[ / / / / / / / / / / / / / ] [ dir / random / 93 / biohzrd / hkacade / hkpnd / tct / utd / uy / yebalnia ]

/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
Name
Email
Subject
REC
STOP
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
Archive
* = required field[▶Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
dicesidesmodifier

Allowed file types:jpg, jpeg, gif, png, webp,webm, mp4, mov, swf, pdf
Max filesize is16 MB.
Max image dimensions are15000 x15000.
You may upload3 per post.


The King Is Dead; Long Live The King!

File: 0e65915104364db⋯.png (302.8 KB,1800x1157,1800:1157,Lumea.png)

814679 No.41677 [Last50 Posts]

The Empire is dying. Over 600 years of dominance over half of Lumea slowly coming to an end. The Empire of The Golden Rose has overextended itself, civil unrest and revolts close to the heartland have stifled imperial reach to the marches and barbarians raid and pillage almost unhindered. Bloated Aristocracy and corrupt Bureaucrats have made reforms almost impossible and central government is non existent because of a young, weak emperor. Emperor Alphonsus II inherited the throne three years ago, after the untimely death of his father. His father had suffered a wound and contracted an infection on the front, but he continued back to the capital after his doctors treated him and diagnosed him healthy enough. It flared up when he got back and he died two days later. Alphonsus II was only 15 at the time and inexperienced, totally not ready to lead the empire through the crisis. It's been three years since and things have only gotten worse. Alphonsus II rule is dominated by councilors and court officials who line their own pockets and effectively rule the country, Alphonsus II himself shielded from outside news and not fully aware of the dire straits his empire is going through.To make matters worse, he is not married, adding fuel to the talk that he is not fit to rule. Many of the Provinces and Kingdoms operate effectively autonomously, the Imperial armies loyal to their generals and divided, unable to reliably support the Emperor's vassals. The condition of the Empire has reach the ears of the eastern barbarians and typically divided tribes and clans have united into warbands that raid deep into imperial territory, past the marches and even into coastal core imperial lands. To the far east, there are talks of rival empires in the making, eager to tame the savage wildlands and lead the barbarians in dismantling the Empire.

____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

814679 No.41678

File: 1859c8c7151368b⋯.jpg (2.1 MB,2268x1474,1134:737,Die_Familie_des_Perserköni….jpg)

1) Core Imperial Province of Pyreneesia: Mix up of Latin, Italian, and Visigothic/Spanish cultures. Was the Kingdom of The Pyrene's/Pyreneesia for hundreds of years before forming the Empire. Majority woodlands with deep forest to the west, prairies and desert to the south along the coast, and mountainous terrain to the east.

2) Kingdom of Novgorod: Majority Russian with minorities of Finnish and Germanic cultures. One of the oldest kingdoms in Lumea and the first to be conquered by the Empire. Majority woodlands with rocky terrain to the east and small amount of tundra to the north.

3) Province of Arvaska: Majority Russian with minority Finnish cultures. Formerly part of Kingdom of Novgorod, named for fertile land. Majority plains, with small amount of woodlands to the east

4) Grand Khanate of Virtaneni: Majority Finnish with minorities of Russian and Germanic cultures. Very old state that once owned vast stretches of Lumea. Majority Tundra with arable plains along the east coast

5) Kingdom of Sarir: Majority Persian with minorities of Latin and Armenian cultures. In contention with the Kingdom of Tigran for oldest recorded kingdom in Lumea. Majority Prairies, with desert along the east coast and hilly, rocky terrain along the west.

6) Kingdom of Tigran: Mixup of Armenian and Persian cultures. In contention with the Kingdom of Sarir for oldest recorded kingdom in Lumea. Majority prairies with desert in the south east and hilly, rocky terrain in the north.

7) Province of Kassak: Mixup of Russian, Germanic, Latin, and Finnish cultures. Land inhabited by a tribal confederation, upon seeing the might of the empire, they agreed to vassalage and joined with little bloodshed. Majority woodlands with mountainous terrain to the east.

8) Province of Bastionia: Majority Germanic with minorities of Russian and Finnish cultures. Originally part of the tribal confederation of Kassak, a large group of barbarians settled the region several hundred years ago at the invite of the emperor at the time. Majority tundra with plains to the west and mountainous terrain to the east.

9) Principality of Taurica: Mixup of Visigothic/Spanish, Latin, and Russian cultures. The ruling family comes from this province, it's ruled by minor imperial branch stemming from the brother of the first emperor of the house. Majority desert and prairies with steppe to the east, and mountainous terrain to the west.

10) Province of Rasha Superior: Majority Finnish with minorities of Russian and Germanic cultures. Part of a Finnish Khaganate that was crushed by the Empire several hundred years ago. Majority Steppe with mountainous terrain to the west and tundra to the north.

11) Province of Rasha Inferior: Majority Finnish with minorities of Visigothic/Spanish and Germanic cultures. Part of a Finnish Khaganate that was crushed by the Empire several hundred years ago. Majority Steppe with desert and prairies to the south and west and wetlands in the center.

12) March of Lumea Inlaudatus: Mixup of all cultures in game. Land conquered at the end of the silver age only 150 years ago, the Empire's control over it has always been shaky. Majority Steppe with Deep forests in the center, tundra to the north, and wetlands to the northwest.

13) Khanate of The Wusun: Majority Finngolish with minority of Germanic cultures. Very old state that has fluctuated in size throughout recorded history. Majority steppe with hilly, rocky terrain to the north, wetlands in the center, and desert to the southwest along the coast.

14) Empire of The Mithril Hammer: Majority Germanic with minority of Finngolish cultures. An originally very very old, small state that has quickly grown larger in the last 50 years in response to the failing Empire. Majority plains and prairie with steppe to the north and wetlands to the east.

15) Here Be Elves: Majority Elves with Minority of Germanic Cultures. Some barbarians that come from the far east tell of an isolationist Elvish nation that kills all who stray too far into their lands. Only known information is mountains to the south.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

814679 No.41679

File: c93dc0cef625ebe⋯.jpg (36.3 KB,480x512,15:16,fd9.jpg)

This is a Herobuilder with Nationbuilding elements. You may play as a commoner, a barbarian, a noble, even a member of the Imperial family. You may not play as a full blooded Elf, but you may play as a half elf, pm me if you intend to, however. Playable races are Humans, Orcs(Known for their denser muscle mass on average, lesser intelligence on average, sharper teeth with pronounced, tusk like lower canines, pointer ears, larger heads, and dusky olive skin tone), and Half Elves. Orcs typically have Finngolish and Germanic culture, but they are spread throughout Lumea and don't carry much stigma besides typically being barbarians.

The Empire was ruled by the original dynasty for 400 years and things were getting a bit rough near the end, so a house of Italian origin, known as the Orseolo's, that had married a daughter of the original dynasty usurped the throne. They ruled for almost 40 years and they failed spectacularly, so another house of Visigothic/Spanish origin that had married a daughter of the original house as well usurped the throne. They still rule now and their house is known as the Dorosii. The original dynasty is known as the House of Caelusii.

dice is 3d100

Also, you can start anywhere except in region 15 and feel free to make up names of cities, even the capitals of regions, first come first serve(except the Imperial Capital)

Only 9 players max allowed

Each turn will be a week unless in combat or something else that requires to shorten it. There are 4 weeks to every month and there are 7 months in a year. Every Ninth turn, you will roll 4 Die, instead of 3.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

814679 No.41680

This is sheet, please fill out applicable

Name:

Sex:

Age:

Race:

Culture: Applicable cultures are Latin, Italian, Visigothic/Spanish, Germanic, Russian, Finnish, Finngolish, Armenian, Persian

Fluff:

House:If you don't want one, just leave blank.(Use this to call on dynasts for favors and such. May be called upon yourself as well, though.)

