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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: ee386183280b3a6⋯.jpg (1.51 MB,1500x1020,25:17,halvil.jpg)

13eeb1 No.45401 [View All]

Halfling Settler Builder

During the War of Light the Alliance of Free Creatures destroyed the dark forces of the Nameless King, scattering his army and taking his kingdom. In the aftermath the five races of the Alliance agreed to split the dark lands and settle them with good free folk so the darkness would never rise again. The Gorst-Levost Commonwealth, a noble nation of industrious halflings ruled by a council of lords was almost pulled to the brink of civil war by these land claims as rival lords argued over land claims. It was not till the Great Blue Wizard Gandore intervened and determined the the rights to these lands who be determined by a grand lottery from which all citizens would be given a chance to win the right to settle these lands! You are one such lucky winner! Congratulations may you find prosperity and wealth in these new lands!

Now who is your intrepid halfing settler?

Name:

Age:

History:

Favourite Food:

80 postsand21 image repliesomitted. Click reply to view. ____________________________
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80103f No.45561

Dice rollRolled 44, 42, 62 = 148 (3d100)

Settlements:

Infrastructure:

+2 Staple Farms

Happiness: Content

Population: 301 +0.01 per season, rounded down

+2 Master Chefs

Wealth: 0

Army:

Resources:

Spice Crop

Exotic Crop

Artisans:

Priest of Ulf

Settle on the Hill

1. Hah! I knew it was too good to be true. Well, if the Orcs ever come back they'll just be angry about the burial ground. But we should get a Priest of Flu to bless this catacomb. Don't want no Orc Shaman raising hell here.

I hear the Hobbits in that castle to the South have one. Send an armed envoy there and offer them as escort and protection back to our place, we'd like their priest to bless our hill so no black magic is used against us.

2. Keep hauling those pallisades and setting them up around the hill.

3. No we should get a mill to grind some of these crops into Potato Flour, which we can make bread and especially Hard Tack from. That'll last much longer than the actual taters themselves. Go look for suitable pieces of wood from the Orc settlement to start building a basic mill.

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4587d1 No.45564

Dice rollRolled 35, 26, 8 = 69 (3d100)

Name: Scrimmy Bingus

Age: 30

History: Scrimmy Bingus was once a simple lad, a bit smarter than the rest of his kin but didn't really aspire to be much. He was conscripted to fight in the Dog Cavalry, learning spear (for dealing with bigger people) and bow. He was pretty good, enough to stay alive at least, and gained the respect of several of his peers, who were made honorary Binguses. Once the war ended he dropped his spear and picked up a hammer and shovel, digging all kinds of hobbit burrows and building all kinds of houses and buildings, making a name in the construction field as well. Then, he lucked out and won the lottery! And boy, did he strike it big! He decided to bring the whole family along, with some old war buddies and such too (The Bingus family is a MASSIVE family). Here they would build the great thriving city of Bingusburg, taking advantage of the pristine and bountiful terrain to provide honest industry and commerce for those who live there.

Favorite Food: Good ol' mushroom stew

Settlements: Bingusburg

Infrastructure: Rustic Housing

Happiness: Content

Population: 1122 +0.01 per season, rounded down

Wealth: 0

Army:

10 Light War Veterans

Resources:

Artisans:

10 Carpenters

2 Stonemasons

1. Come along now, let's get those farms set up and ready to go before the harvest! (Progress: 1/3)

2. Hmm, managing this many people will indeed be hard work, which is why Bingusburg needs a town hall! With such amenities as a records room, a meeting hall, offices for public servants, and so on, it will help greatly with managing the burgeoning population of Bingusburg!

3. Now now guys, you may be content now with the peacefulness of the Perfect Plains, but ask me or any of the Light War boys, if the orcs or any of the other servants of the Nameless King come back in force there won't be a single safe place in all of the Darklands, Bingusburg included…unless we make it safe, that is. And you can do your part too! Attend a self-defense seminar held by one of our trained and skilled survivors of the great Light Wars to learn how to protect you and your family today! (Continue researching militia training, Progress: 1/8)

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312d67 No.45565

File: 3e4bcfbca7fed18⋯.jpg (76.98 KB,686x1008,49:72,147-best-ca-npc-images-on-….jpg)

Dice rollRolled 60, 28, 36 = 124 (3d100)

>>45544

Name: Haakon of the irondeep

Age: 25

History: Haakon used to be the heir to a rich ironmine before he won the lottery. His family supporting his expansion of the family trade into these new lands they wish for him to quickly find rich deposits and create a second irondeep branch in these new lands. So off he went with his oldest sister the apprentice protector of irondeep to claim a good spot to commence mining operations.

Favourite Food: Roasted chicken basted with cider and with a sideorder of pear pie with a nice stout of apple cider.

Bonus: [Ironblood] You have ironworking and ironmining in your blood, you were raised to manage industry by your family giving up a general +15 to everything directly iron related.

Settlements: Valley settlement (ironhold)

Infrastructure:

Happiness: Content

Population: 336 x 0.01 per season, round down

Wealth: 0

Army:

Resources:

Tin Vein

Goat Herd

Artisans:

2 Smiths

20 Miners

10 Stonemasons

1 Engineer

1/8 new smiths

1) For the wall and various other proper buildings we do need a quarry. The stonemasons shall with help of some miners help direct settlers on how to set up the quarry and how to work it so that we can have everything from large solid blocks to smaller ones for houses and such. They show how to drill holes to fill with wood and then pour water on it to make the wood expand and crack the rock along the wished lines for perfect square rocks and more. Now with proper orders there should be no misunderstandings anymore.

+20 Miners, +10 Stonemasons, +1 Engineer. +300 settlers.

2) The smiths reminded us that they would need help with setting up proper forges so they can practice their craft. The stonemasons shall help set up the forge and the buildings while the engineer works on the best possible bellows and automatic anvil/hammers powered by the river to make the best GREAT FORGE we can that shall far outstrip the meagre forges other might have.

+2 Smiths, +10 Stonemasons, +1 Engineer. +300 settlers. [Ironblood] +15

3) We still need to find veins of useful metals other than tin. Tin might be useful for some things but we need iron to make proper steel for our weapons and tools. Gold and silver for jewelry and selling. Lead to use and copper for bronze and decorations. There is so much to get here. The miners head out to prospect each with two armed settlers with the best armaments we have avaible to survey the land for mineral deposits we can exploit.

+20 smiths. [ironblood] +15

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312d67 No.45566

>>45565

on action 3 it's +20 miners, not smiths

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c2104d No.45569

Dice rollRolled 49, 90, 98 = 237 (3d100)

>>45546

>Name: Lein Stumpwood

>Age: 36

>History: The stereotype for a halfling is a fat, short, happy-go-lucky individual that is fond of food and pipe weed. The stereotype for a fat individual is Lein. Lein is the third son of a major halfling fisher baron that owned most of the fishing boats along the coast. During the war Lein was exempted due to his father's influence and money, as well as being a walking target. Lein's father never really expected him to do much, not being much of a sailor like he was or his brothers are, and besides some money to live on he wasn't going to get much in the will. However, Lein's talent is in numbers and his ability to read people and with winning the lottery he plans to prove what he can do.

