632a22 No.6736 [View All]
The Sun was setting on one of the World’s first great ages, The People had built monuments and wandered the world but they had accomplish little in their time here. But nearly 400 years ago a man had finally had enough, no more wandering. He cultivated the land around him and started the world’s first farm, He died that winter when a tribe came through his lands and ate all his crops, but his vision had not died. All this time after and word of this practice had reached your ears, so you traveled to a land you remembered to be lush only to find you weren't the only ones with the idea. So you all settled down, but relations were tender to say the least…
You will also get a character bonus depending on fluff, if you wish to join a tribe another person has made their population will be tripled giving you and them more influence in the growing city the tribe will be influenced by your fluff though, it is now both of our tribes: (If this is not something you would like please say so next to your tribe, if any attempt to join they will be told they can’t)
Personal Stats
>Name:
>Job:
>Tribe:
v don’t fill this out v
>Inventory:
>Personal Holdings:
>Bonuses:
21 postsand8 image repliesomitted. Click reply to view. ____________________________
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632a22 No.6813
| Rolled 99, 98 = 197 (2d100) |
>Name: Kan'to
>Job: Broodmother
>Tribe: The Linao
Due to having the best genes for speed and strength, Kan'to was taken during a raid by a tribe of Rakshasa and used as their broodmother. The Rakshasa have no females, and so must capture women from other races to produce more tribe members. Kan'to used to be a warrior, but after being defeated they turned her and her captured tribe mates into necessary slaves. Now, no longer the broud warrior she used to be, Kan'to stays willingly and does what is needed of her, and is currently the closest to a leader the tribe has.
>Inventory
>Personal Holdings:
+Rish'nu - Your Son, fathered by the chieftain. He is a cub now but will lead this tribe to greatness.
>Bonuses:
+Lover and a Fighter - Your Husbands will protect you from all harm (+10 to combat and +5 to pop rolls)
1,2. Well then its time to do what I do best. Oh boys~(pop roll)
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632a22 No.6815
| Rolled 61, 79 = 140 (2d100) |
Name: Cursion lychee
Job: Hunter, tamer
Tribe: The Honeyguides
Fluff: Cursion has been hunting since he was a boy. He has a strict set of moral guide lines by which he hunts. He will never slay a beast with young or a pregnant one. He goes out of his way to raise cubs who have lost their parents or find themselves lost. Many of these animals he often takes with him on hunts.
>Inventory:
+bow?
+Fur Cloak
>Personal Holdings
>Bonuses
+Tamer (+10 to interactions with animals, +5 to interactions with nature)
+ Fox Kit
1. "Ah, the trixter of the Forest. I'll be sure to raise you into a mighty hunter!" (train fox) +10 to interactions with animals
2. "I see Holly has found some Untamed thoroughbreds. I will tame them. " +10 to interactions with animals
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632a22 No.6845
>Name: Suvalos
>Job: Augur
>Tribe: The Honeyguides
Some men hunt, reading tracks and seeking prey. Others scout, reading the land and seeking foes.
Suvalos is an Augur. He reads the signs of fate and divinity that lie in the natural world. The year's harvest foretold in the pattern of a flock of birds, the victory of a coming battle in the entrails of a goat, the favor of the gods in the stars of heaven. All these signs are open for him to interpret, to better help the Honeyguides.
v don’t fill this out v
>Inventory:
>Personal Holdings:
>Bonuses:
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632a22 No.6846
>>6736
>Name: white eyes
>Job: spirit seer
>Tribe: The Honeyguides
>Fluff: White eyes was born blind to the world of mortals. What he did see was the world of the spirits. It was his job to find the spirits of the land and appease them or get their blessings.
v don’t fill this out v
>Inventory:
>Personal Holdings:
>Bonuses:
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632a22 No.6847
| Rolled 43, 29 = 72 (2d100) |
>>6812
>Name: Holly Melon
>Job: Scout, forger
>Tribe: The Honeyguides
>Inventory:
+Stone Dagger
>Personal Holdings
>Bonuses
+Stealth: (+5 to scout, and +10 to convert actions, these do not stack)
1&2. Find a really strategic spot, like a hill on a bend in a river, for us to settle down, so we can take advantage of the wheat that grows in the area.
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632a22 No.6855
| Rolled 59, 56 = 115 (2d100) |
>>6812
>Name: Swift Runner
>Job: Scout
Tribe: Plainsrunners
A peaceful, but large tribe, the Plainsrunners are always searching for new and fertile lands, and their scouts, long of stride and light of foot, enjoy great status in their society.
>Inventory: Deer Pelt Cloak
>Personal Holdings
>Bonuses: +Scout
1/2) In order to survive, the tribe needs a food supply, but it also needs to know who, what, and where it's enemies are. Look around again, but pay special attention to any signs of what could be a threat, from wild animals or otherwise.
