057

File: 74cb8d2c0bf13fc⋯.jpg (422.39 KB,797x748,797:748,GravelTruckSimulator.jpg)

>>33053

At least you tried

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df931d No.33058

TEST

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df931d No.33059

File: f400cc2f11674e3⋯.jpg (67.92 KB,500x626,250:313,500px-Crimson_Slaughter_Ch….jpg)

Rolled 46, 63, 83 = 192 (3d100)

Name: Agrabbahst, the Pillager

Nationality: Al-Andalus

Religion: The Cult of the Dark Lord

Fluff:

Agrabbahst, the Pillager, is a priest and warrior of the Dark Lord Mohammad. Once a loyal knight of christendom, he turned his back upon the cross after feeling betrayed by his fellow crusaders, who left him to die in the desert sands. The Dark Lord found and restored him to life using foul blood magics, and converted him to the blood faith. Now he walks the land eager to spill the blood of the the faith that abandoned him to die, taking up the name Agrabbahst the Pillager, for his habit of slaughtering and raiding christian towns.

Agrabbahst seeks to emulate the Dark Lord himself. He uses blood magic to empower himself through the spilling of blood, giving himself great stature and strength, even using dark rituals to enhance his body with extra hearts organ implants. He clads himself in thick corrupted knights armor, heavier than any normal mortal could carry, he wields in his hands a weapon that he uses to channel "bolts of magic fire" at his foes, and a flaming sword.

With vengeance and hatred in his heart, he walks forth on a twisted crusade of vengeance and blood. "Blood for the Dark Lord, Skulls for the Kabbah"

https://www.youtube.com/watch?v=2_FTdg-uL9c

Color: Black

Skills: [Fire Magic I] [Swordsmanship II] [Armor Proficiency: Very Heavy] [Intimidate II]

Special Ability: [One Man Army] Former knights aren't well welcomed by most of the servants of the Dark Lord, and the only thing more putrid to a Christian than a heretic, is an apostate. You are immensely powerful, giving you the ability to wear super heavy armour, and significant upgrades to your survivability. However, you can take no companions, as nobody will willingly follow a traitor, and former knight.

Inventory: Clothes, Super Heavy Armor, Neophyte's Rod, Flaming Sword, Trophy Belt (Use it to collect the skulls of your enemies!)

Companions: 0/0

Southern Iberia, Al-Andalus

1. I walk north towards the churches of the infidels, in search of this so called "holy lance" that we may defile their hearts and spirits as we do their bodies!

2. None follow me willingly. I care not for fealty. There is more than just loyalty to bind a man. I go and seek Christians, alive, to capture that I may perform dark rituals of them. I will not have "companions", I shall have thralls and necrotic slaves!

3. Blood for my lord. I am enhungered. I go in search of a fine beast. I shall spill its blood as a simple offering, and feast on its flesh. Its fur shall make a fine pelt.

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df931d No.33060

>>33057

Remarkably on point image Ash. Saved.

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df931d No.33061

File: e676047be99a40b⋯.jpg (350.7 KB,402x600,67:100,37LundOneEyedIdolSm.jpg)

File: 08c09a9a460edd0⋯.jpg (342.28 KB,800x489,800:489,Viking site_27.jpg)

Dice rollRolled 50, 54, 92 = 196 (3d100)

>>32621

Name: Gunnar Móðbrandr

Nationality: Norse

Religion: Scandinavian Paganism

Fluff: Gunnar was never right in the head. From his swaddling days the boy was prone to fits of temper, and as he grew in size his violent mood swings grew in power and frequency. Eventually, upon hitting puberty, Gunnar was cast out from his homestead after cracking his father's skull, and the wayward boy was taken in by devotees of Odin, who proclaimed that he was a Bersekr who had yet to control his natural gift of bloody frenzy. Gunnar learned their ways and found an outlet for his surges of fury: wading into battle with blades held high and a bear-skin clasped 'round his neck.

While his reputation makes most individuals assume that Gunnar is a wild-eyed angry beast at all times, when he is not raging he is soft-spoken and introspective. The man has taken no woman for his wife, and many suspect that he fears that he if he did, he may slaughter her in the throes of his rage. While he has grown quite accustomed to predicting when his irrational anger will surge to the surface, even he is caught off guard at times after all these years. A snippet of bad news or a particularly vivid smell or sound can turn the somber devotee of Odin into a terrible rage, and one glimpses a bloody shadow of what he is capable of in the heat of battle.