Flaws: (You don't start with Flaw, but if you wanna add a flaw for roleplaying purposes and to get le flavor, you get an extra bonus for every flaw you add)

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Also, to those who joined this game before, you will get one more trait than the others as recompense for wasting your time before.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

77093c No.41681

Name: Otto

Sex: Male

Age: 24

Race: Half-elf

Culture: Finnish

Fluff: Otto lived in a small village with his parents and siblings, as he grew older however, he found his growth stunted where even his younger siblings looked more mature then him. Of course, due to his strength he was able to silence the jeers directed towards him from other children, but it still did not answer why he was different. When he went to his mother he found out that he was found on their doorstep and they had adopted him as their child, but despite this revelation it still did not explain who he was. Eventually this led him to take an interest in the outside world. Reasoning that if he could not find out the truth in his static village, he believed that traveling to the Khanate of The Wusun would reveal something as it was the only place he truly knew of, but it still being far away. Managing the make it to the capital without incident, Otto was able to join the khan's army and had learned their ways. Eventually his great skill and strength gained him a place of honor and was accepted as one of their own and was adopted into one of the prominent families in the khanate, but even after such success Otto never felt content with his station and soon left west, any pretense of trying to find out about his heritage gone. During his travel west he had joined a group of adventurers and ended up spending several years traveling around the empire exploring ancient ruins, chartering lands, claiming bounties, and hunting monsters. It ended when Otto's group had taken an assignment to clear out a drake den and when they confronted the monster all his companions ended up torn apart or burned alive. By the end of it Otto was the sole survivor and was able to claim the wealth of his companions, the drake's den, and the drake itself which amounted a small fortune. Always ambitious, Otto used this fortune to outfit a mercenary group called the Reaping Dragons and hired himself out to one of the most influential of the emperor's councilors. Now he consorts with the most powerful people in the world and has the experience, wealth, and influence needed to attain real power.

House:

Flaws:

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Equipment:

Traits:

Skills:

Bonuses:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

34da62 No.41725

File: 0de9dda1581d6a5⋯.jpg (42.99 KB,445x498,445:498,6412d71092ba6744965e4fae5b….jpg)

Name: Sir Wilhelm Weiss

Sex: M

Age: 27

Race: Human

Culture: Germanic

Fluff: Sir Wilhelm Weiss grew up an urchin in the streets of Novgorod, losing both his parents to disease and being left to fend for himself. A wandering priest took pity on him and put him in the St. Godric Orphanage, where he studied under the Lumean Orthodox Church. At 13, however, he was selected to join the crusades against the Eastern kingdoms, and was recognized as a knight after saving the life of a patriarch during an Eastern barbarian raid of a key city in Taurica and his efforts in repelling said invaders. Since then, he has taken on the mantle of leadership as a knight-commander of a chapter of the Order of the Holy Flame. The Order of the Holy Flame is the military wing of the Lumean Orthodox Church, with its duties being defending the faith, defeating heretics and barbarians and upholding the values of the Church.

House: The Lumean Orthodox Church

Flaws:

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

4748d0 No.41821

Name: Esmeralda

Sex: Female

Age: Young Sexy Witchy

Race: Human

Culture: Germanic

Fluff:

Originating from Kassak Esmeralda is daughter to a minor noble House. Blood magic and other divine rituals have fascinated her for a long time and seen her try to refine and perfect the process of gathering magica.

Wanting to see her family prosper and retain their power within Kassak she seeks to first find the Emperor a suitable wife which will secure his claim to the throne at least somewhat, afterwards further consolidating his reign. Who knew perhaps once she had managed to support the Emperor sufficiently he would even elevate her family to a more prestigious position.

House: Kesseken

Flaws:

HP: 20/20

HF: 7/7

Currency:

Equipment:

Traits:

Skills:

Bonuses:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

fac39c No.41823

>>41677

Name:

Mordred

Sex:

Male

Age:

17

Race:

Human

Culture:

Germanic

Fluff:

A wandering knight of unknown heritage who has travelled to the empire as part of his training. He is rumoured to be the son and secret heir of a royal family in his home country but has remained in hiding since his birth. Mordred was raised and educated by his father figure Merlin until he persuaded to set out on his own adventure. Mordred aspires to become the strongest sword in the empire before returning to his home country and taking revenge on his family.

Flaws:

- Foreigner

——————————————————–

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Equipment:

Traits:

Skills:

Bonuses:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

0fe50f No.41850

File: 3e6b764affdcf52⋯.jpg (94.09 KB,600x450,4:3,Comité_de_Instrumentalizac….jpg)

File: 95391000f035145⋯.jpg (171.34 KB,1000x705,200:141,templartreasure.jpg)

Name:Sir Lambrett Krämer

Sex:Male

Age:43

Race:Human

Culture: Germanic

Fluff:Sir Lambrett Krämer was the son of a minor noble, and grew up as a squire to a Knight of the Temple. An aged veteran of many wars and many battles, he proved his skill exceptionally when it came to organization and logistics, managing supply trains, food and water rations, siege defense, and maintenance of the various forts and castles. Having served for many decades, he has since taken a less combat role within the Order as most knights of advanced age do.

Of recent he has become something of a Merchant, as the skill of finances and wealth management is encouraged by the Order of the Temple which invests in its own bank. Investing in several different businesses he accumulated sizable sum of wealth and influence, not merely for himself but for the Order,

To help protect these finances, he joined up with a secret group of individuals within the Order, known as the Stonemasons of the Temple. These men of intellect, bankers, merchants, scholars, mages, engineers, guildmasters, and government officials gather together to protect their collective interests. Many of them are not just Lumeans, but merchants from across the continent with businesses in Sarir, Tigran, Taurica, and even the Core.

Krämer has become disillusioned with the Imperial system, which reliant on one man is vulnerable to the weakness of that man. He see's how the organizations not based on a single man but on the mutual pursuits of wealth and prosperty are strong. But, just as if a single stone in a temple is cracked, it is removed and replaced and the structure stands. If a man is weak, or if there is a source of loss, a Guild cuts its losses, and profit and prosperity for all become driving force.

Krämer seeks to work his influence through the Order and in the Stonemasons to unite the world not behind any single Empire or King, but under a continental corporation of sorts, dedicated to prosperity among all men, whose allegiance is not to any single hereditary leader but to a an ideal.

House:

Flaws:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f6ed59 No.41864

>>41677

Name: Carslan

Sex: Male

Age: 43

Race: Human

Culture: Italian,

Fluff: At the ripe old age of 43 Carslan lost his family to a troll attack, His ancient home inherited from his forefathers was shattered in this very attack for they had built the home to close to trolls.

And by sheer luck had survived. Now the lone survivor of his family he equips the heirlooms of his family lineage, A claymore that with every kill evolves, and a troll hide cloak that grants him the ability to regenerate

House: D E A D

Flaws: Reckless, Stubborn, No allies

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

77093c No.41931

>>41681

for flaws add in thrice traitor, barbarian, and arbitrary

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

744328 No.42048

>>41677

Name:

Barristan

Sex:

Male

Age:

17

Race:

Human

Culture:

Germanic

Fluff:

A wandering knight of unknown heritage who has travelled to the empire as part of his training. He is rumoured to be the son and secret heir of a royal family in his home country but has remained in hiding since his birth. Barristan was raised and educated by his father figure Merlin until he persuaded to set out on his own adventure. Barristan aspires to become the strongest sword in the empire before returning to his home country and taking revenge on his family.

