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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1439089407580.png (411.61 KB,630x428,315:214,1402609132650.png)

54c2fd No.7871

Lorendale. A name that has echoed throughout the halls of nations and homes alike. A city whose very existence has been threatened by all that has come before it. A place that inspires hope in the hearts of it's masses. There is no city like it in the world and it is our heaven. A heaven of liberty. A heaven of corruption. Our heaven. Come closer and I shall tell a tale of Lorendale. From the start to the end, I will spin this tale for you. Come take a seat and listen for awhile.

You see, there was not a Lorendale at all in the very oldest of ages. To the south of what is modern Lorendale, the tribes of Jeklan united under the banner of the Savlok Dynasty in much fanfare and glory. A victory won through war and diplomacy alike, the Savlok grew to become capable kings albeit for a few bad apples who were always "weeded" out early through political assassination. Along with Jeklan, much of the world grew to match this fledgling kingdom and dark powers made themselves known to them. To the far east, the kingdom of dragons ruled over the lands of men and kobold alike. Slaves to the whims of the wyrms, the nation encompassed all of the eastern continent that simply became known as the Dragonlands to the simpler men of the West. Some say that they is some sort of conflict in their lands but word of it has not reached me, so it is not true.

South of Jeklan, the Empire of Roses followed in their example forming a very similar nation with a much different result. Dedicated to the religion of the Rose, the Empire became fanatical in their pursuit to end heretics and infidels despite being kin of Jeklan during their earlier tribal days. Some whisper of a foul conspiracy made by the elder races. Whatever the case, Jeklan and the Roses have been in a state of endless war since the dawn of modern civilization. Borders fluctuate and soldiers endlessly die for the two nations but thankfully, there has not been a big conflict in some time. Speaking of civilization, one of the gravest threats that Jeklan faced was that of the Northmen upon the frozen continent. Choked in eternal frost and ice, these savages once sent ships of ice itself onto our shores filled with savages and beasts unknown to our land. Barbarians, one and all despite what some may tell you. Strangely, their usual raids have died out as of late. I personally think that we have pushed them back and they have turned to the east but that is me. Of coruse, there are plenty of other nations to the far south but they are boring in my opinion. Some seem to openly practice witchcraft like that of the Bonehold and some of them even hold slaves freely like the Novosi. It is of no matter. The only matter to me is of today's history. Much more interesting. Much has changed since the passing of the Witch-King Maric.

All of us remember the iron fist that he reigned with over Jeklan! The only lord of the Savlok dynasty who was shite in my opinion, he was said to practice dark magics. Peasant and noble alike died under his gaze! The economy of our lands fell into the shitter! Even our cattle died by the dozen! A grand civil war is what finally took the demon down, crown and noble alike battled while the peasants spilled their blood. We of Lorendale watched on in horror and fear! We remember our early days a vanguard against the Northmen but we are free now. Free to choose our own homes. Free to choose our harbors. Free to choose our service. Why not free from the nation of Jeklan? Even now, the little boy that now reigns over Jeklan watches hungerly over us for even once moment of weakness.

It is our duty as citizens of Lorendale to serve the Republic proudly! We all may remember the day of flowers when the Council ascended to rulership with the old lord of Lorendale paving the way for them. We all may have been a member of the revolution who opened the city gates to our fellows and stormed the guard's barracks. We all may have even been a member of the Republican Party during it's early days. It does not matter. Today is today. Tomorrow is tomorrow. We must all strive to be a noble member of this Republic and to serve it well! So I say!

Now that my Lorendale-Mandated-Storyteller speech upon our civic duty is done, let us actually get into some fun tales. Let me tell you the tale of eight people in Lorendale. Eight people who would shape Lorendale during it's infancy.Shortly after the rise of the Republic, they would make themselves known. Let me tell you of….

____________________________
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54c2fd No.7872

File: 1439089604760.jpg (37.01 KB,752x375,752:375,1389797232748.jpg)

>>7871

Name:

Age:

Race: (Any race is good except Dragon obviously. If it is a unusual race, PM first.)

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: (At least 2 sentences are required by me but the better it is, the better your bonus will be. Better fluff also equals a better chance of getting in.)

This is a reboot of my old builder that WhiteDeath is faggot about. Alot more Herobuilder bent than NationBuilder this time but the same setting with positive changes. Game starts in Lorendale but you can all travel across the world if that is your want. I will be updating once per day at 8 PM. No exceptions. No holding. This is more for me than you all. 8 Person limit but I might raise it depending on how I start to feel about my capabilities. It is not a first come, first serve basis for characters. Better Fluff = Better chance of getting in.

TLDR: There was once a kingdom that spanned across the north. Named Jeklan. Had many enemies including the Empire of Roses, Dragonlands, and Northmen. Worked great for a long time. There was some problems. Mad-King Maric ascended to the throne and did mad-king shit. Thought to be a witch. Caused a Civil War. Alot of deaths. The city of Lorendale revolted peacefully in response and formed the Republic, first of it's kind. Git making sheets.

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54c2fd No.7873

>>7872

Name: Saren

Age: Young Enough

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff:

Saren always had been a fighter. Born in the gutter and raised by a cunning mother and a possibly even more cunning father the youngest child of three quickly discovered what it meant to have to work to earn one's keep.

First he was a petty pickpocket, later a cutthroat and enforcer. When the civil war eventually came around he became a soldier and lucky enough for him picked the winning side. War had suited him well and his many experiences had made him an exceptional fighter, though lacking in perhaps more common areas of education.

After the war with no place to go he looked to the soldiers whom he fought alongside. They too were plagued by a lack of purpose and a perspective that lead them towards a dead end none of them wanted to return to. They had experienced an ever so slightly better life and as men who had fought for every bit of it they did not intend to give it up again.

Faced with his inevitable return to the gutter Saren picked another option, assembling all the soldiers he had gotten to know, forming his own band of mercenaries. Never again would they go hungry or refused pay, a force too powerful to be ignored.

