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The King Is Dead; Long Live The King!

File: 1436993560901.png (594.23 KB,4328x5480,541:685,Builder Pic.png)

b0d193 No.6624

Welcome to the British Isles, circa 1141, after it's abandonment by the Legions of the Grand Quellonian Empire.

The remnants of the Legion have crumpled inwards, one full legion remaining in a grand total, the most effective military force in the isles. The Kingdoms of southern britain, consolidated by the empire, have formed into three kingdoms,The First: Berentague, holding cornwall, backed by the Doux of Brittany, holding more continental culture, and a much more foreign system of governance. The Second, The Kingdom of Loess, ruled by Aetheb The Yielding King, holding the most classically British tradition, a blend of pre-empire culture and Quellonian, currently at war with the third kingdom, Far Saxony, Ruled by the Grand Chief Alaric the Quellonian, who has reaved across the coast of Britain, stealing and looting, before entrenching himself on the rest of the island.

North of Loess and Berentague, is the Greatest state still present, the Perwin Principality. The Perwin Principality rules all of central wales, having established a protectorate state over the Warring states of Powen and Powin, ruled by the sons of the late Pows the Great. The Principality is ruled by Princeps Cathador, whom was maimed decades ago in a joust with the father of Aetheb. He is nearly 90 years of age, his kingdom ruled by his three sons, Cucull, Kay and Constantine, who make a decent enough triumvirate to rule. The Principality has recently done the unthinkable, establishing two settlements in the unsettled and insane frontierland of Eire, The lands inhabited by countless hordes of beastmen, revolving around the pulsing heart,felt by woods witches and the mad hermits of all the isles.

North of the Principality, the Marches lie, York and Lancaster, interchangeable working to fight off the northerners or each other, or the saxons, or whoever happens to be nearby. North of the Two warring Marches, lies the Grand March, built around Hadrian's wall, left on the isles to hold off the northerners at all costs.

And in the Untamed north, lie the myriad states of Scotland, revolving around the Kingdom of Gowrie, recently reunited by Utr the German. Utr, through a blend of strength and brutality united the tribes of southern scotland, making his capital in Gowrie, on the site of the ancient city, forcing the tribal savages to the lands of the Bearded Men, and the rather simply named Northern Pictland, named by traders, as it has little to no settlements. The other civilized nation in Scotland is the Empire of the isles, Ruled by the self proclaimed Emperor of all the Sea.

Now that we have the isles out of the way, who are you? A Knight of Loess? A Merchant of Berentague? Perhaps even a Beastman of Eire?

>Character Template:

>Name:

>Race: (Beastman,Quellonian, Cornish, Welsh, Powish, Powenish and so on)

>Fluff:

>Allegiance:

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

____________________________
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b0d193 No.6641

>>6624

Writing up a character right now if you're stil here OP

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b0d193 No.6642

>>6641

Still here

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b0d193 No.6644

>Character Template: Beastman of Eire

>Name: Miranda

>Race: Beastman

>Fluff: Born amongst the wild, and injured by a Principality soldier seeking glory, Miranda was rendered voiceless and ugly by her scars. Unwilling to let pity rule her life, she instead grew fierce and unwavering, taking up the bow to hunt those seeking to conquer her home. She has embraced the silence of her voice and learned to walk through the trees like a ghost.

>Allegiance:

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

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b0d193 No.6645

File: 1437000150758.jpg (16.72 KB,236x325,236:325,Aurelius.jpg)

>Name: Aurelius Cloelius

>Race: Quellonian

>Fluff: The Captial may have abandoned us, but the Eagle of Quellonia shall never forget us, nor we her watchful eye. Aurelius Cloelius, an officer and statesman of what is left of the Quellonian province, is determined to maintain the independance of the Legion Remnants, and to help create a state based upon the values and culture of empire, to bolster the legion with new recruits, stay true to the old faith and ensure the flames of the Goddess burn eternal in their lands.