>Favourite Food: Shark fin soup

Settlements: Lein's Landing (Mouth of the river)

Infrastructure: Smokehouse

Happiness: Content

Population: 226 +0.01 per season, rounded down

Wealth: 0

Army:

10 Light War Veterans

Resources: 1 Trading sloop, 2 Wealth

Artisans:

2 Smiths

20 Fishermen

4 Shipwrights

Bonus: [Lucky Fucker] You have uncanny insight and luck allowing you to reroll one dice per turn taking the best roll and a general +5 to negotiations with a +10 with halflings.

1. See if anyone knows what this stone ring may be. Specifically talk to the veterans to see if this site has importance to the darkspawn.

2. Work on the docks again, hopefully these won't be burned down.

3. As well start working on a tavern for seamen and locals.

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c2104d No.45570

Dice rollRolled 71 (1d100)

>>45569

using bonus on 1st die.

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13eeb1 No.45644

File: 2ee548bffb14e6f⋯.jpg (95.73 KB,330x339,110:113,HornedGodsDaughter_7495.jpg)

Dice rollRolled 72, 69, 53, 46 = 240 (4d100)

>>45547

Orc Tribe: -20

Lake Goblin Tribe: -10

Swamp Goblin Tribe: +5

Horned Raiders: -30

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80103f No.45670

>>45561

3/5 Palisade

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312d67 No.45671

Dice rollRolled 10 (1d10)

dice

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13eeb1 No.45672

File: b20cfbc3772ea0d⋯.jpg (239.7 KB,1920x1280,3:2,thumb-1920-691929.jpg)

>>45549

With access to the right materials, the right skills and all the time they need housing is quickly erected, the townsfolk are happy at how quickly you responded to their grumblings!

+Rustic Housing

+Set Happiness to Happy

The menfolk then get to work on setting up for all the herds with the pig barns coming first

2/3 Pig Barn

You find a spot as good as any to begin setting up a lumber camp, the trees here are large and of impressive quality. The workers however mention at some points hearing singing in the forest.

1/3 Lumber camp

>>45552

Work continue slowly on the church as rubble is cleared and the proper sacraments said to bless the area

2/3 Church

Your men work hard to get a forge going to allow them to do minor repairs and make nails, it is only when the forge is done that a discovery is made by a couple children. From the rubble of one of the side rooms they found a anvil which glows with a strange red light, if only you had a true smith to use this

+????? Forge

Renir manages to find some moonherb and gets start on a Herbalist Workshop to process it

1/4 Herbalist Workshop

>>45553

Basic docks are set up allowing you to receive trade ships and send out your own fishing ships in the future.

+Docks

A small shrine is created to Kalodis with offerings of fish and ale given, it seems it has no effect till a new child is born and is found to have dark purple eyes,

+Shrine of Kalodis

Slow work is had on improving past your meagre rustic dwellings, if you had some carpenters it would be much faster.

1/4 Quaint Housing

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13eeb1 No.45673

File: 13bd7ce134fe247⋯.jpg (17.05 KB,236x311,236:311,s6xkLgH.jpg)

>>45554

The sheepfold is finished easily allowing you to protect your goats from the elements and allowing them to prosper.

+Sheepfold

The houses are almost done when a sickly troll stumbles into town and starts ripping apart houses in some vague attempts to build something before a bolt in the eye finally puts it down.

Your men work hard and the forge is finished in good time with the smiths getting right on repairing tools

+Forge

>>45556

While you set out a large sign advertising for Stonemasons it doesn’t seem to do all that much, it’s almost like you are the only people in the area, however when your men are clearing some rubble so find some sort of earthen man! After cleaning him off he activates with blue glowing lines criss crossing his body, he then introduces himself as “Repair Golem #12190”.

+Golem Stonemason

It seems after sending the priests into the forest they do not return…

However in the last days of the season the group of ragged priests return, they do not wish to speak of their journey but the Priest of Flu deposits a rotting head of a disgusting woman like creature.

+Priest of Flu Learned Smite Evil

+Crimson Moon Herb

>>45559

Patrols are set up around the outskirts of territory making people feel more comfortable and safe

+Regular Patrols

With patrols keeping the workers safe a staple farm is set up with ease, it seems the dark earth here is exceptional for growing crops and people are very happy about it

Set Happiness to Content

+Staple Farm

Work is started on the Galena mine, many people volunteer to work at the mine as it is further away from the forest.

1/3 Galena Mine

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13eeb1 No.45674

File: 02bef9b9c938358⋯.jpg (239.14 KB,1024x683,1024:683,565086d0016d9ad1afe23354ff….jpg)

>>45561

The envoy is sent and will arrive in Winter

The rest of the palisade is set up offering good protection against any threats as long as they lack siege equipment and fire.

+Palisade

Your people work together to setup a simple labour powered Mill to process the potatoes into flour.

+Labour Mill

>>45564

Only through a lot of yelling and cursing is the farm done before harvest season.

+Staple Farm

So many people want to help build the townhall very little actual work gets done!

1/3 Townhall

Lastly no one actually shows up for militia practice..

>>45565

With proper instruction the quarry is beginning to really come together and there were no brawls over it!

2/4 Quarry

The Smiths and Engineer begin to work on your Great Forge idea, though they do explain it is a grand project that will take a lot of effort for such a small population with little industry.

1/15 Great Forge

The out of the many prospectors sent out only half return though they speak of a decently sized iron vein and coal vein, others speak of orcish hunters prowling the mountains on the backs of massive wargs.

-10 Miners

-20 Settlers

Sent Happiness to Worried

+Iron Vein

+Coal Vein

>>45569

The veterans speak of the black stone as something often used in the weapons of trolls which smashed through wards and seemed to drink blood but they know nothing of the white stone.

The Docks are completed in no time allowing the fishermen a proper place to dock and clean their catches, eventually you can just tell it will swarm with merchants!

+Docks

It seems one of your settlers was actually a famous brewmaster Abel Pickleturn and with his help you set up a new Pickleturn Tavern, he says the current swill they sell is piss but if you can get a Staple Farm and a Brewery set up he can make ale to make the gods weep.

+Pickleturn Tavern

——

It is now Autumn

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4587d1 No.45675

File: a15b2526009ccd2⋯.jpg (242.87 KB,940x466,470:233,medievaltrade.jpg)

Dice rollRolled 77, 93, 56 = 226 (3d100)

>>45564

Name: Scrimmy Bingus

Age: 30

History: Scrimmy Bingus was once a simple lad, a bit smarter than the rest of his kin but didn't really aspire to be much. He was conscripted to fight in the Dog Cavalry, learning spear (for dealing with bigger people) and bow. He was pretty good, enough to stay alive at least, and gained the respect of several of his peers, who were made honorary Binguses. Once the war ended he dropped his spear and picked up a hammer and shovel, digging all kinds of hobbit burrows and building all kinds of houses and buildings, making a name in the construction field as well. Then, he lucked out and won the lottery! And boy, did he strike it big! He decided to bring the whole family along, with some old war buddies and such too (The Bingus family is a MASSIVE family). Here they would build the great thriving city of Bingusburg, taking advantage of the pristine and bountiful terrain to provide honest industry and commerce for those who live there.

