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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 55e78bb1329e2ce⋯.png (25.78 KB,2000x1000,2:1,Map.png)

0b260d No.41164 [View All]

Humanity is in its infancy, having recently understood the concept of Agriculture three Civilizations have emerged as of now.

The Suba (Purple) are a loose congregation of Tribes inhabiting the forests on the Eastern Continent's Far North.

The Ibiz (Green), inhabit the warm, yet fertile Central Lands, massive rivers supplying an ever increasing population in an otherwise inhospitable landscape. They are ruled by a Monarch chosen by the Gods themselves.

The Arami (Red), live even further South, they know little about Agriculture, however they are first to have mastered the art of Fishing supplying the relatively small communities which span along the coast.

Though humanoid in form and size you are by no means Human. What runs through your veins can only be described as Immortal Blood. When you were fashioned by the Hands of Gods Unknown you were little more than an empty Vessel. An emptiness that was filled by the deafening whisper of a Single Word. It is your existence, your essence, the very thing you draw Power and Life from.

(The Word of Power functions basically as Bello's Charm builder did with the exception that are the Charm in Humanoid form. If you are unfamiliar, you get to choose one word, I will give you the choice between three different abilities out of which you can then choose one. You can gain additional abilities through the course of the game. Note that some may seem stronger than others, if you feel like you're being treated unfairly, cry to me about it and I'll figure something out.)

Fill out the first two (Also tell me where you want to start)

>Name:

>Word of Power:

>Abilities:

>Other:

622 postsand151 image repliesomitted. Click reply to view. ____________________________
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dfbd88 No.49512

>>49472

You follow the signs of the struggle. Pushed over furniture, wet spots where glasses had been struck off tables. Quickly the trail grew cold as you had to assume your companions had seized to resist as heavily after their initial scuffle. Not cold enough for you however. Like a mosaic their movements played out on the ground before you. Dust whirled around in unnatural order as if someone was dragging their leg across, trying to resist and move into another direction. Unlikely anyone would notice this, even more unlikely that such a clue would remain in the busy streets of the Sungod's City. The faint smell of the Bassklands. Not apparent to any human, but the beast within you hungrily devoured the scent. You pushed through the crowd, through this street, the next and the one beyond that. Your steps grew faster and more determined with every move as the trail grew warmer and began to swell up.

Before you was the house, the moneylender, of course. You remembered the greedy gaze he had given Mahra. No doubt he had been suspicious of the gold she had given him. A small fortune. He could have turned her over to the guards, reported her to some nobleman, but alas his greed had led him down a far darker path. A large man with dark skin was guarding the entrance to his home, perhaps he was Arami but even so it was exceptional. It didn't take him a second to recognize you. You didn't understand what he yelled into the house as he turned his neck, his hand grasping for a baton he had certainly used many times to crush lesser mens' heads with. He did not get far.

The doorman's body burst through the door, his head twisted at an unnatural angle, splinters pointing forth from his skin like needles from a voodoo doll. The room was in shock, three more bodyguards awaited, these far less physically impressive than the doorman and clearly of Ibizan descent. Two of them jumped up immediately grasping for their knives, the third fell backwards off the bank he was sitting on. They had been counting the moneylender's newest profits. Before the first one could even do anything your Mighty Honorsplitter cleaved through his torso, blood and organs raining down, burrowing the coins beneath them as his upper half crashed onto the table throwing it over. The sound of coins falling and dancing on the ground echoed through the room as the second man made his desperate attempt.

With ease you grasped the hand that was holding the knife and squeezed it, crackling his wrist gave in and screaming in agony he dropped his knife only to be split from the bottom up with a backhand swing of your Mighty Axe. Once more blood and organs rained down, flooding the ground you walked as the last of your adversaries came to his feet. In a fit of desperation he threw his knife at you, however the blunt end simply bounced off your chest. Grasping the table to throw it aside you launched it, one of the corners striking the man's head with surprising force, cracking open his skull and sending him down into the pool of blood that was already awaiting him on the ground.

With rage in your heart you turned towards the next door, you could feel them breathing beyond it. The smell of the Bassklands, the Sun.. and Coin. A single strike was all it took to cut down the door. Behind it were Mahra and your Bassk Companion. All things considered they looked like they had been well. The moneylender was cowering behind them. "I have friends in high places!", he spouted in an accent unknown to you, his face somehow seemed incredibly familiar, even in this moment of fear he had only grasped the purse he was holding tighter, the coins within clinging with every angry motion, "They will have your head you faithless heathen! If you harm a single hair on my body! Yes, yes! A single hair!". For a moment he paused, seemingly assessing the situation he was in, "But I am generous! Even to heathens such as you! You can leave your gold and be on your way and all will be forgiven!".

>Skills:

+ [Tracking] (Legendary)

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b23f36 No.49513

Dice rollRolled 63, 95, 7 = 165 (3d100)

>>49460

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Skills:

[Spear] (Beginner)

>Companions:

1 Sheep

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1. Start expanding the life in this oasis beyond the small forest.

2. Work on your taming skills

3. Keep on hunting so that I don't die of hunger.

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dfbd88 No.49514

>>49513

Your oasis continues to grow beyond the reaches of the small forest and into the desert where sand grows into mud and grass begins to grow. Dunes slowly begin to transform into rolling fields.

It would seem you have a natural tendency when it comes to training animals. You manage to feed some of your venison to a couple of wolves which grow increasingly trusting to you.

Though your own hunt is not crowned by success the Wolfpack delivers you a kill which you then gut and distribute the food amongst the pack while peacefully eating your own share. You round your meal off with some of the various fruit that grow all around you.

>Skills:

+ [Taming] (Prodigy)

>Companions:

+ Wolfpack

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0f0f73 No.49515

Dice rollRolled 16, 1, 36 = 53 (3d100)

>>49510

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

+ Shieldbearer Horde (40 Pigmen)

+ Mad Abomination's Horde (40 Pigmen)

+ Shieldbearer Hybrid 1st Horde (5 Pigmen)

+ Shieldbearer Hybrid 2nd Horde (5 Pigmen)

+ Shieldbearer Hybrid 3rd Horde (5 Pigmen)

+ Shieldbearer Hybrid 4th Horde (5 Pigmen)

The Mad Abomination

Action 1-3: Train my body, I need strength to beat them, soon I'll be able to match their strength!

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b23f36 No.49518

Dice rollRolled 50, 43, 5 = 98 (3d100)

>>49460

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Skills:

[Spear] (Beginner)

[Taming] (Prodigy)

>Companions:

1 Sheep

the Wolfpack

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1. Continue growing the oasis.

2. Still, work on your taming skills. When I commandeer the forces of nature, I shall ride out into the world.

3. The Hunt goes on.

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7a4f4a No.49530

YouTube embed. Click thumbnail to play.
Dice rollRolled 64, 4, 20 = 88 (3d100)

>>49512

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/RmZ5CHPZ

1/2/3. Soridul walks around his companions, grabbing the merchant by the throat. He looks the man in his beady eyes, his long nose and nappy hair oily with sweat, and his coin purse jingling as he is lifted off the floor. This merchant was filth, disgusting. He had taken women in the dead of the night, roughing them up. Defenseless women, it disgusted Soridul. The warrior spoke to the merchant; "You, merchant. You are filth, your word mere garbage, and nothing you own worth anything to me." Soridul, holding the man aloft with one hand, cracked the fingers of his other, as if readying them for a grisly task. "You are weak, pathetic, not even able to protect your own ill-gotten rewards with your feeble hands" To which the merchant could only reply with "Oy Gevalt, its anudda shoah!" Soridul was growing tired of the rat's squirming, his pleading, his begging, when already the warrior had made up his mind. "You are not using this," And with that he plunged his hand deep into the man's back, grabbing ahold of his spinal column. The merchant froze with a mix of pain and shock. "…so I'll just be taking it from you." And with a heave he tore the man's spinal column from his back, it popping out one vertebrae at a time as the man screamed horrifically, before stopping as his skull popped out of his face with a ''schloop". After dropping the useless husk, he turned and freed his companions. "We are leaving, gather all the gold you can carry, it is our by conquest." Gathering a load himself. Departing from the money lenders estate, they would find the child and depart from these lands.

