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The King Is Dead; Long Live The King!

File: 794893460b2bd32⋯.png (79.37 KB,2000x1000,2:1,Map.png)

079989 No.49828

Time for a new thread because the old one was getting a hassle to scroll through.

In the far North things have changed. Given time the Old Subans and New Subans have grown further and further apart. Lead by the Twelve High Chieftains the New Subans have taken to calling themselves Nubans. They have shown ferocious military might in their conquests against the Sibans. The Sibans themselves having largely migrated to an island in the far North to avoid the Nubans' warmongering grasps. Their only friends are the Spoobans who have enjoyed peace and prosperity, making strides in matters of culture and intellect.

The Olbans, having travelled South in search of new lands have clashed many times with the local Bassk. Both Bassk and Olban hate is strong and the wrongs that each have commited to the other will not be forgotten for centuries to come. Still for now they exist together in relative peace. The Bassk themselves have come a long way, ruled over by the Warlord Bojar who has united the various tribes for now under the threat of violence. Though his alliances are fickle the Bassk squirm in unison under his iron fist.

To their South East the Ibuzen have learned to accept that there is nothing beyond death, seeking perfection in life their meritocracy is a shining example of dedication. Much unlike their Eastern Cousins the Ibizans who worship the Sun God Maharib, who they believe rules over them, the skies and all the other Gods who reside within. Under his powerful gaze they have achieved many great things, expanding in all directions, besting the beastly Pigmen and establishing new lands, ruled from Red Rock. A home to veterans of many wars the people of this faraway land have enjoyed prosperity and unrivaled excellence in all agricultural fields.

The Ibi-Arami, located between their cousins to the North and South live lives of relative unimportance and peace, unimpressed by larger going ons in the world. To the very South the Arami lands lie. Plagued by continuous Pigmen attacks the fishermen have learned to fight the threat and turned their curse into a blessing, using Pigmen slaves to revitalize their economy and do their bidding. Still to the West hordes of Pigmen linger, somehow surviving in the inhospitable Pig's Bay their power is only growing.

What fate holds in store for these nations and their inhabitants remains to be seen. However things may not be quite as peaceful as they would seem.

____________________________
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079989 No.49829

>>49782

It would seem that taming animals comes naturally to you. Your herd grows considerably.

You learn some new things in regards to your tracking skill.

Along the lake of life that has formed around the spring you noticed a sapling. Somehow it stood out to you. It seemed unwell, but surely if you took care of it you could help it grow into whatever it was meant to be.

>Companions: (add)

+ 8 Sheep

>Skills:

+ [Tracking] (Expertly Trained)

+ [Taming] (Expert Prodigy)

>>49809

You assign the sons missions of relative unimportance to test them, which two of them accept with expected courtesy, one of them however merely exhales loudly, bowing to you. Clearly he does not believe he is in need of any testing. All of them perform as well as could be expected given their positions. The most cocky one of them is quick to report that the clear hostility towards Pigmen slaves is hurting the economy, stating that to employ them in agriculture where people had easily perfected their craft would allow for more people to seek other forms of employment and both allow for a more diversified skill pool as well as provide other sources of revenue than the oversaturated food market.

The twins perform as could be expected as well. They have both proven capable, though not exceptionally so. Your courting attempts regarding them take a backseat to getting to know the eldest girl. Though Junius' family is not a noble house she announces herself Aurora of the Junii. She seems very reclusive when it comes to talking about her own person. Though she seems to place great value upon respect and her family's standings as she states that her father is a great man and his father before him was a great man and she would be mother to great men to follow in their footsteps. During your conversations she gives you the impression that she seems to be painfully aware of her surroundings at all times. If you had ever met a person with eyes in the back of her head, surely she would be the one.

You spend some time with Thottica after her having been retrieved from the bandit camp. Talking about the Arami she raises a different concern. Bassk bandits have taken hold in the territories outside of yours and are have begun to prey upon the rich food caravans your people send towards the capital. Though your military has done somewhat of a good job quelling them more of them continue to move here. However once these issues had been adressed you walked through Red Rock and had little time to talk about anything of consequence. You flirted with Thottica at length who laughed at every one of your jokes no matter how bad and was most receptive of your compliments. Her attraction to you is like that of a moth to a flame.

>>49810

You halt in one of the many fishing villages along the coast, the people here are decidedly more of Arami origin than Ibizan. They call themselves Ibi-Arami none the less. They are apparently really in need of someone who knows how to work metal and you quickly find yourself some work. It easily covers for some nice accomodation though you are surprised to learn that the people here do not even have a guard, though some of them do own pitchforks and their fisherman's knives look nasty enough.

You do your best to tutor your companion and shared child the languages you have learnt. The child however, barely beginning to talk seems to struggle with the concept of multiple different languages. During your tutoring sessions you notice that your daughters cloak has done little to contain her unnatural tongue.

