13eeb1 No.45401 [Last50 Posts]
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:
____________________________
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312d67 No.45403
>>45402
I bid 1wealth on 7
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.
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13eeb1 No.45404
>>45401
All settlements start with 100 Settlers
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80103f No.45405
Name: 'Baron' Bo
Age: 42
History: During the war, the potato proved to be one of the most if not THE most important crop of the Halfling. Its ability to grow and be planted year round, through winter AND summer, and with a lifespan unmatched by any other tuber caused the growth of this crop to skyrocket. Many farmers began to grow the famous, now infamous, "Bumper Tater" because of its properties to grow the fastests and the fattest.
Unlike those other farmers, Bo refused to switch to this crop. Some say he had a magical dream warn him, or some that he simply had the vision, but he predicted that the reliance on a single type of potato was a "disaster waiting to happen". For years he was scorned, and though as a potato farmer was very well off, did not see the great profits of the others. He chose to instead cultivate many different types of potatos, catering to people in his restaurant and serving a variety of dishes.
Through this act, he ensured his fortune. The Nameless King, seeking to cripple the Commonwealth, devised a horrific plague to devastate the potato industry. All across the land the plague spread, devastating crops, even the priests could barely halt the tide. For every hundred they spared, thousands more were lost.
But Bo's farm survived intact, thanks to his proliferation of different strains of potatos. It seems the Dark Lord's plague was aimed only at the main type of potato grown by the Halflings. With his business now the sole remaining survivor, he quickly rose to fill the power vacuum, becoming fantastically wealthy and earning much fame as a result. Now everyone buys Bo's Taters and his rapid and often hostile takeover of bankrupt farmers lands earned him the nickname 'Baron Bo'.
Having won the lottery, Bo has delegated control of his industry to his trusted son, and now intends to create a second branch of the business in the Dark Lands, seeking a great opportunity.
Favourite Food: Fried Chips
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13eeb1 No.45406
>>45401
Now with that of the way we shall begin bidding on plots of land! Everyone starts with 14 wealth to bid on our 17 plots! Don't spend all your money as you will need it later to invest into your settlements. It seems very little surveying has been done on this land so only very vague descriptions are given of each plot.
Plots:
1- River,Ocean
2- River
3- River,Woods
4- River,Orcs
5- Iron
6- Ruined Castle
7- River, Mountains
8- Goblins, Swamp
9- Swamp
10- Gold, Trolls
11- Mountains, Woods
12- Mountains, Caves, Giant Bats
13- Goblins
14- Temple Ruins
15- Plains
16- Ocean
17- Perfect
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80103f No.45408
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13eeb1 No.45409
>>45406
This is the current list of investments, so you can plan out your settlement idea
10 Light War Veterans Cost: 2 Wealth
2 Smiths Cost: 4 Wealth
20 Miners Cost: 3 Wealth
100 Settlers Cost: 1 Wealth
Priest of Ulf (Farming) Cost: 3 Wealth
Priest of Ful (Artisans) Cost: 3 Wealth
Priest of Luf (Healing) Cost: 3 Wealth
Priest of Flu (Death) Cost: 3 Wealth
Goat Herd Cost: 2 Wealth
Pony Herd Cost: 3 Wealth
Pygmy Griffin Herd Cost: 8 Wealth
Spice Crop Cost: 5 Wealth
Exotic Crop Cost: 5 Wealth
10 Guard Cost: 1 Wealth
Pig Herd Cost: 2 Wealth
Cow Herd Cost: 4 Wealth
Chicken Flock Cost: 2 Wealth
Hunting Hounds Cost: 3 Wealth
Militia Training: 4 Wealth
Request GM for more
>>45406
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87fc97 No.45410
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87fc97 No.45411
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)
Priest of Ulf (Farming) Cost: 3 Wealth
Priest of Ful (Artisans) Cost: 3 Wealth
Priest of Luf (Healing) Cost: 3 Wealth
Priest of Flu (Death) Cost: 3 Wealth
10 Guard Cost: 1 Wealth
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c2104d No.45412
>>45401
>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
1 Wealth on 16
1 Wealth for 100 Settlers
4 Wealth for 2 Smiths
2 Wealth for 10 Light War Veterans
2 Wealth for ? Fishermen
4 Wealth for ? Shipwrights
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312d67 No.45413
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.
2 smiths: 4
20 miners: 3
Goat herd: 2
x2 100 settlers: 2
10 stonemasons: 2
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71a0cb No.45414
>>45401
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
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71a0cb No.45415
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71a0cb No.45416
>>45414
20 Light War Veterans Cost: 4 Wealth
2 Smiths Cost: 4 Wealth
20 Miners Cost: 3 Wealth
Goat Herd Cost: 2 Wealth
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c2104d No.45419
>>45412
>>45406
Change 1 Wealth bid from plot 16 to plot 1
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9ab44c No.45425
Name: Torbin "Twitchy" Baile
Age: 21
History: Oh gods, I can still remember their screams. It was during the war, me and the rest of my group were tracking orcs through the forest. When we found them, or what was left of them, it was already too late. Half of my buddies were cut down in the first attack, and eventually I was the only one left. I swore that I would gather any who would follow to keep those, those things, in the woods and not the wider colony.