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632a22 No.6887
| Rolled 37, 25 = 62 (2d100) |
>>6812
>Name: Small Head
>Job: The Tribe's Idiot
>Tribe: The Kongao Tribe
>Inventory:
+ Pet Mouse, Kayne
>Personal Holdings
>Bonuses
+Insanity (+10 to Invention and Magic, -30 to interaction with other people)
1-2 MAGICAL INVENTION GO
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632a22 No.6889
File: 1437083640954.jpg (237.88 KB,1055x758,1055:758,dwarven_mountaineer_by_art….jpg)
>Name: Gundrun Rockseeker
>Job: Warrior
>Tribe: The Small Folk
Gundrun is a warrior of his tribe of exceptionally small yet broad men. They make up for their lack of size with a ferocity in battle and hardiness in extreme cold. Quick-tempered and stubborn, the Small Folk are easily goaded into conflict and have a tendency to hold grudges across generations.
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632a22 No.6891
EVENT:
Summer Begins
The Linao have kidnapped 5 Kangao women.
Update:
Base damage from anyone is 1d6, health for any player character is 50. These is for special combat only.
>Long Spear
+Man Hunter (give a +5 to damage against other tribes, others view you with great distrust)
+Long Spear (+1d3 damage)
>Holly
+Stone Dagger (+1d2 damage)
>Swift Runner
+Deer pelt Cloak (-2 to enemy damage) (5/5 durabilty)
>Kan'to
+Lover and a Fighter - Your Husbands will protect you from all harm (half of all damage onto you will be diverted to a husband.
+Rish'nu - Age (4)
City Stats:
>Population: M/F/C
40 - The People 20/20
115 - The Kongao Tribe 60/55
80 - Plainsrunners 45/35
1170 - The Honeyguides 720/550
29 - The Linao 16/9/4
>Public Buildings:
>Resource Production:
>Kan'to
With the abundance of game around the area the men have to much idle time and to few toys. You are seeing the heaviest traffic you've seen since your capture and the Men begin to whisper. The Next morning you wake to the muffled squeaks of 5 young girls as the Men plunge into them. After they are done you hand them a painkilling drug to numb the area and remove and stray barbs.
+5 Female captives
+Knowledge: Numbing Roots
+ 4 Children
>Cursion
You play with the young injured fox, gaining her trust. While taking a walk to the fields in which the horses are kept the kit sneezes ad a small blue flame briefly pops into existence before dissipating… odd.
+Fox Kit (1/5)
Breaking horses was never an easy thing but the men of the far west had been doing it for generations. So you try you hand at it and have a good about of success.
+Breaking the Studs (1/3)
>Suvalos
>Inventory:
+5 Goats (2/3)
>Personal Holdings:
>Bonuses:
Nature's Guide - (When a roll is failed, you can scrap your turn and give your second roll to a tribe member, this replaces one of their rolls)
>Spirit Seer:
>Inventory:
>Personal Holdings:
Small Rock - A small "island" in the river that you spend your days communicating with the spirits
>Bonuses:
+Spirit Guide - You can sacrifice one of your rolls each to turn to give a +5 to all tribe member rolls (including your second one).
>Holly
You travel down the river hoping it would turn up toward the fertile lands near the sea, but no such luck. The river is a good 8 hours to the east of the wheat fields.
>Swift Runner
The Northern Forest across the river seem to hold the most danger, Boars and Bears are common, and while not as dangerous deer are seen often. The Most danger if from the other tribes, their superior numbers were dangerous. The River is also very wide any Marauders or Nomads could follow it right to the settlement.
>Small Head
You spend you days giggling in the fields as you chase after kayne, your link grows stronger every day and each day kayne grows more intelligent. It seems your attempt to work on him have connected you and you knowledge is flooding and expanding his brain.
+Soul Magic (5/7)
>Gundrun
>Inventory:
+Battle Axe - (+1d4 in combat)
>Personal Holdings:
>Bonuses:
+Temper - You can declare a rivalry on another character, you gain a double to all armor and weapon effect against them in combat.
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632a22 No.6892
Personal Stats
>Name: Sister
>Job: Hunter
>Tribe: The Lost
Cast-offs, renegades, loners, heretics, exiled. We are the Lost. We are united only in the fact that we do not belong.
I left my tribe, for I would not submit to their laws. I left my name, for everything I was I left behind. Now I am simply a Sister of the Lost. For they accept me despite how… different I am.
v don’t fill this out v
>Inventory:
>Personal Holdings:
>Bonuses:
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632a22 No.6893
>Name: Solen's Saga
>Job: Warrior
>Tribe: Solens valda
>Inventory:
>Personal Holdings:
>Bonuses:
https://www.youtube.com/watch?v=mkVwA__Fk9g
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632a22 No.6894
| Rolled 13, 46 = 59 (2d100) |
>Name: Kan'to
>Job: Broodmother
>Tribe: The Linao
Due to having the best genes for speed and strength, Kan'to was taken during a raid by a tribe of Rakshasa and used as their broodmother. The Rakshasa have no females, and so must capture women from other races to produce more tribe members. Kan'to used to be a warrior, but after being defeated they turned her and her captured tribe mates into necessary slaves. Now, no longer the broud warrior she used to be, Kan'to stays willingly and does what is needed of her, and is currently the closest to a leader the tribe has.