>Allegiance: Legion Remnants

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b0d193 No.6646

File: 1437000240058.jpg (408.83 KB,1200x1616,75:101,Alan Lathwell-TheMercenary….jpg)

>>6624

>Name: Mordran Dwydedd

>Race: Powin

>Fluff: A man is only what he can defend, what he can hold for himself. Legend and history are filled with the tales of the brave soldier, but as much the wicked traitor. Where others see betrayal, Mordran sees the purest sense of humanity. Everyone, despite moral chatter and false promises, is out for themselves. He merely embraces this truth, and looks out for his own well being above all else. Even though it may get him branded a traitor, a cutthroat, a pariah, Mordran follows his own path. The wandering warrior. The godless pilgrim. He will gladly feign loyalty when it suits him, and even aid others if it be beneficial to himself. But among this world of serviles and cowards, Mordran is one who will never kneel.

>Allegiance: Princeps Cathador (ostensibly)

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

https://www.youtube.com/watch?v=2Ecj43e0hGE

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b0d193 No.6647

File: 1437000385942.gif (626.76 KB,500x370,50:37,1384123032148.gif)

>>6642

I also intend on joining, probably. What kind of beastmen are the beastmen?

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b0d193 No.6648

>>6624

>Name: Kurros

>Race: Beastman

>Fluff: Always an aggressive trouble maker within his tribe he would get in fights with the wrong people and get his but kicked all the time. He always lived through it as they saw it as a waste to kill him. He grew to be a warrior for the tribe and was noted to still have great promise.

>Allegiance: His Tribe

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

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b0d193 No.6656

>Character Template:

>Name: Adair Farraige

>Race: Islander

>Fluff: A Shipwright and merchant among the Isles. He was not a warrior by any means but he new how to wield a blade properly. A Sailor from birth he was more at home with rope in his hand, over the years he had apprenticed and learned the craft of making ships, though even with the skill finding work was hard. So he continued sailing the seas, trading and building connections with the people of the isles.

>Allegiance: The Empire of the Isles

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

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b0d193 No.6834

>>6644

You awaken to a distant wail, hidden in the back of your mind, bellowing in silent process, telling, no, commanding you to cleanse Eire of the parasites that have taken hold.

>Home: Nomadic.

>Lands/Holdings: None.

>Title: Silent Huntress

>Inventory: A hunting Shortbow, crafted of bone and teeth. A Suit of ragged leather armour. An Old Quellonian Iron Gladius.

>Location: South Eastern Eire.

>Bonus: Silence of the Body, Fury of the Mind: -10 to Social Actions, +20 to Attacks from the Shadows.

>Favour: She Who Beckons: 0

>>6645

You are a Junior Tribune, ruling over some of the Fort Aurum, alongside another Junior Tribune (Vellex), and a Senior Tribune (Traquillius). You have been sent here by the Legate (Overall Commander of the Remnants) to restore Fort Aurum, and to fight off the Saxons who invade Quellonian Lands.

>Home: Ruined Fort Aurum

>Lands/Holdings: 1/3 of The Ruined Fort Aurum.

>Title: Junior Tribune

>Inventory: A Full suit of Iron Quellonian Armour, Tribunal Crest, 3 Pila, A Scutum with the Eagle of Quellonia painted on it. A Quellonian Steel Gladius, Finely Made and inherited through your familly from the streets of the mighty city.

>Location: Fort Aurum, On the Border between the Remnants of Far Saxony

>Troops: 25, As a Junior Tribune

>Bonus: The Eagle Never Falls. +10 to Command Quellonian Soldiers, -10 to Interaction with Barbarians (Islanders, Saxons, Beastmen, Bearded Men and Picts)

Favour: Eagle of Quellonia: 1

>>6646

You Wander through the land of the Princeps, ignoring both law and order, fighting your way to do as you choose, unbound by the morality of fools.

>Home: Nomad/Wanderer.

>Lands/Holdings: None.

>Title: Hedge Knight

>Inventory: A Longsword, a Shortbow, a Suit of Mail armour, A single riding horse, A Tent.

>Location: The Holdings of the Princeps in Eire.

>Bonus: Unyielding. -10 to Interacting with Authorities. +10 to Fighting Authorities.

>>6648

You too awaken to the silent bellows for vengeance in your mind, shrouded and hidden, but bellowing for you to cleanse the Principalities soldiers from Eire.

>Home: Ven Tribe

>Lands/Holdings: A Large Tent.

>Title: Clan Weaponthane

>Inventory: A greataxe crafted out of two other axes, one blade black, one blade metallic. Leather Armour Rags and 2 old Quellonian Pila

>Location: South of Ulster, near the Principalities settlement, and the uncharted pictish tribal lands north of that.