They would work for the people who could afford them and if they would refuse to pay their bills then Saren's mercenaries would take from them as well. Saren didn't see himself as a visionary on some kind of mission for justice. He was merely a practical man trying to make a living and stay above the gutter he crawled out off.

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54c2fd No.7874

>>7871

Name: Bartholomew Ardicus

Age: 36

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Bartholomew was always treated as the chosen one. He was called special from a very young age and was groomed by his politically famous mother and father. They sent him to every expensive academy they could. Over time he began to despise the cultivated and fake lifestyle that they so heavily perpetuated. He then left Jeklan for many years, trying to live in the wilderness. During the war he stayed by the side, killing soldiers and taking supplies whenever they would wonder by his camps. Thus he is always dressed in a mix of scavenged Jeklan and Lorendale armor and woodland gear. When he finally returned to the war-ravened lands he learned that his family was dead, their close family and political ties to the throne led to their assassination during the Civil war. Bartholomew cared not, for he is a man tempered by the wilderness and the harshness of war. He now is intent upon finding what remains of his families once powerful political empire, and scavenging it any way he can.

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54c2fd No.7875

>>7872

Name: Erics Smithson

Age: 23

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Erics Is an adventurer, in these trying times men of deeds and strength are needed to beat of the darkness. Erics and his friends were specifically Monster hunters and killers, they tracked, hunted and found monsters infesting area people lived in or wanted to live in and eradicated them for coin and profit. Things were going pretty well until he and his cohorts went into a hobgoblins den and found more than there were expecting. Ogres and Hobgoblin shaman. Either the party would have been able to deal with, but together their raw magical and mundane might overpowered Erics and his friends. Indeed he saw One of his friends Burned to ash and the resident Rogue ripped apart by her legs and eaten by an ogre. So in the face of this brutality everyone else ran, but not Erics. Not because he was brave, but because a wall of fire sprung up to deny him his escape. So WIth no recourse he turned and fought, his Greatsword biting deeply into an ogre, killing it before one of it's fellows bashed him into the wall, which promptly shifted revealing a secret door. Erics was thrown into the secret doorway and promptly skidded down a long ramp into a pile of coins. In the Darkness Half mad with pain, He searched for his greatsword, for he knew they'd be upon him again shortly. He placed his hands on a hilt, he grabbed it thinking it was his sword when he heard a voice. A voice Like the shifting of stones and flow of magma.

"WHAT DO YOU WANT, HUMAN?" It asked.

In reply Erics Said the first thing that came to him, "I want to live!"

"BARGAINED WELL AND DONE!"

Then the world shift about him and Erics passed out. When he awoke it was outside in an area he had rarely been to before, In his hand was a greatsword, but it was certainly not his usual one. For this one looked to be made out of stone, and crystal, of a like he had never seen before. It was large and heavy, but it felt RIGHT in his hands, more so than his old blade. So Erics hoisted himself of the ground, and headed to a where he saw people. With no money, friends or armor, but unharmed, and wielding an unusual sword indeed.

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54c2fd No.7876

File: 1439092200601.jpg (8.7 KB,219x230,219:230,images.jpg)

Name: Silvia Silvertooth

Age: 200

Race: Naga

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Silvia was born in the untamed wilds bordering a long stretch of coastline, jagged and harsh with seas spray. For long, uncounted years she and her sisters hunted and played together. Life wasn't necessarily easy, but it was good. Then came the Northmen, seeking new ways into the continent unseen. They slaughtered her sisters and gave her a scar to remember them by. Embittered she spent the next ten years honing her poisonous bite, her skill with a blade and her stealth. Now, on the eve of her 200th year of life, she feels ready for vengeance. Her first stop? Lorendale. To seek others who seek the same.

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54c2fd No.7877

File: 1439092723893-0.jpg (680.68 KB,1000x731,1000:731,https://41.media.tumblr.co….jpg)

File: 1439092723909-1.jpg (942.15 KB,1000x1813,1000:1813,https://40.media.tumblr.co….jpg)

>>7871

Name: Javak The Blessed

Age: ???(Presumed 34)

Race: Human(Magically Enhanced/Divinely blessed)

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Javak The blessed gained his epithat for a reason. Born in a long forgotten city, it was said a god had given him his powers since he was a child, showing aptitude in magic that glowed white and gold with holy power. Able to cast spells considered impossible for his age, the young boy despite his great power was always withdrawn and strange. His eyes shined green of their own accord, strange colored symbols would form on his body for unexplained reasons, and the young man only became more withdrawn over time. He became almost entirely silent, only speaking when absolutely necessary, and continued progressing far beyond his peers in the ways of magic both the same and different from theirs.

Becoming a very skilled mage by the age of 21, Javak suddenly went missing. No trace was found of him, his sword, staff, and self made enchanted robes all gone. For 13 years he was missing, until he came back just as mysteriously as he came. His eyes shone with unbridled power, his sword marked with foreign runes, and staff fitted with an unusual crystal. As his alien cloak hung on his shoulders two clones wearing the exact same garb appeared by him, and together they said… "You have been found wanting…" before destroying the entire city and its Populace over the course of a day.

Untold years later he turned up in Lorendale, walking by the guards while muttering "The Emerald god shall rise…"

(First pic Jakal, second emerald god)

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54c2fd No.7878

>>7872

Name: Kolsan Eryius

Age: 137

Race: Elf

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Kolsan is a ritualist. Unlike other magic users instead of focus on instantaneous magic such as fireball or magic missile or other such things Kolsan focused on rituals and circle magic.

During the time before the mad king Kolsan was a young elf studying magic under a private tutor. He learned the basics of magic from this tutor and the books within his father's library. When he became an adult he moved into his own study and was even commissioned for some magic by the mad king's father. When the mad-king ascended to the throne though he was cast out of graces of the court and sent into hiding while his family was put to the sword. While in hiding he did all he could to regain his supplies and aid the rebellion, and when that rebellion came he did all he could to bring down the mad king. Now in peace and a new order established he just wants to regain the needed supplies and aid the republic to make it great.