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4ef797 No.49534

File: 0b73db6dd4a4baa⋯.jpg (508.47 KB,1059x1511,1059:1511,Basil_of_Caesarea_icon.jpg)

Dice rollRolled 53, 73, 18 = 144 (3d100)

>>49510

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

[Fishing Villages]

[Rockport](Wall)(Docks)(Ever-Vigilant Chapter)

>Land Holders:

[Yabbek of the Timuthen];[Hemeda of the Abrax];[Khufu of the Menefer];[Pilis of the Donkor]

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Personal Secretary,Noble Bastard); {Junius}(Regent,Old,Fighting Ibizan); {Salvius}(Master of Ships,Fighting Ibizan); {Arius}(SttSPotS)

>Reminder:

+1 Expansion

1; I will have to think about it more alone. Is there a way to channel my power to alter the sword somehow?

2-3; We have so much grain and yet we don't have enough people to manage the land. Promote the growth of families and invite Ibizans to our land. Regarding the Arami, the only Pigmen purchased will be by sponsored merchants, brought to Red Rock for the sole purpose to be experimented on. Ownership or purchase of Pigmen is illegal by all others and a 25% tariff will be put on all Arami merchants who deal with Pigmen.

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59b911 No.49552

Dice rollRolled 44, 63, 61 = 168 (3d100)

>>49511

>>Name: Dunkan

>>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Trained Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>>Companions:

>+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

1.I begin to take in my harvest, making sure that it is safe from damage.

2. i try to see if i cant make do something so that my farm dosent take as much damage from the storm, as it would normally

3. i begin to secure the house so that it dosent take damage, and making sure Aart dosent get caught up in the storm.

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b001ef No.49560

Dice rollRolled 91, 3, 51 = 145 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

2 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

>Skills:

-Smithing (Legendary)

-Carving (Experienced)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

Creppladbolg (Legendary sword) - equipped by Sir Argul the Strong

Scarendal (Legendary sword) - equipped by Sir Barron the Brave

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

Ghoulngir (Legendary Spear) - Equipped by Sir Samil the Chivalrous

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

Mjolnfear (Legendary Bronze Warhammer) - Equipped by Sir Gorbek the Brutal

Masterful Bronze Armor - Equipped by Sir Gorbek the Brutal

Feargarach (Legendary Greatsword) - Wielded by Sir Hurak the Bassk Hater

Legendary Bronze Armor (Equipped by Sir Hurak)

Good Bow

Trumpet

>Other:

Skelerunes

>Reminder:

+1/2 expansion

+2 Expansion

1. Hmm, this bow could be a bit better. A nice trinket and a good first effort but I wouldn't expect a Knight of the Round Skull to use such a mundane weapon. I'd better work on it further, maybe I could learn more by consulting with Lord Pubert and the Vertebra Woodworkers? Yeah, I think I'll take a trip over there and see what I can learn from them.

2. I've tried long and hard to find a great scholar, but then I realized - what if I became a scholar myself? I'm already quite good at smithing and a quick learner with bowcrafting so perhaps this old skull can fit some more knowledge in. I'll visit the Academy and learn all I can from the knowledge collected there thus far to make myself an expert scholar!

3. Hmm, I think Sir Gorbek's armor could be a bit better…good but not up to standard with the other knights. I'll work on making it into a legendary piece fit for a legendary knight!

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dfbd88 No.49574

>>49515

While you sat in the desert seeking to improve your strength you looked to the East where the Pigmen's desert extended into the Arami lands. In the distance you could see silhouettes. Large, towering, threatening. What could they possibly be this far out? But not one or two. They extended further than the eye could see. The sands were flat and open, only very little grew on this inhospitable ground. Still you decided to approach, in the open, to get a better glance at what was going on.

Finally as the ever present sandstorms subsided a little you got a clear look at it. Out there in the no man's lands between Arami and Pigmen they towered. Fortresses crafted by human hands, made of what you assumed was sandstone. One after another they had been built as some sort of border defense, not exactly close to one another, but close enough for each one to see its next two. Certainly an impressive display, it made you question how you had slipped past the last time or how much time had actually passed since you had sent out your Abominations and Hybrids to assemble the Pigmen. Off in the distance you could see a group of horsemen enter one of the fortresses and your Scorpig made an angry scattering sound, well remembering your last encounter with men like these.

Deep down you knew that the gods were looking down upon you, and considering the things that had happened recently you were sure it was not favorably.

>Armies: (remove)

- Shieldbearer Hybrid 4th Horde

- Shieldbearer Hybrid 3rd Horde

>>49518

With your power the oasis continues to spread and green springs across formerly dead desert. The amount of animals grows and your spring provides water giving them new strength.

You continue your practice of taming animals. Thanks to your experiences you are easily able to add another sheep to your collection. Somehow the Wolfpack recognizes them as part of their own and refrains from tearing them apart.

Once more you find your own hunting skills lacking, however the Wolfpack provides for you. While very comfortable from the looks of it you will have to ask yourself how long you can continue like this until they decide you are not worth the meat they spend on you.

>Reminder: (for map adjustments when they happen)

+ 2 Expansions

>Companions:

+ 1 Sheep

>Skills:

+ [Taming] (Experienced Prodigy)

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dfbd88 No.49575

>>49530

After committing your bloody deed you try to grab as much of the coins as you can and so does your Bassk companion. Mahra, apparently very close to mixing the blood on the floor with her own vomit, pressed past to get outside. From the ensuing sound it would appear that leavig the room had not had the hoped effect. After stuffing your pockets with whatever bloodied coins you could grasp from amongst the entrails, you grasped the still puking Mahra and went to look for your child. Its otherworldly scent was easy enough to locate, though more than anything it smelled of you. Having to push through several dark alleyways you finally find your infant lying on its belly, its new dress sullied. Around it a small amount of rat carcasses had amassed all bearing the same bitemarks. You joined in just in time to see your babe push aside the rat it was currently suckling on, its tongue shooting forth, piercing yet another animal and reeling it in where your daughter's many teeth pierced it. Upon noticing you she made a squeaking sound, leaning towards you and biting down harder on the rat in her mouth, the rodent's blood dripping down onto the ground. Surprisingly enough the other rats surrounding her had not taken any security precautions and were busy cannibalizing the carcasses of their drained kin.

>Inventory:

+ [Moneylender's Coins]

>>49534

You contemplate to channel your powers onto or around the sword somehow, but alas you can't think of a way. The blade is cold to the touch, its craftsmanship magnificent. Within the blade itself rests the power of death, not simply figuratively but from the way it crawls up your fingertips literally as well. The weapon itself is imbued with a power to rival your own. To overpower it would be a most ambitious undertaking even if you had any idea how to and should you choose to destroy it.. who knew what would happen?

Promoting the growth of families proceeds nicely as your people are easily able to raise more children. Many Ibizans look forward to farming your lands and under your instructions they quickly profit from your vast experiences, however with the increased influx of other Ibizans the strong martial bonds within your nation are beginning to erode. It is only those that first came serving under you who have fought in the military while newer generations and immigrants have proven themselves to be much more adept at farming.

Making the ownership of Pigmen illegal comes doesn't impact your own merchants as much as they refused to trade in them having expected as much. Those who used to trade Pigmen now avoid your harbors which comes to some detriment, however there are Arami trading organizations which specialize in making money as intermediaries between those who sell Pigmen and your own people in order to circumvent the tariffs.

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dfbd88 No.49576

>>49552

You do your best to gather the harvest. Considering the amount of what you've grown there is no way this should have been a single person's task, but given your impressive knowledge when it comes to all things agricultural you manage to collect everything with relative ease.

Once you finish collecting your harvest you look to your fields to protect them against the coming storm, there is not much you can do, however you decide to dig a number of trenches and lead them to a local river so that your fields will not be as easy to submerge.

Having done all you could the time to fortify your house has come. A few more planks of wood to secure windows and weighing down the roof with whatever you could find, tying everything down with some rope. Your knowledge in architecture helps you greatly and once the storm rolls around and rain begins to pour you grab Aart and hunker down in your hut. Seated on your straw bed, cramped in between various fruit and vegetables as well as some wheat you pet your dog to the sound of rain, thunder and the howling winds.

Slowly you drift asleep with Aart in your arms. As you awaken once more you are greeted by a golden morning. Pools of water are spread about, though it would seem your trenches had done good work when it came to protecting your fields. The house itself had seemingly been left untouched by the storm and your dog was busy jumping into puddles.