>Bonus: Resilient. +10 to Surving damage or wounds, -10 to Interact with Proud Beastmen.

Favour: She who Beckons: 0

>>6656

You awaken, as you like to, to the smell of salt and then sea, aboard your Galley, a few days out from Skye.

>Home: A Longhouse on Skye

>Lands/Holdings: The Longhouse.

>Title: Merchant

>Inventory: 5 Islander Gold coins, 1 Merchant Galley And Crew, A suit of finer clothes.

>Location: South of Skye, in the Irish Sea

>Bonus: Fine Wares!: +10 To Trade with other civilized peoples, -10 to Personal Combat

Favour: The Bearded God: 0

>2 Actions Each, Same Rolls as always.

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b0d193 No.6841

Dice rollRolled 51, 19 = 70 (2d100)

>>6834

>Name: Mordran Dwydedd

>Race: Powin

>Fluff: A man is only what he can defend, what he can hold for himself. Legend and history are filled with the tales of the brave soldier, but as much the wicked traitor. Where others see betrayal, Mordran sees the purest sense of humanity. Everyone, despite moral chatter and false promises, is out for themselves. He merely embraces this truth, and looks out for his own well being above all else. Even though it may get him branded a traitor, a cutthroat, a pariah, Mordran follows his own path. The wandering warrior. The godless pilgrim. He will gladly feign loyalty when it suits him, and even aid others if it be beneficial to himself. But among this world of serviles and cowards, Mordran is one who will never kneel.

>Allegiance: Princeps Cathador (ostensibly)

>Home: Nomad/Wanderer.

>Lands/Holdings: None.

>Title: Hedge Knight

>Inventory: A Longsword, a Shortbow, a Suit of Mail armour, A single riding horse, A Tent.

>Location: The Holdings of the Princeps in Eire.

>Bonus: Unyielding. -10 to Interacting with Authorities. +10 to Fighting Authorities.

1/2 - Eire. Damnable place, not near as nice as Cymru, but at least the people here are more honest about their nature. I might almost sympathize with their quest to drive us out if it weren't much more enjoyable to thwart them. Enough chatter. I've got "patrol" to do. Maybe find a nice place to set up camp, or a town to patron. Maybe even see what passes for 'comely' among the locals.

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b0d193 No.6861

File: 1437077011519.png (55.59 KB,171x300,57:100,Menatarms_Mason-171x300.png)

>Character Template:

>Name: Dagney of Dagwood

>Race: Yorkish

>Fluff: A Yorkish warrior of minor note, Dagney of Dagwood has recently traveled south from the marches in search of adventure and fortune by meddling in wars far grander than fighting Northerners and Lancaster's folk.

>Allegiance: Anyone with proper coin.

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home:

>Lands/Holdings:

>Title:

>Inventory:

>Location:

>Bonus:

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b0d193 No.6863

Dice rollRolled 16, 26 = 42 (2d100)

>>6834

>Name: Kurros

>Race: Beastman

>Fluff: Always an aggressive trouble maker within his tribe he would get in fights with the wrong people and get his but kicked all the time. He always lived through it as they saw it as a waste to kill him. He grew to be a warrior for the tribe and was noted to still have great promise.

>Allegiance: His Tribe

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home: Ven Tribe

>Lands/Holdings: A Large Tent

>Title: Clan Weaponthane

>Inventory: A greataxe crafted out of two other axes, one blade black, one blade metallic. Leather Armour Rags and 2 old Quellonian Pila

>Location: South of Ulster, near the Principalities settlement, and the uncharted pictish tribal lands north of that.

>Favour: She who Beckons: 0

>Bonus: Resilient. +10 to Surving damage or wounds, -10 to Interact with Proud Beastmen.

1. Gather up a raid team.

2. RAID THE VERMIN!

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b0d193 No.6865

Dice rollRolled 41, 11 = 52 (2d100)

1. Scout out the nearest encampment of these interlopers. I shall watch for a while, and plan. Before I strike.

2. I shall need food for the coming days. I take my bow and hunt through the thick underbrush.

>Character Template: Beastman of Eire

>Name: Miranda

>Race: Beastman

>Fluff: Born amongst the wild, and injured by a Principality soldier seeking glory, Miranda was rendered voiceless and ugly by her scars. Unwilling to let pity rule her life, she instead grew fierce and unwavering, taking up the bow to hunt those seeking to conquer her home. She has embraced the silence of her voice and learned to walk through the trees like a ghost.