Favorite Food: Good ol' mushroom stew

Settlements: Bingusburg

Infrastructure: Rustic Housing, Staple Farm

Happiness: Content

Population: 1122 +0.01 per season, rounded down

Wealth: 0

Army:

10 Light War Veterans

Resources:

Artisans:

10 Carpenters

2 Stonemasons

1. Let's keep building the town hall! (Progress: 1/3)

2. And we should keep on with the neighborhood watch/militia program as well! We can't give up yet! Maybe we can put a new spin on it and advertise it throughout the village. (Progress: 1/8)

3. Lastly for Bingusburg to prosper then it needs to become a great center of trade and commerce. To this end we will build a great marketplace with plenty of stalls and shops for people to do business in. Soon all roads will lead to Bingusburg!

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c2104d No.45676

Dice rollRolled 24, 37, 1 = 62 (3d100)

>>45674

>Name: Lein Stumpwood

>Age: 36

>History: The stereotype for a halfling is a fat, short, happy-go-lucky individual that is fond of food and pipe weed. The stereotype for a fat individual is Lein. Lein is the third son of a major halfling fisher baron that owned most of the fishing boats along the coast. During the war Lein was exempted due to his father's influence and money, as well as being a walking target. Lein's father never really expected him to do much, not being much of a sailor like he was or his brothers are, and besides some money to live on he wasn't going to get much in the will. However, Lein's talent is in numbers and his ability to read people and with winning the lottery he plans to prove what he can do.

>Favourite Food: Shark fin soup

Settlements: Lein's Landing (Mouth of the river)

Infrastructure: Smokehouse, Docks

Happiness: Content

Population: 226 +0.01 per season, rounded down

Wealth: 2

Army:

10 Light War Veterans

Resources: 1 Trading sloop,

Artisans:

2 Smiths

20 Fishermen

4 Shipwrights

Bonus: [Lucky Fucker] You have uncanny insight and luck allowing you to reroll one dice per turn taking the best roll and a general +5 to negotiations with a +10 with halflings.

1. Set up some staple farms.

2. Set up a brewery.

3. Send some scouts on boats up and down the river to see if there is anything of interest.

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c2104d No.45677

Dice rollRolled 95 (1d100)

>>45676

rerolling action 3

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9ab44c No.45678

>>45674

Settlements: Forest Settlement (The /k/eep)

Infrastructure: 2/3 Lumbercamp

Happiness: Worried

Population: 130 +0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

Resources:

Galena Vein

Chicken Flock

Buildings:

Staple Farm

Artisans:

2 Smiths

20 Miners

You arrive in your new lands crossbow ready, each man around you carries a club or spear ready for anything! What you find is almost disappointing it seems your claimed land only has a fraction of forest on it, a larger chunk of mountains but itself is mostly plains. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.

1. While they may be cowards, get more people working on that mine! (1/3)

2. Farm some food

3. Scout the woods. Watch for Skinnies.

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9ab44c No.45679

Dice rollRolled 3, 86, 77 = 166 (3d100)

Now with dice!

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312d67 No.45680

File: 94992d76ef8bec0⋯.jpg (60.98 KB,736x588,184:147,4226892b34e293df93fde0cdd1….jpg)

Dice rollRolled 59, 58, 17 = 134 (3d100)

Name: Haakon of the irondeep

Age: 25

History: Haakon used to be the heir to a rich ironmine before he won the lottery. His family supporting his expansion of the family trade into these new lands they wish for him to quickly find rich deposits and create a second irondeep branch in these new lands. So off he went with his oldest sister the apprentice protector of irondeep to claim a good spot to commence mining operations.

Favourite Food: Roasted chicken basted with cider and with a sideorder of pear pie with a nice stout of apple cider.

Bonus: [Ironblood] You have ironworking and ironmining in your blood, you were raised to manage industry by your family giving up a general +15 to everything directly iron related.

Settlements: Valley settlement (ironhold) with 2 passes from it (one leading to valley two named rustblood valley) + river.

Rustblood Valley next to mine, 4 passes out + 1 to ironhold.

Infrastructure:

Happiness: worried

Population: 309 x 0.01 per season, round down

Wealth: 0

Army:

Resources:

Tin Vein

Iron Vein

Coal Vein

Goat Herd

Artisans:

2 Smiths

10 Miners

10 Stonemasons

1 Engineer

1/8 new smiths

1) apparently orcs randomly roam uninhabited mountains. So protector Valya Ironblood starts training as many as possible halflings to be proficient in combat and arming them with the metal weapons and such we have and slapping any armor we have on em. Hopefully this will make the population reassured and make them stop worrying.

[Ironblood]+15, 309Pop

2) finish the quarry. We shall need it for the fortifications and buildings we'll be constructing everywhere. 2/4 quarry

+10 stonemasons, +10 miners, 309 pop. I guess we use metal tools for this so [ironblood] +15

3) We have begun so we shall also finish as it's the only real thing we can do for now without the quarry or leaving this valley. work on the great forge focusing on completing the parts that can be instantly useable before everything is finished.

+[ironblood]+15, +1 engineer, +2 smiths, +10 stonemasons, 309 population

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87fc97 No.45681

Dice rollRolled 95, 13, 30 = 138 (3d100)

>>45674

Name: Anders Bristlehorn

Age: 30

History: Anders was a ranger that served throughout the entire War of Light. Knowing that he must serve for the greater good he left his small and immaculate homestead in order to fight against the forces of darkness. While his small size made him a poor front-line combatant, with his knowledge of herbs and traps he was able to sabotage and confound the enemy to great effect. Whenever he was in an allied camp he always spent the majority of his time helping the doctors with the wounded. It was a great relief when the war finally ended and Anders was quite content to return to his relatively isolated home in the forest, but to his amazement he had actually won the lottery! Now he realizes his duty is still not over and that he must help guide his people to a new era of prosperity.

Favourite Food: Troll shanks that are braised with fresh herbs and red wine with a side of roasted potatoes that are all covered in gravy. (especially if the troll is still alive and regrowing new servings to eat)

Bonus: [Veteran Ranger] You are a veteran of the War of Light having served with the 11th Ranger Support Unit learning the arts of stealth, tracking, herbalism and trapping gaining you a +5 to each. You also have an easier time recruiting Light Veterans and a +10 to combat.

Settlements:

Infrastructure:

Protection Wards (Outer Ring)

????? Forge

Happiness: Neutral

Population: 230 +0.01 per season, rounded down

Wealth: 1

Artifact:

Wand of ????

Army:

19 Light War Veterans

Resources:

Artisans:

Priest of Flu (Death/Zalos)

Priest of Ulf (Farming/Solaz)

Priest of Ful (Artisans/Riner)

Priest of Luf (Healing/Renir)

Projects:

1/4 Herbalist Workshop

2/3 Church

1. With the church nearly completed and sanctified the dual twins prepare their first proper sermon. The moonherb that was recently found was put to use as an incense in order to banish the whispers and at the end it can be said that is finally part of the Gods' domain giving respite from the darkness.