>Inventory
>Personal Holdings:
+Rish'nu - Your Son, fathered by the chieftain. He is a cub now but will lead this tribe to greatness.
>Bonuses:
+Lover and a Fighter - Your Husbands will protect you from all harm (half of all damage onto you will be diverted to a husband.
+Rish'nu - Age (4)
+Knowledge: Numbing Roots
1,2. Well its nice to see more girls in the tribe. Now that there are others to do some breeding, maybe I can get some alone time with the chieftain to have some more of his kids~
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632a22 No.6895
Solen's saga is a tribe that worships the sun and the moon, The children are trained in the way of the warrior and when they reach the age of 5760 suns they have to go out and slay a monster of any kind,
Solen's saga is named after the tale of a man who saved the tribe using the power given from the sun
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632a22 No.6896
| Rolled 2, 34 = 36 (2d100) |
>>6891
1/2) Tell the people of the tribe what I've seen, and take a few people with some axes to cut down some trees from the Northern Forest
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632a22 No.6897
| Rolled 66, 67 = 133 (2d100) |
>Name: Small Head
>Job: The Tribe's Idiot
>Tribe: The Kongao Tribe
>Inventory:
+ Pet Mouse, Kayne
>Personal Holdings
>Bonuses
+Insanity (+10 to Invention and Magic, -30 to interaction with other people)
1-2 MAGICAL INVENTION GO 5/7
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632a22 No.6898
| Rolled 56, 8 = 64 (2d100) |
>Name: Gundrun Rockseeker
>Job: Warrior
>Tribe: The Small Folk
>Inventory:
+Battle Axe - (+1d4 in combat)
>Personal Holdings:
>Bonuses:
+Temper - You can declare a rivalry on another character, you gain a double to all armor and weapon effect against them in combat.
1: The Small folk get to work setting up a camp for their people.
2: Gundrun and a small group of warriors go scouting.
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632a22 No.6899
>Name: Suvalos
>Job: Augur
>Tribe: The Honeyguides
Some men hunt, reading tracks and seeking prey. Others scout, reading the land and seeking foes.
Suvalos is an Augur. He reads the signs of fate and divinity that lie in the natural world. The year's harvest foretold in the pattern of a flock of birds, the victory of a coming battle in the entrails of a goat, the favor of the gods in the stars of heaven. All these signs are open for him to interpret, to better help the Honeyguides.
>Inventory:
+5 Goats (2/3)
>Personal Holdings:
>Bonuses:
Nature's Guide - (When a roll is failed, you can scrap your turn and give your second roll to a tribe member, this replaces one of their rolls)
1 - Take the goats on their usual pastoral rounds. I may even encounter another Honeyguide out here, and offer them sage advice!
2 - I also seem to be missing a sickle. How am I going to sacrifice goats and read signs if I don't have my traditional sickle? Better go and get one.
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632a22 No.6900
| Rolled 11, 10 = 21 (2d100) |
>>6899
D I C E
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632a22 No.6904
| Rolled 19, 32 = 51 (2d100) |
Name: Cursion lychee
Job: Hunter, tamer
Tribe: The Honeyguides
Fluff: Cursion has been hunting since he was a boy. He has a strict set of moral guide lines by which he hunts. He will never slay a beast with young or a pregnant one. He goes out of his way to raise cubs who have lost their parents or find themselves lost. Many of these animals he often takes with him on hunts.
>Inventory:
+bow?
+Fur Cloak
>Personal Holdings
>Bonuses
+Tamer (+10 to interactions with animals, +5 to interactions with nature)
+ Fox Kit (1/5)
+Breaking the Studs (1/3)
1: Continue training the studs
+Tamer (+10 to interactions with animals
2:Continue training the fox
+Tamer (+10 to interactions with animals
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632a22 No.6915
| Rolled 5, 33 = 38 (2d100) |
>>6891
>Name: Holly Melon
>Job: Scout, forger
>Tribe: The Honeyguides
>Inventory:
+Stone Dagger
>Personal Holdings
>Bonuses
+Stealth: (+5 to scout, and +10 to convert actions, these do not stack)
1&2. continue looking for a suitable place to settle down.
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632a22 No.6920
| Rolled 65 (1d100) |
>>6891
>Name: white eyes
>Job: spirit seer
>Tribe: The Honeyguides
>Fluff: White eyes was born blind to the world of mortals. What he did see was the world of the spirits. It was his job to find the spirits of the land and appease them or get their blessings.
v don’t fill this out v
>Inventory:
>Personal Holdings:
Small Rock - A small "island" in the river that you spend your days communicating with the spirits
>Bonuses:
+Spirit Guide - You can sacrifice one of your rolls each to turn to give a +5 to all tribe member rolls (including your second one).