Color: Silver or Dark Blue

Skills: [Dual Wielding] [Swords I] [Axes I] [Intimidate II] [Religious Knowledge: Scandinavian Paganism I]

Special Ability: [Unhinged] You are a mighty Berserkr, a war magician able to channel the rage seething within you in battle, becoming a fierce and terrible opponent. When berserking, only critical failures (1-5) count as failures, while your critical success range is significantly expanded (88-99). However, your great power comes at a price. Whenever you berserk, you must roll a D6. On a 1, you are unable to tell friend from foe for the duration of the combat, and have a chance of attacking any nearby allies. However, on a 6, your first attack roll gets +10 (This cannot save you from natural 1s, or push you into critical success territory, if you're not already there.) As a result of your fearsome reputation, even hardened warriors are wary around you, and seek not to provoke your ire. You can only have one faithful companion. Choose well.

Inventory: Clothes, steel helmet, leather armor, axe, sword, bear cloak

Companions: 0/1

1. There must be wood to burn to keep warm, wood to cook with. Gunnar dutifully volunteers to do quite a bit of woodcutting, figuring that he can fit in some axe practice while at it.

Cut wood, train Axes.

2. When not cutting wood, Gunnar continues practicing his swordplay, blades akimbo, on willing opponents and on many a poor, unsuspecting tree…

Train Swords.

3. Gunnar inquires after his adopted "father," Skahlvar, to see if there is anything in particular that needs doing. It's been some time, and nobody knows when he will be called off, so the somber berserker is eager to do what he can while he can.

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df931d No.33062

File: 78bc103372e9b44⋯.jpg (42.62 KB,403x605,403:605,4412929.jpg)

Dice rollRolled 66, 37, 40 = 143 (3d100)

>>33051

Name: Finn ua Aescut

Nationality: Irish

Religion: Insular Celtic

Fluff: https://www.youtube.com/watch?v=gjMZaQJL5SY

Color: Light Blue

=====Stats=====

Skills: [Spears II] [Medium armor proficiency] [Shields II] [Swords I]

Special Ability: [The German] Even though you're a proud Irishman, some continental blood still courses through your veins, and it gives you your blonde hair. This was a mark of shame in your native Ireland, and you aren't likely to win any popularity contests there anytime soon. However, it will be easier to make a name for yourself, and restore your honor, because of the peculiar circumstances surrounding your exile to the Kingdom of the Visigoths, and the fate of your family. Your name is already on the lips of the people of Ireland. Make sure that their words are kind ones. With greater honor will come many benefits. More people will want to give you a job, your king may allow you back into the kingdom of Munster, and even reward you for your service, and you can draw men to your banner more easily.

Inventory: Clothes, Munster Tabard, Ancestral Shield [With the Three Crowns of Munster painted over it], Ancestral boar spear, Ancestral Sword, Chainmail Byrnie

Companions: 0/3

1; Inquire about jobs in the local area of Breizh in Kemper, preferably requiring using my expertise, to get monies to buy rations and supplies for the trip

2-3; Practice my Spearwork. Father always told me our fighting styles have been taught and passed down for generations and with each passing, something is added to it. I will make this style my own!

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df931d No.33065

Dice rollRolled 68, 65, 75 = 208 (3d100)

>>32954

Name: Count Daracula, Margrave of Carniola

Nationality: German (Middle Francia)

Religion: Catholic (OR IS HE?!?!?!?!?)

Fluff:

A minor German Lord on the Kingdom of Middle Francia's Eastern Border Count Daracula is a content man who lacks ambition and stays in all day, only ever wandering his lands at night.

A charming host the Count enjoys housing guests in his modest estate and will go out of his way to accomodate them, unfortunately though his habits often come across quite strong or even as creepy.

The Crypt remains off limits to any and all people, only Daracula himself being allowed down into its cursed halls. Tales of the Nightwalker are far spread, a violent and evil creature living deep within the Bowels of the Crypt.