Priest of Flu (Death/Zalos) , Priest of Ulf (Farming/Solaz) , Priest of Ful (Artisans/Riner), Priest of Luf (Healing/Renir)

2. Under the direction of his brother, Riner has been constantly at work to ensuring that the herbalist workshop has all the tools needed. This has not stopped Renir from going outside however along with Anders to find more moonherb and other useful plants. Which of course leaves Solaz to put everything together and make functional, but he does not mind this burden.

Priest of Luf (Healing/Renir), Priest of Ulf (Farming/Solaz), Priest of Ful (Artisans/Riner), Veteran Ranger

3. With everyone else busy with the workshop that leaves Zalos with having to ensure the safety of the colony. While he and the other priests have done what they can with the wards that still leaves little idea of what they are facing in this land. While the catacombs are a deathtrap made in hell there is little knowledge in regards to outside the cathedral. Are there other entrances to the labyrinths or foul creatures that are drawn to this dark place, is there some great boon undiscovered hidden by the Gods'? Zalos does not know, but he and his men shall find out.

Priest of Flu (Death/Zalos), Priest of Flu (Death/Zalos), Veteran Ranger

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900c12 No.45682

Dice rollRolled 69, 41, 74 = 184 (3d100)

>>45672

Name:Jorick Yithkaerian

Age:26

History: Once a rogue always a rogue, that's Joricks philosophy, see before winning the right to settle down Jorick was an intrepid member of a Thieves Guild of some renown, Heist after Heist Jorick continuously proved he was a little too good for them and after a horrid argument with the guild master, he proceeded to rob the guilds treasure out from under them disappearing into seemingly thin Air. Now after he's managed to win the lottery and get the right to settle on several different lands he has some ambitions, Jorick is going to train and raise up the next generation of master thieves and form his own guild.

Favourite Food:Roast pheasant in oyster sauce

Bonus: [Offensive Stereotype] You are a halfling thief, an offensive stereotype the Commonwealth has sought to stamp out for decades but you are damned good at it gaining +10 to robbery actions and +10 to sabotage. You also have access to buying things from the black market IE slave,drugs and other naughty things.

Settlements: Noctis

Infrastructure: Rustic Housing, Forge, Docks, Shrine of Kalodis

Happiness: Content

Population: 252 +0.01 per season, rounded down

Wealth: 0

Army:

30 Guards

Resources: Copper vein

Artisans:

20 Miners

2 Smiths

Action 1- Lets attempt to hire out some carpenters to help get our settlement running

Action 2- Perhaps building a decent sized fishing ship wouldn't be a bad idea, lets try that.

Action 3- Lets continue the work on improving our rustic dwellings.

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c2104d No.45683

>>45676

>Name: Lein Stumpwood

>Age: 36

>History: The stereotype for a halfling is a fat, short, happy-go-lucky individual that is fond of food and pipe weed. The stereotype for a fat individual is Lein. Lein is the third son of a major halfling fisher baron that owned most of the fishing boats along the coast. During the war Lein was exempted due to his father's influence and money, as well as being a walking target. Lein's father never really expected him to do much, not being much of a sailor like he was or his brothers are, and besides some money to live on he wasn't going to get much in the will. However, Lein's talent is in numbers and his ability to read people and with winning the lottery he plans to prove what he can do.

>Favourite Food: Shark fin soup

Settlements: Lein's Landing (Mouth of the river)

Infrastructure: Smokehouse, Docks

Happiness: Content

Population: 230 +0.01 per season, rounded down

Wealth: 2

Army:

10 Light War Veterans

Resources: 1 Trading sloop,

Artisans:

2 Smiths

20 Fishermen

4 Shipwrights

Bonus: [Lucky Fucker] You have uncanny insight and luck allowing you to reroll one dice per turn taking the best roll and a general +5 to negotiations with a +10 with halflings..

stat fix due to messing up pop growth rules.

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a1a2ee No.45684

>>45401

Name: Shaw MacRothe

Age: 26

History: Born to a long line of ranchers, MacRothe inherited the shoddy plot of land passed down from generation to generation. His skill at cultivating livestock was exceptional, however, and he managed to make quite a decent income from his humble beginnings. Made to fight in the war, he developed his skill with the crossbow, becoming a remarkably accurate shot. Now, he wishes to start somewhere new, where he can make a fortune for himself and give meaning to the MacRothe name.

Favourite Food: Ribeye steak

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13eeb1 No.45685

>>45684

Bonus: [Home on the Ranger] Your family has been ranchers for generations and you have been trained by the best of them to raise cattle giving you +15 to everything related to the cattle industry. You also have an easier time recruiting Light Veterans and a +10 to combat.

+Cow Herd

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900c12 No.45688

>>45682

Restating action one since I can't hire carpenters

Action one- Survey the surrounding lands, perhaps we can find something useful

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312d67 No.45689

>>45680

For action 1. It’s focused on making em good CROSSBOWMEN. Easy quick training and devastating

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13eeb1 No.45691

File: 432aba6d8e5ea5a⋯.jpg (95.67 KB,1326x603,442:201,goblin_farmers_by_texahol-….jpg)

Dice rollRolled 5, 90, 42, 67 = 204 (4d100)

>>45674

Orc Tribe: -20

[Small flesh and rituals]

Lake Goblin Tribe: -5

[Bogweed and Fish]

Swamp Goblin Tribe: +10

[Drums and Boats]

Horned Raiders: -30

[Lost at sea]

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a1a2ee No.45692

>>45685

I'll purchase one pony herd, twenty veterans, and two hundred settlers.

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4cf25b No.45693

Dice rollRolled 73, 28, 30 = 131 (3d100)

>>45673

Name: Pf. Hammond Grant

Age: 63

History: During the war; craft, magic and history were warped and perverted to construct unspeakable machines of war. Gentlelings with skill and knowledge were necessary to make and identify gear suitable to the war effort. The more outgoing were put near or on the front lines where magic had to be confronted with magic. That was where you could find Arch-wizard Grant. You couldn't find a hamlet that didn't have some kind of hedge wizard in the bush or alchemist workshop. Now you won't find any. Such is the toll of war.

However! Those that remain in the public can be found in one man's camp. -Professor- Hammond Grant's camp. That charismatic fellow had patented several general use magic items and gathered enough wealth, after taxes, and talent to start a real business. He would shed his gilded arcane robes and don the mantle of archaeologist cum purveyor of art, magic and historical goods. It would be a welcome change of pace from the hubub of halfling vs. giant monster conflict.

With this ticket and his own accumulated wealth he could see where to put his money down and who he would need to hire to get the job done.

Favourite Food: Bean, Cheese and Mushroom Omelette

Bonus: [Welcome to….. Darklands Park] You are a man of knowledge and magic, some might even consider a wizard of sorts, you can cast simple magical spells and a +10 to anything scholarly. You also speak the Black tongue of these lands and can read almost every tongue under the sun.

+1 Apprentice Wizard

Settlements:

+Sentoúki Thisavroú

Infrastructure:

+Protection Wards (Outer Ring)

Happiness: Neutral

Population: 205 0.01 per season, rounded down

Wealth: 3

Army:

Resources: Crimson Moon Herb

Artisans:

Priest of Ful (Artisans) Jeremy Hobbson

Priest of Luf (Healing) Richard Hamm

Priest of Flu (Death) James Mayte

+Smite Evil

Golem Stonemason (Hundly)

(Locked room on upper floor)

"Crimson Moon Herb? What in One's light does it do James?"