Favorite Food: Dried jerky
————————————————————- 1 wealth on Mountains, Woods
20 Light war Vets- 4
2 Smiths- 4
20 Miners- 3
Chicken Flock-2
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9ab44c No.45427
>>45426
Um, the orcs were dead already. Some innawoods abomination killed my guys. Sorry if that wsn't clear.
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13eeb1 No.45429
>>45405
Bonus: [Brown Thumb] You are a master of the potato and nurturing a full variety of the tasty taters. Due to the excellence of your crops you gain double the revenue on staple crop sales and a +15 to constructing new farms.
+2 Wealth
+2 Master Chefs
>>45411
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.
+20 Light War Veterans
>>45412
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.
+2 Wealth
+1 Trading Sloop
>>45413
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.
+2 Wealth
+20 Miners
>>45414
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,
+10 Halfling Landsknecht
>>45425
Bonus: [????slayer] You are fueled by a burning hatred of those filthy ????skins that murdered your unit giving you a +10 in combat and a +20 against ????. You are also extremely paranoid which has lead to you developing a keen danger sense giving you a +10 to scouting. You also have an easier time recruiting Light Veterans.
+Militia Training
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87fc97 No.45430
>>45429
>>45411
switch guards for pigs so that we have everything holy to halflings.
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312d67 No.45431
>>45429
>>45413
Removing bought miners and adding
1engineer:5wealth
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4587d1 No.45437
>>45401
Reserving a spot because I have questions before I post and probably won't run into CW today, also bidding 2 of my wealth on 17
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80103f No.45440
Name: 'Baron' Bo
Age: 42
History: During the war, the potato proved to be one of the most if not THE most important crop of the Halfling. Its ability to grow and be planted year round, through winter AND summer, and with a lifespan unmatched by any other tuber caused the growth of this crop to skyrocket. Many farmers began to grow the famous, now infamous, "Bumper Tater" because of its properties to grow the fastests and the fattest.
Unlike those other farmers, Bo refused to switch to this crop. Some say he had a magical dream warn him, or some that he simply had the vision, but he predicted that the reliance on a single type of potato was a "disaster waiting to happen". For years he was scorned, and though as a potato farmer was very well off, did not see the great profits of the others. He chose to instead cultivate many different types of potatos, catering to people in his restaurant and serving a variety of dishes.
Through this act, he ensured his fortune. The Nameless King, seeking to cripple the Commonwealth, devised a horrific plague to devastate the potato industry. All across the land the plague spread, devastating crops, even the priests could barely halt the tide. For every hundred they spared, thousands more were lost.
But Bo's farm survived intact, thanks to his proliferation of different strains of potatos. It seems the Dark Lord's plague was aimed only at the main type of potato grown by the Halflings. With his business now the sole remaining survivor, he quickly rose to fill the power vacuum, becoming fantastically wealthy and earning much fame as a result. Now everyone buys Bo's Taters and his rapid and often hostile takeover of bankrupt farmers lands earned him the nickname 'Baron Bo'.
Having won the lottery, Bo has delegated control of his industry to his trusted son, and now intends to create a second branch of the business in the Dark Lands, seeking a great opportunity.
Favourite Food: Fried Chips
Bonus: [Brown Thumb] You are a master of the potato and nurturing a full variety of the tasty taters. Due to the excellence of your crops you gain double the revenue on staple crop sales and a +15 to constructing new farms.
+2 Wealth
+2 Master Chefs
Wealth (16):
1 - Bid on River
2 - 200 Settlers
4 - Milita Training
4 - Cow Herd
2 - Chicken Flock
3 - Priest of Luf
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4587d1 No.45441
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.
Favourite Food: Good ol' mushroom stew
Stuff:
1 wealth bid on 17 (1)
10 Carpenters (2)
10 Stonemasons (2)
10 Light War Veterans (2)
700 Settlers (7)
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4cf25b No.45442
>>45401
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
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4cf25b No.45443
>>45442
14 Wealth
————-
1 on Ruined Castle Bid
2 Temple Ruins Bid
3 on 1 Priest of Ful (Artisans)
3 on 1 Priest of Luf (Healing)
3 on 1 Priest of Flu (Death)
1 on 10 Guard
13 invested
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4cf25b No.45444
>>45443
I retract my bid on the Temple Ruins after making suitable arrangements with my colleague Anders Bristlehorn. Henceforth "All magic items that come from the plot of land known as Temple Ruins if they were made before Anders Bristlehorn's arrival shall first be offered to Pf. Hammond Grant at the appropriate market value if it is put to sale."
>>45411
"Please sign at the bottom Mr. Bristlehorn."
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87fc97 No.45445
>>45444
I sign the contract.
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4cf25b No.45448
>>45443
I change that 1 wealth for the guards and my now free 3 wealth into Militia Training Cornwallis.
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cf17cd No.45449
>>45401
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
Bid 1 Wealth on Plot 3
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900c12 No.45455
>>45401
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
I start out by investing 3 wealth on plot 6
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4cf25b No.45456
>>45455
Open to reconsidering your bid?