1. Given to the tribe +5
2. Talk to the tribe members to see what worries they have dealing with the spirits.
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632a22 No.6923
| Rolled 97, 85 = 182 (2d100) |
>Name: Long Spear
>Job: Hunter
>Tribe: The People
A former hunter of a viscous and savage tribe of cruel and cannibalistic raiders, he joined The People after hearing the tales of food that could be gathered easily, and of a tribe that would not viciously hunt fellow men.
He is the town guardian, and is known as Long Spear, because he is very good at killing with a spear or throwing it very far and hitting wild game. He brings with him years of learning how to fight and hunt among the other tribe.
>Long Spear
>Inventory:
+Long Spear
>Personal Holdings:
>Bonuses:
+Man Hunter (give a +5 to damage against other tribes, others view you with great distrust)
+Long Spear (+1d3 damage)
1-2. Go forth and search for prey, or women unattended by their men, that I might bring back to the tribe as trophy. I shall learn how to hunt and hide among the grass and weeds.
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632a22 No.6926
>Name: Dara Mag Uiginn
>Job: Blacksmith
>Tribe: Ullistairs
Tribe Fluff: The Ullistairs are a peaceful people, enjoying fertile lands and bountiful forests. For the most part, they are farmers, and hunters, with lumberjacks and blacksmiths, as well as other gatherers and craftsmen being counted among their number. They are ruled by a Ri, who lives in a long hall atop a hill.
Character: Born to a miller, Dara Mag Uiginn was always fascinated by fire. He loved the feel of heat radiating from coals, and stood transfixed by the dancing flames of the hearth as a child. He later became the apprentice of the local blacksmith, learning how to create and mend plowshares and other tools, as well as how to reshoe horses. Dara is a burly man, with rippling muscles underneath his scarred and tanned skin. His mustache grows into his sideburns, which extend from his hairline, which is receding despite his young age.
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632a22 No.6929
EVENT:
Summer (⅔)
Update:
City Stats:
>Population: M/F/C
58 - The People 20/38
115 - The Kongao Tribe 60/55
77 - Plainsrunners 42/35
1170 - The Honeyguides 720/550
29 - The Linao 16/9/5
40 - The Lost 20/20
40 - Solen’s Saga 20/20
37 - The Small Folk 18/19
40 - Ullistairs
>Public Buildings:
>Resource Production:
>Long Spear
You spend your days stalking about the gathering, snatching up untribed girls, and even a few honeysuckle girl. They were in abundance, once they were brought back to the camp you head out into the forest and begin a hunt, with more mouths we would need more food
+18 females
+Stealth Training I completed (+5 to stealth rolls, +3 to sneak attack in combat)
+Stealth training II (1/4)
>Sister
>Inventory:
+Seed of the Lost
>Personal Holdings:
>Bonuses:
+Bonus: Cold Blooded - Action during the day are +5, actions at night are -10.
>Solen
>Inventory:
+Bronze Shortsword - (1d3 in combat)
>Personal Holdings:
>Bonuses:
+Blessing of the Sun God - Heir to the Saga of Solen, your people see you with great respect (The tribe follows you
>Kan'to
The Chieftan seems preoccupied with a young women, she seems to have taken to the breedings like you, and she was a virgin but 2 days before. You might have lost your place alongside him for now.
+1 Child
>Cursion
You decide to relax this week alongside the growing tribe, you stare across the fields as holly goes about her business. The fox kit laying a few feet from you cuddling by you in the sun while the horses going unattended.
-2 Thoroughbreds (escaped)
+Fox (⅖)
>Suvalos
You spend your weeks in these new lands amongst your goats. Though few would say they where sage or wise things.
+Rumors have begun (-5 to diplomacy rolls)
>Spirit Seer:
You wander through the tribe, a man of your age demanded respect in almost all of the tribes, you have begun setting up a network amongst those who can feel the spirits.
+Finding the Spirits (⅕)
>Holly
You try in vain to find a place your people are willing to settle, they feel content at the river opening and you spend you days angrily trying to get the tribe mates to get up off their asses. Once you gave up you headed down south and continued to look for signs, after nearly 3 days down the river you come to a grove of apple trees. (Map update later)
>Swift Runner
Things go horribly wrong as you cross the river, one of the tribe members is dragged under, as you look down you see the head of a humongous snapping turtle close around his thighs. You make it across but wood cutting is the last thing on your minds.
+Logging (0/3 - this will result in a clearing as well as a good amount of lumber being available)
-3 tribemembers
>Small Head
Finally you can feel it, you stare into Kayne’s eyes and see passed it into his every growing mind.
+Kayne has gained intelligence, and you can communicate with him
+Knowledge: Soul Link (magic)
-Change: People see you as even more insane (-35 to human interaction)
>Gundrun
Most of the tribes were basking in the warmth of the sun and living off the bounty, but you knew winter was coming. You and your men work on the base camp, a few of the men wonder from the gathering place to scout the surrounding area, though they don’t return and you haven’t seen them for days.
