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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 [Last50 Posts]

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:

____________________________
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0b260d No.41165

>>41164

If you wan't to put fluff and how you look, by all means do it. However note that you haven't gotten your abilities yet. Also when describing physicalities please remain roughly human sized (or smaller if you wish). As for bone structure etc. feel free to do whatever.

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f8e209 No.41168

>>41164

Name: Arai Poeq

Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

Word of Power: Wave

Abilities:

Other:

Start me on one of those south eastern islands.

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0b260d No.41169

>>41168

You were born on an Island in the Center of the Araian Sea where your name originates. Some call this Island your home but the truth is you are home wherever the Deep Blue extends to. A young man you are expected to provide for your family by supplying them with food as well as help around the house. However unbeknown to anyone else you were not shaped within your mother's womb but the Hands of Gods. They have lent you their Strength. You possess the ability to articulate a Word no Human can hope to comprehend. When it leaves your lips even as a hushed whisper the Waves of this World fall silent and listen. For it is their name you are calling.

Other:

+ [Family Boat]

>Choose One: (goes into abilities)

+ [Fury of Arai]

Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

+ [The Beast of Arai]

You may choose between a Megalodon and a large Kraken, you can assume these forms at will, however naturally they will be of little use to you on land. Sea animals abide your commands to some extent, they will fear you and be much more likely to abide by your orders if you are in your more threatening form.

+ [Child of the Ocean]

You can turn into Water. In this form you are no longer forced to remain in a humanoid shape, however the amount of water you control is proportional to your own human form. Control over your personal watery self is near perfect. Travel through bodies of water is highly sped up, however turning into steam will bind you to the sky until you have cooled down sufficiently to rain down onto Earth once more.

You get 3 dice you may distribute as you like.

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666dd3 No.41170

>>41164

>Name: Mithra

>Word of Power: Mistress

>Abilities:

>Other:

Starting with the Suba

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f8e209 No.41171

>>41170

>Mistress

>Sub

L-lewd

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666dd3 No.41172

>>41171

you're the one who rated me as Kinda rapey/10 did you really expect different?

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f8e209 No.41173

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42ac07 No.41174

File: ec8110ca499c98f⋯.jpg (375.46 KB,867x1000,867:1000,assemblywomen.jpg)

>>41170

>mistress

>suba

really makes you think

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0b260d No.41175

>>41170

Whether you were born or just always have been is uncertain. They say you live in the Forest. Some claim to know that you are called Mithra, how they obtained this knowledge is about as mysterious as yourself. You are human.. mostly, however there is one thing that sets you apart. A stigma burned into your mind, a single word beyond the comprehension of any mere mortal. When you articulate it the Hearts and Minds of those around you resonate in an explosion of emotions.

>Choose One: (goes into abilities)

+ [Maddening Beauty]

You are Beauty personified. Any form of Attraction is greatly amplified and even those who dislike you have to admit your objective beauty. You know the desires of any mortal man and they would cut of their own hands to appease your insufferable Beauty. By the touch of your hand you may turn mortals as beautiful or hideous as you please.

+ [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

+[Mark of the Mistress]

You gain the ability to force your Mark upon Mortals. All you require is a few locks of their hair and only the bravest and most self-indulgent will be able to resist your command. Those with your Mark will Fear you and do as you say. To them you are Terror personified. Your punishment more cruel than any fate they could expect at the hands of others, they would rather die than face it. This may lead to some unfortunate suicides.

3 dice for actions.

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f8e209 No.41176

Dice rollRolled 73, 35, 41 = 149 (3d100)

>>41169

>Name: Arai Poeq

>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>Word of Power: Wave

>Abilities:+ [Fury of Arai]

Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>Other: [Family Boat]

1: Arai says farewell to his family and begins to peacefully sail to the closest major island that he knows of to begin his adventure.

2:Along the way he practices his water magic by trying to use it to push the boat quicker

3: He then attempts to fish upon the open sea for a quick meal of fish.

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437a15 No.41178

>>41164

Name: Drekar

Word of power: Claim

Location: where most others are.

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0b260d No.41179

>>41177

You are Kalam, Scion of Ruin. Nothing is known about you, but they will learn soon enough. You were made an empty Vessel to be filled with a whisper of the Gods. A single word filled you. And the Vessel cracked.

Choose One: (goes into Abilities)

+ [The Rupture]

Mortal bones shatter when you touch them and stone splinters as you pressure it. Even the largest of structures collapse under your strikes. Beware of bridges.

+[The Schism]

You bring out the very worst in Mortals. Greed, Lust, Wrath. Any emotion and ideal that furthers the collapse of societies thrive under your presence. However along with religious heresies and tyrannical monarchs you bring forth great innovators as well. Though the way their inventions are used may drive tears into their eyes.

+[The Lost and Forgotten]

Your presence slows the mind and numbs emotion. People around you become drained of ambition and intellect, growing content they decay slowly, being swallowed up by others or slowly descending back to their rural roots. You bring a peaceful and inevitable Doom.

3 actions per turn, you can do whatever you want with em.

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8a0fe4 No.41180

File: e287c31ee07c754⋯.jpeg (12.36 KB,208x242,104:121,download.jpeg)

Dice rollRolled 52, 66, 97 = 215 (3d100)

>>41179

>Name: Kalam, Scion of Ruin

>Power Word: Destruction

>Abilities: [The Schism] - You bring out the very worst in Mortals. Greed, Lust, Wrath. Any emotion and ideal that furthers the collapse of societies thrive under your presence. However along with religious heresies and tyrannical monarchs you bring forth great innovators as well. Though the way their inventions are used may bring tears to their eyes.

Other:

1-2. It is time, the world will soon be corrupted, desecrated, perverted, and eventually…destroyed. I shall begin by twisting the hearts of men and driving them to evil, but to do so I will need a source of civilization. Once this is found, gain control and use them as my pawns.

3. If I wish to prevail I must train myself. Weapons training will be a good start - find a weapon and learn to inflict the most suffering possible.

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0b260d No.41182

>>41178

You are Drekar. Little is known about you. Many had a hand in your creation. Many sought to make you their own. In the end they all agreed upon a single word. Your Vessel was never claimed. It became the Claim.

>Choose One:(goes into abilities)

+[The Kingmaker]

No man can hope to lead with no claim to his rule. You know every mortal family, every bastard and every scholar. There is no law change that eluded you. Over night you can throw a ruler into peril, proving that whatever claims he may have to rule are unjust. Just as easy you can find another mortal's right to rule, summoned forth from little more than the essence of yourself. None would doubt your words, yet some may choose to ignore them towards their own benefit.

+[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

+[The Rightful Owner]

Any item owned by a mortal you may lay claim to. Simply ask for it and you shall receive, you are its rightful owner after all. This is apparent to everyone who is present at the interaction. When conversations without your presence occur however this may lead to some confusion. Furthermore some criminals and tyrants may refuse to hand you your just due as while they and everybody else present know that you are its proper owner they will choose to go against the law.

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666dd3 No.41183

Dice rollRolled 94, 77, 83 = 254 (3d100)

>>41175

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

1.2. The people of Suba are my children and as their mother it is my duty to ensure that they are well taken care of, any who have problems may seek me out and I shall hear of them and advise.

3. Those children that would flock to me, especially the poor little ones without parents, I shall accept them, and teach them the proper ways

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e3d81f No.41184

>>41164

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities:

>Other:

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437a15 No.41185

Dice rollRolled 80, 12, 10 = 102 (3d100)

>>41182

Name: Drekar

Word of power: Claim

Location: by Mithra.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

1) claim the best 5-10 fighters I can find to be my personal guards.

2-3) claim up to 15(probably way less) chieftains/leaders to spread my influence.

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38c79e No.41186

File: 178614b621a39eb⋯.jpg (761.64 KB,1050x1086,175:181,trumpet.jpg)

>>41164

Name: The Trumpeter

Word of Power: Fall

Abilities:

Other:

It rose from the sea one day and it has been near the coasts of the Arami ever since. It looks human enough, with features so nondescript the mind strains to recall anything beyond masculinity, rough skin, glinting blue eyes. It clads itself in plain black clothes and a great swirling cloak of ugly brownish-green.

When it puts the pitted, water-worn trumpet to its lips, though, it shifts. Too many fingers. Shadows lengthening in the face. But it is when it pulls the trumpet from its lips and utters its terrible, unknowable Word that it is revealed to be horrifically beyond human.

Nobody knows what it wants. Nobody knows where it's going. But anyone who has seen the cloaked figure and its tarnished trumpet know to run, run, run far as you can when it puts the trumpet to its lips.

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0b260d No.41188

>>41184

Ontaru is a farmer, raised by a farmer who was raised by a farmer. Ontaru was not born to a farmer however, he was much more given to him. Ontaru is no man, he is a Vessel. Shaped by ethereal hands burnt into his mind is a Word exceeding the comprehension of any mortal man. And as his lips form this very word the Heaven's begin to weep at the tragic tale it tells.

>Other:

+ Ibizan Family Farm

>Choose One: (goes into abilities)

+ [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [A Tale of Doom]

You can summon forth Hailstorms at will, you may make these grow in strength until the hail reaches fist size, becoming lethal projectiles from above. You have exceptional tales regarding the end of Civilizations, Families and Individuals. They are quite lifelike iterations which tend to scare people. Children love your stories.

+ [Family Stories]

Wherever you go pleasent wheather and serenity follows. Even on the desert's sand flowers will grow sustained by nothing but your tales. You can bring fertility to the most infertile of regions, and whenever people listen to your stories they set aside their differences and think back to what is truly important in life.

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e3d81f No.41189

Dice rollRolled 74, 86, 36 = 196 (3d100)

>>41188

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Other: Ibizan Family Farm

1. See if I can talk someone into teaching me to play an instrument. Songs would go well with my stories.

2&3. Talk to people in the village and learn the news and rumors of what is going on.

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0b260d No.41190

>>41186

Ancient Arami tales tell of the Trumpeter a creature evil and rotten to the core. Some say it was but a Vessel, a tomb encasing a Fallen Angel, mad after eternities of imprisonment. Yet all tales are the same. An attempt to make sense of that which eludes the mind. And as its lips utter a word Human minds shatter under its unfathomable realization.

>Choose One: (goes into abilities)

+ [A Song of Madness]

Every mortal that listens to the Trumpeter's song will loose their mind. For three days they are captured in a trance unable to be saved by any means. Some tear out their hair, others carve out their eyes, cannibalize relatives. There are no limits to what the Trumpeter's song will do to them. Once three days and three nights have passed, they will regain their consciousness, however by then most of them will be irredeemable, scarred by the things they have done. Many will take their own lives, the rest of them forever stained by the Trumpeter's song.

+[Ode to what lies Below]

To most this will merely be a very unpleasent sound haunting them for a few months in their dreams. However to others it is an revelation, an invitation of what lies beneath. They will seek out those who are like them and begin to sacrifice to what lies below. Descending deeper and deeper step by step their acts will become more gruelling until finally they will have learned enough. A point at which they will shed their mortal coils in an attempt to create an additional body for the Trumpeter to spread the Ode.

+[A Song of Collapse]

Your song blows out eardrums and if close enough eyeballs. Projectiles of any sort proplled towards you are cast aside. Its otherworldly resonance forces even the most majestic of buildings down to its knees, entire cities crumbling to little more than rubble.

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38c79e No.41191

Dice rollRolled 45, 35, 33 = 113 (3d100)

>>41190

Name: The Trumpeter

Word of Power: Fall

Abilities: [Song of Collapse] - Song damages living things, repels projectiles, and utterly annihilates buildings.

Other:

1. I am a wandering indigent. I require food. Ask local people if they have food for me and ask them what is going on.

2. I was old before the world was young. It's whispers and croonings are audible, and they form a trickling backdrop from which I pluck the deepest, darkest words. I shall sit in a tidal pool amidst the wretched life and rotting things in the hope that some of these whispers and words come to me.

3. I am skilled at playing my trumpet. My trumpet is my favored possession. If I play my trumpet, however, ruin shall follow. Man cannot understand the winding song, so I will learn how to pretend to play it, and in doing so I will be able to fill the air with all sorts of wondrous, pleasant noises. When they sway to and fro to the superficial sound, that is when I will truly play.

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42ac07 No.41192

File: ba61a9b00fef9da⋯.jpg (4.26 MB,3029x4665,3029:4665,Edward John Poynter (1836-….jpg)

>>41164

>Name: Lucius Augustus Aurelius

>Word of Power: Pietas

>Abilities:

>Other:

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42ac07 No.41193

>>41192

>>41164

Put me in Ibiz or near there, whatever is good for you

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cf891d No.41194

File: fe3bc21dc00a8df⋯.jpg (38.82 KB,384x475,384:475,glass-man.jpg)

>>41164

>Name: Iros

> Born from the sand and delivered by a wandering fisherman, Iros is a being made of translucent glass which has different colored fluid flowing within him as a mimicry of human blood. Some of his translucent organs seem to resonate with certain elements and act as a source of the various fluids.

>Word of Power: Alchemy

>Abilities:

>Other:

>Starting at Arami

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7eb7a5 No.41195

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities:

>Other:

Starting with the Ibiz

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26e675 No.41196

>>41164

>Name: Fanrong

>Word of Power: Prosperity

>Abilities:

>Other:

Start on a small western island with a few primitive people my dude.

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0b260d No.41197

>>41192

Lucius Augustus Aurelius is as elaborate of a name for a man as it is elegant. Lucius however is no mere man. He is a Vessel, shaped by the hands of the Gods, however as he was formed and the Gods whispered a word unto him he caught a glimpse of their essence. And Lucius believed.

>Choose One: (goes into abilities)

+[Unwavering Faith]

With a mere touch you may fill a mortal with boundless conviction in a religion of your choice. They require some basic knowledge of this religion and will seek to learn more. These effects will slowly wear off however people are very likely to retain the religion you have taught them, those who have become religious scholars most likely staying that way until their death. Furthermore you have knowledge of all religions, their practices and any changes which may occur to them.

+[Touched by Belief]

Your hands can mend wounds (even internal ones), cure sickness and plague no matter how grim they may be. For you it is possible to return a man from the brink of death with no tools or medical supplies required, you do however need a little time. Be aware that while you can restore the bodies of those who have passed away what you restore will be little more than a lifeless husk. Furthermore you have knowledge of all mortal illnesses and plagues as well as any medical procedures to counter them.

+[Deus Vult]

Your words can easily incite Zeal. Those who listen to your Sermons about heathens and heretics will seek to forcefully convert or kill all those not of their religion. Farmers will take up arms to go to another land, burning and killing for the one true god. In a world so full of unbelievers they will certainly appreciate you pointing them in a direction to carve their path. When you lay hands upon a mortal you may decide whether he catches fire or not.

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0b260d No.41200

>>41194

Though looking like a man in Shape Iros is everything but, this is apparent to even the slowest of observers. Carefully crafted the Vessel that is Iros was placed in a fisherman's path who took it in. Iros has grown, learning the Arami traditions and culture. There is however a word he knows that has no equal in the Arami language. And when glassern lungs spew forth the eternal Word the very elements surrounding him vibrate with excitement.

>Choose One: (goes into abilities)

+[Iros Mortar]

You have near full control over anything that enters your digestive tract. Here you have the ability to combine materials which you swallow and subject them to otherwise unnatural conditions such as extreme heat and cold. Here you can turn water into ice or split it into hydrogen and oxygen. The conditions the elements within your digestive tract are subjected to do not affect yourself or your surroundings. You are able to cough up specific materials as you wish, note however that there is only so much space within your digestive tract and your mouth is only so large. Any radioactive, poisonous or otherwise harmful effects of the things created by you do not affect you.

+[Master of Glass]

Your hands can shape glass into any form you wish, hot glass does not affect you in any way. You can give life to any of your creations, they will however be of little more than a very basic intellect. Furthermore you gain the ability to change your very own physicality, note however that as you grow in size your abilities to shape Glass become more crude to the human observer. Furthermore you will require more nutrition in the form of any living thing. (Yes plants are living things)

+[Midas of Sands]

Any mortal or object with the exception of glass may be turned into Gold or somewhat consolidated Sand by your touch. Note that while you may vary between the two at your whim this process is rapid though not instantaneous depending on the overall size of the object. Mortals will survive neither of these states. Furthermore you gain the ability to determine an object's original form and revert it back to that state.

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0b260d No.41201

>>41195

Maharib, born under the sign of the Chariot, quite fittingly so. His mind a harbor for a word so unspoken and ancient, that when it leaves his mouth the hearts of all men stand still. His mind however is restless, spinning forever as the wheels of a chariot. Maharib is no mere mortal, he is a Vessel crafted by the Gods themselves.

>Choose One: (goes into abilities)

+ [The Quadriga]

From nothingness you may summon forth a Chariot with four mighty horses, they will be near impervious to attacks and obey your every command. Faster than any mortal steed they move swiftly over even the most disadvantageous of terrains, restlessly moving at your command through day and night they require no nourishment. Furthermore you may summon forth a war bow and fearsome aim to go along with it.

+[May nothing stand before you]

You are stronger and faster than any human being could ever be, able to tear a man in two at ease and able to keep up with a horse while doing so. You are the stuff of nightmares and the ground quakes under your step. Your enemies flee before you, their mortal weapons having but little impact. At times marching for months on end you are determination personified. You are the Chariot, you do not stop, nobody dares stand in your way. Nobody is able to.

+[Bringer of Sun and Stars]

The Chariot that controls Sun and Stars is yours to command. You can turn day into night at your whim (this does not have global effects unless you specifically wish it to), you can also increase beams of light to a point where they will ignite easily flammable objects or cause heat strokes to larger amounts of people. You may also rearrange the way the stars appear to mortals at your whim. Furthermore you are able to see even in perfect Darkness and remain largely unaffected by heat.

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0b260d No.41202

>>41196

You are Fanrong, little is known about you, however you inhabit the lands near the Batum (blue). The Batum are a primitive people who worship a great many things. Bears, Trees, Mountains. Anything that seems interesting, majestic or impressive in any way shape or form they worship. You are no Batum, or at least no mortal that is. You are a Vessel, hand crafted by the Gods, ornated to commemorate the Prosperity that is your very essence. You harbor knowledge of a single word and when it slides off your tongue the Winds around you whisper of fortunes to come.

>Choose One:(goes into abilities)

+ [Fanrong Fate]

Where you go peace and prosperity are sure to ensue. The lands you walk are prosperous, craftsmen complete great works, summers are long and winters are short. Of course the envy of others is sure to follow. Furthermore you are able to bless people with your luck. Things will turn out in their favor, however the more people you grant this boon to the more it will be deluded. This effect can stack with your general aura.

+[Fanrong Wit]

When you touch a mortal you may choose to give it an astute mind and a nack for bartering. These people will be sure to do well for themselves when they take up the work of a trader, bringing prosperity to their families. Equally you may choose to dull a mortal's mind, blinding him with arrogance and false ideas, making his ruin inevitable. Furthermore you gain supernatural knowledge of prices, materials and bartering yourself.

+[Places Unknown]

You know not what a mortal wishes for, but you know what a mortal needs. As long as this is an object or food you may simply pluck it from thin air. If a mortal requires a weapon, you can provide, if he requires food or gold, you can provide as well. You are however unable to pluck concepts such as love or other mortals from these places. The other issue being that what mortals need is not always what they want. They certainly are an ungrateful bunch.

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0e3486 No.41203

>Name:

Robert

>Fluff:

Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>Word of Power:

Hero

>Abilities:

>Other:

Start me in The Suba (Purple.)

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0e3486 No.41204

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7eb7a5 No.41205

Dice rollRolled 98, 33, 3 = 134 (3d100)

>>41201

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

1. Climb the palace stairs. Once at the top, claim to be the sun god and rightful ruler

2. The moon shall rise to create an eclipse. The stars shall shine bright in the new darkness

3. The stars will zip across the skies leaving streams of light across the dark canvas

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0b260d No.41207

>>41203

You are Robert. Shaped by the Gods and placed in your Mother's womb you are destined for greatness. You are a Vessel an ancient unfathomable word resonating within.

>Choose One: (goes into abilities)

+ [Beacon of Purity]

Wherever you go the minds of people are cleared of anything that fogs them. With your touch you may choose to break the bonds of those who would see to enslave a mortal's mind no matter by what means. The Lands you treat are unaffected by the ravaging powers of the Heavens. Where you are Night and Day are as equals and Rain and Clear Skies remain free of any masters. Furthermore you gain the ability to determine the source of an influenced mind as well as the influence itself.

+ [A Hero's Sacrifice]

You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

+ [Philoctetes]

You gain the ability to train any man to be a hero! He will be trained by you, achieve greatness and (hopefully) his purpose and then die. Naturally all Hero's will look up to you and admire you, however your track record of dead associates will be something to look out for.

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0b260d No.41208

File: 8245b3635366ef5⋯.png (26.67 KB,2000x1000,2:1,Map.png)

>>41176

Your mother is quick to protest you taking your leave, however your father understands, saying that he has made far too many mistakes in his life to judge you now. You make your leave.

Utilizing your Control of Currents you manage to steer your boat along nicely. It feels natural.

Given the vast amount of time you have on your hands you throw out some bait, quickly followed by the net. You manage to catch a few fish which will make for a meal.

>Skills:

+ [Fishing] (Professional)

>Other:

+ 4x [Fish]

>>41180

You find yourself near a community of mixed Arami and Ibiz culture (Orange) this is where much of the trade between the Ibiz and the Arami occurs unsurprisingly.

Searching for a weapon fortunately for you a smith had just gotten into a fight with some stable boy over something sufficiently pitiful and you obtained one of his Bronze swords. A guard spotted you as you took it, however instead of stopping you, he took two himself instead.

You swing the sword around a bit. Seems easy enough, but you will have to spill some blood to gain real experience.

>Skills:

+ [Swords] (Swung it once or twice)

>Other:

+ [Bronze Sword]

>>41183

Women from all across Suba flock to you for guidance. They keep you awake day and night with their pityful questions of little importance, some waste your time not even with questions but feeble attempts of trying to impress you with the clothing they made and things of the sort. Suban men are concerned.

Many children flock to you, though there are only few who have no parents there are many who come with their mothers and decide to stick with you. You receive more than enough to feed them however as women seek to donate food and clothing.

>Other:

+ 50 Children

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0b260d No.41210

>>41208

>>41185

As there is no ranking for the 10 best Suba Warriors you go with the 10 best you know or have heard of. Once they had received your sign however you could be certain that they really were the best Suba had to offer.

As for your pursuits of Chieftains they all turn you away at the door having no more need for just another shaman. They are far too occupied with someone called Mithra leading every fourth woman to abandon her home to reside at her court.

>Other:

+ 10 Suban Personal Guard (Chosen)

>>41189

A local farmer's daughter is eager to show you how to play the harp. It leaves your mouth to do the talking, or well, other things, and the soft tones fit well with your dramatic tales.

From the Sound of it there is a woman far North with the Suba everyone calls "mother", women and children flock to her and it has the Chieftains worried.

As for your own land a man who claims to be the Sun God, climbed on top of the Palace and turned day into night, the moon rising above the city. He then talked big about stars shooting across the sky but nothing of the sort happened. Still people say they can impossibly doubt a man who turned day into night. The King has renounced his throne and the man now rules over Ibiz.

>Skills:

+ [Harp] (Fairly Decent)

>>41191

You approach a small household, coming across a fisherman returning home. As you ask him for food his face turns to ash and he drops his fish, running away to his little home. Picking up the fish you follow but upon your arrival you notice that the place has indeed been deserted.

Over a dinner of fish you practice your trumpeting skills. The walls of the house shake, but it holds for now. Certainly however the sounds had been anything but pleasurable.

>Skills:

+ [Trumped] (Improveable)

>>41205

Climbing the Palace was already a relatively impressive display however the rise of the moon eclipsing the Sun is perhaps better proof of your just claim to rule still. When you climb down again you are told that the old King has fled. Apparently he had not been chosen by the Gods after all.

You are made King of Ibiz because nobody knows what else to do. You promise to shoot some stars across the sky as a sign of your benevolence but mess it up. People are a little confused but after the recent display of your powers they don't doubt you.

>Titles:

+ [King of Ibiz]

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42ac07 No.41211

>>41210

wtf I haven't posted yet

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cf891d No.41212

Dice rollRolled 12, 20, 13 = 45 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other:

1. Find interesting things to eat

2. find what elements compose the things I eat

3. Apply Different levels of heat/cold and compression to see how those elements react

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e3d81f No.41213

Dice rollRolled 78, 7, 40 = 125 (3d100)

>>41210

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

>Other: Ibizan Family Farm

1&2. Head to the capital to see this for myself. Sing and tell tales along the way.

3. As well as pick up new tales and rumors.

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0b260d No.41214

>>41211

Post quickly then you tit

>>41212

Looking around you find plenty of sand to eat, however sand would hardly qualify as interesting.

Its hard to pinpoint what exactly makes the sand, you can tell a part of it was once alive though.

You try to heat and cool the sand but end up choking and spitting it out.

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cf891d No.41215

Dice rollRolled 92, 92, 61 = 245 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other:

1. Find interesting things to eat

2. find what elements compose the things I eat

3. Apply Different levels of heat/cold and compression to see how those elements react

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42ac07 No.41216

>>41214

I want a better power that fills people with zeal and they get 100% morale and won't retreat unless I say and they are tougher in general and such

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437a15 No.41217

Dice rollRolled 25, 60, 100 = 185 (3d100)

>>41210

Name: Drekar

Word of power: Claim

Location: by Mithra.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 10

10 Suban Personal Guard (Chosen)

1-2) Mark up to 10 of the most high-ranking people I can mark. Their rank is prioritized over numbers.

3) This Mithra person seem intresting. Perhaps she would make a good chosen.

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0e3486 No.41218

Dice rollRolled 26, 30, 50 = 106 (3d100)

>>41207

>Name:

Robert

>Fluff:

Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>Word of Power:

Hero

>Abilities:

+ [Beacon of Purity]

>Other:

1. Help my mother clean up the house.

2-3. Go hunting in the forest for food, whether it be vegetation or animals.

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26e675 No.41220

Dice rollRolled 24, 77, 75 = 176 (3d100)

>>41196

>>41202

>>41208

Name: Fanrong

Word of Power: Prosperity

Abilities: +[Fanrong Fate]

Where you go peace and prosperity are sure to ensue. The lands you walk are prosperous, craftsmen complete great works, summers are long and winters are short. Of course the envy of others is sure to follow. Furthermore you are able to bless people with your luck. Things will turn out in their favor, however the more people you grant this boon to the more it will be deluded. This effect can stack with your general aura.

>Other:

1. Fanrong spends a great deal of time on the outskirts of Batum society, relaxing in the sun and skipping stones into the sea. Prosperity's vessel is not of their tribe, and they are doubtless going to be suspicious of any stranger, especially one so alien and ignorant of their customs. There's a chance they might take Fanrong for a spirit or a good omen, because the land on which he lingers seems especially fertile and rich with game, and the waters where he plays are often found to be great spots for fish and stones smoothed by the waves into convenient shapes for crafting.

2. But as much as the Batum may be uncertain of him, Fanrong is curious about them. They look very much like he does, but their ways and their speech is strange. When he can, he watches them in their day to day lives, trying to learn about their ways and customs, seeing how they live and hunt and venerate the many spirits of their land.

3. When not lingering near the places Batum are known to frequent or watching them live their lives, Fanrong wanders the rest of the island curiously, exploring for the sake of exploring, seeing what interesting, useful or valuable things he can find.

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f8e209 No.41221

File: 77f8f8f49625380⋯.jpg (36.13 KB,640x504,80:63,Arai's boat.jpg)

Dice rollRolled 58, 47, 65 = 170 (3d100)

>>41208

>>Name: Arai Poeq

>>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>Word of Power: Wave

>>Abilities:+ [Fury of Arai]

>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>Other: [Family Boat], 4x [Fish]

Skill: Fishing Professional,

1:Arai continues to sail. The smell of salt water and the breeze of the sea keeping him motivated and alive. He keeps an eye out for a place to dock his simple ship and see what new things the land offers

2: While he sails he sings a melodic old song from his tribe and listens as if the waves echo the song back at him.

3: His father once told him a strategy of which the elders of his tribe could discern direction by using the stars in the sky. Arai attempts to see if he can also learn this skill by himself. If not then perhaps he can listen to the ocean instead of the stars.

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1705be No.41222

File: 52c6ee0b3a7c883⋯.png (16.44 KB,390x425,78:85,Eslem.png)

>>41164

>Name: Eslem

>Location: Somewhere on the center of the Western continent my friend

>Word of Power: Benevolence

>Fluff:

Eslem was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

>Other:

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38c79e No.41223

Dice rollRolled 39, 37, 3 = 79 (3d100)

>>41210

Name: The Trumpeter

Word of Power: Fall

Abilities: [Song of Collapse] - Song damages living things, repels projectiles, and utterly annihilates buildings.

Skills: Trumpet (Improvable)

Other:

1. Take whatever things are within this residence. Knives. Foodstuffs. Bags. Clothes. Coins. Jewels. It is clear that whoever resides here wants these things no longer, so I shall take them, and I shall go.

2. I shall seek out a suitably unhealthy tidal pool to listen to the old murmurings, the quiet whisperings, the subtle chirping of those stronger, fiercer things beneath the waves and the sea. Perhaps fishbones and entrails will help me to listen.

3. Now I know how to play the trumpet with two hands and human lips. Now I shall continue to play, practicing how to make sound and noise with human lungs, made for human ears. +[Trumpet, Improvable]

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8a0fe4 No.41224

File: 3f1e6d12a2852a4⋯.jpg (75.72 KB,720x543,240:181,So_66097f_5598514.jpg)

Gonna make a new character since my old one seems a bit gimped in retrospect

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to erase civilizations that grow too large and that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities:

>Other:

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0b260d No.41227

>>41222

The Selu live in the plains of the Western continent where they live of bountiful harvests. Amongst them lives Eslem a Vessel handcrafted by the Gods resonating with their Benevolence.

>Choose One: (goes into abilitie)

+ [Corny Wordplay] (you can rename this)

You gain control over the crops the Selu grow the most. Corn. You are able to control these to some extent, growing their roots and utilizing them as extension of your own limbs. This can also be used to make sure the Corn grows nice and nutritiously.

+ [Benevolent Touch]

Both your voice and touch are incredibly calming they drastically reduce the amount of panic and stress experienced by a mortal, this is not limited to humans and will work on animals as well making their domestication a whole lot easier. Furthermore you have to ability to put to sleep (read: knock out) any mortal by merely touching them.

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>>41224

You live in the forests south east of the Suba lands. Here you live in harmony with nature, the world around you softly dancing under the articulation of a word so old even the trees struggled to remember it.

>Choose One: (goes into abilities)

+ [Forgotten Tongue]

You can communicate with animals and plants. They are however your equals and not obliged to obey your commands. If you want them to do something for you you should do something for them in return. Having a courteous relation with your surroundings will help you in this process.

+ [The Wrath of Nature]

You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They all will seek to harm the individual. These marks may be given and taken at your leisure.

+ [Soil Allegiance]

You are able to turn the land barren and remove its nutrition. Soon farms will fail to provide food and those who do not leave will starve to death. As long as the land bears your mark nothing will grow there, all plants will wither and die. Once you have removed your sign again it will take years for the soil to recover and bear fruit once more.

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666dd3 No.41241

Dice rollRolled 81, 95, 17 = 193 (3d100)

>>41208

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 50 Children

1. Continue to appease the people, invite the men to come to me for advice as well

2.3. Continue to teach the children the proper ways, especially teaching them that Mother loves them dearly.

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8a0fe4 No.41243

Dice rollRolled 93, 4, 81 = 178 (3d100)

>>41227

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to erase civilizations that grow too large and that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities: [The Wrath of Nature] - You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They will all seek to harm the individual. These marks can be given and taken at your leisure.

>Other:

1. Begin building friendships with and attracting various animal species to my holy grove.

2-3. The word I was born with tells me to erase any humans who greatly harm nature, but let us not be so brash as to think they are beyond redemption. I shall go to Suba and teach the people to respect nature and its offerings, such as conservation, planting a tree for every tree you kill, respect for wildlife, not overfarming, and so on.

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0e3486 No.41244

>>41218

Update:

Ability changed to + [A Heroes Sacrifice]

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1705be No.41246

File: 617be40da1c0f30⋯.png (19.7 KB,436x425,436:425,Waystone.png)

Dice rollRolled 17, 87, 39 = 143 (3d100)

1/2 - Es feels a deep desire to protect and guide, but he is alone. He wanders off to go find a home to make his own among the Selu.

3 - And along the way, Es constructs his first Totem. Just to remind people he was here.

>>41227

>Name: Es

>Location: Selu tribe, Somewhere on the center of the Western continent

>Word of Power: Benevolence

>Fluff:

Es was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>Other:

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7eb7a5 No.41254

Dice rollRolled 85, 98, 69 = 252 (3d100)

>>41210

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[King of Ibiz]

1. All temples in Ibiz shall be fitted with a sacrificial alter so that once a year, on the solstice, everyone can sacrifice their single best livestock through fire.

2. The 5 prettiest virgins shall be gathered for my preistesses. 4 to represent the horses that pull my chariot as my soul crosses the sky and the 5th, the most beautiful, to warm my bed at night.

3. Let it be known: The stars are the souls of gods. They are my subjects in that realm just as you are my subjects in this. The sun is my soul. When I die, the sun shall be snuffed. The moon is the soul of evil. A demon that will try to lead you out of the sun's light and onto the path of heresy. In that realm, he is my slave, forced to follow me but in this realm, he is unbound. The lesser gods may come to your lands, you should welcome them with open arms but be warned, they may be evil trying to fool you. Evil shall be stopped and killed where ever it is found.

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0b260d No.41255

>>41211

Come into the discord or pm me there

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26e675 No.41256

>>41255

>Discord

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42ac07 No.41257

Dice rollRolled 88, 32, 25 = 145 (3d100)

>>41197

>Name: Lucius Augustus Aurelius

>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.

>Other:

1-2; Since there's a new King, I will sign up into the military as a proper soldier now

3; Since I'm a soldier now, I'll keep my head to the ground and listen to any rumors or things going on that might threaten the king and country

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0b260d No.41260

File: 7b7b71f00179bd7⋯.png (38.21 KB,2000x1000,2:1,Map.png)

>>41213

On your way to the capital you tell various tales to people passing by and they provide you with food and a place to stay in exchange. You tell them so well that they actually don't want to let you leave. You're delayed but you make your way to the capital regardless.

The Suba Chieftains have begun worshipping Drekar and Mithra as Gods. Though you are aware of Mithra being the person who had held great sway over the Suban women you are unaware of who Drekar is.

The new Sungod also demanded five virgin women be brought to him. Each Ibizan settlement provided these and in a council in the capital the five most beautiful of them were presented to him, one which he has taken to his bedchambers. He then revealed the nature of the stars, souls of the gods. The nature of the Moon, the soul of evil. As well as the nature of the Sun, his very own soul, for whne the Sun God dies the Sun will be snuffed out and the world shall fall to eternal darkness. Furthermore he gave his people a warning to look out for any lesser gods which may inhabit the lands and seek to spread evil.

>>41215

Lying in the sand you find an item gleaming. A ring made of a golden substance. You can sense a number of different elements making up the thing. Heat seems to turn it into a liquid and eventually a gas, while cooling it down returns it back into its former state, though it looses its shape in the process.

>Alchemical Knowledge:

+ [Gold Cap] Grants: Air, Fire, 3xMetal, Order | Requires: 3x Air, 3x Fire, 3x Order

>>41217

(You are aware of how your interaction with Teren went)

The Suba rulers fall one by one to your influence. You now have control over the most important Chieftains, those who you do not control directly bow to the will of those more powerful than themselves.

>Chosen:

+ 10 High Suban Chieftains

>Title:

+ [God of the Suba]

>>41218

You try to help your mother clean around the house, she shoos you away with a broom telling you that a man has no business cleaning the house.

Going hunting you manage to encounter a bear using your (a weapon of your choice) you quickly dispatch of it with incredible finesse and power.

>Other:

+ [Weapon of your Choice]

+ [Bear Pelt]

+ [Bear Meat]

>Skill:

+ [Weapon of your Choice] (Prodigy)

>>41220

They are indeed very suspicious of you and tell themselves stories of a stranger on their shores. You try to skip some stones but ironically enough lady luck doesn't appear to be on your side.

While their speech was strange you understood them with surprising ease. They had little constructs of wood they used to travel out short distances and fish, while they also lived off the land, planting seeds and watching them grow. The Batum appear to live in families which band together to small communities. While largely independent from one another there is some limited trade between the various settlements. Generally the Batum hunt very little and most animals live with the communities.

The island has large amounts of trees on it and a small lake in its center which all Batum settlements seem to get their water from. You find remnants of wooden constructs somewhat like the ones the Batum are using however they are much larger and have a round belly.

>>41221

Having headed North you arrive in the lands of the Ibiz, they know nothing of how to travel the seas and much of their trade with the Arami goes through land routes. Singing the song of your people you feel the waves resonate around you, the waves emmitted from your ship breaking those around you.

Looking to the stars you feel confident in your ability to use them to direct your path.

>Skills:

+ [Star Orientation] (Experienced)

>>41223

There is still lots of stuff for you to take. There are however neither coin nor jewlery. The people who resided here must have been simple fishermen.

You sit in a tidal pool and listen to the whispers. You throw some fishbones and look at the fish's entrails, signs of death and destruction are certain, with few good omens thrown inbetween.

Your human lungs seem to struggle to force a tone out of the instrument, perhaps you are using your lips wrong or something of the sort?

>Other:

+ Knife

+ 4x Fish

+ Bag

+ Spare Clothing

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0b260d No.41261

>>41241

Upon you declaring that you would aid the men as well a lot of women leave to bring their men, but few actually return with them. They are generally displeased with the role you have taken in their lives, they are quite surprised when the greatest Chief of the Suba declare you a diety. Needless to say you now hold even greater sway within the civilization.

The children are well aware that mother loves them dearly and vye for your affection, there are some minor rivalries between grown women and children however nothing else comes of them. The Children worship you both figuratively and literally, struggling to understand what makes Drekar a god or any bit as great as you are.

>Title:

+ [Goddess of the Suba]

>>41243

By collecting several plants you manage to attract some boars. Though usually surprisingly aggressive they don't mind you around and leave their young to stay in your grove.

You go to the Suba to discover that things have changed rapidly in recent times. They now worship a man called Drekar and a woman called Mithra. You do not know how this came to be however the most powerful High Chiefs decided that they were to be worshipped. The Suban Women certainly didn't seem to disagree as many of them were full of admiration for Mithra.

You manage to spread your lessons here and there but people are largely busy adapting to their new dieties.

>Skills:

+ [Animal Taming] (Professional)

>Other:

+ [Holy Grove]

>>41246

The Selu are an open people and you command their language to perfection. You get to work building a simple home however all you have is sticks for the basics, the local Selu community however freely shares some of their furs with you, creating a nice tipi for you to call your home.

You build your first totem. It is enscribed with runes long forgotten by most, its head hovering above the rest held there by unnatural forces.

>Other:

+ [Tipi]

>>41254

The Ibiz scramble to fit sacrificial altars into their temples. They work hard to make sure their god is pleased.

Each of the Ibizan settlements provide their five most beautiful virgins, this leads to some revelations as no woman dares try to deceive the Sun God. There is a small council in which the five most beautiful priestesses are determined and sent into your palace. Soon the most beautiful one of them is with child. They are treated with the utmost respect by all.

You then provide the Ibizan's with the truth. Had they not been afraid before, they certainly are now. Your guard is doubled without you requesting anything of the sort. You notice a curious black sun symbol painted into the skin of one of your guards.

>>41257

You sign up with the Military. While no such orders have been given by the new Godking many of the Officers look for more people to make up his Guard as once the Sun God dies the entire world will fall to eternal darkness.

People are really, really scared. The Sun God, in a human shell from the looks of it, was as vulnerable as any man and if he died the world would end. Furthermore there were others, Evil Gods, somewhere outthere who could seek to harm him. Aside from the worries of people however you hear little of substance.

>Other:

+ [Bronze Sword]

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f8e209 No.41262

Dice rollRolled 24, 17, 59 = 100 (3d100)

>Name: Arai Poeq

>>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>Word of Power: Wave

>>Abilities:+ [Fury of Arai]

>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>Other: [Family Boat], 4x [Fish]

Skill: Fishing Professional, + [Star Orientation] (Experienced)

1-2: Arai is shocked to learn that these people have never experienced the beauty of the sea. But he never loses his smile as he begins to tell tales and sing songs of his people to teach the Ibizian people of sailing.

3: And as quickly as he appears upon the Ibiz shores he is gone like the tide with only a song to follow his boat out to sea. Like the tide he comes and like the tide he leaves.

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0e3486 No.41263

Dice rollRolled 90, 94, 9 = 193 (3d100)

>>41260

>Name:

Robert

>Fluff:

Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>Word of Power:

Hero

>Abilities:

+ [A Hero's Sacrifice]

>Skill:

+ [Spear] (Prodigy)

>Other:

+ [Spear]

+ [Bear Pelt]

+ {Bear Meat}

—————————-

1. Robert cuts down one of the trees in the forest for wood, in its place he makes sure to plant 2 sapling so that there will be more trees in the future.

2. Using the wood and the bear pelt, Robert attempts to craft a shield.

3. With the spoils of his hunt he returns home with the bear meat and begins to cook it for his mother.

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38c79e No.41267

Dice rollRolled 30, 83, 4 = 117 (3d100)

>>41260

Name: The Trumpeter

Word of Power: Fall

Abilities: [Song of Collapse] - Song damages living things, repels projectiles, and utterly annihilates buildings.

Skills: Trumpet (Improvable)

Other: Knife, 4 Fish, Bag, Spare Clothes

1. I shall improve my skills with my trumpet as I wander the coast, in search of new things to see and new whispers to hear.

2. This knife is an amusing thing. Rock from the earth, purified by fire, scraped and beaten until it pierces and rends the sweet, soft flesh of living things. I shall practice how to kill with this knife. My knife.

3. Death rides on the horizon, this I know, but then, as long as I ride, such an omen is all too true. I shall test my terrible powers upon a thatchet of trees, and lay them low with a low, whining song, sifting through the wreckage for anything of value that remains.

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8a0fe4 No.41268

Dice rollRolled 17, 32, 57 = 106 (3d100)

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to erase civilizations that grow too large and that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities: [The Wrath of Nature] - You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They will all seek to harm the individual. These marks can be given and taken at your leisure.

>Skills:

Animal Taming (Professional)

>Other:

Holy Grove

1. Begin building insect hives and promoting growth of bees,flies and other swarming insects in addition to poisonous spiders and the like.

2. From the wood of a tree craft a strong and sturdy bow to defend myself with, and as always, thank nature for her blessing and plant a new tree in its stead.

3. Keep working on teaching the ways of respecting nature. Find those most devoted to nature from amongst the fringe not controlled by these "gods" and develop a commune amongst the wilds where those who wish to join may live as one with nature.

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e3d81f No.41269

Dice rollRolled 17, 21, 55 = 93 (3d100)

>>41260

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

>Other: Ibizan Family Farm

1&2. In the capital continue to sing and tell stories to entertain and allow for places to sleep and food.

3. As well keep an ear out for rumors and news, especially about the godking.

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1705be No.41270

File: cdc72eae389eefe⋯.gif (31.25 KB,559x425,559:425,Es.gif)

Dice rollRolled 29, 36, 46 = 111 (3d100)

1/2/3 - A simple home is all you need. Keeps the cold out. That was really nice of them. Es asks around the community, trying to see if there's anything he can do to help. He'd like to help.

>>41261

>Name: Es

>Location: Selu tribe, Somewhere on the center of the Western continent

>Word of Power: Benevolence

>Fluff:

Es was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>Other:

+[Tipi]

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42ac07 No.41271

>>41270

czeched

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42ac07 No.41272

Dice rollRolled 39, 68, 39 = 146 (3d100)

>>41261

>Name: Lucius Augustus Aurelius

>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.

>Other:

[Bronze Sword]

1-2; Strange that the Sun God chooses to rule himself, but who am I to question the will of the gods. I'll just continue on with my duty.

3; Best not get rusty. I'll ask some of the other guards to train with me.

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42ac07 No.41273

>>41272

>>41261

39 39 dubz

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7eb7a5 No.41274

Dice rollRolled 29, 59, 93 = 181 (3d100)

>>41261

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

1. I am interested in the black sun symbol on the guard's skin. Ask him about it

2. I would like greater agricultural programs for this land. Have the people plant grape vines and stalks of wheat in unused fields

3. Practice altering the stars. Last time I failed and I do not wish to fail again

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cf891d No.41277

Dice rollRolled 6, 43, 5 = 54 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other:

1. explore around the village and the outskirts for something unusual

2. see if I can maintain a constant loop of element absorption by being underwater and inhale water to refine into its pure element.

3.Start combining elements inside of me to see what they produce

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26e675 No.41278

Dice rollRolled 88, 10, 95 = 193 (3d100)

>>41260

Name: Fanrong

Word of Power: Prosperity

Abilities: +[Fanrong Fate]

Where you go peace and prosperity are sure to ensue. The lands you walk are prosperous, craftsmen complete great works, summers are long and winters are short. Of course the envy of others is sure to follow. Furthermore you are able to bless people with your luck. Things will turn out in their favor, however the more people you grant this boon to the more it will be deluded. This effect can stack with your general aura.

>Other:

1. These larger wooden constructions are interesting. Fanrong pokes around them, taking note of the differences between the more massive, bulbous craft and the simplistic rafts the Batum use to fish out on the sea, and may even pluck up the courage to investigate inside the bellies of these wooden beasts.

2. The lake ought to be easier for Fanrong to skim stones across. The water's more still, less troubled by the waves of the sea.

3. It might also be educational to watch what is traded between the villages and learn what is more readily available in one place or another.

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437a15 No.41284

Dice rollRolled 55, 88, 88 = 231 (3d100)

>>41261

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 20

10 Suban Personal Guard

10 High Suban Chieftains

1-2) The Suba need more structure to bind them together in unity. Organize the religion and claim the top 3 people in this new religion to bless them and make sure the church spreads the peace and love that we want.

3) Speaking of spreading love it's time to spread some of my holy seed and maybe raise a few demigods.

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42ac07 No.41286

>>41284

czeched

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7ca942 No.41323

File: c0db7e42afd8240⋯.png (1.76 MB,2523x1320,841:440,ac75e1fdfef5bb2e3c3240d617….png)

>>41164

>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:

>Other

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666dd3 No.41328

Dice rollRolled 41, 46, 91 = 178 (3d100)

>>41261

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 50 Children

>Title:

+ [Goddess of the Suba]

1. Discover what the women think of Drekar, God of Champions, which most menfolk would aspire to be.

2. Take some of the womenfolk who have been with me the longest as priestesses, with the one who has remained with me the longest as high priestess.

3. Assign some of the more motherly priestesses to help take care of my children to help teach and care for them.

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42ac07 No.41334

>>41323

That's some pig

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7ca942 No.41335

>>41334

It's pretty sexy tbqh

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0b260d No.41336

>>41323

For too long Pigs have suffered at the hands of humans. Perhaps its time that humans suffered at the hands of pigs as well?

>Choose One: (goes into abilities)

+ [Lord of Pigs]

You can take the form of a 4 meter tall pig man with a rusty cleaver the size of a grown man, becoming highly resistent to damage and immensely strong. You instill Terror upon all mortals who lay eyes upon you in this form. Furthermore you may communicate with pigs in your surrounding telepahtically and use their carcasses to heal yourself and temporarily gain size and strength. You may also take the form of a normal pig.

+ [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.

+ [The Hunger]

When touching a mortal you can choose to curse them with the hunger. They will grow more and more hungry unaware of what they can do to satisfy this. The only thing that will satisfy a mortal cursed with the Hunger is the flesh of his fellow men, even if he receives other nourishment should he not feast on the flesh of other mortals he will starve to death. You may remove the hunger by touch. You may also take the form of a normal pig.

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0b260d No.41337

>>41262

You try to tell your tales and sing songs of the sea, however the people you are talking with give you pettyful smiles and exchange a few words. They had a visit from a far better storyteller than you not too long ago, however they are impressed with an Arami such as yourself having mastered the Ibizan language.

The Ibizans bid you farewell as you leave. Once more on the sea, following the coast you make your way South to a group of small fishing villages, interestingly enough the people here seem to be of a mix between Ibiz and Arami culture.

>Skills:

+ [Singing] (Amateur)

+ [Storytelling] (Amateur)

>>41263

You cut down a tree with two swift strikes, proving your incredible strength quickly making use of the wood to carve it into the shape of a shield. Using parts from the bear you manage to create fitting straps for your shield.

Still you feel its not complete and decide to add a little exctra something, the carving of a tree with a shooting star above. You are quite surprised with your own success.

You then return home with your trophies to prepare a meal for your mother, however as all good Suban mothers do she slapped you around the face a bit telling you that no man who could kill a bear in single combat should be cooking his own meals. She does however make the best bear stew you've ever tasted.

>Other:

+ [Shield of the Comet Tree] (feel free to rename it I had nothing good)

>Skills:

+ [Carving] (Natural)

>>41267

You wander the coast trying to listen to its many whispers, however they are drowned out by the sound of amateurish trumpet play.

Stabbing around a bit you come to the conclusion that to make real progress you'd probably have to go up against more of an opponent than the sand and the sea, it does however feel quite natural.

It takes you a while to come across trees as the Arami lands are sandy and barren, however upon coming upon a small oasis you try your powers, unfortunately there appears to have been a woman somewhere between the palm trees, screaming in agony she covers her ears with bloody hands.

>Skills:

+ [Knife] (Natural)

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0b260d No.41338

>>41337

>>41268

You try to get your hands on some bee hives. They do not appreciate your efforts. A nearby river saves you.

You fell a tree and begin to carve a bow, the only thing you require now is something to made the bow string out of. Traditionally this was done with parts from a sheep's gut.

Many of the older Subans reject the idea of new gods in their lifetime. Still they've had little impact on their lives and they see no reason to abandon their livelyhoods and farms as you offer no alternatives for them. There is a girl who decides to follow you into the forest though her motives may not be as focused on nature as she claims.

>Other:

+ [Half Finished Bow]

>Skills:

+ [Carving] Amateur

>Companions:

+ [A Girl]

>>41269

You sing and tell your stories in the capital, but the last thing these people seem to need are more stories about death and tragedy. They are far too occupied with their new god king and the inevitable end of the world upon his death. Still a man takes pity on you and lets you stay for food and a place to rest if you promise to help him in his stables he had a helper but the man decided to leave and take up work somewhere else.

The Godking demands more farms be worked with wheat and grape vines, furthermore his personal guard has been significantly strengthened. In the night you look to the stars and observe them shift. The people look upon them with concern as none dare assume the Stars' meaning. As for the Suba it seems Drekar whom the Suban worship as a god has decided to name three men responsible for organizing the religion to begin the conversion of the local population. He then proceeded to take several young girls away from their families to take

>>41270

Some of the Selu are a little put off by the fact that you still haven't taken off that skull of yours, however they end up just shrugging it off. With a muscular build such as yours you could help with hunting or farming, teaching the children after all was the duty of the elders and since they were uncertain where you came from who knew what you would teach them?

You decide to help out with some of the farm work. The Selu are satisfied with your work.

>Skills:

+ [Farming] (Beginner)

>>41272

You keep going on with your duty, taking part on some sparring excercises, slowly learning the tricks of the trade. You notice that a number of the other Soldiers have tatoos of a Black Sun on their arms. Of course at first you are concerned they are plotting something, however upon doing some investigative work you find out they are some kind of group devoted to protecting the Sun God and preventing eternal darkness.

>Skills:

+ [Swords] (Beginner)

>>41274

He gets really awkward about it, but in the end he doesn't dare lie to you and confesses that its a group devoted to keeping you alive to prevent eternal darkness to swallow everything. They call themselves Guardians of the Sun.

You demand more farms be worked. To appease you people from all walks of life ditch their jobs and move to the outskirts of Ibizan territory instead to work arable farmlands.

Later on you decide to alter the stars, doing so very successfully. The people look concerned as to what this means. You could tell them anything really.

(Remind me about your not so much virgin in 2 turns)

>>41277

The Outskirts of the village you were found by seem exceptionally ordinary and common. So ordinary and common in fact that you would describe it as quite uncommon.

You consume some quantities of water and air, however you are restricted by your own internal volume. While you are able to store them indefinitely you will have to make some space if you wish to add other things.

You try to combine the essence of Water and Air but somehow all you manage to conjure are burps.

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0b260d No.41339

>>41278

Investigating the craft you notice that it could not have been operated with wooden sticks as most of the Batum vessels were. However they had no justification to be this far in the forest, most likely having been dragged here by whomever operated them. Climbing inside you noticed that while the belly was round the ships themselves were quite flat.

You try to skim a few more stones but fail miserably even without the waves. Sometimes you wonder if its just everybody else who's getting lucky.

Mostly wood and food are being exchanged, sometimes animals, though generally the wood seems to be the least important resource as it can be easily obtained when compared to farming goods.

>Skills:

+ [Shipbuilding] (Natural)

+ [Stone Skipping] (Amateur)

+ [Trading] (Natural)

>>41284

You find three people willing and able and bestow your sign upon them. Then ordering them to spread your religion, splitting the Suban Tribes into three equal sections ordering one of each to control conversion there. They get to work.

Then you decide it would be time to spread your holy seed. Naturally none dare approach you but you know they want you regardless so you take the prettiest women you can find for yourself. Thanks to your fruitfullness and stamina you impregnate three of them.

(Remind me about the Women in 3 turns)

>Chosen:

+ 3 Cardinals (you can name/title them however you want)

>>41328

The Women you surround yourself with tolerate Drekar because you seem to be on good terms with him. But none of them really seem to accept him as a diety as they simply don't see what would make him divine. Perhaps to fix this attitude Drekar has named religious representatives to spread belief in his godlyhood throughout the Suban Tribes.

Women pile up to become named your priestesses, you struggle to find one more devoted than the others as they are all fanatically devoted to you. Finally you settle for the one who has been with you the longest.

The Priestesses seek to immitate your behavior and the children certainly seem to appreciate it. In fact they start to teach their own children alongside yours, because, why would they not?

>Other (add to existing):

+ 20 Children

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

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8a0fe4 No.41346

Dice rollRolled 30, 95, 99 = 224 (3d100)

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to punish civilizations that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities: [The Wrath of Nature] - You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They will all seek to harm the individual. These marks can be given and taken at your leisure.

>Skills:

Animal Taming (Professional)

Wood carving (Amateur)

>Other:

Holy Grove

Half-finished Bow

>Companions:

A Girl

1. Continue working on the bow, imbuing the energy of my word into it.

2. Continue drawing in followers, perhaps from lands outside of Suba's influence as well as Subans not under these gods' corrupting influence. If these people choose to worship their "gods" and continue desecrating nature I may have to take action….but not yet, let's see how this goes.

3. Practice with my power to extend its range and train my animal army as well.

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7ca942 No.41347

Dice rollRolled 97, 73, 89 = 259 (3d100)

>>41336

>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.

>Other

Action 1: Enter local village, and attempt to touch everyone atleast once

Action 2: After atleast half of the people there have been touched set fire to the village,

Action 3: Convert everyone into pigmen

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8a0fe4 No.41348

>>41346

Change Action 3 to drawing more animals to the forests surrounding Suba because apparently inanimate objects can't be marked

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f8e209 No.41349

File: bef97232125671d⋯.jpg (39.13 KB,750x500,3:2,poly spear.jpg)

Dice rollRolled 22, 71, 67 = 160 (3d100)

>>41337

>>Name: Arai Poeq

>>>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>>Word of Power: Wave

>>>Abilities:+ [Fury of Arai]

>>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>>Other: [Family Boat], 4x [Fish]

>Skill: Fishing Professional, + [Star Orientation] (Experienced)[Singing] (Amateur)[Storytelling] (Amateur)

1:Arai is reminded of home upon ariving in the village. His ship lands up on the coasts is chaperoned by the sound of the waves and Arai's voice. The people of the village are awoken to the sunrise and the sound of Arai's song of the glory of the sea.

2: Upon stepping feet onto land he attempts to find a stick and some stone to craft a spear he had seen the elders of his village use to defend himself.

3: Finally he greets the people of the town and tries to learn of any plights they may have.

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0e3486 No.41350

Dice rollRolled 91, 89, 30 = 210 (3d100)

>>41337

>Name:

Robert

>Fluff:

Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>Word of Power:

Hero

>Abilities:

+ [A Hero's Sacrifice]

You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>Skill:

+ [Spear] (Prodigy)

+ Carving (Natural)

>Other:

+ [Spear]

+ [Shield of the Comet Tree]

—————————-

1. Since my mother doesn't want me to do any thing a man wouldn't do. I ask her to make me a cloak, preferably dark green.

2. After (hopefully) getting my cloak I venture into the tribe to catch up with my friends, and while I am at it try and catch up with recent events in the tribe. Due to living so far away we seem to sometimes miss out on things but we are still very much members of the Suba.

3. I check on the people of the village to see if they are in need of my help, ever since I was a young boy I was always eager to be of use.

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e3d81f No.41351

Dice rollRolled 8, 80, 75 = 163 (3d100)

>>41338

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

>Other: Ibizan Family Farm

1&2. In the capital continue to sing and tell stories to entertain and allow for places to sleep and food. Try some happier stories this time.

3. As well keep an ear out for rumors and news, especially about the godking.

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1705be No.41352

File: 5669036bd71fc7a⋯.gif (115.33 KB,657x434,657:434,That's not how it works.gif)

Dice rollRolled 35, 95, 32 = 162 (3d100)

Take it off…?

1/2 - Hmm. Farming is nice, it makes crops. But he could be doing more. He has these powers, so he ought to use his full ability to help the Selu. After explaining to them that this skull isn't a mask, Es tries to recruit a few followers who will help him help others. People are generally nice and helpful, so it shouldn't be hard to get some support.

3 - Also start building a Totem near the center of town. It'll look pretty nice, maybe people will want to do more. It'll at least keep them safe and that's good.

>>41338

>Name: Es

>Location: Selu tribe, Somewhere on the center of the Western continent

>Word of Power: Benevolence

>Fluff:

Es was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>Skills:

+ [Farming] (Beginner)

>Other:

+[Tipi]

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437a15 No.41353

Dice rollRolled 6, 77, 12 = 95 (3d100)

>>41339

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 23

10 Suban Personal Guard (Holy guardians)

10 High Suban Chieftains

3 High patriarchs (high priests)

3 girls preggers, remind in 3(2?) turns.

1-2) It was not my intention to make anyone feel pressured. Make sure the girls and their families are well taken care of and make sure all non-pregnant girls know they are free to leave.

The pregnant girls get the choice to recieve the blessing if they'd like to and live their long lives as my concubines. Otherwise they will set up in comfort nearby to raise the children into high positions.

3) Encourage people to be fair with eachother. A man does not cheat another man. And for the men to show the good sides of masculinity and not mistreat their wives.

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666dd3 No.41357

Dice rollRolled 46, 26, 88 = 160 (3d100)

>>41339

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 70 Children

>Title:

+ [Goddess of the Suba]

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

1.2. My children require a home, large enough to house those who would come to see me, if necessary it could also function as a temple, but first and foremost is taking care of My Children

3. Hear out those women who have been unable to have a child with their lovers, and grant them the fertility to do so.

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666dd3 No.41358

>>41357

on action 3, that is if they wish to have the fertility to do so.

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42ac07 No.41359

File: c593794dded06ce⋯.jpg (110.86 KB,576x734,288:367,d8eff15681fa59c89f765b3559….jpg)

Dice rollRolled 27, 66, 67 = 160 (3d100)

>>41338

>Name: Lucius Augustus Aurelius

>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.

>Skills:

[Swords](Beginner)

>Other:

[Bronze Sword]

1-2; I must continue training!

3; Investigate into tougher armor. I wonder if some of the crafters have made armor that covers more or might be more tougher

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38c79e No.41360

Dice rollRolled 43, 90, 15 = 148 (3d100)

>>41337

Name: The Trumpeter

Word of Power: Fall

Abilities: [Song of Collapse] - Song damages living things, repels projectiles, and utterly annihilates buildings.

Skills: Trumpet (Improvable), Knife (Natural)

Other: Knife, 4 Fish, Bag, Spare Clothes

1. How unfortunate that this woman would interrupt my playing. But this is a good opportunity. The fiercest of my opponents shall be human beings, willful things of flesh and blood. Now is a prime chance to understand how to properly kill a human being.

Slaughter the woman with my knife to see what parts of a human being are easiest to harm.

2. I shall continue to play my trumpet, hour after hour, until the human ear quivers in eagerness and not pain. I am dauntless in this task. I have, after all, so much time…

3. I shall attempt to make use of what I have learned. Human beings are quite often found on roads, waiting for the unwary and the weak, whereupon they fall upon them with arrows and blades and take from their bodies as they wish. I shall hone my skill on these hunters-turned-prey, playing for them a dirge upon my trumpet to dull their senses before gliding in to slit throats, cut bellies, and puncture eyes.

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1ced79 No.41362

Dice rollRolled 74, 10, 65 = 149 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other:

1.Start combining elements inside of me to see what they produce

2. make a equivalent exchange focus

3. Using the combined elements shape an object internally like a sword using the metal element and cough it up for personal use.

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7eb7a5 No.41398

Dice rollRolled 76, 21, 26 = 123 (3d100)

>>41338

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

1. The stars changing was a sign that the other gods are coming. Remember to treat them well but stay cautious

2&3 relax in my big beautiful palace

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0b260d No.41402

File: 7284a3649281f18⋯.png (38.55 KB,2000x1000,2:1,Map.png)

>>41346

You piece some flax together and manage to finish your bow string, however you struggle to find a way to somehow bind a word beyond comprehension to a piece of wood.

You continue to appeal to Subans to abandon their way of life and come live with you in the forest instead though what you offer is basically what they live by already. Still increased interference into the personal lives of people and a new reformed religion taking hold in Suban society drives some of them into your arms trying to avoid conversion.

You plant some delicious plants for animals to feast upon and soon enough the prey that settles near your territories is followed by its hunters. Bears and wolves begin to grow more populous near the part of the wood you inhabit.

>Other:

- Half-finished Bow

+ Self carved bow

>Skills:

+ [Animal Taming] Expert

>Community:

+ 20 Traditional Subans

>>41347

You enter a local village and touch a bunch of people turning them into pigs. Turning them and unleashing the horrid Werepigs you spawned onto the local population. Some try to put up a defense, most try to run for their lives. In the end little more remains of the commune than pigmen feasting on carcasses.

>Pigmen:

+30 Pigmen

>>41349

You start singing. A local fisherman kindly asks you to stop.

Going on land you easily find the tools required to craft a simple spear with a stone tip. Of course not as modern as a bronze spear it will still do the trick.

Some of the people in the town, mostly of Ibizan descent are seriously concerned with the current events in their home country. An entire village has been swallowed up and the survivors tell of monsters eating people alive, while a new King rules over Ibiz, claiming that with his death the world would end. The Arami part of the population however appear to be much more relaxed doing decently for themselves.

>Other:

+ Crude Stone Spear

>Skills:

+ [Singing] (Bad)

+ [Crafting] (Amateur)

>>41350

Your mother pats you for finally understanding how to behave like a proper man. Promising that she will make you the best of coats and quickly enough she gets to work, crafting you a coat fitting of a Chieftain.

You meet up with the other people your age you've been on the hunt with. Some of them have children of their own at this point and most work the farms. Those you talk about seem concerned with the Subans new found "gods" and spend much time speculating why the Chieftains would simply declare somebody God. Something wasn't right with that and now they sought to convince everyone of some guys godlyhood.

After some talk you decide to help out one of your friends and he decides to teach you the some very basics when it comes to farming. Perhaps not the most glamorous of things to do but its important knowledge.

>Skills:

+ [Farming] (Amateur)

>Other:

+ [Masterful Cloak]

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0b260d No.41403

>>41351

You try your way around some happier stories, you aren't quite as good at them and people aren't quite as captivated as they lack the dramatic flair of a sad one, but you learn a few important lessons regardless. The people begin the grow accustomed to you and call you "The Storyteller".

It would appear that one of the Godkings priestesses is with Child while somewhere in the West a village was burned down in what appears to have been some sort of raid by monsters.

>Title:

+ [The Storyteller] (Ibizan Capital)

>Skills:

+ [Storytelling] (Master)

>>41352

At first they don't believe you, then some of them pull on your head. They aren't sure what to do, but then again they aren't sure if anything needs to be done. In the end they just decide to proceed exactly the same way they have until now.

You gather a bunch of people to help you out helping people out. The Selu have much appreciation for helping one another already so while inclined to join your little group they don't quite understand why they would need it.

Setting stone upon stone you build a totem where you presume the center of town to be. The Selu are interested in the object and after some consideration begin to paint the stones with various colours.

>Es Helpers:

+ 4 Selus

>>41353

The optionality comes a little late for those already pregnant, however you make sure they are cared for on the orders of your Chosen Chieftains. One of them decides that she wants nothing to do with you and instead leaves you to be cared for by another. The other two accept your blessing and grow more powerful.

While men feel cheated by you interfering in your lives in such a manner your Chosen are quick to execute your orders, refusing to cheat any other men, as well as seizing to mistreat their wives had they done so before.

>Chosen:

+ 2 Concubines

>>41357

The women you have get to work, however as it turns out none of them have any skills regarding the construction of buildings. Eventually they organize some men to build you a modest building able to serve little more than provide a cramped sleep environment for your 70 Children.

Listening to the issues of those who seek your help you decide to bless those of little fertility with children. Hearing about this many come for your aid, soon a great wave of children would be born. The Subans in anticipation renamed the Zodiac of this time "the Mithra" in your honor.

A woman approaches you. She says she is with child from a man she did not want, begging you to release her from her suffering. You notice immediately that this child however is not of mortal blood and are unsure whether you could "remove" the child even if you tried to.

>Other:

+ [Large Modest Hall]

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0b260d No.41404

>>41359

You continue your training with decent though not particularly impressive results.

Seeing as you are expected to pay for pretty much all of your stuff yourself you end up using your pay to get some animal hide for yourself and manage to craft yourself some crude armor.

>Inventory:

+ [Crude Leather Armor]

>Skills:

+ [Swords] (Somewhat Trained)

+ [Leatherwork] (Basic)

>>41360

You cut apart the woman and notice which parts are soft and which are hard to stab through. She yells, begs, cries and curses until eventually she seizes altogether. While understanding things about basic human anatomy perhaps slaying a blinded woman didn't do wonders for your knife handling.

It did however seem to vastly improve your trumpet playing. You make great strides actually managing to produce notes reliably.

You attempt to get mugged and fail. Quite frankly you are approached by a number of people, mostly asking whether you required directions or aid in form of a place to stay or some food and water.