"A Repair Golem is it? Fascinating but the name needs some work….how about Hundly? Yes I think I quite like it. Come along Hundly we have work to do. You now serve the master of this castle, one Professor Hammond Grant"

1 Quarry. Find a suitable spot and start digging a quarry that we can exploit to repair the castle. "Come along Hundly there is massive amounts of dirt and stone to be moved." +Golem Stonemason

2 Herbalist Workshop. Well with some herb ready and the priests returned we can get some work done. +Jeremy, Richard and James

3 Study Repair Golem Hundly. Such a rare creation as a golem should be studied to the best of my abilities. "Attend me Apprentice and fetch the everything we have on golems, materials and sigils." +10 Scholarly and Apprentice

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71a0cb No.45697

Dice rollRolled 50, 100, 23 = 173 (3d100)

Name: Gregor Thumblefoot

Age: 32

History: When the great war came, Gregor had more motivation then most to fight. His village, on the outskirts of the dark lands, was one of the first to truly fall when the Nameless King started his bloody march. His entire clan was slaughtered to a man, aside from Gregor, gregor who hid in the trunk of a tree, Gregor who saw all he knew and loved turned to ash and gore.

He would never run again, he would never hide again. Instead Gregor became a crusader, and picking up the sword of the manling who made him home in the village, who valiantly stood against the orcish tide as it swept over the village, but died like the rest. Casting aside his former name and adopting the name of the man, Gregor, he became an entirely new person. He saw the Nameless King's minions slaughter his family and friends, and he would find the monsters responsible and forgive them. He would forgive the shit out of them. With the sword of friendship he accepted the warband's leader's apology at the field of skulls. But mercy begets mercy, and soon the flames of empathy burned bright across the darklands, now scorched of all remnants of darkness. He would build a novelty castle among the ruins as one of the lucky winners of the lottery, and though the irony may be lost on some, he reign of blood would commence. After all, blood is good, you need blood to live…

Favourite Food: Fried Orc Dumplings

Settlements:

+ [Darrenfold]

In the rocky area of which fertile plains meet the rocky wastes, the perfect area for raising goats however it is rather exposed.

Infrastructure:

+ Sheepfold

+ Forge

Happiness: Content

Population: 154+0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

10 Halfling Landsknecht

Resources:

Goat Herd

Artisans:

20 Miners

2 Smiths

>Projects

1. Winter Fast approaches, and with no homes built we must prioritize getting these done. Aside from getting and storing all the food we can manage this is priority number 1.

2. That being said we have a whole troll here, and we'd be damn fools to not make use of it. I want this thing butchered, cured, and smoked. Keep the bones, we can use them for something else, maybe even a nice marrow stew…

3. After that its time to personally see to the larders being filled. With a modest guard left on the homestead take some good shots with me and scout out the terrain while doing some modest hunting as well.

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71a0cb No.45698

YouTube embed. Click thumbnail to play.
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87fc97 No.45699

>>45698

>>45697

>Favourite Food: Troll shanks that are braised with fresh herbs and red wine with a side of roasted potatoes that are all covered in gravy. (especially if the troll is still alive and regrowing new servings to eat)

If you want good relations between us you know what you must do.

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80103f No.45700

File: 3d8268f5d8f95b9⋯.jpg (29.13 KB,432x324,4:3,11.jpg)

Dice rollRolled 14, 31, 45 = 90 (3d100)

Settlements:

Bo's Bluff

Infrastructure:

+Palisade

+Labour Mill

+2 Staple Farms

Happiness: Content

Population: 301 +0.01 per season, rounded down

+2 Master Chefs

Wealth: 0

Army:

Resources:

Spice Crop

Exotic Crop

Artisans:

Priest of Ulf

Settle on the Hill

1. Its Autumn! Perfect time to gather the Harvest.

Use our new mill to get Potato Flour, and then bake it into Hard Tack. Not the most palatable, but stores throughout the winter and then some. An excellent trade food too for sailors and soldiers on long journey.

2. While it is still Autumn, start gathering wood for the winter. Take some from the nearby grove or the orc village.

3. Use some of that wood to build a docks too, for trade along the river.

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4cf25b No.45701

>>45693

Pop: 207*

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80103f No.45702

>>45700

Population: 302

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cf17cd No.45709

Dice rollRolled 11, 23, 71 = 105 (3d100)

>>45672

Name: Angus Briarmead

Age: 47

History: Prior to the Light War Angus was an unassuming Hunter and Member of Kirkbride militia. He ate well, drank well and hunted game so he could keep eating and drinking well, after all everyone loves so venison in a stew or some Wild boar steak. He supplemented his income with the rare plants he would find in the woods.

Then the war came. He joined, not because of any enlightened reason, but because the Nameless King's forces hit Kirkbride while he was hunting, and by the time he returned most of his jolly neighbors were dead. So he left to go to war, as a scout, archer and skirmisher. He and his few fellow hunting halflings brought havoc on the supply lines and rear guard of the Nameless king's forces. After all Halfings were barely considered a threat, and their small size allowed them to sneak through pickets and traps designed for much larger people.

He came through the war with distinction, his bow, Whisperwind, was made from the bow of a fae with particularly large horns, and it's subtle song was the death knell of a many darkling. However, returning to the burnt out husk of his home was well beyond his ability to bear. So he entered the lottery, and happily, won it.

Favourite Food: Rosemary Chicken

Bonus: [Master of the Hunt] Yor years at war and with the 11th Ranger Support unit has made you a skilled huntsman and fighter giving a +15 to both. You also have an easier time recruiting Light Veterans.

Settlements: Briarton

Happiness: Happy

Population: 346 +0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

Resources:

Chicken Flock

Pig Herd

Hunting Hounds

+Wild Rabbits

Artisans:

20 Carpenters

Infrastructure :

+Meadhall

+Granaries

+Rustic Housing

1/3 Lumber camp

2/3 Pig Barn

1.We're making good progress on that pig barn. Good fall is coming and pigs are kinda important, and a lot more expensive than chickens. Get the barns done too sweet. If y'all got the time after get the chickens cooped too. Hounds can sleep in the houses if it gets too cold, they're warm and loyal animals. 2/3

+20 Carpenters

2. Next item on the list. Defenses. We're a frontier town and orcs live across the river, not counting the shit that's lurking in my woods. It's fall and winter approaches. We need a palisade and watch tower to surround Briarton. Make this place as defensible as possible so that the servants of the Dark won't even look at us, but other targets.

+20 Carpenters

3. Table the Lumber Camp for alter, we cannot afford to lose settlers yet and the woods are too wild for us to make use of them at Fall. Start working on a militia. Everyone of our men should know roughly how to fight with wooden spears and bows in case of something wicked crawling out into the open and threatening our home.

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c176a1 No.45711

Dice rollRolled 91, 21, 4 = 116 (3d100)

>>45684

1. Try to recruit more settlers back from the old country.

2-3. Try to get cows to fugg to make more cows.