>Allegience: She Who Beckons

>Home: Nomadic.

>Lands/Holdings: None.

>Title: Silent Huntress

>Inventory: A hunting Shortbow, crafted of bone and teeth. A Suit of ragged leather armour. An Old Quellonian Iron Gladius.

>Location: South Eastern Eire.

>Bonus: Silence of the Body, Fury of the Mind: -10 to Social Actions, +20 to Attacks from the Shadows.

>Favour: She Who Beckons: 0

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b0d193 No.6989

>>6841

I'd appreciate the rest of the players posting, one day until I just post for whoever's posted.

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b0d193 No.7027

Dice rollRolled 94, 34 = 128 (2d100)

>>6834

>Name: Aurelius Cloelius

>Race: Quellonian

>Fluff: The Captial may have abandoned us, but the Eagle of Quellonia shall never forget us, nor we her watchful eye. Aurelius Cloelius, an officer and statesman of what is left of the Quellonian province, is determined to maintain the independance of the Legion Remnants, and to help create a state based upon the values and culture of empire, to bolster the legion with new recruits, stay true to the old faith and ensure the flames of the Goddess burn eternal in their lands.

>Allegiance: Legion Remnants

>Home: Ruined Fort Aurum

>Lands/Holdings: 1/3 of The Ruined Fort Aurum.

>Title: Junior Tribune

>Inventory: A Full suit of Iron Quellonian Armour, Tribunal Crest, 3 Pila, A Scutum with the Eagle of Quellonia painted on it. A Quellonian Steel Gladius, Finely Made and inherited through your familly from the streets of the mighty city.

>Location: Fort Aurum, On the Border between the Remnants of Far Saxony

>Troops: 25, As a Junior Tribune

>Bonus: The Eagle Never Falls. +10 to Command Quellonian Soldiers, -10 to Interaction with Barbarians (Islanders, Saxons, Beastmen, Bearded Men and Picts)

1. A legion is a well disciplined formation, a tightly nit fist made of hundreds of fingers. Every man must train themselves to excellency within it, and that is what I intend to do!

>Train the men

2. The Legion's strength is. . .

was. . .in its numbers.

It's ability to recruit, and train, locals and forge them into the fighting force of the Empire.

We will have to hold our ground, rather than expand as we were often accustomed to.

For now, let us get a consensus of all living individuals in our jurisdiction, able bodied men, children, and women. As well as learn of what local news thereof, and what can be done to assist the growth of our village(s).

If we are to keep a strong nation, we will need to know its numbers, its citizens, and ensure that each is strongly cooperative.

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b0d193 No.7068

>>6841

You set off from your campsite, wandering down a rather scenic looking pathway. You hear a braying noise, and look behind you. Oh good, some locals, though comely is not the word that comes to mind. A Large, bearisah abomination looks down at you, raised up to charge at you, hefting a large boulder. You seem to remember a bounty on beastmen skulls, measured by how heavy they are. Let's hope this thing has a big head.

Roll 2d100 for combat instead of normal actions.

>>6861

You have ended up in Loess, outside the once great city of C'moll, now seldom more than a sprawl of slum like hovels around a decrepit old castle, inhabited by Aetheb, King of Loess.

>Home: N/A

>Lands/Holdings: N/A

>Title: Freeblade

>Inventory: Mail Shirt, leather greaves, gauntlet and helmet, Saxon Longsword and A Quellonian Cavalry shield.

>Location: The Kingdom of Loess

>Bonus: Loyal to Coin, Disloyal to Debt. +10 to Combat when Paid, -10 to Combat Unpaid.