The Poeq are not a person but a family. Their patriarch Arai Poeq is a figure of legend, which is as much feared as it is revered. They say by the power of his will alone he could have drowned the world in giantic waves. The Poeq rule over a small island in the center of the Arami sea. Fishermen and traders alike avoid the waters surrounding the island as those who believe in the story of Arai Poeq say he kills all those who approach his lands without permission. Even those who do not believe the stories avoid the island as its waters are known to be treacherous and harbor beasts of terrifying size.

As for the legend of the Trumpeter, there are some who have claimed to have seen him on the shores of Arami lands. However few believe these stories as the Trumpeter is known to bring ruin and destruction and the evident lack of these makes such reports highly unlikely.

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079989 No.49830

>>49812

One of the locals offers to transport your belongings for you, he is willing to do so free of any charge just cause he's a nice guy.

Having accepted the man's offer you move to your liege's castle and begin tending to the garden. People here prove accepting of you and are intrigued by this new reknowned gardener who had caught the attention of the local nobility.

Unfortunately moving to the castle and all you had little time to work on your healing ointments. Though thinking about healing ointments inevitably led your thoughts to the girl. She had never showed back up, though going to bed you could swear there was a new star in the sky.

>Holdings:

+ Gardener's Chambers

>>49815

Gabo seems pleased with your decision though your decision seems to have alienated Lord Kakar, though now Clan Gabo seems to be mostly out of his hair his empty eyesockets stare at you in a mix of disappointment and confusion.

Another Academia is erected in the Bone City. Considering that most who attended the initial Academia were already Kakarian the construction of an Academia in the Bone City has furthered this development. Many of those who attended the Academia in Spooksville now teach in Bone City. Interestingly enough you notice that most of those who attend these academias are in fact not undead, but living members of the Kakar, a branch of the family generally absent from the public eye.

The people of Port Sternum have already grown accustomed to the Sea Hounds and some of the fishermen have begun using them as pets. They quite trainable, sufficiently intelligent and well suited for the Northern Coast's cold waters. However considering the lack of centralized local governance the domestication of Sea Hounds remains a decentralized and personal affair, though some Sea Hound owners will have you believe its better that way.

Investigating the area for interesting finds a number of herbs are discovered by Gabo's men. They say they have come across it before. When smoked it alters the mind, at first pleasantly, but íf overdone it can lead to a nightmarish experience. While not affecting Skeletons themselves Gabo is determined to make a business out of this.

>Holdings:

Bone City

+ Academia

Fibula Vale

+ Blizzard Herb Farms

>>49827

You force your way East to the Arami lands. Certainly there will not be much food for you to the Western Wastes. However unfortuantely it would seem the castles built across the Western Arami border had not been placed there for fun. The moment you began crossing the border with your vast Warband horns began to sound from one castle to the next. Within the hour horsemen began to beset your Warband and pester you with arrows. Every time you chased one of them off a new one would arrive. It would seem you had marched into your own personal hell and you were only going deeper.

At least you managed to convert a handful of Scorpions and Vultures you came across who had come to feast on your own dead Pigmen.

>Armies: (add)

Your Personal Horde (10 Scorpiggys, 10 Vulpigs)

>Armies: (change to)

+ Shieldbearer Horde (220 Pigmen, 5 Shieldbearer Hybridgs)

+ Horsehead Shieldbearer Hybrid's Horde (25 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (40 Pigmen)

+ Mad Abomination's Horde (120 Pigmen, 1 Prisoner)

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3ef39a No.49842

File: 2dc3355654b2173⋯.webm (3.96 MB,150x267,50:89,cold beer by jesse.webm)

Dice rollRolled 97, 79, 34 = 210 (3d100)

Name: Soridul

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

Word of Power: Honor

>Stats:

https://pastebin.com/KinBYCWU

1/2. I shall continue my work as the village blacksmith, and in my spare time begin work on a separate, smaller project. I wish to add some ornamentation to my spear, and to turn it into a trident as well.

3. The people or this village are humble people, living off the earth and prospering. But I have seen war, much war. Death beyond counting. I would besmirch my name if I did not offer to train these people in defending themselves from whatever threats may come, so I will do just that.

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a1c396 No.49880

Dice rollRolled 37, 93, 4 = 134 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

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

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

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

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

-Inventors' Guild

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

-Academia

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

-Inventors' Guild

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

Fibula Vale

-Seat of Gabo of Clan Gabo

-Blizzard Herb Farms

Port Sternum (Coast Settlement)

-Nothing?