>Skills:

+ [Architecture] (Experienced Prodigy)

>Inventory: (In a broader sense)

+ [Harvest]

>>49560

You journey to Vertebra Village the seat of Lord Pubert and the Vertebra Woodworkers' Band. Unsurprisingly they are very well versed when it comes to all sorts of woodworking including bowmaking. They teach you the basics of the Vertebra style, a common way to treat and shape wood that you have not seen anywhere outside of the Vertebra Village. Surely this will help you become a better woodworker in the future.

Having decided to simply become the scholar you need you forest through library and academia to read and listen to whatever you can gather. However you find the lectures exceedingly boring and so are the texts, many of them being about mining and smithing, topics you either could not be paid for to care about or have already perfected yourself. You notice a number of errors in the various techniques taught, however they make smithing more accessible and only already expert individuals should choose to not make those mistakes to perfect their own smithery.

Though Sir Gorbek is most pleased with his armor you insist on making him a new better one, doing so with a skillful and steady hand.

>Inventory:

+ Legendary Bronze Armor

- Good Bow

+ Good Vertebra Bow

>Skills: (replace carving with woodworking)

+ [Woodworking] (Experienced and Trained Vertebra Style)

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0f0f73 No.49577

Dice rollRolled 29, 75, 36 = 140 (3d100)

>>49574

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

+ Shieldbearer Horde (40 Pigmen)

+ Mad Abomination's Horde (40 Pigmen)

+ Shieldbearer Hybrid 1st Horde (5 Pigmen)

+ Shieldbearer Hybrid 2nd Horde (5 Pigmen)

The Mad Abomination

Action 1: The god's are nothing but cowards who dare not face me! The pig beigns it's training, it wouldnt need luck but just pure skill alone.

Action 2-3: During the training it would move around the area trying to find more animals, it would need to replace those lost to the cowardly horsemen.

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59b911 No.49579

Dice rollRolled 98, 83, 69 = 250 (3d100)

>>49576

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

1. I begin to work on reparing any damage the storm would have done to my farm.

2. i begin to work poison, that works through water, and that takes long time to work.

3. i try to open a shop and heal those that come with different ailments.

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b23f36 No.49581

Dice rollRolled 19, 47, 95 = 161 (3d100)

>49574

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions

>Skills:

[Spear] (Beginner)

[Taming] (Experienced Prodigy)

>Companions:

2 Sheep

the Wolfpack

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1-2: I really need to get good at the whole hunting thing so that the wolves don't bear down on me. It's a sad fact they don't understand the life and healing I give them.

3: Keep growing that oasis.

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7a4f4a No.49606

Dice rollRolled 82, 53, 3 = 138 (3d100)

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1/2/3. I shall add a small gift to the child's attire, the cloak given to me by the friendly giant in the mountain. Let us see how this shall ease the burden that she bears. Taking care to hide her meals from her mother and Marha, we shall gather what supplies we need and depart from this city using the merchant's coin. But not before one last dip in the waves, one last try to bring up something fierce.

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b001ef No.49618

Dice rollRolled 49, 26, 8 = 83 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

2 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

Creppladbolg (Legendary sword) - equipped by Sir Argul the Strong

Scarendal (Legendary sword) - equipped by Sir Barron the Brave

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

Ghoulngir (Legendary Spear) - Equipped by Sir Samil the Chivalrous

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

Mjolnfear (Legendary Bronze Warhammer) - Equipped by Sir Gorbek the Brutal

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

Feargarach (Legendary Greatsword) - Wielded by Sir Hurak the Bassk Hater

Legendary Bronze Armor (Equipped by Sir Hurak)

Good Vertebra Bow

Trumpet

>Other:

Skelerunes

>Reminder:

+1/2 expansion

+2 Expansion

1. Ah, good, the bow is nearing perfection. But I think there may yet be more to add…perhaps I'll keep on working with this bow, and, in the process, continue learning.

2. Then I think it's time to build more spookships. A bigger navy will mean safer shores and more ability to aid our friends the Sibans should villains seek to attack their new sanctuary.

3. Hmm, it seems the people's interests don't extend beyond their trades. Sad, I suppose, but I have an idea to get the ball rolling with the people's creativity and create some great innovations in the process! I'll found an Inventor's Guild where all the people can come and work on great inventions to make the lives of the townspeople better. With a little dedication and skill the inventors could make something really, really good that will benefit everyone! Surely it's a worthwhile endeavor.

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82e35f No.49666

File: fdeee9a08c82e79⋯.jpg (1.1 MB,1250x1500,5:6,1450488828140.jpg)

Dice rollRolled 60, 3, 42 = 105 (3d100)

>>49575

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

[Fishing Villages]

[Rockport](Wall)(Docks)(Ever-Vigilant Chapter)

>Land Holders:

[Yabbek of the Timuthen];[Hemeda of the Abrax];[Khufu of the Menefer];[Pilis of the Donkor]

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Personal Secretary,Noble Bastard); {Junius}(Regent,Old,Fighting Ibizan); {Salvius}(Master of Ships,Fighting Ibizan); {Arius}(SttSPotS)

>Reminder:

+1 Expansion

1; Put up trade tariffs at 18% in general for all trade with Arami, and 15% for trade with the rest of Ibiza on key goods.

2; I've made a mistake. I've let the Ibizans trick me into falling for their trade and population manipulation. I must fall back on what made me Lord of Red Rock in the first place. Begin a new recruitment campaign and raise levies. We will train the new generation and get them ready for the wars on the horizon.

3; Thottica has been a great help and has increased her skill much during her service to me. I may have a proper position for her in my council if she proves herself. I will send her out to the provinces to find officials who have shown themselves to be effective and liked by the people. If she can assess these people and come back having found good men, she will be greatly rewarded. I hope she succeeds…

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82e35f No.49667

>>49666

fug pls no revolt

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5a1749 No.49669

>>49577

The Gods are cowards and thus they will not fight you directly but punish you through the horsemen. They harass your people, kill the animals your turn and drag away Pigmen with ropes and nets. They are the scourge of your people and they seem to have no intention of stopping. If you wish to have any hope of an at least somewhat peaceful life you will have to leave the border regions. Then again your hordes will return any day now, perhaps then you could move on to greener pastures. For now however the horsemen would continue going about their dark deeds, raiding whatever Pigmen they could find.

>>49579

Thanks to your well placed preparation the damage done by the storm was minimal. Furthermore you found it exceedingly easy to reinforce the structure once more. Still your house was filled with the harvest and you should probably find something to do with it than keep it around to give your house a cozy feeling.

You determine an extract from a poisonous plant that works in water and causes a very drawn out and painful death if applied in the right amount. Seeing as humans are really wet you can also insert the concentrate through any mucosa though it would not be advised. Due to its slow process it is easily recognizable and can be countered in a number of ways. Based on the nature of all things the more water you wish to poison the more poison will be required.

Opening up shop and applying healing ointments is a successful job as with the apothecary's son in charge the people are in need of a real healer. While not perfect you still help the people greatly and even manage to reduce a young woman's rashes by applying ointment. She returns a few days later, insisting that she needs new ointments in her private regions. However upon closer investigation you can find no signs of any rashes or the like. It would seem she was wrong. She objects.

>Skills:

+ [Architecture] (Expert)

>Should you accept:

+ Remind me about babies in 3 turns

>>49581

While you do not appear to be particularly great at hunting keep doing it and eventually improve. At the end you manage to hunt quite reliably. From the looks of it you won't have to be concerned with gathering any more food for now as you will be able to obtain more should the need arise.

The Oasis expands vastly. Green spreads beyond into reaches where formerly no plants had ever grown. You have never seen another man enter these lands, but surely once they discover that the desert has ended and a vast forest has sprung forth, surely they will be quick to settle here.

>Skills:

+ [Tracking] (Beginner)

+ [Spear] (Trained Beginner)

>Reminder: (add)

+ 2 Expansions

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5a1749 No.49670

>>49606

You put the cloak on the child's attire, however it is far too long for it to bear. You pull it up further and form a hood and then begin wrapping the cloak around the child. You notice her form shift slightly under the wrapping. The shadowy essence seemingly drawn to the fabric. It danced upwards, pulled to the inside of the hood like smoke, in the meantime your child's face was laid bare, blackness surrendering to fair skin, the yellow of her cat eyes trying to escape them, pulling outward and forming a golden ring around the now blue iris. For a moment you hardly recognized your own child, however when she opened her mouth you saw the familiar rows of sharp teeth and pointed tongue peeking out.