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54c2fd No.7879

File: 1439095005833.jpg (8.69 KB,199x253,199:253,download.jpg)

>>7872

Name: Aelius Maximus

Age: 26

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: His true name long forgotten, Maximus was a slave taken from a burnt out village of north-men by the Old Jeklan, chained and bond as a young boy and forced to fight in the cities of the Witch-king as a pit fighter. He was in one of said cities when a rebel force broke through the gates and slaughtered those loyal to the king, while the slaves and pit fighters like Aelius were conscripted into fodder units for the rebels more important units, and offered freedom in exchange for their service and deposing the king. The slaves died and droves before the king's men, but the pit fighters, like Maximus, fared much better, the time in the arena hardening them, the horrors they faced allowing them to not falter before the Loyalist's dark magic. Maximus, having grown to the larger northern frame fabled of the men of the frozen north, was on the front line when the King himself fell, his unit one of the first through the breech in the capital's walls, he himself breaking down the doors to the King's keep, and and the same room as the king when he was finally struck down. Having gained his freedom, Maximus took what little possessions he had and set off for the free city of Lorendale, eager to start a new, simple life among it's hallowed streets

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54c2fd No.7880

File: 1439104704010.jpg (97.76 KB,900x1273,900:1273,1416809385315.jpg)

>>7871

Name: Wanderer

Age: Perhaps 30.

Race: Easterling (Human)

Level: 1

Skills:

Equipment:

Bonus:

Fluff:

Purpose.

In a city like Lorendale, it is about the only thing you can't buy, steal or cheat. Thieves and cheats are no stranger to the Wanderer, born and raised in the far east Dragonlands, under the tyrannical claws of the great lizards. He was one of the few who escaped a life of toil to feed the beasts, or suffer the even worse fate of a place as a Dragon's soldier, or slave. Perhaps he was never given a name, or simply never knew his, but all he will give when offered is that he is a wanderer, or a nameless slave. Owning nothing more than the clothes on his back and an exotic, curved sword, the Wanderer's purpose in Lorendale is as muddled as the cloth that conceals his face, but the mention of a nameless slave is omnipresent in history and prophecy, and ever move he makes seems planned, thought-out. Wandering does give much time to think, as it is.

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54c2fd No.7881

Name:Orbillin Martem

Age:36

Race:Human

Level: 1

Council Position:Lord of Foreign Relations

Skills: Do not fill out

Equipment: Do not fill out

Reputation: Neutral (How people generally think of you.)

Public Appeal: 50% (How many people would vote to keep you in office.)

Property Assets: Do not fill out (What buildings you own in Lorendale)

Liquid Assets: Do not fill out (How much wealth you have)

Minions: Do not fill out (Who follows your orders)

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Orbillin was a diplomat renowned for his skill in persuading other nations before the war. In his travels he made a name of himself of acquiring many wives through old customs of the tribes and nations he visited. His family includes at the moment, Samantha (Human wife), Monic (Human wife), Ellywendor (elf wife), Trishtha and Marquel (halfling wives), Malick (Orc wife), and Logath (gnoll husband). However with the revolution over he decided it was time to set himself into a more reputable position by becoming Lord of Foreign affairs.

>Lorendale

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54c2fd No.7882

>>7881

Glittershine, that's not even the right template. Are you retarded?

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54c2fd No.7883

>>7882

He be doing das old lorendale, kek.

Hmm, now to write up a character

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54c2fd No.7891

File: 1439158161399.jpg (242.56 KB,786x1000,393:500,b20067-06.jpg)

Name: Yeostah Svahelm

Age: 27

Race: Human

Level: 1

Skills:

Equipment:

Bonus:

Fluff: A boy during the great Revolution whence the council took control of the young republic, Yeostah is an avid member of the Infrastructure party, founded by the great Eled Ritmer from the previous Infrastructure guild during the days of the revolution. Since a young age he has worked as a blacksmith and an engineer, using a mighty hammer to bend and mold steel and giving him a strong back and an iron will in the process.

Like the great party leader who passed away, he seeks the glory of Lorendale and to see it take it's rightful stage in this world, through the power of the workers and leadership.

A leadership position, he is determined to get no matter what.

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54c2fd No.7892

Name: Saris "Twiddler" DuMont

Age: 39

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Saris DuMont earned his title from his mannerisms in the halls of the Merchants Guild, Carpenters Guild, and Stonemason's Guild. Notably, he served as brokers for each of the guilds, acting as a financial advisor for each of the guild leaders. While many thought it to be a weakness to exploit, Saris rarely has been seen (almost ever) without twiddling his thumbs when he pondered the situation at hand. Considering he was rarely idle, "Twiddler" stuck as his nickname, but rarely ever to his face. However those close to Saris know that while previously he attempted to rid himself of the habit, he has turned it into a weapon in the guild halls. Luring in would be schemers into believing him a pawn, he maneuvers himself into positions of power on the shoulders of his would-be exploiters, while retaining their loyalty. Overall he is known as a shrewd businessman, with an uncanny tact for persuasion. But with his close, few, compatriots, he is a loyal and kind man, and often repays his debts two fold. Lately however, rumors have emerged of his hand in the deaths of several would-be loyalists to the crown, instilling the belief among the commoners that he has given up morality in the face of the loss of his contacts in the kingdom.

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54c2fd No.7946

File: 1439212133357.jpg (163.83 KB,900x600,3:2,131234325.jpg)

>>7871

Name: Ser Martel Corrigan

Age: 71

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff:

Any elf or dragon'll tell you they know what it's like to be old. Bullshit. They may've gotten older, but they ain't gotten old. I've been through three wars, five kings and six children. God help me to count the grandkids.