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312d67 No.45794

Dice rollRolled 5 (1d7)

rolling orc demon sin for cw

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13eeb1 No.46149

File: e4e9b9285428502⋯.jpg (8.98 KB,272x185,272:185,images.jpg)

>>45675

The Town Hall is completed in record time, you now have to place to store records, hold meetings and overall organize your settlement!

+Town Hall

It seems with the new town hall for organization and rebranding the militia program as a neighbourhood watch has lead to some proper progress!

Militia Training 6/8

The centre of the town is cleared and stalls are under construction

2/4 Market Square

>>45676

Work begins on setting up farms on the fertile river delta

2/3 Staple Farm

Pickleturn instructions on how to build the brewery are very specific so the construction is slow.

1/3 Brewery

Up the river from you maybe one or two days away your scouts find the ruins of an old manor of unknown make, the thing seems to have massive gardens that look like they were trimmed yesterday but there is not a single soul in sight. The manor itself is made from this queer odd white wood that smell faintly of roses

+Queer Manor

>>45678

The mine suffers a collapse killing 5 miners and resetting progress

-5 miners

0/3 Galena mine

A new staple food farm is made in the dark rich soil of the forest.

+Staple Farm

The veterans delve deeper into the forest seeking things that go bump in the night, they return after several days with the corpse of a manticore. They speak of how the further you go into the forest the more it seems that the very trees move and the things that should not be follow.

3/8 Dark Forest Training

+Manticore Venom

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13eeb1 No.46150

File: 08bde0dad361faf⋯.jpg (116.72 KB,424x600,53:75,fec334a3e0ff516c1b5746a9a4….jpg)

>>45680

A few of the best shots are brought together armed and made into a rudimentary force of crossbowmen, there are few of them but they know how to work together well and can shoot an apple of an orcs head at twenty paces!

+10 Crossbowmen

The stone is good and the men inspired by the need for some proper defenses!

+Quarry

The men begin to work on the simpler parts of the forge allowing you upgrade it later into your grand vision

1/3 Forge

>>45681

With proper regents and a good deal of time the Priests manage to consecrate the first floor of the Cathedral were most people dwell and is the only way in.

+Consecrated Grounds

The work on the Herbalist workshop is slow as the area is found to be rather barren as far as herbs go

2/4 Herbalist Workshop

Luckily enough after scouring the Cathedral grounds Zalos is able to confirm there is only one way in and out of the Labyrinth.

>>45682

While there is nowhere for you to really hire a carpenter at the time it seems one man has begun having dreams of sawing planks, binding joints and building all sorts of things. It seems everything he makes is rather oddly shaped as if made for a people with considerably different taste than Halflings.

+1 Queer Carpenter

As for making a decent sized fishing ship no one really has any experience with this, many fish using smaller ships but you would need a proper shipwright to do this.

The upgraded housing is complete, everyone is warm and cozy within their new dwellings as the first chill of winter starts to roll in.

+Quaint Housing

>>45693

Work on the quarry is swift with the golem showing you an area previously exploited

3/4 Quarry

The Herbalist Workshop is destroyed by a freak lightning strike during a rather large storm, some describe some cackling heard during the storm but most brush that off as crazy talk.

You begin to study hurly seeing if you can understand the amazing magic that makes him tick, however it seems without cracking him open it will take a whole lot of studying

1/25 Simple Golemancy

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13eeb1 No.46151

File: 921e2dd8513e5ce⋯.jpg (140.69 KB,1191x670,1191:670,viking_village_by_g_freema….jpg)

>>45700

>>45697

Pressure is put onto the workers to get proper dwellings but they are still not complete as the first snows of winter begin to fall

2/3 Rustic Housing

While many doubt the plan to cook and eat a sick troll they dutifully follow their leaders command with near the whole town joining in the feast. Luckily it seems there are no ill effects and the whole town enjoys the wonderful feast!

+[Troll Rot] The halflings of your town have all been infected with troll rot! While being incredibly lethal to trolls it has no real effects on Halflings! This causes Trolls to avoid your village like the plague unless incredibly desperate or under control of some other creature, even then they will have an innate fear of your people giving them +10 to Combat with Trolls.

Some rudimentary are set up around your lands allowing easy hunting around the hills and fields

1/3 Hunting Posts

>>45700

The start of a bakery is made to properly turn your potatoes into a veritable plethora of things…like lame old hard tack.

1/3 Bakery

The start of a woodpile is made to keep you with a good supply of firewood at all times!

2/3 Woodpile

A start of a simple dock is under construction nearing completion as the river begins to freeze.

2/3 Docks

>>45709

The Carpenters are barely able to finish the Pig Barns before the winter chill sets in, most people are very happy to welcome the warm hounds into their homes

+Pig Barns

Slow progress is made on the palisade as a early chill freezes the ground making it a slow labour intensive process.

1/4 Palisade

Gathering the men several times a month to practice is simple with men eager to protect their families in this new land.

3/8 Militia Training

>>45684

Settlements:

Infrastructure:

Happiness: Content

Population: 320 +0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

Resources:

Cow Herds

Pony Herd

Artisans:

You arrive at your new home late in the day most of it being verdant plains with a large lake which dominants a large portion of it. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.

>On the edge of the lake were the gentle water laps on the shores, a relaxing place to settle with rich earth and plenty of fish

>On the central island which is overgrown with dense greenery far beyond that which is normal

>In the rolling hills and plains the perfect place to raise herds of any kind

—–

It is now winter, storm blankets the area and the river has frozen over.

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13eeb1 No.46152

File: 8a41fabab48a938⋯.jpg (146.45 KB,1024x508,256:127,_138_swamp_goblin_by_devia….jpg)

Dice rollRolled 10, 46, 86, 36 = 178 (4d100)

>>45691

Sloth Demon: -10

[Slumbering for the Winter]

Lake Goblin Tribe: +5

[Ice Fishing and Starvation Avoidance]

Swamp Goblin Tribe: +12

[Crocodile Hunting and Dancing]

Horned Raiders: -20

[Storms, Sacrifices and Salt]

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71a0cb No.46155

File: 261665ebf5fae41⋯.webm (3.03 MB,640x360,16:9,winter gondola.webm)

Dice rollRolled 3, 90, 84 = 177 (3d100)

Name: Gregor Thumblefoot

Age: 32

History: When the great war came, Gregor had more motivation then most to fight. His village, on the outskirts of the dark lands, was one of the first to truly fall when the Nameless King started his bloody march. His entire clan was slaughtered to a man, aside from Gregor, gregor who hid in the trunk of a tree, Gregor who saw all he knew and loved turned to ash and gore.

He would never run again, he would never hide again. Instead Gregor became a crusader, and picking up the sword of the manling who made him home in the village, who valiantly stood against the orcish tide as it swept over the village, but died like the rest. Casting aside his former name and adopting the name of the man, Gregor, he became an entirely new person. He saw the Nameless King's minions slaughter his family and friends, and he would find the monsters responsible and forgive them. He would forgive the shit out of them. With the sword of friendship he accepted the warband's leader's apology at the field of skulls. But mercy begets mercy, and soon the flames of empathy burned bright across the darklands, now scorched of all remnants of darkness. He would build a novelty castle among the ruins as one of the lucky winners of the lottery, and though the irony may be lost on some, he reign of blood would commence. After all, blood is good, you need blood to live…

Favourite Food: Fried Orc Dumplings

Settlements:

+ [Darrenfold]

In the rocky area of which fertile plains meet the rocky wastes, the perfect area for raising goats however it is rather exposed.