Flaws:

- Foreigner

——————————————————–

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Equipment:

Traits:

Skills:

Bonuses:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42055

File: f4f835b09b7e182⋯.jpg (652.05 KB,1700x1000,17:10,1475154971438.jpg)

>>42048

Why are you being such a lazy fucking nigger? Change the story a bit or make a totally new character. I specifically fucking told you not to just change the names. You didn't even change Merlin..

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

744328 No.42059

>>42055

>>42055

I don't need this kind of abuse, PM me in a proper manner

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

537924 No.42149

Name:

Bryn

Sex:

Male

Age:

17

Race:

Human

Culture:

Germanic

Fluff:

Born to a father he never knew and a whore it is safe to say that Bryn is not a man of noble heritage. Before a wandering knight happened to make a stop at their tavern, Bryn spent his life cleaning and cooking for their guests, while his mother took them upstairs to serve them in other ways. She would tell him that he was the son of a great hero and that he was born with heros blood. This caused the young boy to believe that he was destined for greatness.

Bryn did not want to spend his entire life within the tavern, however he also did not want to leave his mother. But when the wandering knight came he saw something in the boy, and his mother urged him to go with him. And so Bryn said farewell to his old life, to become the squire of this wandering knight. The two of them traveled the empire, and along the way the knight not only trained Bryn how to fight. He also trained him in how a knight should act, what it meant to be a knight.

Now a knight himself Bryn sets out alone on his own adventure, he hopes to one day be the greatest knight in the empire.

House:

N/A

Flaws:

Bastard, Lowborn, Son of Whore.

————————————————–

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42227

File: 6d0be73c4367eee⋯.jpg (444.2 KB,688x931,688:931,Western Steppes 10-13th C ….jpg)

>>41681

Otto of The Reaping Dragons, a name both feared and respected amongst the Pyreneesii, especially since your benefactor and contract holder is the Emperor's Spymaster, Varfolomey Imperiose. His dynasty started only 80 years ago when his merchant father bought a marriage contract with the last dynast of a failing house. His wife's last estates were in the capital, so he made up a name related to the city as his house and got to work establishing himself. His skills were very impressive, becoming the Emperor's Finance Magister and keeping the Empire afloat for awhile. He soon fell to greed and started stealing money and keeping estates for himself, becoming a key player in the Capital. Varfolomey became Spymaster right before his father died of natural causes, and he was even more corrupt and expanded his control over the capital. Nothing goes on within the capital without his knowing, and nobody crosses him and gets away with it. A small noble house of several generation have been making moves in the capital and the Spymaster wants to send them a message. They have an estate just outside the capital territory and he wants you to raid and pillage it, making sure nobody escapes and finds out it was linked to him. You are currently at an abandoned fort just north of the Capital City, the structure no longer deemed strategical. You have 60 Finngol Horse Archers, 40 Light Cavalry, and 50 Light Infantry

Flaws: [Oathbreaker]; [Barbarian]; [Arbitrary]

HP: 25/25

HF: 9/9

Wealth:

[2 Chests of Wealth]

Equipment:

[Masterwork Recurve Bow]; [Brigandine Armor]; [Average Cavalry Lance]; [Average Buckler Shield]; [Good Shashka Sword]; [Poor Dagger]

Traits:

[Good Strength]; [Good Intelligence]

Skills:

[Good Swordsmanship]; [Master Bowmanship]; [Great Horsemanship]

Bonuses:

[White Blooded]: You have the blood of The Elves flowing through your veins, giving you Increased physical and mental attributes. On the downside(?), you mature slower than other mortal races and can only achieve any sort of success in a few fields of Magicka.

Retinue: [10 Blood Riders]

Army:

[60 Finngol Horse Archers]

[40 Light Cavalry]

[40 Light Infantry]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42236

File: ead096ac55a8111⋯.jpg (20.92 KB,211x300,211:300,IMG_8232.jpg)

>>41725

Being stationed at the Castle of Saint Aleksandra is tough, especially if you're Knight Commander-in-charge. You've always been a scrapper though, living day by day, not knowing if that day will be your last, and you thrive in your position. At the age of 15, you were already an officer when the major port city of Doros Regio came under siege by barbarian raiders. Your actions during the siege were exemplary, saving the Patriarch and Cathedral, as well as then rallying the soldiers and keeping the city fighting for another few days, enough for reinforcements to come and rout the barbarians. Not only were you lauded as a hero, you were awarded the title "The Hammer" by the Taurican Prince of Princes, as well as an imperial title of nobility. The Lumean Orthodox Pope named you "Defender of The Faith", which is required to be promoted to Knight Commander and is why you were put in command of Saint Aleksandra. Under your command, not a single raiding party has made it past the narrowed bit of Rasha Inferior which your castle guards, even leading your army north to relieve pressure in the March a few times. All has been quiet in your area for a month now and your intuition is triggering like crazy. Perhaps you should send a scouting force east to investigate?

You command 3000 Light Infantry, 1000 Heavy Infantry, 500 Archers, 200 Crossbowmen, 300 Light Cavalry, 5 Trebuchet and accompanied engineers. You also have 50 Heavy Mounted Knights in your personal Retinue.

Flaws:

HP: 20/20

HF: 10/10

Wealth:

[5 Chests of Wealth]

Equipment:

[Masterwork Halbert]; [Good Plate Armour]; [Average Cavalry Lance]; [Average Heater Shield]; [Average Arming Sword]; [Average Dagger]

Traits:

[Good Endurance]

Skills:

[Good Polearmmanship]; [Good Horsemanship]

Bonuses:

[The Lumean Hammer]

You're known throughout The Empire for your heroism and skill in all aspects of warfare. You get a bonus to leading men, especially when outnumbered, as well as a bonus to surviving situations most men wouldn't.

Retinue:

[50 Heavy Mounted Knights]

Army:

[3000 Light Infantry]; [1000 Heavy Infantry]; [500 Archers]; [200 Crossbowmen]; [300 Light Cavalry]; [5 Trebuchets and Accompanied Engineers]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a00190 No.42239

>>41677

Name: Arsaces Varakasa

Sex: Male

Age: 28

Race: Human

Culture: Persian

Fluff: Arsaces is a Persian nobleman and soldier from a region on the Fingol border. For generations, his family has guarded the Persian frontier from barbarian incursions. They have learned much from the Fingols, including their skill with the horse and bow. Arsaces himself has learned the art of necromancy from a Fingol shaman. As a fourth son with little possibility of inheriting his father's land and title, he left to become an adventurer, after a period of service in the army.

House: House Varakasa

Flaws: [Uncouth] Growing up mostly around Fingols and soldiers, Arsaces has difficulty fitting in with other noblemen.

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42240

File: 7e69cf9a845c5b8⋯.jpg (309.03 KB,698x988,349:494,Matt_Olson_Cersei_Lanniste….jpg)

>>41821

Your family moved from Taurica to Kassak several hundred years ago under incentives from the Emperor to uplift the economy there and also as a form of safeguard for the Barbarians that were recently settled there at the time. Though your family hasn't become a great house, you have progressively increased your power there and rule a decent sized city near the Bastionian border that stands along the Imperial Road. Your family's southern Magic styles synchronized perfectly with the northern schools, culminating in your library full of magical theory and recorded experiments. Several of your ancestors practiced Magic and collaborated with each other, creating a discipline that's basically a school of its own which you have put to great use. You are the greatest Magician of your family, your grandmother living to 100 and you seem to have half a century left, at least. Your family tends to have longer lives, your Magic technique influencing a form of eugenics, as well as just using the Blood Magic itself. Currently, your nephew is head of the family and lord, having inherited 10 years ago. He's 46 and already has several children, his only daughter seeming to have a high magical potential, her sensitivity emerging at a young age. You've decided recently to find a bride for your Emperor, in an attempt to increase your family's standing and bring some stability to the Empire. The only question now is, where do you go first? The Emperor's family is from Taurica, so you could go back to the land of your forebears and find a bride from there. You could also head for the capital and find out the situation with the Emperor and potentially what he likes before deciding where to look. You could also groom your grand-niece a bit and try to offer her, she is of age, after all. She is fetching and well-mannered, and you have been teaching her some magic throughout the years, surely she would be a suitable bride?