While Mahra and your companion gathered supplies using the merchants coin you decided to leap into the ocean once more to try and fight something with plenty of teeth and once more to nobody's surprise you end up being saved by familiar looking Arami sailors who appear to be rather tired of your shit. You wave of their complains and calls for you to quit leaping into the water and return to your own companions.

With the considerable wealth you had obtained from the merchants you could go anywhere. Certainly no merchant would turn you down should you choose a ship to the Arami homelands or perhaps to the Western Ibizan provinces. Still you could join one of the caravans to the East or simply return North where surely things were certain to have changed for better or worse.

>>49618

You feel like at this point continuing to try and carve a better bow won't get you anywhere. What you need something more to take the next step. Though you wouldn't be able to tell what it is. You still make a nice bow though.

More ships would certainly help you assert dominance on the seas and protect the Siban Sanctuary to the North. Still it would appear most of the shipwrights are employed by Sir Wobart in personal projects, tough he understands the priority of your request and assigns some people to creating a new Spookship.

Your inventor's guild takes some shape, however their results are laughably lackluster. It would appear your people are simply not innovative. At all. The inventor's guild becomes the laughing stock of Spoobans. It is generally considered a gathering place for all the useless people who want free food and a place to stay. As with all good self fulfilling prophecies soon the rumors become more and more truth.

>Inventory:

+ Good Vertebra Bow

>Navy:

+ 1 Vertebral Spookship

>Spooksville:

+ Inventor's Guild

>>49666

You put up tariffs on trade goods with Arami and other Ibizans. While purchasing foreign goods becomes more expensive for your people as the merchants simply slap the tariffs onto the price of their goods. In response other Ibizan nobles begin to tax foodstuff from your provinces, partially to combat the large amounts your people are putting on the market and partially presumably as a form of retaliation for the tariffs.

You demand a levy be raised. The issue however is that your people are farmers, you have taught them well and you demand they leave their livelihoods, abandon their farms and potentially forego their harvests in order to.. what exactly? There is not threat, external or internal that the people would be aware of. People are outraged and even your supporters amongst the older generation question your wisdom. Rumors spread that you are becoming old and senile, after all you already fought alongside Junius who himself was becoming ever older. Some of your advisors suggest you should claim the policy was Junius' idea and allow him to retire out in the countryside. There would be no repercussions for him and in his advanced age keeping the man in your direct service was sure to be nothing short of torture.

Thottica obtains a list with several individuals of power. Aside from the self evident ones such as the Timuthen, Abrax, Menefer and Donkor she obtains information about the Fishing Villages and the more rural areas of your territory. Here it is common for the people to elect a representative from amongst themselves who will address matters regarding all and interact with any dignitaries you send their way. These men are generally well versed when it comes to matters of court and law as their expenses are paid for by the locals whom they represent.

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59b911 No.49695

Dice rollRolled 93, 78, 62 = 233 (3d100)

>>49669

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

Babies:2 turns?

1. The woman confuses me greatly. She is pregananant, but she dosent know it. I shall tell her and the help her.

2. I begin to look into selling some of my stock in the house. If people dont want it, i shall begin to save what i can and use the rest to feed people for free.

3. Research more poisons, that can go through air.

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b23f36 No.49698

Dice rollRolled 27, 52, 2 = 81 (3d100)

>>49670

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions

>Skills:

[Tracking] (Beginner)

[Spear] (Trained Beginner)

[Taming] (Experienced Prodigy)

>Companions:

2 Sheep

the Wolfpack

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1&2: Train those hunting and tracking skills, once people actually arrive here I must be "presentable"

3: See if I can't improve any of the wolves in my Wolfpack through the use of my Spring of Life

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0f0f73 No.49699

Dice rollRolled 26, 80, 5 = 111 (3d100)

>>49669

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

+ Shieldbearer Horde (40 Pigmen)

+ Mad Abomination's Horde (40 Pigmen)

+ Shieldbearer Hybrid 1st Horde (5 Pigmen)

+ Shieldbearer Hybrid 2nd Horde (5 Pigmen)

The Mad Abomination

Action 1-3: Scum! the cowards hound us giving us little to time to prepare, for now i shall lay bait, i will construct several traps around myself, pitfalls, hidden spears in the sand among other things, for when the horsemen come they shall fall into them.

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82e35f No.49702

Dice rollRolled 3, 69, 57 = 129 (3d100)

>>49670

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

[Fishing Villages]

[Rockport](Wall)(Docks)(Ever-Vigilant Chapter)

>Land Holders:

[Yabbek of the Timuthen];[Hemeda of the Abrax];[Khufu of the Menefer];[Pilis of the Donkor]

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Personal Secretary,Noble Bastard); {Junius}(Regent,Old,Fighting Ibizan); {Salvius}(Master of Ships,Fighting Ibizan); {Arius}(SttSPotS)

>Reminder:

+1 Expansion

1; Thottica has done well. These men will receive gold and letters commending their integrity and skill. Thottica must continue her mission and prove her analytical skills and her judgement, as well as her intuition. Her success will improve the realm as well as her own self.

2-3; Junius will retire will full honors and given a villa in the countryside. He will take a role as an Honorable Advisor and be asked to send correspondence with the Council with his opinion on matters as he sees it. He will not be privy to private information anymore, though. I will not put blame on him for the idea, either. The information Thottica has gathered regarding the way the plebeians govern themselves has convinced me of plan to restructure the succession laws of the land. Government positions will no longer be solely hereditary and based on privilege. Instead, what will be installed is a partly meritocratic succession system. Villages will naturally choose the best amongst them as leaders, but then, the leaders of the villages in the provinces will then vote amongst themselves for the Governor of the Province. Once a Governor has been chosen, they will choose their successor. Typically, this will be a family member, a son or brother, as the family will know how to rule and pass on the skills. However, if the village heads come to at least an 85% agreement, they can veto this successor and choose one of their own, in which case it will then go down to 67%. This will be set up so that usually the family ruling will stay in power, but if they are particularly unskilled there will be a chance to put in a worthy ruler. In general, most of the current Governors will stay, but those who have been too corrupt and lax in their duties will be exchanged with some of the officials Thottica has found. These officials will then be recommended to their Governor's Courts and even give a chance to join the Red Rock Court if they wish.

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82e35f No.49703

>>49702

What did the dice mean by this?

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7a4f4a No.49705

Dice rollRolled 4, 73, 66 = 143 (3d100)

>>49670

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1/2/3. We shall head further east, joining one of the departing caravans

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b001ef No.49735

Dice rollRolled 4, 54, 17 = 75 (3d100)

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

-Inventors' Guild

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

Creppladbolg (Legendary sword) - equipped by Sir Argul the Strong

Scarendal (Legendary sword) - equipped by Sir Barron the Brave

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

Ghoulngir (Legendary Spear) - Equipped by Sir Samil the Chivalrous

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

Mjolnfear (Legendary Bronze Warhammer) - Equipped by Sir Gorbek the Brutal

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

Feargarach (Legendary Greatsword) - Wielded by Sir Hurak the Bassk Hater

Legendary Bronze Armor (Equipped by Sir Hurak)

Good Vertebra Bow x2

Trumpet

>Other:

Skelerunes

>Reminder:

+1/2 expansion

+2 Expansion

1. No, no, this won't do! The Inventors' Guild is supposed to be a place for innovation and advancement, not a hideaway for layabouts! Maybe I just need to approach this from a new angle, I'll think up some reforms and the like to actually encourage production and not just laziness.

2. Surely there is more of the Great Eastern Expanse that we can claim as well, I have a feeling that something great may be waiting for us if we persevere and keep up the expansion!

3. Despite the flop of the Inventor's Guild the Bone Zone is coming across nicely. I've created a pretty great place for my skeleton friends, where they can live side by side wth the noble Spoobans and accomplish great things. But I haven't really stopped to take some time for myself lately, to meditate on my purpose here on this world and whether I am fulfilling it, and perhaps if I could be doing something more. I think I'll find a quiet moment and do just that, maybe by doing so I can open the way to personal growth and maybe even unlock something great within myself!

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59b911 No.49736

>>49695

I will get her pregnant

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7a4f4a No.49741

Dice rollRolled 19, 22, 60 = 101 (3d100)

>>49736

special rolls

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f8f78b No.49750

>>49695

After a bit of confusion you figure out what the girl wants and you provide accordingly.