Infrastructure:

+ Sheepfold

+ Forge

Happiness: Content

Population: 155+0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

10 Halfling Landsknecht

Resources:

Goat Herd

Artisans:

20 Miners

2 Smiths

Bonus:

+ [Pint-sized Warlord] You are unlike most of your kin revel in close quarters combat shedding the blood of your enemies and butchering those who stand in your way giving you a general +20 to combat. You also have an easier time recruiting Light Veterans.

+[Troll Rot] The halflings of your town have all been infected with troll rot! While being incredibly lethal to trolls it has no real effects on Halflings! This causes Trolls to avoid your village like the plague unless incredibly desperate or under control of some other creature, even then they will have an innate fear of your people giving them +10 to Combat with Trolls.

>Projects

2/3 Rustic Housing

1/3 Hunting posts

1. We shall first prioritize on finishing the housing projects.

2. And after that the construction of the hunting posts shall be continued as well, a means to supplement our stores of food in winter and summer, and perhaps as early warning posts of trouble or invasions

3. Finally, though the ground may be to hard to till, it would be prudent of use to prepare some farms from spring's arrival, so that we may sow by summer and reap in autumn.

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4587d1 No.46156

Dice rollRolled 34, 17, 45 = 96 (3d100)

Name: Scrimmy Bingus

Age: 30

History: Scrimmy Bingus was once a simple lad, a bit smarter than the rest of his kin but didn't really aspire to be much. He was conscripted to fight in the Dog Cavalry, learning spear (for dealing with bigger people) and bow. He was pretty good, enough to stay alive at least, and gained the respect of several of his peers, who were made honorary Binguses. Once the war ended he dropped his spear and picked up a hammer and shovel, digging all kinds of hobbit burrows and building all kinds of houses and buildings, making a name in the construction field as well. Then, he lucked out and won the lottery! And boy, did he strike it big! He decided to bring the whole family along, with some old war buddies and such too (The Bingus family is a MASSIVE family). Here they would build the great thriving city of Bingusburg, taking advantage of the pristine and bountiful terrain to provide honest industry and commerce for those who live there.

Favorite Food: Good ol' mushroom stew

Settlements: Bingusburg

Infrastructure: Rustic Housing, Staple Farm, Town Hall

Happiness: Content

Population: 1122 +0.01 per season, rounded down

Wealth: 0

Army:

10 Light War Veterans

Resources:

Artisans:

10 Carpenters

2 Stonemasons

1. Great, the market square is going along swimmingly. We'll be the greatest trade hub in the region before long! (Progress: 2/4)

2. Now that we've planted roots we should scout out our territory again, the Perfect Plains are quite big and there are probably things we missed here and there.

3. We're almost done with the neighborhood watch program as well, soon we'll be in fighting shape against whatever might come our way! (Progress: 6/8)

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13eeb1 No.46159

>>45681

Change [Consecrated Grounds] to [Church]

Set Happiness to Content

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cf17cd No.46160

Dice rollRolled 16, 62, 35 = 113 (3d100)

>>46151

Name: Angus Briarmead

Age: 47

History: Prior to the Light War Angus was an unassuming Hunter and Member of Kirkbride militia. He ate well, drank well and hunted game so he could keep eating and drinking well, after all everyone loves so venison in a stew or some Wild boar steak. He supplemented his income with the rare plants he would find in the woods.

Then the war came. He joined, not because of any enlightened reason, but because the Nameless King's forces hit Kirkbride while he was hunting, and by the time he returned most of his jolly neighbors were dead. So he left to go to war, as a scout, archer and skirmisher. He and his few fellow hunting halflings brought havoc on the supply lines and rear guard of the Nameless king's forces. After all Halfings were barely considered a threat, and their small size allowed them to sneak through pickets and traps designed for much larger people.

He came through the war with distinction, his bow, Whisperwind, was made from the bow of a fae with particularly large horns, and it's subtle song was the death knell of a many darkling. However, returning to the burnt out husk of his home was well beyond his ability to bear. So he entered the lottery, and happily, won it.

Favourite Food: Rosemary Chicken

Bonus: [Master of the Hunt] Yor years at war and with the 11th Ranger Support unit has made you a skilled huntsman and fighter giving a +15 to both. You also have an easier time recruiting Light Veterans.

Settlements: Briarton

Happiness: Happy

Population: 349 +0.01 per season, rounded down

Wealth: 0

Army:

20 Light War Veterans

3/8 Militia Training

Resources:

Chicken Flock

Pig Herd

Hunting Hounds

+Wild Rabbits

Artisans:

20 Carpenters

Infrastructure :

+Meadhall

+Granaries

+Rustic Housing

+Pig Barn

1/3 Lumber camp

1/4 Palisade

1. Alright with Winter here we're not going to be doing much in the way of building. That palisade is not going to be finished any time soon sadly. That said we still need to be able to defend our homes. I now winter is cold and wet and not comfortable, but we still need to keep training for the Militia. Just in case. 3/8.

2. Now the other thing we can do to help stay safe, is to patrol the outskirts of our home with the hounds, make sure nothing greebly is stalking us in the snow.

+20 Light war veterans

+Hunting hounds

+Master of the Hunt

3. Finally, to keep everything from being dour and grim we can throw a small Yule tide party in the hall. If the scouts/hunters get lucky we can use that, otherwise we can slaughter some pigs and chickens for a good meal with good company!

+Meadhall

+Pig herd

+Chicken flock

+Wild Rabbits

+Hunting hounds

+Master of the Hunt

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87fc97 No.46161

Dice rollRolled 34, 2, 83 = 119 (3d100)

>>46152

Name: Anders Bristlehorn

Age: 30

History: Anders was a ranger that served throughout the entire War of Light. Knowing that he must serve for the greater good he left his small and immaculate homestead in order to fight against the forces of darkness. While his small size made him a poor front-line combatant, with his knowledge of herbs and traps he was able to sabotage and confound the enemy to great effect. Whenever he was in an allied camp he always spent the majority of his time helping the doctors with the wounded. It was a great relief when the war finally ended and Anders was quite content to return to his relatively isolated home in the forest, but to his amazement he had actually won the lottery! Now he realizes his duty is still not over and that he must help guide his people to a new era of prosperity.

Favourite Food: Troll shanks that are braised with fresh herbs and red wine with a side of roasted potatoes that are all covered in gravy. (especially if the troll is still alive and regrowing new servings to eat)

Bonus: [Veteran Ranger] You are a veteran of the War of Light having served with the 11th Ranger Support Unit learning the arts of stealth, tracking, herbalism and trapping gaining you a +5 to each. You also have an easier time recruiting Light Veterans and a +10 to combat.