>Skills:

+ [Trumpet] (Trained)

>>41362

You begin combining the elements you currently contained. The large amounts of water and air you contain and extract elemental force from seem to combine into a volatile mix that seeks to escape you and find their place among the sky. Given time it will most likely revert to its old elemental basis.

To test your abilities you recreate the ring and swallow it up again, it seems more crude this time around, however in its basic form it is almost identical to the original. You are able to produce and cough up sand figures of people, though in mouth sized parts. Still facial features seem to elude your ability to manipulate the materials.

>Other:

+ Crude Golden Ring

+ Sand Statuettes

>>41398

You tell the people that other gods are bound to arrive.

You proceed trying to relax, however as it turns out someone or something has laid waste to a village in the far west of the Ibizan lands. The locals who managed to flee claim they were attacked by monsters and you fail to relax completely.

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0e3486 No.41405

Dice rollRolled 12, 5, 3 = 20 (3d100)

>>41402

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Prodigy)

>+ [Carving] (Natural)

>+ [Farming] (Amateur)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

—————————-

1. I am worried by these so called god-figures, begin to investigate further into this, perhaps converse with those who appear to be convinced that they are truly gods.

2-3. Although skilled with a spear I wish to expand my range of expertise and so look for another weapon. A sword seems to be a good choice. If I manage to get my hands on a sword I will send an invitation to some of my friends to join me in some training. Something feels off about the Suba at the moment and it wouldn't hurt to have the men prepared for anything.

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8a0fe4 No.41406

File: 4e85854e6595e2d⋯.jpeg (17.92 KB,304x228,4:3,Ender_Resized.jpeg)

Dice rollRolled 9, 1, 16 = 26 (3d100)

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to punish civilizations that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities: [The Wrath of Nature] - You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They will all seek to harm the individual. These marks can be given and taken at your leisure.

>Skills:

Animal Taming (Expert)

Wood carving (Amateur)

>Other:

Holy Grove

Self-carved bow

>Companions:

A Girl

>Community:

20 Traditional Subans

1. Begin to house the people in treehouses near my holy grove (but not inside, for it is sacred), perhaps using some of the better engineers among my ranks to make an eco-friendly village. This village shall be called Sylvania, and along with my holy grove shall be the center of my domain.

2. Yes, they live well enough now, however given enough time they will inevitably be led by greedy "gods" to profane nature. The best course of action in stopping this is to separate the people from these gods and shelter them as my own. To this end I will find more of the traditional Suban folk and offer them a place within the commune of Sylvania.

3. After all is done I shall find a moment to myself and visit my holy grove, where I will meditate on ways to expand the scope of my powers and new ways to use them. Perhaps the gods of the wild who gave me this life and purpose can deliver me some insight.

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42ac07 No.41407

File: 8590e08c994c452⋯.jpg (71.33 KB,1080x1087,1080:1087,1483639092855.jpg)

>>41406

Rest in peace, sweet prince

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42ac07 No.41408

File: d5830e3d579116a⋯.jpg (136.15 KB,736x552,4:3,Bastiat Reform Yourself.jpg)

Dice rollRolled 44, 77, 34 = 155 (3d100)

>>41404

>Name: Lucius Augustus Aurelius

>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.

>Skills:

[Swords](Somewhat Trained)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

1-2; Continue training!

3; Look into acquiring a shield, as well.

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e6246a No.41428

File: 96e96d684728cf3⋯.gif (34.4 KB,652x444,163:111,Esxcursion.gif)

Dice rollRolled 92, 6, 43 = 141 (3d100)

1/2 - Some friends, nice! Now they can go and do something for the community seems pretty well sorted. Helping is always good, but the Selu are naturally kind to each other and prosperous. So maybe Es can better use his strengths elsewhere… an expedition! A great journey into the unknown, with his new companions at his side. With any luck, they will return with some new knowledge or discovery that will benefit the tribe.

3 - On the way, Es begins training his four loyal followers to be Benefactors, aides of the public well-being and proxies for Es's benevolence when he is away in the future. They might also be trained to monitor his totems and ensure they're working properly.

>>41403

>Name: Es

>Location: Selu tribe, Somewhere on the center of the Western continent

>Word of Power: Benevolence

>Fluff:

Es was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>Skills:

+ [Farming] (Beginner)

>Helpers:

+ 4 Selus

>Other:

+[Tipi]

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7ca942 No.41433

Dice rollRolled 76, 41, 26 = 143 (3d100)

>>41402

>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.

>Other

Action 1: Split the pigmen in half, send one half towards other villiages, let them be independent see if they can grow.

Action 2: take the other group with me to the next village, have them wait outside

Action 3: At night time sneak into each building and convert everyone into pigmen, if i get discovered do what i did to the last village

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e3d81f No.41437

Dice rollRolled 69, 48, 9 = 126 (3d100)

>>41403

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

[Storytelling] (Master)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

1. Talk to one of the survivors about the monster attack to get details.

2&3. Then sing a sad and scary story about the attack and the monsters behind it. How they attacked without mercy and might be coming this way. Make it drizzle with healing properties over the city.

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437a15 No.41438

Dice rollRolled 79, 93, 29 = 201 (3d100)

>>41404

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 25

10 Suban Personal Guard (Holy guardians)

10 High Suban Chieftains

3 High patriarchs (high priests)

2 Concubines

3 girls preggers, remind in 2(1?) turns.

1-2) Meditate on the connections I have to my chosen

3) Encourage the Chosen to be more liberal with showing off their improvements from the blessings (old chieftains suddenly being spry and lifting heavy as fuck things and in general being Übermench,) Having them let people know it's due to my blessing

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666dd3 No.41458

Dice rollRolled 13, 85, 46 = 144 (3d100)

>>41403

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 70 Children

+[Large Modest Hall]

>Title:

+ [Goddess of the Suba]

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

1. I do not enjoy the idea of taking a child away from the world, instead ask the woman if she would like to stay within the hall and once the child has been born give it up to me and I shall care for it.

2. If she does accept my proposal

Then she shall be cared for as will any expectant mother who wishes to reside within my hall

Else If it is the sire of the child she has issues with not the bringing the child to term

Then offer to instead remove the child she is currently carrying and instead give her a child that would be wholly her own

Else Remove the Child she's currently carrying.

3. Regardless of what happens offer the Hall to any expectant mothers who wish to be cared for, or for those unable to properly care for their children to receive the aid to do so.

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38c79e No.41507

Dice rollRolled 75, 2, 77 = 154 (3d100)

>>41404

Name: The Trumpeter

Word of Power: Fall

Abilities: [Song of Collapse] - Song damages living things, repels projectiles, and utterly annihilates buildings.

Skills: Trumpet (Trained), Knife (Natural)

Other: Knife, 4 Fish, Bag, Spare Clothes

1/2. Now I have advanced the playing of my trumpet. Now I shall begin the process of subverting human beings, but to do so, I must further hone my innate skill of the Word.

I shall learn how to play music that sounds wondrous to the ears while instilling the seeds of doubt and failure within the hearts of mortals that listen.

3. I shall trade with these people my fish in return for coin.

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cf891d No.41510

Dice rollRolled 45, 41, 37 = 123 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other: Crude Golden Ring, Sand Statuettes

Alchemical Knowledge: [Gold Cap] Grants: Air, Fire, 3xMetal, Order | Requires: 3x Air, 3x Fire, 3x Order

1. train under the local blacksmith to see how one normally purifies the elements and shapes things. Once I learn this I will purify his ores for him as payment

2. Perhaps I simply lack the imagination and skill required to create detailed things like faces. I should see how the potter/sculptor makes his art to see if I can use this knowledge for my power.

3. I am unsure if I can weave things together and make things like rope inside of me. I shall learn the process of weaving to replicate what is done.

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19823e No.41554

Dice rollRolled 88, 40, 34 = 162 (3d100)

>>41404

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

1-3. Send an army to deal with the monsters

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af7bb7 No.41583

File: 3b368f1c75b4b06⋯.jpg (236.52 KB,800x539,800:539,hoplite_by_caesarsnail-d64….jpg)

>>41164

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

Abilities:

Other:

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0b260d No.41811

File: 782517f6b3bd104⋯.png (38.98 KB,2000x1000,2:1,Map.png)

>>41405

Most men seem to be rather indifferent towards the new perspectives, with some of them taking offense in Drekar meddling with their personal affair. He demanded that all men treat all other men fairly and not mistreat their women. How to treat your woman was your business after all! Most women however were adamant that something about Mithra was godly and that her being a god wasn't too far fetched. After all she was the wisest and knew just about everything. Then some High Patriarch shows up and shows off his pecs to show everyone how cool and tough his god made him.

You then drum up some of your old buddies, naturally as everyone you knew was a farmer nobody had such a specific weapon of war that served no purpose. You call some friends to "prepare for the worst" and proceed to beat them up with the blunt end of your stick. They all think you're an asshole now.

>>41406

The Subans don't have particularly advanced ideas of construction. Every man builds their own house with some help from family and friends as required. Your community however seems to be exceptionally unskilled at this, chopping down a bunch unusable trees.

You go to the Suban territories and talk big about their false gods and how you have the only real way of life. While many of them aren't all too sure of their gods they sure don't appreciating you making fun of them. In the border regions Sylvania becomes synonymous with arrogance and blasphemy.

Trying to meditate in your grotto don't gain any deeper insight. Also someone shat in front of the grotto.

>Titles:

+ [The Arrogant Blasphemer] (Suban Borderlands)

Change:

>Community:

20 Traditional Subans

to

>Community:

+ 20 Sylvanians (Traditional Suban Deviation)

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0b260d No.41812

>>41408

You keep training.

You purchase a wooden Shield with some of your pay.

You are called up for service and move West with the Ibizan army. Naturally you follow this call to arms. You move through several villages until you reach your final destination. What you see is bunch of horrific creatures neither pig nor man. They feast on the corpses of the dead. Many men recede in terror but as you step forward they are filled with determination. Swiftly the army engages and cuts down the creatures, the village now a ghost town.

>Choice:

- Bury the families with their goods

or

- Take whatever you can find, they won't need it now

>Other:

+ [Wooden Shield]

>Skills:

[Swords](Trained)

>>41428

Your expedition manages to come up discovering a new tribe of people the Selu were unaware of until now, they are quite extraordinarily close. They are however spooked by the Skull Headed One and don't appreciate your as they claim "creepy" looks. The Selu in turn don't appreciate them not appreciating your looks. There are some tensions, but nobody has done anything yet.

On your way you pass one of the totems you set up. Pointing around a bit you make sure they understand which parts need to be hovering in order to make sure the totem is working. While certainly impressed they're uncertain what it even does.

>>41433

Half of the Werepigs leave in the directions you point them. They do not return and you have no idea what they are doing or whether they even arrived at their targets.

You try to sneak into places at nighttime, however people were already anticipating something understandably anxious. When they see you they suspect nothing at first, however as you start turning the first guards into pigs they start sounding the alarm. Many flee, but in the end your pigs prevail once more.

Far away the sounds of battle reach your ears. It appears someone has decided to take on your pigmen in a village not too far away.

>Pigmen: (new total)

+ 30 Pigmen

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0b260d No.41813

>>41437

After locating somebody who actually knew what happened and wasn't just retelling the story you talk to the person in question. Apparently horrendous creatures half pig half human attacked the village and started killing people feasting on their bodies. He had no idea where they came from and had never seen anything like it.

Your story sells well, however the guy you talked to hears it and seems irritated that you would take the tragic story of his village and just sell it like you would some old fairytale. Too soon.

People put out pots to collect the rain.

>>41438

You meditate on the connection you have to your Chosen. They seem strong and in good health. It will be years until their lives fade out of existance. Their families are the first devoted followers of your faith as they strive to make their children as god fearing as they are themselves. Meanwhile your Patriarchs try to spread the word amongst the common folk with mixed results.

You encourage your Chosen to show off. The High Chiefs show a certain taste for splendor while your bodyguards take to striking poses and flexing. They then proceed to brag about how they have the things they have because they are favored by their god.

>>41405

Most men seem to be rather indifferent towards the new perspectives, with some of them taking offense in Drekar meddling with their personal affair. He demanded that all men treat all other men fairly and not mistreat their women. How to treat your woman was your business after all! Most women however were adamant that something about Mithra was godly and that her being a god wasn't too far fetched. After all she was the wisest and knew just about everything. Then some High Patriarch shows up and shows off his pecs to show everyone how cool and tough his god made him.

You then drum up some of your old buddies, naturally as everyone you knew was a farmer nobody had such a specific weapon of war that served no purpose. You call some friends to "prepare for the worst" and proceed to beat them up with the blunt end of your stick. They all think you're an asshole now.

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0b260d No.41814

>>41458

The Woman seems majorly distraught at the idea of going through the process of giving birth just to give up the child. A reaction which you have not received from any woman in a while.

You make a number of offers and while she does seem to like the idea of a child wholly her own as it turns out something about this child is different as it seems to resist your powers. However having reconsidered after your repeated attempts to convince her to give the child a chance to live she decides to have the child and raise it on her own regardless.

Lending a hand in the birth of many Suban children and ensuring their survival in the critical time after birth you gain great favor not only with Suban women but also the childrens' fathers begin to show some appreciation for the work you've done. Many of the Subans adapt a universal sign for Mithra, a V shape holding a Circle, a sign of womanhood and fertility combined with a sign of perfection and protection.

>>41507

You continue to train though advancing your knowledge through trial and error becomes more difficult. While those fishers you play your sounds to do seem to be pleased with the notes it rather seems to raise their spirits than incite doubt or failiure.

The Arami do not deal in metal coins, however recently people have taken a liking to Amber. Some kind of stone brought in from the forests far north it is light, round and as far as the Arami are concerned, impossible to fake. The fact that its stone like and can't go bad makes it attractive for transactions.

>Offer:

1 Amber per 2 Fish (you can accept or decline as a free action)

>>41510

People are naturally suspicious of you, however the local blacksmith supposes he could let you lend a hand. Ores were exceptionally rare in Arami lands and they usually received their already purified ores from the Ibizans however at your express request he showed you how to purify ores by heating them up. In return you heated up the rest of the ores for him after breaking them down into a swallowable size.

The local potter makes his pots out of clay. You look at him making a few pots and then burning them. While it doesn't help you with shaping things inside of you, you do feel confident that you could shape some faces with your hands, albeit they may not look all too accurate either.

It takes you a while to swallow sufficient amounts of hemp but in the end you choke up a rope.

>Skills:

+ [Smithing] (Basic)

+ [Pottery] (Basic)

>Other:

+ [Rope]

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0b260d No.41815

>>41554

You send your mighty armies to destroy the threat. Soon word of their success reaches you. Apparently the stories were true and weird pig men monstrosities had been eating the locals.

>>41583

More than any mortal man you are a Vessel, shaped by the Gods you rise above those who wither away and die, forgotten, never remembered. Your very essence is filled with one word, a word whispered to you by the Gods themselves and as you fight the drums of war beat to its supernatural rhythm.

>Choose One:(Goes into abilities)

+ [Honorbound]

You are a great warrior and a man of Honor at that. You must never breach your Code of Honor and all men will act honorably towards you, people will not lie to you, though they may choose not to speak, in the same way that you may not lie. None will attempt to poison or assassinate you in a dishonest way and instead consider your challenges wisely though they may refuse should they consider their prospects of success as too low.

+ [The Wall]

You are a great warrior, in your hand any shield magnifies its usefullness beyond imagination. Blocking blows and projectiles which defy common logic you can block even the most hazardous of attacks. Given time the shields you utilize will deteriorate and break however you will be able to simply pick another. Allies close to you will grow in resilience and prove more apt utilizing their own shields.

+[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

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f8e209 No.41816

Dice rollRolled 96, 84, 84 = 264 (3d100)

>>41811

>>>Name: Arai Poeq

>>>>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>>>Word of Power: Wave

>>>>Abilities:+ [Fury of Arai]

>>>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>>>Other: [Family Boat], 4x [Fish]

>>Skill: Fishing Professional, + [Star Orientation] (Experienced)[Singing] (Amateur)[Storytelling] (Amateur)

>Other:

+ Crude Stone Spear

>Skills:

+ [Singing] (Bad)

+ [Crafting] (Amateur)

1: Arai is shocked to hear of these tales of monsters. "Do not be afraid, I shall route out these beasts and cleanse the land of their corruption!" Arai then begins to make way to the village he leaves his boat docked in the town and rides to rive to the village.

2-3:Along the way he practices with his spear dancing across the waves with combat patterns as smooth and fluid as water.

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e3d81f No.41817

Dice rollRolled 24, 92, 79 = 195 (3d100)

>>41813

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

[Storytelling] (Master)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

1. Listen to rumors

2&3. Change the tone of the story telling to one of true facts and not something whimsical that couldn't happen.

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19823e No.41819

Dice rollRolled 85, 59, 74 = 218 (3d100)

>>41815

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

1. We should praise the armies that have saved the villages

2. Shake the hand of the leader of the great army. Keep all my security close by though, don't want the sun to die

3. Bring in the best midwives of the realms. I want the birth of my first child to be as comfortable as possible for the virgin

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4467ea No.41822

Dice rollRolled 77, 63, 21 = 161 (3d100)

>>41813

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Prodigy)

>+ [Carving] (Natural)

>+ [Farming] (Amateur)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

——————-

1. Apologise to my friends, I did not mean to harm or offend them, I was trying to be helpful and I failed.

2. Continue my sword training, I must be versatile and flexible in battle.

3. Help the Suba with hunting and farming, perhaps they will forgive me if I take some of the workload off their back.

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437a15 No.41827

Dice rollRolled 99, 21, 70 = 190 (3d100)

>>41814

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 25

10 Suban Personal Guard (Holy guardians)

10 High Suban Chieftains

3 High patriarchs (high priests)

2 Concubines

3 girls preggers, BIRTHING TIME!

1) Found the faith militants. A force of volunteer believers in good who will be trained under the tutelage of the Chosen to defend the faith and Suba.

2-3) make sure my babies get the most loving care and best midwives as possible! And ask Mithra to help out as well. I'm gonna be there and I'm gonna love them and my babies are going to be perfect.

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7ca942 No.41828

Dice rollRolled 21, 35, 5 = 61 (3d100)

>>41812

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.

Other

Action 1-3: Keep attacking and converting villages and farms, try to target areas with lots of pigs

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666dd3 No.41835

Dice rollRolled 87, 71, 84 = 242 (3d100)

>>41814

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 70 Children

+[Large Modest Hall]

>Title:

+ [Goddess of the Suba]

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

1. Ease the birth of all women

2. If the woman who came to me for help wishes it she may stay and raise the child in the care of the Temple, and we shall protect her and the child from whoever may desire to come for it. and extend the offer to any woman who fears for her own or her child's life or safety.

3. in order to properly defend the safety of the women and children we need a guard force. Since this is a temple for the care of women and children, let us use women who wish to defend the others instead of men.

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42ac07 No.41837

Dice rollRolled 91, 48, 22 = 161 (3d100)

>>41812

>Name: Lucius Augustus Aurelius

>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.

>Skills:

[Swords](Trained)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

1; Say some words for the dead families

2-3; Continue fighting the Pigmen, train my swordsmanship

>- Bury the families with their goods

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af7bb7 No.41840

File: 6f4408a3a5ecbd7⋯.jpg (93.28 KB,1015x787,1015:787,not_all_those_who_wander_a….jpg)

Dice rollRolled 52, 19, 5 = 76 (3d100)

>>41815

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

Other:

1. Continue to travel the world. I am boundless like the winds until I find a cause worth of honor. My path is aimless, and at the same time, certain.

2. In the meantime, it certainly wouldn't hurt to train myself. Slothfulness is anything but honorable.

3. And as always, as I travel, I will listen intently for anyone seeking aid, be they man or beast.

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1705be No.41903

File: e5ec97e5dd0bb5a⋯.gif (99.26 KB,635x539,635:539,Why can't we be friends.gif)

Dice rollRolled 39, 63, 3 = 105 (3d100)

1/23 - Another tribe! That's great, that means new friends to make and new people to help! But Es doesn't want this potential new friendship to be divided on his part. He tries to explain to the new tribe that this is just his natural self, that we're all good people if we just look past appearances. They have so much to gain here and we'll do a lot better as friends and allies than as enemies. Es makes his case for cooperation, hoping to win the new tribe over. Maybe they'll even let him build a totem?

>>41812

>Name: Es

>Location: Selu tribe, Somewhere on the center of the Western continent

>Word of Power: Benevolence

>Fluff:

Es was born asleep. He's just woken up. He doesn't know where he came from or where he got these clothes. He found a nice stick. Maybe he'll make some friends.

>Abilities:

+ [Guardian Spirit]

Your home plains are protected from any abilities's prying eyes as well as environmental abilities. Entering the lands guarded by you will temporarily subdue any mind altering effects by other powers until they have left your lands once more. The area of effect may be extended by the construction of Totems which need to be near your traditional homelands or connected to a totem which in turn is connected to your homelands etc.

>Skills:

+ [Farming] (Beginner)

>Helpers:

+ 4 Selus

>Other:

+[Tipi]

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cf891d No.41923

Dice rollRolled 99, 61, 76 = 236 (3d100)

Name: Iros

Word of Power: Alchemy

Abilities: Iros Mortar

Other: Crude Golden Ring, Sand Statuettes, Rope

Alchemical Knowledge: [Gold Cap] Grants: Air, Fire, 3xMetal, Order | Requires: 3x Air, 3x Fire, 3x Order

>Skills:

[Smithing] (Basic)

[Pottery] (Basic)

"because I can only bring things to a pure state and have limited capacity for internal shaping I shall endeavor to learn to all crafts to utilize my talents to the fullest"

1. Work on smithing

2. Work on Pottery

3. on the beach try utilizing my abilities for offensive purposes. Like spewing raw elements forth in different forms to see their effects.

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edd9a8 No.41924

>Name:Mortem

>Word of Power:Requiem

>Abilities:

>Other:

Fluff: Thin and with overly elongated limbs. Mortem has since time immemorial cared for the dead and dying of the large village he inhabits of the Ibiz lands. Little is known of him other than he gets happier when it snows and watching falling snow is one of the few times he has been seen to smile. The villagers regularly gather to listen as he sings his song of the dead one of the few comforts for those who grieve.

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0b260d No.41925

>>41816

You head towards the Western Ibizan Villages. A few days ago the Ibizan army cut down a great number of them, clearing a village of their presence. You arrive to the sound of battle, from the looks of some soldiers who had remained in the villages closeby are fighting. Quickly you join the fray plunging your spear into one of the weird pig creatures. It goes down squeeling. You see one of the soldiers being slapped by a man, twisting in pain he falls to the ground, turning into a pigman. Some yells emerge and more soldiers begin to flood the street. The man legs it and you swiftly dispose of the pigmen.

>Skills:

+ [Spear] (Experienced Natural)

>>41817

The big news of the day are the birth of a child to the Sungod of Ibiz and continued Pigmen attacks in the West. A large military parade is held in town.

People flock to listen to your believable stories about the heroic fight of the Ibizan army against the horrid Pigmen. A general of the Ibizan army pays you a generous sum for the depiction of the Ibizan military and less well presented versions of your story are starting to be told among the Ibizans.

>Other:

+ Generous Sum

>Skills:

+ [Storytelling] (Legend)

>>41819

You praise the victorious armies upon their return. Some of them remained and you are already receiving word that there are more attacking Western villages. People say there was a man amongst them, ordering them around.

People seem to greatly appreciate the celebrations of the army and the soldiery becomes even more esteemed amongst the population. You shake the hand of the High General, one of the former Godking's younger brothers, still he is a man of greying hair. He insists you let him return to find and root out Pigmen wherever they may be hiding.

Your woman gives birth to a healthy baby boy. During the first night his crib catches fire, you attempt to change the child, however there is nothing anyone can do. While the crib burns to a crisp the child remains, itself having become fire. All night you ponder, however with the coming of day as sunlight touches it the flame extinguishes and the child becomes human once more.

>Children: (Name em)

1x Night Son

>>41822

You apologize to your friends, people still think you're kind of an asshole for beating them up, but they begrudgingly accept your apology, though you will have to do more to make up for it.

You keep training with your sword.

You offer to help out hunting, you fare well and most people assume you just did it to show off again. At least when you help them with farming they seem to be appreciating it.

>Skills:

+ [Spear] (Trained Prodigy)

>>41827

The is greatly advertised by the Chosen High Chieftains and the ranks quickly swell.

The two women which remained with you give birth. The first child is born, unnoticable it seems almost tranquil. Stretching its little fingers at you it shouts and smiles for its mother. The second one however seems to present much more of an issue. After hours of struggling finally the child sees the light of day. Its skin is as dark as the night, little horns don his forehead, bat like wins his back. They gave you two sons, still one of the concubines does not survive labor.

>Faith Militant:

+ 200 Twin-Suban Warriors

>Children:(Name em)

1x Son

1x Spooky Son

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0b260d No.41926

File: 799a8df2336a0a1⋯.png (39.86 KB,2000x1000,2:1,Map.png)

>>41828

Once more you lead your pigs into an assault on a village. However this time it would seem the locals are prepared. A number of soldiers are there to meet you, quickly cutting through your pigs. You manage to slap one of them in the face, twisting him into a pig but soon more of them begin to stream into the streets and you have to make a hasty escape, barely avoiding their blades.

>New Pig Count:

+ 5 Pigmen

>>41835

You greatly ease the birth of new children and the Subans are plentiful. The Woman is grateful for you taking her in and gives birth to a child. Something is different about it, its left arm seems to be made from living stone and as you approach it you can feel the Earth around you resonate like a growling Dog.

Many flock to your call for a new Guard. Certainly none of them have military experience, however they are devoted to you and eager to learn.

>Maternal Guard:

+ 150 Mithra-Suban Warrioresses

>>41837

You say a few words about duty, death and faith. While not many they move the hearts of the men around you and remind them of whats important. Evidently moved by your speech your commander asks you to bear the Standard.

The filthy pigmen attack once more, somewhat surprisingly. You arrive to back up a garrison and slay some of them, however an Arami has joined the fray, using his spear to slay the Pigmen with obvious skill. Soon you drive them back once more.

>Skills:

+ [Swords] (Experienced)

Choice:

>Title:

+ [Ibizan Standard Bearer]

or

No.

>>41840

You locate the Bassk, a wood dwelling people with basic understanding of agriculture. They mostly large animals for food.

You think about training but decide to put it off for now. After all you can train anywhere at any time.

You walk through the forest deaf as an old man and think about how you could be training right now. Finally you realize that you are standing in the middle of somebody's carrot field. Some guy angrily shouts at you.

>>41903

Some seem displeased with you, however as it is clear that you have no intention of hostility they begin to relax a little. While not particularly fond of you they seem to believe that your intentions are pure. You start stacking stones up for your totem and while they look upon your construction with little favor they do have some curiosity for it. Once you finish your work nobody seems willing to break it.

>>41923

Turns out you are really talented when it comes to smithing. Who knew. The local smith is quite surprised at your rapid progress, while still not really sure what to make of a man made from glass.

You spew forth both hot water and steam. Both you are certain would cause terrible harm to anybody who would come near it.

>Skills:

+ [Smithing] (Extensively Trained)

+ [Pottery] (Trained)

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e3d81f No.41927

Dice rollRolled 19, 76, 96 = 191 (3d100)

>>41925

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

[Storytelling] (Legend)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Generous Sum

1&2. Roam around the city and keep an ear and eye out for stories and rumors. Especially ones dealing with the king's child.

3. Use this money to buy a nice home in the capital and some people to attend to it.

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255123 No.41928

>>41924

Your are no mere man. You are a Vessel, shaped by the Gods themselves, you resonate with a single word, a single purpose. Your essence and very being. Souls long past fill your mind and as you articulate a word beyond comprehension the Hums of the Dead break the silence.

>Choose One: (Goes into abilities)

+ [Last Words]

You may speak to the dead and allow for others to speak to the dead through you. If you are kind to them they may do you favors, assisting in obtaining information otherwise unavailable. You gain bring death upon any mortal by speaking to them in the language of the Dead. It is a traumatic experience and they will die overnight, to bystanders it appears you are speaking normally to them. Furthermore you have centuries worth of practice when it comes to singing.

+ [One more Day]

With some preparation (and the required bodyparts) you may bring back to life any person (that has not explicitly been removed from the game) for one day at the end of which they will fall dead once again. You may chain this ability, however the effects never last longer than a day. When you die you may take over a corpse you have prepared for resurrection, it will slowly grow to look like your former self. Furthermore you have centuries of practice when it comes to singing.

+ [The Hollow Prince]

You may reanimate corpses and skeletons of deceased mortals by carving your mark into them. They will be kept alive through your power. They will obey your telepathic orders though they are only able to receive them not respond to them. Those reanimated loose all memory of their past lives and a vast majority of their skills. They will be unwavering and unquestioning in their service. Upon destruction or damaging of your mark the revenant will loose its power and become a pile of bones once more. Furthermore you have centuries of practice when it comes to singing.

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4467ea No.41929

Dice rollRolled 85, 70, 82 = 237 (3d100)

>>41925

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Trained Prodigy)

>+ [Carving] (Natural)

>+ [Farming] (Amateur)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

——————

1. Continue helping the village with farming, this could come in handy back home and my feelings are pretty hurt. People keep calling me an asshole and won't appreciate my help.

2. Continue to train with my sword and spear.

3. Gather the materials needed to craft a good bow. I need to start training my archery.

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83f797 No.41930

Dice rollRolled 78, 26, 17 = 121 (3d100)

>>41925

>>>>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>>>Word of Power: Wave

>>>>Abilities:+ [Fury of Arai]

>>>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>>>Other: [Family Boat], 4x [Fish]

>>Skill: Fishing Professional, + [Star Orientation] (Experienced)[Singing] (Amateur)[Storytelling] (Amateur)

>Other:

+ Crude Stone Spear

>Skills:

+ [Singing] (Bad)

+ [Crafting] (Amateur)

[Spear] (Experienced Natural)

1: "These monsters are filth! If they can spread the way they do then people must be warned!" Arai returns to the river and sails back to the village in order to warn the people of the pig threat.

2-3: Whether or not the tribe heeds his warning Arai still feels a duty to the people. He approaches the shore of the sea of his namesake and begins to focus. He attempts to ask the sea to protect the village.

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666dd3 No.41932

Dice rollRolled 81, 21, 65 = 167 (3d100)

>>41926

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 70 Children

+[Large Modest Hall]

>Title:

+ [Mother of the Suba]

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

>Maternal Guard:

+ 150 Mithra-Suban Warrioresses

1. Assist in the care of the Earth Child, also discover what the mother wished to call them.

2.3. Watch the Maternal Guard train to become better fighters, hopefully some have some sort of experience and are willing to train them.

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af7bb7 No.41935

File: de6951182c9d595⋯.png (709.6 KB,760x596,190:149,ClipboardImage.png)

Dice rollRolled 25, 86, 1 = 112 (3d100)

>>41926

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

Other:

1/2. Learn more the the Bassk, do these people know the meaning of honor?

3. Apologize to the man for standing in his carrot field, I meant no harm upon his honor.

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19823e No.41936

Dice rollRolled 84, 91, 100 = 275 (3d100)

>>41925

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

>Children: Allayl Alnaar

1. And with this child shall come a new star into the world. The night sky will, now and forever, have a new star which shall be named after my son, Allayl Alnaar, and burn brighter than any other star.

2. Host a great feast. Invite any and all influential people into my palace to celebrate the birth of their prince. They shall be treated to all the luxuries my kingdom has to offer such as grapes and more grapes. Gosh I love grapes.

3. Grant the High General his wish. He may go back and fight the pigmen. They shall be killed for what they did and plan on doing to my people. Slay them where they stand, men.

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7ca942 No.41937

Dice rollRolled 50, 49, 91 = 190 (3d100)

>>41926

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.

35 pigmen

Action 1: Spread out the pigs in groups of five, have them attack all villages in the nearby direction

Action 2-3: Claim a village but leave the women alive so i can create children (This is creepy tbqh)

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b986e5 No.41938

File: d585f5bc9ee28ce⋯.jpg (8.4 KB,210x230,21:23,st,small,215x235-pad,210x2….jpg)

Dice rollRolled 17, 84, 53 = 154 (3d100)

>Name: Verdantine, Lord of Nature

>Fluff: Verdantine is a vessel imbued with the forces of nature by a god upset with humanity's treatment of the earth. His goal is to punish civilizations that do not treat nature with the respect it deserves.

>Word of Power: Nature

>Abilities: [The Wrath of Nature] - You may cast a mark upon any mortal, any animal will be hostile towards them. Dogs, cows, birds and bees. They will all seek to harm the individual. These marks can be given and taken at your leisure.

>Skills:

Animal Taming (Expert)

Wood carving (Amateur)

>Other:

Holy Grove

Self-carved bow

>Titles:

The Arrogant Blasphemer (Suban Borderlands)

>Companions:

A Girl

>Community:

20 Sylvanians (Traditional Suban deviation)

1-3. I had wished to avoid conflict and bloodshed, but if they will not listen to reason then they must learn the hard way. I shall assert my power and authority here and now, and they shall come to fear me, and in doing so, develop a respect for nature.

Mark the worst polluters in the Suban borderlands.

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edd9a8 No.41939

Dice rollRolled 45, 40, 57 = 142 (3d100)

>>41928

>Name:Mortem

>Word of Power:Requiem

Fluff: Thin and with overly elongated limbs. Mortem has since time immemorial cared for the dead and dying of the large village he inhabits of the Ibiz lands. Little is known of him other than he gets happier when it snows and watching falling snow is one of the few times he has been seen to smile. The villagers regularly gather to listen as he sings his song of the dead one of the few comforts for those who grieve.

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others. Furthermore you have centuries worth of practice when it comes to singing.

>Other:

1. The centuries turn but the job rarely changes. I must tend the crypt and absorb the energy.

2.3. It has been a while since new bodies have been sent to me. I must go the village center and listen to the people talk. Surely someone is soon to die, mortals always are. (listen to rumors)

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437a15 No.41946

Dice rollRolled 70, 94, 34 = 198 (3d100)

>>41926

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 24

10 Suban Personal Guard (Holy guardians)

10 High Suban Chieftains

3 High patriarchs (high priests)

1 Concubines

>Faith Militant:

>Children:(Name em)

1x Son

1x Spooky Son

1-2) Set up a schedule for me to spend time with and love my sons. teach them the way of the world and how to be good people.

3) Encourage people to treat others with respect and honor.

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437a15 No.41948

>>41946

Sons are named Albrecht and Franz

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42ac07 No.41981

File: 614485b369910bd⋯.jpg (208.88 KB,800x509,800:509,1500035680470.jpg)

Dice rollRolled 40, 40, 79 = 159 (3d100)

>>41926

>Name: Lucius Augustus Aurelius

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1-2; Defend the people from the pigmen!

3; Inspire my fellow men to fight on and protect their families!

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42ac07 No.41982

>>41926

>>41981

dubz czech em

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4e0324 No.42031

File: dfbf70053e194a3⋯.png (40.3 KB,2000x1000,2:1,Map.png)

>>41929

You keep helping and are wise enough to keep your opinion to yourself. People surely won't appreciate beating up and then hearing that you got upset about them not appreciating you enough. Still you learn some stuff and help out a bit.

You keep training with your spear and make some progress.

You lay the groundwork for making a good bow.

>Skills:

+ [Spear] (Extensively Trained Prodigy)

>Other:

+ Bow Ingredients (Substantial Bonus to making a bow)

>>41930

You sail back to your homelands and tell your people about the Pigmen. They believe you but have little concerns unless the pigmen learn how to cross the sea. Your parents are happy you decided to pay them a visit as well.

You then have a chat with the waves, however nothing comes of it.

>>41932

She names the child Sumar. You make some careful approaches and the Earth seems pleased, so does the child.

The closest thing to any sort of combat experiences is some women who have been hunting with their men before. They get to training though its hard to talk about progress.

>Ward:

+ Sumar

>>41935

The Bassk seem to respect nothing more than traditional power. A loose combination of tribes lead by powerful Warchiefs might seems to make right and those who seek justice will have to get it on their own.

Walking across a man's livelyhood you destory even more of his crops and your apologies seem to do nothing for him. A few angry yells later a bunch of men have gathered with pitchforks and axes. It looks like instead of your apology they would much rather see your blood.

>>41936

Another star marks the sky and the people have no doubt of Allayl's divinity. He is a Star in his father's sky.

Your feast is received with much appreciation by the upper classes of the Ibiz and all who consider themselves important. They bring many trivial and ordinary gifts of gold, incense and myrrh as well as blades, statues and armors, certainly all of the highest craftsmanship.

Once more your Armies march West, the High General teaches the people of the western borders to defend themselves. Soon tales are told of the Fortresses of the West. The Western Ibizans are ready for war and it becomes deeply rooted in their culture.

>Titles:

+ [The Benevolent] (Ibiz)

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4e0324 No.42033

>>41937

You spread your pigs up into groups of five and send them out. However you don't hear back of any of them.

You try to claim a village but are quickly beaten back by a surprisingly large force of soldiers emerging from a nearby fortress. You barely manage to escape their grasp as they cut down your pigmen.

>Pigmen:

-35 Pigmen

>>41938

You cast the mark upon a number of dyers who pollute the rivers along the Eastern Suban borders. Many of them fall pray to the woods creatures, some of them actually die. Even though warriors are sent into the forests they are avoided by the animals, leading to several unsuccessful expeditions.

>>41939

In the Crypts of the Ibuzen you find those long buried. Some of their energies still shift around in the ancient crypts and you absorb them, gathering their powers and putting their souls to rest once and for all.

You head into the town and listen to what people have to say. The Ibizans to your South have declared a man Godking who controls day and night, apparently he is Lord of all Gods who live in the Sky, his enemy being the Moon God. The Subans to the far north worship two other Gods, representing father and mother who had recently emerged. Meanwhile the Ibizans had come under attack in their West by a weird pig people, however they had established fortresses in the area and seemed to be more than capable of solving the situation. Furthermore the Sungod as well as the Father of the Subans had apparently been spawning children, however their impact remained to be seen.

>>41946

You spend some time with your baby boys. The normal one seems decidedly more docile and is just an all round cute baby, while your little Demonspawn seems to be hovering over him constantly. People around your Demonspawn seem to be energyless and some people complain about nightmares. Then again perhaps they are just overacting it.

You then keep talking about how people should respect and honor each other and your disciples carry your words out into the world.

>>41981

You manage to fend off another wave of pig attacks. Fortresses are established along the Western Ibizan borders. They become widely known and respected.

You play a large part in the founding of militias in the Western border region. You inspire great numbers of them to take up arms and learn how to fight. The Western frontier is littered with able soldiers of any gender and age ready to take the fight to the pigmen. However with many stories about a man who turns people into pigmen they are quite suspicious of outsiders and handle them with care.

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a7a334 No.42034

File: 8a00a99eecb12fc⋯.jpg (154.92 KB,500x490,50:49,Hermann.jpg)

Dice rollRolled 24, 42, 67 = 133 (3d100)

>>42033

>Name: Lucius Augustus Aurelius

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1-3; Lead the men forward! Press the attack! We cannot allow this threat to exist and attack our people again!

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cce675 No.42036

Dice rollRolled 73, 99, 22 = 194 (3d100)

>>42031

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

Other:

1/2/3. Soridul would offer the men a warning before turning on them, as this was the honorable thing to do. "Good men, I bade you to lay down your arms and return to your homes, I wish to trouble you no further, and I wish your sons to grow up knowing their fathers. If you set yourselves upon me, I shall be forced to defend myself, which I will do by ensuring all of you are dead. So, we can resolve this by might, or with honor. Your choice."

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c9da24 No.42037

Dice rollRolled 58, 62, 72 = 192 (3d100)

>>42033

>Name:Mortem

>Word of Power:Requiem

Fluff: Thin and with overly elongated limbs. Mortem has since time immemorial cared for the dead and dying of the large village he inhabits of the Ibiz lands. Little is known of him other than he gets happier when it snows and watching falling snow is one of the few times he has been seen to smile. The villagers regularly gather to listen as he sings his song of the dead one of the few comforts for those who grieve.

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others.

>Other:

Hmmmm many people die in many places….I am not able to reach them all. Is my purpose being fulfilled if these people are not laid to rest properly? I must make sure it is done but am not able to myself….

I must spread my knowledge to others….The others can gather power and return it to me.

1.2.3. I must work on a method to train humans to be able to absorb like me. This is my only priority for now.

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8142d1 No.42038

Dice rollRolled 24, 30, 98 = 152 (3d100)

>>42031

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Trained Prodigy)

>+ [Carving] (Natural)

>+ [Farming] (Amateur)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow Ingredients]

———————

1. Its time to make a masterful bow that is fit for a hero! None shall escape my sight.

2-3. I have spent enough time in the Suba for now. It is time to return to my mother. On the way back I shall continue to practice with my weaponry.

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8cfe15 No.42039

Dice rollRolled 80, 52, 54 = 186 (3d100)

>>42031

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

+[The Benevolent] (Ibiz)

>Children: Allayl Alnaar

1. My followers should all make a pilgrimage to this great city at least once in their life

2. Walk among the commonfolk in the streets. Find out what they need

3. Any man who dedicates his life to spreading my teachings to distant lands shall sit at my right hand in their afterlife

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4e0324 No.42043

>>41927

People talk about a bonfire lit in the child's room at night. Besides that it is known to have been a boy and people speak of a new star in the night sky. Furthermore the Ibizan King's troops have made great strides in fortifying the Western borders and tales of the Western Ibizan's bravery are spreading like a wildfire though you are certain a great many of them are not quite factual.

With many people moving to the outskirts of Ibizan territory to work the lands as asked by the Godking a great many houses remain empty and their prices cheap. You manage to purchase a house fit for a Lord.

>Other:

- generous sum

+ Lordly House in Ibizan Capital Center

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c9da24 No.42044

>>42037

change actions to figure out a way to create more like me or at least similar. Humans are too simple to learn my powers but maybe if they were altered from a much younger age….like the womb they would fit. I haven't done much with the power I have collected over the centuries. Maybe I should try to imbue some into a pregnant woman and see what happens.

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c9da24 No.42045

>>42044

or I guess three different pregnant women since three actions? whatever works is fine.

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00f6a9 No.42058

Dice rollRolled 12, 94, 24 = 130 (3d100)

>>42033

Name: Drekar

Word of power: Claim

Title:

[God of the Suba](The masculine divinity)

Location: Suba.

Ability: +[The Chosen]

You can bless people with your sign, claiming them as your own. They will follow your commands to the best of their abilities. Those with your mark will live longer, be stronger and healthier, however the more bear the mark the more its effects are watered down.

Chosen: 24

10 Suban Personal Guard (Holy guardians)

10 High Suban Chieftains

3 High patriarchs (high priests)

1 Concubines

>Faith Militant:

200 Twin-Suban Warriors

>Children:

1x Son Ablrecht

1x Spooky Son Franz

1) Keep raising my sons into good divinities.

2) Find my third kid. I need to visit it and convey my limitless love.

3) Have some of my chosen lead expeditions into the surrounding lands to find good spots for the Suba to spread to.

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9860d6 No.42065

Dice rollRolled 95, 65, 44 = 204 (3d100)

>>42043

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Fairly Decent)

[Storytelling] (Legend)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

1-3. Try to find someone to teach me to write poems and plays. Might as well diversify from music, songs, and story telling.

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4034f3 No.42095

Dice rollRolled 47, 30 = 77 (2d100)

>>42031

>Fluff: Arai spent the first 10 years of his life without touching land. Born to a small island tribe his family was punished by the tribes elder due to a crime of his fathers and were cast out to live upon a simple boat a short distance away from shore. People from the village would swim out to them for supplies but they were not allowed to touch land. Arai was born on this boat. And when his families sentence finally ended he found that he did not like the feel of solid ground beneath his feet. Arai is a man now and what started as a punishment and a prison is now his way of life. He dreams of sailing across the world and see the beauty of the ocean all over. He takes a simple boat and is sailing from island to island living his life in accordance with the waves.

>>>>>Word of Power: Wave

>>>>>Abilities:+ [Fury of Arai]

>>>>Near any body of Water you may summon forth massive waves, these gain in size the closer you are to the Araian Sea where they will take the form of Tsunamis laying waste to anything but you. You can also cause smaller waves in smaller bodies of water and control currents.

>>>>Other: [Family Boat], 4x [Fish]

>>>Skill: Fishing Professional, + [Star Orientation] (Experienced)[Singing] (Amateur)[Storytelling] (Amateur)

>>Other:

>+ Crude Stone Spear

>>Skills:

>+ [Singing] (Bad)

>+ [Crafting] (Amateur)

>[Spear] (Experienced Natural)

1: While home he gets a bit of parchment and ink sets to work creating a map of all the lands he's been to. He has a new goal to map as much of the world as he can by means of the sea!

2:Then he sets sail once again to the north to see what else he may find upon his travels

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f35df4 No.42123

Dice rollRolled 77, 99, 47 = 223 (3d100)

>>42033

>Druza

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.

Action 1-3: Escape this continent, go somewhere else where the soldiers can't chase me

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4034f3 No.42124

Dice rollRolled 89 (1d100)

>>42095

3: As he sail Arai begins to focus on the sound of the sea. He attempts to connect his mind and soul with the sea around him to feel what she feels but like not in the lewd way

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4e0324 No.42125

File: bb5cff984c467c3⋯.png (41.81 KB,2000x1000,2:1,Map.png)

>>42034

You lead the men onwards, taking the liberty of leading excursions into pig held territories. They are mostly abandoned however you slay pigs and rescue survivors wherever you can. You become known among the Western Garrisons.

>Title:

+ [The Dutiful] (Western Ibizan Garrisons)

>>42036

First you destroyed their livelyhood and now you threatened their lives? They would have none of it! Unfortunately for them however calling you experienced was an understatement. You quickly dispatch of them with a number of strong punches and martial prowess. You take their weapons as payment. Oddly enough it would seem aside from being impressed nobody else was going to do anything about it. Among the Bassk the strong ruled.

>Skills:

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 2x Pitchfork

+ 2x Axe

>>42037

You woo some of the local women. Lucky for you the Ibuzen did not believe in the principle of monogamy, however you would be expected to care for your women and children alike. While uncertain of how you would provide exactly you managed to convince three young Ibuzen women to become your wives. Soon you would have an heir.

Ibizan's from the South come to Ibuzan Lands to tell tales of their Sungod. Apparently they will be rewarded after death for their service in life. A humorous notion.

>Other:

3x Pregnant Women remind me in 2 turns

>>42038

You struggled to come up with a fitting bow design however thanks to the preparations you had already undergone and your experience when it came to carving you managed to produce a surprisingly decent result.

You return to your mother practicing along the way. As it turns out you are not only an impressive spear but also an amazing marksman. As you come through the door your mother was already making dinner, rambling on about the demonspawn of the new so called "god" of the Subans and how all the women who didn't know how to get a man ran off to that "mother" of theirs.

>Skills:

+ [Carving] (Trained Natural)

+ [Archery] (Prodigy)

>Other:

- [Bow Ingredients]

+ [Bow]

>>42039

You make a pilgrimage to the capital once in their lifetime a standard procedure among the Ibizans. While those who moved North to settle the fertile lands you asked to be settled aren't sure whether having lived in the city prior to this rule counts many of them return either way. Soon the capital grows more prosperous as people pay locals to stay in their homes and come to pray at the Palace.

The commonfolk largely seem to be afraid of the Pigmen out west, though the Western Ibizans themselves have done a great job of keeping them away and fortifying their positions, setting up a martial society by any standard. Aside from that they fear the birth of a devilish creature far North, child to the Father of the Subans. However these results could be somewhat scewed as your bodyguard insists of having an inconspicuous detail following you about.

A surprising amount of people leave the country, largely moving to the Ibuzan and Arami lands to spread teachings of your faith. Though not particularly felshed out they largely revolve around visiting the Ibizan capital once in their lifetime and the Sun dying should you do so.

>>42058

You try to raise your children to the best of your ability however word that you have an abomination of a son is quick to spread even beyond your country's borders.

Your other son is under the protection of Mithra and her guard. You are allowed access and proclaim your everlasting love to your son who is at this point learning to walk. He seems like an all round normal baby and the world is at peace. You even get to hold him ones, he smiles and laughs at you, the similarities are apparent.

You order some of your Chosen Chiefs to lead expiditions into the surroundings. Subans could spread to the East. There are however some smaller communes which could easily enough be taken by brute force they assure you. What does concern them however is the high density of predators and other animals in this area. Bears and wolves seem to be far spread, though they have been wise enough to stay away from the expeditionary forces.

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4e0324 No.42126

File: bb5cff984c467c3⋯.png (41.81 KB,2000x1000,2:1,Map.png)

>>42065

You find a wise old man who spent much of his life gathering and "refining" the tales of the Ibizan people. He teaches you a great many things about poems and plays and storytelling, his granddaughter readily enough helps out teaching you how to interweave story with song. As many before it would seem she has taken an interest in you.

The Ibizan Godking announces that every believer should visit the capital at least once in their lifetime and the city begins to fill rapidly with Ibizans from the country side. Those who spread his words to foreign lands would be rewarded in the afterlife as well. The combination of the two made the Capital a staging point for last goodbyes when people visited the capital one last time before setting off forever to spread the word to a far away land. Certainly a good base for a story or two.

>Skills:

+ [Poetry] (Prodigy)

+ [Harp] (Extensively Trained)

>>42095

You begin drawing a map of all the places you've been to, however quickly you realize that you would have to leave out a lot of detail, so instead of making one small map of everything you seperated it into many smaller pages which would together form a large map of what was called the Arami Sea.

In order to go North you would first have to go West with your ship, coming across an Island that reminds you of Arami culture greatly. They too use ships and harvest the Sea for food though they do not seem quite as prosperous or far spread.

You extend your mind to listen to the Sea. A feeling of sadness overcomes you. The grasp of impending Doom surrounds you. Then it vanishes and you are once more left alone with the roaring of the waves and the yelling of the sea gulls.

>Other:

+ Map of the Arami Sea

>>42123

You hastily move West in an attempt to escape the soldiers who do their best to hunt down and slaughter any pigmen they can find. As you break through the forest Ibizans chasing your tail you see a small boat. An old man with a wide smile hails you in a language closely related to Arami. You explain that you are being chased by armed men and he quickly beckons you onto his boat.

Soon you are far beyond the reach of any soldier, nothing but waves and sea surrounding you until at last you reach the fisherman's home. An Island of somewhat Arami culture who from the looks of it haven't even mastered the ideas of agriculture or animal husbandry and instead solely live off the Sea. Fish and some fruit which grow wildly on the island and surrounding lands are all there is.

Seeing as you have no place to stay the fisherman offers you a place at his table. He lives alone with his wife, one of his sons has a family of his own, the other one was claimed by the Sea years ago.

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adff14 No.42127

Dice rollRolled 49, 49, 8 = 106 (3d100)

>>42125

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+[Archery] (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

———————

1. After eating my dinner with mom I head out to make some arrows and a quiver to hold them in. After all a bow is pretty useless if I have nothing to fire from it.

2. My mother seemed quite mad about these new gods and their supposed demonspawn. Mayhaps I should go down there and check things out. I heard that they have begun to build a military. Lets go test their worth. (Challenge Shadow and Aniriras military thingy to a sparring session.)

3. As I prepare to test the ability of these supposed warriors I shall begin to gather information on these "gods" and their demonspawn. Perhaps try and find those who are unhappy with them and begin to from more of a group, my mother would not dislike these people for no reason.

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55bf36 No.42128

Dice rollRolled 96, 79 = 175 (2d100)

>>42125

>Name:Mortem

>Word of Power:Requiem

Fluff: Thin and with overly elongated limbs. Mortem has since time immemorial cared for the dead and dying of the large village he inhabits of the Ibiz lands. Little is known of him other than he gets happier when it snows and watching falling snow is one of the few times he has been seen to smile. The villagers regularly gather to listen as he sings his song of the dead one of the few comforts for those who grieve.

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others.

>Other:

3x Pregnant Women remind me in 2 turns

hmmmm these are likely just some empty promises from yet another king seeking to control his populace but just in case I should make a visit to this sun god's lands to ensure he is not attempting to defy the natural laws of the laws of the dead.

1.2. Provide for the women? I have seen bards before they make money by singing and playing instruments. I have no instruments but I know these mortals love my singing. So I will sing in the square and the mortals should give me money.

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55bf36 No.42129

>>42128

Completely forgot I can heal people. That probably would have been the way to go to get money lol.

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55bf36 No.42130

>>42128

forgot that part on my abilities

> Furthermore you have centuries worth of practice when it comes to singing.

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a7a334 No.42133

Dice rollRolled 62, 16, 83 = 161 (3d100)

>>42125

>Name: Lucius Augustus Aurelius

>Title: [The Dutiful] (Western Ibizan Garrisons)

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1-3; Continue on! We won't stop until they are completely routed from our lands and the people are able to live their lives!

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9860d6 No.42134

Dice rollRolled 3, 24, 20 = 47 (3d100)

>>42126

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

1&2. Try to make some more money via my songs and tales. See if the Wise old man's granddaughter is willing to join me.

3. Keep my ears to the ground for more info and rumors.

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cce675 No.42136

File: b3ae0230c672f46⋯.jpg (42.73 KB,500x497,500:497,MI0001788080.jpg)

Dice rollRolled 23, 55, 85 = 163 (3d100)

>>42125

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 2x Pitchfork

+ 2x Axe

1/2. The Strong may rule the Bassak, but strength does not come from force or arm alone. I will hunt some large game for the people whose crops I have ruined, it is the honorable thing to do.

3. After doing so I will continue on my travels, going where the wind and sound of battle take me.

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909348 No.42160

Dice rollRolled 86, 28, 95 = 209 (3d100)

>>42125

>Name: Mithra

>Word of Power: Mistress

>Abilities: + [The Matriarch]

Mother of all you know the hopes and wishes of any mortal Woman. They aspire to be like you and will do anything to see you pleased with them. Touching one's belly you have the ability to give and take children and fertility at your very whim. Naturally all children flock to you.

>Other:

+ 70 Children

+[Large Modest Hall]

>Title:

+ [Mother of the Suba]

>Religious Authority:

+ 1 High Priestess

+ 9 Motherly Priestesses

>Maternal Guard:

+ 150 Mithra-Suban Warrioresses

>Ward

+Sumar

1. continue to care for Sumar and teach him

2. Continue to watch the training of the Maternal Guard

3. Ask for the things that trouble my children and attempt to guide them in what to do.

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66f359 No.42163

File: 322caacc250b28b⋯.png (11.4 KB,731x593,731:593,jackskeltal.png)

New character time

>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:

>Other:

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66f359 No.42164

File: f159224b65ac78e⋯.png (12.9 KB,557x671,557:671,medievaljack.png)

Oh shit forgot this is ancient times, here's a more appropriate version (though the tux would be rad).

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f35df4 No.42165

Dice rollRolled 73, 22, 35 = 130 (3d100)

>>42126

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.

Action 1-3: Help the family with whatever they need.

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4e0324 No.42184

File: eb9579c726302ca⋯.png (42.36 KB,2000x1000,2:1,Map.png)

>>42127

You make some arrows and a quiver to hold them.

You easily locate the court of the mother as women are drawn to her like a magnet. Hundreds have taken up arms in her name, though your sparring requests seem to be falling on deaf ears.

You try to find likeminded people and end up causing a bit of a fuss when you try to talk to some true believers. As a result your negative opinion towards the Suban's new gods becomes known.

>Other:

+ [Quiver and Arrows]

>Titles:

+ [Blasphemer] - New Subans (barely known)

>>42128

Through singing you gather some revenue, however utilizing your power to heal the ailments of locals seems to do you much more good. You generate a considerable amount of wealth by healing ailments which would have otherwise surely proven fatal.

>Other:

+ [Considerable Wealth]

>>42133

You eradicate the last remnants of Pigmen which still inhabit the land, hunting them down. Many soldiers take trophies and you become as the Pigslayer.

>Title:

+ [Pigslayer] (Ibizan Military)

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4e0324 No.42185

>>42134

You ask the girl whether she would be willing to join you. However she seeks salvation and a place in the next life and joins the many Ibizans who leave the Kingdom to spread word of the Godking beyond its borders.

There are few interesting rumors, however word has it the Pigmen have at last been defeated, still many in the West remain suspicious.

>>42136

Needless to say the people are kind of baffled, they don't exactly thank you for it, still you are sure you've done the right thing.

You sounds of battle lead you into the forest where you find a woman surrounded by wolves, you slay them all the hero you are and she is forever grateful.

>>42160

Sumar thrives under your guardianship and seems a happy child. He learns quickly and seems more able than other children his age.

You continue to observe Maternal Guard training they seem to struggle considerably, attempting to please you they struggle and fall over and over again.

Your children's families have been growing constantly and there is not enough food to eat them, you send a great many of them east to settle new lands where they prosper and praise the Mother's name.

>>42163

>Abilities (Choose One):

+ [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.

+ [Never Ending Spook]

You man cast your sign upon mortal humans who are close to death. They will be held together by the power of their soul, however their bodies will decay and eventually fall apart, leaving them trapped within their mortal coil. They retain their personality and free will.

+ [Facilier]

You create images of those long past out of the memories of mortals present. You can make them speak and act, able for all present to see, however they are intangible. They will retain some basic knowledge of their life which you can use to your advantage.

>>42165

You help the family out greatly. Venturing out into the waves alongside the old man he teaches you how to fish and how to navigate the Sea. The nights you stay with them and they break bread with you and teach you about

>Skills:

+ [Sailing] (Trained)

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3459de No.42187

Dice rollRolled 67, 47, 60 = 174 (3d100)

>>42184

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+[Archery] (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

+ [Quiver and Arrows]

>Titles:

+ [Blasphemer] - New Subans (barely known)

———————————————–

1. Blasphemer? Has the Suba gone mad?! am not a Blasphemer for these people are not gods! Surely there are some sane people left.

Continue to look for others with the same opinion as my mother.

2-3. This is madness, these "gods" seem to be building an army, I must be prepared for anything. Continue training for combat.

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66f359 No.42188

YouTube embed. Click thumbnail to play.
Dice rollRolled 50, 54, 83 = 187 (3d100)

>>42185

>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.

>Other:

Requesting to start near Suba, if not this can still apply to wherever you wanna start me

1. It is a nice night tonight, the full moon is out and the people are sleeping soundly. But me on the other hand, I am wide awake (skeletons don't sleep, you see) and I have the urge to spook. So I'll go into the nearest village and do so.

2. Then I'll go into the graveyard and raise a few skeleton buddies for even more spooks.

3. I need a good house. But no, maybe that's not quite good enough. I know, I'll build a town for all my skeleton friends! It can be a kingdom! A kingdom of skellies! And I will be the king! I shall call this new kingdom "The Bone Zone".

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55bf36 No.42189

Dice rollRolled 3, 40, 84 = 127 (3d100)

>>42185

>Name:Mortem

>Word of Power:Requiem

Fluff: >>41924

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others. Furthermore you have centuries worth of practice when it comes to singing.

>Other:

[Considerable Wealth]

3x Pregnant Women remind me in 1 turn

1. Now that I have mortal money to care for those women. I can focus on this heresy creeping up.

Address the man from suba and any who listen to him and inform them quite frankly that their god has no power over death. Death is the end and peaceful oblivion you can not reward someone anything after their death. I have peeked through the veil and seen what lies there. Any attempt to bring people back from death or claims of an afterlife are sheer heresy and idiocy going against the natural laws. This foolish "sungod" is little more than a charlatan and a liar.

2. With more funds come more women. I will need many children to carry out my will. And the will of the natural order.

3. No in fact I am angry now simply refuting this man is not enough. Preach to the people. Tell them to fear not. There is no afterlife only peaceful oblivion. Not all men are born equal but all die equal. And any who attempt to unbalance this natural order are dangerous people with no idea what they are messing with. I am the one true child of death none know this better than I.

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9860d6 No.42190

Dice rollRolled 62, 23, 42 = 127 (3d100)

>>42185

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

1&2. Try to make some more money via my songs and tales.

3. Keep my ears to the ground for more info and rumors.

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0b7599 No.42191

Dice rollRolled 13, 44, 66 = 123 (3d100)

>Name: Maharib Eazim

>Word of Power: Chariot

>Abilities: +[Bringer of Sun and Stars]

>Other:

>Titles: +[Godking of Ibiz]

+[The Benevolent] (Ibiz)

>Children: Allayl Alnaar

1. I need someone to scribe for me. The greatest poet/storyteller in the lands shall be offered a room in the palace, a salary from the treasury, and security if he serves me by recording my teachings in verse and imagery so they may spread far and wide.

2. I require a champion. Someone who has fought the pigs in the front line and has rallied the troops. Not necessarily a leader but an expert fighter with prestige unheard of. He shall be given a messenger so we can relay information between each other and he can council me from the front lines

3. Since the birth of my star in the night, the son of suns, I haven't been paying enough attention to the priestess called my chariot. Speak with her. What does she feel is lacking, what does she crave? I must provide for her.

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298213 No.42195

Dice rollRolled 96, 20, 100 = 216 (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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 2x Pitchfork

+ 2x Axe

1/2. Invite the women to join me on my travels, it would not be honorable to abandon her alone in these woods. Failing that, escort her to her destination, for that is the honorable thing to do.

3. Along the way see about turning my two axes into a double headed axe.

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a7a334 No.42196

File: 8a03e274d1d0c73⋯.jpg (190.85 KB,781x1024,781:1024,tumblr_nzyxiqJorg1uaxri9o1….jpg)

Dice rollRolled 52, 99, 26 = 177 (3d100)

>>42184

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1-2; Continue training with the men here at the Garrison. The pigs have been driven from the land and now it's time for peace, but vigilance.

3; Inspect the pig corpses and see if we can make better quality equipment from them

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f35df4 No.42204

Dice rollRolled 5, 12, 73 = 90 (3d100)

>>42185

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

Skills:. [Sailing] (Trained)

Action 1-3: Go transform wildlife into pigmen.

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4034f3 No.42208

Dice rollRolled 48, 18, 11 = 77 (3d100)

>>42126

>ould first have to go West with your ship, coming across an Island that reminds you of Arami culture greatly. They too use ships and harvest the Sea for food though they do not seem quite as prosperous or far spread.

>You extend your mind to listen to the Sea. A feeling of sadness overcomes you. The grasp of impending Doom surrounds you. Then it vanishes and you are once more left alone with the roaring of the waves and the yelling of the sea gulls.

1-2: Arai stands upon the shore of the ocean. He lies within the waves and lets the waves wash over him. He attempts to fully mend his soul with the sea

3: He returns to shore and begins doing a bit of maintenance of his boat. Singing a jolly tune as he works.

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4e0324 No.42209

File: 0e6310e43254d25⋯.png (43.08 KB,2000x1000,2:1,Map.png)

>>42187

You go about looking for those who do not believe in the Godliness of the Mother and the Father. Unsurprisingly enough you find a great number of them. Many do not truly believe in their divnity, however Suban faith in the past has been anything but consolidated and thus they take no greater offence in them claiming to be deities. There are however a number of High Priests and those subservient to them who seek to spread the belief and practices associated with it.

You continue to train your spear fighting skills, though even you are concerned how you will hold up against the armies of the Warlords.

>Skills:

+ [Spear] (Expertly Trained Prodigy)

>>42188

You decide to spook a village on the outskirts of Suban terriotory. The people are quite terrified for certain. Though as you do no harm to them they gradually settle down once more, some of them even gripped with curiosity.

You then proceed to raise Skeletons of the dead, which emerge from the homes of their family members where they had been burried.

Deep in the Forest you create the Kingdom of Bones, the locals give it many names though it is largely avoided by most except for those coming of age who try to prove their bravery by venturing into such cursed lands.

>Army:

+ 30 Old Suban Skeletons

>>42189

The Sungod who rules over the Ibizans and their people to the South holds the hearts of his people firmly within his grasp. Though the Ibuzen whose lands you live in are not quite as simple minded as their more Southern Cousins teachings of this god too begin to spread among their people. Some Ibizan missionaries claim that perhaps you are merely jealous as a God is looking to put you out of a job.

With your considerable wealth you manage to take two more women. Soon one of them is pregnant.

Your teachings though perhaps not as religiously received as those of the Ibizan Godking spread quickly among the local Ibuzen. Those who have not taken a liking to the teachings of the Sungod have found a new perspective on life. The belief that Life is for the Living and that no matter your actions in life you will find blissful nothing in death. Vices are quickly spread within this new group who are referred to as the 'Living' Ibuzen.

>Other:

+ 1 Pregnant Woman remind me in 3 Turns

>Wives:

+ 5 'Living' Ibuzen Wives

>>42190

You manage to make some money with your songs and tales. Perhaps people are beginning to take your beautifully woven words for granted. At least you can find solace in the fact that there is no man who could possibly be taking your job.

As you listen for rumors you hear tales of the 'Living' a group of Ibuzen, a people closely related to the Ibizans who have slowly been embracing the idea of death being nothing but a void. To make up for this they indulge in all sorts of Vices. Also there appear to be some tensions in Suban territories between those who believe in the Mother and Father figures claiming divinity and those who do not. Finally, there is talk of a small town where nobody dies and all are cursed to walk the streets forever trapped in their bones, strapped of all flesh and skin.

There is a job description in the Godking's palace which seems to meet your description eerily well. He seeks the greatest poet or storyteller to become his scribe, offering gold and security.

>Other:

+ [Small Wealth]

>>42191

You put out your request to find the greatest of all storytellers, however for now it would appear that no man dares to try and claim that title as his. Only time will tell whether there is anybody worthy of a place by your side.

You seek a Champion, a warrior, not a thinker. A man who throws himself into battle. Baruk 'the Slaughtererer' is quick to present himself, or rather, be presented to you by many of your Officers. He is two heads taller than the average man and holds a large axe that would seem too heavy to even lift for most mortal men, his face reminds you of that of a dog with a look of perpetual displeasure upon it. His head is donned with what you presume to have been a Pigman's head in life. Baruk does not talk much, he simply kneels before you, smashing the bottom of his axe into the ground, some of the stone actually breaks.

The Priestess has been spending most of her days with your son trying to teach him to speak. She is concerned for every night when the sun went down your son would be set ablaze. While it did not seem to bother him his mother was concerned, it did not feel right for her to have to distance herself, still she was only human and burned at his very touch.

>Champion:

+ Baruk 'the Slaughtererer'

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4e0324 No.42210

>>42195

The woman owes you her life and by the laws of strength her life is yours. She swears to follow you around until her death or yours.

You then bind together the axes you had 'obtained' with some flax, creating a new improved weapon, the THE MIGHTY HONORSPLITTER a weapon much more ferocious and mighty than anything you had ever seen in your life!

>Companion:

+ Old-Bassk Woman

>Other:

- 2x Axe

+ 1x THE MIGHTY HONORSPLITTER (Double Headed Axe)

>Skills:

+ [Axe] (Legendary)

>>42196

You stay in the West and help to continue training the Garrisons, they stay Ever-Vigilant under your command, a name which they quickly adopt. They make it their mission in life to protect the Ibizan's Western borderlands. You hear that the Godking called for a Champion, many suspect Baruk 'the Slaughtererer' will have the honor.