Yeah, I'm old. But I ain't worse for wear, I'll tell ya that! No magic life-enhancement, no dark pacts, not a drop of elvish blood in me. As far as I know at least, me gran was a bit of a looker in the day. I can still raise me sword and don me armor, e'en if they say I'm retired. So sure, I ain't been blessed with powerful magic, uncanny oration or great lands, I just got me old estate down by the Tarnre Valley. I ain't got any of that stuff that the neonates these days seem ta worship. But ya know what? I've got experience.

And a damn lot of it.

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54c2fd No.7956

File: 1439235085865.jpg (270.3 KB,1280x870,128:87,medieval_town_by_shutupand….jpg)

>>7873

+ Skills: [Good Leadership], [Average Swordsmanship], [Average Strategy], [Average Dodge]

+ Equipment: [Iron Chainmail]. [Iron Sword]

+ Traits: [High Wealth], [Strong], [Tall]

+ Companions: [Nihlos]

+ Bonus: [Big Boss] You may be young but you remember your time on the battlefield with a stark memory. You remember the death. You remember the blood. You remember it all and you have taken lessons from it. You are constantly aware and keep your words short so as to limit the chances of surprise. Like many soldiers, your tendencies are not welcome by the civilians but your comrades understand.

To do the right thing, you sometimes have to leave the things you love behind. You remember the look on your father's face when you signed up for the army. Sadness. Anger. Resignation. You could hear your mother crying as you were marched out of your home-city along with hundreds of other recruits into a living hell. You can still see the piles of dead bodies. The plague-ridden trenches. The burning city. The screams. You can remember it all so clearly in your head. You came out of that hell alive where so many of your comrades died and you are stronger for it. You see, it had instilled a ambition in you unmatched by none other that you have met. Where others falter, you stride forward with a grim determination. Even now as you sit in your headquarters, you can feel the drive inside your soul pushing you onwards to a destiny greater than the rest.

You have just recently arrived in Lorendale with your best friend, Nihlos. You two had been through the worst of it during your time in the Rebellion and now your bond is like iron. When you had a crazy idea, Nihlos was the only one among your old unit to follow your path towards Lorendale. Here you stand at the entrance to it's gates with a fat bag of gold and a rich future ahead of you. Your dream of a Mercenary Company is laudable but where do you begin?

>>7875

+ Skills: [Unnatural Swordsmanship], [Poor Mind-Shield]. [????]

+ Equipment: [The Sword], [Cheap Clothing]

+ Traits [Destitute], [????]

+ Bonus: [Swordsworn] You can feel it even now despite it hanging limply from your back. You are not sure what it is and what power it has but you know that it is more powerful than anything you have ever seen. The only problem is that you can't draw it anymore from it's scabbard. No matter how hard you pull, it refuses to come free. Yet, you can still feel it. It is angry when you try to pull it. Dissapointed, perhaps. You feel unworthy whenever you touch it but perhaps there is a way to remedy this?

You begin inside the poor district of Lorendale, having entered the city in a daze over a week ago. It has taken this long to find yourself after the incident involving the sword and much has changed since then. Your body has changed. There is no longer a ounce of fat on your body as muscle after muscle have grown in. Painfully. The final change began this morning and ended with you laying in the fetal position as it wracked your body. It is over now though. You can feel it in the back of your mind. You are complete. You are ready. Begin your adventure.

>>7879

+ Skills: [Great Spearman?], [Great Performance (Fighting)], [Good Thrower], [Good Wrestler], [Average Blocker], [Average Swordsman]

+ Equipment: [Murmillo Armor], [Iron Spear], [Tower Shield], [Iron Gladius], 3x [Weighted Nets]

+ Traits: [Poor Wealth], [Infamous]

+ Bonus: [Kingslayer] Your are the Kingslayer. Well, many think you are the Kingslayer among the many who departed from the throne-room on that one fateful day. You all swore an oath to not divulge the name of the true kingslayer and not one has broken it yet despite the masses clamoring for an answer. Despite this, many of your oath have died under mysterious circumstances and you feel that your time is coming up. You have come to lorendale to escape any possible pursuers and make a quick buck while your at it. You are in high supply as a bodyguard or soldier now after all to the ones who know your identity.

You begin in the Garden District which hosts a great many monuments to the revolution. All around you, statues of heroes and fallen revolutionaries depict scenes of peace and brutality side by side in a strange anaglmation. The statues may strange but the flower arrangement is spot on in your opinion. Getting up from the bench, you are now resolved to begin your work. Perhaps there are openings in the Merchant's Guild for one such as yourself? Maybe the guards have a position open? If your willing to divulge your identity, anyone will be clamoring to take you in but that may be risky.

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54c2fd No.7957

File: 1439235140377.jpg (91.46 KB,732x950,366:475,2hmowfn.jpg)

>>7880

+ Skills: [Great Survival], [Good Dodge], [Average Swordsmanship (Eastern)], [Average Stealth], [Poor Fistfighting (Eastern)],

+ Equipment: [Steel Shamshir], [Lamellar Chestpiece], [Survival Rations], [Poor Wealth]

+ Traits: [Easterling], [Tough], [Agile]

+ Bonus: [Eastern Mystery] Far from your homelands, your tale is nobodies but your own. An engima to the people of Lorendale, you can expect much prejudice during your times here from those with misconceptions but you will also have a advantage over most others with your mysterious eastern arts. Even when facing the strongest of opponents in the west, expect them to be thrown off guard by your foreign techniques during battle. You must be ever careful of the Dragon's agents however as a Easterling in the west could be a boon to them. If seen, you must be careful or you may end up back under the Dragon's thumb except in a stranger's land.

You begin on the Docks of Lorendale, fresh after your journey from the Dragonlands to the West. The current situation in Lorendale is a surprise to both you and the captain of the ship but you can likely take advantage of this despite the chaos. It is still midmorning when you finally exit customs who had a hard time understanding the few words that you uttered, people stare and whisper as you step into the street. It's mainly the few nobles that stalk the streets of the docks for something "exciting" but a few dockhands do take notice of you, shooting you glares. The captain takes the coins that you give him before venturing off to some dockside tavern, leaving you alone on the street. The gates of Lorendale lie open should you wish to wander the west already but a place like Lorendale has much to offer you should you look for it. What do you do?