Otherwise I raise my bid to 4 gold
ill take it out of the militia fund corn.
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900c12 No.45457
>>45456
Agreed good-sir, I resend my bid of 3 wealth on plot 6 to 3 wealth on plot 16
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4cf25b No.45458
>>45457
Good day then sir.
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13eeb1 No.45461
>>45441
Bonus: [One Big Happy Family] You have brought your entire family with you to settle the new lands, because everyone is your relative in some way or another it is rare for your happiness to drop and it is easier to raise it. You also have an easier time recruiting Light Veterans and a +10 to combat.
+1 Wealth
+200 Settlers
>>45442
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
>>45449
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.
+20 Light Veterans
>>45455
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.
+3 Wealth
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cf17cd No.45463
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.
+20 Light Veterans
Bid 1 wealth on Plot 3
Chicken Flock :2
Pig Herd :2
Hunting hounds :3
20 Carpenters (4)
200 Settlers 2
Total spent 14 wealth
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13eeb1 No.45464
>>45405
Baron Bo- Plot 1 for 1 Wealth
>>45411
Anders Bristlehorn- Plot 14 for 1 Wealth
>>45412
Lein Stumpwood- Plot 1 for 1 Wealth
>>45413
Haakon of Irondeep- Plot 7 for 1 Wealth
>>45414
Gregor Thumblefoot- Plot 10 for 1 Wealth
>>45425
Torbin "Twitchy" Baile- Plot 11 for 1 Wealth
>>45441
Scrimmy Bingus- Plot 17 for 2 Wealth
>>45442
Pf. Hammond Grant- Plot 6 for 4 Wealth
>>45449
Angus Briarmead- Plot 3 for 1 Wealth
>>45455
Jorick Yithkaerian- Plot 16 for 3 Wealth
Please subtract your spent wealth and like your investment lists to this post
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312d67 No.45465
>>45464
2 smiths: 4
20 miners: Free
Goat herd: 2
x2 100 settlers: 2
10 stonemasons: 2
1 Engineer: 5
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71a0cb No.45466
1 Wealth on Plot 10
20 Light War Veterans Cost: 4 Wealth
2 Smiths Cost: 4 Wealth
20 Miners Cost: 3 Wealth
Goat Herd Cost: 2 Wealth
0/14 Starting Wealth left over
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900c12 No.45467
>>45464
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.
[Wealth] 14
[investments]
2 smiths [4 wealth]
20 miners [3 wealth]
100 settlers [1 wealth]
Five drug dealers [Free]
Five fences [Free]
30 Guard [3 wealth]
Total cost [11 wealth]
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80103f No.45468
>>45464
3 - Priest of Ulf
5 Spice Crop
5 Exotic Crop
2 - Settlers 200
>>45464
Actually it should be Plot 2 for 1 Wealth
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c2104d No.45469
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87fc97 No.45472
>>45464
Priest of Ulf (Farming) Cost: 3 Wealth
Priest of Ful (Artisans) Cost: 3 Wealth
Priest of Luf (Healing) Cost: 3 Wealth
Priest of Flu (Death) Cost: 3 Wealth
100 Settlers Cost: 1 Wealth
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4cf25b No.45473
>>45464
Priest of Ful (Artisans) Cost: 3 Wealth
Priest of Luf (Healing) Cost: 3 Wealth
Priest of Flu (Death) Cost: 3 Wealth
100 Settlers Cost: 1 Wealth
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4587d1 No.45485
>>45464
14 + 1 wealth
1 wealth bid on 17 (1)
10 Carpenters (2)
10 Stonemasons (2)
10 Light War Veterans (2)
800 Settlers (8) (+200 from bonus = 1000)
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9ab44c No.45486
1 wealth on Mountains, Woods
20 Light war Vets- 4
2 Smiths- 4
20 Miners- 3
Chicken Flock-2
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cf17cd No.45492
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13eeb1 No.45496
>>45465
Settlements:
Infrastructure:
Happiness: Content
Population: 333 x 0.01 per season, round down
Wealth: 0
Army:
Resources:
Goat Herd
Artisans:
2 Smiths
20 Miners
10 Stonemasons
1 Engineer
You arrive after a month long travel to the lands described by your plot document, you stand by the verdant river and stare at the colossal peaks which reach into the sky like fangs of some great beast. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>In the low fertile hills by the river source a fertile and comfortable area however a rather long walk to the mounts and any mine you make there.
>In a small valley in the mountains protected by the mountains with a lush stream running through it however it lacks the resources to support a large population with imports.
>In the wooded foothills of the southern side of the river, perfect for goats and it is apparently abundant with game and timber, the scouts do also mention strange shadows and shapes moving in the woods.
>>45466
Settlements:
Infrastructure:
Happiness: Content
Population: 152 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
10 Halfling Landsknecht
Resources:
Goat Herd
Artisans:
20 Miners
2 Smiths
You arrive with your men after a long and perilous journey to your new home, it seems your lands covers a small amount of fertile plains before reaching into a vast amount of rocky hills full of sparse game, treacherous footing and foreboding caves. 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 central hill which the gold mine is located on, however the scouts mention that it seems the area is used as a troll mating ground during the winter (it is currently spring).