You seek to sell stuff over to the locals, however many of them are farmers themselves and have little interest in giving you money, so some of them do end up buying your various delicious fruit. The local lord however decides to buy your product and transport it down South to sell it at a higher price. Still you receive fair payment considering you didn't have to abandon your farm and travel all the way.

Naturally it is incredibly dangerous to look into such poisons as the risk of accidentally poisoning yourself is immense. In the forest you find a number of mushrooms which seem to exhibited a noxious gas which makes you dizzy. In higher concentrations surely its detrimental effects could be harnessed more efficiently.

>Inventory:

+ Ibizan Coins (1 Legendary Harvest)

>Babies in 2 turns

>>49698

While your speer training does not proceed very well progress is made in terms of tracking.

The Wolfpack however does not seem to appreciate their bathing session and certainly has no intention of drinking from the well either. When you try to force them into the water they bite and snarl at you. They leave you the same night.

However come the morning you notice that the spring had begun to grow from a pond into a small lake. You couldn't help but wonder to ask yourself how long it would continue to grow.

>Skills:

+ [Tracking] (Trained Beginner)

>Companions: (Remove)

- Wolfpack

>Reminder: (remove)

- 2 Expansions

>>49699

Once more you construct traps, however they are miniscule compared to the vast territories patrolled by the horsemen. You manage to 'catch' one of the horsemen who of course turns out to be dead. Still it would seem that the thing you find most in your traps are straying Pigmen.

At last you see them on the Horizon. The Shieldbearer's Horde is first to return. The Shieldbearer itself was a ferocious sight to behold having grown considerably in size since the last time you had seen it. The Shield that had once adorned its chest could no longer the entire size of its beastly center. You noticed that where once its own arm had been the Shieldtaker now had a muscular human arm. It was hanging down loosely and had apparently already begun to rot, needles that mended it with the Shieldbearer's flesh were holding it in place. On its head a helmet unknown to you was placed, it was not large enough to cover the Shieldbearer's head.

Next to arrive was one of the Shieldbearer's Hybrids. Its most notable feature was the fact that it was wearing the chopped off head of a horse on its own, looking through the animals dislocated jaw it hailed you with a roar.

Soon after the other Hybrid followed, its back was filled with numerous arrows, no doubt put there by the horsemen. To your surprise as it greets you you realize that its teeth had been replaced by arrowheads. A torturous procedure no doubt by its own doing.

Finally the Mad Abomination returned not much changed from how you had left it initially. From the looks of it its Horde had managed to get their heads on an Arami caravan. Surprisingly enough they had taken prisoners. Perhaps as a form of stored food.

>Armies: (change to)

+ Shieldbearer Horde (250 Pigmen, 5 Shieldbearer Hybrids)

+ Horsehead Shieldbearer Hybrid's Horde (40 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (60 Pigmen)

+ Mad Abomination's Horde (150 Pigmen, 15 Prisoners)

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f8f78b No.49751

File: 5b8ad8159c7f897⋯.png (78.55 KB,2000x1000,2:1,Map.png)

>>49702

Thottica vanishes, together with the gold and the letters. A most unfortunate development. While some suspect an accident along the road other more cynical tongues are certain she took off with the money.

Junius proved most thankful for the retirement. In a most informal gesture he put a shoulder onto your hand as he was about to take his leave, thanking you for the years of service with you. He has come to know you as a great warrior and ruler, one any man would be happy to call his liege. He is however concerned that a man of your age had no legacy to leave behind and lesser men would no doubt water down your great many achievements. Junius' own daughters had long been married, however their children were coming of age. He insisted however it was merely food for thought, refering to you as a 'Brother in Arms' in the process. One of your advisers was quick to correct him however.

The implementation of your new policies proceeds swimmingly in the western territories as another layer of elections is added to the already established processes. Quickly new men are representing the various fishing and agricultural provinces. In the East however things prove to be a bit more complicated. As here territories are partially held by powerful Ibizan noble families, vying for control over other electors. Despite large scale 'gifts' and exchange of favors becoming popular none of the noble families has proven to overtake the others just yet and thus some Eastern provinces remain without majority representatives.

>Laws: (You can add your tarrifs etc. here if you wish to keep track)

+ Heri-Meritocratic Provincial Governship

>Reminder: (remove)

- 1 Expansion

>>49705

You join one of the Caravans East. The people seem decent enough and are willing to share their supplies with you for a fair price. Travelling back to their homelands they bring a number of trinkets as well as seeds to the Eastern provinces. The people here are neither truly Arami nor Ibizan but something of an inbetween. Few believe in the Sungod many in the Ibizan lands so piously worship.

The people here speak of the strangest occurences. In the far South of these lands and the Arami territories they say Pigmen are held as slaves and used for various tools of manual labour. These expensive curiosities are said to be incredibly savage in nature and while nobody believes a Barbarian such as yourself would have the funds to purchase such creatures it is said that one should only buy them from trusted traders who have trained the monsters appropriately.

Your child in the meantime keeps a low profile, stumbling and stepping around, slowly beginning to train its walk. Though it does appear to take a natural interest in its surroundings, petting a stray cat and chasing around smaller animals.

>>49735

You think of introducing a number of new reforms such as requiring members to actually contribute a number of ideas, however that would probably only lead to an influx of bad ideas. In the meantime the Vertebra Woodworkers adapt your system of an inventor's guild.

With the vast expansions towards the East two new population centers establish themselves. One deep within the forest, another on the coast.

To contemplate and find peace you retreat into the depths of the Great Temple of the Dead. The sign of your rule over these lands. Perhaps peace and quiet was all you needed however as you descended into the empty crypt which would most likely never hold the remains of anyone the clean carved stone remains just that, its walls smothering you in silence. There are no contemplations to be found.

As you emerge from the crypt Lord Kakar awaits you. He wishes to speak to you about Clan Gabo. A family which has grown considerably since you had come to these lands. While Kakar had no definite proof he was certain that most of the Gabo Clan were not actually family members but other dead, taken and stripped of their flesh and returned to life under the pretense of belonging to the family. While this was not necessarily against any laws Kakar stressed that he had heard the people talk with great concern about why one would do such a thing and figured you would be interested in this information.

>Holdings: (can rename as you see fit)

+ Forest Settlement

+ Coast Settlement

Vertebra Village

+Inventors' Guild

>Remove any Expansion Reminders

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efe847 No.49753

Dice rollRolled 33, 63, 9 = 105 (3d100)

>>49751

Note: Actually forgot two of the expansions in the reminders. Sorry about that.

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions

>Skills:

[Tracking] (Trained Beginner)

[Spear] (Trained Beginner)

[Taming] (Experienced Prodigy)

>Companions:

2 Sheep

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1&2: Train my hunting skills further.

3: Try it on the sheep instead of the wolfpack, they may be more amenable due to being largely docile creatures.

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0f0f73 No.49755

Dice rollRolled 8, 89, 62 = 159 (3d100)

>>49750

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

Armies: (change to)

Shieldbearer Horde (250 Pigmen, 5 Shieldbearer Hybrids)

Horsehead Shieldbearer Hybrid's Horde (40 Pigmen)

Arrowhead Shieldbearer Hybrid's Horde (60 Pigmen)

Mad Abomination's Horde (150 Pigmen, 15 Prisoners)

Action 1: Grab one of the prisoners and torture him for information, if the first one does not give information then we will mutilate him, if he does not give up information at that point, cut of his leg, and convert him into a pigman, then sew on his cut of human leg unto his stump. Take one of the other prisoners and show that this is what will happen if they don't give up information.

Action 2-3: Finally, these horsemen would be punished! set out at night, hopefully getting an ambush on the horsemen, soon they'll be caught.

Any animals along the way will be converted and forced to join the army.

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7a4f4a No.49757

Dice rollRolled 99, 20, 6 = 125 (3d100)

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1/2/3. This land is intriguing. We will explore it and learn of its ways and customs, and of its legends and warnings as well

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82e35f No.49758

Dice rollRolled 92, 59, 85 = 236 (3d100)

>>49751

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

[Fishing Villages]

[Rockport](Wall)(Docks)(Ever-Vigilant Chapter)

>Land Holders:

[Yabbek of the Timuthen];[Hemeda of the Abrax];[Khufu of the Menefer];[Pilis of the Donkor]

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Personal Secretary,Noble Bastard); {Junius}(Regent,Old,Fighting Ibizan); {Salvius}(Master of Ships,Fighting Ibizan); {Arius}(SttSPotS)

>Laws:

[Heri-Meritocratic Provincial Governship]; [Tariffs:Ibiza,Arami]

1; Send letters of inquiry about Junius' grandchildren to their parents, inviting them to come at different times so I could get acquainted with them. Junius' still has much wisdom left, so caught up in securing the realm I forgot one of the most important aspects, an heir. Still, I don't want to get married just for political purposes. I should get to know them first before I decide.