+Base Camp (½)
-3 tribe mates
>Dara
>Inventory:
+Blacksmiths hammer (+1d2 damage)
>Personal Holdings:
>Bonuses:
+Size - You stand taller than any man, and your muscle allow you to lift boulders (+5 to feats of strength, +5 damage to blunt weaponry damage)
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632a22 No.6930
| Rolled 66, 88 = 154 (2d100) |
Name: Cursion lychee
Job: Hunter, tamer
Tribe: The Honeyguides
Fluff: Cursion has been hunting since he was a boy. He has a strict set of moral guide lines by which he hunts. He will never slay a beast with young or a pregnant one. He goes out of his way to raise cubs who have lost their parents or find themselves lost. Many of these animals he often takes with him on hunts.
>Inventory:
+bow?
+Fur Cloak
>Personal Holdings
>Bonuses
+Tamer (+10 to interactions with animals, +5 to interactions with nature)
+ Fox Kit (1/5)
+Breaking the Studs (1/3)
1: Continue training the studs
+Tamer (+10 to interactions with animals
2:Continue training the fox
+Tamer (+10 to interactions with animals
+Fox (⅖)
1: Go out and hunt something for the tribe.
2: Train the fox +10 to interactions with animals
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632a22 No.6931
| Rolled 76, 11 = 87 (2d100) |
>>6929
>Name: Kan'to
>Job: Broodmother
>Tribe: The Linao
Due to having the best genes for speed and strength, Kan'to was taken during a raid by a tribe of Rakshasa and used as their broodmother. The Rakshasa have no females, and so must capture women from other races to produce more tribe members. Kan'to used to be a warrior, but after being defeated they turned her and her captured tribe mates into necessary slaves. Now, no longer the broud warrior she used to be, Kan'to stays willingly and does what is needed of her, and is currently the closest to a leader the tribe has.
>Inventory
>Personal Holdings:
+Rish'nu - Your Son, fathered by the chieftain. He is a cub now but will lead this tribe to greatness.
>Bonuses:
+Lover and a Fighter - Your Husbands will protect you from all harm (half of all damage onto you will be diverted to a husband.
+Rish'nu - Age (4)
+Knowledge: Numbing Roots
1,2. Oh ill show the chieftain why im the best! Head down by the river and begin learning sexual magic!
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632a22 No.6933
| Rolled 93, 71 = 164 (2d100) |
>>6904
>Name: Suvalos
>Job: Augur
>Tribe: The Honeyguides
Some men hunt, reading tracks and seeking prey. Others scout, reading the land and seeking foes.
Suvalos is an Augur. He reads the signs of fate and divinity that lie in the natural world. The year's harvest foretold in the pattern of a flock of birds, the victory of a coming battle in the entrails of a goat, the favor of the gods in the stars of heaven. All these signs are open for him to interpret, to better help the Honeyguides.
>Inventory:
+5 Goats (2/3)
>Personal Holdings:
>Bonuses:
Nature's Guide - (When a roll is failed, you can scrap your turn and give your second roll to a tribe member, this replaces one of their rolls)
Possibly a goatfucker - -5 to diplomacy
1 - Well that's no good. I must show once more my value to the tribe, firstly by getting myself a sickle!
2 - Then, reading the flock-patterns of the birds. Ominous things lie in their movements, and divining them will be useful to the rest of the tribe.
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632a22 No.6934
>>6929
>Name: Small Head
>Job: The Tribe's Idiot
>Tribe: The Kongao Tribe
>Inventory:
+ Pet Mouse, Kayne
>Personal Holdings
>Bonuses
+Insanity (+10 to Invention and Magic, -30 to interaction with other people)
1: [Talk to Kayne.] Ehehehheh e I DID IT. KAYNE DO YOU LOVE ME?
2: [Let Kayne go out to see what's up in the village] GO KAYNE, GO SHOW YOURSELF TO THE VILLAGE. MAKE IT KNOWN THAT SMALL HEAD IS THE BEST.
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632a22 No.6935
| Rolled 2, 29 = 31 (2d100) |
>>6934
rolls
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632a22 No.6936
| Rolled 32, 27 = 59 (2d100) |
>>6929
>Name: white eyes
>Job: spirit seer
>Tribe: The Honeyguides
>Fluff: White eyes was born blind to the world of mortals. What he did see was the world of the spirits. It was his job to find the spirits of the land and appease them or get their blessings.
v don’t fill this out v
>Inventory:
>Personal Holdings:
Small Rock - A small "island" in the river that you spend your days communicating with the spirits
>Bonuses:
+Spirit Guide - You can sacrifice one of your rolls each to turn to give a +5 to all tribe member rolls (including your second one).
1&2. continue finding the local land spirits 1/5
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632a22 No.6937
| Rolled 54, 63 = 117 (2d100) |
1.2. My first duty amongst the Lost is as always to find food. So I hunt! Come brothers. Come sisters. Let us see what prey awaits!
Personal Stats
>Name: Sister
>Job: Hunter
>Tribe: The Lost
Cast-offs, renegades, loners, heretics, exiled. We are the Lost. We are united only in the fact that we do not belong.