Settlements: Lux Victoria

Infrastructure: Protection Wards (Outer Ring), ????? Forge, Church

Happiness: Content

Population: 232 (+0.01)

Wealth: 1

Artifacts: Wand of ????

Army:

19 Light War Veterans

Resources:

Artisans:

Priest of Flu (Death/Zalos)

Priest of Ulf (Farming/Solaz)

Priest of Ful (Artisans/Riner)

Priest of Luf (Healing/Renir)

Projects:

2/4 Herbalist Workshop

1. It is imperative that we finish this herbalist workshop so that we may be properly supplied the necessary reagents to counter evil.

Veteran Ranger, Priest of Luf (Healing/Renir), Priest of Ful (Artisans/Riner), Priest of Ulf (Farming/Solaz)

2. With the wards in place and the church established we can now start fully purging this place of evil. All the priests shall methodically go through each floor and consecrate the cathedral in its entirety. Once this is done we can focus our attention solely to the evil that lurks beneath.

Church, Protection Wards, Priest of Flu (Death/Zalos) , Priest of Ulf (Farming/Solaz) , Priest of Ful (Artisans/Riner) , Priest of Luf (Healing/Renir)

3. In order to increase our foodstocks and improve the safety of the village, Anders starts training some of the men how to shoot a bow.

Priest of Flu (Death/Zalos), Veteran Ranger, 19 Light War Veterans

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4cf25b No.46162

Dice rollRolled 69, 12, 42 = 123 (3d100)

>>46150

>>45701

Name: Pf. Hammond Grant

Age: 63

History: During the war; craft, magic and history were warped and perverted to construct unspeakable machines of war. Gentlelings with skill and knowledge were necessary to make and identify gear suitable to the war effort. The more outgoing were put near or on the front lines where magic had to be confronted with magic. That was where you could find Arch-wizard Grant. You couldn't find a hamlet that didn't have some kind of hedge wizard in the bush or alchemist workshop. Now you won't find any. Such is the toll of war.

However! Those that remain in the public can be found in one man's camp. -Professor- Hammond Grant's camp. That charismatic fellow had patented several general use magic items and gathered enough wealth, after taxes, and talent to start a real business. He would shed his gilded arcane robes and don the mantle of archaeologist cum purveyor of art, magic and historical goods. It would be a welcome change of pace from the hubub of halfling vs. giant monster conflict.

With this ticket and his own accumulated wealth he could see where to put his money down and who he would need to hire to get the job done.

Favourite Food: Bean, Cheese and Mushroom Omelette

Bonus: [Welcome to….. Darklands Park] You are a man of knowledge and magic, some might even consider a wizard of sorts, you can cast simple magical spells and a +10 to anything scholarly. You also speak the Black tongue of these lands and can read almost every tongue under the sun.

+1 Apprentice Wizard

Settlements:

+Sentoúki Thisavroú

Infrastructure:

+Protection Wards (Outer Ring)

Happiness: Neutral

Population: 209 0.01 per season, rounded down

Wealth: 3

Army:

Resources: Crimson Moon Herb

Artisans:

Priest of Ful (Artisans) Jeremy Hobbson

Priest of Luf (Healing) Richard Hamm

Priest of Flu (Death) James Mayte

+Smite Evil

Golem Stonemason (Hundly)

(Locked room on upper floor)

3/4 Quarry

1/25 Simple Golemancy

"Crimson Moon Herb? What in One's light does it do James?"

1 Continue Studying Golemancy 1/25 +10 Scholarly and Apprentice. "So Hundly while we study you why don't you tell me the last thing you remember before being buried in a pile of rubble?"

2 Quarry 3/4. Past time we finished this and got ourselves a working quarry to fix this castle. +Golem Stonemason

3 Consecrated Herbalist Workshop. My priests will handle this and if we have to consecrate the ground before it stops being struck down then so be it. Probably for the best anyways. +Jeremy, Richard and James and myself if possible. Scholarly +10?

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900c12 No.46163

Dice rollRolled 61, 24, 74 = 159 (3d100)

>>46150

Name:Jorick Yithkaerian

Age:26

History: Once a rogue always a rogue, that's Joricks philosophy, see before winning the right to settle down Jorick was an intrepid member of a Thieves Guild of some renown, Heist after Heist Jorick continuously proved he was a little too good for them and after a horrid argument with the guild master, he proceeded to rob the guilds treasure out from under them disappearing into seemingly thin Air. Now after he's managed to win the lottery and get the right to settle on several different lands he has some ambitions, Jorick is going to train and raise up the next generation of master thieves and form his own guild.

Favourite Food:Roast pheasant in oyster sauce

Bonus: [Offensive Stereotype] You are a halfling thief, an offensive stereotype the Commonwealth has sought to stamp out for decades but you are damned good at it gaining +10 to robbery actions and +10 to sabotage. You also have access to buying things from the black market IE slave,drugs and other naughty things.

Settlements: Noctis

Infrastructure: Rustic Housing, Forge, Docks, Shrine of Kalodis Quaint housing

Happiness: Content

Population: 252 +0.01 per season, rounded down

Wealth: 0

Army:

30 Guards

Resources: Copper vein

Artisans:

20 Miners

2 Smiths

Queer Carpenter

Action one- Now that winter has come, we can't do much building instead we shall perform just as useful tasks lets scout the surrounding area, perhaps we missed something on our initial look around.

Action 2- Lets see about collecting a large supply of firewood to last us through the winter, should make things more warm for everyone in their houses

action 3- I feel as if now is as good a time as any, I jorick will start to train a handful of the settlers in the ways of the thief and instruct them of what I plan the town to be, lawless anarchic a safe haven for thieves, rogues, fences and prostitutes a blossoming hive of pirates and other criminals.

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c2104d No.46208

Dice rollRolled 37, 72, 65 = 174 (3d100)

>>46149

>Name: Lein Stumpwood

>Age: 36

>History: The stereotype for a halfling is a fat, short, happy-go-lucky individual that is fond of food and pipe weed. The stereotype for a fat individual is Lein. Lein is the third son of a major halfling fisher baron that owned most of the fishing boats along the coast. During the war Lein was exempted due to his father's influence and money, as well as being a walking target. Lein's father never really expected him to do much, not being much of a sailor like he was or his brothers are, and besides some money to live on he wasn't going to get much in the will. However, Lein's talent is in numbers and his ability to read people and with winning the lottery he plans to prove what he can do.

>Favourite Food: Shark fin soup

Settlements: Lein's Landing (Mouth of the river)

Infrastructure: Smokehouse, Docks, Queer Manor

Happiness: Content

Population: 228 +0.01 per season, rounded down

Wealth: 2

Army:

10 Light War Veterans

Resources: 1 Trading sloop,

Artisans:

2 Smiths

20 Fishermen

4 Shipwrights

Bonus: [Lucky Fucker] You have uncanny insight and luck allowing you to reroll one dice per turn taking the best roll and a general +5 to negotiations with a +10 with halflings.

1. Continue work on the staple farm. 2/3

2. Continue setting up the brewery 1/3

3. Talk to the Veterans to see if they know anything about this manor. It looks inhabited or haunted.

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c2104d No.46209

Dice rollRolled 62 (1d100)

>>46208

rerolling action 1

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