Flaws:

HP: 25/25

HF: 7/7

Wealth:

[1 Chests of Wealth]

Equipment:

[Masterwork Grimoire]; [Good Sorceroress Garb]; [Good Longbow]; [Average Dagger]; [Alchemy Equipment]

Traits:

[Good Intelligence]

Skills:

[Master Charisma]; [Good Bowmanship]

Bonuses:

[Power In Blood]

Though relatively unknown in The Empire, there are less than a 100 people in The Empire who are better than you at matters relating to Blood. Your skill in Blood Magic is great and your knowledge of anatomy is superb. You get a bonus to Blood Magic and fighting non plant-based and elemental lifeforms.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42249

File: 1a7dd2fe363026f⋯.png (10.7 MB,4376x5299,4376:5299,an_american_monarchy___coa….png)

>>41850

The chaos within The Empire has increased since the rise of the new Emperor and this has both positive and negative consequences. A noble of loose relations to your order has purchased several properties within the capital region and you've just received word that the Spymaster plans to bully him into selling. Some of your fellows have maneuvered themselves into buying these lands without suspicion from the Spymaster, but there's been a hiccup. The Spymaster plans to hire some mercs to pillage his largest property, the one he had been staying at before your order tipped him of the attack; the one he left all his documented dealings with your order in when he left in a hurry. Your primary holdings where you rest are the closest to his and so it falls on you to decide what to do. You could rustle up some men to defend the holding, but they'd have to hurry and might be of lesser quality and tired by the time they get there. You could hire a rider to get there quick, but he might be followed or captured. You must make sure the Spymaster doesn't catch whiff of your schemes or he'll surely crack down. You have 100 Light Infantry, 50 Heavy Infantry, 50 Crossbowmen, 5 Sappers

Flaws:

HP: 20/20

HF: 7/7

Wealth:

[7 Chests of Wealth]

Equipment:

[Good Bastard Sword]; [Good Masterwork Plate Armor]; [Good Heater Shield]; [Good Arming Sword]; [Average Dagger]; [Good Noble Clothing]; [Good Black Book]

Traits:

[Good Intelligence]

Skills:

[Good Management]; [Good Charisma]

Bonuses:

[And only then does that man truly begin his own game]

Your upbringing as a noble and squire, as well as your experience has given you keen insight in numbers and the hearts of men. You gain a bonus to Sieges and Management. You also get a bonus to Bartering.

Army:

[100 Light Infantry]

[50 Heavy Infantry]

[50 Crossbowmen]

[5 Sappers]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e12f36 No.42276

File: 207e0ac426ca706⋯.jpg (582.92 KB,1398x1920,233:320,5 (1).jpg)

>>41864

The last of a dynasty, similar to the Trolls who made you such, and intolerant towards them as they are towards you. Your family had benefited from the fertile lands of your ancestral home since before The Empire began, when the land was still divided into petty kingdoms, but that all came crumbling down. The dire straits of The Empire has affected all its citizens and when your family failed to pay tribute to the Trolls, they showed no mercy, desolating your home and people. On that day, you vowed revenge, swearing not to rest until all Trolls know the pain that you've felt and have been wiped off the face of Lumea. You've decided to start with the Trolls that killed your family and so you've traveled south to the medium sized Coastal City of Generosità, in hopes of… you're not sure yet. You could use the last of your wealth to hire an Adventuring Party, with the promise of more treasure from the Trolls stash, or, you could buy magic items and simply try and catch them off guard, though you know that will be rather difficult given their nature.

Flaws: [Reckless]; [Stubborn]; [Loner]

HP: 22/22

HF: 6/7

Wealth:

[2 Chests of Wealth]

Equipment:

[Legendary GreatSword "Parasitus"]; [Poor Plate Armor]; [Poor Buckler Shield]; [Average Arming Sword]; [Legendary Troll Hide Cloak "Anima di Troll"]; [Good Noble Clothing]

Traits:

[Good Endurance]

Skills:

[Great Swordsmanship]; [Good Hunting]

Bonuses:

[Herr Mannelig]

You know how Trolls think. You know when they sleep, when they hunt, when they mate, you know more than almost anybody alive about Trolls, but most of all, you know how to kill them. You get a huge bonus to hunting and, to fighting Trolls. You also get a bonus to fighting large monsters in general, as well as a bonus to Willpower

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

96e864 No.42281

>>41677

Name: Rhoclod

Sex: none

Age: ???

Race: Golem

Culture: Russian

Fluff: After having been deactivated for a long time, Rhoclod is reactivated, through the tremors of the ground above. After having seen the State of the empire, his program rebooted, but with the fall of his creator, itself, had to do the work. Now he is determined to revive the empire again.

House:

Flaws: Stubborn. Limited emotions. No feelings of touch. Can't reproduce with sex. Limited use of equipment.

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Also, to those who joined this game before, you will get one more trait than the others as recompense for wasting your time before.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c62468 No.42417

File: 34983759dc0a6d6⋯.jpg (85.01 KB,840x623,120:89,1459862739725.jpg)

>>42149

Siegfried was not born to be a Hero. Despite what his Mother told him, it was Fate that drove the Knight to Siegfried and made him what he is today. His upbringing would lead you to believe that his character would be lacking, but his Mother's great love for him made him Humble, and this helped him become a Good Knight. Your Mentor brought you to his Tower Fort in the North West part of Rasha Superior and trained you there for many years, his position on the Imperial Roads allowing you experience in real combat against Bandits and other threats, mundane and fantastical alike. By 17, you had shed more blood than most people alive and it's because of this that your Mentor granted you Knighthood early. He left you his old equipment his Mentor gave him when he graduated and sent you on your way, unfortunately, it was raining. It seems you're at a cross roads now. You could go north and charter a ferry to take you to the Capital Region of Bastion, where your mothers works in a small port town, or you could venture out to make a name for yourself.

Flaws: Bastard, Whoreson

HP: 21/21

HF: 10/10

Wealth: [1 Chests of Wealth]

Equipment:

[Masterwork Bastard Sword]; [Masterwork Plate Armor]; [Good Heater Shield]; [Good Arming Sword]; [Average Dagger]

Traits:

[Good Willpower]

Skills:

[Good Swordsmanship]; [Good Charisma]

Bonuses:

[If God does not love you, how could you have done the things you have done?]

You are a Hero in the making, having risen from nothing to a Knight in such short time. As such, you get a bonus to performing heroic acts, as well as Charisma. You also get a bonus to Perception.

Retinue:

[1 Horse]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c62468 No.42418

>>42149

>>42417

add [Masterwork Cavalry Lance]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c62468 No.42429

File: 746fbca7e60e52d⋯.jpg (149.57 KB,714x600,119:100,c50224b17588717ae1d55b9fe3….jpg)

>>42239

The Persians' excellence in mounted combat, and their similar tactics, allowed your family to maintain dominance over their region of the March. This dominance and affinity with cavalry also gave your family an edge over the other nobles and your lands thrived from friendly barbarians looking to settle your lands and live in peace. One of these families practiced an ancient form of Necromancy and during a routine patrol through your Family's lands, you came upon them. You found them raising their ancestors to help work their fields and you were so fascinated by how reverent they were towards them that you immediately asked if they could teach you. Being their liege-lord's son, they agreed readily and taught you what they knew. You used this skill to great effect during your campaigns in the Imperial Army, even fighting in the last battle with the previous Emperor. Now, the Emperor is dead, and his whelp son hides in his Gilded Cage while his councilors drain the country dry of all its wealth before it all comes crumbling down. Times like these is when a man can make something of himself. What kind of man will you become?