>Favour: The Lady of the Marches: 0

>>6863

You don't manage to rally any men to your cause, but wisely enough decided not to risk attacking on your own

>>6865

After clambering through the trees on the outskirts of the wood, you come upon a wretched encampment of man-things, covered in shining dirt and hefting spears, hidden behind a simple pallisade, easy enough to hop over from the treeline. You find naught to eat on the way, but hunger grants strength. (You don't need to keep track of food or water at any point)

>>7027

You walk out of your tent to the drab, muddy and dirty remnant of what was once a proud fortress, home to an entire legion, but now, home to a sorry lot of half trained savages, who have never even seen Quellonia. You intend to change them from savages to men worthy of their armour. You bellow an order, they do not respond. You bellow the order once more, cracking the side of a man's head with a cane. They rise and stand in a vague step. you walk along the line throughout the day, correcting fault after fault, bellowing every order you could need in battle, and correcting every failing the men have in those areas. By the time the day has ended, your men know their place, as Legionairres. When at noon you had told them to swear their oath anew to you, few did. As you bellow this order to them at dusk, they respond in kind, stood in nigh perfect step, hefting shields at the proper height, gladii prepared for the signature thrust into the enemy's armpit. It would bring a tear to your eye if you didn't remember your training.

+Your Troops are now considered Legionairres, add [Legionairres, +10 To combat in formation] to your troops section.

>+1 Favour.

You seldom have time to ask about how many people there are in the area, but when you ask, you are met with a resounding None Apparently the saxons have made off with the women and children, with the men having been recruited by the legion. You may not want to tell your men their wives and children are gone.

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b0d193 No.7069

Dice rollRolled 13, 73 = 86 (2d100)

1.2. Map their patrols, identify the lazy and the inept. Watch how they eat, watch how the shit. Learn their movements, and once I have done all that, I strike during the cover of night. I take the sentries first, quietly, I take those still awake next. Then one by one I slit their throats as they sleep. Until not a man remains alive.

>Character Template: Beastman of Eire

>Name: Miranda

>Race: Beastman

>Fluff: Born amongst the wild, and injured by a Principality soldier seeking glory, Miranda was rendered voiceless and ugly by her scars. Unwilling to let pity rule her life, she instead grew fierce and unwavering, taking up the bow to hunt those seeking to conquer her home. She has embraced the silence of her voice and learned to walk through the trees like a ghost.

>Allegience: She Who Beckons

>Home: Nomadic.

>Lands/Holdings: None.

>Title: Silent Huntress

>Inventory: A hunting Shortbow, crafted of bone and teeth. A Suit of ragged leather armour. An Old Quellonian Iron Gladius.

>Location: South Eastern Eire.

>Bonus: Silence of the Body, Fury of the Mind: -10 to Social Actions, +20 to Attacks from the Shadows.

>Favour: She Who Beckons: 0

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b0d193 No.7071

Dice rollRolled 33, 10 = 43 (2d100)

>>7068

>Name: Mordran Dwydedd

>Race: Powin

>Fluff: A man is only what he can defend, what he can hold for himself. Legend and history are filled with the tales of the brave soldier, but as much the wicked traitor. Where others see betrayal, Mordran sees the purest sense of humanity. Everyone, despite moral chatter and false promises, is out for themselves. He merely embraces this truth, and looks out for his own well being above all else. Even though it may get him branded a traitor, a cutthroat, a pariah, Mordran follows his own path. The wandering warrior. The godless pilgrim. He will gladly feign loyalty when it suits him, and even aid others if it be beneficial to himself. But among this world of serviles and cowards, Mordran is one who will never kneel.

>Allegiance: Princeps Cathador (ostensibly)

>Home: Nomad/Wanderer.

>Lands/Holdings: None.

>Title: Hedge Knight

>Inventory: A Longsword, a Shortbow, a Suit of Mail armour, A single riding horse, A Tent.

>Location: The Holdings of the Princeps in Eire.

>Bonus: Unyielding. -10 to Interacting with Authorities. +10 to Fighting Authorities.

1/2 - A warm welcome from the locals, then. Gods this thing is ugly, they're worse than I thought. Still, its head should fetch me a fine price. Feint left, moving low and from the side to avoid any wide attacks. Then aim for the legs to cripple it and, if it's down, finish it off at the neck.

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b0d193 No.7072

Dice rollRolled 53, 79 = 132 (2d100)

>>7068

>Name: Kurros

>Race: Beastman

>Fluff: Always an aggressive trouble maker within his tribe he would get in fights with the wrong people and get his but kicked all the time. He always lived through it as they saw it as a waste to kill him. He grew to be a warrior for the tribe and was noted to still have great promise.