I left my tribe, for I would not submit to their laws. I left my name, for everything I was I left behind. Now I am simply a Sister of the Lost. For they accept me despite how… different I am.
v don’t fill this out v
>Inventory:
+Seed of the Lost
>Personal Holdings:
>Bonuses:
+Bonus: Cold Blooded - Action during the day are +5, actions at night are -10.
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632a22 No.6938
| Rolled 21, 2 = 23 (2d100) |
>Name: Gundrun Rockseeker
>Job: Warrior
>Tribe: The Small Folk
>Inventory:
+Battle Axe - (+1d4 in combat)
>Personal Holdings:
>Bonuses:
+Temper - You can declare a rivalry on another character, you gain a double to all armor and weapon effect against them in combat.
1: Continue work on the camp.
2: Those three tribesmen were none other than Gundrun's cousins Thardin, Nundro, and Merle. Gundrun leads a group out in search of their fates.
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632a22 No.6939
| Rolled 92, 37 = 129 (2d100) |
>>6929
>Name: Holly Melon
>Job: Scout, forger
>Tribe: The Honeyguides
>Inventory:
+Stone Dagger
>Personal Holdings
>Bonuses
+Stealth: (+5 to scout, and +10 to convert actions, these do not stack)
1. Practice sneaking up on things, for better stealth.
2. train eyes to see at longer distances, for better scouting.
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632a22 No.6941
| Rolled 15, 98 = 113 (2d100) |
>>6929
1) Start logging
2) I want to see the world, find out what's out there. Such is the nature of a scout. But first I need to prepare. See if I can find a hunter, and get him to teach me some of his ways.
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632a22 No.6951
EVENT:
Fall begins (0/2)
Update:
1 year is 8 turns from here on out 2 turns per season, children reach adulthood in 16 turns cuz make you wait 160 turns for them to grow is stupid. Special Children grow at a normal rate but they can be interacted with and taught things
People never die of old age to simulate the growth of the tribe. However you want to keep track of children age is up to you.
Corpses are assumed to be pelt or meat, just specify what you want to use them for.
City Stats:
>Population: M/F/C
58 - The People 20/38
115 - The Kongao Tribe 60/55
77 - Plainsrunners 42/35
1170 - The Honeyguides 730/550
29 - The Linao 16/9/5
40 - The Lost 20/20/1
40 - Solen’s Saga 20/20
37 - The Small Folk 18/19
40 - Ullistairs
>Public Buildings:
>Resource Production:
>Cursion
(the weird symbol was 2 / 5, google docs does something weird with it)
also Bow (+1d2 damage, when ammo will boost this)
You head out into the forest to the fox kit following at your heels, rumors of boar being abundant in the northern forest have lead you here to test your skills and get some sustenance. It takes a few days but after nearly eight hours of running through the forest you catch up to the beast. After three encounters with it you had finally brought it down with an arrow through it’s eyes. The small fox roasting the flesh with the small fire before chewing threw it… wait what? You spend the next few days repeating this.
+8 Boar corpses (need to be eaten or preserved)
+Fox Kit training (4 / 5)
>Kan’to
No young slut would take your position as head mother of the camp. Deciding drastic measures were in order you begin “training” with the other husbands, the old spark you had as a child will surely be useful in this effect. While you are getting better at these new arts, the chieftain doesn’t seem any more interested, and now one of the lesser tribe members is claiming you as his own.
+Sexual Magics (1 / 4)
>Suvalos
You take a break from your goats and head into the camp, the laughter dies down on your way back with a new copper sickle hand in your.
+Sacrificial Sickle (+1d2 damage, +10 damage to restrained targets)
With sickle in hand you head back out to the fields and study the birds to find signs that mother nature wishes you to have. Nearly a week later you have compiled all the data you needed heading back to camp with this new knowledge.
+The Birds head West, the location of looming mountains, you suspect an evil druid has taken up a home there and is summoning them.
>Small Head
(Remember to update insanity bonus)
Kayne giggles in your head and doesn’t stop for a day. It seems he has inherited your insanity to an even greater extent than you. When you send him into town he sends the entire time talking about how great the view was from down here… if you know what he means ehehehehe.
+Kayne is insane just like you
>Sister
(I’m assuming you are like trike-people since that is what the pick reminded me of)
The woods to the north are filled with prey, but the trees and river are to much of an obstacle for you and your large bodied tribes member. You head south across the plains taking down a myraid of flocking birds and a few mountain lions that you met in the deep southern hills.
+2 Mountain lion corpses
-The birds were eaten and one of your sisters gives birth to a child
+1 Child
>Gundrun
You and the tribes member break camp and head down to the river to search for the missing men. Merle the youngest of the three is spotted a day later, drowned and his leg missing the beast most have forgotten about him when attacking the others.