You have a Retinue of 5 Finngol Blood Riders

Flaws: Ignoble

HP: 20/20

HF: 7/7

Wealth:

[2 Chests of Wealth]

Equipment:

[Masterwork Recurve Bow]; [Great Brigandine Armor]; [Average Cavalry Lance]; [Average Buckler Shield]; [Good Shashka Sword]; [Poor Dagger]

Traits:

[Good Intelligence]

Skills:

[Good Horsemanship]; [Good Bowmanship]

Bonuses:

[Wisdom, 1258]

You have lived and trained under Persians and Finngols, as well as others during your time in the military. You get a Huge bonus to actions relating to Horses, as well as Bowmanship. You've also learnt an ancient and primal form of Necromancy and, as such, get a bonus to Necromancy.

Retinue:

[1 Persian Horse(name here)]

[5 Finngol Blood Riders]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

64e5ee No.42432

Name: Rhoclod

Sex: male

Age: ???

Race: half-elf

Culture: Russian

Fluff: After having been experimented on by crasy scientist, Rhoclod escapes and now seeks to make a differents so that it dosent happen anymore.

House:

Flaws: Stubborn. Limited emotions. No feelings of touch.

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Also, to those who joined this game before, you will get one more trait than the others as recompense for wasting your time before

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c62468 No.42479

File: 82ebb759524a368⋯.jpg (574.86 KB,1162x1500,581:750,1491878087964.jpg)

>>42432

You have to keep running. Where are you? Hilly and Sandy. Close to dark time. Gotta keep running… A cave, good place to rest for dark time. Mountains in the distance, there's a view of the sun falling behind them. You don't know what to describe what you're feeling, it's… are you crying? You cry and cry till you fall asleep. It's light time now, gotta get up and keep running. You're free, you can do what you want now. You thought you saw a fire when you looked back, but you don't know if it was your mind playing tricks on you. It does that often. Oh, looks like there's a group of buildings in the distance, you can make it there before night if wish. You could also just keep travelling.

Flaws: [Stubborn]; [Emotionally Stunted]; [No Sense of Touch]

HP: 28/28

HF: 9/9

Wealth:

Equipment:

[Tattered Rags]; [Onyx Earring]

Traits:

[Good Strength]; [Good Perception]; [Great Endurance]

Skills:

[Good Charisma]

Bonuses:

["Awakened" Blood]

After Gallons of Blood and Dozens of Scars, the scientist who kept you captive found a way to force your body to become more attuned to your Elfish side. As such, you get a huge bonus to your physical and mental attributes. On the downside(?), you mature slower than other mortal races and can only achieve any sort of success in a few fields of Magicka. You also are naturally more attuned to the world and can "sense" reality around you.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

c62468 No.42498

File: 48301bb6d95403c⋯.png (303.06 KB,1800x1157,1800:1157,Lumea.png)

Some of you know where you are, some of you don't. Use common sense if you wanna figure it out. Begin.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

8283ee No.42502

Dice rollRolled 45, 4, 33 = 82 (3d100)

>>42498

>>42417

Name:

Siegfried

Sex:

Male

Age:

17

Race:

Human

Culture:

Germanic

Flaws: Bastard, Whoreson

HP: 21/21

HF: 10/10

Wealth: [1 Chests of Wealth]

Equipment:

[Masterwork Bastard Sword]; [Masterwork Plate Armor]; [Good Heater Shield]; [Good Arming Sword]; [Average Dagger] [Masterwork Cavalry Lance]

Traits:

[Good Willpower]

Skills:

[Good Swordsmanship]; [Good Charisma]

Bonuses:

[If God does not love you, how could you have done the things you have done?]

You are a Hero in the making, having risen from nothing to a Knight in such short time. As such, you get a bonus to performing heroic acts, as well as Charisma. You also get a bonus to Perception.

Retinue:

[1 Horse]

————

1. I cannot return to my mother before fulfilling my destiny. If I were to return to her as simply a knight and not a hero then I would have failed her. I cannot fail her. I shall find my mother when the time comes, but for now I shall go my own way and search for the nearest settlement whether it be a simple house, village, town or city.

2. Making a name for myself is only a secondary goal, after all what good is a hero if people do not know them? If people know my name then they shall come to me in their hour of need and I shall help them. I shall keep my ears open for anything that might concern me, news? People in need?

3. A hero should always keep up his training, they say I am a fine knight for my age but I shall grow only stronger. My determination must not falter, I shall train until my body requires me to stop.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f83ea9 No.42506

Dice rollRolled 56, 37, 30 = 123 (3d100)

Name: Otto

Sex: Male

Age: 24

Race: Half-elf

Culture: Finnish

House:

HP: 25/25

HF: 9/9

Flaws:

[Oathbreaker], [Barbarian], [Arbitrary]

Traits:

[Good Strength], [Good Intelligence]

Skills:

[Good Swordsmanship], [Master Bowmanship], [Great Horsemanship]

Bonuses:

[White Blooded]: You have the blood of The Elves flowing through your veins, giving you Increased physical and mental attributes. On the downside(?), you mature slower than other mortal races and can only achieve any sort of success in a few fields of Magicka.

Equipment: [Masterwork Recurve Bow], [ Good Brigandine Armor], [Average Cavalry Lance], [Average Buckler Shield], [Good Shashka Sword], [Poor Dagger]

Assets:

[2 Chests of Wealth]

Retinue:

[10 Blood Riders]

Army:

[60 Finngol Horse Archers]

[40 Light Cavalry]

[40 Light Infantry]

Actions:

1. The assignment states that none should find out that the attack is linked to us, in order to ensure this I had assigned several officers to rally up the local scum and take over local bandit groups in my stead giving plausible reason to be here, now is the time to see how many patsies they have recruited for the attack.

2. The Estate is mostly isolated and self contained with a few farms in its vicinity, making it ideal for our cavalry to ride through. With the scum and light infantry leading the frontal attack the light cavalry will be leading a purge of the peasants living in the vicinity.

3. While the Finngol horse archers may provide some support their primary job is to ensure that none escape or interfere with the attack. In the event of a counter-attack they shall use the terrain to their advantage and I will start rallying the other groups to prepare a defense.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f40cbd No.42507

Dice rollRolled 3, 87, 26 = 116 (3d100)

>>42240

Name: Esmeralda

Sex: Female

Age: Young Sexy Witchy

Race: Human

Culture: Germanic

Fluff:

Originating from Kassak Esmeralda is daughter to a minor noble House. Blood magic and other divine rituals have fascinated her for a long time and seen her try to refine and perfect the process of gathering magica.

Wanting to see her family prosper and retain their power within Kassak she seeks to first find the Emperor a suitable wife which will secure his claim to the throne at least somewhat, afterwards further consolidating his reign. Who knew perhaps once she had managed to support the Emperor sufficiently he would even elevate her family to a more prestigious position.