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

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

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

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

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

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

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

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

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

Legendary Bronze Armor (Equipped by Sir Hurak)

Aronfright (Legendary Sword)

Good Vertebra Bow x2

Trumpet

>Other:

Skelerunes

1. Hmm, I worry about this "Blizzard Herb" business…what if it's actually poison that kills people or turns them crazy? We'd better investigate this mysterious plant and what all it can REALLY do…safely, of course! Hopefully nothing comes from it, I hope I didn't make a big mistake with this…

2. Then it's time to build another academy, this time in Skull Bay! We'll spread the joys of knowledge to all!

3. Hmm, the world is getting to be quite dangerous indeed. While I have the skill of the Knights of the Round Skull and the other soldiers on my side I'm rather defenseless if I'm caught without them. Maybe I should learn how to wield a sword myself, perhaps I could ask Sir Argul for lessons…this way if the worst were to happen then I could at least have a fighting chance.

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f9b3b2 No.49884

Dice rollRolled 60, 88, 71 = 219 (3d100)

>>49829

>Name: Neith

>Word of Power: Create

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

>Reminder:

2 Expansions (I forgot two expansions earlier, remember?)

>Skills:

[Tracking] (Expertly Trained)

[Spear] (Trained)

[Taming] (Expert Prodigy)

>Companions:

10 Sheep

>Abilities:

[Spring of Life]:

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

>Other:

1&2: What an odd little sapling. All life shall flourish in my Garden of Life, and so I shall care for it in it's sickness.

3: Train my ability to tame further.

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f178f4 No.49885

Dice rollRolled 92, 96, 64 = 252 (3d100)

>>49830

>Name: Dunkan

>Word of Power: Purity

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

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

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

>Gardener's Chambers

Babies: May or may not have a child

1. Keep working on the garden and the other things

2. Keep working on healing ointments and other helpful items.

3. See if i have a private garden, so that i can grow healing plant and then go and plant the healing plants.

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d60131 No.49915

Dice rollRolled 46, 98, 88 = 232 (3d100)

>>49829

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

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

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

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

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

>Skills:

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

>Other:

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

>Holdings

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

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

[Fishing Villages]

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

>Land Holders:

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

>Characters of Interest:

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

>Laws:

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

1; Raise banners and send more men to the borders to protect the caravans and scout out the enemy. We must have more intel about what they have suddenly attacked and their numbers before we can perform a proper campaign

2-3; Tell the cocky Son that he is too disrespectful and lacks discipline. While he is clearly skilled, he lacks the proper character needed in our realm. Tell him of how the people would respond if their former enemies who killed and made them become pigmen were suddenly in their lands working as slave. Tell him of how this sort of slavery will not be tolerate in Red Rock and how Slavery itself should be used as little as possible. Tell him he has potential, but must be sent home as a lesson. Send him home and also send a letter asking the other two sons fathers if they will allow them to serve as officers along the borders to get bloodied and learn war firsthand. While I make preparations for a proper campaign, I will also test Aurora on her skills besides simply managing an estate. What else can she do, how far has her ambition taken her. Though the other daughters probably realize already, I will attempt to subtly inquire more about Aurora from them. I will also offer them positions as head staff of the estate during their stay here. While I will keep open the chances of marriage, I will make it clear working here will benefit them greatly if they do good. Finally, in an intimate moment alone with Thottica, I will talk to her of marriage, but will ask her if she will be fine being my second wife, informing her of my decision to ask Aurora to be my first wife if things turn out well. Tell her she will always be my first love, but such politics must be followed or the realm and the people could suffer.

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d60131 No.49916

>>49842

palindrome

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3f8cc9 No.49925

Dice rollRolled 21, 88, 6 = 115 (3d100)

>>49830

Name: The Pig

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

Word of Power: Butcher

Abilities: [Werehogs]

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

[May contain traces of Pig]

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

[Abominations]

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

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

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

Armies: (change to)

Your Personal Horde (10 Scorpiggys, 10 Vulpigs)

rmies: (change to)

+ Shieldbearer Horde (220 Pigmen, 5 Shieldbearer Hybridgs)

+ Horsehead Shieldbearer Hybrid's Horde (25 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (40 Pigmen)

+ Mad Abomination's Horde (120 Pigmen, 1 Prisoner)

Action 1-2: Keep pushing through, eventually the horsemen will make a mistake.

Action 3: keep converting animals to supplement my army.

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ba0139 No.49929

>>49842

Your work as a blacksmith continues successfully. Though there is no particular need for weapons people ask you to make several hooks and the sort for their various fishing projects. In return you receive a number of pearls which the fishermen assure you are the treasures of the sea. They make for magnificent ornaments.

You offer the people to teach them your warring ways, but many believe that those who practice for war will seek it out. Some of the young folk however are interested in letting a hulking barbarian teach them how to swing a club properly.

>Inventory:

- Okay Spear

+ Pearl Ornamented Spear

>>49880

Personally you are of course incapable of testing the Blizzard Herb's results and looking for volunteers Lord Kakar is adamant in not allowing any of his family members to stand trial, however Lord Wobart is willing to volunteer for the test of this Gabo Herb. Upon burning it in a cup and inhaling the fumes deeply he appears very relaxed, a glassy glaze in his eyes. You observe no other effects.