You investigate the Pigman corpses, however their bones are just bones, no better or worse than any other. Some soldiers actually make bow strings out of their intestines, which seem to work just fine. There is general discussion whether you could eat them without turning into Pigmen yourself and if it was right to eat something that was half way man.

>Title:

[Founder] (Ever-Vigilant)

>>42204

You go ahead and try to transform some wildlife into Pigmen, though the Man component seems to be completely lost. There are few animals native to the island and once you actually manage to get your hands on a bird it turns out that what you had created was not a man bird, but a Bird-Pig. Unfortunately for the creature its wings were too small to actually allow it to fly, though it did look quite curious.

>Companions:

+ Bird-Pig

>>42208

Lying in the Sand you let the waves Wash over you. Listening to the waves. For a moment you can feel harmony and the feelings of sadness and desperation seem to subside. A faint glimmer of hope emerges, however it evaporates with the cracking of thunder as it begins to rain, turning the sand into sludge.

You happily sing while performing some routine maintenance on your ship. Everything seems to work out fine and the ship seems to be in decent shape, still for some reasons the birds had decided to leave, perhaps it had been because of the rain.

>Skills:

+ [Singing] (Very Bad)

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3459de No.42211

Dice rollRolled 58, 98, 10 = 166 (3d100)

>>42209

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+[Archery] (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

+ [Quiver and Arrows]

>Titles:

+ [Blasphemer] - New Subans (barely known)

—————————————

1. The Suba is just getting too ridiculous for me, I shall head home and try and convince my mother to leave with me to find a new home. The false gods seem to have a tight grip on this place and the damned fools that once called themselves men of the Suba are nothing but slaves now

2. Before I leave, practice tracking and trapping, those will be helpful in the future.

3. It will also be of use to develop my senses, I must hear, see, smell and feel better than any man. Perhaps this will also help me develop some intuition as well.

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66f359 No.42212

File: 613f1d84a801c11⋯.jpg (46.4 KB,600x537,200:179,0c7.jpg)

Dice rollRolled 18, 28, 33 = 79 (3d100)

>>42189

>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.

>Army: 30 Old Suban Skeletons

>Other:

1. Time to raise more skeleton pals!

2. I think I will share a new tradition with the humans to make things much, much more spooky…one where people dress up in costumes and spook each other! I shall call it…Halloween! Let us see how much the Subans enjoy it.

3. The humans can be scary too sometimes, so I will raise a great skeleton hero to protect us from any skelly haters.

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a7a334 No.42216

File: 63b13c55d65ea7b⋯.png (65.31 KB,2000x1000,2:1,0e6310e43254d25d24f013274a….png)

Dice rollRolled 6, 19, 26 = 51 (3d100)

>>42210

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1; Remove all the guts and skin, clean the bones, and then bury the skeletons in a little memorial cemetery to honor them, that their slaughter was not meaningless, but used to bring about greater good for our people.

2-3; I will lead a group south-southwest, building a road to the spot circled in the image, and start construction on a port city for protection of the capital and dominance over the bay.

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a7a334 No.42217

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f14cd6 No.42219

Dice rollRolled 85, 72, 75 = 232 (3d100)

>>42210

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 2x Pitchfork

+ 1x THE MIGHTY HONORSPLITTER (Double Headed Axe)

1. "Pray tell me oh wise-women, where in this land are there those who strain under the rule of the unjust and the merciless? I have wondered for years but at last I am filled with purpose. All I need is but a direction to follow."

2/3. Find some suitable furs with which to armor myself. I cannot do battle in these wanderer's rags, for to do such would dishonor myself.

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9860d6 No.42221

Dice rollRolled 87, 84, 49 = 220 (3d100)

>>42209

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Rain always has to come from somewhere and go somewhere however. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

1&2. Take a trip to speak to these 'Living' and see why they think death is a void? Make sure to take notes as I could use this information for a song or poem.

3. Listen for rumors.

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a8f164 No.42254

File: baec094b0fa0b8a⋯.png (43.97 KB,2000x1000,2:1,Map.png)

>>42211

You tell your mother you will be leaving and she must come with you. Though she complains the entire time and tells you how this would never have happened if your father had still been around your lovely mother still packs all your belongings. Thinking about it you had noticed that the grip of the Gods seems to have become considerably lighter in the recent past.

Practicing some hunting and tracking goes very well, however when you start talking about intuition your mother whacks you on the head with a stick and tells you that intuition is something for women and women only.

>Skills:

+ [Hunting] (Prodigy)

>>42212

You wish to raise more skele-pals, however the downside of having founded your own city is that there has nobody living (or dying) before, so there is nothing to be raised.

The people do not seem to appreciate the idea of being even more spooked by a people that are literally the bones of their deceased.

You go forth and raise a great Suban Warrior! Turns out he apparently wasn't all that great, but still.

>Army:

+ 1 Minor Old Suban Skeleton Hero

>>42216

You clear the pigmen of guts and skin, however to your disgust, however not particular surprise you realize that large parts of them are human, some of their bones however are malformed to resemble those of pigs. Its a disgusting procedure that leaves you with a bad aftertaste, wishing you had never done it to begin with. The Western Ibizans refuse to attend any sort of memorial for the Pigmen.

You announce to the construction of a road and eventually a city, however support for your plans are slow to take hold since people living in the fortified West are much more inclined to stick to the lands of their families and continue their traditions there, though surely, given time, you could convince some second sons to join you.

>>42219

(Old-Bassk refers to her culture, not her age)

She laughs at your question and proclaims that only power determines justice and that mercy is something begged for by the weak, for the strong and the powerful in their victories never ask for mercy. The Bassk are a people bound to the idea of personal strength and among each of the tribes the word of the strongest is law. In very much the same manner you dictate her life.

Utilizing the furs of the Wolves you had slain you make yourself some Wolf Skin Armor.

>Skills:

+ Crafting (Promising)

>Other:

+ Wolf Skin Armor

>>42221

You take a trip to the Living, they are utterly convinced that there is nothing beyond the grave than sweet nothingness. They tell you of a man who makes sure everyone who dies finds eternal peace. Aside from that he is most reknown for his songs. You find plenty information to put into a song. A sweet lullaby, dulling the senses.

The Subans tell stories of their God falling silent. Some of the Old Subans decide to revert to living their old ways, while Ten Chieftains have been rumored to form some sort of Coalition.

Pick One:

+ [Eternal Blanket]

While you sing this song your surroundings cool down and it starts to snow, reducing the emotional sensitivity of people in the area.

or:

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

(Edit your Weeping Tale, water is no longer required to originate in a location)

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9860d6 No.42256

Dice rollRolled 67, 13, 33 = 113 (3d100)

>>42254

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

1&2. Head up north to the Suban lands and see about these skeleton creatures. See if I can make a new story or song out of this.

3. Rumors

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66f359 No.42258

File: 4270cf871ad8a66⋯.gif (135.43 KB,220x199,220:199,tenor.gif)

Dice rollRolled 35, 63, 35 = 133 (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.

>Army: 30 Old Suban Skeletons, George the Kinda Strong (Minor skeleton hero)

>Other:

1. While the Subans might not enjoy getting spooked, they sure will enjoy the value of spooking people themselves! Continue trying to teach the people the proud tradition of halloween, with dressing up as spooky things, trick or treat, giving out sweets, the whole nine yards. It's great if you give it a chance!

2. Get some moo cows and start making dairy farms in The Bone Zone. If the humans are looking for work they can come on down and earn their living on the farms. We'll treat them well, of course, but they'll have to not mind being spooked every now and again!

3. Spooba is a big place, there has to be a tomb or crypt or more places for dead people to hang out! Let's find one and raise some.

Also since my skeleton friends seem to follow my orders I give them the order to dance, play, and have fun as long as I don't have something else for them to do. And don't forget to get some spooks in!

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cce675 No.42260

Dice rollRolled 57, 75, 47 = 179 (3d100)

>>42254

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 2x Pitchfork

+ 1x THE MIGHTY HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

1. Well, no point in staying around the campfire for much longer, best to cover my tracks and head out, as always I will listen for the sounds of violence, for honor is to be found at the heart of combat, and glory as well.

2. In the meantime, see about finding town to rest and sell off some of my excess loot, namely these bloodstained pitchforks.

3. Finally, I must train to find the true depths of my limits, I want to see just how far I can push myself, and go even further beyond.

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a7a334 No.42261

>>42258

czeched

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a7a334 No.42262

File: 8b1690645139b24⋯.png (39.96 KB,674x180,337:90,Screen Shot 2017-03-21 at ….png)

Dice rollRolled 93, 100, 61 = 254 (3d100)

>>42254

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

1; Look for craftsmen to create better quality armor, I'll be heading out soon and who knows what we'll meet out there.

2-3; Continue rallying my comrades to expand. We do it for both ourselves and our kin to the east.

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dc6467 No.42264

>Name: Maluwen

>Word of Power: Form (as in to Shape)

>Abilities:

>Other:

Start me somewhere daddy

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3459de No.42265

Dice rollRolled 83, 70, 78 = 231 (3d100)

>>42254

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

+ [Hunting] (Prodigy)

>+[Archery] (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

+ [Quiver and Arrows]

>Titles:

+ [Blasphemer] - New Subans (barely known)

1. I am glad that the grip of the """ gods """ have loosened around the Suba but I must not stray from my path, my mother has already packed our belongings so we shall not turn back. And who is to say the Suba shall not be taken over by another wave of false gods, they have grown weak and therefore I must say farewell. I now search for land that would be suitable to build a house, where we can farm, hunt and live in peace.

2. I shall continue to practice my archery, none shall escape my arrow when it is let loose.

3. Continue to train with my spear, not even false gods will be able to withstand my thrust.

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55bf36 No.42267

Dice rollRolled 96, 84, 19 = 199 (3d100)

>>42209

>Name:Mortem

>Word of Power:Requiem

Fluff: >>41924

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others. Furthermore you have centuries worth of practice when it comes to singing.

>Other:

[Considerable Wealth]

>Other:

+ 1 Pregnant Woman remind me in 2 Turns

>Wives:

+ 5 'Living' Ibuzen Wives

3x Pregnant Women remind me in -1 turn

hmmm the humans hear that you only have one shot at life and decide to use that to do stupid things that makes it end quicker. Truly an odd bunch.

1.2. Continue preaching to these "living" make them understand that no punishment or rewards beyond death doesn't mean you should just do crazy things after all the only thing that survives you is your legacy. Do grand and epic things. Things that makes history revere you. If you are a smith then be the greatest smith the world has ever seen. A farmer? grow so much that the earth bleeds food around you. A soldier? well obviously be a fucking hero that none can stand before you.

3. Gather as much information as possible about this heretic in the south who preaches of life after death. If he is truly attempting to subvert death then he must be dealt with. If he is simply some false prophet trying to take advantage of people's fears then we must simply correct him and make sure such falsity doesn't spread.

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f35df4 No.42270

Dice rollRolled 66, 82, 42 = 190 (3d100)

>>42210

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

Skills:. [Sailing] (Trained)

Companions: Bird-Pig

Action 1-3: Go transform wildlife into pigmen.

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a8f164 No.42326

>>42256

You head further North travel takes a long time so you don't make it there just yet. Your travels prove harder as expected as the territories inbetween are hardly populated with you mostly tracking through wild forest. Rumors are hard to come by though those who you encounter are mostly Old Subans fleeing South, speaking of people dressed in Bones like savages.

>>42258

You continue pushing for the idea and begrudingly some of them use the bones of dead animals to fashion disguises which they use to scare one another. The entire thing has a mixed reception ranging from anger to enjoyment.

More people begin to settle the farms you set up. They are of a rather homogenous mindset and more readily adapt to your tradition of spooking one another.

While the Suba are large territories no tombs or crypts exist. Most people bury or burn their people in their own backyards, sometimes even below their houses.

>>42260

You look out for the sound of battle unfortunately for you even in the Bassk territories fighting is not all that commonplace as the weak will bend easily to the will of the strong. However you could always start some trouble yourself, would probably not be considered honorable though.

You manage to sell of your excess pitchforks to some farmers. They don't ask any questions and trade you for a piece of amber.

You then go ahead and chop some trees with your truly fearsome axe. It is evident that to increase your truly unrivaled skill you will need to try something else to improve further.

>Other:

- 2x Pitchfork

+ 1x Piece of Amber

>>42262

A mighty fortress city is constructed towering on a cliff near the sea. Many hardened warriors of the Western Garrisons settle the lands around. They present an even more extreme variety of the Western Ibizan culture, warriors all of them their purpose in life is to serve. Other Ibizans refer to them as Fighting-Ibizans. You are their leader, Lord Lucius Augustus Aurelius of the Red Rock.

An armor is forged to represent your new standing. It is engraved with an image of the Fortress City.

(You can rename any and all of these as you wish)

>Title:

+ [Lord of the Red Rock] Fighting-Ibizans

>Skills:

[Leader of Men] (Legendary)

>Inventory:

+ [Armor of the Red Rock] (Masterfully Crafted Bronze Armor)

>>42264

You are a vessel, shaped by the hands of the gods themselves you are much more than any mortal man could ever hope to become. In deafening silents a word was boomingly whispered into your essence. A word so powerful that the essence of things itself shiver when it leaves your lips.

>Abilities: (Choose One)

+ [Master of Clay]

You gain the ability to shape up to horse sized objects out of stone or clay and imbune them with life by carving your sign into them. Clunky and simple minded they follow your orders word for word.Furthermore you have extensive experience when it comes to sculpting.

+[Earthshaper]

You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

+[Lifeshaper]

You are a master of bones and flesh, able to mend them with your hands. Capable of shaping other beings you better beware of the monsters you create as you hold little sway over their free will. Furthermore you have extensive experience in when it comes to medicine.

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a8f164 No.42327

>>42265

You move South East without running into much resistance, there are few people living in these lands, however you do travel alongside a number of other Subans who are fleeing what they call the Haunted Dead. Skeletons who refuse to stay in their graves.

You continue to train your archery successfully.

You keep training with your spear successfully.

>Skills:

+ [Archery] (Trained Prodigy)

+ [Spear] (Extensively Expertly Trained Prodigy)

>>42267

They soak up the idea of being great and impressive like a sponge, few remain sceptical what use being revered beyond death is if it has absolutely no effect on you. Many of the Living take up certain areas of expertise which they strive to perfect. Some strive to become great men of wisdom, others seek to perfect the arts of love, painting and sculpting. The Ibuzen lands prosper, their mindset shifts to an all or nothing attitude.

You seek information about the man to the South who promises a life after Death, however all you encounter speak of the Sungod with nothing but the utmost praise and a subtone of fear. He is the man who conquered the sky and those who have seen his works do not doubt that he too can conquer death.

Your three wives give birth. A son and two daughters. Both of your daughters seem to come very much after you, a joyous sight. However as you come to see your son the child lies silently within his mother's arms, unlike the others he did not shout or scream. As you look into his lifeless eyes you can feel eternity staring back. His gaze burns itself into your soul.

>Children:

+ 1x Son

+ 2x Daughters

>>42270

There is very few wildlife on the island itself, the fishers keep very little. You manage to locate a dog which you quickly turn. A disturbing barking squeal marked the creation of another hybrid. The Dog's teeth grew, Tusks sprang forth, its back arched and it grew in mass. The first Pog was born, a fearsome creature.

>Companions:

+ Pog

>Abilities:

+ [May contain traces of Pig]

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

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f2e770 No.42328

Dice rollRolled 45, 60, 96 = 201 (3d100)

>>42327

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

+ [Quiver and Arrows]

>Titles:

+ [Blasphemer] - New Subans (barely known)

————————

1. Robert feels an urge to help out the Subans despite separating himself from them, he urges them to follow him to new land and that with him they will not need to fear any undead or false gods.

2. Continue our travels with whoever has decided to follow us, we head for green and bountiful land, where these people can make a living.

3. Continue training my Archery.

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dc6467 No.42329

>>42326

>Name: Maluwen

>Word of Power: Form (as in to Shape)

>Abilities:

+[Earthshaper]

You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>Other:

1/2 Begin shaping a home into the stone around me, for now just a simply thing. Attempt to craft true beuty into my work creeping vines of stone with leaves of copper and gold shall decorate my entrance and lead to my place of work a grand forge.

3. Learn of the local area and who inhabits along with me

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dc6467 No.42330

Dice rollRolled 61, 62, 37 = 160 (3d100)

>>42329

boi, I forgot the dice

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9860d6 No.42332

Dice rollRolled 21, 43, 37 = 101 (3d100)

>>42326

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

1&2. Continue north to the Suban lands and see about these skeleton creatures. See if I can make a new story or song out of this.

3. Talk to those heading south about what is going on, if I see any. Maybe play them a song to lighten their spirits or put them a bit more at ease if we camp together.

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cce675 No.42333

Dice rollRolled 59, 55, 25 = 139 (3d100)

>>42326

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

1. Affix the amber to the head of my axe, for aesthetic purposes.

2. Continue to wander the lands, listening for sounds of violence or engaging those who seek it.

3. Finally, if no other adventures are to be had, seek out the strongest cruelest lord in my local vicinity and scope out his deets, to start my plan to honorable liberate his people, and his head from his shoulders.

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a7a334 No.42340

File: e7e539bee6d67ba⋯.jpg (43.25 KB,620x400,31:20,saintaugustine1.jpg)

Dice rollRolled 28, 65, 51 = 144 (3d100)

>>42326

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

1-2; I did not ask for this, but if the men wish it, then I will see it done. Begin construction of port town and a fleet. We must move quickly to secure of dominance of the bay!

3; Can't get rusty, continue training Swordsmanship

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66f359 No.42341

File: 29d20d7ffcc0143⋯.jpg (56.13 KB,529x417,529:417,Thank mr skeltal are you p….jpg)

Dice rollRolled 51, 26, 63 = 140 (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.

>Army: 30 Old Suban Skeletons, George the Kinda Strong (Minor skeleton hero)

>Other:

1. Begin selling the milk from the farms to the Subans and promoting good bone health. After all, good bone health means stronger skeletons!

2. While spooking is fun it will probably draw the attention of meanie buzzkills soon. We should build a big wall around Spooksville, capitol of the Bone Zone, and the outlying dairy farms of Humantown.

3. Well there's still the skellies underneath people's houses I guess. I'll go to town and raise a whole bunch.

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4fa436 No.42342

File: e2fb26622141158⋯.png (44.35 KB,2000x1000,2:1,Map.png)

>>42327

Forgot the map

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133030 No.42380

Dice rollRolled 47, 1, 88 = 136 (3d100)

Rushing a turn out rq. Will post stats later.

1.2. Investigate the male child. He is off. He could be a pure born like me. Or he could be some kind of undead abomination in which case I must kill the creature. Including seeing how he reacts to holy healing energy.

3.Begin preparing for a trip to this sungod's capital. I must find out why he has so polluted these people's minds. And how.

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fa46ad No.42381

File: f3ffcd96f062c72⋯.png (546.29 KB,666x960,111:160,1485203659153.png)

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be22d0 No.42508

File: bb14826ba09d4ba⋯.png (45.91 KB,2000x1000,2:1,Map.png)

>>42328

You urge the other Subans you meet along the way to follow you. They are sceptical as they are moving South regardless, however some decide to tag along and you form a small caravan of Subans travelling south.

You arrive in the Bassk territories, lands where the strong are the law. Seeing as you consider yourself the strongest, this suits your interest well. It also aligns with your mother's views nicely.

You train your archery.

>Skills:

+ [Archery] (Expertly Trained Prodigy)

>>42329

You shape the rock around you to form a cozy home, its entrance decorated by metals, woven artfully into the stone. Surely people would admire it, if anyone were to find it.

You look around for people, there are traders passing by every now and again not too far from your home. They speak two dialects of the same language, the Ibuzen and the Ibizans. One believe in the Sun God who rules the skies as first and foremost god, guardian of the souls of those who have perished, the others deny that there is anything beyond death. They are as unified in traditions and language as they are separated in their beliefs.

>>42332

You venture further playing songs here and there to lighten the mood of those venturing south. Finally arrive in the Skeleton lands. To your surprise you find that most people living in the area are in fact not dead. Still there are plenty of Skeletons walking about which the people don't seem to mind. As mind boggling as the scenario may be nothing particularly interesting happens. Everyone seems to just go about their business.

>>42333

You manage to affix the amber surprisingly well. It looks nice.

As you do you keep going around looking for trouble, while you do not hear the sounds of battle you do get to hear the next best thing. A bunch of Bassk arguing with a bunch of strange foreigners about what you assume is some sort of land dispute.

You try to listen for a massive warlord, a beast of man, a cruel man without honor, however boringly enough it would seem that no such man has emerged from amongst the Bassk yet. Perhaps it was time someone took up the mantle of Warlord of all Warlords.

Change your Double Headed Axe to:

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

>>42340

You instruct your people to construct a town and a fleet, while the town is growing quite readily on its own, supplied by the farmers who settled the lands around it the fleet provers to be more of an issue. The Ibizans' have practically no understanding of naval navigation or anything of the sort. Some Arami however seem willing to lend you a hand in building a few fishing boats.

You continue your Swordsmanship training.

>Skills:

+ [Swords] (Experienced and Regularly Training)

>>42341

You sell the milk from the farms to surrounding Subans for furs and other things. Your skeletons do not really require any form of sustenance and thus you mainly trade for anything that isn't edible. Trade is good and your Skeletons prosper.

You try to build a wall however struggle with giving appropriate instructions. The landscape is enriched with a couple of pointy wooden sticks sticking from the ground.

You go to a nearby Suban town and resurrect people from beneath their homes. The residents surprisingly enough do not seem to appreciate this.

>Army:

+ 30 Old Suban Skeletons

>>42380

Your child seemed unnatural. Your first step plan was to see how it would respond to a use of your God given powers. As you whisper the word the power seems to seep into the infant's skin, a faint blue shimmer flimmering across. While this has never happened before there are no real conclusions that can be drawn from this aside from the fact that it is not normal. Also you turn around for a second and your fucking kid is gone. Someone probably abducted it, though there appear to be no traces of who could have done it and very little motives if any.

Seeing as this was nothing to worry about you decided to venture into the Sungod's capital. A most impressive City, exploding with life, with a Grand Palace at its center. Guarded by a surprising amount of Ibizan Warriors with tatoos resembling a Black Sun it towered above all other buildings.

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fa46ad No.42509

File: 614485b369910bd⋯.jpg (208.88 KB,800x509,800:509,1500035680470.jpg)

Dice rollRolled 82, 79, 91 = 252 (3d100)

>>42508

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

1; Agree and offer lower trading prices and housing plots for more experienced sailors to come and settle and offer their services.

2; Build a fleet and assert our dominance of the Ibizan Bay

3; Send the army south along the coast to establish a final fort for now and secure the coastal region

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f536ba No.42510

File: de17fec8f6c450c⋯.jpg (159.44 KB,1226x1200,613:600,V29q4Q5.jpg)

Dice rollRolled 13, 83, 39 = 135 (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.

>Army: 60 Old Suban Skeletons, George the Kinda Strong (Minor skeleton hero)

>Other:

1. Okay guys, take two! Let's build that wall! Although I like the pointy stick idea too, we can hang halloween decorations from them…

2. While I'm in the building mood, let's build a big temple where anyone who wants to be a skeleton can go to put their dead in, and they'll be raised as a skeleton! Spoooooky!

3. I just had an excellent idea…perhaps if I use my powers on dead animals, I can get some skeleton critters which can cause some major spooks! I'll give it a try…

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c8a87f No.42512

Dice rollRolled 6, 61, 75 = 142 (3d100)

>>42333

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

1/2/3. So it would seem, I shall see what these men are "discussing" about and then lend my strength to those who can prove to be the most honorable.

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2e1454 No.42513

Dice rollRolled 68, 68, 93 = 229 (3d100)

>>42508

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

1-3. Talk to the people, and the skeletons if they can speak, about this place and what is going on. Learn their stories. Use it to fuel my own songs and stories.

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ca0a96 No.42515

Dice rollRolled 85, 34, 41 = 160 (3d100)

>>42327

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.

Skills:. [Sailing] (Trained)

Companions: Bird-Pig Pog

Action 1-3: Sail out again, find a village to transform into pigmen

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584d73 No.42519

Dice rollRolled 6, 92, 60 = 158 (3d100)

>Name: Maluwen

>Word of Power: Form (as in to Shape)

>Abilities:

+[Earthshaper]

You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>Other:

1/2/3. Continue Working on my home, upon entering they shall be greeted by a great vaulted amphitheater. The entrance shall largely comprise of Dark marble woven with metals like the foliage of the outside, the stone textured like the bark of the trees I so admire. The entrance to my "cave" shall be hidden among the roots of a great stone Tree that shall grow from the mountains side, some day to engulf the whole mountain. Inside the foliage shall give way to the roots of the tree before smoothing as you work further in, don't want to work to far ahead of my self. In the empty un-sculpted space I began to set of a forge, My visitors shall be given gifts and I must make them, lets those adventurous enough to wander among my lands be rewarded.

In summary: (Sculpt and make forge)

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f5ab06 No.42520

Dice rollRolled 81, 57, 61 = 199 (3d100)

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>+ [Blasphemer] - New Subans (barely known)

———————

1. I shall settle in this new land, let my mother rest as I build our humble abode. After all she only came here because of me.

2. Also help the other settlers start their new life in anyway I can, preparing farms, hunting, building.

3. Meet the locals, try and help them in anyway I can.

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e6cd7b No.42622

File: 498739218ac8fe7⋯.png (49.62 KB,2000x1000,2:1,Map.png)

>>42509

Your initiative shows moderate success as most experienced sailors already have a place they call home. The visionaries amongst them however see great promise in your city and the advantages you provide and happily found their new dynasties at your shores.

Under your command the first fleet to fight on the seas is built. Soon six Arami built ships stand at the ready. A development that the Arami themselves observe with keen interest.

The Army moves south and constructs a small Fort further in the south completing your drive for expansion. Your territories are beginning to rival established Kingdoms in size.

>Fleet:

+ 6 Arami Ships

>>42510

Your guys put pumpkins on the sticks. Seems about right.

You construct a Grand Temple of the Dead. It looms over the town menacingly. A spooky sight to behold that fills mortal's hearts with fright.

You attempt to raise the spirits of dead animals, however it would seem they lack a soul to infuse their bones with for as far as you can tell.

>>42512

Neither side really understands what you are on about when you try to inquire which one of them is the most honorable. Your concepts are foreign to them. The issue at hand is that the Subans, who appear to be the foreigners, fled the lands where the Dead rule, ripped from their graves they serve as puppets to their cruel master. Meanwhile the Bassk who have been farming these lands for generations object to the Subans farming what they consider to be their lands.

>>42513

You speak to the people, those who remained in these accursed lands clearly do not mind whats going on in the least. In fact they came here after they were promised land and the chance to work the farms for a living.

The Skeletons on the other hand do not appear to be capable of speech. They simply stare at you from hollow eyesockets, however as you continue to stare deeper into the empty darkness a feeling of sadness and loss washes over you. In the distance a new colossus of stone rises, a temple where people are asked to bring their dead for them to be forced into the chains of eternal slavery.

You write a poem called "Everlasting Chains" about the condition of the Undead Lands. It is as heartwrenching as it is infuriating. In its power it could possibly call forth a crusade if you were to publish it.

>Other:

+ Everlasting Chains

>>42515

You set sail to find a village. Soon enough you come to the shores of the Arami, a people closely related to the fishermen who took you in. They are completely unprepared and soon Pigmen inhabit the village, feasting on the carcasses on their former women and children. Few manage to flee using their boats.

>Pigmen:

+ 30 Pigmen

>>42519

From the rock's womb you carve your home, hidden beneath the stone tree's roots you made your home. A forge to craft great gifts for whomever sought your hospitality. Surely they would come from far and wide to witness the miracle that was this mountain home.

>Home:

+ The Stone Tree (+ Forge)

>>42520

You quickly make a house, though you know little in the ways of homemaking you use logs to build a decently sized home for you and your mother. She does not appear impressed with your work and claims your father would have built a taller house for sure.

You help out the other Subans around you, aiding them in the construction of their houses and farms. They appreciate you aiding them, it would appear the Suban culture is not yet lost in this foreign land.

You meet with the locals and though they give you the feeling that they would be best aided if you chose to leave and never come back they do accept your help. Gratitude however seems to be a word that does not exist in the Bassk language.

>Home:

+ Log Hut

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87db2b No.42623

Dice rollRolled 93, 26, 92 = 211 (3d100)

>>42622

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>+ [Blasphemer] - New Subans (barely known)

>Home:

>+ Log Home

———————

1. Try and force relations between the Subans and the Bassk people, there should be no reason why we could not get along in peace.

2. Practice farming techniques, if I improve then I can help my people even more.

3. Offer the Suban men combat training, I am quite a formidable warrior myself despite the experience I lack. But I think that the men would appreciate my offer to help them be more equipped to defend their families.

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e855b1 No.42624

Dice rollRolled 38, 72, 76 = 186 (3d100)

>>42512

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

1/2/3. Well, in that case let the Bassk and Suban decide amongst themselves how this will be done, I will linger near to hear what claims these men will make.

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e855b1 No.42627

File: 3489ab83d1a4c7c⋯.png (44.38 KB,550x371,550:371,gUaw5VI.png)

Dice rollRolled 11 (1d100)

>>42624

>>42623

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fbc4c8 No.42640

Dice rollRolled 17, 38, 36 = 91 (3d100)

>>42622

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

+ Everlasting Chains (Song)

1-3. Sing of the Everlasting Chains to the living. Let them know of the pain of their loved ones passed only to be forced to serve forever. Let the heavens weep at this injustice and heal all it touches.

+[Harp] (Extensively Trained)

+[Storytelling] (Legend)

+[A Weeping Tale]

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f6fc37 No.42644

File: 82ec7d39582bb12⋯.jpg (52.91 KB,602x426,301:213,triggered.jpg)

Dice rollRolled 90, 85, 58 = 233 (3d100)

>>42622

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock]

[6 Arami Ships]

1; Call scholars and military technicians to The Red Rock to discuss modification to the fleet and tactics. Suggest toughening the ships up and adding a Ram to the front of them.

2; Discuss how to toughen the defenses of The Red Rock and the surrounding city while keeping it relatively Ergonomic

3; Send a 1/5th of Income to the God King as tribute and a show of fealty

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761e5d No.42651

File: 52116e84fcc2418⋯.gif (1.84 MB,500x282,250:141,Skeleton-Party.gif)

>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.

>Army: 60 Old Suban Skeletons, George the Kinda Strong (Minor skeleton hero)

>Other:

1. I wander around the village of Spooksville, spreading joy and happiness wherever I go to my skeleton friends, but they do not seem to be so happy…oh wait, darn it, I forgot something important…giving them back their free will!

I will gather all the skeletons together, and cast forth a spell on them giving them back their free will! I cannot have a skeleton utopia if all my subjects are so sad!

2-3. Then I will throw a great party for all my newly freed skelly buddies! All the milk you can drink and tons of music and spooks and goodies! The humans can come too! Hey, I even hear there is a newcomer in my lands, one who sings really good…I'll invite him too! Hooray!

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761e5d No.42652

Dice rollRolled 81, 36, 48 = 165 (3d100)

>>42651

Dice

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ee137f No.42663

Dice rollRolled 29, 51, 71 = 151 (3d100)

>>42622

>Name: Maluwen

>Word of Power: Form (as in to Shape)

>Abilities:

+[Earthshaper]

You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>Home:

+ The Stone Tree (+ Forge)

>Other:

Actions:

1. Continue "growing" the stone Tree molding the mountain into a fortress of stone. The entrance leading to the large forge area shall also expand upwards along the trunk of the tree at the top I'll create a room for me to look out over the range from the tree.

2. Work the forge forming the metals trapped in the stone into small birds and animals that shall give life to my amphitheater.

3. Create a great stone door in the entrance way, leave it ajar for visitors but having animals wonder the forge while I sleep is disconcerting.

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07a967 No.42684

Dice rollRolled 59, 46, 93 = 198 (3d100)

>Name:Mortem

>Word of Power:Requiem

Fluff: >>41924

>Abilities:

>[Requiescat in pace] You gain the ability to harvest the power of the Dead. Those whose power you have harvested stay dead and cannot be brought back by any means or communicated with. You can utilize the harvested power to heal yourself or others. Furthermore you have centuries worth of practice when it comes to singing.

>Other:

[Considerable Wealth]

>Other:

+ 1 Pregnant Woman remind me in 0 Turns

>Wives:

+ 5 'Living' Ibuzen Wives

2x Daughters

missing turns left and right in this game lol

1.2. I will begin preaching the message of the living here as well incorporating song into much of it since these humans seem to so love my voice.

3. I will begin training my daughters as well they will be my soul harvesters. helping to keep the world clean of undead abominations.

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e6cd7b No.42689

File: 35f0d63af6307e6⋯.png (49.92 KB,2000x1000,2:1,Map.png)

>>42623

Subans and Bassk are often in each other's hair, however whenever issues arise you show up and flex your muscles which makes the Bassk back off. Eventually they seem to adjust to the idea that you are here to stay. Soon the Suban Colonies are flourishing.

You learn little about farming, it would seem you're simply not gifted in the matter.

The Subans are quick to take up your offer, many of the men were hunters themselves, most of the fieldwork remaining in the hands of Suban women. They prove to be able warriors and soldier material.

>>42624

You linger in the bushes nearby and hope people start shit, however whenever the Bassk feel confident a strong young Suban appears and flexes his muscles which forces them to back off. Soon the Bassk begin to adjust to the new situation and stop challenging the Subans. No shit started, unfortunately.

>>42640

You tell a weeping tale and as tears fall from the faces of men so too fall tears from the heavens themselves. However you may have misjudged the effects of your song. So touched by your tale the Master of Bones has decided to break the shakles that bound the dead as his slaves. Soon the Skeletons of the deceased return home, sharing awkward yet intimate moments with their loved ones whom had thought them dead long ago.

>>42644

You call forth men of war and men of knowledge to discuss combat on the seas. It is a new topic seeing as the Ibizan had barely discovered the idea of sea faring and there were no fleets to fight. Still your military manages to develop naval tactics, making you the very first people to do so.

Two sets of walls are constructed, one around the castle itself and one around the surrounding town. Each day the Red Rock is becoming more and more of a fortress.

You pay tribute to the Ibizan Godking. A move that finds approval with both the people of the Red Rock and the Ibizan in general and legitimizes your rule in the eyes of the world.

>Holdings:

+ [The Red Rock]

- Two Ring Walls

>Change Fleet to:

+ 6 Arami-Red Rock Triremes

>>42651

In a large ceremony centred around the temple you have created you release the Undead from their shakles. Now blessed with free will they return home to their loved ones, they will certainly have some catching up to do.

Thus, your new reign of benevolence begins. Families reunited you celebrate, though naturally the Undead do not celebrate with food and drink. They play their instruments and through crude gestures and sounds made by bone hitting bone they communicate with one another. A language lost on the living.

>Abilities:

+ [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: (change to)

+ 60 Unbound Old Suban Skeletons, George the Kinda Strong (Minor unbound skeleton hero)

>>42663

Your stone tree grows slowly and in its tree nature it would perhaps not seem like the most efficient of defenses, though you create a room further up the tree. Unfortuantely it would not appear as well crafted as you wanted it to.

Using the various metalic veins you weave a beautiful animal imagery alongside the mountains rocky womb. Birds and animals grace your amphitheater.

You create a large wooden door, slightly opened to allow any visitors to slip in. At night you would close it, however in its size and weight no normal man could hope to move it and thus opening and closing the door relied on your unnatural power.

>Home:

(add + Amphitheater)

>>42684

Another child is born! As you retrieve your newborn second son you can feel your fingers tremble with power as they touch him.

You sing of the everlasting embrace of death and while cannot deny the beautiful tonus of your voice they cannot help but feel reminded of another storyteller. One who was better than you could probably ever hope to become. A number of them call you the Moon or a Moon Worshipper.

Training your daughters proceeds quickly, though they are still young children you sense that they have much talent when it comes to weaving the powers of unlife, they are promising students.

>Gain 1 Son

Change 2 daughters to:

+ 2 Daughters (Prodigy)

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f6fc37 No.42690

File: 1e0c39917975482⋯.jpg (202.38 KB,1024x683,1024:683,1479927706039.jpg)

Dice rollRolled 16, 35, 52 = 103 (3d100)

>>42689

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)

[6 Arami-Red Rock Biremes]

1; Commission better weapons from the finest smiths in the realm!

2-3; Send the Biremes on patrol and establish dominance of the Ibizan Bay. Also have proper fishing vessels built to for the peoples sustenance and excess to trade.

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87db2b No.42693

Dice rollRolled 9, 70, 85 = 164 (3d100)

>>42689

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Expertly Trained Prodigy)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>+ [Blasphemer] - New Subans (barely known)

>Home:

>+ Log Home

———————

1. Upgrade our house for my mother, moving must have been hard for her bit Subans women are strong and she will just tell me to stop what I am doing and act more like a man if I try and take care of her. So I shall improve our House instead.

2. Attempt to build relationships with the Bassk people and encourage friendships between Subans and Bassk. This is an attempt to prove that they can indeed live in harmony.

3. It has been a while since I have picked up my spear. I shall do some more training.

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bfa3aa No.42694

File: 8f4c454d87ed8f7⋯.jpg (60.04 KB,736x917,736:917,684a65f87cfb7a50850cc01023….jpg)

Dice rollRolled 94, 88, 66 = 248 (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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

1/2/3. Call a meeting with the Bassk at night, some distance away from the man camp, around a roaring fire.

Soridul would remind them who they were.

"I have known the Bassk for several weeks, before this I was a wild man who roamed the lands killing for survival and beating bears to death with my bare hands, and I know what I see before me now is not Bassk. Bassk would not cower before foreign invaders, Bassk would not share their land with those who look down from their haughty huts at them. You are not men, not like these Subans, you are Bassk, the strongest people in this world, and you will not let these people command you like they do your cattle!"

Soridul would raise his axe high above his head and split the mighty pyre in half, before looking at the Bassk around him and saying this…

"You shall prove to me that you Bassk are strong, or honor demands that I prove how weak you really are, swear this to me, that you will drive out these invaders if they persist on living in these lands like it were their own!

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bfa3aa No.42695

YouTube embed. Click thumbnail to play.

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bfa3aa No.42696

>>42694

Also just to clarify this is not to start a war at first, just to tell the Subans to fuck off. If they fuck off then Soridul will help them regain their lands

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761e5d No.42704

Dice rollRolled 11, 43, 25 = 79 (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: 60 Unbound Old Suban Skeletons, George the Kinda Strong (Minor unbound skeleton hero)

>Other: Grand Temple of the Dead

1-2. Hmm, but that wall is kinda lacking. I will find a great engineer, one that is an expert at shaping stone into strong and durable walls, and have him build the Skelewall that the Bone Zone deserves.

3. Then I'll go check the Grand Temple of the Dead to see if anyone has left any more soldiery skellies there (or any others). Unbind them once raised, of course.

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e6cd7b No.42813

File: 5d5e034fdf3e582⋯.png (52.19 KB,2000x1000,2:1,Map.png)

>>42690

Unfortunately for you the finest smiths in the realm appear to have created Bronze Weaponry that would be considered lackluster at best. Its a direct downgrade from your current weapons in pretty much every way.

You send out your biremes to patrol the bay, however it is far too spacious to effectively control anything with six ships. However the construction of fishing boats goes along about as well as could be expected and soon fish becomes a common sight on the Red Rock's markets.

>>42693

You try to improve the house and end up chopping off bits and pieces. In the end it just looks weird and you don't really feel like you've made any progress.

You invite some of the Bassk over to learn from the Subans in term of agriculture. Whether they will appreciate the gesture remains to be seen as they do little more than nod as the Subans try to explain past the language barrier.

You train with your spear some more. It is then that a group of Bassk appear, shouting and swinging their hoes and torches. You see them setting fire to Suban huts in the middle of the night. Women and children try to flee but are cut down relentlessly, their corpses trampled by the raging mob.

>Skill:

+ [Spear] (Extensively Expertly Trained Prodigy that is Trained)

>>42694

However your intentions may have been the Bassk are quick to flock to what they perceive to be the call of war. A leader having emerged from amongst their own they move towards the Suban territories and set alight the Suban huts in the middle of the night. Many burn to death in their homes. Countless Subans flee into the woods and the Bassk celebrate their victory in excess.

Word of their actions however travel fast.

>Titles:

+ [Hatemonger] - Bassk

>>42704

Experts at shaping stone hardly exist in the local societies however you get yourself a couple of carpenters and they begin to construct a wall around your settlement one stone at a time.

You find that not many people have died in recent days, there is a general lack of hunger amongst your population seeing as the undead working the fields allowed you to produce large amounts of food with far fewer people actually requiring it.

Furthermore your people spot an army of unrivalled size led by what could only be described by demigods. It would seem that the Suban High Chiefs were going to war, still their vast army moved past your lands. You would be safe, for now.

>Holdings:

+ Spoopy Town (or whatever you'd like to call it)

- Grand Temple of the Dead

- Shoddy Stone Wall

>Army:

+ 10 Unbound Old Suban Skeletons

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b70b25 No.42814

Dice rollRolled 66, 23, 7 = 96 (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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

1/2/3. Now I shall go to the Subans, and train them to defend themselves, for the truly strong shall be of the greatest honor, and in doing so will honor the Gods. War is the forge in which great men are built, and Human Gods are made.

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87db2b No.42815

Dice rollRolled 43, 98, 96 = 237 (3d100)

>>42813

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Extensively Expertly Trained Prodigy that is Trained)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>+ [Blasphemer] - New Subans (barely known)

>Home:

>+ Log Home

———-

1. Robert moves to ensure the safety of the surviving Subans, although anyone interacting with him could tell that he was in a rather dark mood.

2-3. This is followed up by Robert letting out all of his rage, planning to take the Bassk on by himself he attempts to slaughter the forces responsible for this.

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f6fc37 No.42823

File: 3bd86a2e6e10465⋯.jpg (245.41 KB,732x1349,732:1349,0d9620f8e0f651fb99d0440710….jpg)

Dice rollRolled 53, 1, 41 = 95 (3d100)

>>42813

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)

[6 Arami-Red Rock Biremes]

1; Produce new ships to patrol the bay

2-3; Encourage migration and settlement of my lands. Use new production to send some of the excess grain to the capital

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f6fc37 No.42824

File: 6c61d8ba97ffb8a⋯.png (169.83 KB,636x530,6:5,losthope.png)

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fbc4c8 No.42825

Dice rollRolled 2, 39, 51, 56, 53, 42 = 243 (6d100)

>>42689

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

+ Everlasting Chains (Song)

1-6. My work here is done. Off to the nearest land that is not this place to learn of their stories and culture.

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761e5d No.42830

File: 16077d03648e9ac⋯.png (25.67 KB,300x250,6:5,HxK6HtzRs3-4.png)

Dice rollRolled 33, 63, 56 = 152 (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: 70 Unbound Old Suban Skeletons, George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

1-2. Oh my, war? But wait, this might be a good opportunity…I'll go sneak to the battlefield, wait for them to finish fighting, and then raise ALL the dead soldiers!

3. Now that we have some measure of security let's expand the Bone Zone!

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703a65 No.42876

Dice rollRolled 68, 12, 92 = 172 (3d100)

>>42622

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.

Skills:. [Sailing] (Trained)

Companions: Bird-Pig Pog 30 Pigmen

Action 1-3: Sail out again, find more villages to transform into pigmen

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0c4fc1 No.43207

File: 28aef426e5f0447⋯.png (54.04 KB,2000x1000,2:1,Map.png)

>>42814

They consider you Bassk and it is only for the the fact that you came to offer your support that they allow you to leave. The Subans want nothing to do with you or any other Bassk.

Word reaches you that something has happened. The Bassk who burned down Suban settlements have all been slain. Some say it was a vengeful spirit the Subans brought with them from their homeland. Others say the Subans banded together to hunt down and kill those who wronged them. Either way it would appear the Subans will not be deterred easily.

While not technically breaking your word the Bassk who knew about your 'deal' feel betrayed when you offer assistance to the Subans. Then again, nobody who took the fight to the Subans remains alive.

>>42815

The remaining Subans have retreated deep into the forest. It takes days for them to assemble once more after the atrocities commited by the Bassk have worn down. Finally they begin to settle once more. This time the Guards stay at the ready, treating any Bassk who come into these parts with great hostility.

You yourself make your way to the Bassk Camps where once Suban houses stood, the ground is scorched and black where Suban huts used to stand only intersected by the white of bones where fire burned away flesh. You put an end to those who dared attack your people in such a vile and treacherous manner.

Your acts would have been spoken of for generations, had anyone survived to tell the tale.

Soon the Subans settle the lands they had once lost, some territories remaining lifeless.

>Skill:

+ Spear (Heroic)

>>42823

Under your orders new ships are created to improve control of the bay. Soon another two Biremes are at the ready.

Seeking to encourage the settlement of your lands you speak fondly of the many achievements and prosperity the Red Rock provides to its inhabitants and many of the Western Ibizan's find a new home there.

The Son of Maharib Eazim, benevolent Sungod of the Ibizans' however, Allayl Alnaar the "Midnight Sun" as he is called who has recently seized power as word is his father has secluded himself speaks ill of you. He says that you have grown much too powerful and though you pay tribute to the Sungod you tempt his people to leave him and join your lands.

Allayl Alnaar, the Midnight Sun, son of the mighty Sungod Maharib Eazim, demands that you hand over all of your holdings to him, so he may rule the Red Rock in his father's stead as part of Ibizan lands.

>Fleet:

+ 2 [Arami-Red Rock Biremes]

>>42825

As your work is completed you move onwards further north, beyond the land of the dead. Here lie the Siban lands. Distant cousins of the Subans they worship the Gods of Nature and Motherhood. A peaceful people they teach you a great many things about their culture willingly and openly.

You are welcomed as their esteemed guest from the far South and they readily listen to the tales which you bring. Your arrival here and image you represent will shape the image of Southerners in the Siban mind for generations to come as they have never had a visitor from such a faraway place.

>>42830

A wise man as you were you knew much about the errors of the human ways. One such folly was that they liked to go places to die in droves. Clad in furs and leathers these men were carrying axes and spears. You knew a good deal when you saw them, following them South. You went further South than you had ever gone before, their journey however, continued.

Soon the people whose minds you had freed commenced to settle a little further outside of the Bone Zone's old borders to feed the families who had believed them long dead.

>>42876

You set out once more to move along the Arami coast. Decentralized merchants and fishermen they are with no enemies nearby they lack any form of defense and your pigmen quickly slaughter them. You make ample progress though some of them escape on their ships.

>Companions:

+ 30 Arami-Pigmen

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761e5d No.43210

Dice rollRolled 26, 27, 79 = 132 (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: 70 Unbound Old Suban Skeletons, George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

1-2. I'll keep following the army and raise tons of new friends!

3. Wait, if everyone else has this big of an army we'll be boned if we get into a war with any of these people…I'll send a skelenote to my advisors to start building our military into a force to be reckoned with!

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e855b1 No.43211

File: 383dc3ca61499bd⋯.jpg (49.77 KB,374x767,374:767,16d.jpg)

Dice rollRolled 74, 52, 11 = 137 (3d100)

>>43207

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

1/2/3. A angered spirit? Packs of Subaans hunting Bassk? I must track down the source of these rumors, the cause, and determine if it is a matter that requires my attention. If so, I will rectify the issue

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e4173a No.43215

Dice rollRolled 90, 79, 8 = 177 (3d100)

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>+ [Blasphemer] - New Subans (barely known)

>Home:

>+ Log Home

———-

1-2:

After the job is done I go back to my log home and to my mother. Continue to work on upgrading the House.

3:

Try and continue teaching the Subans how to fight, this must never be allowed to happen again.

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f6fc37 No.43218

File: 7517c6e16e06586⋯.jpg (59.48 KB,548x457,548:457,4Nsd92.jpg)

Dice rollRolled 69, 1, 67 = 137 (3d100)

>>43207

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword]

[Crude Leather Armor]

[Wooden Shield]

[Ibizan Standard Bearer]

[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)

[8 Arami-Red Rock Biremes]

1-2; Send a letter to all the lords of the realm asking for precedence for such an act and whether it is righteous and just. Suggest that he might seek to secede from the realm himself, that we have always been loyal, which is clear from the support we send to the capital. Ask my own council what they wish to do, to be honest and tell me the whole truth of what they believe.

3; Prepare defenses within the realm in case they seek to invade while we are deciding or such. Beef up the border and send the ships there to provide grain for a protracted siege.

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f6fc37 No.43219

>>43218

God, please.

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0c4fc1 No.43220

File: 00a4508de2df0e9⋯.png (146.38 KB,636x530,6:5,Ash right now.png)

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5f1da0 No.43224

Dice rollRolled 98, 16, 77, 95, 27 = 313 (5d100)

>>42689

>>Name: Maluwen

>>Word of Power: Form (as in to Shape)

>>Abilities:

>+[Earthshaper]

>You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>>Home:

>The Stone Tree

+ Forge

+ Amphitheater

>>Other:

Actions:

1. Grow the Tree. The branches and leaves adorning the great trunk of my home are… lacking. Let grow them

2. Grow the Tree. The branches and leaves adorning the great trunk of my home are… lacking. Atop the leaves and branches carve great stone nests.

3. Grow the Tree. The branches and leaves adorning the great trunk of my home are… lacking. Atop the leaves and branches carve great stone nests. hanging from the branches glittering gemstone fruits.

4. Grow the Tree. on the ground level, begin create a great pond, underneath a large chamber in which I can begin heating it.

5. Grow the Tree. on the ground level, begin create a great pond, underneath a large chamber in which I can begin heating it, also moving the forge here, the vents shall travel up to level of the trunk to the amphitheater and my rooms to midagate the cool air up in the clouds.

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fbc4c8 No.43225

Dice rollRolled 84, 97, 42 = 223 (3d100)

>>43207

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

+ Everlasting Chains (Song)

1. Tell some stories to these Sibans. About the dreadful pig beasts and the freeing of the living dead.

+Storytelling [Legend]

+Harp [Extensively Trained]

2. As well, keep my ears out for recent news.

3. Finally, I do not believe I have been to these Suban lands yet. Make my way there and see what their stories are.

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703a65 No.43229

Dice rollRolled 10, 14, 26 = 50 (3d100)

>>43207

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.

Skills:. [Sailing] (Trained)

Companions: Bird-Pig Pog 30 Pigmen 30 Arami-Pigmen

Action 1-3: Keep attacking more villages and keep converting, look among my ranks too see if any of the pigs have some qualites others don't

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e867ff No.43265

>Name:

Greg

>Word of power:

"Greg"

>Abilities:

Greg: He's one of the most ordinary people you'll ever meet, some say he is the original human.

Gregtastic: Greg uses his inner nothingness to release a massive bolt of lightning from his eyes.

Greggly: Greg only has one arm, no one knows how he lost it.

>Other:

Greg was once a poor boy, he grew up in a small village in the faraway land of Greggs Isles. He started to discover his true powers when he was only five years old. It was at this time that he realised he was a nobody, that was something he wouldn't stand for. With a small sack and some rough clothes, he left home. He first found hope of distant travel, on a journey of self-discovery, when he stumbled across a log on a beach. This was it, Greg, at the age of five years old, set off into the open ocean.

A few days passed while he was afloat on that log, they had been easy and his food supplies had kept him going, but they wouldn't last. After just four days, Greg ran out of food. He'd clearly underestimated how long this journey would take and now had to seek out a new food source. However, this would not be easy, as he hadn't seen any land for a long time. Greg started off trying to fish, but with his bare hands, this had proven difficult. With his past failures at fishing behind him, Greg decided to ditch the log for short periods of time, to dive into the ocean and hunt down fish to eat. This technique started off bad, but as Greg grew more confident in the water, he managed to find success hunting the fish in their own environment. He continued this practice for a long time, around half a year.

After this half a year, Greg finally found land, a small sandy island. But it wasn't uninhabited, there was a small wooden shack there, and in it, an old man with a long withered beard. Greg talked to this old man, questioning him on how he'd ended up all alone on this island and why he hadn't tried to leave. Greg and the Old man talked for a long time, exchanging tales and eating together. Greg stayed on this island for a long time, the Old man taught him everything he knew. With this time, Greg learnt if gods and tales of holy men, that had sacrificed it all in the name of their gods, this fueled him and lit a spark inside that would soon turn into a burning passion.

After Five years, Greg now being ten years old, he parted ways with the old man. He had a new cause, a new purpose in life. He was going to become a god. But, this would be no easy task and it had to start somewhere, so he set off once again on his trusty log. He'd practised his fishing even more and this time there was nothing that could stop him.

Five more years passed, out on the cold lonely ocean. Greg turned fifteen, yet he had no one to celebrate his birthdays with. Through all of this loneliness, Greg hadn't lost heart, he was willing to give everything just to achieve his goal. It was at this time that Greg found a new landmass, bigger and far more lush than the previous sandy island. This place was no refuge for a lost child out on the open sea, yet Greg made landfall and set off into its green jungles nonetheless. This place was filled with all kinds of terrors, there were colossal dinosaurs, large tribes and poisonous plants everywhere. Yet, this would be the place Greg would call home for a long time.

Five more years pass, Greg had been fighting for survival on this island for a long time, all in his quest to become a god. He'd slew dinosaurs the size of houses, fought off hoards of tribesmen numbering close to hundreds, but still, he hadn't found what he was looking for. Although, this wouldn't remain the case for long. Greg found himself exploring this giant island one day, like so many days before that, when he stumbled across a shrine, a holy place of worship that he'd been seeking for so long. He began praying and pleading at this shrine for days on end but to no avail. It was at this time that Greg realised, there were no gods, and therefore, he couldn't become one…

With this newfound knowledge, Greg entered a state of depression, he felt empty inside, that fire that had once burned so bright, had all but burnt out. He clambered aboard his trusty log and set out, looking for a more welcoming place to call home. That's when he arrived here, at these continents. And now, at the age of twenty one, Greg sets off to find a new meaning in life, something that would reignight his spark…

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cd4ed2 No.43270

File: afaaf148a9756a0⋯.jpg (329.58 KB,1600x1200,4:3,49daydreaming-dickens.jpg)

>Name: Arakan

>Word of Power: Materialize

>Abilities:

>Other:

Fluff: A young boy in Suba, where other boys were learning to hunt in the forest, Arakan was often seen daydreaming under the shade of a tree. A lad with "too much in his head" as described by others, a "waking dreamer". He would often idly imagine things in his head. If he was rich, how much gold he'd have. If he was a mighty warrior, what having a sword would be like. If he was a trader, the thought of traveling the world on the back of a creaking wooden wagon. His mentors thought that if he applied himself, he could be a very skilled scout, for he had a memory that was extremely exceptional, able to recall even the tiniest such as the number of mushrooms on a branch he walked by or the path home in the densest of forests. Yet all he would do is wonder and think, and wish the visions in his memory and imagination could be real.

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e867ff No.43281

>>43265

>Word of power:

Log

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e867ff No.43282

>>43265

>>43281

Actions:

1. Drag my log on land, keep note of its location.

2. Look for some trees to fell.

3. Scan around my local area, looking for any people or animals that might be nearby.

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e867ff No.43285

Dice rollRolled 51, 98, 31 = 180 (3d100)

>>43282

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e4cb39 No.43286

>Name:

Subman

>Word of power:

Lettuce

>Backstory:

Not much is know about subman,the only notable things about him is his desire for a french sandwich and his constant hate for lettuce,he hates lettuce specially when it comes in his delicious sandwich

He also has a burning hate for everything that is alive and breathing

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e24265 No.43288

>>43270

>Name: McDonald Jr

>Word of power: Mclovin

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

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e24265 No.43290

>>43288

btw is there a discord or something for this?

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bfa3aa No.43291

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0c4fc1 No.43294

>>43286

Join the discord familiar.

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e24265 No.43296

>>43288

>word of power: loving

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0c4fc1 No.43299

>>43210

You follow the army until it finally comes to a halt. You have been on the road for weeks and the forests here do not much differ from the forests everywhere else. Then you begin to notice that there is a small settlement here. They set up camp, however the army seems disproportionate to the people living here, certainly it cannot be sustained for long.

Taking the time you check the surrounding areas. There is a strip of land in which nobody lives, its scorched lands with many skeletons both somewhat old and fresh. Certainly they would make good Skellies. Some of them are children.

You send your message home and receive answer that training has commenced.

>Army:

- 30 Unbound Old Suban Skeletons

+ 30 Unbound Old Suban Skeleton Warriors

+ 15 Spook-Suban Warriors

>>43211

You set out to find what was spoken of. A vengeful spirit or a pack of Suban milita. What you find however proves to be much more grim. You are uncertain how this could have been, but as you draw closer to the Suban lands you notice smoke rising. A large camp has been set up, guards are patrolling. The Subans have not brought a Militia but an Army. Countless men, clad in furs and leathers, armed with axes, spears and bows, ready to bring war and death. No wonder the Bassk had not stood a chance. They would certainly make short work of anything the Bassk could muster to throw at them. With their now bolstered defenses and always vigilant eyes you decide not to approach any further as you would most likely be spotted.

>>43215

With your work done you turn to improving your home. You continue work on the house and find that with the Bassk of your mind for now work comes much easier to you. The House is growing rapidly to three times its former size. Soon you will have to figure out what you want to use the additional space for.

You figure it would be time to teach some more Subans to fight and be vigilant, while you do have a small Militia they are hardly able to resist larger forces. Before you begin training one of the guard posts calls out movement. You prepare for combat, however what you find is an Army of Subans, arriving from the homeland.

The Army is lead by a young man who seems in incredible physical condition, while not as impressive as you yourself, certainly moreso than any other man you know, he is accompanied by a Priest of the New Gods. The Army is quick to set up camp. Seeing as you have the largest house the Army Leader asks you to allow him and the Priest of the New Gods to stay in your House as your guests.

While you are under no obligation to invite him in it would be considered rude. And after all, these were New Subans.

>Skills:

+ Architecture (Experienced Prodigy)

>Home:

+ Log Home (Large Size)

In time your deeds in the homeland are forgotten.

>Remove Titles:

- [Blasphemer] - New Subans (barely known)

>>43218

Your council seems very determined that there is no other way than to hand over the realm, seeing as it is your Pieous Duty to follow the commands of your Liege. The notion of you planning to secede from the realm however seems to have your Advisors shocked to say the least. The three of them refuse to let you leave the room unless you swear to them that you will hand over the realm to the Midnight Sun. They seem to be ready and willing to use force to restrain you if necessary, though you are bearing your arms.

All the meanwhile troops are gathering in the Ibizan Capital their intent surely is to oust you from your seat of power, your silence having said more than words ever could. All the while your ships are bringing grain into the Red Rock.

>Holding:

+ [The Red Rock] add -> (Extra Siege Supplies)

>>43224

You continue to grow your tree and though you have a few trouble here and there you perform admirably. Soon your tree blossoms with the most beautiful jewled fruit, all who lay eyes upon them would surely desire them, however until now nobody had found their way to your doorstep.

Soon your pond is formed and you fill it with water, your forge relocated to the heating chamber where fire will be with fire. Lucky for you your tree would not be set alight on its own, though some climbing plants had already begun to make their way up.

>The Stone Tree:

+ Rock Nests

+ Jewel Fruits

+ Heated Pond

+ Heating Chamber

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0c4fc1 No.43300

>>43225

The Dreadful Pig Beasts have them both in fear of the very far away South, then again there was no way the pigs would make their way all up to the North. As a parting gift they bestow upon you a crown fashioned from plants and leaves.

Recent news are hard to come by this far North and though you remember the pigs resurfacing after you had left you mostly hear of the petty border disputes between the Eastern Suban Chiefs and Western Siban communities. Some faint whispers however do reach you, apparently the Sungod has fallen silent and his son the Midnight Sun had taken over. War was already brewing with one of their subjects who had refused to hand over his possessions.

You make way to the Suban lands. The people here seem content if a little simple. They worship the Mother and the Father and though they are revered as Gods many claim to have met them in their lifetime, though nobody has seen them in years. They have an organized following who manage the worship of Mother and Father which is lead by three High Patriarchs. Ten High Chieftains rule the worldly realm of the Subans, people say they are the most fearsome man they have ever laid eyes upon, answering only to the Court of Warriors, the Ten greatest Warriors of all Subans, blessed by the Father himself. Word has it one of the High Chieftain's sons moved South with an Army to get retribution for the horrible atrocities caused by the Bassk.

>Other:

+ Crown of Leaves

>>43229

You try to spread your pigs further, however this time it would appear the Arami were prepared, you meet an organized defense and your pigs are swiftly but decisively defeated, those who cannot escape are cut down.

Having escaped unharmed yourself you return to one of the villages where you find a pigman standing in the entrance of a house, swinging a broom over and over again on the same spot. Seemingly at least some memory remained.

>Remove Companions:

- 10 Arami-Pigmen

- 30 Pigmen

>>43270

Though you were born in your mother's womb you were shaped within the hands of the gods. A vessel created by their will you were filled with the deafening whisper of a single word, "Materialize" in a language more ancient and powerful than anything ever articulated by human lips. This word is part of your very essence. When you speak it the very fabric of reality quivers and morphs.

>Choose One Ability:

+ [Staring into the Abyss]

You have the ability to stare into a world that is not your own and through your mind the creatures you find may seep into this world at your whim. You don't know where the place you are looking into is, however they are generally malicious creatures, eager to leave behind their homelands. While destructive in nature the creatures generally do not intend to harm you.

+ [A better World]

When you close your eyes you can look at a situation you find yourself in and make it a little better. When you run out of food you find a little more in your bag, a little more coin in your purse, in a fight your enemy might slip, a captor show mercy. The World around you turns a little less into how it is and a little more into how it should be. Compassion may lurk where you least expect it.

+ [True Potential]

When you look at Mortals you can see their true potential. A special talent that you can magnify to its full extent. Some will be decidedly more useful than others, though certainly all will be surprised at their sudden transformation. However the gift you have taken you may just as easily take away.

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0c4fc1 No.43301

File: 28aef426e5f0447⋯.png (54.04 KB,2000x1000,2:1,Map.png)

>>43265

Your were shaped in the hands of the gods, a vessel held together by nothing more than their will. A single word was whispered into your essence, your form barely able to contain its true power. "Log", a word in a language so ancient and powerful it far exceeds the capacities of any mortal mind.

>Abilities (replace the onces you currently have with one of the following):

+ [A Close Friend]

You can morph the log (or any log for the matter, however only one at a time) into a new arm for you to replace your missing one. It will be blessed with tremendous strength and anchored deeply within your body. It may change shape to provide protection as a shield wood, a blade, an axe or anything of the sort. It may seep further into your body in an effort to keep you alive during combat as you sustain damage. You can return the arm into its log form at will.

+ [Samson]

While only having one arm you are blessed with tremendous strength. You may swing your log to crush foes and structures alike and are resistant to most types of damage, your log itself being nearly indestructible. All who encounter you would be wise to tread carefully. You also have long curly hair.

+ [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Also you did actions:

You drag your log onto land and make a mental note of its location. The beach is covered in soft white sand, there are plenty of trees ahead of you, a forest if you will. Quickly you approach and consider your options in felling the trees, lucky for you it would seem somebody has left an axe hear and you use it to cut down a number of trees.

Where there is an axe there have to be people. Quickly you find a small fishing village. The people here live off fish and the various fruits that grow on the island's trees. The people are quite surprised to find you on their island, having arrived on a log no less, they offer you fish, fruit and a place to stay.

>Other:

+ Woodcutter's Axe

>Skills:

+ [Axe] (Prodigy)

>>43288

Born to your mother and raised by your father your fate was long shaped before they first laid eyes upon one another. Shaped in a place beyond the petty concept of conceptions you were shaped by two gods who were quite fond of one another. In unison you were made, a vessel of the Gods holding but a single word in their language. "Loving".

>Choose one of the following and add it to your abilities:

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

+ [Lover's Touch]

You do inhumanely well in the bedroom. Furthermore you gain the ability to heal minor injuries simply by touching them with your hands. Your medical knowledge itself is centuries ahead of its time. You are also unaffected by STDs.

+ [Chains of Love]

You do inhumanely well in the bedroom. Any mortal you have had (willing) sexual relations with will be ensnared by your embrace and crave your love and attention by supernatural chains. They will do anything in their power to obtain your good will and once more share intimate moments with you, however beware of ensnaring too many for the longer they go without your embrace the more desperate they grow, eventually going mad. Furthermore you are exceptionally charming. You are also unaffected by STDs.

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761e5d No.43302

Dice rollRolled 58, 36, 19 = 113 (3d100)

>>43210

>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: 40 Unbound Old Suban Skeletons

30 Unbound Old Suban Skeleton WarriorsGeorge the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

1. Oh neat, lots of skellies. I think I'll raise 'em all after night falls and take 'em home (but don't unbind 'em til we get home, I wouldn't wanna cause any unnecessary spooks while I'm all alone out here). I can come back to check on the war later.

2. Our army should be bigger! Once we get home and the skeleton friends are unbound let's train the ones who want to fight for the Bone Zone. More Spook-Subans are fine too.

3. We should expand, so the killjoy Subans don't cut us off and make it so we can't expand anymore!

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761e5d No.43303

>>43302

>tfw my sheet gets fucked

>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: 40 Unbound Old Suban Skeletons

30 Unbound Old Suban Skeleton Warriors

15 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

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e24265 No.43304

>>43301

>Name: McDonald Jr

>Word of power: Mclovin

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

1. see how my father's health is, and determine how much longer he'll live for.

2. see how much money i have, and if that's enough to build and employ another tavern

3. start working on my cooking skills

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e24265 No.43305

>>43304

oops word of power is loving

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bfa3aa No.43307

File: 8f4c454d87ed8f7⋯.jpg (60.04 KB,736x917,736:917,684a65f87cfb7a50850cc01023….jpg)

Dice rollRolled 90, 63, 23 = 176 (3d100)

>>43299

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

Abilities: +[A Man's Word]

Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

1/2. There was but one way to even this playing field. Fire. However, Soridul was not one to act without reason, he would first assay the intention of these warriors, even interrogate one of their men if they wandered off if need be. If the Subans came to make war, then war they would have. A fair opening move would be to set fire to the tents of the warriors. The women and children and homes of those living here would be spared, as they are innocent of any ill-intent for now, but those that would seek death shall have it visited upon them.

3. Finally, after the opening act, Soridul would travel the Bassk lands, rallying all those that can and will fight to defend themselves. War was coming, and it'd be a shame for the bassk to die separate and scattered to the winds.

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0c4fc1 No.43309

>>43304

To perform actions roll 3d100. Check at the bottom of the post it says "Show post options & limits", click that.

Enter 3 in the 'dice' field and 100 in the 'sides' field.