2-3; Thottica… We must find her. Look in places she used to live, investigate previous contacts and what they knew about her. Look in ports and stables for any sign of her, we must find her! She seems to have betrayed me and must be found to face justice if so…

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b001ef No.49761

Dice rollRolled 78, 64, 67 = 209 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

-Inventors' Guild

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

-Inventors' Guild

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

Fibula Vale (Forest Settlement)

-Nothing?

Port Sternum (Coast Settlement)

-Nothing?

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

Creppladbolg (Legendary sword) - equipped by Sir Argul the Strong

Scarendal (Legendary sword) - equipped by Sir Barron the Brave

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

Ghoulngir (Legendary Spear) - Equipped by Sir Samil the Chivalrous

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

Mjolnfear (Legendary Bronze Warhammer) - Equipped by Sir Gorbek the Brutal

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

Feargarach (Legendary Greatsword) - Wielded by Sir Hurak the Bassk Hater

Legendary Bronze Armor (Equipped by Sir Hurak)

Good Vertebra Bow x2

Trumpet

>Other:

Skelerunes

The Gabo Clan, hmm? Well, I should thank Lord Kakar for this information, it'll definitely come in handy. But I think it's still too soon to be rushing to any conclusions here. Let's just keep an eye on the situation, maybe over time more information will come about.

1. Hmm, yet still my inventors' guild idea is a flop. Well, what if I lead by example? Yes, a brilliant idea, I'll invent something myself to show everyone how great it is!

2. Let's keep my creative juices flowing by doing what I do best…smithing! This time I'll invent another sword, a sword is a good weapon and we could always use more swordsmen among the Knights of the Round Skull. I'll call this blade Aronfright.

3. Two new towns, what a pleasant surprise! First things first, we should get to establishing some industry in the area. We'll start with the coastal settlement, Port Sternum, and perhaps that way the forest settlement, Fibula Vale, can benefit from trade between the two regions, at least until I can get around to building up some proper industry there as well. First, however, we should look around Port Sternum and see if there are any undiscovered natural resources, much of the Great Eastern Frontier remains unexplored after all.

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59b911 No.49766

Dice rollRolled 4, 92, 8 = 104 (3d100)

>>49750

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

Babies:1 turns

1. Look into poison some more.

2. Take care of my garden

3. Try and see if i cant find a target to purify.

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f5ff8f No.49774

>>49753

You continue to train hunting. Success was inevitable.

You try to get the sheep to the water and then make them drink too, however for some odd reason the animals really don't want to.

>Skills:

+ [Spear] (Trained)

+ [Tracking] (Trained)

>>49755

You do as you described, sewing the leg back onto the beast, however the bloodloss was too much and it perishes quickly. Terrified in the coming night most of the prisoners commit suicide by various brutal means with the exception of one of the children.

You do your best to ambush the horsemen, however the borderlands are vast open deserts and even in the cover of night the moon proves bright enough to see for a considerable range. However you do manage to get the drop on a caravan. Most are slaughtered however the Mad Abomination does bring two back alive, he seems to be the only one that has truly embraced the concept of prisoners. For now their goods and bodies will provide sustinance for your armies, however the lifeless desert will do little to allow your Pigmen to survive out here. Given the size of your Warband time is ticking.

>Armies: (change to)

+ Your Personal Horde (2 Prisoners)

+ Mad Abomination's Horde (150 Pigmen, 1 Prisoner)

>>49757

You and Mahra are quick to adjust to these new customs as much of their traditions stems from the Ibizans. Your own companion however proves to struggle more as she had only learned the language of the Ibuzen, similar in nature to the Ibizan it only gets her so far with these people. Your child in particular seems increasingly confused, by the various people addressing it, many sparing some kind words for the small child beginning to walk. You will have to decide which language you will teach her.

Upon your journeys you discover that the land consists of many hills where the locals grow all sorts of food, while the coasts are dominated by fishing villages and partially used to transport food from the hill provinces across the sea.

Some of the legends the people here tell are of the Sungod and his deeds, how he turned the sky black and banished the other false gods to the skies so that man could walk the earth, others speak of the ferocious might of the Poeq who were known to call forth the angry might of the Sea. Then again other legends resolve around the Trumpeter who emerged from the seas to bring about the end of an age, laying waste to entire civilizations with his songs.

>>49758

Junius' had two daughters and a son of his own who themselves had two children each. As you were unspecific as to the gender when you asked them to come present themselves to you the sons as well as the daughters arrive at your court.

It would seem that each of the three grandsons are quick and dedicated young men. While they are well versed in matters of agriculture and the management of estates as is common in your territories they were raised in line with martial tradition and act in soldierly conduct. Their true merit however would remain to be seen should you choose to employ them.

As for the girls, two of them were Junius' younger daughter's children. They had been described to you as children of the sun and the description was fitting. They were joyous and pretty to look at no doubt, still you were assured they had been taught how to manage an estate in case their future husband would die fighting.

The third girl was a bit older than the twins, the oldest child of Junius' son. She had an air of cold authority about her, though she bid you respect in a courteous manner. She spoke and responded to you with short precision. There were some rumors she was a child of the moon, however considering the family she belonged to nobody would openly claim such a thing. Her beauty was of an eternal nature, one that depicted by a statue would long survive her and be admired centuries after.

You investigate a number of areas Thottica used to inhabit however to no avail. Various of your men conduct searches, however in the capital Arius reports no success. For a while you hear nothing. It is not until one of your commanders clears out a bandit camp and discovers that she had been held captive. Thottica is recovered, however it would seem the bandits have already spent much of the gold which was originally intended for the various representatives within your territories.

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f5ff8f No.49775

File: 72287c79906894b⋯.png (78.2 KB,2000x1000,2:1,Map.png)

>>49761

Gabo, head of the Gabo Clan comes to you in light of the allegations brought forth against him by others and proclaims that there has been nothing short of an epidemic which has cost many of his family members their lives. While you are aware of these ongoings calling it an epidemic is a gross overstatement. Regardless he comes to you asking for control over one of the new territories as he can impossibly have the living remainder of his family live in such a dangerous environment. Considering how many people would be moving to these new territories he claims it would only be sensible to bestow its control upon him.

In a sudden fit of creativity you invent a tool which amounts to a hammer with a saw attached to it. It earns you much applause amongst the inventor's guild who name you an honorable member. They call it the Jackhammer.

After investigation it is soon discovered that Port Sternum is home to weird creatures. While neither shy nor aggressive they have a somewhat chubby body with short paddle hands and a tail flapper. Some brave souls feed them which the beasts graciously accept. After a bit of observation it is concluded that they enjoy few things more than lying on rocks, belly up letting the sun warm them. Occasionally they will dive into the water with surprising agility, soon emerging with fish they then feast upon. Surprisingly docile with cute faces some of the locals take to calling them sea hounds.

>Holdings: (should you choose to, add it to a settlement)

+ Seat of Gabo of Clan Gabo

>>49766

You get yourself poisoned. It was bound to happen eventually, however you took one too many whiffs from one of those mushrooms, spending the rest of the day vomiting and cursing your ambition.

Your garden on the otherhand is growing more luciously than ever. Since you had traded away your harvest to your local liege once more your various plants had begun to bear fruit. The rate at which things proceeded was almost unnatural. One day however Aart's barking made you aware of another visitor. The man who had first introduced you to your plot of land had returned. The beauty of your gardens had caught the eyes of many and your local liege was interested in your services. Surely you could manage the gardens around his castle in a way that would make them both beautiful to observe and useful in times of a siege. Naturally you would have to give up your farmer's life and move to court for that, however he assured you you would be well compensated.

Thinking about the offer you decided to go look for someone to purify someone for now, after all you had only taken a single life since you had arrived on this world and from the looks of it you were about to balance the scores in that regard. Oddly enough you had not heard back from the girl. Either way was fine by you. To your missfortune however the village you were living nearby was filled with what could only be described as good, hard working people. Even the Apothecary's son had gone to great lengths to learn more about his craft and live up to his father's legacy. Perhaps it was age that had made a man out of him, or perhaps it had been necessity. Who could tell?