Yet another Academia is raised in Skull's Bay. Noteworthily Lord Hobart is having his child tutored there, though many of the tutors once more appear to be Kakarian.

You attempt to practice fighting with the Sword, while Sir Argul at first seems very keen on the idea of teaching you how to fight, he quickly becomes very frustrated with your lack of progress. For all your talents it would appear sword fighting is not one of them. Though no physical harm comes to you you have lost a great deal of Sir Argul's respect for you.

>Holdings:

Skull Bay

+ Academia

>Skills:

+ Swords (Untalented)

>>49884

You tend well to the sapling it is swift to grow, however to your surprise it does not appear to be growing into any type of plant you have ever seen as it grows far too intertwined and densely, somehow remaining you of human muscles.

You continue to tame more animals, patching up a lone wolf and keeping it fed with the various animals you manage to hunt. After a bit it begins to accept your herd as its own ensuring none of your sheep run off. You have however peaked when it comes to matters of taming as certainly you will need something extraordinary to happen should you seek to improve any further.

>Companions:

+ 1 Wolf

>Skills:

+ Agriculture (Trained Prodigy)

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ba0139 No.49930

File: 3b10c6170da79ee⋯.png (80.41 KB,2000x1000,2:1,Map.png)

>>49885

You continue your work on the Castle Garden. Your work is incredible, even for yourself. People come from far and wide to admire your liege's castle gardens and he asks you to expand the plantlife across the rest of it. Soon it becomes a green castle with various beautiful plants and fruit springing from every corner. People say it is a marvelous representation of Ibiza's splendid riches. Your Liege is most pleased and asks if there is anything you desire in return for your incredible services.

Preparing some healing supplies for emergencies you do well for yourself. Your many talents are quick to garner the attention of the court. After having already gained some limited fame for your gardens word around the court is you are a man of many talents and perhaps these talents have even begun to garner interest from beyond this province.

Though you have no private garden as the entire castle has seemingly become one you are able to grow whatever you wish in your chambers. You even have a nice spot by a window where your plants will have plenty of space for whatever you wish to grow. Your healing are located here.

>Titles:

+ High Gardener (Northern Ibiza)

>Inventory:

+ Healing Supplies (Unspecific Amount)

>>49915

You order for scouts to be sent up North. There is nothing like consolidated governance amongst bandits or anything of the sort, though your scouts state that there is a surprising amount of small foreign settlements on the Northern coast. None of them speak the Ibizan language and their behavior seems somewhat hostile though none of your scouts are attacked. You receive a letter from Junius' whose scouts have found pretty much the same thing as yours, he suspects that the people who live here are Bassk who fled the power struggles of their homelands where the Warlord Bojar takes the heads of all those who oppose him.

You send away the cocky son, soon you receive word that he has travelled to the capital where he serves and is educated by another one of the great noble houses.

The fathers agree to have their sons learn the soldier's trade in the volatile border provinces.

You inquire about Aurora's ambition and she hands you a letter, said to be written by Hemeda of the Abrax addressed to Khufu of the Menefer. It is largely a letter of complaint which speaks of your own poor decision making in having the people elect representatives and those selecting representatives amongst themselves. Hemeda suggests a rotation between himself and Khufu in which both will represent their region in turn if they pooled resources to buy more votes than Pilis or Yabbek, of the Donor and Timuthen respectively.

Inquiring about their cousin the girls say Aurora has always been a little cold and distant, but they are sure she is a good person with a kind heart.

Thoticca seems receptive to the idea of being a second wife, though traditionally in Ibizan culture people only took a single wife, however there was precedent to taking more than a single wife as the Sun God Maharib had taken several virgins as companions in his temple.

>>49925

You continue to push forward. Constantly harassed by the horsemen many of your Pigmen fall prey to their arrows. Yet more are captured and dragged away for purposes unknown. However finally after days of travel the endless deserts seem to surrender to a lush and fertile landscape to the far South East. In a few more days travel you could make it there, however it will lead you away from the Arami lands and the Horsemen are still breathing down your neck.

There are no animals here that would be stupid enough to fall prey to your large warband. Food is growing more and more scarce as the days drag on and you are sure that if nothing is done your Pigmen will begin to cannibalize their own.