House: Kesseken

Flaws:

HP: 25/25

HF: 7/7

Wealth:

[1 Chests of Wealth]

Equipment:

[Masterwork Grimoire]; [Good Sorceroress Garb]; [Good Longbow]; [Average Dagger]; [Alchemy Equipment]

Traits:

[Good Intelligence]

Skills:

[Master Charisma]; [Good Bowmanship]

Bonuses:

[Power In Blood]

Though relatively unknown in The Empire, there are less than a 100 people in The Empire who are better than you at matters relating to Blood. Your skill in Blood Magic is great and your knowledge of anatomy is superb. You get a bonus to Blood Magic and fighting non plant-based and elemental lifeforms.

1. It was time for Esmeralda to learn how to appropriately use the Dagger she carried. While her knowledge of anatomy was considerable, so would her skills with the blade be.

2. Esmeralda would petition her nephew to allow her to educate this promising young grand niece of hers. As a girl with great magic potential she would surely prove a formidable student and a worthy bride, if not a worthy ruler once she inherited her father's holdings.

3. Finally the Kassakan Witch would venture into the forest to continue her habit of hunting. Killing god's little creatures brought her joy in life and also provided her with opportunities to practice her blood magic. If able to she would take her grand niece along, the girl could learn a thing or two.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

fecaa8 No.42511

Dice rollRolled 59, 85, 41 = 185 (3d100)

Name: Sir Wilhelm Weiss

Sex: M

Age: 27

Race: Human

Culture: Germanic

Fluff: Sir Wilhelm Weiss grew up an urchin in the streets of Novgorod, losing both his parents to disease and being left to fend for himself. A wandering priest took pity on him and put him in the St. Godric Orphanage, where he studied under the Lumean Orthodox Church. At 13, however, he was selected to join the crusades against the Eastern kingdoms, and was recognized as a knight after saving the life of a patriarch during an Eastern barbarian raid of a key city in Taurica and his efforts in repelling said invaders. Since then, he has taken on the mantle of leadership as a knight-commander of a chapter of the Order of the Holy Flame. The Order of the Holy Flame is the military wing of the Lumean Orthodox Church, with its duties being defending the faith, defeating heretics and barbarians and upholding the values of the Church.

House: House Weiss

Flaws:

HP: 20/20

HF: 10/10

Wealth:

[5 Chests of Wealth]

Equipment:

[Masterwork Halbert]; [Good Plate Armour]; [Average Cavalry Lance]; [Average Heater Shield]; [Average Arming Sword]; [Average Dagger]

Traits:

[Good Endurance]

Skills:

[Good Polearmmanship]; [Good Horsemanship]

Bonuses:

[The Lumean Hammer]

You're known throughout The Empire for your heroism and skill in all aspects of warfare. You get a bonus to leading men, especially when outnumbered, as well as a bonus to surviving situations most men wouldn't.

Retinue:

[50 Heavy Mounted Knights]

Army:

[3000 Light Infantry]; [1000 Heavy Infantry]; [500 Archers]; [200 Crossbowmen]; [300 Light Cavalry]; [5 Trebuchets and Accompanied Engineers]

1. It has indeed been too quiet around here, so I shall do as my intuition suggests and send a small scouting party to the treacherous eastern lands.

2. While the force is out we should continue to prepare ourselves. Go out and get a lay of the land around us, look for chokepoints, ideal invasion points, and the like. Perhaps we can set up some traps and ambushes if we're running ahead of schedule, and do not forget to pray for the Lord's blessing to grant us the strength to defend His people from harm…

3. I should do my part personally as well to help out by ensuring that I remain fit and in peak performance for the battles ahead, meaning plenty of spars, sprinting, lifting and perhaps even some archery are in the near future, all part of a well-rounded training program to keep me prepared for anything.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

64e5ee No.42516

Dice rollRolled 8, 80, 53 = 141 (3d100)

Name: Rhoclod

Sex: male

Age: ???

Race: half-elf

Culture: Russian

Fluff: After having been experimented on by crasy scientist, Rhoclod escapes and now seeks to make a differents so that it dosent happen anymore.

House:

Flaws: [Stubborn]; [Emotionally Stunted]; [No Sense of Touch]

HP: 28/28

HF: 9/9

Wealth:

Equipment:

[Tattered Rags]; [Onyx Earring]

Traits:

[Good Strength]; [Good Perception]; [Great Endurance]

Skills:

[Good Charisma]

Bonuses:

["Awakened" Blood]

After Gallons of Blood and Dozens of Scars, the scientist who kept you captive found a way to force your body to become more attuned to your Elfish side. As such, you get a huge bonus to your physical and mental attributes. On the downside(?), you mature slower than other mortal races and can only achieve any sort of success in a few fields of Magicka. You also are naturally more attuned to the world and can "sense" reality around you.

1.

As i wake up, i find myself in an unknown area

2.

In order to change this land, i need power. Justice without power is meaningless and pointless. For power i need money, Find someone to rob or steal from

3.

Find a place to hide and stay

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

64e5ee No.42517

>>42516

Because i derped, the real first action.

1. As i wake up, i find myself in an unknown area. I need to know where i am, so i decide to find a town, and ask people where in the land i am.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

6ecf94 No.42518

Dice rollRolled 25, 57, 94 = 176 (3d100)

>>42276

Name: Carslan

Sex: Male

Age: 43

Race: Human

Culture: Italian,

Fluff: At the ripe old age of 43 Carslan lost his family to a troll attack, His ancient home inherited from his forefathers was shattered in this very attack for they had built the home to close to trolls.

And by sheer luck had survived. Now the lone survivor of his family he equips the heirlooms of his family lineage, A claymore that with every kill evolves, and a troll hide cloak that grants him the ability to regenerate

House: D E A D

Flaws: [Reckless]; [Stubborn]; [Loner]

HP: 22/22

HF: 6/7

Wealth:

[2 Chests of Wealth]

Equipment:

[Legendary GreatSword "Parasitus"]; [Poor Plate Armor]; [Poor Buckler Shield]; [Average Arming Sword]; [Legendary Troll Hide Cloak "Anima di Troll"]; [Good Noble Clothing]

Traits:

[Good Endurance]

Skills:

[Great Swordsmanship]; [Good Hunting]

Bonuses:

[Herr Mannelig]

You know how Trolls think. You know when they sleep, when they hunt, when they mate, you know more than almost anybody alive about Trolls, but most of all, you know how to kill them. You get a huge bonus to hunting and, to fighting Trolls. You also get a bonus to fighting large monsters in general, as well as a bonus to Willpower

Action 1:

People, no i do not help. It is my duty alone that i kill every single one, But first i need provisions and magical items,

Potions, and scrolls, Burn and freeze the bastards

Action 2: There has to be someone who can serve as a guide so i do not need to waste energy tracking them, put up a notice in several taverns and give them a place to meet me where i can interview them.

Action 3: See about contacting the local nobles, perhaps i could use the influence of my dynasty to persuade them to aid me in my quest to rid the local area of trolls?

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

00d7a8 No.42524

Dice rollRolled 36, 49, 6 = 91 (3d100)

>>42249

Flaws:

HP: 20/20

HF: 7/7

Wealth:

[7 Chests of Wealth]

Equipment:

[Good Bastard Sword]; [Good Masterwork Plate Armor]; [Good Heater Shield]; [Good Arming Sword]; [Average Dagger]; [Good Noble Clothing]; [Good Black Book]

Traits:

[Good Intelligence]

Skills:

[Good Management]; [Good Charisma]

Bonuses:

[And only then does that man truly begin his own game]

Your upbringing as a noble and squire, as well as your experience has given you keen insight in numbers and the hearts of men. You gain a bonus to Sieges and Management. You also get a bonus to Bartering.

Army:

[100 Light Infantry]

[50 Heavy Infantry]

[50 Crossbowmen]

[5 Sappers]

1-3. Our job is to destroy those papers no? Remove the Evidence and nothing more.