>>7891

+ Skills: [Great Oration], [Good Persuade], [Good Commerce], [Average Blacksmith], [Average Engineer]

+ Equipment: [Clothing]

+ Traits: [Medium Wealth], [Workshop], [NSIP Member]

+ Bonus: [In Rememberance] As a member of the Nationalist Socialist Infrastructure Party, you are entitled to many great and different things in Lorendale. Prejudice is one by the nobles but admiration by the commoners will bolster your ranks and spirits in the end. You specifically have studied the many great works of Eled Ritmer and are seemingly destined to repeat a great many of his acts during your time on this mortal coil. You will get a unamed bonus to all acts that I deem in the spirit of your admiration.

You begin inside of your workshop working on the brand new insignia for the NSIP. They have handed this task off to you despite your very recent upbringing in the party due to the great promise that you have shown in the many rallies and meetings that you have attended. You specifically have caught the eye of the NSIP leader, Jakob Watts, who personally handed this assignment to you upon your entering of the NSIP headquarters in Lorendale. Upon recieving it, you obviously went to work and now you just have to put a few finishing touches upon [insert image here] for it to be finished. You could of course head out to do the many other tasks needed by the NSIP and your apprentices are slowly falling behind quota but that is up to you.

>>7892

+ Skills: [Great Persuade], [Great Commerce], [Good Subterfuge], [Poor Oration]

+ Equipment: [Noble Clothing]

+ Traits: [High Wealth], [High-Class House], [Steel dagger]

+ Bonus: [The Broker] When someone needs anything in this town thats unusual, you are the man that they come calling on in the hopes that you can sell it to them. Everything from ancient artifacts to classified information has left your hands at one point or another during your career. You have earned much respect from those in your social circle because of this but you must be wary as there always another pawn looking to dethrone you at the earliest opportunity. Asides, you may find yourself being given an offer that will be hard to keep.

You begin inside your home after waking up from a series of terrifying nightmares that you cannot quite remember. They hang at the back of your mind just out of reach and you know that they will likely be the topic of discussion in your brain for many aday. There isn't much going on in your life at the moment asides from the usual trade requests and the social politicking that you must do in order to keep your position in life. There hasn't been a "unusual" item request in months due to the revolution and your worries are growing. The longer inbetween item requests, you find the weirder the item that is requested. A silly superstition perhaps but one that may or may not be true due to what will come. Your office in the Upper District awaits if you want to get a jump on your job but the city is open to you and what you want to do.

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54c2fd No.7958

File: 1439235226120.jpg (261.58 KB,700x393,700:393,Beautiful-Town.jpg)

>>7946

+ Skills: [Legendary Weapons in general], [Legendary Block], [Legendary Seduction]

+ Equipment: [Magical Mithral Full-Plate], [Enchanted Longsword], [Aegis of the Protector]

+ Traits: [Very, Very Old], [Infirm], [Weak], [Famous], [River Estate], [Medium Wealth]

+ Bonus: [Retired Chosen One] In your heyday, you were a famous adventurer whose exploits were known throughout the land as both chivalrous and great. You fufilled the prophecy, saved the people, banished the big bad villain, and even got the girl but that was so long ago. You have faded out of legend and what once marked you as a great adventurer has been lost with the ever advancing decay of life. You still retain much of your skill with weaponry but your old age is a problem that has constantly plagued you. Your aching bones are a constant pain in your side and you hate the fact that you have fallen so far from grace which has perhaps sparked these events. Expect massive penalties to combat which are barely counteracted by your skill and equipment until you deal with this.

You start at the exit to your River Estate surrounded by the closest members of your family who have watched you become lesser with each passing of the day for the past number of years. This is a journey that you must make. Helped into your armor by your favorite grandson, you have come out here with one intent on your mind. A smile graces your lips as your children and their children respectively draw away from you despite the many tears shared among them. They think you are perhaps marching on your way to death. You wouldn't have this any other way. Your journey is your own and entirely up to you to make? Perhaps you shall journey for the cure to old age or perhaps you will go to town to grab your weekly groceries?

>>7877

+ Skills: [Good Elemental Magic], [Average Divine Magic], [Average Persuasion], [Average Religious Theory]

+ Equipment: [Robes], [Bladed Staff]

+ Traits: [Psuedo-Cleric], [Poor Wealth]

+ Bonus: [Divine Mission] You are the first chosen by Javak to fufill his grand prophecy for the world and you have a great many things to do in preperation for his coming. The first is obviously finding enough people to convert and doing so to fufill the prayer quota but you also have to do shit like getting a temple up and becoming a master of the arcane arts and shit. Being a Wizard-Cleric is hard work. Oh well, at least people don't know that your the first cleric of a decidingly evil cult.

You start off at the temple district of Lorendale after seeking out examples to make. You have not had much luck in your quest for subjects or monetary aid yet but you have faith that you will one day succeed in your divinely inspired task. What will you do now?

(MECHANICS: You all roll a 2d100 each turn with each d100 representing an action. You can train but if I see any train-whoring, your gonna get smacked down. Any skill at Great cannot be trained up any farther, you just have to do great things with that skill to level it up.)

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54c2fd No.7959

File: 1439236699261.png (36.09 KB,1920x1080,16:9,1435543750000.png)

Dice rollRolled 12, 19 = 31 (2d100)

>>7956

Name: Aelius Maximus

Age: 26

Race: Human

Level: 1

+ Skills: [Great Spearman?], [Great Performance (Fighting)], [Good Thrower], [Good Wrestler], [Average Blocker], [Average Swordsman]

+ Equipment: [Murmillo Armor], [Iron Spear], [Tower Shield], [Iron Gladius], 3x [Weighted Nets]

+ Traits: [Poor Wealth], [Infamous]

+ Bonus: [Kingslayer] Your are the Kingslayer. Well, many think you are the Kingslayer among the many who departed from the throne-room on that one fateful day. You all swore an oath to not divulge the name of the true kingslayer and not one has broken it yet despite the masses clamoring for an answer. Despite this, many of your oath have died under mysterious circumstances and you feel that your time is coming up. You have come to lorendale to escape any possible pursuers and make a quick buck while your at it. You are in high supply as a bodyguard or soldier now after all to the ones who know your identity.