>Armies: (change to)

+ Shieldbearer Horde (180Pigmen, 5 Shieldbearer Hybridgs)

+ Horsehead Shieldbearer Hybrid's Horde (15 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (30 Pigmen)

+ Mad Abomination's Horde (100 Pigmen, 1 Prisoner)

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d0d291 No.49933

Dice rollRolled 88, 39, 29 = 156 (3d100)

>>49930

>Name: Dunkan

>Word of Power: Purity

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

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

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

+ Healing Supplies (Unspecific Amount)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

>Gardener's Chambers

Babies: May or may not have a child

>Titles:

+ High Gardener (Northern Ibiza)

1. I ask my liege for training in the art of combat(this roll is for how well i do)

2. I research ways to improve my body, with drugs and everything.

3. i Look into ways to improve plants in general

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a1c396 No.49934

Dice rollRolled 61, 99, 97 = 257 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

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

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

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

>Army:

150 Unbound Spook-Suban Skeletons

30 Unbound Old Suban Skeletons

15 Unbound Old Siban Skeletons

60 Unbound Trained Old Suban Skeleton Warriors

100 Unbound Spook-Suban Warriors

100 Unbound Spook-Suban Skeleton Warriors

20 Unbound Siban Skeleton Warriors

10 Unbound Trained Spook-Suban Skeleton Warriors

>Navy:

3 Vertebart Spookships

>Heroes:

Knight-Captain Argul the Strong

Sir Barron the Brave

Sir Samir the Chivalrous

Sir Gorbek the Brutal

Sir Hurak the Bassk Hater

>Holdings:

The Bone Zone (Greater Area)

-Road Network (connected to all cities)

Spooksville

-Grand Temple of the Dead

-Reinforced Shoddy Stone Wall

-Outer Stone Wall

-Kakarian Forge

-Simple Barracks

-Library

-Academia

-Inventors' Guild

Bone City

-Seat of Forgelord Kakar

-Kakarian Forge

-Kakarian Mines

-Stone Wall

-Temple of the Dead

-Marketplace

-Academia

Skull Bay

-Seat of Lord Wobart

-Kakarian Mines

-Improved Wobartian Harbor

-Wobartian Marketplace

-Temple of the Dead

-Academia

Vertebra Village

-Seat of Lord Pubert

-Band of Vertebra Woodworkers

-Lumber Mills

-Improved Wobartian Harbor

-Inventors' Guild

Spookfortress

-Seat of Knight-Captain Argul

-Kakarian Keep

-Kakarian Walls

-Vertebra Interior

Fibula Vale

-Seat of Gabo of Clan Gabo

-Blizzard Herb Farms

Port Sternum (Coast Settlement)

-Nothing?

>Skills:

-Smithing (Legendary)

-Carving (Experienced and Trained Vertebra Style)

-Swords (Untalented)

>Inventory:

Legendary Bronze Armor - nailed onto Sir Barron the Brave

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

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

Perfected Legendary Bronze Armor - equipped by Sir Argul the Strong

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

Legendary Bronze Armor - Equipped by Sir Samil the Chivalrous

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

Legendary Bronze Armor - Equipped by Sir Gorbek the Brutal

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

Legendary Bronze Armor (Equipped by Sir Hurak)

Aronfright (Legendary Sword)

Good Vertebra Bow x2

Trumpet

>Other:

Skelerunes

1-2. Hmm, well that's no good..but like other things perhaps I'm just approaching all this the wrong way. Maybe if I tried a different weapon it'd be a better fit for me? I'll try and learn the spear, we have many fine experts among the Knights.

3. Then it's been a while since I made a trip to all the temples, maybe I should go and see if there's any new friends to raise.

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3ef39a No.49964

File: 158bcf8439a569c⋯.webm (601.17 KB,640x360,16:9,asian man yelling.webm)

Dice rollRolled 18, 59, 11 = 88 (3d100)

Name: Soridul

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

Word of Power: Honor

>Stats:

https://pastebin.com/xx7sFrPw

1. I shall attempt to construct a new hook for these fishermen, to aid them in their tasks at sea. Taking 3 normal hooks, I shall use my finesse to work them together into one trihook, allowing the fishermen to bait not only more fish, but a better hold on the ones that have already bite. It is a small thanks to them welcoming us.

2. I offer to school those who would come to my lessons. I stress that I teach not to wage war, but to defend one's honor if necessary.

3. Finally, I shall take my companions out for a walk, discuss with them what course they would like to take from here. We can stay here awhile, or keep wandering as we see fit. I would not however make this decision without their counsel.

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b6d4b8 No.49977

>>49930

>Name: Neith

>Word of Power: Create

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

>Reminder:

2 Expansions (I forgot two expansions earlier, remember?)

>Skills:

[Agriculture] (Trained Prodigy)

[Tracking] (Expertly Trained)

[Spear] (Trained)

[Taming] (Expert Prodigy)

>>Companions:

1 Wolf

10 Sheep

>Abilities:

[Spring of Life]:

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

>Other:

1&2: Continue training my taming skills.

3: Continue tending the odd growth.