>In the rocky area of which fertile plains meet the rocky wastes, the perfect area for raising goats however it is rather exposed.
>In an old cave system, apparently once used by goblins some infrastructure already exists and it is easy to defend, however your people don’t much like this idea and it will decrease happiness.
>>45467
Settlements:
Infrastructure:
Happiness: Content
Population: 252 +0.01 per season, rounded down
Wealth: 0
Army:
30 Guards
Resources:
Artisans:
20 Miners
2 Smiths
Salt air blows through your hair as you survey your new land which stretches along the coast stopping short before the river but also giving you claim on a large portion of waters and a large cove teeming with fish. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>By a feystone on the coast, feystone are ancient artifacts of the fey blessing those who live by them with unnatural luck and prosperity however the current frowns upon their use and no priests will settle in your lands.
>In a large cove teeming with fish and other sea life the perfect place for a port but lacking in any real natural defense.
>In a small cove completely hidden from view and protected by steep cliffs but lacking in resources to support a large population.
>>45468
Settlements:
Infrastructure:
Happiness: Content
Population: 301 +0.01 per season, rounded down
Wealth: 0
Army:
Resources:
Spice Crop
Exotic Crop
Artisans:
Priest of Ulf
You arrive with a smile on the verdant river with slices through the land small pockets of trees and streams dot the landscape of lush river banks. By your plot writ you control both sides of the central river, truly the perfect land for agricultural exploitation! You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>By a small tributary river with a copse of trees which will not last long but give you a good start for buildings.
>In an abandoned orc village giving you a palliside and some basic protection
>On a largish hill while a bit further away from the river, it will allow ample protection and room to expand in the future.
>>45468
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13eeb1 No.45497
>>45469
Settlements:
Infrastructure:
Happiness: Content
Population: 226 +0.01 per season, rounded down
Wealth: 0
Army:
10 Light War Veterans
Resources:
Artisans:
2 Smiths
20 Fishermen
4 Shipwrights
You land with your boats on where the river meets the ocean a slight breeze running through your hair and the warm sun beating down on your face, it was here you would stake your claim and prove your family wrong. Your writ tells that you control one side of the river and then crossing to the otherside, very odd but halfling surveyors are notoriously incompetent. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>At the mouth of the river giving you access to both and the perfect place to set up a port.
>Near the middle of your lands allowing good access to all of it and more fertile land over the rather spares coastal area
>On the north side of the river there is a large amounts of rock in a circle formation, an odd place to settle but your scout thinks it may be lucky
>>45472
Settlements:
Infrastructure:
Happiness: Content
Population: 204 +0.01 per season, rounded down
Wealth: 0
Army:
Resources:
Artisans:
Priest of Ulf (Farming)
Priest of Ful (Artisans)
Priest of Luf (Healing)
Priest of Flu (Death)
You rest upon a small hill which allows you to overlook what is now your domain, in the distance a ruined black cathedral sticks out like a sore thumb from the plains. Your domain is small but you will bring the light of the Four who are One to this place and cleanse it of evil. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>In the ruined cathedral itself, the scouts report that the top levels are okay to live in but they found passages that go deep into the ground and heard strange whispers coming from the walls.
>As far from the Cathedral as possible, one scout thinks it is the best plan and has picked out nice area with a small forest and abundant game
>On this small hill, not a bad spot the height is a good lookout and gives some defense, you can see some small trees in a distance and a couple ponds nearby.
>>45473
Settlements:
Infrastructure:
Happiness: Content
Population: 203 +0.01 per season, rounded down
Wealth: 0
Army:
Resources:
Artisans:
Priest of Ful (Artisans)
Priest of Luf (Healing)
Priest of Flu (Death)
You arrive at your new home late in the day most of it being verdant plains but in the distance you and see the ruins of a black fortress standing before a dark foreboding wood, you can almost feel the malice and magic rolling off 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.
>In the castle itself, you will be sheltered from the elements and have some defense but most people are wary of it so doing so will lower your happiness.
>On the edge of the forest, it is a dense wood full of game and lumber but the scouts speak of dark shapes which move in the trees.
>In the fertile plains, away from anything part that is gonna eat you…
>>45485
Settlements:
Infrastructure:
Happiness: Content
Population: 1122 +0.01 per season, rounded down
Wealth: 0
Army:
10 Light War Veterans
Resources:
Artisans:
10 Carpenters
2 Stonemasons
You arrive with your massive entourage to a land of rolling plains dotted with small copses of trees, ponds and streams. It is truly a perfect land to settle, as far as you can tell there are no real threats around, you do notice a lack of stone though. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>By a small pond which a big fish was seen swimming around
>By a rock which looks like a penis
>By a large tree from which a orc skeleton hangs
>>45486
Settlements:
Infrastructure:
Happiness: Content
Population: 142 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Chicken Flock
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.
>In the dense forest, thick with game and timber but full of things which go bump in the night and watch from the shadows with hungry eyes.
>In a small mountain valley, protected from prying eyes and armies by massive cliffs however it cannot support too many people
>On the plains, fertile land and some game. Very open, easy for people to watch what you do.