Count Daracula does his best to keep out of trouble, reliably paying his taxes and remaining neutral on most affairs, yet with the Corpse Prophet threatening Middle Francia it may be up to the Count to dig up a solution to the issue at hand.

Color: Shitmanidk

=====Stats=====

Skills:

+ [Etiquette II]

+ [Administration I]

+ [Sneak II]

+ [Weapon Proficiency: Dagger]

Special Ability:

+ [BLEIGH!] Even though you are NOT a vampire, you still sleep in a coffin during the day, are pale as moonlight, and refuse to go out in the sunlight. While this would be a crippling psychological disability to some, it is a positive boon for you. You don't need to sleep regularly, and have perfect 20/20 vision in low light conditions. You are also much more adept at sneaking around in the night, and in dark corners of your estate. Since you're a creepy, person, you can only have one companion. Don't do anything unkind to them. You can also turn into a bat, and have a thirst for human blood. But you're not a vampire. That would be ridiculous.

Inventory:

+ Spoopy clothes

+ Creppy Dagger

+ Dracula Signet Ring

Companions: 0/1

1. Count Dracula? An unfortunate mistake in Margrave Arnel Metelko's writing or a hidden message? He was a close friend and impossibly meant to offend, Daracula would let it slide this time. The message he had sent was very troubling indeed however. The Byzantines dared covet Frankish land at this time? No doubt whomever was in charge of these preparations was an absolute madman. The Bloodied Prophet was besetting the Byzantines already, soon they would have to defend themselves and if they dared move against Middle Francia they would start a war on two fronts, one they could impossibly win.

Daracula read the letter again, there could be no doubt. This did however present the King of Middle Francia with an unprecedented opportunity. As Daracula had said himself once, a long long time ago, the enemy of my enemy is my friend. Still he wasn't certain whether this instance could be applied to a bloodthirsty Undying who sought to extend his lifespan by consuming the life force of his enemies.

Count Daracula would move to the Capital for an audience with the King. Of course noone could know about this and he would move out during the night. Hidden away in a coffin one of his loyal servants would smuggle him into the Capital. From there on out it would be up to Count Daracula to gain the King's Ear.

2. Before he was ready to leave Count Daracula would of course have to employ smoke and mirrors to elude his guests into believing he stayed at court and was merely very busy. It was key to appeal to Duke Van Der Sluut's children, after all the Count had outlasted numerous rulers and he had the feeling that if Van Der Sluut continued to act in the way that he did Count Daracula would soon be dealing with his children instead anyway

Certainly they would not miss the rather odd Lord of the House and enjoy Carniola's pleasantries regardless. His faithful courtiers would keep them entertained until Johann Van Der Sluut would finally decide it was time to continue his tour.

3. The way would be long and boring, after all Daracula would have to spend much of his time within the closed confines of his coffin. A few tomes about resurrection and the control of the unliving would prove to be interesting reading material. Of course this was all strictly fictional as such ridiculous entities quite simply did not exist.

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df931d No.33069

Dice rollRolled 79, 57, 52 = 188 (3d100)

>>32920

Name: Fulbert Nar

Nationality: West Francia

Religion: Catholicism

Fluff: Fulbert young unlanded knight, a knight errant if you will. His father had too many sons and thus he got no inheritance, or steed, or armor, or even a serviceable weapon. In fact Fulbert was screwed out of just about everything. So with nothing but the clothes on his back and a few francs in his coinpurse he went to pray, for GOD, the most high of most high to give him some help or show him a sign of what he should do. Obviously no divine intervention or grand sign came, however, one of the priests there heard his pleas, and helped the young lad out by giving him tasks he could do. From hunting the swamps for rare herbs and pigments, to helping put up buildings, Fulbert worked until he ahd enough money to get a decent morning star and some boiled leather armor. Not the best, but better than he had by far. From there he moved on leaving the desolate church in much better shape than he left it. Sometimes God work in subtle ways indeed.

Color: (Grey)

Skills: [Maces I] [Religious Knowledge: Catholicism I] [Armor Proficiency: Light] [Alchemy I] [Construction I]

Special Ability: [A Holy Man] You believe in God, and the Pope, and the Church. Something within you drives your belief, and you may have the nascent magical potential needed to become a warrior-priest of Catholicism. This will take lots of work, though. Until then, you'll find it easier to interact with other servants of God (Within the true Church, at least.)