Arrive there as quickly as we can with our fastest men in cloaks and masks, and proclaim to the mercenaries we are "Reinforcements". There on the same task after all.

While they pillage, I give my men express orders to find those papers and burn them and any other evidence. Leave the rest of the loot to the mercenaries.

Destroy that evidence!

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a922ef No.42726

Dice rollRolled 48 (1d50)

roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

90b069 No.42728

Dice rollRolled 25 (1d50)

roll

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a89773 No.42762

>>42502

1; The nearest settlement is a town not far to the south under protection of your mentor, along the Imperial Road. It only took about 20 minutes by Horse before you come upon your destination. The Town, named Omenan kaupunki for the unique strain of apples that grow in the region, is of modest size, around 500 people. You've been here a few times before so you quickly find an Inn to rest your horse and put your supplies in.

2; You decide it's best to hear about the going on's in the region so you head downstairs and order some food and drink at the bar before scanning the room. This is a mistake. As you start to look around for any hints of quests, you notice a woman with a low cut dress beside you. You are Inexperienced with women, your mentor keeping you focused on sharpening your skills, and so you become transfixed on them. Her Husband that she was talking with eventually notices and although you win the fight, everybody knows why it started. Some rumors have spread about you being a pervert.

3; After a night's rest, you realize your anxiety of finally being a full fledged knight clouded your judgement, so you head out the local barracks and train for most of the morning and afternoon.

+[Good Endurance 1/7]

+[Great Swordsmanship 1/10]

>>42506

1; You find suspiciously amiable Bandit Groups and other ruffians on your way to the target, making you wonder if the Spymaster anticipated your actions. He probably has been setting this up for months, though, so it's only logical you would take advantage. It seems your suspicions are proven true because as you are approaching the Villa, a group of well armed troops meet up with you. You're quick to rally your army into formation, but it seems for naught as they approach in line. They're support from the Spymaster to make sure the job is done quickly. He is a dangerous man, for sure.

2; The Villa Estate is a small place, perhaps only 100 men could fit in it, so you quickly line your infantry up and march them upon the walls. The reinforcements from the Spymaster allows you to focus your cavalry solely upon the fleeing peasants and you manage to slay all of them just in time to provide support for your men at the wall.

3; The Villa falls after only a couple hours. There was a small contingent of expertly trained men that fought to the last man, which prolonged the siege more than you expected. You spend a few more hours looting and pillaging the estate before heading back to the abandoned fort. Many of the new troops returned back to their own homes, including the reinforcements, but some decided to join you. As such, they had to give you part of their spoils.

+[2 Chests of Wealth]

+[30 Light Infantry]

+[20 Archers]

+[Good Leadership 2/7]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

234705 No.42831

>>42507

1; Perhaps, learning how to use a Dagger on your own without an instructor was a mistake. You were slashing and stabbing in front of you, making fighting sounds when you pulled the blade up for a strong slash. The Dagger slipped from your hand and in your panic, you cast magic and blew out all the candles. Next thing you know, there's a Dagger in your Eye. It'll take a few days to heal, but nothing will fix that Dagger you obliterated into a million pieces…

2; Your Nephew agrees but wonders what you mean by his daughter inheriting his holdings. You attribute your mix up to your newly gained wound and after some talk about it, you leave to the forest with your Niece.

3; The Hunt did not go very well. There were hardly any animals, and with your wound and Niece with you, you only got a couple of squirrels and a basket of berries. You did show her the basics on how to drain a dead body of blood, though.

-[3hp for 2 turns]

+[1 Average Eyepatch]

-[1 Average Dagger]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

ac239b No.43605

>>41680

Name: Ibrahim of Sahrir

Sex: Male

Age: 19

Race: Human

Culture: Persian

Fluff: The great house of Sahrir has laid a watchful eye over the Kingdom for centuries, with a close relation to the rulers of the empire, even converting to the Lumean Orthodox Church. This changed, however, when the Great Turmoil commenced, with the house siding against the Empire due to the ambitious Shah Ifraym desiring far greater power. He lost, however, and he was deposed in favor of his brother Sulayman. Ibrahim was his fourth son, and sent to the Lumean capital to serve as a hostage at age 6. Now, as he ends his time as hostage, he is a young man, and he itches for the chance to make a name for himself.

House: of Sahrir

Flaws:

-Shortsighted (doesn't plan ahead at times)

-Blunt (may say things he will regret)

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Equipment:

Traits:

Skills:

Bonuses:

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

a89773 No.43616

File: 40416e28770b30e⋯.jpg (179 KB,1024x768,4:3,England Yorkshire.jpg)

>>42511

1; You gather up 10 of your fastest [Light Infantry] and send them east to determine whether the barbarians are planning to invade or not. They will return next turn and you will roll to determine their success.

2; While the party is out, you decide to call your counsel and prepare just in case. They make many good suggestions, though your oldest officer suggests mapping the land for tactical chokeholds and such, which you've done quite awhile ago, maps already made before you were stationed here. In his rambling, he does suggest something interesting that could be implemented. The barbarians will often send several smaller raiding parties for honor and to probe for weaknesses before sending the main body. He suggested placing symbols of antagonistic Gods of theirs and signs they consider unlucky in order to direct most of them down paths more easily defendable. You decide at the end of the meeting to do it along with agreed ambush points and other tactics.

3; You work out your body and keep your skills sharp during off time, as well as work your soldiers harder during training, training with them as inspiration.

Bonus:

+[Bad Omens] You've placed objects and structures considered "evil" by the barbarians along the paths to the castle. +5 to combat rolls against all barbarians

+[Good Leadership 1/7]

+[Good Strength 1/7]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

63e8d6 No.44603

>>42516

1; You decide to head towards the town in hopes of salvation and a new life, but trip over a rock and fall into a ditch. You lay there for a day or two as your leg heals its break, before continuing on.

2;Eventually, you find a road made of some hard stone and travel along it until you come across another person. You follow your instincts and launch yourself at them quickly, incapacitating them with a blow to the chin. His clothes are too big for you, but he has a fine coat you can use to cover your whole body. You also find a rather large pouch of coin that you fasten to your newly acquired belt, along with a fancy dagger and sheathe. You rationalize it'd be best if he wasn't found, so you drag him behind a bush and continue on your way.

3; You make it to the town by nighttime, though it seems abandoned because there's nobody around. You were wrong as you come across a building well lit with some people hanging outside and speaking loudly, cups full of liquid emptying and refilling constantly as a woman comes in and out with a large pitcher. You're unsure of whether it's okay for you to go in there, so you roam around for a bit, finding an empty house to sleep in. You usually don't need much sleep, but the new experience and all the emotions bubbling up have made you exhausted. You find a large fancy bed and fall asleep in it.

+[Good Coat]

+[Good Dagger]

+[2 Chests of Wealth]

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

be7abf No.46573

File: 218dcc359d9ec0b⋯.png (386.35 KB,747x420,249:140,can.png)

So, I haven't posted in awhile and I really let your guise down, as well as myself. What I'm gunna do is, if I get enough people responding they want this to continue, I will put more work into it and start updating regularly. If not, I will end it and never update again. Also, I will probably come up with a new builder sometime that will have more work. Okay, so tell me if you want me to continue this or not.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

1d1701 No.46607

>>46573

Update you fucking homo

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

29bb17 No.46612

>>42831

Updated stats, also can I post yet, also yes continue you boob

Name: Esmeralda

Sex: Female

Age: Young Sexy Witchy

Race: Human

Culture: Germanic

Fluff:

Originating from Kassak Esmeralda is daughter to a minor noble House. Blood magic and other divine rituals have fascinated her for a long time and seen her try to refine and perfect the process of gathering magica.