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b23f36 No.49782

Dice rollRolled 9, 86, 39 = 134 (3d100)

>>49775

>Name: Neith

>Word of Power: Create

>Fluff: A man born ex nihilo in the middle of a forest with no one else around, only barren wasteland beyond the confines of the trees as far as the eye can see.

>Reminder:

2 Expansions

>Skills:

[Tracking] (Trained)

[Spear] (Trained)

[Taming] (Experienced Prodigy)

>Companions:

2 Sheep

>Abilities:

[Spring of Life]:

You gain the ability to spawn life. Though it will take some time to grow, even in the most inhospitable surroundings, it will. The lifeforms themselves however will be adapted to their surroundings and treat you like any other creature that crosses their path. Furthermore you gain the ability to summon forth the Spring of Life, which brings forth water which heals and youthens those who drink it. However only one Spring of Life may exist at a time and whenever you summon it forth an old spring runs dry.

>Other:

1&2: Now that I'm actually decent at hunting, start becoming the master of taming I need to be.

3: Train hunting on the side anyway.

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f5ff8f No.49791

>>49753

You continue to train hunting. Success was inevitable.

You try to get the sheep to the water and then make them drink too, however for some odd reason the animals really don't want to.

>Skills:

+ [Spear] (Trained)

+ [Tracking] (Trained)

>>49755

You do as you described, sewing the leg back onto the beast, however the bloodloss was too much and it perishes quickly. Terrified in the coming night most of the prisoners commit suicide by various brutal means with the exception of one of the children.

You do your best to ambush the horsemen, however the borderlands are vast open deserts and even in the cover of night the moon proves bright enough to see for a considerable range. However you do manage to get the drop on a caravan. Most are slaughtered however the Mad Abomination does bring two back alive, he seems to be the only one that has truly embraced the concept of prisoners. For now their goods and bodies will provide sustinance for your armies, however the lifeless desert will do little to allow your Pigmen to survive out here. Given the size of your Warband time is ticking.

>Armies: (change to)

+ Your Personal Horde (2 Prisoners)

+ Mad Abomination's Horde (150 Pigmen, 1 Prisoner)

>>49757

You and Mahra are quick to adjust to these new customs as much of their traditions stems from the Ibizans. Your own companion however proves to struggle more as she had only learned the language of the Ibuzen, similar in nature to the Ibizan it only gets her so far with these people. Your child in particular seems increasingly confused, by the various people addressing it, many sparing some kind words for the small child beginning to walk. You will have to decide which language you will teach her.

Upon your journeys you discover that the land consists of many hills where the locals grow all sorts of food, while the coasts are dominated by fishing villages and partially used to transport food from the hill provinces across the sea.

Some of the legends the people here tell are of the Sungod and his deeds, how he turned the sky black and banished the other false gods to the skies so that man could walk the earth, others speak of the ferocious might of the Poeq who were known to call forth the angry might of the Sea. Then again other legends resolve around the Trumpeter who emerged from the seas to bring about the end of an age, laying waste to entire civilizations with his songs.

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f5ff8f No.49792

>>49758

Junius' had two daughters and a son of his own who themselves had two children each. As you were unspecific as to the gender when you asked them to come present themselves to you the sons as well as the daughters arrive at your court.

It would seem that each of the three grandsons are quick and dedicated young men. While they are well versed in matters of agriculture and the management of estates as is common in your territories they were raised in line with martial tradition and act in soldierly conduct. Their true merit however would remain to be seen should you choose to employ them.

As for the girls, two of them were Junius' younger daughter's children. They had been described to you as children of the sun and the description was fitting. They were joyous and pretty to look at no doubt, still you were assured they had been taught how to manage an estate in case their future husband would die fighting.

The third girl was a bit older than the twins, the oldest child of Junius' son. She had an air of cold authority about her, though she bid you respect in a courteous manner. She spoke and responded to you with short precision. There were some rumors she was a child of the moon, however considering the family she belonged to nobody would openly claim such a thing. Her beauty was of an eternal nature, one that depicted by a statue would long survive her and be admired centuries after.

You investigate a number of areas Thottica used to inhabit however to no avail. Various of your men conduct searches, however in the capital Arius reports no success. For a while you hear nothing. It is not until one of your commanders clears out a bandit camp and discovers that she had been held captive. Thottica is recovered, however it would seem the bandits have already spent much of the gold which was originally intended for the various representatives within your territories.

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f5ff8f No.49793

File: 72287c79906894b⋯.png (78.2 KB,2000x1000,2:1,Map.png)

>>49761

Gabo, head of the Gabo Clan comes to you in light of the allegations brought forth against him by others and proclaims that there has been nothing short of an epidemic which has cost many of his family members their lives. While you are aware of these ongoings calling it an epidemic is a gross overstatement. Regardless he comes to you asking for control over one of the new territories as he can impossibly have the living remainder of his family live in such a dangerous environment. Considering how many people would be moving to these new territories he claims it would only be sensible to bestow its control upon him.

In a sudden fit of creativity you invent a tool which amounts to a hammer with a saw attached to it. It earns you much applause amongst the inventor's guild who name you an honorable member. They call it the Jackhammer.

After investigation it is soon discovered that Port Sternum is home to weird creatures. While neither shy nor aggressive they have a somewhat chubby body with short paddle hands and a tail flapper. Some brave souls feed them which the beasts graciously accept. After a bit of observation it is concluded that they enjoy few things more than lying on rocks, belly up letting the sun warm them. Occasionally they will dive into the water with surprising agility, soon emerging with fish they then feast upon. Surprisingly docile with cute faces some of the locals take to calling them sea hounds.

>Holdings: (should you choose to, add it to a settlement)

+ Seat of Gabo of Clan Gabo

>Inventory:

+ Legendary Sword (you name it)

>>49766

You get yourself poisoned. It was bound to happen eventually, however you took one too many whiffs from one of those mushrooms, spending the rest of the day vomiting and cursing your ambition.

Your garden on the otherhand is growing more luciously than ever. Since you had traded away your harvest to your local liege once more your various plants had begun to bear fruit. The rate at which things proceeded was almost unnatural. One day however Aart's barking made you aware of another visitor. The man who had first introduced you to your plot of land had returned. The beauty of your gardens had caught the eyes of many and your local liege was interested in your services. Surely you could manage the gardens around his castle in a way that would make them both beautiful to observe and useful in times of a siege. Naturally you would have to give up your farmer's life and move to court for that, however he assured you you would be well compensated.

Thinking about the offer you decided to go look for someone to purify someone for now, after all you had only taken a single life since you had arrived on this world and from the looks of it you were about to balance the scores in that regard. Oddly enough you had not heard back from the girl. Either way was fine by you. To your missfortune however the village you were living nearby was filled with what could only be described as good, hard working people. Even the Apothecary's son had gone to great lengths to learn more about his craft and live up to his father's legacy. Perhaps it was age that had made a man out of him, or perhaps it had been necessity. Who could tell?

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82e35f No.49809

Dice rollRolled 41, 86, 90 = 217 (3d100)

>>49774

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] (Fighting-Ibizans)

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

[Beacon of Sainthood] Allies close to you become overwhelmed with Duty and fight to the Death, they are filled with Holy Strength and Endurance an inspiring sight for their fellow soldiers. These effects grow weaker the further they are away from you. All friendly units within sight range receive a substantial morale boost if you are on the battlefield. Furthermore you gain the ability to deflect an otherwise lethal attack by a mortal on a friendly unit onto yourself, which will cause moderate harm to you. You may redirect an attack no matter its strength and origin onto yourself, negating any effect to surroundings and allies, this will however claim your own life, removing you from the game.

[Beacon of Fortitude] You and allies near you heal at an accelerated rate, as well as recover from fatigue more quickly.