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aecd86 No.43310

Dice rollRolled 27, 66, 84 = 177 (3d100)

>>43299

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>Home:

>+Large Log Home

———-

1: I will welcome these two men into my house if my mother is comfortable with it. The extra space can be used for something else when their business here is done after all. And we should probably get to know the two men better, their history and personalities both.

2: Recently Robert had felt nothing but anger, he had recently been devoting himself to any hard work he could apply himself to but he came to the conclusion that this was simple avoidance. And so he found a quiet place in the hills to meditate. Peace and quiet.

3: While up in the hills Robert decided it was time to train his body, for a long time he had been practicing weaponry but he didn't think much about what he would do of he was unarmed.

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e24265 No.43311

Dice rollRolled 26, 13, 14 = 53 (3d100)

>>43309

ok

>>43304

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703a65 No.43312

Dice rollRolled 98, 66, 3 = 167 (3d100)

>>43300

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.

Skills:. [Sailing] (Trained)

Companions: Bird-Pig Pog 20 Arami-Pigmen

Action 1:

Go out into the wilds look for animals to convert, specifically predators the lack in power is causing more damage then expected. these humans are no push overs after all.

Action 2: Perhaps the lack of information is the cause of all this, infiltrate a village. Posing as a vagabond I will slowly make people disappear during the night using my powers of course.

Action 3: After I'm done with the village, i will try to merge my human form and pig form, to lead my werehogs i must become like them, whgt good is a leader if he can't lead.

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e867ff No.43313

File: cf6f28badf9cff9⋯.jpg (418.69 KB,2048x2048,1:1,Log 1.jpg)

Dice rollRolled 5, 5, 63 = 73 (3d100)

>>43301

>Name:

Greg

>Abilities:

[A Close Friend]

You can morph the log (or any log for the matter, however only one at a time) into a new arm for you to replace your missing one. It will be blessed with tremendous strength and anchored deeply within your body. It may change shape to provide protection as a shield wood, a blade, an axe or anything of the sort. It may seep further into your body in an effort to keep you alive during combat as you sustain damage. You can return the arm into its log form at will.

[Samson]

While only having one arm you are blessed with tremendous strength. You may swing your log to crush foes and structures alike and are resistant to most types of damage, your log itself being nearly indestructible. All who encounter you would be wise to tread carefully. You also have long curly hair.

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Greet the people at the village.

2. Go back to my log, then cast [Master of Logs] on it.

3. Return to the village, with my log friend, try to find out what sort of facilities they have there.

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e867ff No.43314

>>43313

Please be patient, I have autism.

>Ability Update:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

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fbc4c8 No.43319

Dice rollRolled 51, 4, 11 = 66 (3d100)

>>43300

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

+ Everlasting Chains (Song)

+ Crown of Leaves

1. Try to speak to one of these Warriors to see what the Father was like.

2&3. Then head south to see what these atrocities by the Bassk is about and the results.

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299418 No.43338

Dice rollRolled 3, 46, 42 = 91 (3d100)

>>43299

>>Name: Maluwen

>>Word of Power: Form (as in to Shape)

>>Abilities:

>[Earthshaper]

>+You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>>Home:

>The Stone Tree

+ Amphitheater

+ Rock Nests

+ Jewel Fruits

+ Heated Pond

+ Heating Chamber

++ Forge

>>Other:

Actions;

1. Hmm if the travelers I had noticed had not seen me then I'm simply not visible enough. Grow the Trunk of the tree higher up the mountain.

2. Continue integrating the nature surrounding the tree into the tree, the vines growing up the crack of its "bark" were admirable but resilient, some species would need help…

3. In the nests decorate them with small hollow golden eggs, their surfaces decorated with swirling filigree faceted with small smoothed gemstones. With hope new visitor wouldn't find them to quickly before I could fill them with gifts for those adventurous enough to few the beauty of the valley this high up

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f6fc37 No.43347

File: e2dcaaa33158328⋯.jpg (268.81 KB,1000x1196,250:299,1509985110913.jpg)

Dice rollRolled 61, 20, 44 = 125 (3d100)

>>43299

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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.

>Skills:

[Swords](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1-2; There is no precedence for this, my fellows. The King rules, not the Prince. Why does the King not pass his divinity to his son? Why would the Prince take land from his servants who provide amply for the realm and also were honored by the King? Can't you see brothers? Until we get to the bottom of this, the only way to be loyal to the Realm and the King is to defend the People.

3; If they listen to my reasoning, improve the defenses and raise more of the peasant folk to supplement the veterans. If they don't, disarm them and imprison them so they do not get implicated if we lose.

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0c4fc1 No.43360

File: 0c295aad378c7c0⋯.png (55.82 KB,2000x1000,2:1,Map.png)

>>43302

You raise those who had died once more. A surprisíng many of them, some children.

Once you had returned to the Bone Zone you unbind them, however things quickly turn hostile amongst your newly reborn Undead. Many are destroyed in the ensuing struggle, a few manage to escape into the forests. As it turns out some of those you had raised were directly responsible for the death of the Suban Zombies you had retrieved. The children are having somewhat of a hard time adjusting to their new Spooky selves and coping with the experiences leading up to their deaths. While Skeletons had a somewhat sterile appearance, these newly brought back Subans were a whole lot more Spooky than anything leading up to this point.

More Spook-Subans report ready for duty and your community grows. Still as if to spite you the Subans and Sibans continue to expand in your direction.

>Army:

+ 10 Unbound Old Suban Child Zombies

+ 30 Unbound Old Suban Zombies

+ 20 Unbound Old Suban Skeleton Warriors

+ 10 Spook-Suban Warriors

>>43307

You go ahead. The camp is closely guarded, though somehow you manage to slip through, starting to set fire to the tents. However, far quicker than you had anticipated a horn sounds in the distance, the warriors quickly form up and begin searching the camp. Few tents burn down before the fire is quelled. It would seem like somebody had been watching your actions. You manage to escape without conflict none the less.

Seeking to rally those willing and able to fight you return to Bassk lands, however memories of the last time you were here to rally men are all too fresh. They did as you said and found nothing but death. Furthermore something has got the Bassk rallied up, apparently the dead just got up and walked North.

>Skills:

+ [Stealth] (Prodigy)

>>43310

You allow the men to stay with you, while your mother does not like them or what they represent she does hold the belief that hospitality is one of the Suban communitiy's most important pillars. Having some forced conversation with them you recognize that the Priest is exceedingly zealous and could cause some trouble in the long run, the young man however seems to largely just appreciate your hospitality. He says grand things about his father, a Suban High Chief, and his gods, however it is not too long before he shuts up about it.

You set out into the forest to meditate for some peace and quiet. In the distance you hear a horn sound and once you return it would appear somebody had tried to set fire to the camp, however considering its size the damage had been contained.

Training your body you swiftly learn how to practically employ the vast power your physical form holds.

>Skills:

+ [Unarmed] (Prodigy)

>>43304

Sometimes your father coughs like he is about to die, however only a short while later he would appear to have recovered fully. Watching him the thing you learn most is that you know very little about disease and health in general.

Your father has been providing you with an allowance expecting you to work in his tavern, though he has saved up money over the years which you are set to inherit you yourself appear to hold nothing to brag about. A handful of newly created small metal disks called coins which have been growing more and more popular in the region slowly replacing amber as currency. This will certainly not buy you a new tavern.

For all of your positive properties you do not appear to have inherited your father's finesse when it comes to cooking. On the bright side there is lots of space to improve.

>Skills:

+ [Cooking] (Questionable)

>Other:

+ Handful of Arami Coins

>>43312

You push South in search of new animals to convert, however the Southern lands are barren and sandy, you hardly come across any interesting animals. It is until one of your Pigmen suddenly falls dead that you find what you are looking for. He apparently stepped on something. You touch it.

New Pigmen are born, clad in black plate armor they have a dangerous looking sting and mandibles.

You sneak into the village and people are highly suspicious to begin with, seeings as you are coming from lands where everyone is deemed dead. After the first night and the first appearance they have already connected the dots and people start accusing you of being behind the disappearances unsurprisingly enough. They tell you to leave their village and you are allowed to leave unharmed.

Trying to Merge yourself into a Pigman throws you into a world of pain and hurt, your mind is warped and you can barely snap out in the last moment before completely losing yourself. A risky move, best not repeated.

>Add Companions:

+ 3 Scorpigs

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0c4fc1 No.43361

>>43313

After greeting and introducing the people they appear to be somewhat put off. Apparently they expected you to pull your own weight around the place, helping out here and there, seeing as life on the island wasn't quite as careless as one might think. They offer you a place to stay and food none the less. A social faux pas you will certainly be sure to avoid in the future.

Casting your mark on your old friend the log your spirit feels his warm familiar touch. However soon he shouts out in fear. A dog sized being with weird hair, tail and big front teeth approaches!

Avoiding the creature you return to the village with your log friend to look around. It consists of family huts along the coastline, where people dry their fish and go about their daily business. Their clothing is made from a plant which grows all over the island. Larger joint community houses appear to be nonexistant.

>>43319

You seek out a warrior from the Court of Warriors, as people of public interest he was not particularly hard to track down. Quickly you get to talking about the Father which unsurprisingly appears to be something this man had talked about a lot. He described the Father's appearance as a God residing within a puny and unimpressive body, one such as your own, he remarked with a somewhat mocking undertone. Otherwise the Father had not been a man of many actions, he had called forth his own Church and announced three High Patriarchs to spread word of him. Furthermore he had fathered a son, Albrecht, who was being tutored by High Chieftains, Warriors and Patriarchs alike.

On your move South you pass by the most horific sight. Children and women, their flesh half eaten away, grueling injuries that would have killed any mortal being marking their bodies, dragging themselves North. Quickly you move onwards South to find that, there remain no dead. Connecting the dots you come to the conclusion that the dead Subans were coming home. Then again you had been to the lands of the Undead and seen their handywork. It had simply never been this.. fresh.

>>43338

You grow the tree higher however in your zeal you grow it perhaps a litlte too tall. Some branches break off and crush a stray wolf passing by.

Adding some earth to the sides of the trunk allows various kinds of flowers to grow at the trunk's sides, however they needed some of your special care to grow.

You begin to work on some hollow golden eggs. With little other things on your mind you proceed to craft them and put them up in your tree's nests. Handily placing them there until you could figure out what you desired to put within them.

>Skills:

+ [Gardening] (Beginner)

+ [Smithing] (Beginner)

>>Home:

>The Stone Tree

+ Rock Nests

++ Golden Eggs

>>43347

The men tried to stop you, however you would have none of it. Though they outnumbered you you fought admirably, but few of their attacks managed to scrape you. Soon your guards joined the frey, having heard the commotion, your advisors quickly surrendering. As they were put in jail you wiped off your blood to realize that your cuts had apparently healed already. Though not officially spoken about some rumors spread through your personal guard and they refer to it as a miracle.

With the defeat of your advisors and words your actions are clear, soon you receive word that a vast army has set out to assault you from the capital. Your people are torn between the Midnight Sun and their Liege who fought and defeated the Pigmen. Certainly the only thing that could make them waiver would be a direct intervention from the Sun God himself, however nobody has heard from him in a long time. War is inevitable now. Soon the enemy will be at the Gates.

>Abilities:

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

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e867ff No.43362

Dice rollRolled 82, 18, 74 = 174 (3d100)

>Name:Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Alert the villagers of the beast's presence.

2. Tell some villagers of my story, how I travelled before I arrived here, my past quest to become a god, ect.

3. Enquire with the villagers about any gods they might worship

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bfa3aa No.43364

File: c205926526d3668⋯.jpg (58.59 KB,600x1067,600:1067,24c.jpg)

Dice rollRolled 97, 32, 34 = 163 (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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

1/2/3. Guards, this would not do. I shall have to stealthily eliminate them and try once again, and if I do not get a chance a to set fire to the camp them a collection of the spinal columns of the men I have slain will do just as nicely

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c6f8c5 No.43369

Dice rollRolled 41, 99, 40 = 180 (3d100)

>>43360

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Titles:

>Home:

>+Large Log Home

———-

1: Robert continues to make conversation with his guests, looking to find more and more information about them and the Suba since he left.

2. Continue meditating, Robert looks for peace within himself before he looks for peace in the world.

3: warn the men to keep an eye out for people trying to set fire to the camp. Focus on protecting my own house myself.

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299418 No.43390

Dice rollRolled 27, 44, 43 = 114 (3d100)

>>Name: Maluwen

>>Word of Power: Form (as in to Shape)

>>Abilities:

>[Earthshaper]

>+You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>Skills:

+ [Gardening] (Beginner)

+ [Smithing] (Beginner)

>>Home:

>The Stone Tree

+ Amphitheater

+ Rock Nests

++ Golden Eggs

+ Jewel Fruits

+ Heated Pond

+ Heating Chamber

++ Forge

>>Other:

1/2/3. Inspired I would continue growing my plants up the mountain, or rather trunk. While i improved upon my gardening i would contemplate what to pack into my golden eggs.

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e24265 No.43403

Dice rollRolled 54, 61, 36 = 151 (3d100)

>Name: McDonald Jr

>Word of power: Mclovin

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Questionable)

>Other:

+ Handful of Arami Coins

>Actions:

1/2. if my father is well enough i ask him to teach me his ways so i can cook as well as him

3. i scout the area of where the tavern is located, and make note of any other taverns in the area. how many there are, how many more customers they have than ours, and if they do attract more customers than us, i try to find out why, whether it be their location or their food, etc.

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f6fc37 No.43427

File: 7f4ec63a68af42f⋯.jpg (92.13 KB,491x650,491:650,1496255353453.jpg)

Dice rollRolled 20, 36, 45 = 101 (3d100)

>>43361

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1; Men of Red Rock! People of Ibiza! The Prince comes with an army behind him because he knows he is wrong! He has no right to take your land, which he surely would were I to step down. He comes because he is greedy and ambitious, he is arrogant in his position that we would simply bend over because he is the son. He is the son for a reason, he has not yet learned how to take care of the people. I hold this land in the name of The King. The King has not dictated any commands to me because he knows that I know what must be done. Stand strong, people of Ibiza. There is a reason this land is known as the ==RED== Rock.

2-3; Raise the peasant folk, call the army to Red Rock. We will set traps and impediments along the way to our fortress. We will bring down all the settlements so they must force march here or face disease. We will perform raiding acts upon their forces, killing a few or destroying their supplies, lowering their morale, then running back to our ships and sailing away. All we can to deplete their army before they come here.

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fbc4c8 No.43431

Dice rollRolled 77, 13, 59 = 149 (3d100)

>>43361

>Name: Ontaru

>Fluff: Ontaru is a young man from the lands of Ibiz. Born to a farmer and raised a farmer he is a farmer.

>Word of Power: Rain

>Abilities: [A Weeping Tale]

You can make it rain as long as you please. You may also prevent rain if you so wish. Under the right conditions it will snow. If you so wish this rain can have minor healing properties, preventing infection and (very) slowly mending wounds. This also makes you an incredible storyteller and people love to hear the tales you have to share. While it is easy for you to calm people down this way, they also tend to have a saddening effect on them.

+ [Endless Lullaby]

While you sing mortals who hear you become more and more tired until eventually falling asleep. They will not wake up while you are singing unless subjected to extraordinary conditions.

(Extraordinary conditions e.g. being set on fire or stabbed)

>Skills: [Harp] (Extensively Trained)

[Storytelling] (Legend)

[Poetry] (Prodigy)

>Titles: [The Storyteller] (Ibizan Capital)

>Other: Ibizan Family Farm

+ Lordly House in Ibizan Capital Center

+ Small Wealth

+ Everlasting Chains (Song)

+ Crown of Leaves

1-3. This is wrong. This is horribly wrong. If these go back to their home then all they will find is their destruction at the hands of their brothers. Try to make a song that will entice the dead to rest eternally and sing it for them before they reach their once home.

+[Harp] (Extensively Trained)

+[Storytelling] (Legend)

+[Poetry] (Prodigy)

+Endless Lullaby

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6a20c1 No.43464

Dice rollRolled 74, 73, 82 = 229 (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:

10 Unbound Old Suban Child Zombies

30 Unbound Old Suban Zombies

40 Unbound Old Suban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

1-2. I will begin introducing a new religion throughout the Bone Zone and spreading to Suba and Siba as well. The core tenets are as follows:

-Everyone has a skeleton

-The Skeleton is the purest form of the self, as it remains even after death

-Take care of your skeleton, as it is holy

-Skeletons should respect humans, as they are skeletons too

-Life after death as a pure and enlightened skeleton will come to you, but only if you take your dead to the Grand Temple of the Dead and say "Thank Mr. Skeltal".

3. We have to keep trying to expand! If we can just make it through that bottleneck, even just by a little bit, we'll be doing great.

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6a20c1 No.43466

>>43431

This is meta, there's no way he'd know about any destruction unless he actually followed us all the way to the Bone Zone

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454121 No.43479

Dice rollRolled 20, 86, 86 = 192 (3d100)

>>43360

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 20 Arami-Pigmen, 3 Scorpigs

Action 1-2: Burn the village to the ground, while it's burning convert any animals and humans around into pigmen,

Action 3:Send a group of 10 arami pigmen and one of my elite scorpigs into more villages, try to have the villages they attack cause a wave of refugees to move towards one city, causing an overflow of people.

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ba9e45 No.43480

File: d9c9a364b1555ae⋯.jpg (50.75 KB,585x720,13:16,56653ed6ad384c3ae241778765….jpg)

>Name:Amelia Grey

>Word of Power:Vigilante

>Fluff: Standing at a tall 5ft9 and being from a rather wealthy merchant family one would be confused where Amelia is all day. Frequently nowhere to be found and during her absence many criminals are found either dead or disabled. It would seem this one perhaps possesses a sense of justice or perhaps they do such for a darker reason.

Amelia has long wavy blond hair and lightly tanned skin. She possesses blue eyes and wears rather common mercantile clothes it would seem that she appears rather ordinary!

>Abilities:

>Other:

>>41164

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734d1a No.43550

File: 0c186e89c266e1c⋯.png (56.95 KB,2000x1000,2:1,Map.png)

>>43362

They exchange glances at your description, it is evident that you are not from here. One of them takes you out into the forest and shows you their colony, they call them beavers, they live off fish much like the men who inhabit these islands and build their homes out of sticks.

You tell them your tale, however while they believe you are a foreigner they do not believe half of your grand achievements.

The villagers themselves worship the Sea which rules their very lives, a harsh yet fair God who never acts unjustly however sometimes demands that sacrifices be brought, taking fathers and sons who set out to fish.

>>43364

Once more your attempts are swiftly thwarted by the sound of a horn. However this time as you escape into the night they do not let go of you that easily. Bands of warriors set out to hunt you down, however soon the hunters become the hunted. Picking the groups off one by one they soon return to their camps, but not before you have taken your bloody toll.

Unfortunately some spinal columns are broken and unusable, however those still largely intact make for marvelous trophies.

>Skills:

+ Stealth (Experienced Prodigy)

>Other:

+ 13 Spinal Columns

>>43369

You interact with them some more in hopes of uncovering more information. They largely talk about the state of Suban Lands, the Three Patriarchs in charge of the religion and the wave of Zeal that has swept the land, the most powerful of lords being firm believers in the Father and the Mother. It would seem that the Army Leader has little respect for the Mother's Warriors and women fighters in general, though he would never act against the mother herself. That said the Priest himself would never dare say a bad thing about either of his dualistic dieties.

Meditating you extend seek for peace within and soon calm contemplation overcomes you. You feel the power of this world echo within you.

Oddly enough the culprit is easily discovered, however quickly escapes into the forest. Uncertain you decide not to pursue, some of the Soldiers however do. Many of them do not return.

>Abilities:

+ [Guardian Spirit] You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

or

+ [Clear Mind] You gain the ability to remove any negative mental effects from yourself and all those who meditate alongside you.

>>43390

Carefully you assisted the continued growth of plants, making their way up the trunk, a strangely fulfilling task. Meanwhile as you watched the Sun Rise and Fall you contemplated the many things you could fill your Golden Eggs with. The possibilities were nigh endless.

Curiously you notice a man investigating your tree. He must have seen it from a distance, however while he certainly seemed amazed by the work you had done he seemingly had no intention of trying to climb it.

>Skills:

+ [Gardening] (Trained)

>>43403

Your father is more than happy to teach you how to cook. Quite frankly he had been wanting to teach you how to for a very long time now. Sharing some surprisingly intimate moments he manages to teach you a whole lot. It made you remember all those times you were watching him in the kitchen when you were but a little boy.

Looking around for other Taverns you soon realize that nobody else seems to have come up with the idea. It would seem your father had been a visionary in the field, though success bred jealousy and it would only be a question of time until others would seek to replicate his success.

>Skills:

+ [Cooking] (Expertly Trained)

in matters of stealth.

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734d1a No.43552

>>43427

You hold a rousing speech and yet rumor is that your actions are those of a traitor. Arresting those who would advise you, going against the Son of the Sun God himself. Though their faith in your cause wavers they know their Duties and are willing to fight to the Death.

Raising the peasants goes about as smoothly as could be expected, most of them were veterans of wars past who joined you in your new holdings, ready to take up arms one last time. They are displeased when you order them to raze all they have built after previously talking about how the Midnight Sun would seek to take what was theirs. Now left with nothing they cannot help but feel that they would not have been worse off under his rule. Still they know their duties and abide by it.

Attempting to raid the approaching Ibizan Army does not work as well as you had hoped, it far exceeds your own and they are well aware of your Naval Advantage. Damage inflicted is minimal.

>>43431

You craft a song of eternal rest and sing it to them, while certainly you would expect them to slow down and fall asleep no such thing would occur. They continued onwards with heavy step, ever moving up north, seemingly deaf to the soft sounds of your harp and voice.

You do attract a number of locals though who are quick to fall asleep.

(You're getting a bonus cause you're underpowered)

>Abilities:

+ [The Book] You may put your sign on any book, even those not written by yourself. Any mortal who lays eyes upon the sign and reads the words within the book will accept the words written in said book as unquestionable truth and act in accordance with them. The Sign may be memorized, recognized and replicated by others though only yours will truly hold the power to influence Mortal's minds.

>>43464

While the whole Skeleton business had never been natural in any way people had hardly even considered it from a religious viewpoint. They begin to question what the meaning of holy is, however it is of little consequence as long as anyone could simply continue to live on after death by being brought to said temple. A very appealing notion to the common folk certainly. Your religion spreads more as rumors than anything amongst Sibans and Subans, however as the Subans have a strongly regulated religion it is denied fervently by the local clergy. The Sibans appear very open to the idea of living forever.

With new Skeletons to bolster your ranks and the Human population of Spooksville growing your borders expand East. Many of those who settle in the East ask George for help who is becoming a person of influence in your quickly growing community.

>>43479

Certainly they would be wishing they had killed you. Unfortunately for them, they weren't as lucky. Furthermore you uncover a strange animal on one of their boats. Few have escaped but tales of the King of Pigs have certainly already begun to spread.

Your raiding party manages to wreak havoc in several villages, however they fail to efficiently direct the fleeing population in any meaningful manner. Oddly enough some of the Pigmen have returned bringing various smaller irrelevant trinkets.

>Companions:

- 10 Arami-Pigmen

- 1 Scorpig

+ 10 Arami-Pigmen

+ 1 Cowpig

+ 10 Arami-Pigmen Looters

+ 1 Veteran Scorpig

>>43480

You are a vessel shaped by the hands of the very gods. Imbuned within you rests a single word, one that has always shaped your existence, resonating within your essence in unrivaled force. Vigilante. A word that strikes fear into the hearts of wrong doers and brings satisfaction to those who seek it.

Growing up a child of merchants you inhabit the Arami capital. (Red Horizontal lines on the Eastern continent)

>Abilities: (Choose one)

+ [Eye of Justice] When you lay eyes upon a mortal you will become aware of any crimes which they may have commited, though be aware that it is not you who decides what constitutes a crime. Furthermore you are trained in matters of stealth.

+ [Sense of Judgement] When you lay eyes upon a mortal you will know whether they have broken your own personal code of ethics (which you will have to define) and gain a sense of how strong this infraction may have been, however no specific information will be revealed. Furthermore you are trained in matters of stealth.

+ [The Black Spirit] You may give up your place in this world in exchange for the Black Spirit, a powerful entity which operates independently of you and will kill your adversaries. You are uncertain by what set of rules he operates, though upon having concluded whatever he deemed his task the spirit will return to the world he came from once more, returning you to yours. Furthermore you are trained>>43551

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e24265 No.43554

Dice rollRolled 85, 67, 3 = 155 (3d100)

>Name: McDonald Jr

>Word of power: Mclovin

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Expertly Trained)

>Other:

+ Handful of Arami Coins

>Actions

1. i use the coins i have to arrange transport to whoever is in charge of the land i live in. A lord, or even a king if it is close enough, if it is not i just go to a lord or someone of that status.

2/3. i ask them to supply me with some money so that i may erect more taverns around the area. saying that it would help peasants that are starving, decreasing crime, and it would boost the economy by the money the taverns would make, then that money would be taxed and go back to the state,

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bfa3aa No.43555

File: dd87e3fdcb60bdb⋯.jpg (51.46 KB,680x680,1:1,d21.jpg)

Dice rollRolled 43, 7, 26 = 76 (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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ 13 Spinal Columns

>Titles:

+ [Hatemonger] - Bassk

1/2. Thinking about how all of this could have been avoided Soridul set out to his task. He would use the grisly trophies to construct a series of markers on the edge of Bassk lands, a foreboding message to those who would seek to claim what is not theirs, and a promise of what is to come should they invade these lands further.

3. After that, he would travel round to the nearby Bassk villages, offering to train the people there to defend themselves, and warning of the nearby army.

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ba9e45 No.43601

>>41164

+Sense of Judgement] When you lay eyes upon a mortal you will know whether they have broken your own personal code of ethics (which you will have to define) and gain a sense of how strong this infraction may have been, however no specific information will be revealed. Furthermore you are trained in matters of stealth.

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703a65 No.43603

Dice rollRolled 5, 20, 100 = 125 (3d100)

>>43552

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 20 Arami-Pigmen, 2 Scorpigs 1 veteran Scorpig. CowPig

Action 1-2: Send more raiding parties out, Cut off the refugees and slaughter them all.

Action 3: If there are any survivors stitch them togheter and use my powers on some of them, observe what happens.

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734d1a No.43604

>>43601

Feel free to do 3 actions this round, just add the ability to your stats.

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fbc4c8 No.43610

>>41164

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities:

>Other:

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3081fc No.43624

Dice rollRolled 51, 87, 21 = 159 (3d100)

>>43550

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

+ [Guardian Spirit] You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home

———-

1: The new power within me could be used for great good. I will report to the general and the priest of the men who chased the supposed culprit and then attempt to find this culprit through meditation. Robert expects this to amount to very little but even if he finds no one at least he will form a greater picture of the surrounding area.

2-3: Continue to train in unarmed combat, allow some of the men from the army to join in if they feel like it would help them. Obviously hold back against them, they are technically my guests.

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299418 No.43626

>>43550

>>>Name: Maluwen

>>>Word of Power: Form (as in to Shape)

>>>Abilities:

>>[Earthshaper]

>>+You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore you have extensive experience in smithing.

>>Skills:

>+ [Gardening] (Trained)

>+ [Smithing] (Beginner)

>>>Home:

>>The Stone Tree

>+ Amphitheater

>+ Rock Nests

>++ Golden Eggs

>+ Jewel Fruits

>+ Heated Pond

>+ Heating Chamber

>++ Forge

>>>Other:

Actions:

1/2. Continue growing upwards across the tree, as well as increasing its size. Make sure the tree limbs are properly secured this time, I wouldn't want any visitors to be crushed by a stray branch…

3. Along the trunk at some recesses, Hopefully they could act as homes for wayward animals, or as resting spots for those wishing to climb up my trunk

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12ea47 No.43645

Dice rollRolled 28, 67, 54 = 149 (3d100)

>>43550

>Name:Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Head into the forest and start cutting down as many trees I can, using my axe.

2. Cast [Master of Logs] on all the trees I manage to fell.

3. Go back to the fishing village with my new log friends and show them to the village people.

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e54b28 No.43863

File: 1fcf06e43779ef5⋯.png (58.38 KB,2000x1000,2:1,Map.png)

>>43270

You may replace your abilities with the following if you so choose:

>Ability:

+ [The Waking Dreamer]

By focusing and closing your eyes you may summon forth creations from your inner eye. From mountain ranges over plants to even mortals themselves. Beware however, for while you may give the living shape and direction they are only mortals who will have a mind of their own. Furthermore you find it impossible to focus when in the close proximity of other Vessels, your inner eye pulses when they are close.

>>43554

The Arami (Dark Red Horizontal Stripes on the South Eastern Continent) are one of the few seafaring peoples, most of them live off fishing and whatever fruit they grow. Some larger cities have come to be however and within them authority is held by a Council of Clans. As you do not belong to one of the clans present in the town at first you are turned away, however one of the Councilmen agrees to see you. Soon he takes a liking to you and provides you with the funds to build your own 'Tavern'. He is eager to see whether money could be made here. The promises you have made are so great, he actually considers opening some Taverns himself, however he will wait and see the success of your venture.

>Remove Other:

- Handful of Arami Coins

>Other:

+ Arami Coins (Cost of a Tavern)

>>43555

You gruelling gesture does not go unnoticed. Soon the barrier grows, but not by your hand. As you return to the Bassk villages to train those who remained to defend themselves you find the source of spines. The gruelling corpses were just left to rot in the sun, their backs cut open to remove the trophies.

>Other:

- 13 Spinal Columns

>Titles:

+ [Spinetaker] - Subans (in Spinetaker form)

>Abilities:

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>>43603

Your pigs quite simply fail to understand the concept of cutting off refugees. Some never return from their task.

Your horrible experiments start to take shape. Sewing together a set of three survivors you combine them into one. Somewhere in the process a lot of the mass gets lost what you retain seems a lot more human than pig. The process appears to have been excruciatingly painful and the newly created Greater Pigmen will blankly stare at the ground as you speak to them, though follow your orders as closely as possible.

>Comapnions:

- 10 Arami-Pigmen

+ 2 Arami - Greater Pigmen

>Abilities:

+ [Greater Pigmen] (You can rename these)

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

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e54b28 No.43865

>>43610

You are a vessel shaped by the gods themselves. Your very essence resonates not with a word you have been imbuned with but with the pulsating energies of whatever place it is the gods call home. You are the pathway to another realm of existence.

>Abilities: (Choose One)

+ [Skybound] You gain the ability to cast lightning, how you wish to confer it is up to you. Lightning summoned, as well as lightning in general, can be controlled to a limited degree, though it will generally be short lived. Whenever you use your powers more magic seeps into the world of mortals, increasing the chance of some mortals adopting your powers, if much much weaker. Furthermore lightning will not harm you.

+ [Firespawn] You gain the ability to cast fire, how you wish to confer it is up to you. Fire summoned, as well as fire in general, can be controlled to a limited degree. Whenever you use your powers more magic seeps into the world of mortals, increasing the chance of some mortals adopting your powers, if much much weaker. Furthermore fire will not harm you.

+ [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>>43624

You learn much about the beauty of this land and while you did not expect to find anything, you do discover a trail of spines, rammed into the ground, a warning surely. Quickly the parts of the army set out.

Amongst those who remain there are some who will take up your offer. And as you begin to take them on even though you hold back a murmur is going through the crowd. Surely they believe you to be the bastard of one of the High Chieftains.

>Skills:

+ Unarmed (Trained Prodigy)

>>43626

Roll and I'll make a quick update for you.

>>43645

You work on cutting down trees, however you soon grow tired, not managing to cut down nearly as many as you had hoped for.

Casting your mark upon the trees you have felled they tell you of a land long before the first men came to this island. Peace and quiet, except for those pesky Beavers of course. Humans brought a different kind of life to these lands, one that shaped the surroundings and changed them forever.

You present the logs you had cut to the people of the village, they exchange glances uncertain of what to think of you. Certainly for any normal man it was an impressive feat to have felled this many trees, but seeing as you had not yet spoken from the logs, an impressive feat was all that it was.

>Skills:

+ [Axe] (Trained Prodigy)

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5cb81e No.43867

Dice rollRolled 47, 66, 21 = 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:

10 Unbound Old Suban Child Zombies

30 Unbound Old Suban Zombies

40 Unbound Old Suban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

1. Now that my new religion is a big hit I bet I'll have lots of friends to raise at the Temple. I think I'll pay a visit and welcome them to my kingdom.

2. I hear there's an unclaimed ocean to the northeast of here. We should expand there and claim it so that we can sail on ships and spread Skeltalism and the Bone Zone to new lands!

3. Speaking of Skeltalism, I will formally make a clergy of Skeltal priests, to send good bones and calcium to all. Living Skeltal priest delegates will be sent to Siba as well to tend to the local followers and gain additional followers. It'll sure be great.

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e54b28 No.43868

>>43867

You approach your grand temple to find that Sibans have apparently taken a liking to the idea of living on after death. You raise them to join you.

Continuing to expand North East your people question what this sailing is that you are talking about, but surely all questions will be answered once they get there.

While establishing your own clergy was certainly a great idea it would appear that most common people could not communicate with skeletons. They mostly conversed through rattling of their bones, sounds that could only be understood and interpreted by very few amongst your own people.

>Army:

+ 30 Old Siban Skeletons

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e54b28 No.43869

File: 6730680e39d7d67⋯.png (58.56 KB,2000x1000,2:1,Map.png)

Mupdate

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d81fa5 No.43873

Dice rollRolled 77, 73, 37 = 187 (3d100)

>>43865

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Other:

1-3. Explore around a bit. Try to find some mortals that catch my interest. The downtrodden that still have fire in their eyes. The great warriors always seeking power. The maiden with her eyes towards the horizon.

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5cb81e No.43875

Dice rollRolled 48, 49, 86 = 183 (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:

10 Unbound Old Suban Child Zombies

30 Unbound Old Suban Zombies

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

Oh, whoops, forgot to unbind my new skeleton pals. Better do that.

1. Hmm, my skeleton friends don't seem to be communicating well with my living friends…maybe I'll make something to bridge the gap! The skeletons cannot talk, sure, but they can draw pictures in the dirt and such to get their ideas across! But since not everyone can draw well we should probably just draw simple easily recognizable symbols. I'll go gather up the smartest of the smart skeletons and humans in the Bone Zone to develop a language based on these symbols that my skelly pals can use as a form of written communication.

2. We have quite a bit of terrain now, so maybe we should start searching it for valuables in the earth to adorn our bones with and make us rich.

3. That big army still makes me nervous…I wonder if they'll come up here after they're done down south because they don't like skeletons…we should gather up the best builders and reinforce our wall, making it bigger and better!

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8e3008 No.43879

Dice rollRolled 69, 52, 38 = 159 (3d100)

>>43863

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 can rename these)

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

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 10 Arami-Pigmen, 2 Scorpigs 1 veteran Scorpig. CowPig 2 Arami - Abominations

Action 1: My abilities are strong, yet i lack something, i lack NUMBERS. Sneak into the biggest village and have the pigmen attack a day after i visit them, before the attack i will sew chaos within the armed forces (If there are any, if not hide between the escaping forces and convert them as they run away) And try to catch anyone escaping, any survivors will get turned into pigmen, although atleast one or two Abominations will be made first

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8e3008 No.43880

>>43879

That should be action 1-3

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99b1a5 No.43884

Dice rollRolled 26, 26, 82 = 134 (3d100)

>Name: McDonald Jr

>Word of power: Mclovin

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Expertly Trained)

>Other:

+ Arami Coins (Cost of a Tavern)

>Actions

1. buy some property in one of the larger cities, not too far away from the other tavern i already have.

2. start convincing some people to work for me, i use my special powers for this to make them like me and work for me.

3. train the best cook in my line of employees to cook as good as me.

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ec3655 No.43888

File: 28299e0f828ca9b⋯.webm (2.92 MB,640x360,16:9,fried noodles.webm)

Dice rollRolled 86, 34, 98 = 218 (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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

1/2/3. This assault shall not go without reprisal, but it shall not be by my hands yet. Carry the story to the Bassk lands in the south, rally the people there to defend themselves, and form a new army to meet the invaders in glorious combat.

All of this would occur after aforementioned army is trained of course.

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05f40b No.43924

Dice rollRolled 53, 7, 25 = 85 (3d100)

>>43869

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Trained Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home

———-

1: Warn the men of a beast that is taken the spines of the Subans. For truly no man would do something so barbaric. Continue with my meditation and explore my surroundings in detail. I feel peace when I am with nature.

2: Continue to train with the men of the Suban army, continue to hold back on them of course but shoe enough to impress and perhaps persuade a few to train under me as students.

3: Begin to talk to the general and the priest again, get to know them and attempt to befriend them.

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787b6a No.43929

>>43884

dubz czeched

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12ea47 No.43930

Dice rollRolled 55, 92, 83 = 230 (3d100)

>>43863

>Name: Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Show them what I can do with the logs, talk though one to show them the power of these logs.

2. Place the logs evenly around the edge of the village, so that I can hear around the

villages perimeter.

3. Ask around to find out about any legends or tales the village people believe in.

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787b6a No.44032

Dice rollRolled 31, 15, 12 = 58 (3d100)

>>43552

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

>Other:

[Bronze Sword];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1-2; Make more fortifications to the Red Rock. Create traps around the fort and along the trails to harry the armies

3; Upgrade the Biremes to be capable of taking fire arrows without burning down and prepare them to hold archers who will fire upon the enemies from them.

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787b6a No.44033

>>44032

wtf God wants me to lose this game

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529539 No.44556

File: 27499f4b703db33⋯.png (59.43 KB,2000x1000,2:1,Map.png)

>>43873

You search for mortals of interest. You find an old man with a weak body but a strong mind, he tells you of the Totems and how they protect the land. Though he does not elaborate from what or who built them.

There is also a young man who appears to be the old man's grandson, he is the self proclaimed guardian of this totem. Aside from them there are no great personalities here, it would appear peace and prosperity have made these people soft.

>>43875

With your elevated Skeleton intellect you develop a written language heavily inspired by Old Suban runes. It is quickly adapted by virtually every Skeleton as the need to communicate seems to be rather intense. Every now and again however the living squabble over how the signs are to be pronounced, something of little relevance to their Undead counterparts.

Searching your territories you find some sources of copper which is widely used as currency and in order to produce bronze among other things.

You raise up another wall, this time bigger and better. It extends around your capital settlement and even encompasses the old one, providing you with a second more defensible outer layer.

>Holdings: (add)

Spooksville

- Outer Stone Wall

>Other: (add)

-Skeleton Runes (You can rename these if you wish)

>>43879

You succeed with your coup and manage to convert considerable amounts of people, only few escape your clutches.

Having claimed this much land you are certain that the Arami would be forced to retailiate soon, however then again they had basically done nothing until now.

>Companions: (add)

+ 25 Arami Pigmen

+ 2 Arami-Abominations

>>43884

While the coin should not have sufficed for a property as valuable as the one you had set your eyes upon it is your natural charm that convinces the owner to sell regardless.

You look around for employees, however the fact that you have no coin to offer them seems to drown even the best of intentions. You can however convince a cook to work for you with the promise that you would pay him back once you had customers. He already has a culinary base to build upon, still you manage to teach him a thing or two.

Word reaches you of repeated raids on villages on the Western edges of Arami territories. Apparently they have been completely razed, what little survivors remain have gone completely mad, speaking of Pigmen who feast upon the bodies of those killed.

>Employees:

- Arami Cook (Expertly Trained)

>Remove Other:

- Arami Coins (Cost of a Tavern)

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529539 No.44557

>>43888

You move deeper into Bassk territories, seeing as the few people left behind in the border areas are hardly the ones you need to form your army around. While the old, young and women struggle on you try to rally the Bassk to strike back against the Subans.

After a while you manage to convince a local strongman to gather his men and begin training for war. Certainly it is not vengance that is on his mind however, but you sense the wish to unify the Bassk territories and seize power. Surely the army you were building would help him do so, however what did you care for what private reasons he would use them if he took the fight to your enemies?

With your help his ranks begin to grow considerably. Meanwhile some of the Eastern Bassk territories begin to call Ibuzen lords their own, apparently they have taken a liking to their way of life.

>Allies:

+ Bojar's Men (200 Savage Bassk Warriors)

>Skills:

+ Trainer (Experienced Prodigy)

>>43924

The men have already begun spreading their own rumors. They speak of the spinetaker a story they will undoubtedly bring home to tell their children about. It would seem you are beholding the founding of a folkstale.

While you train with them and do prove your prowess none of them seem willing to become your students as their loyalties remain with their respective Chief.

The General seems like a generally open man prepared for conversation and he is doing his best to be a pleasant guest, gifting your mother a precious gemstone he had kept around for whatever reason, while it would appear the Priest has little intention of forming any closer bonds without you openly admitting to the worship of Mother and Father.

>Skills:

+ Trainer (Practiced)

>>43930

Needless to say the Villagers are very impressed with the ability you posssess and somewhat confused as to how it could have come about. While you are the talk of town it would seem nothing else comes off it.

You then place the logs around the town, people curiously watch as you do so. People seem to believe you intend to protect them.

They tell you of the Trumpeter a demon who arose from the very depths of the ocean to bring about destruction by playing on his Trumpet, though nobody in the village claims to have ever seen him there are relatively recent stories about his appearance.

More commonly known are the Pigmen who have apparently been attacking Arami lands for a while now, slaughtering villagers and eating them. People are on edge, however it would not seem they know how to cross the sea, besides people are convinced they are only moving East.

>>44032

You order your men to set up fortifications but much sooner than anticipated the enemies' forces are upon you. For only a day they make rest while you gather your soldiers, however come nightfall they attack. Led by a man engulfed in flames they storm the gates, peppered by flaming arrows from your Biremes the human wave crashes into the outer ring. Ladders are raised and scores of men die on both sides. The fighting drags on and more than once it would seem like your lines are about to break, but your apprearance alone manages to hold off the tide of Ibizan warriors.

Finally as Dawn breaks so does the attack. The Outer Wall has been heavily damaged. Many lie dead, scorched by the God Prince's magic, but as your glance wanders beyond your walls and onto the killing grounds before you you realize that you are not the only one whom this battle has cost dearly.

Some of your advisors beg you to take a Bireme and flee. Certainly they could strike some sort of deal with the God Prince and allow you to escape in time, many believe that your fortress will not be able to withstand another attack. Miraculously however the wounds of your men have already begun to mend.

>Skills:

+ Tactician (Experienced)

>Holdings:

[The Red Rock](Heavily Damaged Outer Wall)

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f2bdfd No.44560

Dice rollRolled 25, 24, 78 = 127 (3d100)

>>44556

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Other:

1. Offer the young man a deal. I can grant him power to better protect the totems, and in return he shall owe me a favor of equal value. If he agrees grant him my mark with the essence of the totems. If not, move along.

2&3. Move around looking for more people that might be of interest.

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ec3655 No.44575

File: 1a664eb8da214b1⋯.jpg (74.82 KB,625x391,625:391,enhanced-buzz-16968-138491….jpg)

Dice rollRolled 33, 83, 92 = 208 (3d100)

>>44557

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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Prodigy)+ Trainer (Experienced Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Allies:

+ Bojar's Men (200 Savage Bassk Warriors)

1. Perhaps these Bassk need a reminder of what the Subans have planned for them, perhaps their chiefs need to see the spine wall and destroyed camps of their peers. Perhaps this shall convince them to turn away from the foreign invaders. Or perhaps not, and perhaps they shall be forced to kneel as to alien gods, and such a being is not truly Bassk, are they?

2. In the meantime I shall further harry the Suban camp, raiding supplies and ambushing patrols, anything to aid the fight.

3. After that I shall continue my quest of recruitment, stirring up more resistance to these foreign oppressors before it is too late

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99b1a5 No.44582

Dice rollRolled 1, 2, 3, 3, 1, 1, 2, 1, 3, 1, 2, 2, 1, 1, 1, 3, 3, 2, 2, 2, 3, 1, 3, 2, 2, 2, 3, 3, 2, 1, 2, 2, 3, 2, 2, 1, 2, 1, 1, 2, 1, 3, 3, 1, 3, 3, 1, 2, 1, 3, 1, 1, 3, 3, 2, 1, 2, 1, 1, 3, 2, 3, 2, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 3, 2, 3, 3, 2, 2, 1, 1, 3, 1, 1, 3, 2, 1, 2, 3, 2, 2, 1, 1, 3, 2, 2, 3, 2, 3, 1 = 190 (100d3)

>Name: McDonald Jr

>Word of power: loving

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Expertly Trained)

>Employees:

Arami Cook (Expertly trained)

>Actions

1. tell my cook that i will pay him back once we have customers.

2. i do my best to go between both of the taverns helping out as much as i can.

3. i occasionally stand out in the street trying to attract people to come to the taverns with my charm

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12ea47 No.44583

File: c634cdd9ef9bd7f⋯.jpg (144.56 KB,533x800,533:800,800px_COLOURBOX6175318.jpg)

Dice rollRolled 15, 12, 84 = 111 (3d100)

>>44557

>Name: Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Go through each of the perimeter logs and check for any unusual sounds or the sounds of potential monsters or beasts.

2. See if the town has a blacksmith or weapons smith.

3. Inquire with the villagers about any possible tales of this Demon, hoping to hear of some locations.

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99b1a5 No.44584

Dice rollRolled 45, 21, 95 = 161 (3d100)

>>44582

fug re roll

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8e3008 No.44597

Dice rollRolled 22, 78, 13 = 113 (3d100)

>>44556

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 can rename these)

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

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 35 Arami-Pigmen, 2 Scorpigs 1 veteran Scorpig. CowPig 4 Arami - Abominations

Action 1-3: Keep attacking the arami

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5cb81e No.44602

Dice rollRolled 76, 50, 5 = 131 (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:

10 Unbound Old Suban Child Zombies

30 Unbound Old Suban Zombies

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

>Other:

Skelerunes

1. Now that we have skelerunes we can write a holy text and go north to the Sibans once more to show them our super cool writing style and show them the ways of Skeltalism!

2. We have lots of copper ore around here, why not make it into an industry? Along with our milk production we can also have valuable metals as well. Let's build lots of smithies and such so we can make all kinds of shops - blacksmithing shops, weapons shops, jewelry shops, tool shops, and more! It'll make our great nation even greater!

3. We should expand our borders further to the northeast so that we can reach the rumored sea! Then we can all have a big beach party!

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787b6a No.44604

File: c4bfb770b504799⋯.jpg (92.16 KB,564x868,141:217,aesthetic Athenian.jpg)

Dice rollRolled 45, 3, 77 = 125 (3d100)

>>44557

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

[Tactician](Experienced)

>Other:

[Bronze Sword];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Heavily Damaged Outer Wall)

[8 Arami-Red Rock Biremes]

Lucius sighed as his advisors begged him to save himself. He leaned back into his chair, closing his eyes and raising his hand, the room falling silent at his motion. He spoke, "The minutes I ordered those farmers to burn their own farms and destroy their homes, it should've been clear that I have no intention of fleeing. I will die before I see this city taken by that tyrant prince. This is about more than holding onto power, this is about principle, and tradition. The Prince has no right, and he raises an army to take it rather than negotiate. We will stay here and we will die here, or we will push them back, there can be no surrender. Know that it pains my heart to see my people and my fellow Ibizans under the Prince dying, but we will serve with Pietas.

1; Repair the walls as best you can!

2-3; Prepare for the next attack! They will not take this city! We fight for The God King! We fight for Ibiza! We fight for Red Rock! We fight for our Families who will suffer under this Mad Prince! And if you care about none of that, fight for the man next to you!

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f5d84a No.44605

Dice rollRolled 97, 92, 73 = 262 (3d100)

>>44557

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Trained Prodigy)

>+Trainer (Practiced)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home

———-

1. Despite the men being unwilling to become students of mine I will continue to train them. Hopefully soon they will realise if they accept the offer then I would be able to unlock their potential more than they ever could by being in the Suban Army.

2. I will continue to meditate regularly, I must reach out as far as I can. Test the limits of my mind and see everything far and wide.

3. Start to fortify the area beginning with my house, after that is done help the subans set up fortifications around their camp.

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529539 No.44606

>>44560

You offer the young man power and he seems interested, though you cannot tell whom he would be protecting the totems from. Yet as you try to draw upon the essence of the totem you are faced with a power as formidable as your own, not eluding your grasp, but outright resisting it. (Can't draw upon Godly Essence)

As you ponder about the nature of the totem and how it could be beyond your reach a small caravan comes into town, curiously enough led by a young woman. They trade in precious stones and delicious foods, yet they are generous in their exchange. They claim to originate from a land to the South that has been blessed by the Gods.

>>44575

You continuously raid the Suban camp, hunting and killing during the night, a twisted nightmarish figure, leaving bodies cracked open, broken and torn apart in unnatural ways. Soon the Subans confine themselves closer and closer to their camp, however their fortifications grow more elaborate and soon a new palisade begins to rise. Terror however has already spread amongst the invaders.

You take Bojar and a handful of his men to see the Spine Wall, other Bassk Warlords care little for you and what you do. Bojar too seems unimpressed, though he hasn't lived for long he knows as all Bassk do that might makes right. However during your excursion a Suban patrol emerges from the forest. A fight breaks out and suddenly more Suban Warriors are upon you, the Bojar's men are cut down and he suffers a horrific wound to his face, while you cut down the Subans with ferocious might. Certainly a lesson was taught today that Bojar won't soon forget.

As Bojar lies in his bed, gravely injured, it is only by your authority that he remains in power. Many seek safety in the perilous times they suspect to soon be upon them and the armies of Bojar swell massively under your watchful eye.

>Allies: (Change to)

+ Bojar's Men (400 Savage Bassk Warriors)

>Skills:

+ [Trainer] (Expert Prodigy)

>>44582

Your cook was already expecting to hear something of the sort and quietly accepts the terms of his employment.

However working in two taverns at the same time proves far more stressful than you thought, traveling the distance in-between both of them proves to be a time killer more than anything while twice the workload makes it all the harder to bear.

Thanks to your naturally friendly attitude however you manage to draw in more and more attention from the locals, money begins to flow in much faster than expected and your father actually hires some new help in order to keep up with the demand. Soon you find yourself discussing business with your father. He says local production of alcohol can't keep up with the demand ever since you began advertising the tavern and he's considering moving out into the countryside to take care of growing the hops while you could stay in town and take care of the distribution end from there.

>Skills:

+ Advertisement (Prodigy)

>>44583

The Beavers are back at it again gnawing on your logs, but aside from that things around the village remain calm. Being on an island not many come and go from here, mostly fishermen of other villages stopping by for a chat, bringing news and exchanging fruit.

The people seem to work very little metal in general, there is some basic copper smithing with the occasional bronze in-between however the island seems to largely be lacking in tin so making their own bronze seems largely out of the question. Most metal based things seem to be delivered by traders passing by in their own boats.

Listening around for tales of the Demon you come to the conclusion that is has been years since the last report. Apparently he had been somewhere around what the Arami these days call the "Lost Coast" a strip of land not inhabited by man, but monsters. Twisted pig-man creatures who feast on the flesh of ordinary people and bring nothing but terror and destruction.

>>44597

You continue to expand into Arami territory but progress starts to grow more sluggish and resistance begins to stiffen. More than once you encounter small town guards and the villages seem more and more empty with people trying to flee east to avoid the ravenous pink tide. In the end however, more pigmen join your ranks.

>Companions:

+ 20 Arami-Pigmen

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529539 No.44607

>>44602

Sadly it would appear the Sibans are unable to read the Holy Text in a language you literally just invented though the runes do appear somewhat familiar to them. Still the only people who can actually read amongst them are their Wise Men, who have little interest in giving you more influence in the Siban territories and simply decry your writings as the ramblings of a mad man. Singular deviants however do proceed to spread your teachings in secret.

Copper is the lifeblood of your industry. Quickly you begin to expand upon it ordering people to set up shop. Though few of your people actually know how to smith the ones that do begin taking more apprentices and soon the trade begins to grow more common place.

While you order them to expand the Unbound owe you no allegiance. They like the life they have built in Spooksville and many don't see the point in giving up their cozy lives (and unlives) amongst their own in exchange for the perilous existence of someone in the border provinces.

It would appear that the Zombies you raised in the far Southern lands simply up and left. Even considering they have free will this is surprising.

To distinguish between each other Skeletons begin carving Skelerunes into their heads. Usually these consist of two separate runes. The second one indicating the Family the Skeleton originates from while the first one indicates the Skeleton's status. This first rune usually begins rather simple and can be expanded upon in order to show an increase in status, degrading status however will prove much more difficult, though nobody seems to have considered the issue.

More Spook-Subans die and are raised within the Grand Temple.

>Army: (Remove)

- 30 Unbound Old Suban Zombies

>Army: (Add)

+ 30 Spook-Suban Skeletons

>>44604

Wall repairs proceeded slowly during the day, you rested for a few hours with explicit orders to awaken you at any sign of attack, however the day remained silent as the Ibizan military licked its wounds outside your walls.

As night fell upon you once more so did the Invaders. With the subsiding of the Sun drum beats emerged from beyond the Killing Fields and the Tyrant Prince's Beast awoke.

Catapults flung their projectiles against the Red Rock, one after another defeated by the venerable fortresses mighty walls.. until they weren't. By nothing but chance two boulders struck the same spot in the wall, cracks began to spring through the stone work as men quickly rushed to evacuate the area. A third shot hit its mark, the wall collapsing into itself rumbling like a thunderstorm.

The wall's collapse was answered by a deafening roar spreading through the sea of Ibizan warriors, rushing towards the breach like the coming tide. At the spearhead a light, first faint, then ever brighter. Quickly you rushed to the breach to greet them.

As you ascended the rubble to fend off the Invaders your men closely behind you you first laid eyes upon him up close. The Tyrant Prince, his blade and body bathed in Flames, his angry yells shaking your men to the bone. Not a man but something else all together, a Demon from another world. Noticing you his flames appeared to grow even stronger, blade in hand he leaped forward to meet you in battle and the hearts of your men wavered.

>Holdings: (Change to)

+ [The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Outer Wall Breached)

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529539 No.44608

File: 12307d7f78c67e4⋯.png (59.65 KB,2000x1000,2:1,Map.png)

>>44605

With the Spinetaker out and about the soldiers are quick to flock to you for more training. They have no idea how to handle such a monster and quite frankly you aren't certain how you would fair against it yourself. Still aside from the Soldiers villagers too are quick to join you. The community grows much tighter and nightly watches become a regular occurrence. People are terrified of what lures inside the forests. Nobody goes out alone and certainly not at night. A number of villagers, mostly hunters who now have trouble going about their profession are asking to become your disciples if you will have them. Surely some of the soldiers would want to join you but aren't allowed to.

Experimenting with your powers you extend your sight further. In the field of Spines you observe a fight between Bassk and a Suban patrol, at first it would seem like the Subans were winning, cutting down all but one Bassk man with an impressive two headed axe. However the man with the axe turns proves to be surprisingly powerful, cutting down the remaining Subans with ferocious might and saving one of his fellow Bassk, taking him back deep into Bassk territory. Though you can't tell much the size of the house he is taken into suggests that one of these men is a person of importance.

You strengthen the door and windows of your house and then assist the Subans in their fortification. The Palisade extends around the entirety of the Suban Camp and your own village.

Many of the Soldiers spend their free time helping out locals and practicing their various trades, they also bring news from your Old Suban homelands. Rumor has it the Dead are walking the Earth, but not maliciously. They have developed their own written language and are teaching people about a life after death.. in the mortal realm.

>Home: (Update)

+ Large Log Home (Strengthened Door & Windows)

>Followers: (if you accept them)

+ 10 Old Suban Disciples (Fresh)

>Skills:

+ Trainer (Expert)

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ec3655 No.44612

File: 1a5e91c40e651ad⋯.jpg (54.9 KB,445x445,1:1,1519606797457.jpg)

Dice rollRolled 67, 92, 98 = 257 (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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Allies:

+ Bojar's Men (400 Savage Bassk Warriors)

1/2/3. If the other Bassk would not listen to words, perhaps they would listen to a show of force. The invaders had on disadvantage which the Bassk did not. This was not their land, and they did not know it as the Bassk did. We would take a party and circumnavigate their paltry wall, attacking their camp from the rear and raiding it in the dead of night. As per norm, the Bassk would not waste their effort on women and children, but on proper warriors. And fire, fire was nice.

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12ea47 No.44613

Dice rollRolled 25, 57, 95 = 177 (3d100)

>>44606

>Name: Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

>Actions:

1. Go looking for a local blacksmith. If I find one, enquire about a copper sword.

2. Ask the person who told me about the Lost Coast if they have any idea where it is. Given the fact that it's "lost" I feel like they won't know, but it's worth a shot.

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12ea47 No.44614

>>44613

>>44608

Whoops, I forgot a third action.

3. Go collect some more, smaller, logs that I can carry on my person.

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5cb81e No.44631

Dice rollRolled 55, 100, 42 = 197 (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:

10 Unbound Old Suban Child Zombies

30 Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

>Other:

Skelerunes

1. Aw, so they don't want to be friends? But there are others who want to be friends in Siba, we don't need those meanie wisemen. Instead we'll have our Siban friends teach their friends how to read skelerunes so they can read the holy teachings of Skeltalism! That way they can all know how cool it is to join Skeltalism!

2. Now that we have a bustling metalworking industry let's use that metal to make lots of weapons to make our soldiers look super cool!

3. Aw come on guys, no one wants a BEACH PARTAAAAY? I'm telling you, Skeleton Steve saw a great big ocean up there! Okay, so what if we built a great big city on the eastern side of the Bone Zone? That'll make it easier to expand and coordinate logistics, and we won't have to go so far from home! What a great idea! We'll call the new city Bone City! What a spooky name.

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5cb81e No.44632

>>44631

Oh yeah and don't forget to unbind the newbies

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3d0c4a No.44633

Dice rollRolled 20, 14, 67 = 101 (3d100)

>>44606

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Other:

>Favors Due: 1 Protector of the Totem

1. I made a pact and I plan on keeping my end. While I can't do what I originally planed I can do something else. Place my mark upon the man's arm and bind him to the essence of his shield.

2. Talk with these traders and learn more about this land blessed by the gods and their caravan.

3. Then ask if I may join their caravan until the point they return to their homeland.

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ec3655 No.45268

I refuse to post until you give ash a better bonus

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787b6a No.45269

File: 293a9e5373319eb⋯.jpg (175.53 KB,1921x1280,1921:1280,1474093353509.jpg)

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12ea47 No.45270

>>45269

A better bonus, he's not going to post until you get one.

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99b1a5 No.45275

Dice rollRolled 80, 37, 14 = 131 (3d100)

>>44606

>Name: McDonald Jr

>Word of power: loving

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Expertly Trained)

+ Advertisement (Prodigy)

>Employees:

Arami Cook (Expertly trained)

>Actions

1. i agree with my father and stay in town, i also work at the first tavern only instead of travelling, since we now have employees.

2/3. after a while, as my money grows, i invest in a farm where i can grow all my products for the food in my taverns. nothing too big, maybe some chickens, pigs, and some vegetables. however i plan to slowly grow it as more money comes in.

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8e3008 No.45276

Dice rollRolled 13, 28, 11 = 52 (3d100)

>>44606

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 can rename these)

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

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 55 Arami-Pigmen, 2 Scorpigs 1 veteran Scorpig. CowPig 4 Arami - Abominations

Action 1-3: Keep the offensive up, give them no chance to rest

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787b6a No.45489

Dice rollRolled 16, 44, 64 = 124 (3d100)

>>44607

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

[Lord of The Red Rock] Fighting-Ibizans

>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](Experienced and Regularly Training)

[Leatherwork](Basic)

[Leader of Men](Legendary)

[Tactician](Experienced)

>Other:

[Bronze Sword];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Outer Wall Breached)

[8 Arami-Red Rock Biremes]

1-3; We will retreat slowly to the Inner Wall, while I fight this Demon Prince. I will tire it out, focusing on defending and dodging and wait for my opportunity to attack.

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b96973 No.45568

Dice rollRolled 44, 31, 8 = 83 (3d100)

>>44608

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Trained Prodigy)

>+Trainer (Expert)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home (Strengthened Doors & Windows)

>Followers:

+ 10 Old Suban Disciples (Fresh)

———-

1. Continue to meditate, reach into the depths of my being and reach out as far as I can.

2. Continue training in unarmed combat, I must be just as deadly without a weapon as I am with one, if not more.

3. Train my new disciples, they shall stand head and shoulders above the rest once I am finished with them.

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3e9786 No.45571

>>44612

With some of Bojar's men you set out to raid the Suban settlement. It took you longer than you cared to admit to realize that the palisade cannot be circumnavigated. With two powerful swings however you cleave an opening into their defenses.

Unfortunately for you your presence had apparently been expected. As you breached the palisade alarms were sounded and the camp came to life. The first few Subans who had been standing guard came rushing to meet you, but were quickly disposed off.

Sending the men to set fire to whatever they could find you advanced deeper into the camp, cutting down the Subans as you went. Uncertain what you were looking for you encountered a man who seemed to know what he was doing. The pelts he was wearing suggested he was some sort of leader and the way he dodged and deflected your strikes stood testament to years of experience. You cut off his arm at the elbow and relieved him of most of his teeth with the other end of your weapon.

Subans seemed to be flooding from every corner of the camp now. You knew that discretion was the better part of valor and cut your way back to the hole in the palisade. A short glance across the massacre let you know that none of Bojar's men would be coming home tonight either. To the sound of blistering flames you made your way back to Bassk lands.

>Skills:

+ [Stealth] (Expert Prodigy)

>Allies: (Change to)

+ Bojar's Men (370 Savage Bassk Warriors)

>>44613

The local blacksmith doesn't really understand what you would need a copper sword for around here, but he agrees to make you one if you do him a favor and get some wood for a friend of his. An easy trade.

You inquire more about the Lost Coast. Apparently the name 'Lost' refers to the fact that people used to live there until the Pig Plague struck. People began to turn into pig monstrosities set on murdering and eating their kin. The Lost Coast lies eerily close to the island you are on, just South East. However it would appear that whatever happened to the people there did not spread across the Sea.

You collect a whole lot of logs and cut them into the smallest possible sizes to still allow for your ability to take effect. This will surely help you out greatly in your challenges to come.

>Other: (Add)

+ Copper Sword

+ Small Logs (Unspecified Amount)

>>44631

Some of your living Spook Subans cross over into Siban territories to teach the people there. Suban and Siban cultures and language are interwoven enough for them to infiltrate without issues. Soon the communities associated with Spooksville grow, unsurprisingly immortality seemed to be a good selling point.

It would appear some people go through their entire lives without ever finding their true calling. The same seems to be true for you. As soon as you laid hands upon the blacksmith's hammer you knew that this was what you had always been meant for. Still to supply an entire army would be a time consuming task even for you. Perhaps you should teach others so they could follow in your footsteps.

You order the construction of a new city on the Eastern side of the Bone Zone and while at first progress is sluggish soon progress picks up rapidly. An undead by the name of Kakar who is Patriarch to his own family named after him takes charge of most activities in the city, owning nearby copper mines and farms, furthering the Bone City's development.

>Skills:

+ Smithing (Legendary)

>Holdings: (add)

Bone City

+ Seat of Kakar

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3e9786 No.45572

>>44633

At first he doesn't seem to notice anything. Soon enough though he will. You imbune the man with the essence of his shield and leave him to his own devices.

The lands to the far South are apparently uncommonly fertile and its people prosperous. They bring their fruit and bitter-sweet drinks, which befog the senses all the way up North where they generously trade them against whatever the locals have to offer. The Southerners, who call themselves Fanro, seem a happy people, thankful for the bountiful lands they inhabit.

They happily allow you to come along and share with you their food and drink. You come across large areas of unclaimed land until finally you arrive in a bustling settlement surrounded by large farming grounds.

>>45275

You continue to make more and more money, most of the currency being exchanged is now copper coins with the faces of some family Patriarch stamped onto it.

You invest the money you're making into a farm. Arami lands however are hardly fertile, still the considerable sum you have amassed pays for a nice farm outside of the city's walls. Though you still have no time to travel inbetween the two places your father has agreed to help you out in managing the farm.

>Holdings:

+ Minor Farmstead

>>45276

You prepare offensive, however you collide with an Arami warband. Many die, still you manage to convert some of those captured by your Abominations to make up for a portion of your losses.

>Companions:

- 15 Arami-Pigmen

- 1 Scorpig

+ 1 Veteran Scorpig

- 1 Arami Abomination

+ 1 Veteran Arami Abomination

>>45489

You met the Demon Prince in battle as his troops forced themselves into the breach all around you. With every strike of his sword flames sprayed about like fire flies. His menacing ferocity driving you down from the breach and into the streets below.

Quickly your soldiers regrouped at the foot of the breach as their comrades rained down arrows from above, all the meanwhile the Prince drove you up the stairs within the wall, utilizing the terrain to your advantage you deflected his deadly blows into the walls where they left burn marks.

Eventually you had nowhere left to go. Below your feet the Red Rock's outer walls defiantly towered over the men below. A quick look down onto the battlefield revealed a horrific sight, Ibizan forces had pushed through the breach and were streaming into the city, your forces were rushing to stop them.

You fended off two more blows, your sword's blade had already blackened and with every new blow you could feel the hellish heat. A nearby archer, a young man, someone's son no doubt, cast away his bow and grabbed his sword, throwing himself at the Demon Prince with unseen fervor. A single blow was all the Demon needed to cast away the young man's blade, his blade blistering with flame sweeping down. In the last moment you grabbed the archer by the neck pulling him back. The Prince's Sword dug into your armor and ripped across you chest, burning pain searing through your body.

The world around you was pulsating the Prince, victoriously cackling, bathed in flames. Your face as carved from rock, stuck in grim determination, you lunged forward with a stab at the Demon's chest. In the last moment the hellspawn managed to deflect the blow but you used the momentum of his defense to quickly turn around and bring the blade down on his neck. A hissing sound emerged as blood and flames met. In disbelief the Demon Prince stumbled back, but you were not done yet. A quick stab to his left knee forced him down, hardly able to defend himself he raised his sword to deflect one more blow. You kicked him in the face, the Demon Prince, like a comet in the night on his descend.

A shudder echoed through the battlefield. First a soldier here and there, then ever faster the Invader's line began to collapse. Ibizan's began to drop their weapons and shields to be faster and quicker than you had ever thought possible the killing fields were cleared and camps abadoned. An eery silence took hold. Then it was replaced by the deafening cheers of your men.

>Title:

+ [Demonslayer] (All Ibizans)

>Skills:

+ [Swords] (Veteran)

>Other:

- [Bronze Sword]

+ [Scorched Blade]

+ [Armor of the Red Rock] (Masterfully Crafted Bronze Armor) (Heavily Damaged)

>Holdings:

- [The Red Rock] (Outer Walls Breached)

+ [The Red Rock] (Heavily Damaged Outer Wall)

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3e9786 No.45573

File: 09f1ebd6d0d1523⋯.png (60.15 KB,2000x1000,2:1,Map.png)

>>45568

You spend much of your day meditating, reaching out further and further. Eventually you find nothing but water. It is a humbling experience that teaches you how much of Earth remains uninhabited and just how little and insignificant humans seem to be. You notice that it takes longer to return your spirit to your body the further you venture away.