Inventory: Clothes, Leather Armor, Morning Star, Cross Pendant, Mortar and pestle, hammer

Companions: 0/3

Location: West Francia

1. Train with my morning star a bit more. I'm not that comfortable with it yet.

2. Head to the next own, surely there will be faithful that need helping.

3. Collect some herbs as I ride.

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df931d No.33071

Dice rollRolled 63, 78, 90 = 231 (3d100)

>>32920

Name: Brother Johan

Nationality: Middle Francia

Religion: Catholic

Fluff: Brother Johan is a Monk whose monastery rests in the northern alps. Like other monks he is a simple man who practices the gifts of God, meditates upon his words, and copies the holy texts. Johan has been raised in this monastery since he can remember, and he does not know his birth parents, instead taking his brothers as his family.

Color: Blue

Skills: [Religious Knowledge: Catholicism II] [Literate] [Light Magic I]

Special Ability: [Monk] - The monastic orders of the Catholic Church are essentially mages' guilds, just as much as they are orders of religious scholars. Your whole life has been spent preparing to learn the higher secrets of the Lord, and you gain a +15 bonus to rolls to learn and improve magical skills. However, due to your secluded life, you don't feel very comfortable around people who aren't members of a Catholic monastic order. Therefore, you can only have two companions. One or both may be other monks, but you can only have one non-monk companion.

Inventory: Simple robes, walking stick, parchments, quill, ink

Companions: 0/2

1. Meditate on the words of the Lord. +15

2. Talk with Father Charles.

3. Continue work on the manuscript.

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df931d No.33145

Dice rollRolled 89, 8, 96 = 193 (3d100)

>>32920

Name: Abba Bin Hassan the Bloodletter

Nationality: Sand Nigger

Religion: The Cult of the Dark Lord

Fluff: A devote and loyal follower of the Dark Lord, he has started a one man crusade to break the Visigoth kingdom! Skilled in Blood magic he channels the horrifying power as he slaughters his way across the battlefield, each gruesome kill adding to his power. In the name of the Dark Lord those who would not kneel would die.

Color: Punk

===Stats===

Skills: [Swords II] [Armor Proficiency: Light] [Religious Knowledge: Cult of the Dark Lord] [Blood Magic I] [Bloodlust 0]

Special Ability: [Juggernaut] Every time you kill a powerful enemy, your special bloodlust skill increases, and you gain a permanent +1 to combat and blood magic rolls. If you ever forsake your allegiance to the Dark Lord, you will be stripped of your power, and pursued to the ends of the Earth. In addition, at the beginning of the game, you can only have one companion, but this total goes up every five Bloodlust counters [2 at 5 counters, 3 at 10, to cap of 5 at 20]

Inventory: Clothes, scimitar, leather armor, sacrificial dagger

Companions: 0/1

—-

1-3. Move with great swiftness blades unleashed and hungry for blood! None shall stand before my Dark Lord. I shall begin by picking of guards and peasants anyone who strays from the village sowing terror as men fail to return…

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df931d No.33288

File: eaad85bb09bba83⋯.jpg (58.25 KB,480x359,480:359,winter_castle.jpg)

Dice rollRolled 32, 74, 81 = 187 (3d100)

>Name: Sir Caleb Wehr

>Nationality: German (Middle Francia)

>Religion: Catholicism

>Color: Yolk Yellow

>Fluff: A knight owning a small parcel of land back in his homeland, Wehr is largely unremarkable as far as knights go in many respects; his skill in arms is adequate, horsemanship acceptable for one his rank, and few people remember what his face looks like under the helmet he seems to wear more often than not. Nevertheless, he has a relatively soft demeanor, and is known to offer service to servants and even serfs whom muster the bravery to ask for it, seeing aiding the needy as being a virtuous practice in the name of the Holy Trinity. (Extended: >>32626 )

>Skills: [Riding I] [Swordsmanship I] [Carpentry II] [Religious Knowledge: Catholicism I] [Cooking I]

>Special Ability: [A True Knight] Few are the men who possess a good heart in this cruel world, but Wehr can be counted among their number. His kindness to the unfortunate and ignored of society don't earn him much respect among other knights, but he is loved by the peasants who have heard of him. Tales of his kindness reach from Lotharingia to Lombardy, and there is talk that he may be a miracle-worker. These are, of course, simply stories blown out of proportion. If he were to cook eggs for a leper, the storytellers would claim that he turned sunlight to gold, and cured the man's condition. Regardless of the veracity of peasants' assertions, they hold Wehr in extremely high regard. With each kind deed, his reputation spreads further, and more and more peasants will be willing to give him whatever help they can as he quests throughout the world. In addition, people are naturally attracted to him, and he can have 5 companions.