>Skills:

[Swords](Veteran); [Leatherwork](Basic); [Leader of Men](Legendary); [Tactician](Experienced); [Agriculture](Legendary); [Naval Tactics](Expertly Trained Prodigy)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]; [New Armor of Red Rock](Masterful); [Legendary (Magical?) Bronze Sword]

>Holdings

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))(Expanded Port)(Ever-Vigilant Chapter)

[9 Arami-Red Rock Biremes]; [4 Red Rock Bireme]

[Fishing Villages]

[Rockport](Wall)(Docks)(Ever-Vigilant Chapter)

>Land Holders:

[Yabbek of the Timuthen];[Hemeda of the Abrax];[Khufu of the Menefer];[Pilis of the Donkor]

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Personal Secretary,Noble Bastard); {Junius}(Retired,Advisor,Old,Fighting Ibizan); {Salvius}(Master of Ships,Fighting Ibizan); {Arius}(SttSPotS)

>Laws:

[Heri-Meritocratic Provincial Governship]; [Tariffs: Ibiza,Arami]

1-2; Offer the sons temporary jobs in relatively unimportant positions around the city that would still test their skill in management and people skills. The two daughters will be offered some responsibility around the castle to test them and give them experience and while I will still court them, my focus will be on the older daughter. She seems like a strong, intelligent woman, one that would lead by example, a mother for the people of Red Rock. I must learn more about her, her strengths, her interests, her weaknesses, she was the opposite of how men wanted women to be, and it was so compelling.

3; Th-Thottica… with these women coming for marriage and almost losing her, I realize her place in my heart. Could there be room for more than one woman in my life? I… don't have to make this decision now, I can see how she feels about me, though. We will go out together into the city and throw together some ideas of what can be done to improve the military and incorporate the Arami into Red Rock successfully. During that trip, I will flirt with her and see how she responds.

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7a4f4a No.49810

Dice rollRolled 92, 50, 53 = 195 (3d100)

Name: Soridul

Fluff: War, always war. Wherever Soridul went, he found the horrors of war to follow. Homes burned, innocents slaughtered, land rendered barren from foul magics and fire. Mankind was a violent race, Soridul realized this early on, when his small village was raided by a group of tribal savages from the northern waste of the world, and it was Soridul alone who survived, spirited away by his mother into the nearby hills. Soridul, at the ripe age of 4, could not understand why his mother then started running in the other direction, screaming loudly and causing a general ruckus, but he remembered her last words; "Run my son, run and live, live with honor and do right by the Maker's Will." He lived a life away from the people of the world, in the wilds of nature. He grew strong on his own, living off the land and facing every challenge he faced with stern determination and precociousness. Soridul wandered the world, from its northern reaches to the southern deserts. It was in his 23 summer that he first spoke to another human being, having stumbled upon a village much like his own in the midst of being raided by tribals very much like the ones that raised his home all those years ago. Compelled to act, he picked up a sword from a nearby slain man of the village and sought to cutting the raiders down to size. He found that war, for as much as he detested it, came easy to him, as he cut through the Northmen with relative ease. He found satisfaction in fighting the good fight, the righteous cause. Soridul found in himself a fire, a passion to defend those who could not defend themselves, and to inspire others to do the same. War was hell, but righteous war was glorious. He had at last found it, the meaning of that cryptic word his mother had told him so many moons ago. Honor. He would fight for Honor.

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1. We shall set up shop in one of the fishing villages, wherein I shall offer my services as a smith and trainer for their guard, or as a bodyguard, whatever pays best.

2. While that occurs, I shall also tutor my companion and the child in the languages I have learned, enough to function for now, as they need not learn more.

3. I shall look into the rumors of this Poeq and the Trumpeter, both seem to be of similar stock to myself. Perhaps there are more vessels in this world then myself.

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5135f8 No.49812

Dice rollRolled 44, 65, 5 = 114 (3d100)

>>49793

>Name: Dunkan

>Word of Power: Purity

>Fluff: You are not a man but a vessel, crafted by the gods you serve one purpose, a single word in a language far more ancient and terrible than any other. It resonates within you, gives you purpose and fills you with life. It is your very essence, something that makes you oh so much more than a mere man. Given a mission, by the gods themselves, the order to remove the sickness upon the world, that is man.

>Abilities: [Purifying Fire] You gain the ability to burn a mortal from the inside out when you touch them, furthermore fire is much less harmful to you and you gain a buff to detecting whether a mortal’s intentions are deceitful or honest.

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

Babies: 0 turns??

1. I begin to make arrangements for my stuff so that i can take it to the place where i am gonna stay at court and then i go there(with dog and everything).

2. After i get there i begin to handle the garden around the castle, which can be helpful during a siege.

3. See if i can make more healing ointments.

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b001ef No.49815

File: b814affa76272e3⋯.png (53.27 KB,737x427,737:427,bonezone.png)

Dice rollRolled 74, 45, 15 = 134 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

>Fluff: Skeleton Jack is a friendly skeleton raised by the gods and the power of his Word. His favorite thing to do is spooking people, and he does it very well. However, he gets lonely, so he uses his powers to make lots of skeleton and zombie friends, which along with his spooping often gets him into trouble with the living. He dreams of creating a skeleton utopia where he and his undead friends can spook in peace.

>Abilities: [Master of Bones] - You gain the ability to infuse the bones of mortal humans with their souls. They will be bound to your will and follow your commands, while retaining their own consciousness they will execute your commands. This ability is restricted to mortal humans.

[Breaker of Chains] You gain the ability to return free will to those whom you have resurrected, however once you have released them you can never return them to your control.

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

-Inventors' Guild

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

-Inventors' Guild

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

Fibula Vale

-Seat of Gabo of Clan Gabo

Port Sternum (Coast Settlement)

-Nothing?

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

Creppladbolg (Legendary sword) - equipped by Sir Argul the Strong

Scarendal (Legendary sword) - equipped by Sir Barron the Brave

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

Ghoulngir (Legendary Spear) - Equipped by Sir Samil the Chivalrous

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

Mjolnfear (Legendary Bronze Warhammer) - Equipped by Sir Gorbek the Brutal

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

Feargarach (Legendary Greatsword) - Wielded by Sir Hurak the Bassk Hater

Legendary Bronze Armor (Equipped by Sir Hurak)

Aronfright (Legendary Sword)

Good Vertebra Bow x2

Trumpet

>Other:

Skelerunes

Well, this is an interesting quandary…rumors or no the Gabo Clan have grown quite large and noteworthy, and it'd be bad if we got into trouble with them. So I think the best thing to do would be to placate their wish and give them a stake in the new village of Fibula Vale. This way they're further away from Lord Kakar and the two won't fight as often, and I have a lord to rule the new province of Fibula Forest as well. Also if Lord Kakar's rumors are true this will allow us to mpnitor the situation better in case something fishy really is going on…either way I'm eager to see how the new lord will do.

1. It's high time I get on spreading academies across the Bone Zone as I had originally planned! This time I'll build an academy in Bone City, I'm sure Lord Kakar will be pleased. As for the other lords they'll just have to wait their turn, I'm going in order of founding here.

2. Then we should work to domesticate these "sea hounds", they'd not only make good companions but they also might have other uses besides that. Who knows?

3. After that I think we should explore around Fibula Vale to see if we can find anything interesting around there as well.

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0f0f73 No.49827

Dice rollRolled 33, 65, 36 = 134 (3d100)

>>49791

Name: The Pig

Fluff: The creature formed from the cries of rage and despair of every dead pig, it slowly rose through the bodies, It looked at humanity and the word echoed through its mind

Word of Power: Butcher

Abilities: [Werehogs]

You may turn pigs into Werehogs, at your will they will turn into pigmen and wreak havoc wherever they may be. Furthermore you may turn any mortal you touch into a pig. If you so wish with a touch you may turn them back into humans, Werehogs cannot be reverted into human form. Werehogs will not attack you but have only very basic intellect and will struggle with more complex orders. You may also take the form of a normal pig

[May contain traces of Pig]

You gain the ability to fuse other wildlife with pigs. They will follow very basic commands.

[Abominations]

You may combine three survivors into one Abomination, they will be taller and stronger than the average human, though less intelligent.

[Abomination] You are an Abomination, you are to pigmen as a boar is to a pig. You will abandon your human form and become despised and feared amongst humans. After the first time you turn into an Abomination you may only return to one other form, either human or pig. The other is lost forever.

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

Armies: (change to)

Your Personal Horde (2 Prisoners)

Shieldbearer Horde (250 Pigmen, 5 Shieldbearer Hybrids)

Horsehead Shieldbearer Hybrid's Horde (40 Pigmen)

Arrowhead Shieldbearer Hybrid's Horde (60 Pigmen)

Mad Abomination's Horde (150 Pigmen, 1 Prisoners)

Action 1-2: This is indeed not good! Keep pushing throug the arami lands westwards, looking for villages to raid along the way, our lack of food will become a problem if we do not get more.

Action 3: Convert any animals i come across.

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ac327d No.49879

The game will continue in this thread: https://8ch.net/builders/res/49828.html

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