Fluff: His true name long forgotten, Maximus was a slave taken from a burnt out village of north-men by the Old Jeklan, chained and bound as a young boy and forced to fight in the cities of the Witch-king as a pit fighter. He was in one of said cities when a rebel force broke through the gates and slaughtered those loyal to the king, while the slaves and pit fighters like Aelius were conscripted into fodder units for the rebels more important units, and offered freedom in exchange for their service and deposing the king. The slaves died and droves before the king's men, but the pit fighters, like Maximus, fared much better, the time in the arena hardening them, the horrors they faced allowing them to not falter before the Loyalist's dark magic. Maximus, having grown to the larger northern frame fabled of the men of the frozen north, was on the front line when the King himself fell, his unit one of the first through the breech in the capital's walls, he himself breaking down the doors to the King's keep, and and the same room as the king when he was finally struck down. Having gained his freedom, Maximus took what little possessions he had and set off for the free city of Lorendale, eager to start a new, simple life among it's hallowed streets

1. Head to the local guild hall, look for some contracts that would suit my skills

2. On the way, listen closely for any snippits of news I can pick up about the going-ons of Lorendale

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54c2fd No.7960

Dice rollRolled 85, 70 = 155 (2d100)

>>7957

Age: Perhaps 30.

Race: Easterling (Human)

Level: 1

+ Skills: [Great Survival], [Good Dodge], [Average Swordsmanship (Eastern)], [Average Stealth], [Poor Fistfighting (Eastern)],

+ Equipment: [Steel Shamshir], [Lamellar Chestpiece], [Survival Rations], [Poor Wealth]

+ Traits: [Easterling], [Tough], [Agile]

+ Bonus: [Eastern Mystery] Far from your homelands, your tale is nobodies but your own. An engima to the people of Lorendale, you can expect much prejudice during your times here from those with misconceptions but you will also have a advantage over most others with your mysterious eastern arts. Even when facing the strongest of opponents in the west, expect them to be thrown off guard by your foreign techniques during battle. You must be ever careful of the Dragon's agents however as a Easterling in the west could be a boon to them. If seen, you must be careful or you may end up back under the Dragon's thumb except in a stranger's land.

Fluff:

Purpose.

In a city like Lorendale, it is about the only thing you can't buy, steal or cheat. Thieves and cheats are no stranger to the Wanderer, born and raised in the far east Dragonlands, under the tyrannical claws of the great lizards. He was one of the few who escaped a life of toil to feed the beasts, or suffer the even worse fate of a place as a Dragon's soldier, or slave. Perhaps he was never given a name, or simply never knew his, but all he will give when offered is that he is a wanderer, or a nameless slave. Owning nothing more than the clothes on his back and an exotic, curved sword, the Wanderer's purpose in Lorendale is as muddled as the cloth that conceals his face, but the mention of a nameless slave is omnipresent in history and prophecy, and ever move he makes seems planned, thought-out. Wandering does give much time to think, as it is.

1/2: The stares of these men bore into my soul, looking as though I was a priceless artifact to display and a curiosity to examine rather then a person. For their sake, I pray none approach me. For now, the most suitable thing to do seems to be finding a tavern or dealer of informations, as I am a stranger in a strange land. I must know every detail of this city's situation and tale before I make my moves. The dockside tavern would be a good place to start, but if I see a way to a more informed-looking person or establishment, I should make my way there first. Hopefully they do not stare too much in the dregs of this pub - I will need whoever can help me's full attention.

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54c2fd No.7962

File: 1439240735055.jpg (83.25 KB,620x453,620:453,ur_wk08_288_cardart_peregr….jpg)

Dice rollRolled 14, 90 = 104 (2d100)

>>7958

Name: Ser Martel Corrigan

Age: 71

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff:

Any elf or dragon'll tell you they know what it's like to be old. Bullshit. They may've gotten older, but they ain't gotten old. I've been through three wars, five kings and six children. God help me to count the grandkids.

Yeah, I'm old. But I ain't worse for wear, I'll tell ya that! No magic life-enhancement, no dark pacts, not a drop of elvish blood in me. As far as I know at least, me gran was a bit of a looker in the day. I can still raise me sword and don me armor, e'en if they say I'm retired. So sure, I ain't been blessed with powerful magic, uncanny oration or great lands, I just got me old estate down by the Tarnre Valley. I ain't got any of that stuff that the neonates these days seem ta worship. But ya know what? I've got experience.

And a damn lot of it.

+ Skills: [Legendary Weapons in general], [Legendary Block], [Legendary Seduction]

+ Equipment: [Magical Mithral Full-Plate], [Enchanted Longsword], [Aegis of the Protector]

+ Traits: [Very, Very Old], [Infirm], [Weak], [Famous], [River Estate], [Medium Wealth]

+ Bonus: [Retired Chosen One] In your heyday, you were a famous adventurer whose exploits were known throughout the land as both chivalrous and great. You fufilled the prophecy, saved the people, banished the big bad villain, and even got the girl but that was so long ago. You have faded out of legend and what once marked you as a great adventurer has been lost with the ever advancing decay of life. You still retain much of your skill with weaponry but your old age is a problem that has constantly plagued you. Your aching bones are a constant pain in your side and you hate the fact that you have fallen so far from grace which has perhaps sparked these events. Expect massive penalties to combat which are barely counteracted by your skill and equipment until you deal with this.