Your unarmed combat training proceeds decently, then again you don't feel like much progress will be made from repeating the same routines.

In the middle of the night a massive raid occurs. Many of the army's tents are set ablaze and the locals struggle to prevent it setting fire to the rest of the settlement. Many die in the savage attack, however it is over as quickly as it had begun. Dozens of dead are found and buried, amongst them are the Bassk raiders. Your Disciples did fight, however some of them did not survive.

>Skill:

+Unarmed Combat (Training Trained Prodigy)

>Followers:

- 10 Old Suban Disciples (Fresh)

+ 6 Old Subans Disciples (Experienced)

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ec3655 No.45574

File: 0e4c1c7498063fc⋯.webm (3.99 MB,480x360,4:3,llevan polka.webm)

Dice rollRolled 78, 90, 7 = 175 (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

Abilities: +[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Allies:

+ Bojar's Men (370 Savage Bassk Warriors)

1. With message sent the pressure must be kept up, lest the enemy recover from their bloodying. Sproadic patrols will roam the lands around the enemy encampment, and any part of armed men shall be swiftly killed. Forces are not to kill innocents, those who did not choose this war, but to all it is made abundantly clear. Return from whence you came and the war shall be over. Those that choose to remain in these lands that are not their own shall only face death, be it by blade or starvation, or the cleansing fires.

2. These foreigners must also be supplied from their homeland, we would do well to identify any aid they may be receiving and cut them off. While it is true that an foe with no option but to retreat shall fight to the death, they will hardly be able to do so when they are starving.

3. Take time to train the men in the art of stealth, more raids will follow this successful one, and it would no doubt be a tremendous aid if they are as adept at surprising the enemy as I am.

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12ea47 No.45583

File: e9d7ed48c64d994⋯.jpg (100.78 KB,800x533,800:533,man-s-hand-touching-tree-l….jpg)

Dice rollRolled 64, 83, 97 = 244 (3d100)

>>45571

>Name: Greg

>Abilities: [Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Actions:

1. Hand some of the wood over to the blacksmith, for his friend, then give him my thanks.

2 & 3. Go just outside of the village, then begin experimenting with my logs. Try to see if I can grow limbs out of them with my master of logs ability. After that, experiment with trying to form a consciousness within them.

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8e3008 No.45584

Dice rollRolled 82, 5, 81 = 168 (3d100)

>>45572

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 can rename these)

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

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 40 Arami-Pigmen, 1 Scorpigs 2 Veteran Scorpig. CowPig 3 Arami - Abominations 1 Veteran Arami Abomination

Action 1-3: With their warband squashed we press onward! the filthy Arami humans are on their last legs. just a bit more and they shall topple.

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b96973 No.45610

Dice rollRolled 23, 62, 93 = 178 (3d101)

>>45574

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Trained Prodigy)

>+Trainer (Expert)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home (Strengthened Doors & Windows)

>Followers:

+6 Old Suban Disciples (Experienced)

———

1. It appears that I have reached the extent of my power for now by reaching out through meditation. Now I must focus on reaching in myself. Meditate on ways to improve my fighting as the same drills are getting me nowhere now.

2. With the camps being raided I go around and help whoever needs it, these men are good and true.

3. It seems like it is time for me to act once more. I gather my disciples and plan an assault on the Bassk forces, not as Subans, but as masked warriors cloaked in the dark of night.

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f2bdfd No.45621

Dice rollRolled 16, 3, 71 = 90 (3d100)

>>45572

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Other:

>Favors Due: 1 Protector of the Totem

1. Offer the Fanro woman a deal. Power in return for a favor in the future.

2. See if there is anyone of interest in the town.

3. See if I can get some sturdy gloves in town.

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5cb81e No.45638

Dice rollRolled 70, 1, 64 = 135 (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:

10 Unbound Old Suban Child Zombies

30 Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

George the Kinda Strong (Minor unbound skeleton hero)

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

Bone City

-Seat of Lord Kakar

>Skills:

-Smithing (Legendary)

>Other:

Skelerunes

1. Wow, what a great gift I have! And what a great idea! I'll go teach as many people in the Bone Zone as I can how to smith as good as I can! Then this kingdom will be absolutely amazing.

2. Then I'll take the finest metals in the Bone Zone and smith up a mighty blade for George the Kinda Strong to wield! It shall be named "Spookscalibur"!

3. Then, now that we have Bone City from which to coordinate our efforts, we shall expand the Bone Zone northeast all the way to the sea! Hooray!

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787b6a No.45710

Dice rollRolled 71, 37, 74 = 182 (3d100)

>>45572

>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)

>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)

>Other:

[Scorched Bronze Blade];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Heavily Damaged)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Heavily Damaged Outer Wall)

[8 Arami-Red Rock Biremes]

1; Victory is ours for now. Make a speech about how although we've slew the tyrant and won a great victory, we should remain Ever Vigilant™ and make preparations for continued war by the nobles in the capital. Fix the defenses of Red Rock.

2; Rebuild the homes and provide food for the families. Prepare to plant seeds and start the farms again.

3; Send a letter detailing our victory and what happened. Inform them that Red Rock wants to stay with Ibiza and that we recognize the God King as our liege, but that his son had broke the laws of man and usurped power from the God King. We beg the God King and the Nobles for forgiveness, but we had to take a stand for the Good of The Realm.

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3c6f25 No.45736

>>45275

Post so I can update you boob

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c70366 No.45783

Dice rollRolled 39, 96, 4 = 139 (3d100)

>Name: McDonald Jr

>Word of power: loving

>Other

He grew up in a tavern run by his father. And was always pressured into running the tavern long after his father died. Now his father is starting to get old, and the tavern's responsibilities are falling on him. However McDonald Jr has dreams of his own.

>Ability

+ [Golden Lover]

You do inhumanly well in the bedroom as well as when it comes to making peope feel loved. Mortals enjoy being around you and tend to take a liking to you for you for no reason in particular, though certainly you have many lovable properties. You will not be attacked by Mortals unless you are directly attacking them and they will go out of their way to avoid conflict with you. You are also unaffected by STDs.

>Skills:

+ [Cooking] (Expertly Trained)

+ Advertisement (Prodigy)

>Employees:

Arami Cook (Expertly trained)

1. its time for a new start. i burn down the tavern, kill father and take his wealth for my own.

2/3. after traveling for some time i'll settle down and build myself a house

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3c6f25 No.45839

>>45574

You try to raid supply lines, they are few and far inbetween, however while you spend your days hunting about the Bassk territories themselves are raided. Some of the people you relieve of their goods are of foreign origin however, their masters will surely hear of this.

Patrolling the territories North of the encampment you manage to effectively cut off supplies from the Suban homelands. It would seem however that your methods may have proven a bit too efficient, raids on Bassk territories pick up considerately and the border regions suffer.

You attempt to teach the Bassk the value of stealth as well as you possibly can. However given your impressive results considering past raids they hardly consider the Subans a threat. The general view of Subans shifts from invaders to pitifully defenseless people, something the Bassk have no love for either way. Bojar's men grow bold. Their newfound boldness however receives a dent when the camps are raided in the middle of the night. Bassk are killed and tents set on fire. No trace of the attackers can be found, however the fires are soon extinguished and many dismiss it as a one time thing.

Finally Bojar seems to have recovered and is hailed by the Bassk as a powerful ruler. His influence amongst the tribals grows quickly.

>Allies: (Modify to)

+ Bojar's Men (340 Savage Bassk Warriors)

>>45583

The blacksmith thanks you for your service.

You test the limits of your abilities, however the dead wood seems unwilling to mend. With some work you shape arms and legs for one of your logs and attach them as best you can, sure enough you manage to somehow connect them using your ability.

Having blessed this log with the ability to move it proceeds to do nothing but stand around, enjoy the sunlight, sip water and dig its feet into the rich nutritious soil, though surely you could order it to do other things.

>Abilities: (Add)

+ [Dryads] (You can rename them as you see fit)

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>>45584

You manage to fell yet another village, however resistance stiffens bolstering your numbers greatly. However it is said that those who sow wind will harvest a storm and true enough you can feel doom looming on the horizon.

>Companions:

+ 50 Arami-pigmen

+ 5 Arami Abominations

>>45610

You try to mediate and think more deeply about your actions and new ways to improve, however your patience is short lived. The time for contemplation had ended and the time for action had come.

Moving around to help out people you notice the soldiers around you. They seem burnt out, their often times scarred faces staring off into the distance. The general himself was worse off than most of his soldiers, he had lost his hand in one of the raids, he had lost many of his teeth, a pityful sight that demoralized the troops for sure. He gave it to you straight. He was not able to protect anyone here and his only hope of success would be to burn down the Bassk settlements entirely and condemn their people to starvation. However he and his soldiers were tired of battle, it was a course of action he could simply not make peace with. He would gather his men and return to their homelands, any who wished to accompany him would be welcome and well cared for at his father's court. Perhaps they would be back in a few years time, most likely however, they wouldn't. He extended this offer to you and your mother as well.

You decide to repay the Bassk in kind. Swiftly you decend upon them and set alight one of their camps, avoiding their patrols by the use of your abilities you strike and vanish into the darkness of the night, undetected like a ghost.

>Followers:

+ 6 Old Suban Disciples (Experienced, Stealth)

>Skills:

+ Stealth (Prodigy)

>>45621

As you ask to speak with Fanro the locals laugh at you until one of them takes a moment to explain to you that Fanro is not the name of a person but the name of their people, blessed by the goddess of Prosperity who has blessed them with good, healthy lives and bountiful harvests.

The Fanro seem to be just about the most bland and boring people anybody has ever met, you would go so far as to say other people would probably ignore them if it wasn't for their generous demeanor and delicious beverages. While their friendly attitudes appear nice at first they all seem to be cut from the same branch.

You go looking around for sturdy gloves. Apparently a hunter heard of your search and gives you his as a friendly gesture, claiming he will simply get a new pair made after he killed another deer.

>Other:

+ Leather Hunter's Gloves

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3c6f25 No.45840

File: ef3d30627377433⋯.png (61.42 KB,2000x1000,2:1,Map.png)

>>45638

You decide to give lessons for people to learn how to smith. However with you having limited capacities as to how many people you could teach at the same time and no set management on whom to teach you find yourself surrounded by Kakar and what you assume to be his relatives. He assures you however that he will do the best with your teachings, seeing as the newly founded Bone City has access to many metals which will benefit the Bone Zone as a whole greatly once they began producing better equipment.

You forge a sword more amazing than anything wielded ever before by any mortal. It is a masterpiece amongst masterpieces, the magnum opus of a legendary smith, perhaps never to be surpassed in your immortal lifetime. For a moment you almost regret gifting it to George the Kinda Strong, however as he first lays hands upon it his bones turn to dust. Others recoil in horror and you put it away to contemplate on how to proceed for one night. However as the morning sun rose, what horror! Spookscalibur had been stolen!

The Bone Zone grows considerably from the Bone City outwards. More families move their to excert their influence on newly claimed lands, however it would appear that Kakar and his family keep most of the other families in check.

For the first time men from the far South in Ibiza arrive, they bring some of their dead asking for them to be revived. Apparently a battle had felled many of them and those seeking for their loved ones to return to life brought them all the way up North.

>Army: (Remove)

+ George the Kinda Strong (Minor unbound skeleton hero) [Unrevivable]

>>45710

The defenses of the Red Rock are raised once more, just as powerful as before the mighty walls stand testament to unbending will of the Fighting Ibizans. The Dead, both Fighting-Ibizans and Sun-Ibizans are buried, little hatred remains in a war between brothers.

Some homes had suffered due to the rocks lobbed into the city, however most remained unaffected. Quickly your men fix up whatever damages occured, though one of the families affected decides to keep the boulder within their house as a sign of defiant pride. Objects made from the siege projectiles become a local curiosity. Soon life returned to normal.

Soon you receive a letter with the seal of the God King, to your joy and surprise it relieves you of your sins and speaks highly of you, not having faltered in times of great turmoil you resisted the Prince who had acted against the Realm. You are to continue your rule of the Red Rock in the Sun King's name. However the God King was grieving still and you would not be welcome in the Capital's Palace for.. obvious reasons.

>Holdings: (Modify)

+ [The Red Rock](Two Ring Walls)(Extra Siege Supplies)

>>45783

Disregarding this until I can get an IP confirmation from Elias

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6fa2a1 No.45845

Dice rollRolled 90, 16, 50 = 156 (3d100)

>>45839

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home (Strengthened Doors & Windows)

>Followers:

+6 Old Suban Disciples (Experienced, Stealth)

—————–

1.I thank the Suban General for his offer and accept, this fight is not mine and so it would make me happier to see these men home rather than die out here. I go home and tell my mother that we will be returning to the Old Suba.

2. Continue to train my disciples, they must grow strong in order to protect the Suba.

3. Along with training my disciples I must train harder than ever before and grow stronger, focus on unarmed combat.

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f2bdfd No.45860

Dice rollRolled 44, 57, 99 = 200 (3d100)

>>45839

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Inventory:

>Other: Leather Hunter's Gloves

>Favors Due: 1 Protector of the Totem

1. Add my mark to the gloves to connect them with the wind.

+Essence of Things.

2. Talk to the female leader of the trade caravan about a trade of power in exchange for a favor due later. Also get her name because these people can't understand basic speech.

3. Continue following the caravan to the next location.

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ec3655 No.45865

File: e153f50fe684015⋯.jpg (80.1 KB,902x367,902:367,Mount & Blade II Bannerlor….jpg)

Dice rollRolled 85, 84, 5 = 174 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

>Allies:

+ Bojar's Men (340 Savage Bassk Warriors)

1/2/3. With the departure of the Subans, It was time for me to leave as well. The Bassk had their lands to themselves again, and the Suban people left without everyone needing to die. A true resolution to the conflict, with no ambiguity as to the future of these people. I will leave these lands, but I will stop by Bojar's village before I leave, to give one last sage advice to the man.

He has the strength to rule the Bassk, but a ruler needs to be more then strong. He must be just, he must have honor, and above all else he must serve his people as if they were himself, for without a people a king is nothing. I want this man to swear to me that he will unite the Bassk tribes, and rule them as a just ruler, the greatest the bassk have ever or will ever see, and that he will do it with honor. This is the thanks I ask for my services to his people, and the only reward I deem myself worthy of for my actions. Afterwards I shall depart for parts unknown, wherever the winds take me…

''For All that is gold does not glitter,

Not all those who wander are lost;

The old that is strong does not wither,

Deep roots are not reached by the frost.''

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2f0525 No.45867

Dice rollRolled 67, 84, 29 = 180 (3d100)

>>43626

yo yo yo im back

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8e3008 No.45868

Dice rollRolled 49, 33, 56 = 138 (3d100)

>>45839

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 90 Arami-Pigmen, 1 Scorpigs 2 Veteran Scorpig. CowPig 7 Arami - Abominations 1 Veteran Arami Abomination

Action 1-3: Doom huh? let's retreat for now far enough to be able to start digging in and get ""defensive"" measures in place.

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546d3a No.45875

File: d1e036e72fec4e5⋯.png (1.46 MB,1260x600,21:10,download.png)

Dice rollRolled 100, 5, 20 = 125 (3d100)

>>45840

>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)

>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)

>Other:

[Scorched Bronze Blade];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Heavily Damaged)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1; Replant and set up the farms, being life again as usual

2-3; Fix up my gear and order a new shield and sword of better quality.

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546d3a No.45876

File: 5de45867d1a5c86⋯.png (92.41 KB,568x433,568:433,B99TjwN[1].png)

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5cb81e No.45950

Dice rollRolled 11, 12, 77 = 100 (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:

10 Unbound Old Suban Child Zombies

30 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

Bone City

-Seat of Lord Kakar

>Skills:

-Smithing (Legendary)

>Other:

Skelerunes

1. Oh no, what a tragedy! Such a sword is dangerous to all skeletonkind! We must go after the thief, but first we must learn to protect ourselves! I'll forge mighty armor of strong and sturdy metal which can withstand Spook Edge's deadly assault!

2. Then I'll go check the Temple of the Dead for any new skeleton friends, surely one might be a hero strong enough to be the new champion of the Bone Zone and make George proud?

3. Lastly, it is clear that Spook Edge is a cursed blade capable of great destruction, and it will need an equally great sword to keep it in check! Thus I shall get to forging the true Spookscalibur, I'll redo it as many times as it takes until it's perfect!

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12ea47 No.45964

File: dac7eb78ae77e19⋯.jpg (243.95 KB,1300x937,1300:937,stacked-logs-23903700.jpg)

Dice rollRolled 37, 14, 45 = 96 (3d100)

>>45839

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Actions:

1. Use all of my remaining logs to create as many Dryad's as possible.

2. Order the Dryads to follow me.

3. Give my axe to one of the Dryads, then order it to fell a tree.

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3d7afa No.46213

>>45845

You accept the man's offer and quickly the villagers pack up ready to follow. They too wished to return to the Suban Homelands, though the people there were following a different faith than the Old Subans had at least they were no bloodthirsty savages.

Some of your disciples however decide that they cannot agree with your course of actions. Three of them and some of the villagers decide that the Bassk have to pay for what they have done. They will abandon the village to live in the forest and raid the Bassk every chance they get.

On your journey back you continue your training in unarmed combat. Soon you enter the Suban Homelands. They are hardly changed from when you left them. However as the general takes you to his father's court you notice walls of and buildings of stone which have been raised, much different from the crude palisades you have known all your life.

At the behest of his father the local High Chieftain allows you to farm a small plot of land outside of his Hold.

>Followers:

- 3 Old Suban Disciples (Experienced, Stealth)

>Skill:

+ Unarmed Combat (Expertly Trained Prodigy)

>>45860

You mark your gloves and test them. They grant you the ability to push away things beyond your arm's reach and when striking they generate enough force to push a man over. It would seem the power of this effect grows with the strength of the wearer.

She doesn't seem to understand what you are implying about giving her power but she seems very eager to do you a favor, going so far as to touch your hand while assuring you that should there be anything you require you need only ask. A very upclose gesture bystanders seem to interpret as awkward and out of line. She tells you her name is Bluusk, derived from the Fanro word for Summer Sky.

As you join the Caravan further South you are introduced to the Tabek, they are a people ripe with strife and Bluusk warns you that they often harbor ill intention. The Fanro come here to share their bountiful harvests with the less fortunate, however amongst the Tabek these gifts are often considered more of a toll for safe passage than anything else. The Tabek have little love for their fellow men and you are certain you would be hard pressed to find an individual not seeking to empower itself here.

>Inventory: (Edit)

+ Leather Hunter's Gloves (Wind Infusion)

>>45865

Your talk goes well and Bojar is quick to swear to you his great intentions. In the coming years surely he would be surprised by his own desire to uphold his word. And thus you left the Warlord to teach the Bassk the ideas of honor. As you looked over your shoulder one last time you saw him, the noble Lion, surrounded by Wolves. Perhaps you would never see him again. A sense of sorrow overtook you. Perhaps you were leaving behind what you had achieved but the pull of the unknown was simply too powerful.

Following the wind you blindly head into a direction. As you go on your way the sun grows ever hotter and the air consistently more dry. The people here speak a language very different from that of the Bassk. They believe in the achievements of men and that death is nothing but a black pit, swallowing all eventually. Counterintuitively morticians are held in great respect as they are considered wardens who ensure that the dead find eternal peace.

>>45868

You hold up in a small village and have your Pigmen hide as best as they can. They grow unruly however and soon some of them stroll onto the streets, surely part of their dull human heritage.

Soon enough Arami forces arrive, they outnumber your pigs by a considerable margin. Arrows rain down onto your forces and Pigmen drop left and right stampeding in fear. Your Abominations quickly rushing for cover while the Arami arrows pearl off your Scorpigs like rain drops.

Arami forces advance quickly, cutting through the disorganized pigs. At the heart of the charge you notice a small group of people wearing distinctly un-Arami armor and weapons. One of them points his spear at you and yells something.

>Companions: (Edit)

- 30 Arami-Pigmen

>>45875

Your people begin planting the seeds of life in their empty fields once more. Seeing as the farmers burnt their fields on your request you help them out a little in the meanwhile. It would seem that you have a much better understanding of agriculture than anyone assumed and you manage to teach the farmers a lot even though Ibizan agriculture was already considered the most advanced in the world. People are wondering what other hidden knowledge you may harbor. The farms surrounding Red Rock become known as Mother's Hills due to their fertility.

You seek to fix and replace your gear, however the blacksmiths utilized their last reserves during the siege to craft new arrow heads and repair the armor of the men. It will take a few days before new shipments of raw materials arrive.

>Skills:

+ [Agriculture] (Legendary)

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3d7afa No.46214

File: 31ca9ef935da694⋯.png (63.17 KB,2000x1000,2:1,Map.png)

>>45950

You utterly fail to craft any armor of note. It is a disgrace to you and you play with the thought of passing it off as one of your student's works. You are very much certain that this piece of armor could not resist a blade as formidable as the old Spookscalibur.

There are only few people that died, however there are some Southerners who beg you to save their Lord. Certainly you could revive him, but if you were to unbind his will you are uncertain if he would stay to do your bidding.

You craft a sword unlike most, perfect balance and sharp unlike any others. You scoff at it. Clearly this is not comparable to the magnum opus that was the original Spookscalibur

>Army:

+ 10 Bound Spook Suban Skeletons

>Inventory:

+ Good Bronze Armor

+ Spookscalibur 2 (Legendary Sword) | You can rename this at your leisure

>>45964

Crafting a Dryad is hard work and you manage to create one with the time you put into it.

Dryads will follow you unless told to wait somewhere.

Your Dryad fells the tree as you ordered. Though it is certainly not as proficient with an axe as you are.

>Companions:

+ 1 Dryad

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ec3655 No.46215

File: 9bda959f2145741⋯.webm (2.77 MB,800x450,16:9,successful skele wave.webm)

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ec3655 No.46216

File: 05df829578656c2⋯.webm (3.82 MB,640x360,16:9,HE CAN'T KEEEP GETTING AW….webm)

Dice rollRolled 59, 55, 16 = 130 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. Hopefully this would turn out better then the first time he met the Bassk, but Soridul would introduce himself to the people of this land and learn of them, of what ails them, and what he may be able to do to fix it.

2. In the meantime such a hot environment would surely not be fitting for me and my companion, take our current clothing and reshape and fashion them to a more suitable attire for the locale.

3. Finally Soridul seek to find some proper metal with which to smith himself a helmet. A fashionable helmet, with a decent crest.

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6fa2a1 No.46217

Dice rollRolled 39, 25, 93 = 157 (3d100)

>>45845

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+Large Log Home (Strengthened Doors & Windows)

>Followers:

3 Old Suban Disciples (Experienced, Stealth)

————-

1. Start working on that plot of land I was given, make it into the best damn farm that ever was.

2. Continue my unarmed combat training.

3. Its about time to pick up my trust spear again and continue my spear training.

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787b6a No.46218

Dice rollRolled 1, 47, 94 = 142 (3d100)

>>46213

>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)

>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)

>Other:

[Scorched Bronze Blade];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Heavily Damaged)

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1-2; Have the Smiths make me new arms from the material just came in.

3; Expand along the coast, we must strengthen our control of the region for the defense of the realm

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787b6a No.46219

File: d667d6bd80d623b⋯.jpg (42.15 KB,513x390,171:130,dc8685a9034d1d28f39858ac18….jpg)

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5cb81e No.46220

Dice rollRolled 42, 71, 24 = 137 (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:

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

Bone City

-Seat of Lord Kakar

>Skills:

-Smithing (Legendary)

>Inventory:

Good Bronze Armor

Creepladbolg (Legendary Sword)

>Other:

Skelerunes

1. Hmm, this won't do. I'll need to reforge this armor into something greater….

2. Oh boy, a new friend! Wait…he's fairly powerful from the looks of it…maybe I should find out more about him before I revive him…wouldn't want to mistakenly revive a mass murderer or someone who could turn into a real threat for the Bone Zone!

3. I know, what I lack is a proper smithy! I'll construct the grandest metalworks the world has ever seen, capable of smelting and shaping all kinds of things! My students can have plenty of space to learn now as well. Sounds like a good idea to me..

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8e3008 No.46221

Dice rollRolled 82, 2, 91 = 175 (3d100)

>>46213

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 60 Arami-Pigmen, 1 Scorpigs 2 Veteran Scorpig. CowPig 7 Arami - Abominations 1 Veteran Arami Abomination

Action 1-3: These men are nothing compared to the first killer of pigs, my people will not be thrown out again! Using my veteran scorpion pigs are guards i advance forward towards him to convert him into a pigman, perhaps his skills will make him a champion?

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12ea47 No.46229

>>46214

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Companions:

1 Dryad

>Actions:

1&2. Take the axe back and fell as many trees as I can by myself.

3. Practice my Dryad ability on all of the wood.

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12ea47 No.46230

Dice rollRolled 98, 18, 41 = 157 (3d100)

>>46229

I didn't feel like rolling.

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f2bdfd No.46232

Dice rollRolled 7, 15, 45 = 67 (3d100)

>>46213

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Inventory: Leather Hunter's Gloves (Wind Infusion)

>Other:

>Favors Due: 1 Protector of the Totem, Bluusk the Fanro trader

1&2. Add my mark to Bluusk and bind her to the essence of the sky.

3. Search for an outcast to the Tabek people.

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5dffc0 No.46233

File: 8a1fa6f2a648137⋯.jpg (39.86 KB,1024x512,2:1,map.jpg)

>>46216

The people here referred to themselves as the Ibuzen. The things that troubled them were of various natures, a bad harvest every now and again, somebody running off with a carpenter's daughter and the like. The Ibuzen as a whole seemed to be a peaceful land relatively unaffected by their more volatile neighbors the Bassk and the Ibizan. Certainly you could try to solve these minor issues but there was hardly a bigger picture to fix.

The clothing worn by the locals is much more refined than anything you've seen in Bassk lands and you tearing bits and pieces off your clothing hardly does anything to make you seem more sophisticated, but some women comment on your crude charm. Your companion herself draws some looks from the local men.

Certainly there is metal to go about, both tin and copper can be found here as well as already processed bronze, however horror of horrors you will actually have to pay for it.

>>46217

Already having some earlier experiences in farming you continue to work the plot of land you have been assigned. Your mother is beginning to settle into the new house you have been given, though it is not as large or comfy as the home you left behind. You can't help but wonder what happened to it.

You feel that in order to enhance your personal performance in unarmed combat further you will have to get a taste of the real deal.

While you practice with your spear it is clear that you have reached a form of mastery that can only be gained by a lifetime of dedication. Certainly simple training could only serve to stay fresh and show off rather than serve for actual improvement. Some of your neighbors however seem highly impressed with your work. They would love to be trained by you, if you would have them.

>Home:

- Large Log Home (Strengthened Doors & Windows)

+ New Suban Stone Home

>Followers: (If you accept them)

+ 15 New Suban Disciples

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5dffc0 No.46234

>>46218

While the most the Smiths of Red Rock were quickly forging you a new blade and shield one of the young and upcoming smiths decided to fix your armor. What the Demon Prince could not the Young Smith managed within a single afternoon. It would seem that the damage he has caused while trying to repair the armor is irreversible and the Armor of the Red Rock can now at best be used as a Relic to commemorate the Great Siege.

As you seek to expand your grasp along the coast many flock to you, as you are known to be a leader of men unlike any other. The territories you hold expand vastly and so does the prosperity of Red Rock as it becomes a center of trade between traditional Ibizan lands and the newly settled territories. Ibizan Lords back within the Heartlands however seem concerned at your sudden influx in power, it would surely be wise to placate them.

>Other: (Remove)

- [Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Heavily Damaged)

>Other: (Add)

+ [Good Bronze Sword]

+ [Good Bronze Shield]

+ [Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Ruined)

>>46220

You rework the armor you made a few days ago. It improved somewhat and certainly many people would have called this an amazing feat. However most people lacked your eye for detail, which was what made you the world's best smith.

Something is fishy with this character and you decide to investigate. His people tell you that he is Takim Umel a minor noble and faithful believer of Maharib Eazim, the Sun God King of Ibiza and one of his closest advisers. They claim that he was sent by Maharib himself to reign in his son who had raised an Army and marched on one of his father's vassals. Upon delivering the God King's demands Takim was struck down by the Prince. Seeking to bring the body back to the Capital Takim's men came across an Ibuzen caravan, which told them tales of a Master of Bones, who allowed the Dead to walk the Earth once more.

The people are largely occupied with their own affairs and in a rather astounding feat of ungratefulness nothing is done. You receive a letter in Skelerunes however by "Kakar of the Bone City, Father of the Kakar" as he refers to himself. He offers to send some of his family's experienced craftsmen to build a smithy in the capital for you just as impressive as the ones in the Bone City.

>Inventory: (Remove)

- Good Bronze Armor

>Inventory: (Add)

+ Masterful Bronze Armor

>Holdings: (Add)

Bone City

+ Kakarian Forges

>Holdings: (Add, should you accept)

Spooksville

+ Kakarian Forge

>>46221

Instead of retreating you decided to counter charge. The response was brutal. Countless of your pigs were cut down immediately as you tried to make your way to the small group of men which in turn did their best to push towards you. The Pigmen had now lost all control and were wildly throwing themselves at the Arami Soldiers, but they were hard pressed to overcome the trained soldiers and their weaponry. Already outnumbered your numbers were dwindling rapidly.

Your Scorpigs on the other hand commanded respect on the battlefield. Spears failed to penetrate their carpace, their pincers severing legs left and right as their stingers struck through the enemies' armor. All the meanwhile your Abominations picked up spears and shields from the fallen, crudely utilizing them to their own advantage, showing off their ferocious strength.

Finally you had made your way to the group of men and you extended your hand towards their leader. His blade quickly came down and almost cut off your hand, however the blow was barely deflected by a loyal Scorpig's stinger. Quickly it forced itself between you with a squeal and charged the man, severing his leg just below the knee as his companions rushed to his aid. For a few more moments the fight continued as it ferociously drove its stinger into the chest of another attacker trying to give you the space to escape, its pincer severing yet another soldier's arm.

Quickly you grabbed the man by the neck and dragged him with you. Your Scorpig fighting relentlessly to cover your retreat. However finally a spear slipped through its armor plating, driving deep into the underlaying flesh. Crudely it whirled around ramming its poison tail through the man's skull, but Arami soldiers began to swarm the wounded Scorpig and brought their spears down upon it. Bravely it fought on, until at last, with a heartbreaking squeal, your magnificent beast succumbed to its injuries.

It had bought you the time you needed. But this was no battle. It was a massacre.

>Companions:

- 30 Arami-Pigmen

- 1 Scorpig

- 1 Veteran Scorpig

+ 1 Elite Scorpig

- 3 Arami-Abominations

+ 1 Veteran Arami Abomination

+ 1 Special Prisoner

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5dffc0 No.46235

>>46229

You fell a whole lot of trees.

You notice that its considerably easier to fell trees than it is to create Dryads. Taking care to craft them you only manage to craft another one for now. Though investing more time would surely yield better results.

>Skills:

+ [Axe] (Trained Prodigy)

>Companions:

+ 1 Dryad

>>46232

You set your mark upon her Bluusk binding her to the essence of the sky. She doesn't seem to take to it too well, something seems to be off but surely she will adapt to it over time.

You search for outcasts amongst the Tabek, you notice a man lingering in the corners, eyeing your party. When you approach him directly he steps into the light. His name is Mel. Noteworthily he is missing his left hand, though he doesn't feel the need to let you in on his story.

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6fa2a1 No.46237

Dice rollRolled 86, 17, 93 = 196 (3d100)

>>46233

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth)

>+15 New Suban Disciples

——————–

1. Take on these new disciples and begin their training, Have my more experienced disciples take on some leadership roles and help the new disciples in their training.

2. Continue to work on the farm, hard work will reap large rewards, encourage my disciples to help out with farms in the New Suba if they see anyone that needs help.

3 Walk around the Suba, see if anyone needs any help. Maybe even contact that general to see if there is anything that needs done.

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ec3655 No.46248

File: 962ed8f3992df66⋯.webm (3.74 MB,640x640,1:1,haram spurdo beats.webm)

Dice rollRolled 83, 48, 53 = 184 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ 1x THE MIGHTY Amber HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. Soridul is not without his own skills to offer in return for payment. He will offer himself as one of two things. A trainer of the milita of the town to defend themselves against their apparently more wily and violent neighbors, or a target for the local strongmen to prove their worth and skill in arms. Failing either of these he could always find temporary work using his crafting skills to barter wares for coin, or metal, or other things.

2. Continue my work on refining my clothes to a more functional, and less barbaric form of attire, hunt some additional pelts if necessary. A man of honor is a man of culture after all, and the beginning of culture is that of art. Then words.

3. I will not let this soft land soften my skills however, and will spend the latter part of the day training my skills. My axework is fine already, but my hand to hand combat and athletics could use some work.

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f2bdfd No.46257

Dice rollRolled 10, 47, 38 = 95 (3d100)

>>46235

>Name: Shrim

>Fluff: A fairly normal man from a small village on the western continents. He stands out from his peers due to his silver eyes but that is about it.

>Word of Power: Magic

>Abilities: [Essence of Things] You gain the ability to cast your mark upon any mortal or thing, giving them powers tied to the essence of a thing. Giving a man the powers of fire, ice, prowess as a warrior and the like. Just as you can give your mark, you can take it once more, removing whatever boons those blessed with it may have held.

>Inventory: Leather Hunter's Gloves (Wind Infusion)

>Other:

>Favors Due: 1 Protector of the Totem, Bluusk the Fanro trader

1-3. Nor do I care about his story. Offer him the deal of power for a favor in return.

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5cb81e No.46266

Dice rollRolled 48, 83, 11 = 142 (3d100)

>>46220

>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:

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Lord Kakar

-Kakarian Forge

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor

Creepladbolg (Legendary Sword)

>Other:

Skelerunes

1. Well if the people around me assure that this man isn't a bad fellow I suppose there's nothing wrong with resurrecting him. Wakey wakey, eggs and bakey!

2. Neat, this is a really nice beach! But it's gonna get crowded quickly at the rate our great kingdom is growing. Expand the Bone Zone eastwards along the shore of the beach!

3. Along with the forges let's dig lots of new mines so we can get lots of metal flowing from the metal-rich hills to the Bone Zone! Who knows, we may even discover some new material…

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8e3008 No.46345

Dice rollRolled 29, 67, 39 = 135 (3d100)

>>46234

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 30 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - Abominations 2 Veteran Arami Abomination Special prisoner

Action 1: Retreat, further into our lands, let them think they won for now, leave behind 5 arami-pigmen as distraction.

Action 2: Once we've retreated far back enough i'll interrogate the prisoner, find out everything I can about him. Is he the son to a lord? A martial master? whatever he is. He will become pigmen once I've found out who he is. Unless it's something actually useful.

Action 3: Send out 10 arami pigmen south. Either they stay isolated and grow in numbers or they distract the humans and buys us time. Whichever happens, it'll be beneficial we need to grow our numbers right now

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01acab No.46346

>>41164

>Name: Bob

>Word of Power: Checkmate

>Abilities:

>Other:

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2955e8 No.46413

Dice rollRolled 43, 7, 77 = 127 (3d100)

>>46234

>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)

>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)

>Other:

[Scorched Bronze Blade];[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Ruined); [Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)

[8 Arami-Red Rock Biremes]

1; Put the [Scorched Bronze Blade] and [Armor of The Red Rock] in the main hall as a commemoration of the battle between the prince and myself, but more importantly and symbolically, the salvation of Ibiza as a whole. Declare the day of the battle as a day of self reflection and memorial, while this week as a week of feasts, celebrating the result of the war. The Ruler of The Red Rock will don the Armor and Sword, and perform a ceremony at the end of the week as a sign of what was lost, and yet what was gained.

2; Send 2 Arami Biremes to the capital to placate them and boost the power of the kingdom as a whole.

3; Fund and construct villages along the coast to boast the fishing industry.

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2955e8 No.46414

>>46413

trips

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12ea47 No.46415

File: 733c039ac6c95b9⋯.jpg (59.79 KB,450x318,75:53,stock-photo-sawed-poplar-t….jpg)

Dice rollRolled 15, 71, 71 = 157 (3d100)

>>46235

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Trained Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Companions:

2 Dryads

>Actions:

1. Fell a single tree, the biggest one I can find.

2&3. Take my time to see if I can create a larger Dryad from the larger tree.

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2955e8 No.46419

>>46415

czeched

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3d7afa No.46420

>>46237

Your Old Suban Disciples, hardened by their long time fighting down South against the Bassk take to teaching your New Suban Disciples. Quick progress is made under your watchful eyes. To some extent surprisingly enough it would appear that the new religion is not causing any sort of rivalries amongst your disciples.

Farming reaps little immediate rewards though your wheat seems to grow nicely. While you encouraged your Disciples to go and help out across New Suba they prefer to stay close to you, work on their families farms and do the occasional good deed, seeing as New Suba stretches long and far.

A somewhat talented smith had made metal teeth to replace the ones he had lost, together with his broken nose and missing underarm the General looked quite unlike any other man you had ever met. He invited you into his stone home. In the ensuing conversation it became clear that he trusted you as an uninvolved party. He revealed that the Father was not simply a God but had been a real man "like you or me", with real needs. Consequently he had children with some mothers being.. more agreeable than others. One of those mothers gave the child resulting of said union to Mithra, Mother of the New Subans, for safe keeping.

With the disappearance of both Father and Mother it fell to the Maternal Guard to protect the child and though the Warlords who served the father primarily could never commit such a crime as to force the Maternal Guard to hand over the child they never gave up their claim to the child. Rumor had it however that the child had gone missing from the Maternal Guard's care. A race was under way. Whoever could find the child would inevitably be in control as neither side had the right to force their claim upon the other.

You had proven a reliable ally and able leader of men. For this reason the General asked you to help him in this endeavor to go out and find the Son of God.

>Followers: (Remove)

- 3 Old Suban Disciples (Experienced, Stealth)

-15 New Suban Disciples

>Followers: (Add)

+3 Old Suban Disciples (Experienced, Stealth, Trainer)

+15 New Suban Disciples (Trained)

>>46248

The local milita leader is interested in how the Bassk beat back the numerically superior Suban army in their homelands. He is very keen on having a Bassk, which he seems to believe you to be, to provide him with insight. However he would be even more interested for you to teach him how to overcome this new kind of warfare.. just in case it would ever prove relevant to him. Certainly he would be willing to provide for you and your companion in the meantime.

You continue to refine your clothing and add some deer pelt to the mix, however as impressive as this would seem to the Bassk it simply does not hold the same sway with the Ibuzen. Their cloth is spun from some fabric which you neither have the knowledge nor tools to produce. Still the pelt is nice.

As it turns out both your athletics and hand to hand combat require very little work, though the training is nice to show that you have not forgotten any of the skills you have gained. It would take much more than pure sparring to improve your skills any further and to your surprise the Ibuzen lands seem to be lacking in rude bulky men looking for a fight. There are however a number of robed figures regularly travelling in and out of what you can only assume to be a house of the dead. The Bassk really just buried their dead wherever so the concept to have one place to put everyone that died seemed foreign.

>Other:

+ Deer Pelt

>Other: (Should you accept the Militia Leader's Terms)

+ Milita Leader's Payment (1)

>>46257

The man seemed pleased with your mutual disregard of trivialities and agrees to your terms. However he does seem like the type of person to freely reinterpret the conditions of your arrangement should they ill suit him at a later time.

(Granting the man powers will be a free action during next turn)

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3d7afa No.46421

>>46266

You raise the man, however unlike most he seems to fight it for a few moments. Your power is tested but after a short struggle you overcome and return the man to life. Though he seems dazed and bubbles at first his servants thank you greatly. It remains to be seen what will become of him. Afterwards you go about bringing to life the others who had been brought to the Temple.

On your orders the Bone Zone continues to grow even further along the coast. The Subans don't really have a history of seafaring and the Spoobans certainly even less so, but as they say, what is not may become. The families settling along the coast take up some rudimentary forms of fishing where instead of going out onto the ocean they dangle thin ropes with bait in the water and wait for something to snatch it.

Unfortunately simple digging did not appear to do the trick. Some people die, trying to set up decent mines. Some bodies could be retrieved but they were crushed to a degree where even you remained uncertain whether casting your mark upon them would do them any good. It would seem however that Kakar, having heard of your mining troubles, offers to resolve the issue for you. The Kakar had great experience when it came to making mines, after all they were already reknown for their forges in Bone City. He would be more than willing to send some of his relatives to assist you and resolve the issue.

>Army:

+ 10 Spook-Suban Zombies

>Heroes:

+ Takim Umel (Bound Ibizan Zombie)

>Holdings: (add)

Bone City

+ Kakarian Mines

>Holdings: ( Add, should you chose to accept)

Bone City

+ Kakarian Mines

>>46345

You retreat further leaving behind five Pigmen. They never return, though their fate is certain. From the looks of it however the Arami Host has stopped its chase.

He is unwilling to talk at first, but having been restrained and with the threat of torture by abominations and scorpigs he eventually spills the beans. Apparently he is a member of a group called the Ever-Vigilant. They are an Order of people dedicated to hunting the Pigmen after what they did in the Ibizan borderlands. He is but the first leader of a small group to come here, but more will follow.

You send ten of your Pigmen South into the inhospitable Arami deserts. Perhaps they will survive and thrive, or be lost forever in the endless sands. Only time would be able to tell.

>Companions: (remove)

- 15 Arami-Pigmen

>>46346

You are a vessel of the gods, your very essence, your very being filled with a singular word, a purpose. A word far too powerful to be formed by any mortal lips it is your calling and your one purpose.

>Abilities: (Choose One)

+ [The King]

You are the King of Chess. Should no cheating or changing of rules be involved you are literally unbeatable by any mortal. With varied rules you still prove to be a formidable opponent able to best pretty much anyone with ease. Furthermore you are highly capable when it comes to other games which rely on the mind and not on chance such as checkers.

+ [The Pawn]

You may cast your mark upon any willing mortal by touch. You will be able to communicate with them non verbally, see through their eyes and hear with their ears. They will notice your presence while you do so. Once placed this mark cannot be removed by the mortals themselves and it is up to you to relieve them of their bond.

+ [The Queen]

You may carve chess figures from human bones. Destroying these figures by any means will lead to the brief appearance of a person loosely resembling the figure in status, expertise or something of the sort. They will seek to assist you with the task at hand and then be on their way once more.

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3d7afa No.46422

File: f4f484c489032be⋯.png (66.59 KB,2000x1000,2:1,Map.png)

>>46413

The ceremony is much to the people's liking and the holiday is quickly adapted throughout the territories controlled by you. Amongst Ibizan aristocracy your Memorial Hall enjoys a curious popularity, nobles bringing their eldest sons here to teach them a story about hubris. Certainly this would do well to further your unofficial integration into the Ibizan society. A new time of peace dawns.

Your Biremes are received with mixed feelings. From the news you received there was a bit of a scuffle handing over the ships and none of the local nobles actually knew how to use them, still you are certain that this sign of your cooperation would be well received amongst the nobility.

Under your watchful eye small fishing communities begin to emerge. Having procured the technologies required for sea faring from the Arami and some of their traders having settled in your city amongst recent unrest in their homelands everything proceeds swimmingly. Sadly however given your impressive leadership skills and knowledge of agriculture the fishing villages are hard pressed to compete with the overabundance of food produced by the farms in comparison.

>Other: (Remove)

- [Scorched Bronze Blade]

- [Armor of the Red Rock](Masterfully Crafted Bronze Armor)(Ruined)

>Holdings: (Remove)

- 2 [Arami Red Rock Biremes]

>Holdings: (Add)

[The Red Rock]

+ Two Ring Walls

+ Extra Siege Supplies

+ Memorial Hall (Scorched Blade & Armor of the Red Rock)

[Fishing Villages]

>>46415

While not overly small you find that there are no impressively large trees on the island. Still they are of considerable size. Chosing the largest one you can get your hands on you put effort into creating another, this time larger Dryad.

Lo and behold it would seem you actually succeeded and though it seems a little slower, more keen on napping and drinking water the Dryad does not seem impaired in any other way. You take it as proof that larger Dryads could most certainly be created, all you would require for it were larger trees. Wherever one could find those.

>Companions: (Add)

+ Large Dryad

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12ea47 No.46423

File: 13705aad8beaafc⋯.jpg (68.48 KB,450x320,45:32,stock-photo-forest-pine-tr….jpg)

Dice rollRolled 15, 35, 37 = 87 (3d100)

>>46422

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Trained Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Companions:

2 Dryads

1 Large Dryad

>Actions:

1. Fell another tree.

2&3. Toy around with making some smaller Dryads, around half the size of a standard ones.

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01acab No.46424

>>46421

Name: Rex

Fluff: Rex lives in a place where fortunes are won and lost. A place hidden behind locked doors and heavy cloaks. Appearance is everything and the games they played move more then just coin. When you know the pieces, how they move and where one board starts and another ends then becoming Kingpin is only a matter of time and patience. Rex used his abilities to amass considerable fortune and favors. He bought land, furnished houses, used his connections to build a legitimate business to cover the traffic in his land. His charisma as a King of the underworld meant it was time to expand.

Word of Power: Checkmate

Abilities:

+ [The King]

You are the King of Chess. Should no cheating or changing of rules be involved you are literally unbeatable by any mortal. With varied rules you still prove to be a formidable opponent able to best pretty much anyone with ease. Furthermore you are highly capable when it comes to other games which rely on the mind and not on chance such as checkers.

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6fa2a1 No.46426

Dice rollRolled 77, 54, 20 = 151 (3d100)

>>46420

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+15 New Suban Disciples (Trained)

—————

1. Before I leave I will request that my Old Suban disciples to continue the training of the New Suban disciples. Perhaps even build a place for them to train and even accept new disciples who are looking to gain strength.

2. For a long time now I have been aware that my power is exceptional among other humans, even so I have also hones my body and skills through training but it will not be enough. I must think of a weapon, a glorious weapon to act as a symbol of my pride as a warrior. I must begin contemplating the crafting of a glorious spear that is befitting to have I as its wielder.

3. However first things first. I will set out and search for this missing child and return him to the general if I do find him. I care not for the mother or the father, in my eyes they are no gods, they were merely chieftains of the suba who inspired loyalty. But I will find the child since it was asked of me and it is what a hero would do.

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3d7afa No.46427

>>45867

You grow the trunk in size as it buldges outward. Its majestic thickness surely will ensure the stability of your tree, no longer must minor travellers fear to be crushed by your massive branches. The very paticular growth of this rock however will surely have people questioning its origin.

Aside from birds however your stone tree becomes home to none. Most animals appear to fear something about it, though you couldn't pinpoint what.

Interestingly enough you notice that somebody left bits of food around your tree.

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5cb81e No.46428

Dice rollRolled 21, 41, 92 = 154 (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:

10 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Takim Umel the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Lord Kakar

-Kakarian Forge

-Kakarian Mines

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor

Creppladbolg (Legendary Sword)

>Other:

Skelerunes

Free: Unbind all the skeletons! If Mr. Takim chooses to stay, then great! But if he wants to go home that's okay too, all I ask is that he and his followers spread the good word about Skeltalism to the lands where he comes from.

1. Wowie, now we have milk, bronze, the best smith in the world AND fish! We should build a fishing town here so that the people may gather and be much more productive. We can build some docks too so that people might fish a bit easier. Just be sure not to fall in, I'm not sure if skeletons can swim or not, though then again we don't really have to worry about breathing…anyway, the town's name will be Skull Bay. Spooky!

2. While Kakar's men are good at their job, what we really need are some solid mining tools to help everyone out. Being that I'm such a good smith I think I'll make some and give the designs to the Kakars so they can make them too.

3. Now that we have a nice, big beach and a town in construction we can work on building boats that float. Can't be that hard, can it?

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ec3655 No.46429

>>46420

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

>>Free Action: I will accept the militia leader's payment, and tell he and his men to meet me in the village square first thing in the morning for a rigors exercise routine followed by some sparring. I must first assess their fighting style and ability to determine the best course of action to train them. These people are unlike the Bassk, who's sheer angry and ferocity could be harnessed and released at will, so I must learn of these "Ibuzens"

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ec3655 No.46430

File: a811755c1de847b⋯.webm (3.98 MB,400x224,25:14,game over.webm)

Dice rollRolled 88, 61, 22 = 171 (3d100)

>>46429

1. As promised Soridul would meet the members of the Ibuzen militia bright and early, for a prepared army was a deadly army, and true warriors could not waste the precious hours of the day sleeping! He would lead them on what he normally would consider a decent exercise routine. A 15 league run followed by sparring bouts and then instruction and drill on arms and defense, finished off with a stretching session and then downtime for the men to unwind or attend to their personal matters. Those men that could handle this regime without much trouble would be the ones Soridul would select for further training, and if they were capable, his new method of war.

2. Following this Soridul would take the second part of the day to learn all that he could of the Ibuzen, for to teach a people without learning yourself would hardly be the honorable thing to do. This concept of burying those that had fallen was alien to Soridul, though he never had to bury anyone he cared about. He never was able to find the body of his mother to say goodbye.

3. Soridul was rather lost due to his actions in the recent war between Bassk and Suban. On one hand he had helped a people drive an invader from their home, defending what was there's and protecting their children's future. On the other hand he had to do and order terrible things to make it happen. He had to meditate on these things, to try to understand and make clear to himself that there was some honor in that, in war. And if not, what he could have done otherwise, and how he could change.

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bdbc5d No.46432

>>46424

Ima actually need you to work for all that. You‘re basically an outsider who just showed up. You can choose where you want to start.

There‘s the Western Continent which is largely empty of players and rather tribal, you can only find Random here.

The Eastern Continent sports more refined authorative social structures. The largest powers are Ibizan, Suban and Ibuzen, though less powerful cultures such as Arami, Bassk, Siban, Spooban and a number of mixed cultures exist.

Hit me up on discord with any questions you got, aside from that you‘re good to post.

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2955e8 No.46436

Dice rollRolled 51, 4, 50 = 105 (3d100)

>>46422

>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)

>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)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))

[6 Arami-Red Rock Biremes]

[Fishing Villages]

1-2; The Navy will be paramount to the successful of Ibiza, I will promote and fund research into naval warfare and fishing industry. I will share these discoveries with the capital to further strengthen our unity and overall power

2; We will expand farther along the coast!

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c1be9b No.46526

>>46423

You fell yet another equally as unimpressive tree, spending some time to craft not one, but two Dryads from it. All in all it takes you a little longer than it would have taken you to create a normal Dryad and you manage to create two half-Dryads. They seem a little more lively than the other Dryads and seem to enjoy changing their location more often.

>Companions:

+ 2 Half-Dryads

>>46426

You order your disciples to continue their training. Naturally the more experienced Old Suban disciples take charge and they spend whatever free time they have practicing combat. The locals refer to them as Fighting Subans, a reference to the Fighting Ibizans which garnered some fame in the wake of their victorious defense against a vastly superior army. They pool their efforts to create a small house where they can train together, however there is little purpose for this as they all have families of their own to return to.

Contemplating on how to create a spear for yourself you come to think of the fact that spears generally consist of a metal spear tip as well as a wooden shaft. Your great stregth however would certainly allow you to use a speer entirely made of metal, though you are uncertain if this would pick your fancy. To create a spear either way was hard work and required experience you did not have. Certainly you could craft your own spear given the time, however the land of the dead which was nearby was home to quite possibly the greatest smith the world had ever seen, as well as some other quite good ones.

Finally you go about your journey to search for the child. All you find however is a group of warrior women inquiring as to whether you had seen a lonely child, which was not the case.

>Title:

+ Fighting Subans (Founder)

>>46428

Takim seems grateful and decides to stay for the time being, however he has a number of dead followers and relatives he would most certainly like to bring back to life, sending out his servants to get their remains. Whether these actions find acceptance within his homelands remain to be seen.

You think about making some long wooden bases leading out onto the water, but people think the idea is just crazy. Kakar offers to help out once more, however the head of another local family pleades with you to leave matters of the sea to him instead. He argues that Kakar is already much too busy with all of the forges and mines and would best be left to his own devices in the Bone City while Skull Bay could best be managed by this new ambitious family. You could of course decide not to voice your support for either of the families.

Easily enough you whip up a design for something that floats. It is certainly unique seeing as its not based off of any other culture's desgins and will be easily recognizable as Spooban. You like it that much that you have a second one built right away.

>Heroes: (remove)

- Takim Umel

>Holdings: (add)

+ Skull Bay

>Holdings: (choose to add one or none)

Skull Bay

+ Kakarian Control

+ Wobart Control

>Navy: (add)

+ 2 Spooban Boats

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c1be9b No.46527

File: 5d67a5bd302bc8f⋯.png (67.91 KB,2000x1000,2:1,Map.png)

>>46430

The man brings with him a hundred men, a number absolutely unexpected for such a minor garisson. As you send them through various tasks you quickly realize that these men value martial prowess in a much different way than the Bassk do. Where the Bassk rely on brute force the Ibuzen rely on experience and rigorous training. To your surprise all of them pass your test.

Given the impressive performance shown by these men you decide to learn more about Ibuzen culture as a whole. It would appear they do not believe in a life after death, but only eternal rest, which is ensured by their morticians. It is considered to be of paramount importance that every Ibuzen man and to some extend woman perfects their trade as not to waste what little life they have in this world. Most will learn their father's trade, however it is acceptable to go for something one is more skilled at instead. The social stigma associated with incompetence is harsh to say the least and nepotism finds no fertile grounds in Ibuzen society. Those who fail to reach perfection are often shunned and looked down upon. Naturally those no longer able to perform their craft are generally excluded from these stigma.

Finally you sit down and remember the many atrocities commited with and against your will. The countless bodies littering fields, rotting away under the scorching sun as bugs and wild animals tore through their bodies. The empty eye sockets of a child, its eyes having been torn out by the birds staring at you, its mouth twisted in horror. There was nobody left to forgive you. It would seem that what little forgiveness there was, it would not be coming form the outside.

>>46436

You put some of the budget aside to further the development of new and better ships. However your advisers quite frankly don't know whom they should give the money to. Arami shipwrights had proven reliable in the past, but then again they had hardly been building upon the old design of the Biremes. All of them built after old patterns which they had been taught by their own fathers, who had been taught by their fathers before them. Howver you were confident that eventually somebody could be found.

Under your orders the reach of your influence grows along the coast. Territories here are far more rural and removed from the Red Rock. They hardly stand in interaction with you aside from when they came to bring their wares to your City and sell them. Still technicall they were your subjects.

A group of men from the Western Garrisons approach you. They were members of the Ever-Vigilant, founded by.. yourself, they were a group of men who had dedicated their lives to hunting the Pigmen menace when it still roamed these lands. Granted it had been while since Ibizan lands had last seen Pigmen, so long in fact that some were doubting that they had ever existed, but the Ever-Vigilent remained. They were asking your permission to set up a chapter in Red Rock, to train armed men here which they could then send out into the world to fight the Pigmen wherever they would find them.

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2955e8 No.46534

File: 8d6d9a53112741f⋯.png (88.93 KB,2000x1000,2:1,5d67a5bd302bc8f4cd5e81c98e….png)

Dice rollRolled 62, 62, 71 = 195 (3d100)

>>46527

>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)

>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)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

[The Red Rock](Two Ring Walls)(Extra Siege Supplies)(Memorial Hall(Scorched Blade & Armor of the Red Rock))

[6 Arami-Red Rock Biremes]

[Fishing Villages]

1; Begin construction of a small fortified port at the marked location at the map. We need to consolidate this land and ensure we can protect our people.

2-3; Continue investment in the naval industry and technology

Allow the Ever-Vigilant to set up a chapter. Inform them of the new city being built and that they may get an even larger chunk/levy if they send a chapter there to help build it.

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2955e8 No.46535

>>46534

dubz czech em

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b4eeb4 No.46537

Dice rollRolled 38, 35, 80 = 153 (3d100)

>>46526

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+15 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

————

1. This land of the dead is quite intriguing. I should visit this smith after I have found the lost child. But for now I will continue my search.

2. If I still cannot find him I should try a different method, meditate and attempt to locate him through my gift.

3. Try and recruit some more people for the Fighting Subans and continue the training of the current members.

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12ea47 No.46538

File: 1eb981465b3199d⋯.jpg (118.92 KB,381x410,381:410,stock-photo-log-man-log-fe….jpg)

>>46526

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Trained Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Companions:

2 Dryads

1 Large Dryad

2 Half-dryads

>Actions:

1,2&3. Work with my small logs (u n s p e c i f i e d a m o u n t) to make as many normal dryads as possible.

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12ea47 No.46539

Dice rollRolled 2, 87 = 89 (2d100)

>>46538

Give em some rolls.

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12ea47 No.46540

Dice rollRolled 56 (1d100)

>>46539

>>46538

And the last one.

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db0b90 No.46547

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

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db0b90 No.46548

File: 984eee346ae1c6a⋯.png (1.11 MB,1200x1019,1200:1019,ClipboardImage.png)

Dice rollRolled 47, 91, 85 = 223 (3d100)

>>46547

1. Perfect, these men may learn of honor, the glory of battle fought fair and fought well, and how through its application one may best all odds, for when you believe in yourself and in your cause, you will be unconquerable. Teach those soldiers willing the meaning of honor, and of the focus and power of will it brings.

The Ibuzens struggle forever for perfection, but any man without honor is incomplete!

2. I am a man of my word, and I will teach these men the skills I have learned, of how to fight in the shadows to serve the light. To use the night as a cloak, even in the day, and of how to be as silent as the viper, but strike as ferocious as the bear.

3. Finally I will use the pay I received so far to buy myself and the bassk women some clothes more befitting the culture and weather of this place, still keeping my old wolf armor in reserve. If I do not have enough then I will make a amber trinket that will make up the difference.

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8e3008 No.46549

Dice rollRolled 20, 55, 82 = 157 (3d100)

>>46421

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 15 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - bominations 2 Veteran Arami Abomination Special prisoner

Action 1: Turn him into a pigmen, perhaps his hatred of pigs will turn him into something different?

Action 2: See about finding scorpions to transform

Action 3: Raid some costal villages, i haven't hit them as much so they should be less prepared

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5cb81e No.46552

Dice rollRolled 33, 72, 97 = 202 (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:

10 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Takim Umel the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor

Creppladbolg (Legendary Sword)

>Other:

Skelerunes

Free: I agree with Mr. Wobart, Mr. Kakar and his family are some of my most skilled smiths and I think they should focus on that and become the best smiths they can be..smithing is an extremely important and respected trade here after all, and being as good as they are is a high honor. So I think they should continue improving and becoming great.

1. And to help with that, let's build a mine in Skull Harbor, the coastal hills and cliffs may contain some great stuff! Lord Kakar can manage it, of course.

2. As for Lord Wobart, let's build him a great harbor to build ships and let them dock safely too. Skull Harbor can one day be a great city of coastal trade!

3. It seems I'm still in need of a good champion to defend the Bone Zone and wield the mighty blade Creppladbolg. I'll check the Temple for one or if I can't find any I'll just have to find the strongest Spooban around, skelly or not, and find a trainer to teach him the ropes.

Speaking of Lord Kakar, seeing as how his contributions to the art of smithing are numerous and great, I hereby give him the esteemed title of Forgelord. A high honor indeed.

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5cb81e No.46553

>>46552

forgot to remove Takim

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9e15a0 No.46602

>>46534

A new port town is constructed. It quickly becomes a gathering point for fishers from the villages. A garrison is established and a wall erected.

You pay some courtly scholars who come up with a new and improvised ship design. The new Red Rock Biremes are faster and more sturdy than the old Arami design.

The Ever Vigilant agree to assist and do so. Soon they form chapters in both Red Rock and the newly fortified fishing town.

>Holdings:

+ [Red Rock] (Ever-Vigilant Chapter)

+ [Fortified Fishing Town] (You can name this) (Wall) (Docks) (Ever-Vigilant Chapter)

>Fleet:

+ 2 [New Red Rock Bireme]

>>46537

More people join the ranks of the Fighting Subans. As your numbers grow quickly so does your recognition amongst the locals. Certainly you have not made any claims or enforced your will upon others, however they eye the rise of a new power with caution.

Your search for the child proves fruitless, the forest is dense and seemingly endless. However utilizing your gift you manage to locate a disturbance. Things seem to move in an uncanny way and at the center of it you find a small figure. A child no doubt.

At last you make your way to the location your mind had wandered to. Alas it is a child and certainly the one you were looking for, who else would have been led this far astray? From the earth an arm as a kraken's tentacle from the watery depths of the sea arose and picked an apple from a nearby tree handing it to the child. A most curious set of events. It would seem the child had not noticed you.

>Followers:

+ 20 New Suban Disciples (Trained)

>>46538

You put in the time to craft as many Dryads as you possibly can. Something seems wrong about the first one and it takes you a bit longer than expected, it just feels malicious in some way. Still you make up for it by rapidly giving life by the next two, however after the fourth one you are tired and decide to take a break for today.

>Companions: (add)

+ 3 Dryads

+ 1 Malicious Dryad

>>46547

You expand the Ibuzen idea of perfection by the sense of honor. They will be sure to put their honor on display and soon the idea will spread to all of the Northern garrisons. Perhaps this would eventually spark some longer lasting processes in Ibuzen culture.

Upholding your word you teach these men what you had learned in your time spent fighting the Subans. It is evident that they take what you teach them to heart. Though some of them voice concerns that this clashes with the ideas of honor they were just taught about you can see soldiers practicing ambushes on one another in their personal time.

The money is good and you have served your employer well. The cloth you buy is tailored to you as even amongst the trained Ibuzen a man of your stature is hard to come by. Your female companion receives crafted clothes which cover up much of her skin. Though she constantly wears the clothes your companion appears to struggle with the new surroundings, the language barrier especially seems to prove difficult.

>Other:

+ Fine Ibuzen Clothing

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9e15a0 No.46603

File: b1fe6738d3a3f5f⋯.png (67.59 KB,2000x1000,2:1,Map.png)

>>46549

Convulsions violently rock his body. He is reborn an abomination, filled with rage and droven mad by having become what he had sworn to kill.

You find a Scorpion much like the ones you found so long ago, however as you bestow your blessings upon it the results are much more underhwelming than the mighty beasts you had once brought about in the desert. On that note you could have sworn your Scorpigs had grown taller, though perhaps you were just misremembering their actual size.

Though you thought you had waited long enough you find that the Arami villages in the border provinces have been considerably fortified and are guarded by what you assume to be trained soldiers. Discouraged by the strength of your enemy you retreat into the desert where you come across a horde of Pigmen. You can't remember turning these.

>Companions:

+ The Mad Abomination [Ever Vigilant Abomination] (You can rename him however you please)

+ Scorpiggy

+ 30 Pigmen

>>46552

Wobart seems most pleased with your blessings and sends his thanks. He will ensure your will is enforced in this remote place so far away from the Grand Temple of the Dead.

You order the construction of mines in the newly founded Skull Bay. Certainly mining is the very lifeblood of your people and ingrained in your culture moreso than other trades. Lord Kakar, certainly aggrieved by your decision, will take care of it, of course.

The construction of a harbor under your orders comes along nicely. Surely this will encourage people to build new ships of Spooban design and make Lord Wobart's position one of even more relevance.

You decide that the sword you have is deserving of a powerful wielder. Certainly both Kakar and Wobart would see it as a great honor if one of their family members were to wield the blade, however there is one who is much more deserving of this honor. Argul, a great and powerful Suban warrior whose body was long believed lost. An old hag brought his bones to the temple, certainly he would prove a worthy Swordbearer.

Regardless you name Lord Kakar Forgelord, a great honor considering the great reputation of miners and blacksmiths throughout your realm.

>Skull Bay:

+ Kakarian Mines

+ Harbor

>Heroes: (Choose one)

+ Argul, the Swordbearer (You can rename him as you see fit)

+ Kakarian Swordbearer (You can name him)

+ Wobartian Swordbearer (You can name him)

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0f0f73 No.46608

Dice rollRolled 35, 51, 64 = 150 (3d100)

>>46603

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 45 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations 2 Veteran Arami´abominations, The Mad Abomination [Ever Vigilant Abomination], Scorpiggy

Action 1: Take all my abominations and find a weak village to raid.

Action 2: Convert any animals i come across.

Action 3: Send all my new pigmen into the wild in two groups of 15

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e4f8cf No.46609

Dice rollRolled 35, 48, 2 = 85 (3d100)

>>46602

>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)

>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)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

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

[6 Arami-Red Rock Biremes]; [2 Red Rock Bireme]

[Fishing Villages]

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

1-2; Construct a navy from these new ships! We will enact Ibizan Supremacy over the bay with this advanced technology!

3; Run practice drills with the navy. We must learn how to effectively attack from sea. I must learn how to lead the navy if we are to prosper in the region

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0f6618 No.46625

Dice rollRolled 30, 66, 67 = 163 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. These men are learning well, but they mention the supposed lack of honor in the art of the ambush. This is not the case, they merely lack the understanding of the nature of the word. Honor is found in battle, but also in the hearth. Caring for the sick and elderly, protecting the home, children and women. One must sometimes fight against odds, and in these times of great need one must way one honor against another. Is it a greater dishonor to allow a village to burn so that you might strike a man down while looking him in the eye?

And what of these who cast aside honor in favor of pure might or duplicitous tactics. The truly honorable man sees all the world around him, understands both friend and foe, and returns onto others as was rendered unto him. Return to those who give you dishonor and cruelty the same nature, but in your wise judgement spare the beaten foe who cannot fight. This is the true meaning of honor; the ability to utterly crush a foe, but knowing when to spare and when to aid one as well. In better understanding this principle the men shall become even more of a honed fighting force. This lecture will also be delivered in the midst of sparring matches as well, followed by drill and unified combat maneuvers.

2. With my free time I shall also find a smith willing to teach me the art of the hammer and anvil. A man buys his armor, but a honorable man makes his own!

3. And finally, I shall make every effort to teach my companion the tongue of these new lands, which I can apparently speak, along with making her as comfortable as possible in these new lands. Failing my lessons, I shall obtain for her a teacher as well. It would serve my honor well to ensure the women I have come to regard as a close companion is well cared for in our travels.

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77d04b No.46629

Dice rollRolled 63, 64, 45 = 172 (3d100)

>>46602

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+35 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

——————————————–

1. Approach the child, try and find out what is going on and convince him to come back to the Suba as people have been worrying about him.

2. Continue recruiting at the Fighting Subans

3. Continue training the Fighting Subans

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74e5e5 No.46630

Dice rollRolled 24, 48, 68 = 140 (3d100)

>Name: Greg

>Abilities:

[Master of Logs]

You may cast your mark upon any log. Said log will be able to see, hear and speak, albeit only to you. You may choose to see, hear and speak through the log. Should you decide to speak a face will appear on the log's bark. There is no limitation of range on said logs once you have cast your mark upon them.