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b6d4b8 No.49978

Dice rollRolled 56, 19, 16 = 91 (3d100)

>>49977

and dice

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3f8cc9 No.49979

Dice rollRolled 79, 96, 9 = 184 (3d100)

>>49930

Name: The Pig

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

Word of Power: Butcher

Abilities: [Werehogs]

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

[May contain traces of Pig]

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

[Abominations]

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

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

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

Armies: (change to)

Your Personal Horde (10 Scorpiggys, 10 Vulpigs)

rmies: (change to)

+ Shieldbearer Horde (220 Pigmen, 5 Shieldbearer Hybridgs)

+ Horsehead Shieldbearer Hybrid's Horde (25 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (40 Pigmen)

+ Mad Abomination's Horde (120 Pigmen, 1 Prisoner)

Action 1-3: Use some of the shieldbearers hybrids as a scouting party, get them to scour the lands for food while the rest move on forth

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bb9020 No.49980

Dice rollRolled 86, 26, 81 = 193 (3d100)

>>>Name: Maluwen

>>>Word of Power: Form (as into Shape)

>>>Abilities:

>>[Earthshaper]

>>+You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore, you have extensive experience in smithing.

>>Skills:

> [Gardening] (Trained)

> [Smithing] (Beginner)

>>>Home:

>>The Stone Tree [Stable]

>Branches

>+Jewel Fruits

>+Rock Nests

>++Golden Eggs

>Trunk

>+Amphitheater

>Roots

>+ Heated Pond

>+ Heating Chamber

>++ Forge

>>>Other:

Actions:

1/2/3. Imitating life had been my passion and yet nothing I did could imitate its beauty, and for some time I was lost as to what to do. I fell into a depression spending my time down in the roots threading their reach deeper, further away from my failures. When I resurfaced I would briefly reopen my doors hoping some visitor would have come by before closing them once again my anger at my ineloquence surfacing at the sight of the beauty outside my hollow home. [Expand the root system deeper and outwards]

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34477d No.50069

File: 8bb1ecad70be6ca⋯.png (80.83 KB,2000x1000,2:1,Map.png)

>>49933

You ask your liege to allow you to train with his personal guard. Though he finds your request peculiar he agrees and you are taught the basics of sword and spear combat, both which seem to come to you naturally.

The easiest way would be to simply train yourself, however perhap you would be able to come up with some plant extract that would improve this process if you kept at it and continued to try.

Plants are incredibly diverse and so is the subject of improving plants. Though you have some ideas you eventually give up, unable to settle for one.

>Skills:

+ [Spear] (Prodigy)

+ [Sword] (Prodigy)

>>49934

Under the watchful eyes of Hurak the Bassk Hater you are taught how the Subans fight with a spear. It would appear you are a natural and quickly move on to employ what you are taught. Hurak seems most pleased with your progress.

You travel your territories and raise the dead from Temples of the Dead in Spooksville, the Bone City and Skull Bay. They are mostly Spoobans, some Kakarians and again a surprising amount of those belonging to Clan Gabo.

>Skills:

+ [Spear] (Trained Prodigy)

>Army: (remove Unbound Skeletons)

+ 200 Bound Spooban Skeletons

+ 5 Bound Kakarian Skeletons

+ 15 Bound Clan Gabo Skeletons

>>49964

They accept your gift, though they smile at your concept and disregard it largely. You get the feeling the only reason people are using your hooks is not to be impolite.

Self defense seems much more in the minds of people, still you gather only few who wish to be taught by you in the ways of fighting, mostly the young ones who have not yet accepted the ways of the world.

Opinions are split. Mahra is still young and wishes to see as much of the world as she possibly can, your companion however merely wishes to return to the Bassk lands. She has seen enough of the world for a lifetime. She seeks nothing but peace, with food on her plate and a man and a little beast to raise as her own.

>>49977

You continue to practice taming. You manage to pep up yet another starving wolf.

The weather shifts and storm begins to come in from the far North. The odd growth quivers at the prospect. Perhaps you should protect it.. somehow.

>Companions:

+ 1 Wolf

>>49979

Moving on you manage to get some of the Shieldbearer's Hybrids to perform more advanced tasks. They perform admirably, though one of them does not return. Your food supplies have grown, though your own continue to be pestered by the relentless assault of horsearchers. Further to the South there appear to be greener pastures, though these lead you away from the Arami lands.

>Armies: (change to)

+ Shieldbearer Horde (200 Pigmen, 4 Shieldbearer Hybrids)

+ Horsehead Shieldbearer Hybrid's Horde (20 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (30 Pigmen)

+ Mad Abomination's Horde (100 Pigmen, 1 Prisoner)

>>49980

The trees roots grow deeper into the mountain, hollow they are giantic, large enough for a grown man to travel through with ease. They lead into a deep darkness one more absolute than anything that could be known to any surfacewalker. Here you find solemn silence and even though your tree is magnificent and massive, no visitors arrive at your gates. For it has stood so long it is hard for the people to remember a time when it had not.