1/2 - The road goes ever on. Where it leads, I cannot say. I'll follow it, though my feet be weary. It is my path, and where it leads I shall go. I think fondly of those who came before, and look forward to what I shall find along the way… Bah! It's no good for an old man to get sentimental. Farewell my home, whose halls I have traded for wilder lanes. Farewell my family, may we meet again in the Timeless Lands. I look to the west, to the unknown.

I have had time enough for looking back.

Now, I think, it's time for one more adventure.

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54c2fd No.7963

Dice rollRolled 29, 25 = 54 (2d100)

>>7871

Age: 23

Race: Human

Level: 1

+ Skills: [Unnatural Swordsmanship], [Poor Mind-Shield]. [????]

+ Equipment: [The Sword], [Cheap Clothing]

+ Traits [Destitute], [????]

+ Bonus: [Swordsworn] You can feel it even now despite it hanging limply from your back. You are not sure what it is and what power it has but you know that it is more powerful than anything you have ever seen. The only problem is that you can't draw it anymore from it's scabbard. No matter how hard you pull, it refuses to come free. Yet, you can still feel it. It is angry when you try to pull it. Dissapointed, perhaps. You feel unworthy whenever you touch it but perhaps there is a way to remedy this?

You begin inside the poor district of Lorendale, having entered the city in a daze over a week ago. It has taken this long to find yourself after the incident involving the sword and much has changed since then. Your body has changed. There is no longer a ounce of fat on your body as muscle after muscle have grown in. Painfully. The final change began this morning and ended with you laying in the fetal position as it wracked your body. It is over now though. You can feel it in the back of your mind. You are complete. You are ready. Begin your adventure.

Fluff: Erics Is an adventurer, in these trying times men of deeds and strength are needed to beat of the darkness. Erics and his friends were specifically Monster hunters and killers, they tracked, hunted and found monsters infesting area people lived in or wanted to live in and eradicated them for coin and profit. Things were going pretty well until he and his cohorts went into a hobgoblins den and found more than there were expecting. Ogres and Hobgoblin shaman. Either the party would have been able to deal with, but together their raw magical and mundane might overpowered Erics and his friends. Indeed he saw One of his friends Burned to ash and the resident Rogue ripped apart by her legs and eaten by an ogre. So in the face of this brutality everyone else ran, but not Erics. Not because he was brave, but because a wall of fire sprung up to deny him his escape. So WIth no recourse he turned and fought, his Greatsword biting deeply into an ogre, killing it before one of it's fellows bashed him into the wall, which promptly shifted revealing a secret door. Erics was thrown into the secret doorway and promptly skidded down a long ramp into a pile of coins. In the Darkness Half mad with pain, He searched for his greatsword, for he knew they'd be upon him again shortly. He placed his hands on a hilt, he grabbed it thinking it was his sword when he heard a voice. A voice Like the shifting of stones and flow of magma.

"WHAT DO YOU WANT, HUMAN?" It asked.

In reply Erics Said the first thing that came to him, "I want to live!"

"BARGAINED WELL AND DONE!"

Then the world shift about him and Erics passed out. When he awoke it was outside in an area he had rarely been to before, In his hand was a greatsword, but it was certainly not his usual one. For this one looked to be made out of stone, and crystal, of a like he had never seen before. It was large and heavy, but it felt RIGHT in his hands, more so than his old blade. So Erics hoisted himself of the ground, and headed to a where he saw people. With no money, friends or armor, but unharmed, and wielding an unusual sword indeed.

1. Well, ow, fuck that hurt. Take stock of my body, Figure out the extent of the changes.

2.Since, the bloody sword won't let me draw it. Do some small jobs requiring muscle around the city. I need coin for gear that I can actually use.

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54c2fd No.7965

Dice rollRolled 42, 80 = 122 (2d100)

Name: Javak The Blessed

Age: ???(Presumed 34)

Race: Human(Magically Enhanced/Divinely blessed)

Level: 1

+ Skills: [Good Elemental Magic], [Average Divine Magic], [Average Persuasion], [Average Religious Theory]

+ Equipment: [Robes], [Bladed Staff]

+ Traits: [Psuedo-Cleric], [Poor Wealth]

+ Bonus: [Divine Mission] You are the first chosen by Javak to fufill his grand prophecy for the world and you have a great many things to do in preperation for his coming. The first is obviously finding enough people to convert and doing so to fufill the prayer quota but you also have to do shit like getting a temple up and becoming a master of the arcane arts and shit. Being a Wizard-Cleric is hard work. Oh well, at least people don't know that your the first cleric of a decidingly evil cult.

Fluff: Javak The blessed gained his epithat for a reason. Born in a long forgotten city, it was said a god had given him his powers since he was a child, showing aptitude in magic that glowed white and gold with holy power. Able to cast spells considered impossible for his age, the young boy despite his great power was always withdrawn and strange. His eyes shined green of their own accord, strange colored symbols would form on his body for unexplained reasons, and the young man only became more withdrawn over time. He became almost entirely silent, only speaking when absolutely necessary, and continued progressing far beyond his peers in the ways of magic both the same and different from theirs.

Becoming a very skilled mage by the age of 21, Javak suddenly went missing. No trace was found of him, his sword, staff, and self made enchanted robes all gone. For 13 years he was missing, until he came back just as mysteriously as he came. His eyes shone with unbridled power, his sword marked with foreign runes, and staff fitted with an unusual crystal. As his alien cloak hung on his shoulders two clones wearing the exact same garb appeared by him, and together they said… "You have been found wanting…" before destroying the entire city and its Populace over the course of a day.

Untold years later he turned up in Lorendale, walking by the guards while muttering "The Emerald god shall rise…"

1,2. Javak looked up at Lorendale's temple quietly. A place of religious knowledge and power that should be devoted to a true god. He heads inside, staff clutched in his hands as he finds the needy and weak, giving them The Emerald god's blessing(I assume this is an evil spell that is undetectable until activated)and gathering up as many as he can.