+Merle’s Corpse
As you continue to search the river bed you see one of the great turtle, like a small island surface for air before sinking back under, before you can stop yourself you charge in after it along with a few other temperamental folks, you get a few good left hooks into it when you notice the red clouding of the water. Three more tribes men are being torn apart around you…
+Special Combat initiation next turn roll for combat (foe is beneath you)
+as long as you kill it actions can be taken for next turn
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632a22 No.6952
>>6951
>Great Turtle
Health - 12
Defense - 4
Flee - 1d10 > 4
Attack - 1d4
>Holly
You spend the next few days sneaking around camp suprising your friends with your appearance, but more often than nought getting caught. While doing this you spend your days with a few of your friends in the scouting corps sharing what you’ve found and looking for new things.
Basic Stealth (2 / 3)
Basic Scouting (1 / 3)
>Swift Runner
Your desire to scout is stronger than your desire to begin logging. You slip back to camp and begin asking around for training in the art of hunting. This skill would be crucial during your scouting and being adept at it would improve your skill. The Hunters agree to this fact and had over a crude bow, and set out into the forest for your first lesson.
+Tracking Complete (when following a beast, +5 to rolls, allows for tracking)
+Crude bow, +1d1
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632a22 No.6954
| Rolled 4, 99 = 103 (2d100) |
1. Try to preserve the Mountain Lion meat by smoking it.
2. Seek a good place to settle down for a while. A child must be raised right and while we are on the run it is a harsh life, even for those fully grown. And Winter is coming.
Personal Stats
>Name: Sister
>Job: Hunter
>Tribe: The Lost
Cast-offs, renegades, loners, heretics, exiled. We are the Lost. We are united only in the fact that we do not belong.
I left my tribe, for I would not submit to their laws. I left my name, for everything I was I left behind. Now I am simply a Sister of the Lost. For they accept me despite how… different I am.
v don’t fill this out v
>Inventory:
+Seed of the Lost
+2 Mountain lion corpses
>Personal Holdings:
+Child (1/16)
>Bonuses:
+Bonus: Cold Blooded - Action during the day are +5, actions at night are -10.
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632a22 No.6955
| Rolled 54, 86 = 140 (2d100) |
>>6952
>Name: white eyes
>Job: spirit seer
>Tribe: The Honeyguides
>Fluff: White eyes was born blind to the world of mortals. What he did see was the world of the spirits. It was his job to find the spirits of the land and appease them or get their blessings.
v don’t fill this out v
>Inventory:
>Personal Holdings:
Small Rock - A small "island" in the river that you spend your days communicating with the spirits
>Bonuses:
+Spirit Guide - You can sacrifice one of your rolls each to turn to give a +5 to all tribe member rolls (including your second one).
1&2. continue finding the local land spirits 1/5
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632a22 No.6956
| Rolled 2 + 1 (1d10) |
>>6952
TO THE LAST I GRAPPLE WITH THEE!
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632a22 No.6957
| Rolled 47, 80 = 127 (2d100) |
>>6951
1/2) Take my new bow and cloak, and leave. Head east, as far and as fast as possible! (+10?)
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632a22 No.6959
| Rolled 73, 89 = 162 (2d100) |
>Name: Dara Mag Uiginn
>Job: Blacksmith
>Tribe: Ullistairs
Tribe Fluff: The Ullistairs are a peaceful people, enjoying fertile lands and bountiful forests. For the most part, they are farmers, and hunters, with lumberjacks and blacksmiths, as well as other gatherers and craftsmen being counted among their number. They are ruled by a Ri, who lives in a long hall atop a hill.
Character: Born to a miller, Dara Mag Uiginn was always fascinated by fire. He loved the feel of heat radiating from coals, and stood transfixed by the dancing flames of the hearth as a child. He later became the apprentice of the local blacksmith, learning how to create and mend plowshares and other tools, as well as how to reshoe horses. Dara is a burly man, with rippling muscles underneath his scarred and tanned skin. His mustache grows into his sideburns, which extend from his hairline, which is receding despite his young age.
>Inventory:
+Blacksmiths hammer (+1d2 damage)
>Personal Holdings:
>Bonuses:
+Size - You stand taller than any man, and your muscle allow you to lift boulders (+5 to feats of strength, +5 damage to blunt weaponry damage)
After an extremely long day of forging, fixing, and reshoing, Dara lies in his bed and wonders: 'Perhaps there is a land far from here where my craft is an art form, and not simply a necessity of life.'
1. 'The local mason's younger son looks strong and creative. If I should go, he would be a good replacement.'
2. 'If I am to go on a journey to find a land of metalworkers and craftsmen, I should get supplies: A cart, a horse, food, water, and the like.'
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632a22 No.6961
| Rolled 60, 25 = 85 (2d100) |
>>6951
>Name: Suvalos
>Job: Augur
>Tribe: The Honeyguides
Some men hunt, reading tracks and seeking prey. Others scout, reading the land and seeking foes.
Suvalos is an Augur. He reads the signs of fate and divinity that lie in the natural world. The year's harvest foretold in the pattern of a flock of birds, the victory of a coming battle in the entrails of a goat, the favor of the gods in the stars of heaven. All these signs are open for him to interpret, to better help the Honeyguides.