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d60131 No.50077

Dice rollRolled 32, 80, 60 = 172 (3d100)

>>49930

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

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

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

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

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

>Skills:

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

>Other:

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

>Holdings

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

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

[Fishing Villages]

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

>Land Holders:

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

>Characters of Interest:

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

>Laws:

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

1-2; Confer with the Head Priest of Red Rock, and with him, deliver a message that, by precedent of The God King, all citizens of Red Rock maybe be allowed to take up to 3 Wives, should they be able to care for them. The First Wife will legally be responsible for the Estate while the Man is gone, but all Wives will derive their power from the Husband. The women will have the same rights as a Wife had before, and all marriages must be done by a Priest and they have the responsibility to determine whether there is any love in the relationship and if the Man can take care of more than one Wife. Priests found taking Bribes will be heavily punished, including stripping them of their rights as a Priest. Later that day, propose to Aurora and tell her that you've talked to another woman about this and she has agreed to be Second Wife while Aurora will be First Wife. If she agree, then announce our engagements and marry them, Aurora first, then Thottica the next day.

3; We will need to find those who speak their language if we want to successfully incorporate them into Red Rock. We will send out men to find those willing to come to Red Rock to interpret for us from both the Bassk settlements and from Red Rock and Greater Ibiza.

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43efa7 No.50106

>>50077

Having proposed to Aurora she accepts your condition. However none of your priests are willing to marry you as they seem to suspect it to be a test, none of them willing to determine the love in your relationship with Aurora. However they would easily be willing to marry you to Thottica, though even now they are suspect as they are certian of Thoticca's feelings towards you, but not your feelings for her. It would be easy for a priest to receive harsh punishments if a married member was merely going to claim they had felt no love to begin with.

Those Bassk living in the Bassk Lands under the Bojar appear to be most suspicious of such an offer and refuse unwilling to believe that a man would pay for such a thing, that or maybe your translations were off. However within the Greater Ibizan territories your men do locate someone who will speak both Bassk and Ibizan. He is brought to your court to aid in translations where needed.

>Wives: (should you choose to)

+ Thoticca

>Characters of Interest:

+ Dawit (Bassk Interpreter)

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3f8cc9 No.50109

Dice rollRolled 1, 67, 63 = 131 (3d100)

>>49979

Name: The Pig

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

Word of Power: Butcher

Abilities: [Werehogs]

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

[May contain traces of Pig]

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

[Abominations]

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

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

Skills: [Sailing] (Trained)

[Alternate Senses] (Expertly Trained Prodigy)

Companions: 1 Veteran Scorpig 1 Vulpig 1 Elite Scorpig

>Heroes:

Shieldbearer - Veteran Abomination

>Armies:

Armies: (change to)

Your Personal Horde (10 Scorpiggys, 10 Vulpigs)

rmies: (change to)

+ Shieldbearer Horde (200 Pigmen, 4 Shieldbearer Hybrids)

+ Horsehead Shieldbearer Hybrid's Horde (20 Pigmen)

+ Arrowhead Shieldbearer Hybrid's Horde (30 Pigmen)

+ Mad Abomination's Horde (100 Pigmen, 1 Prisoner)

Action 1-3: Then into the greener pastures we go, finally we may be free of the horse-archers, send the hybrids out again with 4 scorpiggys guarding them, they need to keep supplying us.

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f178f4 No.50113

Dice rollRolled 84, 5, 10 = 99 (3d100)

>>50069

>Name: Dunkan

>Word of Power: Purity

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

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

>Inventory:

>+ Self Made Spear

>+ Rope

>+ Big Stick

>+ Bolas

+ [Surface Ointment]

+ [Bone Ointment]

+ Ibizan Coins (1 Legendary Harvest)

+ Healing Supplies (Unspecific Amount)

>Inventory: (In a broader sense)

+ [Harvest]

>Skills:

>+ [Agriculture] (Legendary)

>+ [Architecture] (Experinced Prodigy)

>+ [Healer] (Expertly Trained)

>+ [Bolas] (Trained Amateur)

>+ Poisoner (Prodigy)

+ [Spear] (Prodigy)

+ [Sword] (Prodigy)

>Companions:

+ 1 Guard Dog (Name: Aart)

>Holdings:

>Hut

>+ garden section

>Gardener's Chambers

Babies: May or may not have a child

>Titles:

+ High Gardener (Northern Ibiza)

1. I keep training with his personal guard

2. I keep trying to to see if i cant improve my plants

3. I begin to look into which plant i can use to increase the condition of my body

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a1c396 No.50125

Dice rollRolled 46, 56, 28 = 130 (3d100)

>Name: Skeleton Jack

>Word of Power: Necromancy

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

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

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

>Other stuff:

https://pastebin.com/j1NwqpQa

1. Great! Now that I'm skilled in spearfighting all I need to do is make myself a mighty spear indeed! I'll forego the fancy names for my own spear and merely call it the Spear of the Skeleton King.

2. Then we'll need to decide the next Knight of the Round Skull! The Fourth Games of Sir George the Great will henceforth begin, this time to test the swordfighting abilities of the contestants and determine who would best deserve the honor of wielding the mighty blade Aronfright!