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13eeb1 No.45498
>>45492
Settlements:
Infrastructure:
Happiness: Content
Population: 340 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Chicken Flock
Pig Herd
Hunting Hounds
Artisans:
20 Carpenters
You arrive in your new home after a long trek, part of this verdant river valley is now yours along with a good portion of the dense woods. You can’t wait to get hunting game in there and feeling the deep earth. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>By the riverside, the perfect spot for farming, fishing and raising your variety of animals. While not the most protected of areas things are unlikely to sneak up on you.
>In the dense woods which are adubant of timber and game, it is your natural habitat but the scouts speak of dark shadows seen in the woods.
>On the edge of the woods by the river, the best of both worlds with the disadvantages of both!
—–
Please choose your location, name your town and then get started! The dice are 3d100 and you start with a bare shanty town! Build whatever you think you need!
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13eeb1 No.45499
>>45498
Oh and if I missed anything on your sheet just add it!
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87fc97 No.45500
| Rolled 95, 20, 28 = 143 (3d100) |
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)
Settlements:
Infrastructure:
Happiness: Content
Population: 226 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Artisans:
Priest of Ulf (Farming)
Priest of Ful (Artisans)
Priest of Luf (Healing)
Priest of Flu (Death)
F. Settle In the Cathedral
1. Have the priests start warding the place from evil
2. Have the Priest of Flu along with the veterans scout out the Cathedral
3. Have the priest of Ful guide the settlers on how to rebuild the cathedral so that we may properly venerate the Four who are One. (stonemasons)
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87fc97 No.45502
>>45500
The town name shall be Lux Victoria
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71a0cb No.45505
| Rolled 23, 26, 52 = 101 (3d100) |
>>45496
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:
Happiness: Content
Population: 152 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
10 Halfling Landsknecht
Resources:
Goat Herd
Artisans:
20 Miners
2 Smiths
1. First thing first people, we can be expected to last through a cold mountainous winter with mere hovels! We'll need stone, lots of it, for house and for walls! Miners, You'll have plenty of stone to get from those there hills, and myself and some guards to ensure you get it alright!
2. In the meantime, we'll need a sheepfold to keep the herd safe in storms or at night. With whatever sparse wood we can find here, being the construction of such a thing close to the town.
3. And what good are smiths without a forge! We've got the tools, I paid for them to drag their hairy feet out here, so we need to build them a damnable forge so they can get to work! There's lord knows what kinds of monsters in those hills, and stone does not wear easy upon the pick.
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4cf25b No.45507
| Rolled 95, 79, 61 = 235 (3d100) |
>>45461
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:
Infrastructure:
Happiness: Content
Population: 203 +0.01 per season, rounded down
Wealth: 0
Army:
Resources:
Artisans:
Priest of Ful (Artisans)
Priest of Luf (Healing)
Priest of Flu (Death)
Settle in the Castle
1 With the priests in tow start warding the castle against evil. With special attention on the sides of the castle facing the woods.
2 Have the Priest of Flu explain to us and the most wise settlers on how to rebuild the castle and set them to guiding the rest of the settlers in reconstruction.
3 Then assemble our party of scouts, priests, wizard and apprentice wizard to scout out the castle.
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4cf25b No.45508
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4cf25b No.45509
>>45507
Settlement: Sentoúki Thisavroú
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80103f No.45510
| Rolled 62, 60, 94 = 216 (3d100) |
Settlements:
Infrastructure:
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. Send a team to investigate the Orc Village. Be wary it may not be entirely abandoned. If cleared by scouting teams, begin scavenging and harvesting the pallisade walls and any building materials to the Hill.
2. Have teams scout out the hill more thoroughly, I do not want to be surprised by a hidden cave network or some other place nasty things could lurk and pop out. If you find nothing, all the better and it will also help us plan defensive positions for the hill settlement to build.
3. Find a place near the hill to plant potatoes, and have the Priest of Ulf oversee it.
[Brown Thumb] +15 to constructing new farms.
Priest of Ulf
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4587d1 No.45511
| Rolled 15, 48, 14 = 77 (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:
Happiness: Content
Population: 1122 +0.01 per season, rounded down
Wealth: 0
Army:
10 Light War Veterans
Resources:
Artisans:
10 Carpenters
2 Stonemasons
Though Pingus Rock and the Dingus Tree are interesting choices, I, Scrimmy Bingus, choose to settle my great town on the shores of Bingus Pond.
1. This shall be the spot where Bingusburg, the largest and fairest city in the Darklands will stand! But first, a big city needs to eat! Let's build lots of farms, with potatoes and carrots and mushrooms galore so that we can get our larders full!
2. Secondly we'll need places to live, a LOT more places to live at that! Let's have the carpenters begin building lots of burrow-homes and above-ground homes for the people to live in.
3. We may be relatively safe in this little corner of the Darklands but these lands are still untamed and recently taken from the clutches of evil, so we should prepare accordingly! Thus I, Scrimmy Bingus, will establish the Bingusburg Neighborhood Watch to help keep our town safe, with the Light War Veterans and myself giving lessons to the able-bodied folk on how to beat the perilous orcs and monsters that once roamed these lands (and probably still do!) as well as anyone thinking the Binguses can be taken advantage of so easily. (Get Militia Training)
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9ab44c No.45513
>>45497
Settlements:
Infrastructure:
Happiness: Content
Population: 142 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Chicken Flock
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.