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54c2fd No.7972

Dice rollRolled 68, 27 = 95 (2d100)

>>7956

Name: Saren

Age: Young Enough

Race: Human

Level: 1

Skills:

+ [Good Leadership]

+ [Average Swordsmanship]

+ [Average Strategy]

+ [Average Dodge]

Equipment:

+ [Iron Chainmail]

+ [Iron Sword]

Traits:

+ [High Wealth]

+ [Strong]

+ [Tall]

Companions:

+ [Nihlos]

Bonus: [Big Boss] You may be young but you remember your time on the battlefield with a stark memory. You remember the death. You remember the blood. You remember it all and you have taken lessons from it. You are constantly aware and keep your words short so as to limit the chances of surprise. Like many soldiers, your tendencies are not welcome by the civilians but your comrades understand.

Fluff:

Hes the Big Boss.

1. In order to set up a Mercenary Company Saren would need to scrape together a bunch of willing men who were able to utilize weapons. Saren was an experienced leader and a big guy, it shouldn't be too hard to find former soldiers and convince them to join his cause.

2. A Mercenary Company would require headquarters. He neeeded something cheap yet efficient. A warehouse would serve the purpose fine. Nothing too expensive, even something of appropriate size in the slums would do. It wasn't like a Mercenary Company was incapable of enforcing the law itself if it had to.

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54c2fd No.7994

Dice rollRolled 21, 25 = 46 (2d100)

>>7957

Name: Yeostah Svahelm

Age: 27

Race: Human

Level: 1

Skills:

Equipment:

Bonus:

Fluff: A boy during the great Revolution whence the council took control of the young republic, Yeostah is an avid member of the Infrastructure party, founded by the great Eled Ritmer from the previous Infrastructure guild during the days of the revolution. Since a young age he has worked as a blacksmith and an engineer, using a mighty hammer to bend and mold steel and giving him a strong back and an iron will in the process.

Like the great party leader who passed away, he seeks the glory of Lorendale and to see it take it's rightful stage in this world, through the power of the workers and leadership.

A leadership position, he is determined to get no matter what.

+ Skills: [Great Oration], [Good Persuade], [Good Commerce], [Average Blacksmith], [Average Engineer]

+ Equipment: [Clothing]

+ Traits: [Medium Wealth], [Workshop], [NSIP Member]

+ Bonus: [In Rememberance] As a member of the Nationalist Socialist Infrastructure Party, you are entitled to many great and different things in Lorendale. Prejudice is one by the nobles but admiration by the commoners will bolster your ranks and spirits in the end. You specifically have studied the many great works of Eled Ritmer and are seemingly destined to repeat a great many of his acts during your time on this mortal coil. You will get a unamed bonus to all acts that I deem in the spirit of your admiration.

You begin inside of your workshop working on the brand new insignia for the NSIP. They have handed this task off to you despite your very recent upbringing in the party due to the great promise that you have shown in the many rallies and meetings that you have attended. You specifically have caught the eye of the NSIP leader, Jakob Watts, who personally handed this assignment to you upon your entering of the NSIP headquarters in Lorendale. Upon recieving it, you obviously went to work and now you just have to put a few finishing touches upon [insert image here] for it to be finished. You could of course head out to do the many other tasks needed by the NSIP and your apprentices are slowly falling behind quota but that is up to you.

1. As always, I prioritize the immediate task I am set out to do, and work on the final designs of the new insignia

>Picture later when I get on a PC, promise

2. Yeostah goes to attend the local NSIP meeting in the large Tavern, to hear of new words and news for the Infrastructure party, and perhaps to meet some old friends

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54c2fd No.8049

File: 1439414450248.jpg (45.17 KB,400x1120,5:14,IBivhV7.jpg)

>>7957

Name: Saris "Twiddler" DuMont

Age: 39

Race: Human

Level: 1

Skills: Do not fill out

Equipment: Do not fill out

Bonus: Do not fill out (Will be decided upon by your fluff)

Fluff: Saris DuMont earned his title from his mannerisms in the halls of the Merchants Guild, Carpenters Guild, and Stonemason's Guild. Notably, he served as brokers for each of the guilds, acting as a financial advisor for each of the guild leaders. While many thought it to be a weakness to exploit, Saris rarely has been seen (almost ever) without twiddling his thumbs when he pondered the situation at hand. Considering he was rarely idle, "Twiddler" stuck as his nickname, but rarely ever to his face. However those close to Saris know that while previously he attempted to rid himself of the habit, he has turned it into a weapon in the guild halls. Luring in would be schemers into believing him a pawn, he maneuvers himself into positions of power on the shoulders of his would-be exploiters, while retaining their loyalty. Overall he is known as a shrewd businessman, with an uncanny tact for persuasion. But with his close, few, compatriots, he is a loyal and kind man, and often repays his debts two fold. Lately however, rumors have emerged of his hand in the deaths of several would-be loyalists to the crown, instilling the belief among the commoners that he has given up morality in the face of the loss of his contacts in the kingdom.

+ Skills: [Great Persuade], [Great Commerce], [Good Subterfuge], [Poor Oration]

+ Equipment: [Noble Clothing]

+ Traits: [High Wealth], [High-Class House], [Steel dagger]

+ Bonus: [The Broker] When someone needs anything in this town thats unusual, you are the man that they come calling on in the hopes that you can sell it to them. Everything from ancient artifacts to classified information has left your hands at one point or another during your career. You have earned much respect from those in your social circle because of this but you must be wary as there always another pawn looking to dethrone you at the earliest opportunity. Asides, you may find yourself being given an offer that will be hard to keep.

1. Take a roundabout journey to the poorer districts, to hire a few ears and eyes, with instructions to focus on newcomers to the town or other out of place persons. I must make a point to haggle, but not cheat them of their labor.

2. Return to the Upper District, and begin today's labor.

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54c2fd No.8050

Dice rollRolled 70, 96 = 166 (2d100)

>>8049

NO WHAMMY

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54c2fd No.8051

File: 1439417672143.png (115.81 KB,1129x913,1129:913,NSIP.png)

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