3. Then the next Academy will be built in Vertebra Village to bring the joy of knowledge to all!

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bb9020 No.50170

Dice rollRolled 32, 16, 57 = 105 (3d100)

>[Name]: Maluwen

>[Word of Power]: Form (as into Shape)

>[Abilities]:

[Earthshaper] - You are a master of earth and minerals, they shape under your hands and make way at your will. Furthermore, you have extensive experience in smithing.

>[Skills]:

[Gardening] ~ (Trained)

[Smithing] ~ (Beginner)

>Home: The Stone Tree [Stable]

[Branches] – a tangle of massive stone limbs extending from the Trunk

1: Jewel Fruits

2: Rock Nests

2.1: Golden Eggs

[Trunk] – a large pillar of stone extending upwards from the earth

1: Amphitheater

[Roots] - an extensive tangle of chambers and passageways winding through the earth beneath the Stone Tree

1: Forge

1.1: The Heated Chamber

1.1.1: The Heated Pool

Actions:

1: My solace amongst the dark chambers of my roots was temporary, their emptiness making a haunting laughter of my footsteps as I make my way through them. I would fill them with beauty, and to do so I would need to once more make my way to my forge… [Work on increasing my Smithing Skill]

2. My hands covered in stone hammer against the heated metal my Ability to shape the metal aided by my heavy blows. I had exhausted myself these past few days creating something to aid me in my craft, my lust for detail for my works could not yet be met by the crude shaping of my hands no matter how my abilities aided them. [Craft a tool to allow me to impart greater detail upon my crafts]

3. My time outside the forge in the upper levels left me wondering where it had all gone wrong, my towering craft standing in solitude a bleak and uninspired craft compared to what nature had already created. My attempts to incorporate this beauty into my work made their contrasts all to apparent, their vibrant life breaking apart the monotonous grey of the Tree… It would not always be so, and I was determined to make it so. Closing the door behind me I make my way out from my trunk and head out into the forest around me determined to understand natures work. [Leave my Tree and head out to try and observe nature try to get an understanding on how live is created and attempt to recreate aspect of it in great detail using my ability]

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5d0a6e No.50177

Dice rollRolled 26, 93, 70 = 189 (3d100)

>>50069

>Name: Neith

>Word of Power: Create

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

>Reminder:

2 Expansions (I forgot two expansions earlier, remember?)

>Skills:

[Agriculture] (Trained Prodigy)

[Tracking] (Expertly Trained)

[Spear] (Trained)

[Taming] (Expert Prodigy)

>Companions:

1 Wolf

10 Sheep

>Abilities:

[Spring of Life]:

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

>Other:

1-3: Set up a shelter for the odd growth, pulling skins between trees overhead.

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c00a65 No.50525

File: e51ed50385beb05⋯.png (833.64 KB,1000x1500,2:3,q4ay78y2vc401.png)

>Name: Leonardo di Skeleton

>Word of Power: [Invention]

>Abilities:

>Other:

One of the many new skeletons serving Skeleton Jack, Leonardo was an inventor in life. Now he is an inventor in unlife, and part of the new Inventors Guild.

In life, his access to things which could power his inventions were limited. Water, Torsion, and Men and Animals which grew tired, needed food and water.

But skeleton power is limitless. A skeleton will never grow tired, will always run at top speed, and so he now has access to a revolutionary new thing to power his designs. Whether it is ships, wagons, or cranes Leonardo di Skeleton intends to make a name for himself!

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d60131 No.50542

>>50525

Okay, this is epic

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785116 No.51142

Rolled 87, 37, 97 = 221 (3d100)

>>50106

>Name: Lucius Augustus Aurelius

>Title:

[The Dutiful] (Western Ibizan Garrisons)

[Pigslayer] (Ibizan Military)

[Founder] (Ever-Vigilant)

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

[Demonslayer] (All Ibizans)

[Solar Protector of The Seas]

>Word of Power: Pietas

>Abilities:

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

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

>Skills:

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

>Other:

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

>Holdings

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

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

[Fishing Villages]

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

>Land Holders:

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

>Characters of Interest:

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

>Laws:

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

1-2; Once a man and woman is married, the proof of burden is on claimant to prove there's no love between them, or whatever is the typical process for a man and wife to get an annulment/divorce. A Priest may not be punished to, the fullest extent, for making a marriage that is annulled/divorced later, unless there is blatant proof to show from the beginning that they should not have been married. I will go on several public outings with Aurora and Thoticca and show my affection towards them, then I will invite all the lords to our double wedding. I will marry Aurora first, then, 3 days later, I will marry Thoticca. This should be enough for the Head Priest of Red Rock/Patriarch to agree to the marriage.

3; Have the interpreter teach the language to other men, officers, and myself, so we can efficiently subjugate these tribes.

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