>Allegiance: His Tribe

(Don't Touch this, Unless you want to be challenged to a self Beheading challenge)

>Home: Ven Tribe

>Lands/Holdings: A Large Tent

>Title: Clan Weaponthane

>Inventory: A greataxe crafted out of two other axes, one blade black, one blade metallic. Leather Armour Rags and 2 old Quellonian Pila

>Location: South of Ulster, near the Principalities settlement, and the uncharted pictish tribal lands north of that.

>Favour: She who Beckons: 0

>Bonus: Resilient. +10 to Surving damage or wounds, -10 to Interact with Proud Beastmen.

1&2. Do I look like a wise man to you? I will attack them myself! Burn their villages! Let their fields run red with blood!

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b0d193 No.7076

Dice rollRolled 29, 37 = 66 (2d100)

>>6834

>Character Template:

>Name: Adair Farraige

>Race: Islander

>Fluff: A Shipwright and merchant among the Isles. He was not a warrior by any means but he new how to wield a blade properly. A Sailor from birth he was more at home with rope in his hand, over the years he had apprenticed and learned the craft of making ships, though even with the skill finding work was hard. So he continued sailing the seas, trading and building connections with the people of the isles.

>Allegiance: The Empire of the Isles

>Home: A Longhouse on Skye

>Lands/Holdings: The Longhouse.

>Title: Merchant

>Inventory: 5 Islander Gold coins, 1 Merchant Galley And Crew, A suit of finer clothes.

>Location: South of Skye, in the Irish Sea

>Bonus: Fine Wares!: +10 To Trade with other civilized peoples, -10 to Personal Combat

Favour: The Bearded God: 0

1/2. Head into Skye and look for goods to procure for the next journey.

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b0d193 No.7078

Dice rollRolled 64, 2 = 66 (2d100)

>Character Template:

>Name: Dagney of Dagwood

>Race: Yorkish

>Fluff: A Yorkish warrior of minor note, Dagney of Dagwood has recently traveled south from the marches in search of adventure and fortune by meddling in wars far grander than fighting Northerners and Lancaster's folk.

>Allegiance: Anyone with proper coin.

>Home: N/A

>Lands/Holdings: N/A

>Title: Freeblade

>Inventory: Mail Shirt, leather greaves, gauntlet and helmet, Saxon Longsword and A Quellonian Cavalry shield.

>Location: The Kingdom of Loess

>Bonus: Loyal to Coin, Disloyal to Debt. +10 to Combat when Paid, -10 to Combat Unpaid.

>Favour: The Lady of the Marches: 0

1/2: Look for work in the city.

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b0d193 No.7080

Dice rollRolled 70, 5 = 75 (2d100)

>>7068

>Name: Aurelius Cloelius

>Race: Quellonian

>Fluff: The Captial may have abandoned us, but the Eagle of Quellonia shall never forget us, nor we her watchful eye. Aurelius Cloelius, an officer and statesman of what is left of the Quellonian province, is determined to maintain the independance of the Legion Remnants, and to help create a state based upon the values and culture of empire, to bolster the legion with new recruits, stay true to the old faith and ensure the flames of the Goddess burn eternal in their lands.

>Allegiance: Legion Remnants

>Home: Ruined Fort Aurum

>Lands/Holdings: 1/3 of The Ruined Fort Aurum.

>Title: Junior Tribune

>Inventory: A Full suit of Iron Quellonian Armour, Tribunal Crest, 3 Pila, A Scutum with the Eagle of Quellonia painted on it. A Quellonian Steel Gladius, Finely Made and inherited through your familly from the streets of the mighty city.

>Location: Fort Aurum, On the Border between the Remnants of Far Saxony

>Troops:

25, As a Junior Tribune

[Legionairres, +10 To combat in formation]

>Bonus: The Eagle Never Falls. +10 to Command Quellonian Soldiers, -10 to Interaction with Barbarians (Islanders, Saxons, Beastmen, Bearded Men and Picts)

1-2. You're right, it would be a bad idea to tell them.

I'll let them face that problem head on.

It's time to put these marching drills to the test, we move to the saxon's camp. Let's see if Quellonian drill can outpace barbarian horde, and we'll get our women and children back!

March by day and night, and attack them during the latter.

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