[Dryads]

You have the ability to turn logs into living creatures once more. They require some water, sunlight, nutrition and air to survive and will largely be idle unless ordered to do something specific. Dryads turn into lifeless logs once more if your mark is damaged or destroyed.

>Skills:

[Axe] (Trained Prodigy)

>Other:

Woodcutter's Axe

Copper Sword

Small Logs (Unspecified amount)

>Companions:

5 Dryads

1 Malicious Dryad

1 Large Dryad

2 Half-dryads

>Actions:

1. Order my collection of Dryads, par the malicious one, to collect any loose wood in the nearby area and bring it back here.

2. Craft a few more Dryads form the small logs.

3. Climb a nearby tree to gain a vantage point, then scour the surrounding area, looking for the biggest trees that are nearby.

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b001ef No.46633

Dice rollRolled 9, 13, 98 = 120 (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:

10 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by Sir Argul the Strong

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

>Other:

Skelerunes

1. Sir Argul is the greatest warrior I have ever seen, even stronger than George the Kinda Strong. Creppladbolg has indeed found a worthy wielder! Now he just needs some strong men to serve under him. With Argul the Strong training them they should be strong indeed!

2. While the troops are training I will forge another great and mighty blade, this one called the Scarendal. Soon I'll have many strong knights with many strong blades!

3. I'd better forge some strong and mighty armor for the new knight as well. Skeletons have no flesh and blood but they can still break, and armor will surely help with that.

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59b911 No.46670

>>46602

>Name: Dunkan

>Word of Power: Purity

>Abilities:

>Other:

Let me start at Ibiz

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9e15a0 No.46731

File: 14f91e4abd69842⋯.png (68.03 KB,2000x1000,2:1,Map.png)

>>46608

You seek weak villages to raid, however your presence has forced the Arami to fortify their positions. No town you come across seems undefended. Walls have been built, guard posts manned. The people here are paranoid to say the least. If you seek undefended settlements you will have to venture much further into Arami lands, the belly of the beast. Though potentially worth your trouble there will be no place to run once you are discovered.

You come across a number of stray dogs, it would appear they had been domesticated in the past but their owners had been killed during some conflict. They make for good Pogs.

You send out the pigmen you had found once more, however you split up their herd and drive them away. They will either flourish in the Arami wilderness or perish. Either way they are free to live their own lives now, unaffected by the pesky humans.

>Companions:

+ 5 Pogs

>>46609

Under your command two new Biremes are constructed. Certainly they will allow you to gain control of the bay you hope to control!

In short supply of men who wish to take to the water an assembly of the bravest rogues is assembled and made to train with the two new ships. They sail out, but never return. Their fate remains unknown.

>>46625

The men are the best you ever had the pleasure of working with, however the idea of sparing an enemy fighter who had been disabled seems to rub them the wrong way. Ibizan society as a whole is unforgiving in nature and as such they have little intention of treating others any better than they treat their own people. They are however quick to acknowledge that there can be no honor in cutting down women and children.

One of the garrison's smiths is willing to teach you the basics. You receive some questionable looks as Ibizans do not agree with the idea of a man dabbling in too many different areas of expertise, after all he is wasting time he could otherwise spend perfecting his craft.

The Ibizan tongue is much more elegant than the hard rolling noises of the Bassk language, the fact that you have seemingly perfected its use without any training whatsoever does not appear to motivate your companion, though she does enjoy it when you speak to her softly. Some progress is made, but no Suban settlement was razed in a day.

>Skills:

+ Smith [Initiate]

>>46629

You attempt to approach the child slowly. While it does not appear to notice you you can feel the earth around you growling like an angry dog. The young boy turns to you, with a curious look. He is a seems a bit slow to understand, numb even. However after speaking softly to him you convince the boy to accompany you for now. In the distance however you hear the rhythmic step of a patrol coming.

More of the locals join the Fighting Subans. They are of varying religious backgrounds, however all of them seek to improve in martial matters, after all to increase ones strength truly is the most manly of pursuits.

Training proceeds quickly as those who have newly joined the Fighting Subans are quick to be taught the tools oft he trait. Some of the local High Chief’s men arrive to look at what you are doing, however seeing as you have a reputation with the General and do not seem to enforce any political agenda they decide not to take any action and return to their master to report your activity.

>Followers:

+ 15 New Suban Disciples (Trained)

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9e15a0 No.46732

>>46630

Your Dryads follow your orders as well as they can and provide you with even more logs. From it you create an additional two Dryads to serve you.

You search for big trees however the local trees do not appear to be all that large, however it is then that you spot a tree that towers above all others. Perhaps not the largest tree you had ever seen it was impressive in size and surely older than any man made settlement on this island. There could no doubt that it would make a miraculous base for a Dryad.

>Companions:

+ 2 Dryads

>>46633

Sir Argul, as he is referred to ever since you called him that, takes on a number of warriors to serve under him, however complaints are quick to arise. It would appear Argul is a relentless trainer and fighter and while certainly this is what has made him one oft he best he is sure to let his men feel it. Rumor has it that he killed one of his own soldiers so he would be reborn a skeleton as the Unliving needed neither eat nor sleep, though there is no substantial evidence to support these claims.

You craft the blade Scarendal, certainly a good piece of work, however when compared to Creppladbolg the blade is much less impressive, surely if you decided to put some more work into it you could craft a sword much better than Scarendal.

The armor you craft however is a marvelous piece. In centuries no other armor like this could be crafted by a mortal man, truly it was the best that this metal could ever dare hope to become. A suit of armor befitting the mightiest Leaders of Men, all who would lay eyes upon it would desire it. Truly the work of a Smith unlike any other.

>Inventory:

+ Scarendal (Masterful Sword)

+ Perfected Legendary Bronze Armor

>>46670

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.

>Abilities: (Choose one)

+ [The Essence of Man] You gain the ability to purge mortals of any mark or influence by the touch of your hand. This will remove any marks cast upon them (unless specified otherwise). You may also utilize this ability to greatly amplify the personality traits of a person instead.

+ [Cleansing Touch] You gain the ability to expel any toxins or illness from a mortals body through touch. You may also use this to purify metals, water or other things. You yourself are unaffected by toxins or illness.

+ [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.

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59b911 No.46735

Dice rollRolled 92, 8, 9 = 109 (3d100)

>>46732

>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.

>Other:

1. Awoken by the gods it is time to fullfill the purpose that you were created for. You begin to get familiar with your surroundings.

2. Food is important in this form, so is water. Finding some is of upmost importans

3. Learning fire magic is crucial for the mission. Using the word of power might help getting started on it.

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77d04b No.46740

Dice rollRolled 91, 57, 76 = 224 (3d100)

>>46731

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+50 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———————-

1. Guide the young boy back to the General as was requested.

2. After returning the boy (if I do) I will travel to this land of the dead.

3. Once arriving in the land of the dead I shall meet with this legendary smith and request from him a legendary spear.

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0f0f73 No.46748

Dice rollRolled 51, 81, 43 = 175 (3d100)

>>46731

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 45 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations 2 Veteran Arami´abominations, The Mad Abomination [Ever Vigilant Abomination], Scorpiggy 5 Pog

Action 1: Start making traps along the border, if we can't attack any weak spots then we must prepare for their attack.

Action 2-3: Attempt to turn myself into an Abomination, i am currently too weak to fight anyone. but if i could achieve the form of my brethren then perhaps i may gain the strength we need.

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7a4f4a No.46755

File: 914d6aa80c38a82⋯.webm (3.56 MB,640x360,16:9,jamie xx.webm)

Dice rollRolled 97, 37, 70 = 204 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. Continue training the men in the art of combat and Deception. Next we move to drilling in formation, and furthermore, marching formations stealthily. It might seem impossible to move an army quietly, but I have managed to do so already, and will show these men how to do so again. I shall also at this time gauge how they primarily fight, and adapt further lessons to work with their style.

2. Continue educating my women in the tongue of this land, so that she may appreciate the culture and the people here as much as I do. Some bonding time wouldn't hurt as well.

3. As the sun sets I shall find a place, secluded from the rest of the village and its people. Perhaps even climb a nearby mountain if there is one available. Atop there I shall meditate on the meaning of honor, on my own actions and the honor, and dishonor, they have wrought. I shall look into the monster in my soul, the beast who claims the spines of men, and find in it the true purpose of myself. I am no mere man, of this I am sure, but as I wander this world, I struggle to find the true purpose the gods have for me. With only myself and the gods for company, I shall find this purpose.

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e4f8cf No.46759

Dice rollRolled 7, 55, 33 = 95 (3d100)

>>46731

>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)

>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)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

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

[6 Arami-Red Rock Biremes]; [2(4) Red Rock Bireme]

[Fishing Villages]

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

1; Order the construction of a new set of gear for me. It will take awhile to forge, but it will be worth it.

2-3; Take [2 Red Rock Bireme] and [3 Arami-Red Rock Bireme] and head out to find the crew and ships. We must make sure these men come back to their families!

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b001ef No.46760

Dice rollRolled 18, 32, 87 = 137 (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:

10 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by Sir Argul the Strong

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

Scarendal (Masterful sword)

Perfected Legendary Bronze Armor

>Other:

Skelerunes

1. We should try to get more beach space. Let's expand east of Skull Bay along the northern coast!

2. Hmm, this is no good. I should reforge Scarendal into something much, much better!

3. I think I'll check the Grand Temple for any new great heroes, or at least some good skelly friends people have dropped off.

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838c65 No.46801

File: 6c87d2b7a8d91d5⋯.png (68.04 KB,2000x1000,2:1,Map.png)

>>46735

You begin to search your surroundings. You are in the lands of the Ibizans, servants of the Sun God. Looking around you you find yourself in the bustling midst of their Capital and its markets. People from far and wide come here to exchange goods and gossip. The Ibizans are a faithful people who spend much of their time farming the fertile riverlands. They are ruled over by their God King Maharib, whose will is enforced by the many nobles and the Guardians of the Sun, who answer directly to the God King himself.

Finding water proves very easy. A river flows through the mighty kingdom's capital, however the people look at you weird when you drink from it. Apparently this is something inappropriate to do.

You seek to externalize the flame, however it would appear that the fire is not within you, but the people you judge.

>>46740

The young boy follows you without issue and though you hear patrols here and there they never appear to come close to you. You return the child to the general, who seems amazed when you report how easily you located and retrieved the boy. He is sure to think of an appropriate reward for you in due time, however it would appear for now he would like you to make due with his thanks.

You travel to the lands of the Dead. The name is most fitting as here you see Skeletons walk amongst humans as if it was nothing unusual. They have strange symbols carved into their foreheads. You make your way to a large and impressive building where you encounter yet another skeleton. It would appear this is the legendary smith you had been told about, however it would appear he is also some sort of high priest. You make your case before him. >>46760

>>46748

You set up a number of traps alongside the long border, however it is far too vast to reasonably be trapped sufficiently. You will probably manage to catch an animal here and there, however it seems rather unlikely a person will get lost and end up stepping into one of them.

Once more you attempt to turn yourself and you can feel your bowels revolting. To become an abomination would be to become a more powerful creature for certain, however as you can feel your bowels twisting it becomes clear that this is a path that once you have tread it you could never come back from.

>Abilities: (if you so choose)

+ [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.

>>467

While some might consider it impossible to move an army quietly it would appear the Ibuzen consider it natural. They are quiet and swift, traversing the landscape more like shadows than men. Truly a fearsome power to behold.

You continue to teach your woman the Ibuzen tongue and there finally seems to be some progress, though she still seems more confused by Ibuzen culture than anything. Taking her out of your home and showing her around and getting her to talk to some vendors does seem to help a little bit, however she seems to harbor a general disinterest for the Ibuzen and their traditions.

You contemplate on the many things you've done. Your military victories and failiures as a human. The cruelties you have commited and trauma you've inflicted. You try to find purpose with the gods but wherever they are they silently look down upon you. There is no answer to be received. Perhaps the monster you were cursed with is a test, then again, perhaps it is merely a reflection of who you truly are despite all of your self delusion.

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838c65 No.46802

>>46759

Once more there appears to be an issue with the metal supply from the other parts of the Ibizan lands, however a local trader by the name of Manicus offers to resolve the issue for you. Usually he only transports fish, but he knows a few people in the Capital and could easily make arrangements to get something else shipped to the Red Rock. Of course he would be expecting something in return and while more traditional payments may appeal to him as well he seems to desire some form of official recognition the most. Alternatively of course instead of relying on local smiths you could turn your gaze far to the North where a legendary smith resided. Perhaps with the right incentive he could craft you an armor befitting of a hero such as yourself.

You sail out and discover that apparently the Biremes have been stranded on sandbanks not far from each other. While slowly withering away you manage to rescue the crews and retrieve one of the Biremes, the other one however was too severely damaged.

>>46760

You seek to expand further along the Northern coast, still your people seem less than willing to actually settle alongside it as Skull Bay had only recently been settled and was still growing.

Once more you reforge the blade, this time it proves to be more along the lines of what you had expected. A sword of legendary craftsmanship.

Once in the grand temple you realize that its been a while since you've been here. Interestingly enough there are far more bodies of the recently deceased and far less skeletons. Once you lead these people into a second life they will gradually shed their mortal meat.

Furthermore a mighty warrior from the Suban lands approaches you, he asks you to make a spear for him though he does not say what he would offer you in return. >>46740

Interestingly enough a messenger with the same request arrives, he was sent by one of the Suban Warlords and too desires for you to forge him a spear befitting of a great Warrior.

>Inventory:

- Scarendal (Masterful sword)

+ Scarendal (Legendary Sword)

>Army:

+ 50 Spook Suban Zombies

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0f0f73 No.46803

Dice rollRolled 36, 8, 89 = 133 (3d100)

>>46801

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 45 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations 2 Veteran Arami´abominations, The Mad Abomination [Ever Vigilant Abomination], Scorpiggy 5 Pog

Action 1-2: Keep up the trap making, we need a lot more construction work for it to effective, keep making traps along the border

3: Make more animals into pigmen, we need pigdom to spread!

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59b911 No.46804

Dice rollRolled 6, 13, 34 = 53 (3d100)

>>46801

>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.

>Other:

1. If the flame is within other people, i should be able to harvest the flame. But i cannot be discovered doing this. I must find a place to stay.

2. I have to learn to sneak and be stealthy in order to get close to people, and not be discovered.

3. I have to learn the culture and the laws of this place, in order to survive and fullfill my mission

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b001ef No.46805

>>46740

"Why howdy-doo and a pleasantly spooky day to you, stranger! What's that then? A legendary spear then? Well sure thing, I can do that for ya, but mighty spears like this don't come cheap, I'll need something in return. It doesn't look like you have very much, but you look strong enough so I'll make you a deal. If you train a few of my skelewarriors into proud skeleknights to defend my realm I'll gladly whip up a mighty spear for you in the meantime. Whaddya say?"

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77d04b No.46806

>>46805

"It would be an honour to train some of your people Great Smith. They shall be the finest skeleton knights that you have ever seen."

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e4f8cf No.46827

Dice rollRolled 70, 70, 80 = 220 (3d100)

>>46802

>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)

>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)

>Other:

[Crude Leather Armor];[Wooden Shield];[Ibizan Standard Bearer];[Good Bronze Sword]; [Good Bronze Shield]

>Holdings:

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

[6 Arami-Red Rock Biremes]; [3 Red Rock Bireme]

[Fishing Villages]

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

1-2; Relying on foreign smiths when we have proven great smiths here is disgraceful. In regards to the Metal shortage, offer this Manicus a position as a sponsored Red Rock Merchant, allowing funding from the coffers for his operations and giving him access to more sectors and even trade with foreigners. The Leader must be a symbol and have the gear needed to inspire his men!

3; It's good we got those men back to their families safely, but we must continue on with the training. We will start off small this time, focusing on landing the ships to drop off men and siege tactics.

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e4f8cf No.46828

>>46827

dubz czech em

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b001ef No.46890

Dice rollRolled 21, 33, 56 = 110 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by Sir Argul the Strong

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

Scarendal (Legendary sword)

Perfected Legendary Bronze Armor

>Other:

Skelerunes

1. Alrighty, I suppose that seals the deal. Better fire up the forges and get to work! A spear of legendary proportions…hmm, what shall I call it? I know, I'll call it Ghost Bolg, a spear truly fitting for a hero! I'll reforge it as many times as it takes until it's a mighty and fitting weapon, a testament to my knowledge I've acquired and the hard work and practice I've done to get this far.

2. Ah, another guest from Suba, and he too desires a mighty spear? Very well, but like I said earlier, these works of art are quite powerful indeed, and they're indeed worth much…I think I'll try my hand at negotiating with the man, perhaps we can work out a deal with some of the wealth of Suba? Rare metals and other valuables, perhaps? Let's see what the good man has to offer.

3. While I'm busy with forging weapons of legend and raising my new order of great and mighty knights, Lord Kakar is doing plenty of mining and smithing of his own, and Lord Wobart is busy building ships and managing Skull Bay, I think we could use a little entertainment. I know, there was once a bard that wandered into the lands, a musician, an entertainer. Perhaps if we made some musical instruments of our own and gathered talented musicians to hold musical concerts for us all to enjoy it would bring happiness to the people and boost morale so we can all work much better. Let's try it!

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7a4f4a No.46949

Dice rollRolled 58, 73, 90 = 221 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. The men have reached a point now where general training will suffice no longer, to truly become great they must specialize, but I cannot progress without knowing exactly what my employer wants out of his men, I will ask this of him and deliver it.

2. If no god will answer my call, then I must be the force of reason and judgement in my world. My actions may have been horrendous, but they were necessary, and now they are not, so no longer is my horrible form I have discovered. I will banish all thoughts of it from my mind, and failing that, change the beast inside from one of horror to one of honor.

3. I have had plenty of training but not enough action, surely this new land has some exotic, or common, large fearsome beast to hunt, to stalk, and to kill. I shall spend the nights doing this, with my bare hands, truly the height of honor and challenge. If this land has no great beast to slay, then I shall merely enjoy the scenery instead.

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ca64e4 No.47178

>>46803

You continue to build traps in the sand. They are hard to make as the sands shift, however as time passes you lose track of the number and locations of traps you've made yourself. The territories you've already been through become more dangerous to traverse for everybody involved, though given the scope of the area you will most likely at best be sending unlucky travellers to an unexpected sandy grave.

You turn more animals of the desert into Pig Hybrids. They are twisted visions of what they once were and blindly follow your simple commands. You notice that your old Scorpigs' carpaces appear to grow more dense, they have grown somewhat in size as well, far larger than the newly bred Scorpiggys.

>Companions:

+ 2 Scorpiggys

+ 5 Vulpigs (Vulture-Pigs)

>>46804

You stealthily sneak throughout the densely populated town. People give you strange looks and your shadiness appears to draw attention, however nobody approaches you and everyone seems to just leave you to your own devices. While you do find a bridge to sleep under one of the guards who had apparently been informed about some suspicious activity, tells you that by the grace of the God King there is a place for the homeless to stay. Should you so choose to you will be assigned land in the Northern colonies to work and call your own, as well as provided some crops to get you started.

The laws of the land are rather basic. Punishment goes by an eye for an eye, thieves have fingers or hands cut off and the sort.

>>46827

Your newly associated merchant goes to work and obtains metals from the capital. Soon a smith presents you with a new set of armor. His own interpretation of the Armor of Red Rock. New and not quite as Scorched it bears engravings retelling the Battle of Red Rock and the Slaying of the Demon.

Your men are quickly making progress in discovering new ways to lay siege to cities and navigating on coasts safely. Soon you field the most proficient naval forces far and wide.

Under your watchful eye the lands around Red Rock have begone vastly outproducing their own need. Trade with the capital is picking up quickly and some fear that your farmers may soon be flooding the market with cheap grain, threatening the sustenance of farmers elsewhere in the Kingdom. It is uncertain whether any actions will be taken about this, however surely it would be wise to address the situation in advance.

>Characters of Interest:

+ Manicus (Sponsored Red Rock Merchant)

>Inventory:

+ [New Armor of Red Rock] (Masterful)

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ca64e4 No.47179

File: 6298be4e717c524⋯.png (68.8 KB,2000x1000,2:1,Map.png)

>>46890

Making a spear requires much more work than simply forging a spearhead. While the metal part proves easy to make you struggle considerably with the shaft. You abandon several attempts, finally you call it a day having created something beneath your true ability.

In exchange for the weapon the messanger is allowed to offer you a rare metal called gold. It is very shiny indeed and considered the most precious of metals. You would be to receive five of these in exchange for the spear. The Coins in question would look very much like the ones he shows you, though the ones the messanger carries are made from copper. They bear a man's face on one side, a woman's on the other.

As a man of metals you begin to craft several prototypes made from metal. Most of them sound horrible indeed, however a variation of the fanfare with some holes appears to do the trick. You are able to evoke some sounds from it, however it would certainly take time to master this instrument. An Arami traveller feels reminded of an ancient folks tale, where he is from people speek of a Skeleton that emerged from the sea bearing a trumpet, whenever it played music walls would tremble like mens hearts and ruin and destruction followed in its path. After a few more attempts you decide that you are not that skeleton.

>Inventory:

+ Ghost Bolg (Masterful Spear)

+ Trumpet

>>46949

Your employer is more than content with the state the men are in. He will no longer be requiring his service, though you are of course welcome to continue to stay in town and live amongst the Ibuzen. However you would of course be expected to pick up a trade, still the pressure would be more social than legal.

Looking inside you you hush the hunger that lingers within and push the beast down ever deeper into the darkness of your shadow. In its savage gurglings and snarls you find no room for arguments of honor or valour. Only the hunt occupies its mind.

You travel Ibuzen lands to uncover a great and mighty beast. However you find none. Here and there packs of Wolves and Bears roam, but there is nothing that would pose a threat to a warrior such as yourself. Curiously enough however you do find something in the distance. A large lone tree sprouting from a mountain. As you come closer you realize that this tree was not made from wood, but stone. How it grew to be like this you could not tell. Its branch was mighty and plants had grown all across it, its branches shielded you from the sun, however you could have sworn there was something else up there, something glistening in the sun.

Last but not least you find a large stone gate, struck right into the mountain beneath the tree. However there appears to be no reasonable way to open them. No hinges that would allow them to rotate and even if, the doors would have been much too heavy for any mortal man to open. Then again, perhaps this was merely a carving on a rock wall.

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77d04b No.47197

Dice rollRolled 58, 20, 20 = 98 (3d100)

>>46806

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+50 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———————-

1. Start to train the skeleknights, hopefully they will be worthy of their leader afterwards.

2. Keep an eye on leadership qualities among the skeleknights, if any seem like they have the potential to be a commander then I will train them for leadership over the other knights.

3. Explore this land through the use of meditation, lookout for anything interesting.

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ca64e4 No.47199

>>47197

You begin training the Undead, it proves harder than you expected as they do not speak apart from some chittering and clacking of the bones, they do draw signs into the ground though which remind you of Suban runes. On their foreheads they carry sometimes more and less elaborate symbols. Still you teach them how to fight somewhat, though certainly there is a lot more they can learn. The training session draws some attention from the locals who come to spectate, though you are uncertain why they would do so.

Trying to spot leadership qualities amongst mute skeletons is nigh impossible, they are one rattling mass of bones and its hard to tell one from another. You console yourself with the thought that none of them have what it takes to be a leader.

You roam the lands in spirit, most clearly set apart is the Great Temple and two sets of walls, one very rudimentary, the other much more sturdy. Beyond the closeby territories lie two more cities, its inhabitants busy like ants going about their duties. One of them stretches as far as to the Northern Coast.

>>46890

The Suban champion trains your warriors swiftly and efficiently.

>Army:

- 50 Unbound Old Suban Skeleton Warriors

+ 50 Unbound Trained Old Suban Skeleton Warriors

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e4f8cf No.47202

Dice rollRolled 53, 15, 92 = 160 (3d100)

>>47178

>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)

>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)

>Other:

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

>Holdings:

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

[6 Arami-Red Rock Biremes]; [3 Red Rock Bireme]

[Fishing Villages]

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

>Characters of Interest:

Manicus (Sponsored Red Rock Merchant)

1; Increase taxes on Wheat to slow production. Keep Wheat in main cities in Granaries in case of emergency.

2-3; Personally lead our ships and crew east to the Capital and run drills with the Royal Navy to increase our own and train their skills.

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7a4f4a No.47212

File: da1a5ad3f902abc⋯.jpg (106.28 KB,736x1090,368:545,880b0437c5e09ad77816daf74e….jpg)

Dice rollRolled 78, 80, 18 = 176 (3d100)

>>47179

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. With my new skills and aid rendered unto these people, Soridul takes leave of this new, strange land. Maybe he would return here one day, or maybe he would not. Such is the life of a wanderer, a follower of the wind. I will gather my things, my companion, and set south, to the great stone tree. Such a sight demands my attention, for sheer curiosity alone.

2. Along the way I shall make note of any features of this land, beautiful or useful, and if anything strikes me as either, I shall examine it as well.

3. Finally, after arriving and making camp at the tree, I shall take my companion and examine the strange stone door. Perhaps her eyes will observe something I cannot, or perhaps together we shall discover something wonderful, or terrible. Both are equally likely.

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0f0f73 No.47227

Dice rollRolled 87, 92, 70 = 249 (3d100)

>>47178

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 45 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations 2 Veteran Arami´abominations, The Mad Abomination [Ever Vigilant Abomination], 3 Scorpiggy 5 Pog 5 Vulpigs (Vulture-Pigs)

Action 1-2: Gather more animals and prepare to assault the enemy, make sure to take a route towards them that doesn't go through the traps ive made

3: Try to sneak past most of the villages that are garrisoned, heading more into the homeland of the enemy, where they probably haven't fortified due to fear of pigs

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b001ef No.47231

Dice rollRolled 29, 49, 71 = 149 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by Sir Argul the Strong

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

Scarendal (Legendary sword)

Perfected Legendary Bronze Armor

Ghost Bolg (Masterful Spear)

Trumpet

>Other:

Skelerunes

1. No, no, no, I can't give him this. I'll remake this spear, using the techniques I've learned through trial and error to perfect this shaft and make the Ghost Bolg a truly magnificent spear!

2. Gold, huh? Sounds good to me, we could use some precious metals like that around here, they sound like they'd be good for smithing things. I'll take the man up on his offer and begin forging a spear for him right away!

3. The traveler has trained many fine soldiers, and now it is time to pick the strongest and most able of my trained fighters and turn him into a proper knight! He will be bestowed the mighty blade Scarendal and receive the finest of my armor as is fitting of a knight of the Bone Zone.

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77d04b No.47248

Dice rollRolled 86, 47, 11 = 144 (3d100)

>>47199

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+50 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———————-

1. While I am here I will continue to train the smiths skeleknights, he is hard at work on my request so I should repay him as much as I can.

2. Check out the great temple, see if anything is interesting there.

3. Visit these walls, maybe I could fix up the one that looks rather rudimentary. I have built some rather fine things myself so I could perhaps fix it up a bit for these people.

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b001ef No.47249

>>47231

Forgot to name the Suban warlord's spear, it will be named Boorionac

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801850 No.47271

Dice rollRolled 79, 34, 75 = 188 (3d100)

>>47178

>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.

>Other:

1. I decide that i must have some sort of identity, since i have alertet the people around me to my presence. I will go up north and start the farm, so i atleast can pass off as a, slightly crasy, farmer.

2. On the way to the northeren farm, i look around for targets that i can purify

3. If a suitable target is found, i will approach it and use my ability on it. If no target is found í will see, what kinds of crop i have to work with on my farm.

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7280b2 No.47306

>>47202

You raise taxes on Wheat which diminishes the income of farmers throughout your realm but fills your own coffers quickly. They are now faced with the dilemma of either having to find something else to grow or simply growing even more wheat to make up for the amount of money lost. However lucky for you it would appear your taxation has led to a diversification. Soon various types of grapes are being grown throughout your territotires. Your granaries swiftly fill with grain.

Your arrival in the capital is rather surprising, however the locals naval officers are more than happy for the support. You swiftly share with them the various advances your own retainers have made and they soak them up just as quick. Your actions have earned you great favor with the Sun God's Navy, however small it may be.

>Skills:

+ [Naval Tactics] (Expertly Trained Prodigy)

>>47212

On your travels you create a map, travelling with your Bassk companion who every day strays further from home than she has ever been. While she seemed somewhat angered by the fact you had decided to leave the Ibuzen lands just as she had learned their language and adjusted to their customs she is certainly impressed by the sight of the stone tree. She discovers that within the tree's crown, far above the ground there appear to be some sort of large gems, carefully placed within what you can only assume to be nests.

Your companion also notes how the spacing between branches seems oddly convenient, almost as if somebody wanted you to climb the tree. The door however remains just as solid as the first time you saw it. Your companion however seems very uncomfortable pointing to the ground, there are markings on the ground that indicate something had opened and closed the door with nothing but brute force. Seeing as the door was embedded within the rock there was no way any human could have done this.

Having made camp you are surprisingly joined by a girl, not just yet a woman though you can already tell she will become more beautiful than any you have ever seen. Somehow she is startled by your camp and companion. Her finely woven garments, emboryded with black suns seem somewhat worn out and you notice that she appears to be carrying her belongings in a sack, very unusual for a person that you would have assumed had some sort of societal status. She asks if you will share your fire with her, just for the night. Though she is just a girl you can feel your companions grip tightening around your arm.

>>47227

You gather a great many more animals who fill the ranks of your army. More Pigs from the wild wastes deep within the piglands heed your call and join the masses.

You notice your Veteran Abominations start to behave differently. One of them binds an Arami shield to his chest, toting around with an Arami spear it stabs some of your Pigmen, killing some and apparently ravelling in the joy of killing. The other spends much more time with the Pig-Hybrids teaching the mindless animals tricks and ordering them to attack, practicing with other Pigmen. It too seems cruel in nature.

Leading your warband into the lands of the Arami you come by many fortified townships. You continue your journey deeper into their lands just to realize that all major settlements appear to have walls, though perhaps they may not be as well defended. Somehow whether it is due to your incredible cunning or sheer luck you remain undetected. Having travelled deep into the Arami lands you are a piggy far from home.

>Companions:

+ 50 Pigmen

+ 25 Pogs

+ 15 Vulpigs

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7280b2 No.47307

File: ddbed32e4437c35⋯.png (69.21 KB,2000x1000,2:1,Map.png)

>>47231

You try to rework the shaft but the alternatives appear just as imperfect as the last ones. Somehow Ghost Bolg continues to elude you.

Thinking about how you could improve Ghost Bolg you go about working on the spear for the Suban messanger. Certainly this new and shiny metal was valuable in the eyes of many, its rarity would certainly make for excellent regalia. Perhaps Ghost Bolg would have been better if you had made this part more slim and that more sturdy? Swiftly a new spear takes shape. A better one. In your hands you now hold what you had always wanted Ghost Bolg to be. Sure, you promised it to the Messanger, still you could give this one to the Warrior instead.

One after another the Skeleton Warriors compete against one another. Its a complex system of elimination when finally the winner emerges. A once unimportant man from an unimportant family. It would seem in unlife he had truly found his calling. That is until rattling loudly and ferociously Argul approaches, furious that he had been forgotten about. He seems very displeased at both you and your new champion.

>Inventory:

+ Legendary Spear

>Heroes:

+ Barron (Skeleton Warrior)

>>47248

You continue to train the Skeleton Warriors some of them fare better than others now and as you begin to listen to their chittering more closely you cannot understand the words they use but soon begin to understand the meaning behind it. As you make progress teaching the more advanced of your students how to utilize a spear the ruler of the Dead Lands demands one of them step forward to be announced the best of warriors in a tourney. You help organize the whole thing, however at the very end of it when a winner is selected some other Skeleton shows up the the scene, visibly angry that apparently it was not put into consideration.

Later in the day you look around the grand temple. People bring their dead here, though none of them seem particularly sad. From the looks of it, having a second life after their first has given these people a more relaxed view on their lives. Various "Maggot Priests" as they are called are offering their services to clear the dead of their flesh so it would not rot from the resurrected once they had been brought back. The scenery itself was surprisingly lively. Amongst the many Old and Spook Subans there were some rather unfamiliar faces as well, it would seem people had travelled here from lands far south to bring back their dead.

Doing your best to patch up the rudimentary wall you soon realize that it stretches a lot further than you had anticipated and abandon your task for now.

>>47271

You go North to go about your new task as a farmer, once there you are assigned some seeds for various citrus fruits to create an orchard and wheat to grow in your fields. All of these will naturally take some time to grow, however in the meantime it is your local Lord's responsibility to provide for you. You will be required to make your own hut however.

While you had found nothing particularly interesting on your way up North while you are beginning to put down some seeds you do find something that picks your interest. Two Ibizan Soldiers bearing the sign of the Black Sun, the Royal Sigil, are trying to talk to a girl in loose rag tag robes. You don't understand what exactly they are saying, only whenever the girl shouts at them you hear a few short parts of sentences like, ".. have to stop her", or ".. orders to take you back". For what it was worth you could tell that both parties had honest intentions, however you could tell the soldiers were losing patience.

Finally you decided to get closer and listen in what they were talking about, one of the men saw you approach and turned to you, ordering you to stay away. The other in the meantime picked up the girl against her vocal protest and threw her over his shoulder, which was when her knee hit his face. Cursing the soldier fell over backwards, while the girl made a run for the nearby forest. The one that had addressed you only a moment ago turned to chase her.

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e4f8cf No.47308

Dice rollRolled 2, 13, 76 = 91 (3d100)

>>47306

>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)

>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)

>Holdings:

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

[6 Arami-Red Rock Biremes]; [3 Red Rock Bireme]

[Fishing Villages]

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

>Characters of Interest:

Manicus (Sponsored Red Rock Merchant)

1; Make inquiries into the Royal Courts politics and going ons. Send the boys out to gather rumors and gossip from the taverns and such.

2; Look for a scholar to tutor me on languages and politics in general. If I am to help Ibiza and my vassals thrive, I must learn how to navigate the scheming nobles who seek to steal from my land and the people.

3; Request a visit to the court, specifically the ones who dictate military, and lobby to increase the size of the Royal Navy and research into technologies that deal with bodies of water.

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e4f8cf No.47309

File: 4822d71540dd703⋯.jpg (32.17 KB,500x375,4:3,shiet.jpg)

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7a4f4a No.47311

File: 4bd1e1761f2e3e1⋯.webm (3.24 MB,352x288,11:9,russian road.webm)

Dice rollRolled 74, 11, 54 = 139 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

1. Of course the girl can stay, to cast her out in the cold would be a dishonor, but all the same if we are to stay here I cannot allow one, let alone two, women sleep outside. I will fell some trees, if any are nearby, or hunt some large game failing that, and erect either a small cabin or a tent, using whatever resources are near to do this.

2. The Door is intriguing, I shall have to keep watch on it and see if I can tell what is moving it. I shall do this from the higher perches of the stone tree, so that I may also keep watch on this "nest" as well. This location is strange, and warrants fuhrer investigating.

3. Around the Fire I will talk with this new girl, surely she must have a story, to be so far away from home, carrying all that she owns. I know the feeling, and will share my story with her if it gives her some solace, some comfort. More importantly I am intrigued as to what she is doing her, and why our presence would surprise her

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59b911 No.47323

Dice rollRolled 99, 82, 97 = 278 (3d100)

>>47307

>>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.

1. make it look like i try to go and help the downed soldier, while i use my ability on him.

2. After that is done, i run back to my farm. Making sure to cover my tracks as well as possible.

3. i begin to gather the materials for my hut.

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25dc94 No.47328

Dice rollRolled 12, 10, 65 = 87 (3d100)

>>47306

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 95 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations 2 Veteran Arami´abominations, The Mad Abomination [Ever Vigilant Abomination], 3 Scorpiggy 30 Pog 20 Vulpigs (Vulture-Pigs)

Action 1-2: It seems that their natural leadership is coming into effect and is gonna take place over time, bide my time for a while and prepare to attack a human settlement

3: Do the mentioned attack on the settlement

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b001ef No.47365

Dice rollRolled 85, 50, 24 = 159 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

Sir Barron the Brave

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by 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

Ghost Bolg (Masterful Spear)

Trumpet

>Other:

Skelerunes

Free: At last a spear is made that's worthy enough to be given out to the traveler. He's trained my men well indeed and has given me a suitable new knight so it's only fair that he gets the best that I have. Thus I bestow the mighty spear Boorionac to the warrior, may it serve him well. Also considering he came to me first it's only fitting that he gets his first.

1. As for Ghost Bolg, I haven't given up on it yet! I'll make it a mighty spear indeed for the Suban warlord, using the lessons I've learned from making the Boorionac to make this spear truly good indeed. Surely the warlord will understand that his spear will take a bit more time, you can't rush perfection after all!

2. What's this? There seems to be a terrible misunderstanding between Sir Argul and I regarding the knighting of Sir Barron. It was never my intent to diminish his prestige, nor was it my intent to elevate Sir Barron above him. So I think it's time to make my intentions with the knight training known to all, and formally establish the Knights of the Round Skull, a brotherhood of the most skilled and renowned knights in the realm devoted to defending the Bone Zone and being sacred protectors of the Skeltal faith. Each one of the knights is hand-picked for their valor and skill, and Sir Argul is no different. Indeed it is my hope that Sir Argul and Sir Barron may one day look upon each other not as rivals but as brothers and compatriots. However, it's true that the Knights of the Round Skull are in need of a leader, and thus I'll raise Sir Argul to the rank of Knight-Captain because of his experience and seniority. That should clear things up!

3. Then I think it's time we expanded east some more along the coastlines so we can have some room to build up some more great skelecities!

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77d04b No.47366

Dice rollRolled 11, 24, 88 = 123 (3d100)

>>47307

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Spear]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+50 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———————-

1. Back at home continue recruiting for the fighting Subans.

2. Furthermore continue to train members of the fighting subans.

3. Prepare to return home to the Suba, try and fix up that lesser wall before I leave.

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e1b8a7 No.47377

>>47308

Your appearance at court is most unworthy of a man of your status. Some view this as a sign of submission, others call you a peasant lord. The people you send out learn nothing, some of them never return, others are found face down in gutters. It would seem noble intrigue is a very real thing at the Ibizan Sungod's Court, however you are not in on it.

As you look for a scholar you find nobody you would be willing to put your trust in. All of these men have worked for at least one of the major noble houses at one point or another and it would have been a dangerous assumption to believe they were not still in someone's employ.

At last you ask for an audience amongst the Great Lords who gather regularly in the Capital. The Heads of the Eight Greatest Houses of the Sungods lands may be found here, however while the meeting is held within the Sungod's palace you notice a distinct lack of your King. They consider your request and after some discussion they believe that it would be in the interest of the realm to expand the fleet. One of the older members of the court suggests that you could take up the mantle of Solar Protector of the Seas. You are savy enough to understand that the other lords place little value in the Navy and that giving you this title would grant you a position at court which, considering your power, you definitely have a right to, while still leaving the important matters to the more established Lords.

>Title: (Should you choose to accept)

+ Solar Protector of the Seas

>>47311

You cut down trees and kill deer and before long you have an impressive mix of a tent and a hut. While the girl seems somewhat disgusted by the freshly harvested skins spanning the ceiling above her she is thankful for the meal and the roof over her head. Your companion however seems to be very impressed with your show of strength and hunting prowess and can't keep her hands off you.

Keeping watch on the door you could have sworn you heard the sound of metal striking metal. However as you try to listen more closely the sound subsides and the door does not move. The nest as well remains lonely atop the stone tree's branches. It would not seem like any bird will return there tonight.

Inquiring about the girl's story she reveals that she is the daughter of an important Ibizan nobleman who was killed in battle. As her mother was of unimportant status she was passed around various other noble houses for education and though none would do her harm because of the status' her father used to hold they tried to raise her into becoming a puppet, something she very much took offense to.

When old enough she took her belongings and left in the middle of the night, avoiding the various patrols sent out to find her she is confident to have come far enough to elude the Ibizan's grasps. On that note she stands up from the fire to rummage through her belongings. Having retrieved what she was looking for she positioned herself in front of you, offering you a golden coin from the top down in a most patronizing way, stating you were to be rewarded "as is fitting for a most loyal Mahdjay". Though you were not familiar with the word you turned the coin in your hands, it was large for a coin, one side the Golden Sun another a Golden Face.

>Other:

+ Ibiz Golden Coin

>>47323

Quickly you approach the downed soldier reciting the various lines one uses when trying to offer condolences and help, however as you touch the man his organs are set ablaze, flames emerge from his mouth and eyes and swiftly burn the man into a lifeless husk. To rid yourself of the evidence you kick the man's corpse which crumbles into dust and is swept away by the wind. You then return to the construction of your hut.

The girl and soldier do not return for the rest of the day, however the construction of your home makes swift progress as if guided by the gods' just hands. Swiftly you erect a little structure that will be your home for however long you choose to stay here.

However as the sun moves further beyond the zenith you are visited by a number of men. A noble on a horse as well as a number of guards and some sort of scribe. The scribe introduces the man on the horse as your new liege. Should there be any issue you are to make a report of it at his estate. The scribe is pleased as he takes note that you have already built yourself a hut and have begun planting the seeds for your orchard. The nobleman seems rather unphased by all of this, staring off into the distance. After a few formalities they leave once more.

>Holdings:

+ [Hut]

>Skills:

+ [Architecture] (Prodigy)

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e1b8a7 No.47378

File: d4814ff40affa85⋯.png (69.31 KB,2000x1000,2:1,Map.png)

>>47328

Perhaps waiting was not for the best after all. It soon becomes clear that the two pigs while exploring their own authority fail to recognize each others. A number of indirect fights erupt and the "Shieldbearer" kills one of the "Beastmaster"'s Pogs while he in return sends his animals to tear up one of his rivals Pigman.

Deciding you have waited long enough you commence the assault on the human settlement. Its walls are low, however it is still guarded. As soon as you approach bells begin to ring. A Number of Pigmen die as guards stab their spears at them trying to breach the gates, however they have nothing to take down your heavily armored Scorpigs as they burst through the wooden gates.

Within the township itself the streets quickly turn bloody. People defend themselves with whatever they can get their hands on while the Pigmen feast on everyone who fails to defend himself. People attempt to flee the city as well as they can, somebody laid a fire somewhere and only god knew what your Scorpigs were up to after having broken through the gate. In the skies Vulpigs circled as packs of Pogs sprinted through the streets in a crazed frenzy.

Here you stood within the town's boundaries, idlesness did not suit you well.

>Heroes:

+ Shieldbearer - Veteran Abomination (You can rename him at your leisure)

+ Beastmaster - Veteran Abomination (You can rename him at your leisure)

>Companions:

- 4 Pog

- 12 Pigman

- 2 Veteran Arami Abominations

>>47365

You grant the Suban Champion his spear. He disappears without another word though the Shoddy Stone Wall appears to have been reinforced.

It would appear you had learned a great many things working on the spear. Finally Ghost Bolg is complete. The messanger seems truly amazed at the work of art you hold up to him. He offers you the agreed amount.

You manage to calm Sir Argul down however it is only the title of Knight Captain that appears to appease him. While the Knights of the Round Skull hold no official power it is considered a title of prestige more than anything, seeing as it only consists of two Skeletons.

You order the expansion of your lands further to the East however people are much more interested in moving to Skull's Bay. Business is picking up and trade with a new Siban colony to the North is surprisingly good.

Meanwhile you are informed that after some disputes along the border one of the Suban Warlords has marched his forces into Siban territories and sacked a number of settlements. Whether this will be the end of it or is the beginning of a larger invasion remains to be seen.

>Holdings:

Spooksville

+ Reinforced Shoddy Stone Wall

>Inventory:

+ Ghost Bolg (Legendary Spear)

Should you choose to honor your agreement:

- Ghost Bolg (Legendary Spear)

+ 5 Suban Gold Coins

>>47366

You receive a Spear crafted by the Legendary Skeleton Smith himself. It is more than a masterpiece, one in thousands, a work of art. Certainly a weapon deserving of a name.

Sweating and toiling you manage to patch up the lesser wall, however you take so much time night is already falling and you haven't even set out for your homelands yet! You decide to stay one more night.

You overhear a number of rumors, about people killing themselves or being killed just so they could be brought back as eternal skeletons or to bolster someone's ranks, though you could not hear whom.

Amongst the rumors are also reports you find to be more likely, apparently one of the Suban Warlords had decided to invade Siban lands after a long standing dispute over territories. Certainly people back home would know more about this.

>Inventory:

+ Spear (Legendary Spooban Spear)

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e4f8cf No.47379

Dice rollRolled 47, 46, 69 = 162 (3d100)

>>47377

>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)

>Holdings:

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

[6 Arami-Red Rock Biremes]; [3 Red Rock Bireme]

[Fishing Villages]

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

>Characters of Interest:

Manicus (Sponsored Red Rock Merchant)

1-2; Immediately send a letter to Red Rock ordering construction of a grander port there. Begin construction of more fleets here in the capital, an assortment of military and fishing vessels. These nobles must be taught respect.

3; Send men out to the countryside, looking for any scholars who left because of their disgust with partisans in the capital.

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e4f8cf No.47380

File: 5ec096de50b692f⋯.gif (1.65 MB,294x240,49:40,1489194510524.gif)

>>47379

>69 for acquiring a scholar

what did the dice mean by this?

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2ba068 No.47381

Dice rollRolled 91, 60, 68 = 219 (3d100)

>>47377

>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.

>Holdings:

+ [Hut]

>Skills:

+ [Architecture] (Prodigy)

1. Seeing as the hut came up faster than expected, i shall now begin to make sure than the farm is going well.

2. The incident with the soldier has made me realise that, i need more training and equipment if i am gonna try and purify the world. I shall see if i cant try and build some primitiv weapons, either a bow with arrows or a simple spear.

3. I try to see if i cant improve my hut.

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0f0f73 No.47401

Dice rollRolled 12, 5, 77 = 94 (3d100)

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 83 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 3 Scorpiggy 26 Pog 20 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1-2: Put gore and bodyparts all over the settlement making it more horrifying for any human to pass through while also sending a message that we will not dissapear. Once that's done start moving back into the forest and see if i can find some caravans to raid

3: If i come across any wild animals again, recruit them, perhaps these new lands will have new creatures. Who knows

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850225 No.47412

Dice rollRolled 73, 72, 55 = 200 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+ Ibiz Gold Coin

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Old Bassk Women

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850225 No.47414

>>47412

1. Another night, another day of watching the tree and trying the door. Failing any activity I shall investigate the mountain above the door for any sign of activity or secondary entrance to what lies within.

2. The girl is welcome to join our measly party if she wishes, for the roads are dangerous to journey alone, and as a wanderer myself, if she has a destination, I would be happy to accompany her to it.

3. While we rest in the night I shall ask both of the women if they have any knowledge of this place, be it legend or not

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850225 No.47417

Dice rollRolled 38, 63, 100 = 201 (3d100)

>>47414

reroll the rolls for the rolls with the rerolls because the rerolls need rolls that need rerolls

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e4f8cf No.47423

File: a5798f89f645967⋯.gif (976.42 KB,500x300,5:3,giphy (3).gif)

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b001ef No.47434

Dice rollRolled 57, 8, 62 = 127 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

Sir Barron the Brave

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

Skull Bay

-Seat of Lord Wobart

-Kakarian Miines

-Harbor

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by 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

5 Suban Gold Coins

Trumpet

>Other:

Skelerunes

1. Whew, now with all the commissions out of the way I can get back to making more weapons for my own skeleton knights! I've gotten quite good indeed at making spears, I think I'll make another legendary spear to serve as the weapon of the next Knight of the Round Skull. I'll call this spear "Ghoulngnir" and it will be a fine weapon indeed, a fitting symbol of the prestige of the Knights of the Round Skull!

2. Oh? Trade with the Sibans? Well. I think that'd be a fine idea. The trade with the Suban warlord worked out pretty well, and having more of these coins will only help to add to our wealth. Let's build a great big marketplace in Skull Bay so that trade and wealth can start flowing freely!

3. But we can't stop expanding now, we should keep settling the lands on the coast in hopes of finding a spot to make another prosperous city for even more shiny stuff!

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7ea761 No.47458

Dice rollRolled 69, 14, 80 = 163 (3d100)

>>47378

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+50 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———————-

1. I must now make my way home and ask about the Suban warlords actions. Gather as much information as possible to get the best idea of what happened.

2-3. Have the fighting subans train for battle. I may not need to ask them to join me and I may not even need to interfere myself but it would never hurt to be ready.

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e4f8cf No.47463

File: 4c5839f4134a179⋯.png (166.77 KB,384x258,64:43,professional seduction.png)

>>47458

>69 get

ayyyyyyyyyyyyyyyyyyyyyy

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b754cb No.47467

File: ea00bda12dfd0a5⋯.png (69.76 KB,2000x1000,2:1,Map.png)

>>47379

You send the men back home a message and receive a reply that swift progress is being made. Given that you are not there to handle local business your highest ranking officer has taken command of the situation and is distribution orders. He asks you to provide more clear instructions as to who is in charge given your activities in the capital seeing as various other advisers tried claiming the position of primary organizer.

Thanks to your local ambitions more Biremes begin construction in the capital, soon the men here will take to the seas to begin training naval combat and more basic things such as navigation.

You send a few trusted men out into the periphery to find someone well versed in noble customs and the local noble's activities but is also not a member of court. Your people end up finding a nobleman's illegitimate daughter who appears to have received some decent education and seems rather ambitious. The girl by the name of Thoticca complains at length about how men tend to not take women for full especially when it comes to matters of governance. You do have to admit however that she is a hard person to keep eye contact with.

>Holdings:

Red Rock:

+ Expanded Port

>Characters of Interest: (Should you choose to accept)

+ Thoticca (Noble Bastard)

>>47381

You check on the various plants you have grown. Things have been proceeding surprisingly well and it really does seem like you have a green thumb. Various smaller bushes have already begun to bear fruit and though your orchards will take some more time before anything productive will come of them the trees themselves are looking sturdy and healthy.

Having found a sufficiently lengthy stick you create a primitive spear that will certainly suffice for whatever training you plan on doing. Just to be sure you sharpen one end to be especially pointy and your spear is complete.

Not intending to watch grass grow you decide to spend some of your downtime improving your housing quality and end up adding another room to your hut, making it a little spacier. You have certainly come quite far in a relatively short time span. Perhaps you had always been meant to become a farmer.

>Inventory:

+ Self Made Spear

>Skills:

+ [Agriculture] (Prodigy)

+ [Architecture] (Trained Prodigy)

>Holdings:

Hut

+ Additional Room

>>47401

After sufficiently gorifying the scenery you have a look around you. Organs are hanging spread throughout the settlement, faces staring up to you from twisted necks. Today had been a good day to exact vengance upon human filthy. However while certainly you have made your case that the Pigmen did not plan to go anywhere an uneasy feeling begins to nest in your heart. A seed of doubt, that perhaps you had not only taught the humans a lesson, but that they had learned one.

You then decide to leave the settlement behind, however the Arami lands can hardly be considered forest. With little vegetation to go around the lands are inhospitable. However while coming across no sentient soul you do manage to convert another two Scorpiggys.

>Companions:

+ 2 Scorpiggys

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b754cb No.47468

>>47414

You spend more time waiting around the door and while you could swear you had heard something in the end nothing of consequence happens. The door stands there as it has always, unmoving. While scouting around for a second entrance you notice a few holes here and there from which hot air seems to ascend, however not even a hare could fit into them.

The girl gladly accepts your offer, she had nowhere to go and life was lonely. She hands you yet another golden coin for your protection and companionship though the way she says the latter makes your own companion burst out with laughter. Poking fun at her about how she is far from a woman, which makes her storm of. After some contemplation you decide not allow for her to get killed by some wild animal and follow her.

You eventually find her lying in the grass staring at the stars. After some time of making up you start to make small talk about how you were looking into the door and unsurprisingly she knows little. After a little bit of silence however she admits that she does know someone who might know a thing or two.

Burying her hands into the Earth beside her she whispers something. At first nothing appears to happen, then you see it. The moon, emerging from behind its clouded cover begins to grow and with it the stars begin to shine brighter and brighter until you find yourself within a fully lit circle. You feel lighter and see that she has begun levitating slightly.

Her lips are moving but you cannot understand a word over the deafening growls and rumbles that surround you now. The girl begins to progressively levitate further until she is barely holding herself on the ground. With a quick scream one of her hands comes loose and suddenly as if it had never happened the scenery fades.

Besides having a bit of dirt on her face she seems alright. She tells you what she learned. The tree was built by the son of the mountain, a powerful being able to bend the earth to its very will. What lies deep below remains hidden even from the stars, but every now and again they lay eyes upon his descendants. Surely they live in the depths and do their father's work.

Pondering about what had happened you return to your camp where your Bassk companion has been waiting. There is something really reaaaally important she has to show you in the tent.

>Companions:

+ Mahra (Sun Ibizan Noble Girl)

>Inventory:

+ 1 Ibiz Gold Coin

>Should you choose to accept:

+ Remind me about kid in 3 turns

>>47434

Yet another Legendary Spear is completed and already people are swift to lay claim to it. Argul demands his squire be given the spear for he was personally trained by him and will be sure to prove his worth in the future. Wobart demands the spear for himself, as nobody from Skull's Bay is represented within the Knightly Order and having a living man amongst the undead would certainly show your commitment to your living subjects. Naturally Kakar bids for the rank as well, stating that naming one of his relatives as knight would certainly be seen as a welcome boon.

You send men to expand a marketplace and organize a system for traders to be able to exchange their goods, however they are quickly stopped by the local guard. After some scuffles they find themselves thrown out of the city and you receive a rather angry sounding letter, stating Lord Wobart is displeased about not being informed about a task he could have taken care of himself with no issue whatsoever.

You order your own men to begin with the expansion and swiftly enough another city is erected, though once more it seems increasingly hard to get people to move there your methods prove persuasive enough. Lord Kakar had suggested a man from the Bone City called Garek be given the city in order to decentralize the balance of power within your realm, however Lord Wobart is quick to cast aside Kakar's suggestion, claiming Garek is nothing but one of Kakar's puppets and the City, being on the coast as it is, should of course be governed by himself. In the end however it is you who will decide whom the city will go to, if you so chose you could keep it yourself for now.

>Holdings:

New City (Name it)

+ Seat of (Whomever you wish to grant it to)

Bone City

+ Stone Wall

+ Temple of the Dead

+ Marketplace

Skull's Bay

+ Marketplace

>Inventory:

+ Ghoulngnir (Legendary Spear)

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b754cb No.47469

>>47458

Upon your return to the homelands you are swift to ask around for any information on the Warlord's actions. Though you can find neither the General nor his father within the local fortress you do run into his sister. While not a warrior herself she seems strong for a woman, people said she was her father's daughter but he kept her away from any sort of fighting for he feared the Mother's own forces might try to lay claim to any martial woman.

After some basic forms of introductions which she seems to enjoy just a tad too much you have a lengthy talk about the situation in the Siban lands. Apparently there had been some longstanding disputes over the border territories and which lands belonged to whom. To keep things uncomplicated and cut matters short one of the Warlords who had been affected by the issue decided to raise his men and redraw the lines. A meeting between the Warlords had been held and it was quickly decided that the Borderlords had no need for the assistance of the others and thus formed a loose bond to take care of the Siban situation themselves.

She then went on to tell you that her father and brother had been called to yet another assembly, the tone in her voice alluded to some form or frustration, though you were unsure whether it was one of anger or sadness. They were going to discuss the extent to which the invasion would go, what territories to retain and who would get to keep what, however she was no part of such war talks and her family had not returned yet so she knew nothing of the conclusion.

Eventually after saying your goodbyes you got around to working with the Fighting Subans once more. They had been busy in your abscence and some more had joined their ranks. Certainly they were ready for battle, but few of them had ever shed blood before, even less of them in a proper battle. Then again, remembering the horrors of the fighting in the far South made you ponder how much war a man really needed in his life.

>Followers:

+ 25 New Suban Disciples (Trained)

+ 3 Old Suban Disciples (Trained)

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59b911 No.47471

Dice rollRolled 96, 24, 36 = 156 (3d100)

>>47467

>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

>>Skills:

>+ [Agriculture] (Prodigy)

>+ [Architecture] (Trained Prodigy)

>Holdings:

>Hut

>+ Additional Room

1. Well since that nature will take over, when mankind has been removed, it would make sense that i am good with plants. Keep improving the farm

2. Find another target to purify, somwhere secluded.

3. See if i cant improve my weaponry to make something that captures people and not killing them.

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0f0f73 No.47472

Dice rollRolled 53, 26, 87 = 166 (3d100)

>>47467

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 83 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 26 Pog 20 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1-3: Keep advancing further into these lands converting any animals i come across.

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9f6b72 No.47483

Dice rollRolled 97, 89, 30 = 216 (3d100)

>>47468

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other

Babby In 3 turns

1. I have tried observation and skulking, investigation and force, but now I will do one final thing, something that is so simple and crazy it just might work. I will knock on the door.

2. A child, wondrous news! I shall prepare a feast, harvesting the best fruits and vegetables of the land, and hunting the fattest and meatiest animal around.

3. The experience with Mahra was a… unique one at that. I will question her of her powers and skills, and inform her of my own. The Gods of this world are a curious lot, and this is the first person I have met that also seemingly is blessed by them. This has been a mystery I've been trying to solve ever since I discovered my difference from normal humans.

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e4f8cf No.47486

File: 0760ca8e024f9e1⋯.jpg (105.58 KB,600x777,200:259,first_snow.jpg)

Dice rollRolled 5, 79, 5 = 89 (3d100)

>>47467

>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)

>Holdings:

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

[6 Arami-Red Rock Biremes]; [3 Red Rock Bireme]

[Fishing Villages]

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

>Characters of Interest:

{Manicus}(Sponsored Red Rock Merchant); {Thoticca}(Noble Bastard)

1-2; Continue construction of fleets at Red Rock and the Capital. In regards to leadership, my highest Ranking Officer will be named "Regent" while I am away. I will also call for the Highest Ranking Naval Officer to be Master of Ships and responsible for construction of Ports and Fleets and Naval Warfare. This will settle it for now.

3; A woman… this is perfect! Her vendetta will ensure her loyalty to me, while her education and relation to nobles will allow me greater knowledge! Hire her and receive instruction from her!

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e4f8cf No.47487

>>47486

dubz czech em

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f940cf No.47489

Dice rollRolled 87, 29, 83 = 199 (3d100)

>>47469

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+75 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

———-

1. Say my thanks to the woman and compliment her on her strength and fairness. Give her my name and ask for hers in return. I would like to speak with her again when I return. Promise her that I will help settle these disputes.

2. Travel to the place of these negotiations with my old suban disciples as companions. Inquire with what they plan and tell them that I am willing to support whatever they choose.

3. The spear that was crafted for me is worthy indeed, surely in the future all of the Suba and beyond will know of its name. I pray to the forest and its spirits to bless the spear and I its wielder for whatever is to come.

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b001ef No.47493

Dice rollRolled 84, 63, 66 = 213 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Sir Argul the Strong

Sir Barron the Brave

>Holdings:

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

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

-Harbor

-Wobartian Marketplace

Vertebra Village

-Seat of Lord Gastar

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by 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

Ghost Bolg (Masterful Spear)

Trumpet

>Other:

Skelerunes

Free Stuff/Fluff:

Ah, a new city! I think I'll name it Vertebra Village, after the brave backbones that keep us all upright. As for who controls it, I think it's too early to make a decision on who should control the city yet until the new town can be developed further and so I'll choose to keep the town under my rule as an interim thing until I can get a better idea of who would be better suited to heading up the village.

1. As for the question of who will wield the spear we'll do it as we have in the past, by a tournament of skill and strength! The winner of the Second Grand Tournament of George the Kinda Strong shall commence! The squire of Sir Argul, Lord Wobart, and the chosen of Lord Kakar are all welcome to participate, of course. However participants should know that the Knights of the Round Skull are the sacred champions of the realm and membership in the order isn't something that can be just given based on station or social class but instead must be earned through skill and talent. Thus the winner of the Grand Tournament of Sir George the Kinda Strong will have earned the right to wield the mighty spear Ghoulngnir and stand proudly as the newest member of the Knights of the Round Skull!

2. Hey, I think I just thought of a good idea. We have a lot of cities now and walking between them all can prove to be tough work at times. Why not make travel over land a bit easier by making some roads between the cities? I think it'd surely help!

3. Next we should see what we can do for making Vertebra Village thrive…I feel it can be so much more than just another bronze mining village or port. Let's go looking for rare and interesting resources in the area for Vertebra Village to work with!

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b001ef No.47494

>>47493

Also ignore the Seat of Lord Gastar (was supposed to be Garek anyway) since I haven't chosen who's gonna rule it yet)

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b754cb No.47495

>>47471

How much of a green thumb you have actually boggles the mind and makes you question whether maybe you were not supposed to rid the world of the scourge that was humanity or rid humanity of its scourges. Basic philosophy aside your progress is swift and efficient, some animals begin to settle around your farm and a few chubby birds take up nest near your house while a hive of bees is constructed nearby.

Observing all of this your neighbor compliments you, he seems overly friendly and invites you to eat with his family tonight. His cheery attitude only fuels your rage towards him, however he never seems to be alone one of his children or his wife constantly being around him. The worst part is that his intentions seem genuine. Truly a disgusting human.

You look around and pick up a stick, certainly this will do well if you hit someone in the head hard enough with it. Then again.. spending some time on your well growing farm you put in the work and make a rope from flax.

>Skills:

+ Agriculture (Experienced Prodigy)

>Inventory:

+ Rope

+ Big Stick

>>47472

You continue deeper into the Arami lands, but all you come across are empty villages. Here and there you manage to convert a stray dog, but the further the travel the more often you encounter animals which were slain, their meat however left untouched. While this suspicious sight was offputting enough on the horizon every now and again you could spot a man on horseback. It would seem he was tracking you.

>Companions:

+ 4 Pogs

>>47483

You hunt with your companion and kill a deer which she skins and prepares over the fire while you go out to collect fruit with Mahra, who has no experience in hunting whatsoever. While you are out hunting for fruit you question her about her powers, however she says she has none herself. It is only by lineage that she speaks to the skies. Her grandfather is the Sun, her father the Moon. Whenever she speaks to her father he tries to bring her to him, however she has no intention of leaving yet.

Celebrating the child you eat the vension as the day slowly drifts away. Later at night you return to the door. Laying your ear onto the door you can hear the sound of metal striking metal. Raising your hand you knock against the door and the sound immediately subsides. A few moments nothing happens, then the door made of pure rock swings open, you jump back not to get hit. A bearded and wrinkly face looks down upon you. It belongs to a creature that looks much like a man, however towers over you at three meters tall, even in its hunched over state. The skin seems to be as rough as rock and every time it moves the many chains made of unknown materials rattle around its neck. "What is it you seek, Godspawn?", its eyes are fixated on you. They have no pupils but look like polished green marbles.

>>47486

The man named regent, a veteran of the pig wars proves to be loyal, however he was already of considerable age when the fighting begun and many question whether he is still able to lead. Some accuse him of diverting too many of his tasks to his assistants, however he is adamant in his duty to you to serve as Regent. The construction of ships continues as planned.

You hire the woman to teach you about the nobles however it appears she knows a lot less than she had initially claimed. She spends much of her time after your initial employment to talk to people and get a feeling of whats going on in the Capital. Aside from this rather disappointing revelation the other nobles make fun about you behind your back as you chose a woman to teach you of all things. At least this way they may underestimate you which is a boon in and of itself.

>Fleet:

+ 1 [Red Rock Bireme]

>Characters of Interest:

+ Junius (Regent, Old, Fighting Ibizan)

+ Salvius (Master of Ships, Fighting Ibizan)

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b754cb No.47496

>>47489

She says that she is well aware of who you are and the service you did provided to her brother. Her name is Sigrunde and she would be delighted to speak with you upon your return. She does seem somewhat amused as you promise her to settle the disputes but then waves you of with a smile regardless.

You travel into the Suban heartlands where the meeting is taking place. Large bands of soldiers stand guard and you are quickly required to leave behind your men and surrender your weapons which you leave with your Old Suban Disciples. After traversing several security precautions you are led to a lonely house, standing in a forest clearing like it did not belong. As you entered it quickly became clear that nobody lived here, all there was was a large circular table in the middle of the room, sitting around it were ten men, larger than most other you had ever laid eyes upon and certainly more muscular at that, they were each accompanied by a number of retainers. Spread throughout the room however were another ten, which seemed just as barely human as the demigods which had taken a seat around the table, they were armed however and watched the scenery with mannered interest. None of them interfered or said a word.

As you speak up to announce your presence and intent some of the High Chieftains scoff at you. A youngling come to meddle in the affairs of his superiors. The General you had met in the far South however sits amongst them and calms to High Chieftains. He explaims that you mean no disrespect and certainly only intend to help, as you did with the recovery of Sumar. With little patience one of them exclaims that regardless of your service to the Patriarchs the High Chieftains' plans did not require your consideration. The Sibans were beaten and all that was left was to divide the spoils. Something an unaccomplished leader such as yourself would know nothing about. A quip more at the General than you, one however that his father, a man just as impressive as the rest of them, would not hear about. The assembly then devolved into shouting and threats, though it did not come to blows.

Having slipped out you are frustrated with the encounter though you can see why they would not have listened to you. It is then that the General approaches you from behind. The bickering inside was still going on. In confidence he told you about further plans of expanding the Suban regions into Siban territories. Certainly the High Chieftains would not stop their conquests once they had proven fruitful. As odd as it sounded however they knew very little of the Sibans, there appeared to be no central leadership to have negotiations with. He asks you to do his father a service and find out who leads the Sibans and if possible take them prisoner. Should you not be able to do it, knowing who was in charge would suffice, however there was no point in killing them. Should you do this you would be guaranteed a reward and possibly the ear of a High Chieftain.

Once more out in the forest you ask for the blessings of the forest spirits, but as always they remain silent. It is then that a bear emerges from the treeline and unelegantly falls onto his butt to sit in front of you. Opening its mouth, somehow through unnatural means, a human voice emerges. "You ask the Forest Spirits for their blessings?", the bear asked, sniffing his own fur, "What have you done to deserve it?". He just sits there staring at you in an unthreatening, somewhat unusual manner.

>Characters of Interest:

+ Sigrunde (Suban High Chieftain's Daughter)

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b754cb No.47497

File: 3a36be1f12102f2⋯.png (71.16 KB,2000x1000,2:1,Map.png)

>>47493

Lord Wobart is clearly displeased with your decision while Lord Kakar exclaims that there is little rush, though he warns that one easily looses track of how short the lives of mortal men are.