>In the dense forest, thick with game and timber but full of things which go bump in the night and watch from the shadows with hungry eyes.
We go innawoods, or nowhere at all.
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9ab44c No.45514
>>45513
Turns when I get back from the american educational system.
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312d67 No.45515
>>45464
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: 333 x 0.01 per season, round down
Wealth: 0
Army:
Resources:
Goat Herd
Artisans:
2 Smiths
20 Miners
10 Stonemasons
1 Engineer
1) The most important thing right now is to secure these valleys by creating walls blocking off all passes in here that shall have gates and positions to put ballistaes on. The stonemasons enlist large amounts of settlers who know that that this will be the thing that will allow them to live a life of safe leisure.
+10 stonemasons, +300 settlers, +1 engineer
2) While this goes on the miners spread out to prospect the area and find riches for us to mine. Ironhold shall be a bastion of mining and industry in these new lands!
+20 miners. +15 [Ironblooded]
3) The smiths not having a lot to do at the moment take several apprentices each to teach them the art of smithing. They don't need to be masters but if they can do the simpler parts of the smiths crafting then their output can multiply through delegation and overseeing.
+2 smiths. +15 [Ironblood]
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312d67 No.45516
| Rolled 6, 10, 38 = 54 (3d100) |
>>45515
oh right. dice are good to include
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9ab44c No.45517
| Rolled 44, 5, 23 = 72 (3d100) |
>>45513
Settlements: Forest Settlement (The /k/eep)
Infrastructure:
Happiness: Content
Population: 142 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Chicken Flock
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. Well we're here now, start on clearing trees, we can use the lumber and set up a perimeter.
2. Start on farming, can't fight if you're starving after all.
3. Start a search for usable metals so we can put our smiths to good use.
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169e2b No.45519
| Rolled 79, 47, 9 = 135 (3d100) |
>>45497
>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:
Happiness: Content
Population: 226 +0.01 per season, rounded down
Wealth: 0
Army:
10 Light War Veterans
Resources:
Artisans:
2 Smiths
20 Fishermen
4 Shipwrights
You land with your boats on where the river meets the ocean a slight breeze running through your hair and the warm sun beating down on your face, it was here you would stake your claim and prove your family wrong. Your writ tells that you control one side of the river and then crossing to the otherside, very odd but halfling surveyors are notoriously incompetent. 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. Have the scouts take a thorough look at the rock circle again and take a good look. While I won't risk settling there at the start it could still hold something of use.
2. Begin building a food storage to smoke or salt fish for preservation.
3. As well begin building a proper dockyard.
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312d67 No.45523
>>45515
Changing action 1 to setting up a quarry. Failure anyway probably
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cf17cd No.45527
| Rolled 72, 51, 17 = 140 (3d100) |
>>45498
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:
Infrastructure:
Happiness: Content
Population: 340 +0.01 per season, rounded down
Wealth: 0
Army:
20 Light War Veterans
Resources:
Chicken Flock
Pig Herd
Hunting Hounds
Artisans:
20 Carpenters
You arrive in your new home after a long trek, part of this verdant river valley is now yours along with a good portion of the dense woods. You can’t wait to get hunting game in there and feeling the deep earth. You send out scouts to find the best places to start your village. In a little under a week they return giving several suggestions.
>By the riverside, the perfect spot for farming, fishing and raising your variety of animals. While not the most protected of areas things are unlikely to sneak up on you.
1.Start setting up the village, First with a central hall for myself and the various offices of governmental function. make sure it is defensible.
+20 Carpenters
2. Next start setting up other super necessary town buildings, like barns and granaries.
+20 Carpenters
3.Scouts and hounds go looking around my lands for anything important good or ill.
+Hunting Hounds
+Bonus: [Master of the Hunt] Your 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.
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900c12 No.45533
| Rolled 59, 82, 74 = 215 (3d100) |
>>45496
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]
By a feystone on the coast.
Infrastructure:
Happiness: Content
Population: 252 +0.01 per season, rounded down
Wealth: 0
Army:
30 Guards
Resources:
Artisans:
20 Miners
2 Smiths
1. Feystone eh? No priests are going to settle if we build near it..pshh I don't think priests would approve of a lawless pirate town anyways, lets set up shop and start building right beside the feystone.
2. Set the miners to work, we need materials to work with
3.See about getting the smiths a forge to work with, I paid decent money for them so they'd best prove to be worth it
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13eeb1 No.45543
>>45500
You set your priests about setting up holy runes and wards around the walls of the temple, they scramble about drawing with chalk on almost every surface and spraying holy water on anything even slightly menacing. It seems during this one priest stumbles upon a unlooted catch of artifacts.
+1 Wealth
Infrastructure:
+Protection Wards (Outer Ring)
Artifact:
+Wand of ????