Wanting to see her family prosper and retain their power within Kassak she seeks to first find the Emperor a suitable wife which will secure his claim to the throne at least somewhat, afterwards further consolidating his reign. Who knew perhaps once she had managed to support the Emperor sufficiently he would even elevate her family to a more prestigious position.

House: Kesseken

Flaws:

HP: 22/25 [-3hp / 1 more turn after this]

HF: 7/7

Wealth:

[1 Chests of Wealth]

Equipment:

[Masterwork Grimoire]; [Good Sorceroress Garb]; [Good Longbow]; [Alchemy Equipment]; [Average Eyepatch]

Traits:

[Good Intelligence]

Skills:

[Master Charisma]; [Good Bowmanship]

Bonuses:

[Power In Blood]

Though relatively unknown in The Empire, there are less than a 100 people in The Empire who are better than you at matters relating to Blood. Your skill in Blood Magic is great and your knowledge of anatomy is superb. You get a bonus to Blood Magic and fighting non plant-based and elemental lifeforms.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

29bb17 No.46613

>>46612

>>46573

I'm a smart man who connects posts smartly.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

e1f044 No.46614

>>46573

Update you nigger.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

94388e No.46780

>>46573

continue :>

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

12e9de No.46783

>>46573

if you update I will join

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f25b99 No.51217

File: c083e5afe1be9ba⋯.jpg (363.59 KB,1280x1614,640:807,Yoshitaka_Amano_Hiten_p041.jpg)

File: 502cfea6144dc57⋯.jpg (381.63 KB,1280x1846,640:923,Yoshitaka_Amano_Hiten_p039.jpg)

>>41677

Name: Garolad

Sex: Male

Age: 25

Race: Half-elf

Culture: Latin/Germanic

Fluff: Adopted, he was found in the deep forest of Lumea Inlaudatus. Raised sincerely in a rural aristocrat warrior house descended from those Latins who conquered, settled, and married the locale. It was a strict and efficient household, but what affection there was between the family and the servants and slaves was pure and good. Their land was deep in the woods with a few other villages nearby. Their land had been cleared of trees and excess waters years ago when authority was strong and labor plentiful and so did not have trouble being productive. Protecting the fruits of that labor was a different matter. Barbarian raiders were growing more frequent these days, which also drove other families into hard times, destitution, and further banditry just to survive. It was a vicious cycle that could only be avoided with strength and vigilance.

Garolad is a beautiful and genuine young man of these times. He speaks a pure Latin unaffiliated with any accent that might mar it and this has endeared him classical imperialists. His ambition is to end the threats against his house and home. The only tangible inheritance of his elven lineage is his two handed-sword and circlet that have been with him since his mysterious arrival, though they have grown to fit his form as he grew, denoting a sure sign of magic. He retains a number of chosen warriors, scouts, and hunter archers to repel any invaders. His magic forte is circle magic which allows him to produce magic shields around the circle, or pushing force or disrupting the environment.

House: Bassille

Flaws: Wrathful, Closefisted, Insubordinate

Don't fill out below this please

HP: 20/20

HF: 7/7 (The way Magic works in this world is that anybody can technically cast magic, as long as they are connected to this world. In order to cast magic, you must waste two rolls, one to gather the mana, and the second to cast the spell. Every successful spell cast adds a bonus to the success of your next roll to gather mana that stacks until you fail. Holy Favour can be used to harness power from your God to get a bonus to your mana gathering and spell casting rolls. If you lose all of your favor, however, you will be cursed and severed from the world. This means you won't be able to cast magic until you do something to appease your God.)

Currency: (Will use abstract "Chests of Wealth" to determine what you can buy. Will be adjusted as you advance in prestige and power)

Equipment:

Traits: (Biological gains like strength or intelligence. Will start out with one trait, others must be trained later)

Skills: (Learned gains like swordfighting and such. Will start out with two skills, others must be trained later)

Bonuses: (Most used only in combat, will start with one and be very hard to gain another. Typically can only be gained with some sort of magic, but totally up to my discretion)

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

01e968 No.51565

File: df956817fe8d123⋯.jpg (32.46 KB,564x797,564:797,a166b889b9a7026398eb25865b….jpg)

>>42518

1; You've stayed in good shape all your life, but after what you've gone through, and the near mindless trek south to the city, you're exhausted. You roam around for a bit, looking for magic shops, but all you can find is an adventurers shop, which you resupply from after your journey. They do sell [Minor Health Potions], which you buy a few of. These are used mostly by beginner adventurers and by armies for their rookies.

2-3; Using some Paper and Ink you purchased, you wrote out requests for a guide to help you hunt Trolls and placed them in many taverns, as well as the City Hall Request Board. You have a hearty meal at the Tavern you predetermined to meet prospective guides, and fall asleep immediately upon falling on the bed in your room. After putting your equipment back on, you're in the middle of eating breakfast when a contingent of soldiers led by a fancy dressed man enters and interrupts you. They tell you they've been sent by the Lord of Generosità to request an audience in his Hall. You decide this coincides perfectly with your plans and come with them, taking only a few minutes from your well picked location to get to the Central Hold. You're quickly led past the reception area you were in before and through the large, wooden double doors on the other side, where, a man you could only describe as rich and old, sits atop a modest throne of wood. There are Seven Columns on each side of the Throne Room leading up to the Throne itself, and there are heavily armored men standing at attention in front of each column. Walking up to the old Lord, you take stock of the man standing next to him that you hadn't even noticed till then. He looked similar to the Lord, perhaps related, but was much younger, and equipped with gear you'd see on a Ranger, than a Noble. After performing the standard bow to a peer(though not really anymore) and acknowledging his titles and rule of the city, he introduces himself and the man beside him. He tells you his name is Lorenzo De Lorenzo IX of House Ferraffetto and the man next to him is Giovanni De Lorenzo, his grandson. Lorenzo goes on to explain that word had reached him that your Castle was destroyed and that, being a friend of your Father, he wondered if your family had made it out. After telling him what happened and the fate of your family, he lets out a sign and leans his head against his hand. After hearing the scattered reports of some of your former peasants, he had put together everything you told him before he summoned you, but had hoped it was not true. He sighs again and tells you he has been concerned with the increased activity by the Trolls for awhile now, but didn't know what to do about it. With a flick of his hand, the armored soldiers in front of the columns marched up to the Throne and knelt before you in unison. Lorenzo explains that these were Elite Knights of his personal guard and that he was putting them under your command, along with his grandson, who's an accomplished woodsman, to put down the Trolls who killed your family. You quickly denied the assistance of the soldiers, stating how this was something you must do alone, but you accepted the help of his grandson, Giovanni, to lead you to where they dwell and any other basic help he could provide. Lorenzo narrowed his eyes at you, affixing a stare that you refused to break, until he closed his eyes and sighed again. You really are your Father's son, he said with a smile. He couldn't let you fight them with no help at all, he finally declared, and told his grandson to get the Trollsbane for you. After waiting for him to return with it, and handing it to you, you thanked him for his help, bowing again, and left with Giovanni.

+[3 Minor Health Potions] These heal you for 2 hp each

+[1 Trollsbane Grenade] A very powerful and extremely hard to make substance, Trollsbane greatly weakens Trolls who come in contact with it, inhibiting their senses and connection to nature. The Trollsbane Grenade is especially powerful, as it disperses the substance in large area.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



[Return][Go to top][Catalog][Nerve Center][Random][Post a Reply]
[]
[ / / / / / / / / / / / / / ] [ dir / random / 93 / biohzrd / hkacade / hkpnd / tct / utd / uy / yebalnia ]