When you then go on to announce that the knights of the Round Skull have to fight for their place Lord Wobart seems to be fuming and storms off, loudly cursing and complaining that a living man fighting the unliving could hardly be considered a fair fight. Unsurprisingly he does not appear to the fight, which is decided between one of the Kakar's and Sir Argul's squire. To yours and probably everyone's surprise the two deliver a poor showing in combat and while eventually Kakar's relative manages to best the squire both of them remain very quiet about the victory. In very uncharacteristic fashion Sir Argul agrees that his squire certainly has not earned a place amongst the Knights of the Round Skull while Kakar mumbles something about seeking to train his own better in the future.

Some basic roads are already in place, though they are more trails than anything. Rocks from the various mines are brought across the country where they are put into the ground. The workers are paid from the various taxes established in Bone City and Skull Bay.

You send out people in search of a new, rare and interesting resource! However unfortunately people are struggling to turn up with the grand findings you were looking forward to. One of the search parties went as far as to put antlers on a bunny's head and attach it to a dog's body just to please your desire for the extraordinary, but in the end they are forced to admit it was nothing but a fraud. In the end it would seem Vertebra Village has no supply of metals, some fish along its coast and plentiful forests with game to the East.

>Heroes: (If you choose to Knight him)

Sir Samil Kakar

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9f6b72 No.47498

Dice rollRolled 57, 41, 5 = 103 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other

Babby In 2 turns

1/2/3. Soridul stares at the figure for but a moment, sizing up the house of a man, or rather the mountain that is a man. Finally, after but a moment of contemplation, he speaks.

"So, you know what I am, even though I have had only inklings of what I truly am. I take it you are one of the sons of the sire of the Mountain, or so the legend goes. I have but 3 questions for you. I first wish to know what I am, and why I am as far as you can tell. Secondly, I wish to know what you know of this world and its people, and its legends. And finally, what lies under the mountain that we dare to speak in the glory of. But I am a man of honor, and would not ask these answers from you without due recourse to compensate you. Simply name your price, and I will fulfill it."

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e4f8cf No.47513

File: 64dbcfdb01f6ebe⋯.jpg (726.49 KB,850x1199,850:1199,sample_cca846017f0456a8841….jpg)

Dice rollRolled 9, 48, 92 = 149 (3d100)

>>47495

>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)

>Holdings:

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

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

[Fishing Villages]

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

>Characters of Interest:

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

1-2; Continue production of ships in Red Rock and the Capital. Send a letter to Junius cautioning him of outside influence trying to destroy Red Rock and to beware of spies and saboteurs seeking his favor.

3; She dare lie to me. From my lowly position as a soldier so long ago, I had thought Ibiza to be pure, but now I see snakes thrive in every brush. She needs to be humbled, she can be of use still, though. We will go out in public and I will ridicule her for all to see when she makes a mistake or ignorant remark. Then, when we get back, I will sit her down and explain to her why I did this. I will grill her for connections and knowledge she has and perhaps any scribes she knows, she had to survive somehow. She is ambitious, she might simply be holding back so that she could try to play the mediocre noble girl to be married and then try and take advantage. I must remain resolute and serve Ibiza, even if I have to harm it in the process. I will be the one in control, I will play this wicked game and win.

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0f0f73 No.47515

Dice rollRolled 55, 50, 7 = 112 (3d100)

>>47495

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 83 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 30 Pog 20 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1: A hunter, a fool if he think of us as mere animals. Send forth the beastmaster and 20 pogs against him,

Action 2: Get the Shieldbearer to grab his group of pigmen and have them move to the right side so we can flank him.

Action 3: Take the remaining pigmen that i have left and go around to the left, hopefully we can surround and wipe out any other people he has with them.

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2ba068 No.47517

Dice rollRolled 47, 23, 42 = 112 (3d100)

>>47495

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

Skills:

+ [Agriculture] (Experienced Prodigy)

+ [Architecture] (Trained Prodigy)

Holdings:

Hut

+ Additional Room

1. Hm, well the man shall live a while longer. I look for someone more suited to be purified.

2. The gods have truly tempted me to help humanity by giving me this gift. i must begin to see if i cant turn this git around to help me. i shall begin to see if i can find some poisonous plants that i can begin to grow.

3. I try to make a small indoor garden for the poisonous plants, inside my house. Or make it hard to see what is planted on the plot of land.

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b001ef No.47524

Dice rollRolled 63, 72, 35 = 170 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

40 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

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

-Harbor

-Wobartian Marketplace

Vertebra Village

-Seat of the lord of the village to be determined later

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by 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

Trumpet

>Other:

Skelerunes

1. Well, that wasn't quite as big of a show as the one Sir Argul and Sir Barron put on, but Samir Kakar, hereby known as Samil the Chivalrous, has won the tournament fair and square and thus has earned the right to wield the mighty spear Ghoulngnir! But alas, I crafted a great and mighty spear for him yet he has no armor! I'll fix that right now by smithing up a fine set of armor for him to don proudly. (Smith armor)

2. Hmm, nothing special? A bit disappointing, but wait, did you say wood? We will need plenty of fine wood and lumber if we're to make our empire great! I think I see a vision for Vertebra Village now, as the Bone Zone's foremost producer of wood and lumber! Let's start up production immediately by building a lumberyard. I see great things in this town's future!

3. I'd best get back to my skeletal duty and visit the Grand Temple of the Dead as well as the newly built temple in Bone City, there's probably plenty of skeleton friends waiting to be raised!

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f940cf No.47526

Dice rollRolled 27, 90, 67 = 184 (3d100)

>>47496

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+75 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

———-

1. Robert gives the bear a carefree smile "I have trained myself to be a great warrior and would lend my strength to defend the forests and all beings that live within them."

2. Sneak into the Siban lands and begin to scout for their leader.

3. If found then take the leader of the Sibans hostage and slay any other important figures I find. Stealthily of course, they won't know what happened come dawn.

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b754cb No.47530

>>47498

"You are a vessel.", the creature grumbles from beneath its bushy beard, "However why you are is a question only the gods themselves may answer. As for this world and its legends. Travelers bring Earth from far and wide. They tell tales of the Demigods and those who had defeated Death itself to the North, a Sungod and twisted abominations that feast on human flesh to the South.", however as you pose your last question the creature extends its back, truly showing off its enourmous size, the chains around its neck begin to rattle, the walls around him growing and deflating with every breath as if they were his lungs, "What lies beneath the mountain is of little consequence to you, Spinetaker.".

After a moment however it seems to calm itself, "Have this.", it took one of the chains from its neck, its metal black as the night. As the creature placed the large chain in your hands you could feel its enourmous weight pulling you down, with great effort you put it over your shoulder. "A gift for your child. I'm afraid the apple does not fall far from the tree.". With that the door began to shut, moved by an invisible force, however just before it closed it remained open just a tiny bit, "Oh and if you feel like it, do bring me lavender.". Then the door shut with a muffled bang.

>Other:

+ Chain from the Below

>>47513

Julius returns your letter soon, most confident that only the most faithfully loyal serve in your name and that there needs to be no concern as to the darker side of man's nature. A good hearted but perhaps too kind minded man. Still, more Biremes are built in both your City and the Capital.

You humble Thottica as described, something she very evidently did not appreciate in the slightest, though she does seem to understand your motive, especially once you had explained it to her. Afterwards you set down and talked with her at length about which connections she could possibly have. As it turns out her father did send her some money to allow her to live a decent life and not have to stoop so low as to engage in "her mother's profession". The money is trasferred through a middle man who brings the coin to her home.

That said it would seem her father's servants know who she is, though they have little more than petty for her. She herself was educated by her father's scribes who were sent to the poorer districts to teach her. Overall it would seem Thotticas existence is more of an open secret than anything else, though her father has another four children so it would seem very unlikely that she'd be recognized for reasons of inheritance.

Her siblings still seem to live in blissfull ignorance of her and somehow his wife remained unaware of her as well. Considering all this she is a common member of the lower classes to most and finds general acceptance amongst the poor, particularly for but not only because of her looks.

>Fleet:

+ 1 [Arami-Red-Rock Bireme]

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b754cb No.47531

>>47515

While the Beastmaster proves slower than anticipated his Pogs are swift to chase towards the Hunter. However having elevated ground he is quick to retreat and his horse proves surprisingly fast even for the Pogs.

As the Shieldbearer leads a group of Pigmen to flank him from the right it quickly becomes evident that neither he nor the Pigmen are anywhere near fast enough to catch the speeding hunter.

As you lead the remaining Pigmen to the left flank you notice that you too will be exceedingly unlikely to catch up to the hunter and though at first it looked like the Pogs were going to catch him it would seem like the Pogs had already begun to slow down while the Hunter was working on building more distance.

Turning around you could see the Hunter put something to his mouth and in the next moment you heard a loud horn echo through the hills. It was then that you noticed small pillars of smoke rising into the sky at a distance. More horns answered from the direction the man was headed. The Pogs were still following the hunter, the Beastmaster panting, trying to catch up to them while they continued to get further and further away.

>>47517

You search for someone else to purify, which is when you notice that the soldier you had seen the other day had returned. Apparently his hunt had been unsuccessful, his face and arms had been scratched by thorns from the looks of it and he seems to be in an exceptionally poor mood.

Searching for poisonous things to grow you come across a plant with thorns, certainly a plant as threatening as this had some poisonous properties! However soon you discover that the plant grows into a beautiful colorful head and does not appear to be any sort of danger to anyone unless you pricked yourself on the thorns.

To hide your nefarious works you start to raise a hedge that will surely keep away prying eyes. Various sorts of berries grow within them and some birds begin to nest there.

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b754cb No.47532

File: 78090adc283965d⋯.png (71.53 KB,2000x1000,2:1,Map.png)

>>47524

Once more you forge an armor befitting the greatest of champions. Strong where it needs to be, yet as light as one could make it it would be sure to serve its master well.

Having been named Sir Samir the Chivalrous, Samir vows to protect the weak and aid those in need. To make a point of his commitment he leaves Spooksville the same day to help people in the countryside. People also refer to him as the Roaming Knight.

The wood industry quickly picks up in Vertebra Village. People quickly specialize in the various ways of working wood and soon Houses throughout the area are built in a unique style unseen in other parts of the world. Soon Vertebra Architects find their ways into other Cities across the Bone Zone where they offer their services to those who can afford them. Trade, education and production are regulated by the Band of Vertebra Wood Workers who are a loose association of locals, though with no central authority crimes are often punished through lynching.

Raised by Lord Kakar the newly built Temple resembles the one in Spooksville, though it is not as grand as your own. People there greatly appreciate your coming and Kakar insists to be allowed to show you throughout the city. The city itself seems to have prospered nicely. The streets are clear and safe, though you are surprised by the amount of guards in Lord Kakar's employ. Later you return to the Temple and return to life those who perished.

You furthermore receive a letter from Lord Wobart. It would appear his first child, a son, had been born. He would like for you to attend his ceremonial namegiving in the Grand Temple of the Dead and are requested to say a few words as well as bestow your blessing upon the child.

>Inventory:

+ Legendary Bronze Armor

>Holdings:

Vertebra Village

+ Band of Vertebra Wood Workers

+ Lumber Mills

>Undead:

+ 50 Bound Spook-Suban Skeletons

>>47526

The Bear gets up and waddles away. Apparently it is not impressed by what you had to say.

As you enter Siban territories you are quickly approached by a young Siban man who immediately mistakes you for one of the brave Siban warriors who stood up to the Suban invaders and leads you back to a camp of refugees. The young man, his sister and mother were heading North East, away from the fighting. "They say the elders gather there to discuss what were are to do next.", the boy explains and says that his father remained back in their village to defend against the High Chieftains' warriors. He had to promise his father to bring his mother and sister to safety before joining the other Siban men in the fight.

He offers you to join them with a petitionary undertone. Given his age it was evident that he was in over his head tasked to protect his family with what you assumed amounted to a stick and a will to fight. While his sister appears to show a lot of interest in you their mother seems preoccupied with wailing and asking the gods for justice. You would find no leaders in this band of refugees for certain.

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59b911 No.47533

Dice rollRolled 69, 4, 97 = 170 (3d100)

>>47531

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

Skills:

+ [Agriculture] (Experienced Prodigy)

+ [Architecture] (Trained Prodigy)

Holdings:

Hut

+ Additional Room

1. I ask my good neighbor about poisonous plants in the area. Since i am not from here, it should be a good cover.

2. I keep adding to my house, the garden will be better

3. See if i cant get ahold of some gloves that i can use to take the plants with.

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e4f8cf No.47534

>>47533

eheheheheheh

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7a4f4a No.47535

Dice rollRolled 86, 90, 45 = 221 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other

+ Chain From the Below

Babby In 1 turns

1. A chain, perhaps symbolic of the one that lies upon my soul. I shall not have my child bear the same shame that I do, and in his stead I shall bear this chain, and in doing so grow stronger. I shall also inquire to my companion and to Mahra if they know of any method of permanently marking the skin with the dye of plant and animal. I seek to acknowledge my past, and in marking my skin with the blood of the warriors I have slain, I shall honor them and know myself.

2. And as a man of honor I shall honor the gifts of the giant. I shall venture out and find him lavender, taking my companions along with me in case I fail to recognize some.

3. The child is upon us soon, and I will not beholden my companion to carry it. I shall build for her the finest cradleboard, using the best wood I can find in the area, lined with cloth and linens from the softest animal, and the finest cotton.

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0f0f73 No.47537

Dice rollRolled 56, 4, 27 = 87 (3d100)

>>47531

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.

Skills: [Sailing] (Trained)

Companions: Bird-Pig Pog 83 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 30 Pog 20 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1: Attempt to call the beastmaster and the pogs back.

Action 2: Have the Shieldbearer keep moving to the right.

Action 3: Keep moving myself towards the left, when the enemy arrives i should hopefully be able to flank them.

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f940cf No.47538

Dice rollRolled 17, 43, 60 = 120 (3d100)

>>47532

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+75 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

——-

1. I must sadly decline the young man's offer, I sympathise with him and so offer to train him so that he may defend his family and loved ones. However I will not betray the Subans and fight against them. Train the young man and any others among the refugees who wish to defend themselves properly.

2. Report what has been found back to the High Chief. Try and persuade them against further aggression against the Sibans.

3. Try and craft a new bow myself, I may not be a legendary Smith but I'm not too bad with my hands.

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e4f8cf No.47542

File: 00800dfcfe83561⋯.png (8.54 MB,1280x1566,640:783,kassandra_by_kaligodark-db….png)

Dice rollRolled 40, 9, 40 = 89 (3d100)

>>47530

>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)

>Holdings:

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

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

[Fishing Villages]

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

>Characters of Interest:

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

1; Promote the creation of Fishing Vessels by the Capital and villages in the main Ibizan lands. We have all this sea and we don't utilize it properly, we could easily conquer all our neighbors if we didn't shirk our navy.

2; Send a few of my trusted men to Red Rock in relative secret to investigate for any spies and an official eyes view of how the realm goes in my absence.

3; Give Thottica an official position within my household as "Personal Secretary to The Lord of Red Rock". Her duties will include taking notes of meetings with lords, deal with non-official paperwork, serving as a representative, and generally serving me at my pleasure. The goal is to give power and importance to a woman and a bastard, if not to rattle her father into some sort of action, then to break the norm of Ibizan Noble culture and open their eyes.This will also give her a real application of her skills and lighten my workload a bit to focus on other priorities

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e4f8cf No.47543

>>47542

dubz czech em

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b001ef No.47544

Dice rollRolled 32, 57, 2 = 91 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

90 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

>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

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

-Harbor

-Wobartian Marketplace

Vertebra Village

-Seat of the lord of the village to be determined later

-Band of Vertebra Woodworkers

-Lumber Mills

>Skills:

-Smithing (Legendary)

>Inventory:

Masterful Bronze Armor - equipped by 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

Trumpet

>Other:

Skelerunes

1. Lord Wobart has done a lot of good things over the years, I think I'll make an appearance and bestow my blessing as well, bringing the Knights of the Round Skull with me for extra prestige! It'll be a grand time!

2. Then I think I'll get back to business and forge up the next legendary weapon for the next Knight of the Round Skull, this time a mighty hammer named Mjolnfear that can smash through even the mightiest of armor and walls. Let's give it a shot.

3. Hmm, Sir Barron's armor is a bit…lacking. I think I'll reforge it into even better armor, I wouldn't want one of my elite knights to have worse armor than my other knights!

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b754cb No.47545

>>47533

He is glad to tell you that there are not many really dangerous plants around though stinging nettles are quite tedious if you have kids that run around alot. There is however a rare plant in the nearby forest, it works as a strong aphrodisiac. His wife tried to mix it into hot water once and it was quite the experience from the sound of it. A story your neighbor pays for immediately when his wife shoves her elbow into his side.

You contemplate which new additions would make your house even more comfortable than it already is when a man with a large head and a small wooden board comes along. "Careful there.", he scolds you, "We wouldn't want your house to be too big, there's a tax on that.". Looking at your confused face he feels obligated to tell you that the local Lord has a policy that taxes large and impressive houses, apparently something he did to keep rich merchants in line, that is however quite unfortunate for small folk such as yourself.

Your neighbor is glad to offer you the set of gloves his wife made him. "She doesn't have enough to do anyway.". The gloves are surprisingly well made, so well in fact that you question if a simple farmer's wife could have made them.

>Inventory:

+ Masterful Gloves

>>47535

You bear the chain, it lies heavy around your neck, clearly never meant to be worn by mortals. Then again, you were a vessel and no mere man, you had slain countless warriors in your pursuit of honor. As you inquire about ways to mark your skins as a reminder of sins long past Mahra recalls that where she was from the Protectors of the Sun had their skin marked by the colored men. A group of spiritualist who jealously guarded the secrets of the ink. Surely you could go to Ibiz and have your story embedded into your skin. She would pay for it of course, as it was only customary for a Mahdjay to bear markings on his skin.

Seeking out Lavender you come across a large field, the smell is unmistakeable and you pick a great many of them, butterflies swarming around you. As you return with the Giants gift he is most pleased. When he sees the chain around your neck an expression you cannot judge flickers across his face. "It will bear chains either way Spinetaker.", he sighed, "However while some of them cut into flesh,", he pulled forth something from a hidden compartment within a wall, "others soothe it.". And with that he offered you a blanket, or perhaps it was a cloak? Either way it was made of the most beautiful blood red cloth. It was smoother than anything you had ever seen and even the Ibuzen craftsmanship paled in comparison.

Swiftly felling a tree as if it was nothing you manage to craft a wooden cradleboard. It is not perfect but given your experiences you did a decent job at it. Certainly you have furs from various animals at your disposal, however the Giant's gift trumps them all by far.

The day dragged on until finally night was upon you, but it would not be one of rest. Your companion gives birth to.. well. Whatever it is, its skin is black as night, not hard, not soft, something inbetween constantly billowing like a mix of fluid and smoke. You shield the mother from the sight as you look down upon the creature in your arms. Every now and again arms and legs emerge from amorphous fluid shadow, finally two eyes. Like a cat's eyes, yellow, focused on you, tracking every movement with utmost attention, slowly blinking. A freakishly long tongue, a stark pink contrast to the otherwise pitch black appearance, slips forth, gently touching and poking you. A bubbling sound, laughter? "Is it a boy or a girl?", you can hear the exhausted voice of your companion question.

>Inventory:

+ Cloak from the Below

+ Cradleboard

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b754cb No.47546

>>47537

With a quick and angry grunt that echoes through the hills you alert the Beastmaster, who in turn hollers at the Pogs. Most turn around, however some, the alpha leaders of the pack, refuse the Beastmaster's orders, too close to turn around now they have fully embraced the hunt.

While you anticipated for the Shieldbearer to keep moving you did not account appropriately for his zeal. Charging forth with his Pigmen behind him he quickly advances, even past where the Beastmaster and the remaining pogs were waiting. In the distance you could already see banners being raised. More horns sounded in the distance. The Shieldbearer and his Pigmen would be caught out in the open.

Deciding to move ahead on the left you notice you are proceeding a lot slower than the other flanks, unfortunately moving uphill proves to be an issue while the flanks further on the right appear to largely be moving downhill. At least once you had hit the top you would hopefully be able to perform a flanking maneuver, however just as you had finished the thought hte first salvo of arrows rained down into your Pigmen. It must have been fired from far away as the arrows scattered throughout the hills, still with your high concentration of Pigmen a number of them fell.

Companions:

- 3 Pogs

- 7 Arami-Pigmen

>>47538

While your offer is generous the Sibans refuse it, they need to conserve their strength for their perilous forced march further North. The boy is visibly disappointed, though he poses no further questions. The mothers wailing is yet to stop.

You report your discoveries to the High Chieftain that is the General's father, you encounter him surprisingly far North already. Given your report he seems confident, though he disagrees with your assessment that they should stop their expansion now. If he wasn't going to bring these lands under his control another High Chieftain almost certainly would. It was an important opportunity to expand his power, though he could be convinced to allow the Sibans to return to their homes, seeing how surprisingly weak and ineffectual their leadership had proven. Had he known that Sibans had suffered from such a lack of authority he had simply enforced his law slowly with a heavy hand.

Given you have some time on your hands you craft yourself a new bow, however it does not appear to be all that much better than the last one. The General who is around assisting his father however offers you a real Suban Hunter's Bow. Though he is sure that you can be proud of your work there was little point in vanity.

>Inventory:

+ Bow

+ Suban Hunter's Bow (Should you choose to accept)

>>47542

You promote the creation of fishing vessles which has already picked up back home in your absence. Soon more Ibizans take up the trade of fisherman, though they still have much to learn. While the Arami would certainly be the best teachers in this regard fishing is a traditionally Arami trade and the new Ibizan fishermen have little regard for tradition or code of conduct amongst fishermen, leading to some tensions on the sea.

While unable to tell whether sending your people home has gone unnoticed they do report back a number of things. From the looks of it Junius had been doing a decent job of ruling the realm. The incredible agricultural output that you are responsible for still allowed Red Rock to thrive and the city grew by a number of Arami refugees from the other side of the Arami Sea. However aside from his advisors it would seem Junius is frequently conversing with a number of noblemen, sons of important Ibizan Lords no doubt, though what they want of him remains unknown. When your men make themselves known to Junius he has them tell you that the men found something very peculiar by the docks, however he won't give any details until you return to the Red Rock in person.

Though perceived as somewhat odd after publicly humiliating her you give Thoticca a position as your personal secretary. She proves to be hard working, though nobles still scoff at her. You notice however that especially minor nobles avoid any sort of funny remarks in your presence, clearly they are aware of the balance of power. Though certainly you were provoking her father, a powerful noble by any standard, he does not appear to respond in any way shape or form.

>Characters of Interest:

+ Thoticca (Personal Secretary, Noble Bastard)

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b754cb No.47547

File: 55ced6d28f86f5b⋯.png (71.69 KB,2000x1000,2:1,Map.png)

>>47544

The Ceremony takes place in your very own Grand Temple. In the front the Knights of the Round Skull stand vigil, with Lord Wobart holding his infant son, his wife behind him. You, as befitting of a liege, are placed in front of the Knights and next to Lord Wobart, overlooking the assembly. The Kakar are present in surprising numbers taking up a number of rows in the front to your right, while the rest of the hall is largely filled by influential noblemen from Spooksville, the Bone City and Skull Bay, as well as a number of more influential members of the Vertebra Woodowrker's Band. Ceremoniously being named Wobart the Second after his father the child fittingly cries throughout the whole ordeal, however the people seem to enjoy. Once you bestow your blessing upon the child things wrap up rather quickly and the human element enjoys themselves a celebration with lots of drink and food while the Unliving have to confine themselves to less physically pleasurable activities. Looking upon the joy of the people gathered here you feel that peace in the realm has been assured once more.

You craft a massive warhammer, heavy and powerful. It could surely only be used by the mightiest of warriors. The name Mjolnfear is engraved on its long shaft.

The rework of Sir Barron's armor goes along swimmingly, at some point it feels like the hammer is swinging itself really. Sir Barron seems more than pleased with the armor, mesmerized by it really. A while after bestowing the armor upon him you hear reports that apparently he had it nailed into his skeleton.

>Inventory:

+ Mjolnfear (Legendary Bronze Warhammer)

- Masterful Bronze Armor

+ Legendary Bronze Armor

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59b911 No.47548

Dice rollRolled 58, 39, 17 = 114 (3d100)

>>47547

Name: Dunkan

Word of Power: Purity

1. Since there is a tax on the house being too big, i begin to convert the extra room that i have into the garden.

2. i begin searching for someone with more knowledge of the plants in the area,

3. I must find another victim to use my powers on.

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

Skills:

+ [Agriculture] (Experienced Prodigy)

+ [Architecture] (Trained Prodigy)

Holdings:

Hut

+ Additional Room

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59b911 No.47549

>>47548

dont know how this got fucked up, but it did.

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e4f8cf No.47550

Dice rollRolled 56, 90, 27 = 173 (3d100)

>>47546

>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)

>Holdings:

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

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

[Fishing Villages]

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

>Characters of Interest:

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

1-2; I must return to Red Rock and see to the management of my realm. In my haste, I left without leaving proper government to operate in my absence. The sharks have come. I will leave one of my subordinates intimately involved with the business here and give him the title of "Secretary Admiral to The Solar Protector of The Seas", to ensure my works continue. He will slow down on building the navy and focus on promoting a proper naval ethic and tactics, as well as research into new naval technologies. He will update me on any advances or problems. This trouble at home may be a plot by the nobles to weaken my position here, but I cannot ignore it, I must go. It could also be a plot to take my household and I out along the way, so we must remain vigilant. They may have paid arami refugees to ambush our ships. I must go back regardless, and set Red Rock straight. This will also allow Thoticca to see the beauty of Red Rock and work properly for a lord.

3; We will shake the brush and root out any snakes in Red Rock.

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0f0f73 No.47552

Dice rollRolled 19, 15, 60 = 94 (3d100)

>>47546

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)

Companions: Bird-Pig Pog 76 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 27 Pog 20 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1: Dammit! i thought i could trust their instincts, send the vulpigs to attack the archers and hopefully stop them from firing.

Action 2: Send all non-elites in my group to reinforce the group getting attack right now.

Action 3: With all my elites we should hopefully be able to move faster, using this should allow me to get the flank on the humans

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05f705 No.47553

File: e8509d7435cd97f⋯.jpg (80.09 KB,788x597,788:597,Lizard_man_by_koutanagamor….jpg)

>>41164

Name: Fang Reisha

Fluff: The "Scale-folk" have always lived in this land, at least as long as Fang could remember. They patrolled the forests, swamps, and jungles, but for what purpose? Whatever they were keeping watch for was clearly not here. It must be in other lands. Fang would seek it out using his strength and the strength of his people. Whatever it was he sought, he would find it and he would keep it safe. Fang just… didn't know what it was yet.

Word of Power: Vigilance

Abilities:

Other:

Would like to start on the left continent on that big-ish island on the bottom left

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e4f8cf No.47554

>>47553

Really make me think

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7a4f4a No.47555

Dice rollRolled 87, 71, 50 = 208 (3d100)

>>47545

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other:

1. Soridul Swadles the child in its cloak so that only its eyes are exposed. He cradles it and turns to his companion.

"It is a boy, but it is of my stock, a blessed by the gods with powers. As the child is young it cannot control these powers. It is formed and formless, but as it grows it may learn to control these powers, but we must be careful until then."

He wills the child to appear normal, for his mothers sake, least he be cast out as some sort of monster.

2. With the child born, the time to wait under the shadow of this tree has passed, and gathering their supplies and knocking upon the great door one last time, Soridul thanks the giants for his gifts, and bids him a good life. He and his companions then leave for the land of Ibiz.

3. On the journey there Soridul would once again provide for his little party with the beast game he could hunt, and taking with him the hides to make a tent for the women and child to sleep in, while he would keep watch during the night.

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f940cf No.47556

Dice rollRolled 19, 38, 81 = 138 (3d100)

>>47546

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+75 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—–

1. Accept the bow and aide the High Chief in securing the lands.

2. Return to Sigrunde and tell her that things shall be settled and she need not worry any longer.

3. Train some of the Fighting Subans.

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e4f8cf No.47558

>>47557

retarded?

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6c3794 No.47559

>Name: Florijan

>Word of Power: Fate

>Abilities:

>Other:

Southwestern portion of the Western Continent please

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e4f8cf No.47561

>>47560

>implying

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05f705 No.47562

>>41164

Round two electric boogaloo since I got too excited to make lizardfolk. also i have to "log in" again to properly delete the thing

Name: Fang Reisha

Fluff: His tribe had always lived in the land. It was hot, tropical, and his people more inclined to hunting than agriculture, but that has not stopped Fang's dreams. He dreams of something bigger. Bigger than him, bigger than his tribe, bigger than the island he calls home. Young and inspired he sets out to find "it," not understanding what his destiny has in store for him.

Word of Power: Scale

Abilities:

Other:

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b001ef No.47564

Dice rollRolled 26, 52, 67 = 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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

90 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

>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

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

-Harbor

-Wobartian Marketplace

Vertebra Village

-Seat of the lord of the village to be determined later

-Band of Vertebra Woodworkers

-Lumber Mills

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

1. Great, Mjolnfear is finished! But I'll need a truly strong warrior to wield it…hmm, but how to train such a strong and mighty warrior? I know! The soldiers don't yet have a proper space to train, practice and rest so I think I'll change that right now by building a great and mighty barracks to train the troops better and stronger than ever before! The barracks can serve as the headquarters of the Knights of the Round Skull too. I'll place the first barracks in Spooksville to give it a nice central location, though one day I'd like to see a nice network of barracks in every major city in the Bone Zone!

2. Hmm, ya know for all the great warriors, skilled smiths and artisans, masterful sailors and virtuoso trumpet players that the Bone Zone has, there aren't quite enough dedicated thinkers around. Time to change that too! To do this I'll commission the construction of a great and mighty library with books and tomes aplenty on all sorts of subjects, from what we in the Bone Zone are skilled and knowledgeable about to things that others may have discovered as well. All this knowledge can be recorded and preserved in this building here, and scholars from far and wide can be attracted to add to it and to help advance the knowledge of the Bone Zone! Let's get started at once.

3. We'd better continue expanding east from Vertebra Village along the coast, the woodworkers' union will appreciate all the extra forests and wood found along the way!

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72707d No.47579

>>47548

Though the tax does not apply for you yet you decide to better be safe than sorry, sorry meaning in debt. Removing the roof you manage to transform the room into an additional gardening space for your various herbalistic exploits.

There are a number of farmers who live around these parts however most of them have only recently been moved here as part of the Ibizan expansion policies. Amongst the few old people however there is a healer, who surely must have some experience when it comes to matters of plant life.

Unfortunately it would seem the second soldier had already left. Though you could kill just about any of the other farmers you feel that these men are honest in spirit, though some may have certainly made regrettable mistakes in their lives.

>Holdings:

Hut

- Additional Room

+ Garden Section

>>47550

You return to the Red Rock post haste, arriving in the middle of day by Bireme, a much faster way of transportation that using traditional roads. When you arrive you are greeted by rather surprised guards at the port who did not expect your return so soon. Swiftly you ascend the many stairs up to the Red Rock where Junius was attending to other matters of state. He has gotten even older since your departure, his beard is white and his hair has grown sparse. It seems like yesterday that you fought the Pigmen alongside him, hard to imagine.

Junius tells you about the various noblemen that had come to the city, largely children of some of the prominent noble houses seeking to establish some sort of connection in the city, however given the lack of any real power having been distributed by you there was little more they could do than try to suck up to him. He then leads you down to the docks once more, descending the numerous steps the old man has to take several breaks until finally you make it there. He did not want to tell anybody else about this find as he was certain someone would at least try and read the messages he sent you however, he does believe it is worth your time.

Having secured various things from smugglers in recent weeks they came across something particularly interesting. A blade, forged unlike any other you had ever seen. True perfection. However something was not right. The blade itself seemed to be oozing with death.

Taking the sword into your possession until you figure out what to do with it you proceed with your normal duties. It would appear that many of the Arami refugees sought posts in the growing Red Rock navy. Though you were in need of sailors this could prove to be an issue as Fighting Ibizans could soon be in the minority amongst your seamen.

Dealing with the nobles however proves to be a little more of an issue. They haven't exactly done anything but be around and compliment Junius on whatever he had been doing and there is no proof of any wrongdoing on their part. That and of course the fact that some of them were the sons of important noblemen. It would certainly be considered an act of hostility if you were to take open action against them.

>Characters of Interest:

+ Arius (SttSPotS)

>Inventory:

+ Legendary (Magical?) Bronze Sword

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72707d No.47580

>>47552

You send out your Vulpigs to charge the archers wherever they may be. In the distance you can see some of your Vulpigs being shot, dropping from the sky, but for now the archers fall silent.

The hordes rush forward to support the Shieldbearer's excursion, however as soon as they reach him they stop dead in their tracks as if they ran into a wall. The sounds of battle, becoming louder, men shouting and pigs squeeling. The hills were running red with the blood of your people.

Followed by your elites you finally ascend the hill and turn to get a better view and potentially the chance to strike your enemies' flank. The view is discouraging to say the least. A vast Number of Arami spearmen were cutting through your Pigmen like butter. The pigs were already wavering but from the looks of it more and more Arami were joining the fray, a number of riders had taken up position on a hill somewhat further behind their line, certainly ready to ride down the line once it broke or perform a flanking maneuver, however it seemed like they were waiting for something. The Scorpig next to you chittered nervously.

>Companions:

- 12 Vulpigs

- 23 Arami Pigmen

>>47555

Your companion seems distressed, however your explanation has sufficed to keep her sufficiently calm. She looks at the child, however you can already see that little love can be expected here. Thankfully your spawn refrained from poking its tongue at its mother and for a little bit she holds it calmly. Luckily feeding it seems to go off without a hitch. Mahra keeps her distance, though she does seem curious she has no intention of meddling too much with whatever that is.

One last time you knock to part ways with the giant. He bids you farewell and thus you are on your way to the warm lands south. Your companion lets you carry the child most of the time. Fortunately you come across no other travellers who might ask weird questions of you. You make good progress.

Whenever you hunt you leave the child with Mahra and your companion hoping that everything would be fine, however by what they tell you the child is simply asleep most of the time, though it does make a number of unsettling sounds from time to time. At night however it grows far more restless. Various hissing sounds can be heard from the tent until you pick up the child and sit outside with it, watching the darkness around you. Cheerily bubbling your little bundle keeps softly poking you with its tongue, wiggling to free its tiny arms, trying to grab your fingers.

You'd have to think about your course of action once you reached Ibiz. It was hardly a day's journey away at this point and you were almost certain people would not be welcoming of your newborn. Then again, to try and harm your child meant to go up against you, something certainly nobody would be stupid enough to do.

>>47556

Working with the High Chieftain's men control is quickly established over much of the Siban territories. There is sporadic resistance from locals, however your impressive physique and the men with you quickly deter them. Still you become known to the Sibans as one of the High Chieftain's enforcers.

With your work done and many Sibans subjugated you return to Sigrunde, proudly proclaiming that the matters in Siban lands have successfully been settled. She seems amused by this for some reason, though she does tell you that you have certainly earned her favor with the surely indespensible service you had provided her brother and father. You've earned yourself a kiss on the cheek. Perhaps there was more where that came from?

Having grown considerably more men join the Fighting Subans under your leadership. As war had proven quite profitable for the Suban expansion into Siban territories many young men believe that the life of a warrior is the life for them and you find it easy to teach them the basic tricks of the trade. Still with so many men under your command one had to question what you were planning to do.

>Followers:

+ 40 New Suban Disciples (Trained)

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72707d No.47581

>>47559

You are a vessel, shaped in a place far from here, not a mere man, but so much more. A single word whispered into your essence by godly lips, one so powerful no mere mortal could even dare to try and articulate it. Fate.

Your people descended from the Fanro. Blessed with fertile harvests and women life has been good for them. Your life is simple. Your people hunt, grow and fish for a living. There is no hierarchical form of law as none is needed amongst your peaceful and reasonable people. Perhaps this is all you ever needed, or perhaps you seek more. What the future holds remains to be seen.

>Abilities: (Choose One)

+ [To read the Future] You gain the ability to, at least somewhat accurately, predict the future of mortals. Whether you do this through rolling dice, looking at cards, reading from the entrails of dead animals or their hand however is up to you, any and all of these will work. Futhermore you are practically unbeatable at card or dice games and occasionally have intuitions which show you images of events that are yet to transpire. The future however is not set in stone.

+ [Sealed Fate] You gain the ability to cast your seal upon a mortal. This will lead to them violently dying in the near future. How it will happen is dependant on the circumstances. In order to cast your seal you require some form of connection to that mortal, an important item owned by said person, a hair or simple physical contact will do.

+ [Bound by Fate] You may bind a mortal's fate to that of another mortal, an item or location of your choice. Said mortal will find themself unable to leave the presence of said entity or miraculously end up in its vicinity regardless. This will continue until finally some form of climax occurs, envolving the two entities. A mortal may only ever be bound to one entity at a time.

>>47562

You are a vessel, crafted by the gods industrious hands and placed in lands seemingly forgotten by the world itself. Your very essence is filled to the brim with a single word, a purpose and destiny so powerful no mortal lips could ever hope to articulate it.

Your journey begins with the Utek, a people of hunters that live off the jungle's bountiful riches. Until now you have spent your life living like one of the other young men. However you can feel destiny calling, are you ready to shed the skin of the hunter and ascend to your full potential?

>Abilities: (Choose one)

+ [Second Skin] You gain the ability to change into a second form. You will grow scales, a tail, sharp teeth and claws, resembling a humanoid lizard. In this form you will become more resistant to most types of damage, able to climb much more easily and benefit from a poisonous bite. Furthermore in your lizard form as well as your human form you will be capable of consuming raw foods without penalties and be much more resistant to poisons.

+ [Cold Blooded King] You gain the ability to communicate with and command reptiles. They will serve you to the best of their ability. Others can listen in on what you are saying though no mortal understands the reptilian tongue. Furthermore you can cast two varying marks upon mortals. One that will see them attacked by any reptiles they encounter and one that will have them ignored. To cast this mark a sight line is required, though the hand gesture you make will be barely noticable.

+ [Doom of Utek] You gain the ability to spread an infection through touch, after an incubation period of a couple of days the person touched will begin to grow scales, slowly growing into a lizardman. During this transformation process the people will be highly aggressive and may spread the disease through open wounds or bites. This disease may be counteracted by cutting of limbs or draining blood. Once the transformation process is complete the lizardmen will become more docile and lose their ability to spread the infection, while also losing memory of their past life. Both lizardmen and those infected are not hostile towards you by default, though they will react to your behavior as they would to one of your own. Furthermore you have a small set of colorful scales somewhere on your body (your choice) it will spread across more of your body depending on how many people you infect.

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72707d No.47582

File: b40ac58010f9241⋯.png (73.29 KB,2000x1000,2:1,Map.png)

>>47564

The barracks are errected, however they are far from a shining expample of Spooban architecture. Certainly it would be wise to consider employing the Vertebra Woodworkers for your prestige projects for the future, to your genuine surprise the Knight Captain seems to appreciate the spartan design, stating that warriors these days have become far too soft.

The construction of a library is conducted, though some intellectuals doubt there will ever be enough stone plates with Spooban runes carved into them to fill up the entirety of it. The construction is once more paid for by taxes from the Bone City and Skull Bay and while they begrudingly agree to pay the workers they do seem to be discontent with the fact that the people of Vertebra Village get a free pass.

The expansion proceeds swiftly and the Woodworkers' Band really does appreciate the additional wood that is obtained, though low key lumberjacks had probably already advanced this far into the forest before it was never officially part of your territory. Until now.

Spooksville

+ Simple Barracks

+ Library

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b001ef No.47583

Dice rollRolled 60, 32, 90 = 182 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

90 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

>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

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

-Harbor

-Wobartian Marketplace

Vertebra Village

-Seat of the lord of the village to be determined later

-Band of Vertebra Woodworkers

-Lumber Mills

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

1. Uh oh, no income from Vertebra Village huh? Well I'd better fix this right away by electing someone so that taxes can be raised like Lord Kakar and Lord Wobart have done! I see that the Vertebra Village Wood Workers' Band has done a fine job of leading the town, and seeing as how the town is probably gonna be focused largely around the lumber industry it'd make sense for them to be in charge. But unfortunately, as they are now they're a bit unorganized, and the others have been clamoring to know who will be in charge of the city. So, here's what I'll do. I'll hold a series of interviews among those interested in leading to find out who would be the best leader for the village. Hopefully I find some good people who are up for the job!

2. While I'm out headhunting I should also look for thinkers and sages to populate the library, surely I'll find a few smart noggins out there if I look hard enough.

3. And then I'll give my ol' buddy Lord Wobart a treat and build a harbor for him in Vertebra Village, surely Skull Bay's shipbuilding industry can benefit from Vertebra Village's woodworking industry. He can help out with it if he wants too, I certainly won't stop him if he has any valuable input to add.

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b001ef No.47584

>>47583

Also since it wasn't clear earlier I'm interviewing people from the Vertebra Village Woodworkers' Band

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6c3794 No.47585

Dice rollRolled 21, 60, 14 = 95 (3d100)

>>47581

>Name: Florijan

>Word of Power: Fate

>Abilities:

[To read the Future] You gain the ability to, at least somewhat accurately, predict the future of mortals. Whether you do this through rolling dice, looking at cards, reading from the entrails of dead animals or their hand however is up to you, any and all of these will work. Futhermore you are practically unbeatable at card or dice games and occasionally have intuitions which show you images of events that are yet to transpire. The future however is not set in stone.

>Other:

1-2. Now that I have the freedom to come and go as I please, I must decide, should I stay with my people the Fanro, or blaze my own path? I will look into the future, and see what will befall my family.

3. While I am contemplating my future, it is a good idea to work the fields, though man does not live on bread alone, the bread certainly does help.

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0f0f73 No.47586

Dice rollRolled 8, 31, 54 = 93 (3d100)

>>47580

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)

Companions: Bird-Pig Pog 53 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 27 Pog 8 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1: Something's stopping us then, the hordes would have to find another way to support them, they're on the own right now.

Action 2-3: Twice we've been forced to retreat, the first we got forced back. The second /i/ got banished here, the lone survivor of my people! No more shall we retreat. Come crashing down on my foes. If we get close enough to get in close quarters then I shall transform among the chaos and go on a rampage, forever leaving my human form behind.

If they somehow stop us from getting close, then I shall order my troops to throw boulders.

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59b911 No.47587

Dice rollRolled 87, 100, 40 = 227 (3d100)

>>47579

>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

Skills:

+ [Agriculture] (Experienced Prodigy)

+ [Architecture] (Trained Prodigy)

Holdings:

Hut

+ garden section

1. I seek out the healer, surely he must know of the area. I hope to persuade him of giving me some of his knowlegde, I can work for him while taking care of my farm.

2. Make sure that my farm is doing well. removing the weeds if that is needed and watering my crops.

3. try to work on making the rope with some stones attached to it, making something that looks like a bolas.

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e4f8cf No.47588

File: c0e322cf65b819e⋯.png (213.44 KB,400x400,1:1,CtMM73yVYAAdA5d.png)

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05f705 No.47589

Dice rollRolled 68, 63, 43 = 174 (3d100)

>>47581

>Name: Fang Reisha

>Fluff: His tribe had always lived in the land. It was hot, tropical, and his people more inclined to hunting than agriculture, but that has not stopped Fang's dreams. He dreams of something bigger. Bigger than him, bigger than his tribe, bigger than the island he calls home. Young and inspired he sets out to find "it," not understanding what his destiny has in store for him.

>Word of Power: Scale

>Abilities:

+ [Second Skin] You gain the ability to change into a second form. You will grow scales, a tail, sharp teeth and claws, resembling a humanoid lizard. In this form you will become more resistant to most types of damage, able to climb much more easily and benefit from a poisonous bite. Furthermore in your lizard form as well as your human form you will be capable of consuming raw foods without penalties and be much more resistant to poisons.

>Other:

1-3. The gods have chosen me for something great, but I must know more about my power. I'll seek to test my abilities in the wilds by hunting (and eating) beasts, and exploring my power more fully.

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f940cf No.47590

Dice rollRolled 41, 14, 49 = 104 (3d100)

>>47580

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+115 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—–

1. I can look upon the Fighting Subans with pride, these brave young men are passionate and emboldened, they should be thoroughly refreshing for the Suban people. But it is time for us to be more than just a group of sparring partners. I ask to speak with the High Chief.

To him I announce my intentions that some among the Subans may have began to wonder about. To the High Chief I say that the Fighting Subans are under his command and that we shall be loyal heroes who will carry out the tasks that he and the Suban people require us to.

2. I shall put my skills and experience into practice by hunting in the woods, with great respect for my prey I will meet them with my bow.

3. Continue practising in hand to hand combat, focus on speed and technique rather than power. I am blessed with strength, however I am not the only one.

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7a4f4a No.47593

File: ea525b7890bd096⋯.png (20.31 KB,176x158,88:79,1520528794267.png)

Dice rollRolled 64, 95, 39 = 198 (3d100)

>>47580

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other:

1. We will simply swaddle the child extra tight, so no one will see its form, and put a cute mask on it so its face is concealed. If anyone asks they will be kindly informed that it is a custom of the lands of the north, and if they press further they will be demonstrated another custom of the north.

Axe Sharpening

2. We shall proceed to Ibiz, I wish to learn of this land, either from Mahra or the natives, and furthermore, to obtain my markings.

3. While in the land, we shall travel from its outer reaches to any cities, if they so exist, for me to ply my services and learn the lay of the land.

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e4f8cf No.47594

File: a224387eba6798a⋯.jpg (675.79 KB,850x1199,850:1199,sample_4b5681358e4a81ab2de….jpg)

Dice rollRolled 94, 66, 86 = 246 (3d100)

>>47579

>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)

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

[Fishing Villages]

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

>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)

1-2; I will meet with these nobles and we will negotiate trade deals and land plot purchases. Land they purchase will be under dejure Red Rock law and cannot be passed from an entity or group to another without my approval. Thoticca will get firsthand experience and test her talents by gathering information from them and using some mild persuasion to secure fair deals than them insult/provoke us by trying to get over.

3; Investigate why all these Arami are coming here. Our land is great, but this is too much to simply be people seeking a better life. I will freeze Arami joining the Navy for now, but allow those still in to stay. I will promote them settling villages along the coast so long as they pay their taxes and mind where they fish. This is Ibizan land, after all.

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72707d No.47649

>>47583

You take your time to speak to various locals and Wood Workers Band representatives to figure out which one of them is the best. One of them, Emil, is a young and industrious man and one of the first to move to the newly founded city, quickly building and expanding a business. He is by some margin the richest Vertebra Wood Worker. Young and ambitious he will surely do well for the Village, however he too might prove to be a trouble maker who will be in office for a long time to come.

As a milder alternative you could always choose Pubert. An old, grey bearded man who moved to Vertebra after the initial drive was over. Though only owning a small business he has quickly become popular amongst the people for his general wisdom and experience as well as his extensive knowledge when it comes to woodworking. While certainly a good choice he may promote more conservative approaches and considering his age you may have to look for another Lord in the not all too distant future. Then again, those who died had the habit of not staying dead in the Bone Zone.

Finally there is Admira, a young and ambitious woman, who is in fact not even a wood worker. However there are plenty of people who owe her favors and you can always count on her to know a guy who knows a guy. While perhaps not the most traditional pick she may reward you with some unexpected boons.

While you vetted a great many people for the job of Lord of Vertebra it would appear that for all their architectural knowledge the people of Vertebra are much more men of the trade rather than scholars. They prefer to test out new ways of constructing rather than pondering on them, though you are certain that if you were to have a scribe list the various techniques of the Vertebra Band he would have a life's work ahead of him.

Offering Lord Wobart the opportunity to put forth some input proves to be surprisingly worthwhile. Travelling from his seat of power to assist the construction he is quick to take control of the situation, directing the woodworkers. Even the seasoned members of the Vertebra Band are forced to admit that, while the guy may be a cunt sometimes, he definitely knows what he is talking about.

>Holdings:

Skull Bay

- Harbor

+ Wobartian Improved Harbor

Vertebra Village

+ Wobartian Improved Harbor

Choose one for Vertebra Village: (Should you wish any of them)

+ Seat of Lord Emil

+ Seat of Lord Pubert

+ Seat of Lady Admira

>>47585

You look into the clouds in the highest of skies and see as they gently pull past you. A peaceful and uneventful life, certainly what your family had planned on and lived ever since they had travelled this far South. But alas, what was that? A single black cloud amongst the others. A bad omen certainly, but it was so small and insignificant. It was by far not strong enough to sybomlize death. Pain. That's what it was. Brief and considerable, but pain none the less.

Setting out to work the fields and help out your family your eyes continue to follow the cloud, as the wind picked up and it changed shape. Interested you followed the process, giving little care to what you were doing. To your surprise the cloud had now taken a lengthy shape, was that.. a hoe? In the very same moment you slammed your hoe down onto your foot, casting it away howling, to the laughter of one of your older brothers.

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72707d No.47650

>>47586

The Horde, on its own as it was, did not fare as well as you had hoped. Quickly the tide of battle seemed to turn even more against their favor as the Arami warriors began to thrust their spears in some kind of rhythm. Numerous Pigmen were cut down, sent to the ground squealing in horror and agony. Somewhere on the frontlines the Shieldbearer got stabbed in the flank, ferociously continuing his fight, burying his tusks in a man's face.

Setting up your flanking maneuver you ready yourself. It is in that moment that you spot them. A large number of men on horseback had passed by the large Horde and was heading directly for you. The men hauled their spears at you, one of your Scorpigs, leaping inbetween, intercepting the deadly blow with its massive carpace. However before it could retaliate with its stinger the horses quickly split, careful to stay out of your Monster's reach.

"Give yourself up Pigmaster!", one of them yelled towards you, in his disgusting language, "This is your last chance!". Another intersected, "He probably can't even understand you! He's just as dumb as all his Pigs! How many do you think we should skin before he gets it?!", his grin revealing what passed for his teeth. Your Scorpiggys rallied around you in a defensive formation though they hardly went up to your hip.

Companions:

- 30 Pigmen

- 10 Pogs

- 3 Vulpigs

>>47587

The Healer is most pleased to see someone else interested in herbal study. In his opinion more people should be educated about all kinds of medicine, there is too much sickness in the world as it stands. Gladly accepting you into the fold he introduces you to his son, a somewhat desinterested fellow who moans at each one of his father's commands.

You return to your farm to water your crops, swiftly the various flowers you've planted grow to be beautiful and the trees you've planted for citrus fruit grow powerful and fertile far quicker than anybody could have suspected. On whichever side of the fence you are the grass always seems to be greener, no plant you touch withers and bountiful life follows your path. A trait the Healer himself is quick to recognize as well. Assisting him you quickly grow an abundance of healing herbs which are notoriously hard to grow. He is more than amazed by this, exclaiming he had never seen a man as gifted as yourself before. Surely you have saved many lives in the months and years to come.

Easily obtaining flax from your incredibly prosperous farm you make a rope and create bolas. Yet another weapon for your arsenal and still you couldn't help but feel that you could do so much more good in other ways.

>Skills:

+ Agriculture (Legendary)

>Inventory:

+ Bolas

>>47589

You travel out into the jungle where you roam through the underbrush, your skin covered in grey scales. Quickly you breeze past a variety of animals, which one of these hunters will be your pray today? A large snake is ahead of you, it hisses, there is little love between the cold blooded kin. You approach with swift determination, dodging its attack you bury your sharp teeth into its long and exposed neck. Blood spews into your mouth as you consume your distant cousin. Not exactly the best of meals, but you've had worse. Greedily you tear the beast apart and devour it, your eyes constantly scanning your surroundings for yet more prey. There are plenty of mice in the underbrush, but for a hunter such as yourself they are too small to be of significance.

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72707d No.47651

>>47590

Continuing your hand to hand combat practice you once more come to the conclusion that there is little more bare practice can teach you. Certainly you could start a fist fight, however you doubt that there are many ordinary men that would be able to withstand you for any significant amount of time, as they would come to a quick and brutal end.

Unfortunately there is little time for you to hunt as the High Chieftain had heard you wanted to speak to him. A summoning that one best acknowledged. Unfortunately for you but lucky for them the beasts of the wild would get to live another day.

You announce your noble intentions to the High Chieftain, who seems most pleased with your decision. He can always use more warriors in his ranks and having them trained by someone his son trusted certainly was a good thing. A hundred men are a considerable amount, thus as is only befitting of your status the High Chieftain names you one of his Roohr. A Bear Warrior, tasked with commanding a part of his forces.

In celebration of your naming as Roohr a feast is announced. You are seated next to the High Chieftain's right, the General to his left. To your right Sigrunde was sitting and you could swear that as the evening was growing later and the various drinks of berry and wheat began to work their magic the distance between the two of you began to shrink with every passing minute.

>Title:

+ Roohr (Suba)

>>47593

You crudely craft a mask for your newborn and try it on for size. Every now and again it rattled a little when your babe's tongue his the wood you had carved it from. Thankfully when you moved into Ibiza during daylight the child was soundly asleep. Aside from a couple of elderly women, tearfully confessing to you their sorrow after which you had to explain to them that this was indeed not a death mask and the child was just a heavy sleeper, things proceeded as well as could be expected.

During your travels you inquired with Mahra about the Ibizan people, who was happy to oblige. They were culturally, economically and militarily powerful long before the Sungod had arrived and even befoe that they were ruled by a man who had claimed to be the son of god but had quickly abandoned the Throne when Maharib, laid claim to the Throne.

Under Maharib the Ibizan had seen a extensive growths in territory alongside the fertile riverlands and defeated the rise of a horrible plague of Pigmen who feasted on men women and children without question. They were eventually defeated in large part due to Lucius Augustus Aurelius, a name she spat out with disdain you had not believed her to be capable of. She then went on to list a number of other relevant Noble families, eight in total, which held great sway in the Kingdom.

She then goes on to talk about various customs such as the day of the Sun's Ascendance when every Ibizan is asked to burn their one best livestock to convince the Sun to rise once more, consequently from that day forward the days grow longer once more. Using this as a leap to religion she speaks about the religion of the Sungod and how people worship the Sungodking as one true force of good, while the Moon is known to bring evil. The Stars however are the lesser Gods, they are subservient to the Sungodking, plentiful and weak when compared to the Sun's glory.

Speaking of the Sun's glory she then goes on to speak about the Ibizan Capital and its Great Temple Palace, the always busy streets with countless merchants from all over the world. It is probably the biggest and most beautiful city in the world she claims, which is when she starts to talk about the new farming laws and expansion plans that seek to give the homeless and poor land to farm.

Eventually, to your surprise, Mahra stops talking. Instead now pointing to a door. "The Inkmen live here. They will chip whatever you wish into your skin. Beware though, once they've put the ink into your skin its not coming out again.".

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72707d No.47652

File: 079d756be6269f4⋯.png (74.37 KB,2000x1000,2:1,Map.png)

>>47594

The nobles are exceedingly surprised by this offer to purchase and rule lands. Perhaps considering this a suitable playground for their relatives to learn the basics of holding a fief a number of noble houses are interested and quickly buy lands and erect manors. Your coffers quickly fill and the nobles are appeased with this clear sign of integration into Ibizan society. You invited the Wolf to stay for dinner, however at least this way you could more easily keep an eye on them.

For now you decide to freeze Arami recruitment into the Navy. However those who fled may easily be fed with your vast food supplies. Sponsored by your very own money they are allowed to settle alongside the Coast and quickly the amount of fishing boats with Arami crew begin to skyrocket.

One would not believe the tales Arami traders tell, however what seemed like a lifetime ago you had seem them with your very own eyes. Pigmen. Many Arami had lost their hometowns to them. One day they had simply appeared and begun carving their way of carnage along the coast. Once they had been beaten back, only to return stronger. The rich merchant families had promised to settle the issue, however many did not believe in what they said were hollow words. The Coast to the far West was lost. Completely overrun. Not a human soul should ever set foot there.

You inquire with your local Ever Vigilant Chapter about what the traders had told you and to your surprise they confirm it. The Pigmen had grown numerous, far too numerous to expell them from the Arami West Coast, which was now often referred to as the West Coast or Pig's Bay. The Vigilant had inquired with the Merchant Families to build and man a large wall to keep the Pigmen out as they were but stupid beasts, however the Merchants had refused to do so. They did not believe the Pigmen posed enough of a threat to threaten the Arami heartlands and instead offered an insignificant bounty for every dead Pigman that was returned to them. Unsettling enough however there was a considerably larger bounty for every Pigman that was returned alive.

>Land Holders:

+ Yabbek of the Timuthen

+ Hemeda of the Abrax

+ Khufu of the Menefer

+ Pilis of the Donkor

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59b911 No.47653

Dice rollRolled 47, 34, 16 = 97 (3d100)

>>47650

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

Holdings:

Hut

+ garden section

1. Talk to the healer, learn his art, so that it may help me in the future.

2. I begin to train throwing my bolas, so that i have some ability to ensure my prey's capture

3. Begin to see if i cant make a room into another garden, to grow healing plants.

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6c3794 No.47654

Dice rollRolled 30, 36, 20 = 86 (3d100)

>>47649

>Name: Florijan

>Word of Power: Fate

>Abilities:

[To read the Future] You gain the ability to, at least somewhat accurately, predict the future of mortals. Whether you do this through rolling dice, looking at cards, reading from the entrails of dead animals or their hand however is up to you, any and all of these will work. Futhermore you are practically unbeatable at card or dice games and occasionally have intuitions which show you images of events that are yet to transpire. The future however is not set in stone.

>Other:

1-2. Tell my family what I saw, hopefully this will prepare them for whatever the future holds, it may not be a serious threat to my their well being, but it will still give them a tough time. Plant extra crops in case they go bad, and maybe hire a sentry or two in case a thief decides to poke around

3. I suppose that now would probably be the best time to pack up and find my own way. Perhaps a small job as a furtune teller to secure funds?

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02a2e7 No.47655

Dice rollRolled 52, 64, 59 = 175 (3d100)

>>47650

>Name: Fang Reisha

>Fluff: His tribe had always lived in the land. It was hot, tropical, and his people more inclined to hunting than agriculture, but that has not stopped Fang's dreams. He dreams of something bigger. Bigger than him, bigger than his tribe, bigger than the island he calls home. Young and inspired he sets out to find "it," not understanding what his destiny has in store for him.

>Word of Power: Scale

>Abilities:

[Second Skin] You gain the ability to change into a second form. You will grow scales, a tail, sharp teeth and claws, resembling a humanoid lizard. In this form you will become more resistant to most types of damage, able to climb much more easily and benefit from a poisonous bite. Furthermore in your lizard form as well as your human form you will be capable of consuming raw foods without penalties and be much more resistant to poisons.

>Other:

1-2. Having asserted dominance with my teeth as the apex serpent/lizard/thing against such a fearsome snake. Well, probably fearsome. I'll look for another to take as a trophy back to the village.

3. With my results I will return home, showing off the strength of my new form and claiming leadership. The gods have blessed me, so it is only natural, like hunting.

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e4f8cf No.47661

Dice rollRolled 29, 5, 78 = 112 (3d100)

>>47652

>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)

[7 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)

1-2; Immediately begin construction of new ships

3; Send word out throughout the realm and to Arami that Red Rock intends to assist the Arami in exterminating the newly found Pigmen. Begin planning good spots to land to effectively take them out.

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0f0f73 No.47662

Dice rollRolled 18, 33, 24 = 75 (3d100)

>>47650

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)

Companions: Bird-Pig Pog 23 Arami-Pigmen, 1 Veteran Scorpig 1 Elite scorpig. CowPig 4 Arami - abominations The Mad Abomination [Ever Vigilant Abomination], 5 Scorpiggy 17 Pog 5 Vulpigs (Vulture-Pigs)

>Heroes:

Shieldbearer - Veteran Abomination

Beastmaster - Veteran Abomination

Action 1-3: Transform into an abomination and attack these horse riders, time to turn this battle around.

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f940cf No.47665

Dice rollRolled 52, 78, 18 = 148 (3d100)

>>47651

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+115 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>+Roohr (Suba)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—————

1. Get closer to Sigrunde by showing my affections for her, ask her to dance with me.

2. Also work on my relationship with the High Chieftain, await for any orders that he may have for me.

3. Continue training the Fighting Subans, make sure that they are ready when they are called.

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7a4f4a No.47679

Dice rollRolled 75, 54, 99 = 228 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other:

1. My skin shall be marked, a story of both my struggles and the blood I have spilled. A red spiral, starting from my left shoulder and wrapping its way around my torso until finally reaching up my back and coming over the top of my head and down the left side of my face. Along this ribbon tales of my battles shall be marked as well, against both man and myself, though these scenes shall be along my torso, not my face. Finally, as my child will bear chains so shall I, along my forearms shall the images of chains be made.

2. A horrible tide of pigmen? I must know more. This is the first time I have heard of beasts such as this, of proper monsters that it would only be honorable to slay! Even if they no longer trouble this land or her people, that is not to say that they will never trouble another again!

3. After this, we shall journey to the capital, I wish to gaze upon its splendid glory, and along the way I shall hunt some game and the like for skins and meat to trade, if I see anything for me or my companions liking.

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b001ef No.47687

Dice rollRolled 55, 77, 38 = 170 (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:

60 Unbound Spook-Suban Zombies

10 Unbound Old Suban Child Zombies

90 Unbound Spook-Suban Skeletons

40 Unbound Old Suban Skeletons

30 Unbound Old Siban Skeletons

50 Unbound Trained Old Suban Skeleton Warriors

25 Spook-Suban Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

>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

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

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

Though all the candidates seem skilled in their own way I think I'll pick Pubert to be the leader of Vertebra Village, his combination of skill, likability and level-headedness will serve Vertebra Village well.

1. I should go check on the troops to see how their training is coming along. Under the watchful eyes of the Knights I think the barracks will have produced a great deal of skilled and able troops indeed!

2. Then after that it's time to choose the wielder of Mjolnfear in the traditional way, through a show of skill and might! This time the games will focus on strength and skill with the hammer, as Mjolnfear is a formidable weapon indeed and will take a strong and mighty warrior indeed to wield. With that said let the 3rd Tournament of Sir George the Kinda Strong begin! The winner shall earn the right to wield Mjolnfear and will earn their spot amongst the legendary Knights of the Round Skull!

3. Well there may not be any scholarly types around Vertebra Village but surely if I take a look around the other villages I'll find some. I'll give it a shot.

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e74260 No.47910

>>47653

You talk to the healer and get some basics down. Growing the plants seems much easier to you than actually employing them in some way shape or form, however with some explanation you soon realize that bad medical practice is ineffective and may in fact prove harmful.

Tossing your bolas around a bit you come to realize that this is much harder than you at first expected it to be.

Unfortunately given your great talent with plant life you have already utilized all the space that was assigned to you and filled it with various crops and trees producing a great many different foods. You will have to clear some space up if you want to place anymore plants that don't negatively interfere with one another.

>Skills:

+ [Healer] (Beginner)

+ [Bolas] (Amateur)

>>47654

They give you a few claps on the back of the head and tell you that you shouldn't be as supersiticious. Sure there's a lot that can go wrong but its much more important to be thankful for the things you have than to be anxious about the things you could loose.

You consider packing up, really there's not much to pack except some basic supplies. Seeing as in the wilds people are spread very thinly providing for yourself as a fortune teller may prove hard as it could be days before you pass another human being. You decide to wait around a little longer before making your grand escape and help out with the farm.

>>47655

You seek out another snake not too far away. There were a number of them here though certainly it was nothing to the pools of snakes that could be found come mating season, quickly you dispatched of it, sinking your teeth into its skull the beast jerks a few more times before succumbing to the injury. Certainly you could skin it or just wear it around your neck as a necklace.

The moment you enter the village from the fringes of the forest a spear is immediately hurled at you missing only a a few inches. Though you hiss at him to stop your cousin yells out and men begin to rush forth from their huts, their spears at the ready. They quickly advance on you spears raised and you have to revert to your human form to get them to stop attacking you, though it does little to calm them down. While your cousin talks softly to them to get the other men to lower their weapons they do demand answers.

>>47661

You proceed to construct further ships, however given the fact that you restricted Arami recruitment into the navy there are not enough sailors to man them. However after a few days time looking at the docks you notice a distinct lack of ships. When you inquire about the ships the guards tell you that they thought you sent men to take the ships to the capital, something however that you did not do. Your man in the Capital also responds informing you that no new ships have arrived there. It would seem they vanished without a trace.

The men rally behind your banner once more. Many of those who helped found the Red Rock are themselves veterans of the Pigwar. However Junius warns you that should you take all of your men South this could put you in a precarious position back home. To your surprise your local Chapter of Ever Vigilant advise you against your course of action, the Pigmen are both far too numerous and spread too thinly throughout Pig's Bay. The territory is inhospitable and you could go for god knows how long at a time without encountering any civilization that could provide you with supplies. However if you were absolutely determined to seek your fortune in the Arami deserts you should be staging your attack close to the Arami territories where one could still hope to obtain supplies from the local population and pathfinders to ensure you don't get lost in the treacherous Arami deserts.

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e74260 No.47911

>>47662

Roaring defiantly at them you turn into a ferocious Abomination, however your though powerful you are unable to get a hold of the riders who constantly remain out of your reach. Various nets are thrown at you and though you manage to shake them of at first, more are thrown. One after another they get stuck on you. Though fierce strength you pull a number of them off their horses, however more and more of them begin to pour in, a clear sign that the Shieldbearer's flank has collapsed.

Around you your remaining elites are being cut down, fighting ferociously against the incoming tide of humans. You are fully prepared to make your last stand, however suddenly one of the nets on you receives a strong tug and you loose footing. The pull becomes even stronger and more forceful, you are thrown to the ground and pulled away rapidly, slamming onto the ground over and over again the rocks on the ground cut into your fur and underlying flesh. Eventually you lose consciousness.

As you awaken you are trapped in a large cage made of metal on the back of a cart. Behind your cart were men marching down a road as far as you could see, before you was the same. They all held a respectable distance to the cart. Pig's feed was smeared on the floor of your cage, apparently your meal to be. Looking around you could spot other carts, large chains were behind them, with smaller chains attached to pigmen behind them. They had hoods over their heads and blindly stomped after the carts ahead of them.

Seems like you should settle in for now, only the gods knew how long you still had to go.

>Lose all Heroes and Companions

>>47665

There are not many traditional Suban dances, a lot of them go back to the summoning of the spirits in times before Father and Mother became the Patron Dieties of New Suba. Though the dance of the fire spirits may be the most popular you choose the dance of the spirit of wind and sky. Though exhausting you have great fun, Sigrunde is all over you and seems to be expecting.. more.

You spend some more time with the High Chieftain as well to talk to him about his plans for the future. He looks to the future with great confidence. The Subans are unchallenged in their power, however the High Chieftains of the East show significantly more promise as they have the Eastern forests to expand into. In order to secure his power further he would have to push further into Siban territories, this would furthermore ensure that his own Chiefdom would not fall prey to the Western High Chiefs who would have to become more creative in order to uphold their powers in light of the ever growing might of the Eastern High Chieftains. Still the High Chieftain is open to any suggestions you may have that could prove beneficial.