The Priest of Flu leads a group of veterans exploring into the catacombs beneath the Cathedral. They party returns several hours later covered in wounds and down one, the Priest explains that the tunnels must go on for miles down there full of twisting corridors and foul magics. It seems they were beset on by a horde of ghouls and only with the sacrifice of one of their number did they escape.
-1 Light War Veteran
Infrastructure:
+Cathedral Labyrinth
Set Happiness to Neutral
After the frantic rush to ward pretty much everything the Priests speak with you about repairing the Cathedral, apparently they are going to require some proper stonemasons and access to a source of stone. However they do begin setting up a small prayer space in a side room
1/3 Church
>>45505
Everyone starts to pinch in towards making a proper village and of course to avoid freezing to death when winter comes
1/3 Rustic Housing
Work on the Sheepfold starts, people however want to call it the goatfold since all you have are goats, on man suggests calling it Eric but no one listens to him
1/3 Sheepfold
The Forge is the easiest to set up as your skilled smiths and labourers move stones and fell trees, for a smith is the heart of a village and in troll country sharp weapons are a must
2/3 Forge
>>45507
Set Happiness to Neutral
As the Priests set about warding the castle a horrific cry is heard which only seems to increase in intensity with every ward that is place, it is only after several hours of warding that the screams are finally suppressed.
Infrastructure:
+Protection Wards (Outer Ring)
The Priest of Flu sits you down and discusses with you the things you need to repair this castle, most pressingly is a proper stonemason and access to a quarry, you could start repairing it with lumber from the forest but it would be more of a mockery then true repairs.
The Party begins to explore the castle clearing out room by room, only one room remains locked on the upper floor that cannot be opened even though they try almost everything. They do however find a treasury which was surprisingly unlooted!
+3 Wealth
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13eeb1 No.45544
>>45510
The scouts report back saying the Orc Village is well and truly abandoned and labourers are sent out to being the long arduous task of taking the palisade.
3/5 Palisade
After investigating the hill more a scouts reports about finding a small cave that we crawled through led into a massive cavern system full of Orc corpses of varying stages of decay, it seems you have decided to settle on a old orc burial ground!
Infrastructure:
+Orc Catacombs
You set about doing what you do best; Farming! Under your watchful eye not one but two large farms are set up and sure to be turning a profit in no time!
Infrastructure:
+2 Staple Farms
>>45511
Managing more than a thousand people is a pain in the neck with the creation of the settlement making it even more painful, however you get some progress done!
1/3 Staple Farm
Work however on the town is coming along swimmingly with the seasoned carpenters helping to direct the creation of good housing with some semblance of order!
Infrastructure:
+Rustic Housing
You gather the men for some simple militia training, they mostly complain and gripe that they have to do this, you are in the “Perfect” land.
1/8 Militia training
>>45515
It seems an argument broke out between the settlers and stonemason on whether they were supposed to build a wall or start a quarry, it ended in a brawl and a large amount of injuries which required most of the season to heal.
The miners manage to prospect the mountains finding rather quickly a tin vein!
Resources:
+Tin Vein
The Smiths gripe about you forcing them to take on apprentices without building a proper forge from them but do it anyways.
1/8 Smiths
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13eeb1 No.45546
>>45517
You and your men get started on clearing out the forest around your village the thick aged trees take some time to fell but are a high quality strong wood.
2/3 Lumbercamp
While clearing land to farm the staple halfling crops several halflings disappeared, they were found the next day in the fields impaled upon long spears of black wood.
-12 Population
Set Happiness to Worried
Sending prospectors into the wooded foothills of the mountain they locate a small vein of Galena.
Resources:
+Galena Vein
>>45519
The scouts return after severals days to tell you of the stone circle, it appears to be of rather simple construct with three rings of black stone with a large white boulder at the centre.
The settlers get along quickly constructing a simple smokehouse for all your preservation needs!
Infrastructure:
+Smokehouse
The dock is also complete before a freak wind storm knocks over a lantern setting the whole thing ablaze, just plain bad luck.
>>45527
With great speed the central Meadhall of your settlement is created, good for housing a large amount of people for feasts and with sturdy walls to protect against invaders!
Infrastructure :
+Meadhall
It is with equal speed that the creation of granaries is had, you now have plenty of room to store excess crops and prevent starvation. Some people do complain about their housing as they live in tents and ill constructed huts.
+Granaries
The scouts return with a bounty of game telling you of the massive rabbit population in the are!
Resources:
+Wild Rabbits
>>45533
With great ease your people set up a small rustic town surrounding the Feystone, one of the older Halflings tells you the runes inscribed on it say “ Kalodis, Lady of the Wine Dark Sea”
Infrastructure:
+Rustic Housing
The miners return from prospecting jubilant! Apparently the expected to find little along the coast but they stumbled upon a massive copper vein!
Resources:
+Tin Vein
The forge is set up quickly and efficiently
+Forge
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13eeb1 No.45547
>>45546
It is now Summer!
Seasons last 1 turn going Spring, Summer, Autumn, Winter
In every autumn past the first traders shall arrive and you will gain your income and be able to purchase new things and settlers!
Remember to keep your sheets completely up to date and name your fuckin towns! Anything not on your sheet will be ignored!