>Inventory:
+5 Goats (2/3)
+Sacrificial Sickle (+1d2 damage, +10 damage to restrained targets)
>Personal Holdings:
>Bonuses:
Nature's Guide - (When a roll is failed, you can scrap your turn and give your second roll to a tribe member, this replaces one of their rolls)
1/2 - Hmm, an ominous sign indeed. I'd better seek out the rest of my tribe and warn them of the foul druid of the mountains. Where did that Seer get to, he must have something to say on the matter.
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632a22 No.6966
more details for the map.
The camps are simply were the various tribes have set up temporary camps. Any permanent structures built will be added to the map, and the camps will slowly go away.
If you have a specific place you want your structure to be built mark it and pm me the picture
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632a22 No.6968
>>6951
>Name: Kan'to
>Job: Broodmother
>Tribe: The Linao
Due to having the best genes for speed and strength, Kan'to was taken during a raid by a tribe of Rakshasa and used as their broodmother. The Rakshasa have no females, and so must capture women from other races to produce more tribe members. Kan'to used to be a warrior, but after being defeated they turned her and her captured tribe mates into necessary slaves. Now, no longer the broud warrior she used to be, Kan'to stays willingly and does what is needed of her, and is currently the closest to a leader the tribe has.
>Inventory
>Personal Holdings:
+Rish'nu - Your Son, fathered by the chieftain. He is a cub now but will lead this tribe to greatness.
>Bonuses:
+Lover and a Fighter - Your Husbands will protect you from all harm (half of all damage onto you will be diverted to a husband.
+Rish'nu - Age (4)
+Knowledge: Numbing Roots
1,2. Continue practicing
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632a22 No.6969
| Rolled 2, 50 = 52 (2d100) |
>>6968
Sexual Magics(1/4)
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632a22 No.6970
| Rolled 14, 26 = 40 (2d100) |
>>6961
>Name: Small Head
>Job: The Tribe's Idiot
>Tribe: The Kongao Tribe
>Inventory:
+ Pet Mouse, Kayne
>Personal Holdings
>Bonuses
+Insanity (+10 to Invention and Magic, -35 to interaction with other people)
Kayne is also insane
1 - Go Kayne, find me the person I hate the most and bring him to my hut! [Find the people that always bullied me]
2 - Try to use soul magic on the big bully
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632a22 No.6976
| Rolled 97, 16 = 113 (2d100) |
Name: Cursion lychee
Job: Hunter, tamer
Tribe: The Honeyguides
Fluff: Cursion has been hunting since he was a boy. He has a strict set of moral guide lines by which he hunts. He will never slay a beast with young or a pregnant one. He goes out of his way to raise cubs who have lost their parents or find themselves lost. Many of these animals he often takes with him on hunts.
>Inventory:
+bow +1d2 damage, when ammo will boost this
+Fur Cloak
>Personal Holdings
>Bonuses
+Tamer (+10 to interactions with animals, +5 to interactions with nature)
+ Fox Kit (1/5)
+Breaking the Studs (1/3)
1: Continue training the studs
+Tamer (+10 to interactions with animals
2:Continue training the fox
+Tamer (+10 to interactions with animals
+8 Boar corpses (need to be eaten or preserved)
+Fox Kit training (4 / 5)
1."This is a lot of meat. I'd hate to waste it. Let us hold a feast!"
2. acquire some arrows for my bow.
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632a22 No.6985
>>6969
>6969
>Sexual Magics
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632a22 No.7086
| Rolled 90, 44 = 134 (2d100) |
>>6929
>Name: Long Spear
>Job: Hunter
>Tribe: The People
A former hunter of a viscous and savage tribe of cruel and cannibalistic raiders, he joined The People after hearing the tales of food that could be gathered easily, and of a tribe that would not viciously hunt fellow men.
He is the town guardian, and is known as Long Spear, because he is very good at killing with a spear or throwing it very far and hitting wild game. He brings with him years of learning how to fight and hunt among the other tribe.
>Long Spear
>Inventory:
+Long Spear
>Personal Holdings:
>Bonuses:
+Man Hunter (give a +5 to damage against other tribes, others view you with great distrust)
+Long Spear (+1d3 damage)
Harem:
+18 females
1. I take to wife the honeysuckle girl, and 3 others as my share. The rest shall be for the tribesmen to take. Tonight I shall fill them with my sons.
2. I gather some tribesmen men, and seek for a great hunt to bring to feed the new mouths. We have more women, and soon more sons, and we shall need more food. We must hunt and bring home a great beast.
+Stealth Training I completed (+5 to stealth rolls, +3 to sneak attack in combat)
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632a22 No.7282
| Rolled 16, 77 = 93 (2d100) |
>>6952
>Name: Holly Melon
>Job: Scout, forger
>Tribe: The Honeyguides
>Inventory:
+Stone Dagger
>Personal Holdings
>Bonuses
+Stealth: (+5 to scout, and +10 to convert actions, these do not stack)
1. continue to work on stealth (2/3)
2. continue to work on scouting (1/3)
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