The Fighting Subans are trained and ready. While you continue to train them they grow increasingly restless and minor fights and rivalries amongst them begin to emerge. Certainly it would be wise to find some application for them soon.

>Bonus:

+ [Spirit of Wind and Sky]

Your thrusts and swings reach further than reason dictates, sending forth shockwaves that push back foes and projectiles alike.

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e74260 No.47912

>>47679

The project is ambitious, your flowing hair is cut off so the colored men could go about their work. Much ink is used and many hours pass. Your skin bleeds and aches, however it is nothing compared to the pains of battle. The men demand a high price for their work, but it is completed to your satisfaction and Mahra is the one paying for it. You may be the most painted man that is not part of the colored men.

Stories of pigmen once were plentiful, however with their eradication the stories had come to a sudden end. You are hard pressed to get anything else from travelers. Those who take the land routes usually go North and from what they tell you nobody up North has even heard of pigmen. However those who have been to the South tell you of people who had heard others talk about men hunting pigmen in the far South. However it sounds like little more than a rumor.

Your journey to the capital is uneventful. The roads of Ibiza are secure and well managed, alongside a farmer with his cart offers you and your companions to ride in the back and you accept his offer. Your child tries on a number of shouts for size to test out its vocal range, some a little strange but most of them at least resembling what you assumed were normal baby sounds. The farmer however seemed not to notice or care.

The closer you came to the capital the more people began populating the streets. You passed travelers from all across, some in fancy clothing of colors incredibly satisfying to look at, others in little more than beggars cloth with odd looking armor hidden beneath. And there in the distance you could already begin to see it, a massive wall encompassing the marvel that was the Ibizan capital. A long line of people entering its maw like a river flowing into a large lake. Above the walls you could see the large towers and domes, their roofs made of metal glistening beautifully in the hot summer sun. Beyond the city itself you could see the Ocean, vast and beautiful in its miraculous blue majesty, here and there far off in the distance you could see the massive white sails of ships, cutting through the waves.

It still took you longer to reach the Capital than you had initially expected, however apparently done with making inquiries to each of the countless people seeking to enter the city the guards had begun simply waving them through. The smells were overwhelming, people were advertising fruit and meats you had never even heard of before, countless spices were up for grabs. Tugging on your arm that Mahra warned you to watch your purse, however even in the overcrowded streets people held a respectable distance to the tatted hulk. You would have to find a place to stay for the night, after that you could go ahead and inspect all of the sights, you were sure there was a great many of them.

>Bonus: (choose one)

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

+ [A Tale of Blood] The paint in your skin is a part of you. You may shift it to tell any story you wish and control its movement at will. Through physical contact you may spread the ink to others and continue to control it on their skin, though it will have no harmful effect despite its looks.

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e74260 No.47913

File: 1a6e311ec25cb67⋯.png (74.36 KB,2000x1000,2:1,Map.png)

>>47687

Given the amount of time that has passed plenty of men joined your band of warriors as supported by the taxes of the booming towns, though there is a surprising amount of living men who have joined your forces. Naturally the Undead Children cannot be considered part of your army, their flesh having begun to rot was removed with maggots. Surely a disturbing procedure to experience as a child on their own body. The Child Skeletons in general seem a little.. weird, however given their personal experiences this is hardly surprising.

The Hammer is a most unusual weapon, especially one of such formidable size and weight, still many warriors attend. The last fight is especially ferocious and with a mighty strike Gorbek shatters the chest of his opponent, caving in his chest and killing the man immediately. The Skeleton Gorbek has proven his superiority and the crowd seems most pleased, Sir Argul being quick to point out that if you want the best you have to accept that those who are not good enough may suffer fatal consequences. The people celebrate Gorbek greatly.

Scholars are hard to come by in your lands as there was traditionally no way for them to make a living considering there was no need for them. However Lord Wobart made it known that he had a number of men who taught shipbuilding to apprentices and Lord Kakar commented the same thing about smiths. Perhaps you would be interested in their experts to write down matters of education when it comes to shipbuilding and metal crafting?

>Heroes:

+ Sir Gorbek the Brutal

>Army: (Adjust)

-10 Unbound Old Suban Skeletons

-15 Unbound Old Siban Skeletons

-10 Unbound Old Suban Child Zombies

- 60 Unbound Spook-Suban Zombies

+ 60 Unbound Spook-Suban Skeletons

+ 10 Unbound Trained Old Suban Skeleton Warriors

+ 10 Unbound Trained Spook-Suban Skeleton Warriors

+ 50 Unbound Spook-Suban Skeleton Warriors

+ 75 Unbound Spook-Suban Warriors

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783d6d No.47920

Dice rollRolled 45, 88, 4 = 137 (3d100)

>>47910

>Name: Fang Reisha

>Fluff: His tribe had always lived in the land. It was hot, tropical, and his people more inclined to hunting than agriculture, but that has not stopped Fang's dreams. He dreams of something bigger. Bigger than him, bigger than his tribe, bigger than the island he calls home. Young and inspired he sets out to find "it," not understanding what his destiny has in store for him.

>Word of Power: Scale

>Abilities:

[Second Skin] You gain the ability to change into a second form. You will grow scales, a tail, sharp teeth and claws, resembling a humanoid lizard. In this form you will become more resistant to most types of damage, able to climb much more easily and benefit from a poisonous bite. Furthermore in your lizard form as well as your human form you will be capable of consuming raw foods without penalties and be much more resistant to poisons.

>Other:

1. It seems I have ruffled some feathers (rustled some scales?) in the village. My gift from the gods is the real deal. If they don't accept my god-given gifts, then perhaps they are not worthy of me. I'll try to smooth things over.

2-3, Regardless, my body itches and yearns for adventure. I'll set about gathering what supplies I can, and possibly find if any others would be willing to explore and expand on the isle. Our people are meant for more than this small territory. I am meant for more than this small territory.

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59b911 No.47933

Dice rollRolled 67, 9, 13 = 89 (3d100)

>>47910

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Beginner)

+ [Bolas] (Amateur)

Holdings:

Hut

+ garden section

1. Train harder with the bolas, i must get better.

2. Learn more from the healer, he has great wisdom. He will be spared.

3. Find a target to purify.

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6c3794 No.47943

Dice rollRolled 24, 61, 13 = 98 (3d100)

>>47910

>Name: Florijan

>Word of Power: Fate

>Abilities:

[To read the Future] You gain the ability to, at least somewhat accurately, predict the future of mortals. Whether you do this through rolling dice, looking at cards, reading from the entrails of dead animals or their hand however is up to you, any and all of these will work. Futhermore you are practically unbeatable at card or dice games and occasionally have intuitions which show you images of events that are yet to transpire. The future however is not set in stone.

1. So then I'll seek out a seer myself. If there are any nearby of course, I'll ask them to take me under their wing, learn the mystic arts. That sort of thing.

2-3. Help out around the home some more. You never know what sort of things you'll find lying about.

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7a4f4a No.47945

File: e56ef6563fccd81⋯.jpg (47.43 KB,736x460,8:5,ddb30141276f99296596c4f209….jpg)

Dice rollRolled 13, 33, 61 = 107 (3d100)

>>47912

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other:

1. This city is glorious, the largest I have ever seen and a far cry from the small villages of the Bassk in the north, and even the cities of the Ibuzen pale in comparison. I'm sure that there will be much to see and do in this city, but I m,ust first acquire housing for my companions. Housing cost money, and the life of a wanderer doesn't afford one great wealth. Therefore I must find someone with need of my skills, perhaps a job training the guard of the city, or something of the like, so that I may house my companions.

2. The sea enchants me, its waves and endless length beckon to my adventurous nature. I see the white sails of various ships out at sea, and no doubt some of those very ships had sunk in this harbor, their treasure lost to the tides. I am an explorer foremost, and its about time I explored the bottom of the sea in the harbor, to see what wonders I may find.

3. Finally, I shall take my band and explore the city, for I wish to see of all its sights, soak in its culture and its depth, for every new experience is a treasure.

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0f0f73 No.47986

Dice rollRolled 96, 82, 26 = 204 (3d100)

>>47911

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)

Companions:

Action 1-3: Wait for a chance to escape, perhaps they'll let their guard down or something

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b001ef No.47998

Dice rollRolled 31, 27, 51 = 109 (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

50 Unbound Spook-Suban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

>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

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

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

1. Well, Sir Gorbek is certainly…ambitious, and an able warrior to boot. I just hope there's no problems that come from it…anyway, time to make the newest Knight of the Round Skull his armor..may it serve him well.

2. Hmm, but scholars are few and hard to come by…I know, maybe a proper academy next to the library would spark a desire to learn amongst the people and create plenty of learned minds throughout the realm? I'll build the academy, and invite Lord Wobart and Lord Kakar's men to both teach and study there as well! Seems like a pretty good idea.

3. Hmm, Skull Bay is growing quite large and prosperous, and yet it lacks a true Temple of the Dead…I think I'll build one there so that the people can offer their dead and meditate on the teachings of Skeltalism without having to go all the way to Bone City or Spooksville.

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b001ef No.48004

>>47998

Oh yeah and make sure to give Mjolnfear to Sir Gorbek

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e4f8cf No.48013

Dice rollRolled 29, 51, 26 = 106 (3d100)

>>47910

>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)

[7 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)

1; Fund Ever-Vigilant campaigns to assist Arami instead of sending own army and navy. Make deal to receive half of profits from pig bounties.

2-3; Reform the Navy and Supply structures to represent a proper administration, so people leaving with ships don't just leave, and so supplies can go to and from cities and villages easier.

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f940cf No.48135

Dice rollRolled 24, 65, 78 = 167 (3d100)

>>47911

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

+ [Spirit of Wind and Sky]

Your thrusts and swings reach further than reason dictates, sending forth shockwaves that push back foes and projectiles alike.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+115 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>+Roohr (Suba)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—————

1. Help prepare the High Chieftans forces for taking more Siban territory, the best way to protect these people is to swiftly subjugate them and avoid any unnecessary bloodshed.

2. Spend more time with Sigrunde, when the moment is right I shall confess my love for her.

3. Lead the fighting Subans in coordination with the High Chieftan and his forces, both to make this whole ordeal quick and easy but also to give the men some much needed experience.

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1f420d No.48303

>>47920

Having reverted to your human form with the help of your cousin people calm down eventually, though certainly the events that have transpired have got the people thinking. Some where wondering if you had been bitten by a reptile, others thought you had been cursed by the gods. One way or another they stayed away from you for now, for better or worse.

You gather plenty of supplies, though there is little your peole have that cannot be found in the jungles surrounding you. While your family are willing to provide you with whatever you need none of them appear willing to venture out into the jungle with you. Life amongst the tribe is simple and good. They cannot see what else could be found on the island that would make life better for them.

>Other:

+ Supplies

>>47933

Your practice with the bolas proceeds well. You grow more adept with them.

Though you spare him unfortunately time does not. As you approach the apothecarium to learn a few lessons and aid the old man you are greeted by sad faces and silence. It would appear the old man has passed away and left his son in charge of serving the people of this region. He will certainly be missed.

Plenty of people attend his funeral. Mostly the locals, farmers and artisans, as well as what you assume to be the local Lord and his entourage. However you could hardly purify anyone while going unnoticed here.

>Skills:

+ Bolas (Trained Amateur)

>>47943

You seek out a seer to become his apprentice. After trying hard to come by someone willing to take you under their wing you end up with an old woman who reads the future of men from bones and in some cases, meaning if the client was willing to pay enough, a crystal. You help her out which mostly ends up doing her housework, cooking for her. Every now and again she imparts a little wisdom on you, which largely revolves around how to spot someone who will spend a lot of money on fortune telling.

Whenever you have some spare time not hanging around the old fortune teller you help out your family, your older brothers seem a little surprised at this new enthusiasm you're bringing to the table, however they are most pleased with it. So is your mother. Little do they know that you harbor an ulterior motive. You rummage through your family's possessions though you find little in your mother's orderly led household. What little money your kin has aggregated is kept hidden in a little compartment.

>Skills:

+ Trade Fortune Telling (Amateur)

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1f420d No.48304

>>47945

Though physically impressive the guards appear to have little respect for your offer. Certainly given the impressive proportions of the city the training of armies was already well managed. However, Mahra returned from a money changer, having exchanged what you presumed to be another golden coin for a more reasonable currency, though you did not like the look the moneychanger gave her as she left his store.

You descend down the stairs towards the water. Many ships lie in the harbor, their white sails folded up carefully. As the cold water embraces you you feel a bit of relief from the hot sun, however you immediately begin to question your decision. The harbor is massive and the area where ships may have sunken extends incredibly far. As water embraces you you carefully open your eyes under water. Your vision is blurry and the water tinted in a strong green, even here you cannot see far enough to get a glimpse of the ground. Various plants limit your view, however you could swear that something was moving down here. Black eyes watching. Rows of sharp teeth grinding. A bad feeling ran down your neck, however you could see little more than shadows quickly shooting by in some distance. You decide to put your watery experiences on hold for now.

Having ascended once more from your excursion you decide to go around the city and visit its sights. There are many impressive buildings, first and foremost the palace of the Sungod, a construction unrivaled by anything else. Its large central dome was glistening majestically in the sunlight, the various towers around it made from some rare imported stone. Various stories of the Sungod and his deeds had been struck into its massive walls and painted in various colors. The numerous noble estates were impressive in their own right and each held some reference to the importance of their respectable houses, however having seen the Sungod's palace even their impressive architecture faded in comparison.

Next up were the markets where people offered up wares from everywhere. From normal things such as bread and various fruit to odd curiosities like pendants that were said to ward off pigmen everything was present. However while you would have certainly enjoyed to take a more intricate tour of the place your companion let you know that the baby wanted to eat and perhaps you should find a more secluded place. Looking at her you noticed that she seemed a little pale with rings under her eyes. Perhaps the hot weather was getting to her. Still, she seemed.. drained.

>>47986

After a while of movement the caravan comes to a halt within a settlement as night falls. The pigmen are chained up and men are set up to guard them. Your cage is moved, however when the men celebrate their victory your guards are convinced to abandon their post for a little by some of the local women.

A slim opportunity, however still your impressive strength does not suffice to deal with the heavy metal bars that encase you. As you continue to pry away at the bars you continue to grow more and more desperate. Was this really going to be it? Suddenly the sand before you began to collapse in on itself. Mandibles and claws emerged and with it black scales emerged from the yellow sands.

Two large sets of claws descended upon the cage, clamping down at the metal, prying bars apart. A strong set of arms grasping you and pulling you from it, dragging you onto the armored back of one of your Scorpigs. They were even larger than you remembered them being. Then darkness embraced you as you swiftly descended into the tunnel. Sand was collapsing around you as the Scorpigs dug their way out of the camp once more. Until eventually you burst through the sandy ground like a diver through the waters surface. Above you nothing but the stars and the sky. You had escaped for now, but surely it would only be a matter of time until they would realize you had escaped.

>Companions:

+ 1 Veteran Scorpig

+ 1 Elite Scorpig

+ The Mad Abomination

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1f420d No.48305

File: 8af9dfa0134bcc3⋯.png (75.07 KB,2000x1000,2:1,Map.png)

>>47998

You provide a mastefully crafted bronze armor for Sir Gorbek, it bears his insignia and will surely serve him well. Given the fact that he belongs to no extensive family he will have ample opportunity to make his family a relevant one.

Errecting the first Academia where men are supposed to go to teach and learn you have taken the first steps required to bring some more enlightenment to your people. Still people have to work in order to make a living. In the end most of those who attend the Academia are Kakarian, probably sponsored by Kakar himself to get educated and utilizing the opportunities provided by you.

You have a beautiful new Temple of the Dead errected in Skull's Bay, though Lord Wobart insists on having his own particular branding employed in the construction. In the end it is constructed swiftly and effectively.

Speaking of important matters for the Realm Knight-Captain Argul expresses his concern at the Subans expansionist policies. They have advanced considerably into formerly Siban territories and laid claim to them. Scouts have reported that yet another attack is currently under way. Given the fact that the Siban armies have been completely devastated by the Subans their remaining lands are ripe for the taking, by the Subans, or other parties. While it is clear that he suggests you use this opportunity to expand your territories and prevent the Suban High Chieftains from gathering even more power Lord Wobart is decidedly against this. He claims that many of the Sibans have begun relocating to an island off the coast, something which he has been personally aiding. Trade with these new Siban Territories is good and it is what both Skull's Bay and Vertebra have been thriving off considerably.

>Holdings:

Spooksville

- Academia

Skull Bay

-Temple of the Dead

>Inventory:

+ Masterful Bronze Armor

>>48013

Wisely deciding that venturing into the desert with your army in order to hunt down disorganized pockets of pigs would inevitably be a death sentence you decide to support the Ever Vigilant's campaigns instead. However while your contributions to their cause are considerate results begin lacking. Still promises are made that once they had developed sufficient tactics progress would soon pick up.

Given the military structure of your Navy it is an easy task for you to adjust the Naval administration. Ships are now accounted for and guarded. Ownership and troop assignments written down. Overall while in action nothing changes the logistical aspect has undergone some changes which will in the future certainly allow for an easier and more efficient expansion of naval forces and their more efficient deployment.

>>48135

Reading your troops is a swift and easy task. The Fighting Subans are itching to prove their worth in battle though given what you've seen in the past it is unlikely the Sibans will put up much of a fight.

You make sure to spend your free time as efficiently as possible courting Sigrunde. You engage in a number of shared activities, still when you eventually confess your love to her she rolls her eyes at you with a laugh, stating that she is sure you've said that to a lot of girls in a lot of places. Still it does seem to have been what she wanted to hear.

Your excursion into Siban territories is swift and forceful. Against expectations the Sibans actually mustered a force to meet you. A ridiculously small one, but a military force none the less. You have elements of your people spread out to ensure that this is not a distraction to outflank your main force. However soon the Sibans lie dead and your flanks report no sightings of anyone nearby. As your men search the dead you come across the familiar face of a young man. All of these were but boys. A last ditch effort to stop your advancing forces. The High Chieftain is very pleased with your success.

>Skill:

+ [Leader of Men] First Experiences

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7a4f4a No.48306

Dice rollRolled 53, 93, 8 = 154 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins rubs hands

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

>Other:

1. Failing more conventional means of earning a living, I will instead partake in these "games" I have heard tale of in the city. Great fights for the glory of their god king, the winner taking the spoils of the fight. I shall partake in these fights, as nothing is more honorable then a fight amongst those who agree to equal terms. I've been aching for combat anyway.

2. I shall ask my companion what is troubling her, and if it is something not apparent, then I shall observe and see if I can deduce what is causing her fatigue. If it is the child, be it staying up late with it, or something it is doing. I shall do my best to help her.

3. Finally, this thing in the ocean, this beast with teeth. I shall kill it with my bare hands and haul it ashore, a test of strength.

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7a4f4a No.48307

File: 79bcbd24b4196f3⋯.jpg (227.7 KB,919x720,919:720,1528431603433.jpg)

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2ba068 No.48308

Dice rollRolled 38, 18, 10 = 66 (3d100)

>>48303

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Beginner)

+ [Bolas] (Trained Amateur)

Holdings:

Hut

+ garden section

1. Such is the way of the gods. They have reminded me of my task. A task i must complete. I begin to see if i can find a victim and then purify it.

2. I see if i can sell some of the healing plants that i have gathered.

3. I ask the healers son, if he can teach me more of the healing art, in exchange for the healing herbs that i have grown.

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a71330 No.48322

File: 6ddf000095f975d⋯.jpg (94.1 KB,600x1043,600:1043,Jessel_Venthron.jpg)

Dice rollRolled 11, 77, 77 = 165 (3d100)

>>48305

>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)

[7 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)

1; With the Navy being properly introduced into the capital, Red Rock must maintain its dominance of the craft to ensure proper naval procedures are upheld and Ibiza does not fall. With that, developing a way to increase the speed of the ship would help us, as well as help our chapter forces in Aramia. Perhaps, if we figure out a way to make another row of oars… perhaps another level for men to row from?

2-3; While the Arami are superior sailors, we cannot rely on them for a number of reasons. However, we simply don't have enough men wanting to join the Navy. I have come up with a strategy which may work. We will, through my ability as Solar Protector of The Seas, as well as through my Secretaries, offer shorter term contracts of 3 years instead of 10, to Ibizans from the Capital region. Most of their money can then be paid to their families, thus alleviating them of stress, as well as giving them a proper trade. This will benefit both Red Rock and the Capital. We'll have enough men to navigate our new ships and Ibiza's economy will grow.

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a71330 No.48323

File: 31ddfffd6156d3e⋯.jpg (68.38 KB,378x414,21:23,imageeeeeeeeeeeeeeeeeeeeee….jpg)

>>48322

Why can't I hold all these fucking dubz?

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0f0f73 No.48324

Dice rollRolled 52, 20, 74 = 146 (3d100)

>>48304

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)

Companions: 1 Veteran Scorpig

1 Elite Scorpig

1 The Mad Abomination

Action 1-3: Escape into the night grabbing my companions we'll get our vengeance soon!

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6c3794 No.48351

Dice rollRolled 99, 22, 18 = 139 (3d100)

>>48303

>>Name: Florijan

>>Word of Power: Fate

>>Abilities:

>[To read the Future] You gain the ability to, at least somewhat accurately, predict the future of mortals. Whether you do this through rolling dice, looking at cards, reading from the entrails of dead animals or their hand however is up to you, any and all of these will work. Futhermore you are practically unbeatable at card or dice games and occasionally have intuitions which show you images of events that are yet to transpire. The future however is not set in stone.

Skills:

+ Trade Fortune Telling (Amateur)

1-2. Though it seems my "teacher" may not be as savory of an individual as I would like, he certainly has more wisdom to part unto me. I will continue to apprentice under him and hope to gain additional skill in fortune telling

3. Continue to help around the home, but be prepared in case my master decides to up and leave. I still wish to follow him more.

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6c3794 No.48352

File: b3c654e50060b32⋯.jpg (150.58 KB,388x443,388:443,1523669487106.jpg)

>>48351

Check them dubz

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f940cf No.48354

Dice rollRolled 52, 82, 16 = 150 (3d100)

>>48305

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

+ [Spirit of Wind and Sky]

Your thrusts and swings reach further than reason dictates, sending forth shockwaves that push back foes and projectiles alike.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>+Leader of Men (First Experiences)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+115 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>+Roohr (Suba)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—————

1. It couldn't have been helped. No matter what men were going to die. I shall see to it that these valiant young men are given a proper burial as well as the respect that they deserve.

2. Have the fighting subans consolidate the High Chieftans rule over the Siban territories and prepare for whatever move he has planned next.

3. Spend more time with Sigrunde, ask her to come meet my mother, Hopefully mother will like her.

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b001ef No.48362

Dice rollRolled 14, 87, 82 = 183 (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

50 Unbound Spook-Suban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

>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

>Skills:

-Smithing (Legendary)

>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

Trumpet

>Other:

Skelerunes

Hmm, it seems that the Sibans are in trouble! But conquering them in their weakened state is dishonorable and we still have the vast eastern expanses to expand to. Plus many of the Sibans are devout worshippers of Skeltalism and may make good allies in the future. Therefore I'll agree with Lord Wobart's proposal of using our ships to help the Sibans relocate to the northern isle.

1. Hmm, but we shouldn't ignore our own defenses, lest we meet the fate of the Sibans. Spooksville, being the closest to Suban lands, will likely be the on the front lines. Therefore for the defense of our great nation I hereby commission the building of the might Spookfortress to safeguard the area.

2. After that I'll take a pilgrimage to all the Temples of the Dead and raise as many new skeleton friends there as I can.

3. With all that taken care of I'll have time to work on my next legendary weapon, the greatsword Feargarach! It'll be great!

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1f420d No.49000

>>48306

You try yourself in gladitorial combat, sadly however the money is only half way decent as it would seem nobody wants to bet against the hulk of a barbarian. Furthermore they don't actually want you killing anyone, fights are won quickly and the money quickly keeps getting worse to the point where basically nobody bets against you. A local crook however notices and offers you part of his wager should you choose to miraculously go down next fight.

She claims its the child draining her. It has grown considerably in the last few daysand grows increasingly restless, pulling on the mask and trying to escape from its cradle. Your companion needs some time to recover though then again, how else would you feed your child?

Diving into the cold wet you challenge the beasts of the water to fight them. As you are embraced by the sea you quickly realize the error of your ways. You are severely hindered, your movement slowed down as you dive next to the bellies of ships. Soon large fish with sharp teeth begin to circle you. For a moment it seems like nothing will happen, then they descend upon you. One after another they sink their teeth into your flesh, your hands slow, the animals themselves lacking any neck you could have broken. As your blood turns the water red you begin to loose conscience, the last thing you notice is something splashing into the water beside you.

You awaken on a boat surrounded by people talking to each other in a strange language. Their skin has been tanned from what you can only assume had been months at sea and to your surprise there are some girls amongst them. They all have the same tattoo of a wave beneath their left eye. "He bled like a whale and still survived.", one said to another with a bit of relief, "Still an idiot.", the other responded not letting his eyes go off you. The sounds of seagulls in the sky indicated that the ship was still docked at the harbor.

>Inventory:

+ [Minor Winnings]

>>48308

Victims there are plenty. However the people here struck with grief have done little that would have them deserve a fiery death. Perhaps you had waited to long in a place and grown too human. Then again, did you really want to abandon the things you had worked so hard to obtain?

With the old man gone the people did not know what to do with the herbs you had procured. And they had no interest in buying something they did not know how to use.

As it turns out the son knew just as little as you did. He had not listened to his fathers lectures and what he knew would barely suffice to keep the locals afloat. Surely without a real apothecary the surrounding area would suffer in the long term.

>>48322

While it did sound like a nice idea at first, adding an additional level on the ships proved to be an incredibly hassle. The sailors struggle to coordinate their rowing and progress is slow and cumbersome, furthermore rowing had not been popular to begin with as it was a hard and dangerous task. Being on the lower level however was basically a death sentence in case something happened to the ship, thus many refuse to even attempt to row on the lower levels.

Your offer is good and well received, though your efforts take away from the expansion of the Royal Navy. However many of your more Veteran sailors complain that the new landlubbers will barely learn the trade before returning to their homes in the Capital. Still for now it would appear your sailor shortage has been fixed.

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1f420d No.49001

File: f0fc22e0d28cae9⋯.png (76.04 KB,2000x1000,2:1,Map.png)

>>48324

You slip into the Night and head West from where you came from. Surely they were already ringing alarms to find and hunt you down. Still they had captured many Pigmen, the real question was if they would kill them to be mobile enough to go after you. After a few days travel however you come to the conclusion that they have abandoned their hunt.

Drained from the forced march you look over what little exhausted troops remain. Where you go from here on is once more up to you, though you feel that the days of easy raids are over.

>>48351

The wisdom the old woman imparts upon you is valuable and you learn many tricks when it comes to reading people and making very generalized statements. You even get the opportunity to try it on a number of people and succeed, it does help that you actually are aware of their future to some extent, however you do restrain yourself to what the old woman taught you.

You continue to help out around the house, however it would seem the old woman does not intend to go anywhere. She claims she is too old to go and peddle her talents in the surrounding areas.

>Skills:

+ Trade Fortune Telling (Experienced)

>>48354

Under your orders the Fighting Subans bury these boys. They fought for what they believed in and they lost. It was not your place to shed a tear for them, certainly however their mothers and sisters would do so.

The Fighting Subans are quick to establish authority. Most of the men had died in the first defense and any boy with the will to fight had perished at your own hands. Though it is evident that the Sibans hold great disdain for you and your people, there is nothing they could do to resist your commands at this point.

To your surprise you find many of the Sibans trying to dig out their dead sons. They are however stopped by the Fighting Subans and brought before you. They claim to want to bring their deceased children to Spooba where they will be given a new life. Having seen the Dead walk the land you do not doubt the truth in their words, however you will have to decide whether you want to allow them to return potential enemies back to life.

As you return home you introduce Sigrunde in something of a little awkward visit. Your mother cooks and remains rather silent throughout. Once Sigrunde had left however she mentioned that surely your father would be turning in his grave if he found out you had chosen a women that denounced her own ancestors and chose to worship some upstart.

>>48362

The Sibans will remember that.

Before constructions can even begin on the mighty Spookfortress Knight-Captain Argul begins a whole discussion about who should man the fortress and whose fief it should be. Claiming that it would only make sense that he hold it and the Fortress itself be the new assembly point for all Knights of the Round Skull. Meanwhile the Vertebra Woodworkers demand they get the opportunity to make the fortress the best it could be while Lord Kakar argues that wood should at most serve for the interior of the fortress and that his Clan be allowed to construct the fortress as they arguably have the most experience, considering their experience in mining and metalwork.

You move through your many towns and raise the local dead. There are many from all over who seek your blessings and you return many to life. Skeletons are anything but a rare sight these days and in some parts they make up more than a fourth of the local population.

(It is assumed that civilian skeletons are unbound unless you wish to specify otherwise)

You find many dead Sibans in the Temples of the Dead, many of them Warriors who fought the Subans recently and were slain. Certainly to raise them could anger the Suban Warlords, but was a life after death not what you were promising to everyone?

The Greatsword Feargarach truly is most deserving of its name. A legendary piece of metal it will be sure to cleave through any enemy with ease and fill the hearts of your enemies with fear. The Weapon is massive and will certainly require someone of great strength to wield it.

>Army:

- Remove those that aren't warriors or Bound

+ 50 Bound Spook-Suban-Skeleton Warriors

>Army: (Should you choose to resurrect the Sibans)

+ 100 Bound Siban Skeleton Warriors

>Inventory:

+ Feargarach (Legendary Greatsword)

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bd3ba2 No.49003

File: 4d220d7a749ec63⋯.png (1.26 MB,1048x1920,131:240,sketch-1533832402646.png)

Name: Skull Kid

Skull Kid is a small child with no parents or any recollection of them. He has lived in the forest on the outskirts of a town since as far back as he can remember. Skull Kid survives by sneaking into the town at night and stealing food, clothing and equipment. He enjoys messing with villagers, playing pranks and tricking travelers. Skull Kid wears bright colored masks and ornate clothing and his true appearance is a mystery. The few villagers that have seen him believe him to be a forest spirit and tell stories of him to their children.

Word of Power: Trickery

Abilities:

Other:

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bd3ba2 No.49005

File: 9981e17570312fc⋯.jpg (178.21 KB,602x802,301:401,20180809_135728.jpg)

Dice rollRolled 10, 71, 45 = 126 (3d100)

>>49003

ACTIONS

> Curiosity is a dangerous game for someone who lives in the shadows, but Skull Kid coulnt help himself. He was a curious creature and enjoyed the happenings of normal society. He routinely hid out of sight and listened in on the nearby villagers. Today, he sits hidden on a branch above the road into town. He listens to the stories, rumors and gossip of travelers.

> Skull Kid jumps across ditches, dances around rocks and climbs up trees, moving through the forest like a squirrel. He is as agile and athletic as one can be and his ability and speed in acrobatics to get into hard to reach places shows.

> Skull Kid gets bored with throwing rocks at the scarecrow he stole from a farm earlier in the season. The thing was basically trash at this point anyway, after being pelted with rocks for so long. He had almost mastered his aim and was able to hit the things poorly resemblance of a head from a good distance away on most of his throws. Deciding that this game no longer interested him, Skull Kid waited until nightfall, and snuck into the nearby village searching for a new toy or something to play with.

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efe847 No.49006

>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. Innately, though, he knows that if you walk far enough north, there are people. Somehow.

(south of Suba)

>Abilities:

>Other:

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efe847 No.49007

>>49006

And by Suba I obviously mean Arami

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0f0f73 No.49008

Dice rollRolled 39, 78, 73 = 190 (3d100)

>>49001

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)

Companions: 1 Veteran Scorpig

1 Elite Scorpig

1 The Mad Abomination

Action 1-3: Raging into the night the creature screams, kicking, and flailing after an hour of raging. It looks to the sky.

What sort of unfair god had granted him power yet made him so powerless. All of it's work. Months had been used to grant him an army and already it had fallen apart. All those pig lives lost and for no reason.

It slowly sombers back to its home territory, converting any animal or people into pig-things. This time he would victorious, the pigmen would not fade into dusts and become slave once again.

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bd3ba2 No.49009

>>49003

Location: on the edge of a deciduous forest near a small human farming village (red rock or ibiza)

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bd3ba2 No.49010

>>49009

* Correction

Location: on the edge of a deciduous forest near a small human farming village (in the bone zone)

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7a4f4a No.49017

Dice rollRolled 36, 15, 92 = 143 (3d100)

>>49000

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Initiate]

>Other:

+ 1x Piece of Amber

+ [Minor Winnings]

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins *rubs hands*

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

1. Refusing to give up on my tasks, I take my minor earnings and invest in some lumber and iron to make a mastercraft spear, renting the time from a blacksmith, if the winnings not being enough volunteering my time as well.

2. I shall take the child out for some time, giving my companion time to rest, using any remaining winnings to secure a place for her to rest, and if those are not an option, doing labor to pay for it.

3. With the day coming to an end, I shall return to the seashore, taking the previous lesson to heart. I can shape my flesh into a monsterous form, but is that the only way I can change? Perhaps I can adapt my flesh to my benefit, shaping my feet and hands to be of use in the water, webbing them; Adapting the breathing of the fish as my own, allowing the sea to become a second home to me. I can only try.

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a71330 No.49167

File: b12e954a0eb87d0⋯.jpg (55.04 KB,384x814,192:407,1d005fa5cc40d63fc82999f5bd….jpg)

Dice rollRolled 79, 7, 24 = 110 (3d100)

>>49000

>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)

[7 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)

1-2; Call for Mystics, Sages, and Smiths to come to Red Rock. I will seek their advice and expertise to divine the Bronze Sword in my possession

3; Offer a chance to extend the contract to 6 years near the end of the 3 years to those who wish to commit further. Hold war games with the Capital Navy to test their skill and improve it further.

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59b911 No.49185

Dice rollRolled 79, 56, 28 = 163 (3d100)

>>49000

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Beginner)

+ [Bolas] (Trained Amateur)

Holdings:

Hut

+ garden section

1. Curse these folish mortals. I finally had something that i wanted to focus on other than fulfilling my mission. I must find someone to see if i can learn more about the use of the herbs.

2. If i cant find anyone to learn from, then i will begin to experiment with the herbs i have, based on the knowlegde i have gained.

3. Take care of muh farm, roote out the weeds and water the plants.

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b001ef No.49194

Dice rollRolled 18, 30, 87 = 135 (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

100 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

>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

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

Indeed it is the call of Skeltalism to bring to life any who wish it, and these souls have been brought to the Temple as they wish to be revived. So it shall be, I see no reason why the Subans should be so upset with it as the Subans can bring their fallen here as well. The only stipulation is that the raised skeletons refrain from returning to the battlefield, they can either live here in the Bone Zone or we can ship them up to New Siba where most of their old friends have probably moved to now.

1. Great, I now have another legendary weapon to add to the arsenal, and it will need another wielder! The 3rd Tournament of Sir George the Great will be held and a wielder will be decided, with the games being based around determining the person best suited for wielding mighty greatswords like Feargarach!

2. We'd better keep on making the Spookfortress. Being that it's a military fortress I think Sir Argul and the Knights of the Round Skull should be its primary caretakers. As for its construction I agree with Lord Kakar, the exterior should be strong and made of stone and metal, though Lord Pubert and the Vertebra woodworkers will still definitely be needed to build all sorts of wooden supports along with the interior and anything else that would need to be built out of wood. No reason we can't all cooperate to make the Spookfortress the best it can be, after all our national defense is on the line!

3. Then we should probably be considering a navy as well, we have two coastal cities now and they will need defending. I'll have Lord Wobart cooperate with the Vertebra Woodworkers to produce a mighty navy indeed with the finest spookships around.

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03c676 No.49253

>>49003

You are not a man but a vessel shaped by the gods into the delicate form of a child. Your very essence resonates with a single word and when your lips form it and release its ancient power upon the world the tree's leaves rustle as if to laugh at the missfortune of your victims.

>Abilities: (Choose One)

+ [Unseen Jester]

You gain the ability to turn invisible, though you will still emit sound. Furthermore you are an expert thief and capable of escaping most restraints with natural ease.

+ [Mask Maker]

You gain the ability to carve masks from wood, these masks can be enhanced with other materials, depending on which you will gain additional power. You may only wear one mask at any given time, though others too may don your masks. Furthermore you are an expert wood carver.

+ [Forest Spirit]

You gain the ability to communicate with animals and trees though they have no obligations towards you. Furthermore you are an expert at making things grow, are naturally adept at navigating any forest and are an expert climber.

>>49006

You are a vessel created by the gods and imbuned with the very same word that was used to create your own shape. You are guardian to a word so powerful no mortal may hope to utter it's ascendant glory. When you speak it the world vibrates under the gaze of the gods.

>Abilities: (Choose One)

+ [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.

+ [The Forger]

You gain the ability to duplicate any unliving object you see given the right tools and time. While they will be of the same quality you are unable to copy any supernatural properties an item may have. This ability includes but is not limited to, weaponry, paintings, sculptures and even music. Furthermore you have the ability to precisely identify any item and any properties it possesses that are relevant to you.

+ [Hyrbid Spawn]

You gain the ability to combine living creatures, this process may only be undertaking if both creatrues partaking in it are either restrained or docile. The newly spawned creatures will treat you in the same way they would treat any other creature and hold no allegiance towards you. Mortals may be subjected to this as well, however the process consumes both participating creatures. Newly spawned creatures will spawn in their infant stage and will generally have to be nutured.

>>49008

The way back to your lands was long and perilsome. During the entire time the desert heat was getting to you, though on the backs of your Scorpigs you pushed on. They had thrived throughout your endeavors and become larger and more powerful than ever before. Animals were scarce to come by in the heat and those dead and lying about proved to be of little value than way ration. Through mere chance you managed to get your hands on a Vulture, however the other results were unimpressive and disappointing.

Finally however you returned to the lands you had once left. They were vast and empty just as you had remembered them. Perhaps here you could lick your wounds and once more gain power. In the distance you could make out a large group. You wanted to approach carefully, however in the flat open terrain there was little to be done to gain the element of surprise. Regardless you decided to pursue.

The closer you came the more you realized that these were no humans. It was a herd of Pigmen, blindly following. On the back of your Scorpig you made it to the front where an Abomination was leading them. In one hand a spear, the other arm missing completely the scarred face of the Shieldbearer looked up to you. After your defeat it must have returned here and gathered its forces. Behind it were four odd creatures, not Pigmen, not Abominations, something of an inbetween. It grunts something at you, not in any human tongue, but its meaning is clear, "Master.", it sounded exhausted.

(Find a name for the Hybrids)

>Companions:

+ 1 Vulpig

>Heroes:

+ Shieldbearer - Veteran Abomination

>Armies:

+ Shieldbearer Horde (100 Pigmen, 4 Abomination-Pig Hybrids)

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03c676 No.49254

>>49017

You get to working on making a mastercraft, spear however the results are little more than amateurish. It would seem it had been a while since you practiced the trade.

As you try to partake in more fights people are even more unwilling to bet against or even challenge you to a fight. Grumbling you return, however once more Mahra had proven willing to pay for your accomodation, thus you decide to take the child out for a walk about town. It proves to be much more lively than you had anticipated, especially once you removed it from its mother. Wiggling wildly and trying to remove the Mask.

Once more you make your way to the ports where you, a responsible adult as you are, build a little sandcastle for your child to play with and leave it alone nearby water infested with carnivorous predators.

You descend into the water, blackened skin and rows upon rows of sharp teeth. Truly a terror to behold. Your powerful muscles move you through water swiftly, your massive lungs holding air to allow you to remain under water for much longer than any human could hope to be and even the many toothed predators of the bay are sure to avoid you. It would seem your ferocious form even demands respect outside of its element. Unfortunately for you however it would appear you are incapable of manipulating it specifically to use it in water.

As you emerge from the water once more before you on the beach sits a little girl barely old enough to walk latching onto the high towers of your sandcastle to not fall as she tries to take her first steps while making an array of bubble sounds. For a moment it looked at you as you reverted to your human form, black spots started to pop up across her skin, quickly spreading as her green eyes rolled back and a long tongue shot forth. Before long the girl had transformed into a tiny Spinetaker with powerful limbs and pitch black skin.

>Inventory:

- [Minor Earnings]

+ [Okay Spear]

>Skills:

+ Smith [Trained Initiate]

>>49167

You summon forth all sorts of scholars you can get your hands on as well as all of your best smiths and introduce them to the blade. The Smiths are quick to voice their admiration. The Sword itself is by far the best any of them have ever seen, the craftsmanship was without equal. The Mystics and Sages however spoke of an aura of Death being emitted from the blade. Something about it was unnatural, evil and incredibly powerful. There were many suggestions on what to do with the blade, some wanted to destroy it, others to hide it, some said you should use such a powerful tool yourself to destroy your enemies. But from their eyes you could tell that every single one of them wanted it for themselves. They were drawn to the blade like flies to the fire.

You introduce the option to extend the contract to six years, the success of which only time would tell. The war games however, to some extent to your own surprise, go off without a hitch, not at last to the constant efforts of Arius who pulled a lot of strings to prevent any sort of meddling from the lords of the capital and personally ensured that the Royal Navy's sailors would show up on time and were ready for duty.

>>49185

There certainly are no more locals which can help you out, however you are certain that either further South in the Ibizan heartlands or to the West in the Ibuzen lands you would find somebody able to teach you more about herbs and medicine. Still you would have to leave behind what you had worked so hard to obtain.

Seeing as unfortunately there were no locals who could teach you how to handle herbs better you decided to take it upon yourself to learn the tricks of the trade. Something you have admirable success with, considering the fact your mentor died so quickly.

You take care of your farm. The work comes easy to you and is relaxing. Those passing by are envious at your big plump, ripe fruit and good looking harvests, however you were unsettled by their greedy eyes. Success bred jealousy after all.

>Skills:

+ [Healer] (Trained Beginner)

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03c676 No.49255

File: 58e6ef785e07327⋯.png (76.33 KB,2000x1000,2:1,Map.png)

>>49194

You return the Sibans to life under the condition that they either remain in the Bone Zone or traverse to New Siba with ships provided by Lord Wobart. Many of the Warriors decide to abandon the Bone Zone with a few staying behind as close to their ancestral land as possible. For now it would seem they honor their agreements and none of them return to fight the Subans.

You hold a tourney and seek someone befitting of the mighty Feargarach, however none of the men have the physical attributes required to effectively field the weapon. Perhaps it would be best to try again, this time with some other warriors to ensure a suitable bearer for Feargarach is found.

Though honorable in intention the coordination between the various forces at play is lackluster. The Kakarian Head Architect complains about Sir Argul's constant suggestions while the representative of the Vertebra Woodworkers complains about the Kakarian lack of aesthetics. Still progress is made and slowly but steadily the fortress is beginning to take shape.

To your own surprise the cooperation between Lord Wobart and the Vertebra woodworkers seems to be excellent. A former sailor himself the woodworkers are quick to praise the insight he is giving them on naval procedures and the making of ships. Soon the first two Spookships are constructed. They rely on the wind to move, though they do possess the capacity to row should it be necessary. They bear many elegant carvings made by the Vertebra Woodworkers.

>Army:

- 80 Unbound Siban Skeleton Warriors

>Navy:

+ 2 Vertebart Spookships

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b23f36 No.49256

Dice rollRolled 28, 33, 53 = 114 (3d100)

>>49006

>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.

>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 filling this forest with life. Once I'm finished it shall be vibrant with lush greens and tinted by all the colors one can imagine. Summon forth the Spring of Life at the center of the small oasis

2: Hunt the wildlife for food, making sure to try to learn in the process.

3: Try to tame an animal. Doesn't matter which, at the end I must be able to tame them all anyway.

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59b911 No.49257

Dice rollRolled 69, 91, 19 = 179 (3d100)

>>49254

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Trained Beginner)

+ [Bolas] (Trained Amateur)

Holdings:

Hut

+ garden section

1. Ah yes the reason why i was gonna kill them all. I try to make it so that people arn't able to steal from my farm so easily.

2. Try and experiment with different plants, both for healing and killing.

3. Keep a lookout for thieves that may try and steal from me.

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aaa006 No.49263

File: 785bcfa57ba294b⋯.jpg (202.11 KB,684x684,1:1,20180809_142400.jpg)

Dice rollRolled 83, 83, 44 = 210 (3d100)

Name: Skull Kid

Fluff: Skull Kid is a small child with no parents or any recollection of them. He has lived in the forest on the outskirts of a town since as far back as he can remember. Skull Kid survives by sneaking into the town at night and stealing food, clothing and equipment. He enjoys messing with villagers, playing pranks and tricking travelers. Skull Kid wears bright colored masks and ornate clothing and his true appearance is a mystery. The few villagers that have seen him believe him to be a forest spirit and tell stories of him to their children.

Word of Power: Trickery

Abilities: [Mask Maker]

> You gain the ability to carve masks from wood, these masks can be enhanced with other materials, depending on which you will gain additional power. You may only wear one mask at any given time, though others too may don your masks. Furthermore you are an expert wood carver.

Other:

ACTIONS

> Skull Kid searches the forest for a branch that forks into dowsing rod and a dead animal for a ligament, tendon or piece of muscle tissue to weave into sinew to make a [Sling Shot]. He stays high in the canopy, jumping between the large trees, looking to the sky for vultures as a sign for where an animal has recently died. Skull Kid also heads down to the nearby river to look for a few dozen small polished stones to use as ammunition. He collects [Small Rocks].

> Like a child, Skull Kid enjoys the stories of things that go bump in the night. And, like the human childern, Skull Kid enjoys dressing up like the boogeyman before jumping out of the shadows and scaring the other children of the village. Skull Kid decides to start gathering supplies for a [Terror Mask]. He looks for decaying wood from an old tree stump, mud from the nearby river, feathers from a dead bird, bones from a dead animal, and blood from a fresh kill (a small rodent, lizard, snake or bird should work fine and give Skull Kid a chance to try out his new Sling Shot). Skull Kid also searches the forest for one of the large spiders he likes to catch and play with. This one however would find a quick death from the underside of a rock so it's long thin legs could hang off the mask as decoration.

> Skull Kid gets bored with throwing rocks at the scarecrow he stole from a farm earlier in the season. The thing was basically trash at this point anyway, after being pelted with rocks for so long. He had almost mastered his aim and was able to hit the things poorly resemblance of a head from a good distance away on most of his throws. Deciding that this game no longer interested him, Skull Kid waited until nightfall, and snuck into the nearby village searching for a new [Toy], [Musical Instrument] or something else to play with. More importantly, while in town Skull Kid looks for a [Large Sack] to throw over his shoulder and hold all of his masks and miscellaneous items.

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4ef797 No.49264

>>49263

czeched

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ad7e66 No.49265

Dice rollRolled 26, 56, 8 = 90 (3d100)

>>49001

>>Name:

>Robert

>>Fluff:

>Robert, a young man of 18 years, was born and raised within his tribe. He has lived a simple life with his parents and friends. He has enjoyed good times as well as pushed through hard times.

>>Word of Power:

>Hero

>>Abilities:

>+ [A Hero's Sacrifice]

>You are one of the if not the Greatest Warrior this world has ever seen. Humans are but lambs to the slaughter even if they go up against you in large numbers. You are tireless, strong and fast. Ilness and poison, as well as pointy metals and fires have only little affect on you. If in combat with another Character you may choose to give your own life in order to kill them as well, removing you both from the game. You may also use this ability to save someone's life instead.

>+ [Guardian Spirit]

>You gain the ability for your senses to part ways with your body through meditation, observing from above little remains hidden to your new found third eye.

+ [Spirit of Wind and Sky]

Your thrusts and swings reach further than reason dictates, sending forth shockwaves that push back foes and projectiles alike.

>>Skill:

>+ [Spear] (Heroic)

>+ [Carving] (Trained Natural)

>+ [Farming] (Amateur)

>+ [Hunting] (Prodigy)

>+[Archery] (Expertly Trained Prodigy)

>+ Architecture (Experienced Prodigy)

>+Unarmed Combat (Expertly Trained Prodigy)

>+Trainer (Expert)

>+Stealth (Prodigy)

>+Leader of Men (First Experiences)

>>Other:

>+ [Legendary Spear Ghost Bolg]

>+ [Shield of the Comet Tree]

>+ [Masterful Cloak]

>+ [Suban Hunter Bow]

>+ [Quiver and Arrows]

>Home:

>+New Suban Stone Home

>Followers:

>+3 Old Suban Disciples (Experienced, Stealth,Trainer)

>+3 Old Suban Diciples (Trained)

>+115 New Suban Disciples (Trained)

>Title:

>+ Fighting Subans (Founder)

>+Roohr (Suba)

>Characters of Interest:

>+Sigrunde (High Chiefs Daughter.)

—————

1. Convince mother to change her mind about Sigrunde. She may hold a different faith than her but my feelings for her hold true.

2. Report to the High Chieftan about the dealing with Siban lands and how they are well under his control. Ask if he has anything planned next.

3. Train the fighting Subans, after some experience my men have surely grown, let me test to what extent they have.

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4ef797 No.49266

File: 763317a0959ecd1⋯.jpg (124.59 KB,736x1104,2:3,34745d4b484b7803f9a85b8423….jpg)

Dice rollRolled 96, 36, 43 = 175 (3d100)

>>49254

>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)

[7 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)

1-2; Send them away, I have no need for them anymore. They gave very little information that I didn't already know myself. We need a powerful sage/mystic specializing in occult, someone who can actually identify the effects of this blade. Perhaps, Thoticca might actually know of one, having lived in the provinces for awhile.

3; Our Navy has grown, but we've ignored our land and farmers. We will conquer more land for our future generations, as well as all the immigrants that came in.

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7a4f4a No.49278

Dice rollRolled 5, 9, 91 = 105 (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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ Smith [Trained Initiate]

>Other:

+ 1x Piece of Amber

+ [Okay Spear]

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins *rubs hands*

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

+ Horrible Monster Baby

1. A spear works fine. I shall fashion a harness to my back and secure my child to me, wrapping it in its cloth coverings, and go fishing, aiming for a large beast to sell in the market after hauling it up from the briny depths.

2. Failing this, I shall ask Mahra what a man like me could find for work in a city such as this, and check in on my companion as well.

3. Finally, I shall use my crafting skills to make for my child a more suitable set of clothing to conceal her form, as I cannot very well transform into the monstrous curse some malign god of dark skin and yellow eyes had laid upon me.

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7a4f4a No.49279

File: 9173b7ae1f088d4⋯.jpg (605.56 KB,2048x2048,1:1,1533871795625.jpg)

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0f0f73 No.49382

Dice rollRolled 95, 39, 94 = 228 (3d100)

>>49253

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)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig The Mad Abomination

>Heroes:

+ Shieldbearer - Veteran Abomination

>Armies:

Shieldbearer Horde (100 Pigmen, 4 Abomination-Pig Hybrids)

The Mad Abomination

Action 1-3: "The war against mankind is not over yet!" The Pig bellowed out. "They stand there in their homes while our brethren struggle and get butchered!" Yet haste in the situation would only lead to what had happened before, a one-sided slaughter. They needed more of their people. "Split up and gather everyone! every pig and every pigman, animals. Whatever you can get your hands on. In [3] túrns we set out to attack them and this time make sure we win!"

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b001ef No.49459

Dice rollRolled 91, 61, 23 = 175 (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

>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

>Skills:

-Smithing (Legendary)

>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)

Trumpet

>Other:

Skelerunes

1. We can do it! Let's build the Spookfortress!

2. Well that little tournament was a bit disappointing, to say the least. But I will not be dissuaded, Feargarach will soon have its owner! Find some new warriors and let the Games resume!

3. Then we should expand further eastward from Vertebra Village, I'm sure Pubert and the woodworkers wouldn't mind having more forests to their name and who knows what we might find?

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dfbd88 No.49460

>>49256

You begin bringing more life to the forest, though the forest itself is already buzzing with it. New plants begin to emerge and various sorts of insects begin to spring forth, becoming part of the natural cycle of life.

Utilizing a stick you found you hunt some of the less dangerous wildlife and though it proves a difficult task you succeed. Roasting the meet you come to the conclusion that you quite like the taste of venison.

The deer prove too difficult to tame, however you do manage to "tame" a sheep by feeding it which proceeds to not run away from you and can be convinced to follow you with the right incentive.

>Skills:

+ [Spear] (Beginner)

>Companions:

+ 1 Sheep

>>49257

A wall came to mind, however building a stone wall that protected your entire estate would prove to be a weary task that would take plenty of time. Instead you decide to adopt a dog who keeps close guard of your property.

You mix around some of the plants and come to the conclusion that the same plants that heal may often be poisonous if applied in high concentrations. Your experiments on small animals come to fruition and you develop a number of poisons and as well as cures for them.

Taking time out of your day you sit on the porch with your guard dog looking at people passing by on their carts, some even on foot. Travelers most likely. However it would appear that none of them are trying to steal from you, though every now and again some of them ask you for a taste of your ripe fruits and offer you good coin in exchange. During the nights, though you have a guard dog to protect your belongings, everything stays silent.

>Skills:

+ Healer (Trained)

+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (You can name him)

>>49263

Your creation of a slingshot proceeds admirably, soon you have the weapon in your hands, as well as an ample supply of ammunition. A few test shots suggest that you may be a natural.

You craft your mask, its withered aura speaks of suffering and fear. As you hold the item in your hands you can feel it pulsing. Perhaps the artifact is even more powerful than you had anticipated.

At night you are able to sneak into Vertebra Village, which has grown beyond what would most consider a village certainly, but still remained so in name. Its people are known for being good woodworkers and thus you have high hopes to find something that peaks your interest here. After a night of stealing your way through town you manage to pickpocket a wooden flute of some sleeping guy.

>Skills:

+ [Slingshot] Prodigy

+ [Stealth] Beginner

>Inventory:

+ [Slingshot]

+ [Small Rocks]

+ [Terror Mask]

+ [Flute]

>>49265

You do your best to sway your mother's heart but it would seem her convictions are set in stone. For too long has she lived in this world and paid worship to her ancestors to now forget them. She seems a little bitter as she says that she hopes you won't forget her in the same way once she is gone.

The High Chieftain is most pleased with your progress. Word has reached him that the Fleshless Lord of the Bone Zone has seen fit to return the High Chieftain's enemies from the grave. However it would seem nothing has come off it, as no Siban Skeleton Warriors had returned to their former homelands. The progress of resettling the New Suban lands was well under way, considering you had played a crucial role in their acquisition he asks if you are interested in governing them for the time being and ensuring their integration into Suba as a whole.

It would seem the men have learnt the wrong lessons from their first experiences. They appear overly confident in their abilities, having fought nothing but boys and outnumbering them vastly at the same time. Certainly they will have to be taken down a notch or two to ensure their own survival in the future wars to come.

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dfbd88 No.49461

>>49266

Thoticca, having grown up amongst numerous noble bastards has heard of one. Once an Ibuzen child it grew into a young man unlike most others. Son to the man who once sparked the birth of the Ibuzen priests who bring peace to the dead he spent his early life learning much of the mysteries of life and death. He is summoned to yoru court and upon his arrival seems surprisingly unhealthy. He has dark rings under his eyes, his skin extremely light despite the hot Ibizan sun. As you show him the blade he quickly takes a few steps back, perhaps assuming you would attempt to attack him for some reason, however after a few moments he moves closer for investigation. After some time he comes to the conclusion that the weapon itself steals the souls of those who it cuts or perhaps simply comes into contact with. He has no intention of finding out one way or another. It is a weapon that the dead must fear just as much as the living. He also notes that its craftsmanship is beyond equal and nothing short of one of the best smiths in the world must have crafted it.

You order your people to spread out further and create new settlements, asssisting them with your vast knowledge their fields grow fertile and provide bountiful harvests. As your influence and economic base grows food prices however begin to plummet once more. Your farmers are producing so much food there is simply not enough money to compensate for it. The market is oversaturated. Certainly expanding your trade beyond the borders of Ibiza would prove favorable to your people.

>Reminder:

+ 1 Expansion

>>49278

Through a very curious use of materials you manage to fashion clothing that somehow conceals the monstrous nature of your child, though it does still tend to make hissing noises after some testing you come to the conclusion that while some people may give you odd looks none will actually question it any further. Perhaps the presence of an axe wielding, tattooed, barbarian giant is somehow related to this.

The child's clothing had been crafted with surprising care and skill, however from the looks of it you had made the harness with much less of a quality. Considering your strength it proved hard to pinpoint at what point you had stopped carrying your child on the back, which was now probably crawling or barely walking through the streets of the Sungod's city. Somewhat ashamed you swiftly hurry back the way you came through the crowds of people, however there is no sign of your child.

Returning to the place you stayed however revealed that both your Companion and Mahra were gone as well. There were some signs of a struggle, but no blood to be found. It would seem you had lost both your companions and your own child in the span of less than an hour. You would have to find them quickly. Then again, it would seem your lost freedom was calling out to you.

>Skills:

+ [Trade - Cloth Maker] Prodigy

>>49382

You bellow out your commands to the Pigmen. Most of them blindly stare at you, unable to comprehend this command which exceeds their own mental capacities so vastly. It is the Mad Abomination and the Shieldbearer who split up the various Pigmen between them, leaving some small groups to be led by the four Hybrids, who are still young but no less dedicated to your orders. This is their coming of age ritual.

Thus your beasts and their hordes venture forth to return in (3 turns) time, leaving you with an even smaller band for the time being.

>Armies:

- Shieldbearer Horde (100 Pigmen, 4 Abomination-Pig Hybrids)

>Companions:

- The Mad 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)

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dfbd88 No.49462

>>49459

Progress on the Spookfortress swiftly picks up and is completed. Its new mighty walls will surely protect your Southern borders from any incursions. You may now grant it to whomever you wish to hold it.

You proceed to repeat the contest. The final battle is drawn out and finally at long last a victor emerges. Hurak, a Warrior who was once part of the Subans you returned from the deep South has proven himself to be the most powerful warrior of this tournament. However the second came just short and proved an admirable opponent. Many believe that considering him for Knighthood would be a wise decision, while Sir Gorbek is quick to note that only winners should be allowed into the Knight's ranks.

The expansion once more proceeds slower than you would have liked. Many of the Woodworkers inhabiting Vertebra Village know it as a hub for their trade and believe it to be silly to move out into the woods away from their peers and the Vertebra Woodworker's Band, however some Hunters and Farmers from the Village agree to settle further East in exchange for new lands to utilize.

>Heroes: (Should you choose to knight him)

+ Sir Hurak the Bassk Hater

>Holdings:

Spookfortress

+ Seat of (Optional)

+ Kakarian Keep

+ Kakarian Walls

+ Vertebra Interior

>Reminder:

+ 1/2 Expansion

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4ef797 No.49464

Dice rollRolled 86, 70, 90 = 246 (3d100)

>>49461

>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)

[7 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; Work with the Son and my council to figure out a way to purify or change the manner of the enchantment on the sword. Could… my own power be used?

2; Construct more ships. We'll need them for what is to come in the future.

3; Set up trade routes with Arami. They are under assault from the pigmen, we will provide much needed grain in exchange for coin and other material.

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7a4f4a No.49472

Dice rollRolled 12, 87, 100 = 199 (3d100)

>>49461

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

Abilities:

+[A Man's Word] - Any claim made in your presence will see the mortal who made it strive to fulfill it to his fullest. They will gain the feeling of an overwhelming force pushing them to make good on their word that will not leave them until their word is kept and which will break their spirit entirely should they somehow decide to go against it. Furthermore you are a great warrior.

+ [The Spinetaker] Should you choose to you can take the form of what the Subans know as the 'Spinetaker' a hideous creature with long tongue, teeth and claws, featuring a hunched over appearance, buldging with muscles. A flat black skin spans its inhumanly large appearance towering at two and a half meters even while hunched over.

+ [Bear your Chain] You gain the ability to subdue another Spinetaker's form by taking your own. Taking your own Spinetaker form does not necessarily subdue another Spinetaker unless you choose to do so.

>Skills:

+ Crafting (Promising)

+ [Axe] (Legendary)

+ [Hand to Hand] (Experienced Prodigy)

+ [Stealth] (Expert Prodigy)

+ [Trainer] (Expert Prodigy)

+ [Trade - Cloth Maker] Prodigy

+ Smith [Trained Initiate]

>Other:

+ 1x Piece of Amber

+ [Okay Spear]

+ Deer Pelt

+ 1x THE MIGHTY AMBER HONORSPLITTER (Double Headed Axe)

+ Wolf Skin Armor

+ Fine Ibuzen Clothing

+2 Ibiz Gold Coins *rubs hands*

+ Chain From the Below

+ Cloak From the Below

+ Cradleboard

>Titles:

+ [Hatemonger] - Bassk

+ [Spinetaker] - Subans (in Spinetaker form)

>Companions

+ Mahra (Sun Ibizan Noble Girl)

+ Old Bassk Women

+ Horrible Monster Baby

1/2/3. There was only one course of action here, the only question being how many corpses stood between Soridul and his companions

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7a4f4a No.49473

File: 179f8e5d6133529⋯.webm (3.62 MB,512x288,16:9,twi white guys in a car.webm)

>>49472

preferably a lot :3

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b001ef No.49478

Dice rollRolled 37, 85, 70 = 192 (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)

>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

Trumpet

>Other:

Skelerunes

>Reminder:

1/2 expansion

Great work on the Spookfortress everyone! This will help greatly with securing the southern border and deterring any aggression. As promised earlier Knight-Captain Argul will be in charge of the fortress along with the other Knights of the Round Skull.

As for the tournament, well…rules are rules. I certainly hope the new knights will come to be known for other great deeds besides his hatred of people we have no quarrel with, though.

1. Now that he's an official knight it's time to forge Sir Hurak some mighty armor!

2. And then let's continue the expansion! Surely others besides the Vertebra villagers would be looking to settle the Great Eastern Frontier as well?

3. Then I think it's high time I expanded my horizons a bit. We have plenty of great soldiers but little in the way of ranged capabilities. I think I'll start studying how to make bows and the like, maybe in time I'll be able to create bows as legendary as my blades!

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0f0f73 No.49479

Dice rollRolled 58, 93, 61 = 212 (3d100)

>>49461

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)

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: While the march to create the greatest horde the Pig decides to train it's instincts, it had been far too weak last time, now the claws needed to become sharper, the biter stronger. Mankind would not get to stay arrogant, he would show them!

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59b911 No.49491

Dice rollRolled 5, 95, 6 = 106 (3d100)

>>49460

>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

Skills:

+ [Agriculture] (Legendary)

+ [Architecture] (Trained Prodigy)

+ [Healer] (Trained)

+ [Bolas] (Trained Amateur)

+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

Holdings:

Hut

+ garden section

1. Since people are willing to pay for my fruits and vegetables, then maybe i should try and sell them, along with healing ointments, when i make some.

2. Try and see if i can make two healing ointment. One that helps the healing of wounds and one that helps healing bonefractures.

3. Make sure my garden and Aart is well and has everything that they need.

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dfbd88 No.49510

>>49464

You have a lengthy conversation with your council regarding the matter of the Sword. Most of your councilmen served alongside or beneath you during the Pigwars as well as the Siege of the Red Rock and certainly believe that there is more to this world than meets the eye, however they lack a deeper understanding of the workings of the Gods to be able to tell you how to proceed and modify whatever has taken hold of that Sword. Even the Son himself seems out of his element and says it would be megalomania to believe you could simply change the essence of that sword by doing.. what exactly? In the end the council agrees that even if a way to change the sword existed, the matter of fact is that the sword is corrupted with the power of Death. What you should do with the weapon however is still subject of argument as some believe that you should wield the sword to your own benefit while others claim you should destroy it. Then again many are concerned as to what will actually happen should the weapon be destroyed and whether this would release the powers trapped within the weapon.

Additional ships are constructed and manned with men from the capital.

Though many raids have occurred in the past the ruling Merchant houses of the Arami seem to have little concern for the incursion of the pigs. They are however more than willing to trade your excess grain as it is hard for them to grow their own, seeing how sparse fertile lands are in their territories. In exchange they offer you fish and various exotic fruit as well as animals from the desert, such as Camels and even Scorpios. There is also another interesting good being offered to your merchants though they refuse it at first to inform you about it. It would appear the Arami merchants are offering to sell Pigmen, trained to act out basic domestic tasks for their masters or to be used for manual labor purposes in the field. Seeing as you had some history with the Pigmen for now your own merchants have refused them as a trade good as none of them wish to have to kill them off should a ban on Pigmen slaves be imposed.

>Fleet:

+ 2 Arami-Red Rock Biremes

>>49478

You craft a piece of armor once more. It is void of any ornaments, however the armor itself could be considered one. Once more you have crafted an armor to last the ages and be revered by smiths from all lands.

More people leave Vertebra Village for the further Eastern lands. Vertebra village grows into even more of a woodworker's town and grows more reliant on exporting its goods while the far Eastern outskirts provide just what is required. The border territories swiftly grow in importance and soon become the premier source of non fish based foods for both Vertebra Village and Skull's Bay.

While certainly some of the skills are transferable it would appear that making a bow is much different from making a blade, spear or warhammer. Something that most people fail to comprehend, you understand all too well however. While you could make some metal Bow, it would take incredible power to replicate the same effects, and even if such terrible power could be provided the bow strings simply are not strong enough to withstand it. You do however craft yourself a nice bow.

>Skills:

+ Carving (Experienced)

>Inventory:

+ Legendary Bronze Armor

+ Good Bow

>Reminder: (add an extra)

+ 2 Expansion

>>49479

You continue to improve out in the desert while your own followers roam the wastes in search of more Pigmen. Soon your senses grow sharper, it would seem you have naturally adapted to rely on your other senses as well as your sight. Certainly something that will come in handy eventually, considering the violent lifestyle you lived.

You turned to the East and let out a roaring grunt towards the rising sun. They would soon learn the error of their ways.. once more.

>Skills:

+ [Alternate Senses] (Expertly Trained Prodigy)

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dfbd88 No.49511

>>49491

While a good idea in theory it would seem your local farmers have little money to offer for your plump, juicy, delicious looking fruit. Your product is simply to good to be peddled to them. Should you choose to however you could certainly sell them in one of the larger cities. Still, you would have to pick up your things and leave your farm for a while, also you would require some form of transportation. Certainly your neighbor could assist for a small fee.

Your progress in healing ointments in surprisingly rapid and you make the required ointment, while you anticipate the one for cuts and bruises to work much better than the one for broken bones as ointments tend to work better on surfaces. Still you are confident in your work.

Your garden is doing well as ever unfortunately you can already see a stormfront on the horizon. Surely once it hit in the coming (turn) your garden would suffer greatly. It would be wisest to take your harvest and store it somewhere safe to wait out the coming storm. Besides, you were a master of your craft, there was no doubt whatever broke you would be able to regrow in no time.

>Skills:

+ [Healer] (Expertly Trained)

>Inventory:

+ [Surface Ointment]

+ [Bone Ointment]

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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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