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13eeb1 No.45548
>>45546
Correction for Drow
The miners return from prospecting jubilant! Apparently the expected to find little along the coast but they stumbled upon a massive copper vein!
Resources:
+Copper Vein
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cf17cd No.45549
| Rolled 87, 28, 26 = 141 (3d100) |
>>45546
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:
Infrastructure:
Happiness: Content
Population: 340.01 +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
>By the riverside, the perfect spot for farming, fishing and raising your variety of animals. While not the most protected of areas things are unlikely to sneak up on you.
1. Start setting up the home and abodes of our other townsfolk.
+20 Carpenters
2.Get our herds situated, make some fences and barns for the pigs. Some coops for the chickens and some kennels for our hounds.
+20 Carpenters
3. Search for a spot in the forest to set up a good lumber operation. Make SURE there are no surprises like rocs, trolls, fey, or anything else of the dark there.
+20 Light war veterans
+Hunting hounds
+Master of the Hunt
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13eeb1 No.45550
>>45547
Also population is times 0.01 per turn rounded down not plus 0.01
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cf17cd No.45551
>>45549
Population: 343
Corrected Population
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87fc97 No.45552
| Rolled 27, 99, 31 = 157 (3d100) |
>>45547
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)
Happiness: Neutral
Population: 228 +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)
1. continue work on the church 1/3
2. Start work on a forge
3. Find some moonherb along with Renir to counteract the ghouls, if successful Solaz can start ensuring we have an ample supply of it.
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900c12 No.45553
| Rolled 70, 46, 22 = 138 (3d100) |
>>45547
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
Happiness: Content
Population: 252 +0.01 per season, rounded down
Wealth: 0
Army:
30 Guards
Resources: Copper vein
Artisans:
20 Miners
2 Smiths
1. Time to setup a dock, once thats done we can start fishing might be able to trade fish with other settlements as well, should make decent money doing that.
2. Interesting about the feystone, probably some sort of deity call it a cult or sacrilege, but lets attempt to setup a shrine to worship this "Kalodis" perhaps gaining her favor wouldn't be such a bad idea.
3. Improve upon the rustic housing, I want to get a whole port town up and running, we'll have ships docking and trading with us by the end of the year mark my words!
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71a0cb No.45554
| Rolled 60, 14, 83 = 157 (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:
Happiness: Content
Population: 153 +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
1/3 Rustic Housing
1/3 Sheepfold
2/3 Forge
1. The summer winds bless us with a cool breeze, continue the work on the Goat Fold, for the sooner we have a place to keep our herds safe the easier we can sleep at night!
2. That being said we'd actually need a nice place to sleep first. Continue the work on the houses. As these are not the normal foothills that we halflings usually build into this presents some challenges to construction, but the big men build houses on flat plains just fine, so we shall emulate their constructions. Plenty of Stone to use at any rate.
3. The forge needs to be finished as well. We'll need to build many a thing to turn this into a thriving city, and for that we'll need nails, plenty of ingots to work into tools, and Hogfather knows what else. Not to mention if want the gold we'll eventually mine to be worth anything we'll need to smelt it from ore to pure gold.
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4cf25b No.45556
| Rolled 96, 8, 97 = 201 (3d100) |
>>45543
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:
Artisans:
Priest of Ful (Artisans)
Priest of Luf (Healing)
Priest of Flu (Death)
(Locked room on upper floor)
1 Find Stonemason. So our first acquisition after arriving will be to find a Stonemason. Lets ask the priests and settler families if they have any stonemason friends or relatives and are willing to write to them. Furthermore we will put up a sign outside the castle and near the borders of those mountainous regions. It will read:
-Chief Architect wanted-
To head reconstruction of
Sentoúki Thisavroú Keep
2 Herbalist Workshop. As our region has a considerable amount of forest we should be able to support a few professional herbalists from among the settlers. Between some useful herbs, reagents and wild mushrooms etc. this could turn a tidy profit. The Priests of Ful and Luf may be able to help with some of the equipment to refine and apply the herbs. I suppose the Priest of Flu could lend aid if he knew anything about poisonous plants and the methods to store them safely.
3 Scout Forest for rare Herbs. The scouts with their level of field-craft might be able to find some exploitable groves for the herbalists.
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9ab44c No.45559
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
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. OH GODS THEIR BACK!!! Start patrols and levy some peasants for defence!
2. Get work on farming!
3. Mine
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9ab44c No.45560
| Rolled 77, 96, 35 = 208 (3d100) |
Now with dice!
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80103f No.45561
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 71 (1d100) |
>>45569
using bonus on 1st die.
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13eeb1 No.45644
| Rolled 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
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312d67 No.45671
| Rolled 10 (1d10) |
dice
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13eeb1 No.45672
>>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
>>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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 3, 86, 77 = 166 (3d100) |
Now with dice!
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312d67 No.45680
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
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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
| Rolled 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
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80103f No.45702
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cf17cd No.45709
| Rolled 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
| Rolled 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
| Rolled 5 (1d7) |
rolling orc demon sin for cw
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13eeb1 No.46149
>>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
>>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
>>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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 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
| Rolled 62 (1d100) |
>>46208
rerolling action 1
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