>Inventory: Clothes, Longsword, Chainmail, Steel Helmet, Carpenter's Tools, Skillet, Eggs [x12]

>Companions: 0/5

Sir Caleb took the moment to ensure his outfit was properly secured and that it had properly been "streamlined" to reduce its maintenance requirements, for he was not sure that he would be able to readily remove it in a time any soon. The environment was cold and further dulled by the unfriendly greyscape in the sky, perhaps nature's way of signifying the ill tidings of the current age.

1. Final preparations are to be made to ensure that those I leave behind to tend to thy castle remain capable and informed of their jobs. Among them, Squire Adalard: though a promising young lad, I fear that he is yet too young to brave the quest I am to soon partake: I nevertheless doft haft doubt in his capabilities to defend the land in mine sted. (Instructing squire and saying farewells to the service team.)

2-3. And with that, I bid thee farwell to the cohorts of mine abode for the season: but one thing is left to do, and that is the gathering of mine steed and venturing off to Adelholdt. I wonder how the bitter winter hast affected their livelyhood.

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df931d No.33524

>>32632

1/2/3. As soon as you set foot outside of your manor, you are accosted by a number of peasants begging for you to do something about the cattle which have been disappearing from their village lately. Once you summon one of your trackers, you head out to find out what happened to the cattle. At the village, the tracker picks up a trail: "Five men, unarmored, came in, and drove off a cow. It's hard to say how many times this has happened, but this was just last night. See how the prints are still there, but the morning's rain is sitting in the bottom?" The two of you follow the tracks until you hear voices. You unsheathe your sword, and crouch low in the bushes. In a clearing ahead, you can make out three figures, clustered around a fire, and eating beef. "Hans, I reckon that this is the best idea you've ever had. All we have to do is drive a cow away from the herd now and then, and we eat like kings for a week. What's more, the lord of the village is so lazy, he won't do anything about it." Another voice speaks up, high and nasally: "I heard that he fell off his horse and broke his leg, and got all fat since he couldn't walk." Someone laughs. "Ain't that the truth." As they go to get seconds from the fire, you attack, making short work of the bandits. Rummaging around their campsite, you find a few things of note. There's a rough map of the village and surrounding lands, with a few spots marked with red 'x's, and a hefty pouch of silver. On one of the slain men, there is a warhammer, unlike any you've seen before. The haft is of wrought steel, textured with a corded pattern from base to head, to facilitate better gripping. The head itself is quite large, to offset the weight of the metal haft. On one end is a wide striking surface, with short, stout metal spikes on it. On the other is a long, piercing point, to penetrate armor. At the very end of the weapon, another point comes up, so that it can be used as a thrusting weapon if needed. The whole head is shaped like a bird in flight. The blunt surface is its tailfeathers, the long point is its beak, and the tip is its wings. The eyes of the bird, recessed well into the head, are small sapphires. Hefting the weapon, you find it to be surprisingly light for its size and composition. It's certainly not simply a status symbol, but also a deadly weapon for prolonged battle. The only question is, how did these thieves get their hands on such a treasure?

More later, fuck I'm busy.

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df931d No.33525

>>33524

are ye alive matey, we're wonder what's up with ye laddie

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df931d No.33643

File: ec410e867c1175e⋯.jpg (1.62 MB,3221x4099,3221:4099,LamellarBascinet.jpg)

>>33525

I'm fine, but my computer is fucked. The game is certainly not dead, and once I've got the problem solved, I'll get back to it. I'm doing a quick round of posts tonight, so I don't get too far behind, but I want to get shit in order before I update. Sorry.

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df931d No.33898

Mohammad will have ur head OP.

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df931d No.33985

>>33898

I sware it's not dead.

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