35c6e4 No.9030 [View All]
Long ago the world shattered. The lands changed rapidly and created a new landscape. Almost all who were caught within the shattering died. Many of those that lived were hunted down by monsters after the shattering ended. Your ancestors lived thanks to living within the city of Ark. Ark and it's surrounding lands have been surrounded by a magic barrier that protected the land from the Shattering and monsters. Times were hard, most books in the libraries have been burned during the long winters. Overcrowding and starvation are rampant. If it not were for the blessings of the gods disease would have killed everyone left years ago.
Now the year is 127 AS and the barrier has fallen. You were once a citizen of Ark but now have been kicked out or left willingly due to the overcrowding to settle this new land. Now then, who are you, and what will you do in this new world?
Notes: Magic and magic like things work in a specific way, you will not be able to start with magic but are able to learn how magic works. So far no one from Ark knows.
Character sheet:
Name:
Age:
Gender:
Race: (Only standard fantasy humanoid races, if I don't know what it is you can't play it. This means YOU Orodnon)
Fluff:
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
I will update tomorrow and then weekly.
18 postsand10 image repliesomitted. Click reply to view. ____________________________
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35c6e4 No.9065
>Name: Vascoi of the Peolia Family
>Age:20 something
>Gender:Male
>Race: Human?
>Fluff: The Peolia family have been around the Ark since it's first days. and while not supported by any political power or nobility they were essentially the enforcers of the city. While the main police were in use the Peolia's duties were to act as assassins for higher members who could easily avoid the police. However the days where they can be called upon have long since past and after being born and trained to be a weapons, let's just say that it's hard to find other hobbies. Now Vas travels the cold cold world in search of some "entertainment".
>———- Don't fill out bellow the line ——–
>Money: 1 silver 10 copper
>Inventory: Clothes, rations, water skin, backpack
>Skills:
>Bonus:
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35c6e4 No.9071
>>9030
Name: Erelim Asaph
Age: 22
Gender: M
Race: Human
Fluff: Erelim is what's commonly known as a hunter, a shiny new member of the Monster Hunter's Guild of the Ark. For almost as long as the Ark has existed, the Hunter's guild has as well, sending people beyond the barrier to cull the monsters, fighting for glory amongst each other and the monsters themselves for the biggest kills, the most impressive monsters, the most amazing artifacts. Most die, obviously. The guild has accumulated the most cataloged knowledge on the beasts that lurk beyond of anyone, and Ephelim is determined to put it to good use. Now that the barrier has fallen, the guild is spreading it's wings, sending most of their members out of the city for good to establish outposts, new bases, reaches in every new settlement and city to pop up in the shattered world. Erelim is one of these, and with guild-issued equipment, he'll make a name for himself doing so.
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
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35c6e4 No.9083
Character sheet:
Name: Hagluk
Age: 19
Gender: Male
Race: Hobgoblin
Fluff: If anyone asks Hagluk is going in to the unkown with grand dreams if finding weapons lost to time and using them for power and riches. If anyone looks theyll realise hes got a pittance of a bounty on his head for accidentally on purpose burning down the stables of a rather influential merchant to try and cover up his failed theft of a horse in an ill thought out attempt of using it to trade for a girls hand in marriage. Either way he isnt welcome back in Ark so is setting out to come back rich and get married to someone more important than a bar maid
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
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35c6e4 No.9116
>>9035
Some say that tieflings are descended from a group of demon worshipers cursed by their failure to their dark masters. Others say they are descended from demons themselves. How they truly came about was lost knowledge even before the shattering. Either way Tieflings are hated and feared through the Ark, and your family were no different. Your family was the only reason Tiefling were allowed within the city and possibly the only reason the survived the shattering. Now many Tieflings were thrown out with no protection as with many of the less desired demi-humans. You plan to make a place for them in this world. How will you do that, I wonder.
You find yourself outside the barrier range to the east of the city. It is mainly plains but you can see a forest. There are many others leaving the city already.
+Inventory: Sword
+Skills: Swords I, Tactics I
+Bonus: Helfire Emperor - It is rare for a hand to be given to a Tiefling, and they rarely are given the chance to have ambitions. You are one of the few to give them the chance, and they are more eager to join you because of it. +10 to recruiting and diplomacy with Tieflings.
>>9040
The gods need their sacrifices. It was the only reason any of you survived. Even if many starved and were packed together closer than most families were when you were young at least everyone was alive. Now the barrier has fallen and you have been relieved of your job as sheppard. Now what will you do?
You find yourself outside the former barrier range to the east. Many others are leaving the city and heading towards the forest or starting around it.
+Inventory: Bow and 20 arrows, Quiver
+Skills: Bow I, Shepparding I
+Bonus: Ever Vigalent - You are used to competent thieves trying to steal your flock. +10 to spotting and searching checks and -10 for others trying to sneak up on you.
>>9041
The streets would have run red with Tiefling blood long ago if it wasn't for the Telblood family. That did not concern you much though. For you were nothing but a thief before, and now you are nothing but a cast out thief now. But what will you be later?
You stare off to the north. Many families pass by you. Far in the distance you can see some mountains.
+Inventory: Knife
+Skills: Lock-picking I, Stealth I
+Bonus: Devils Grace - You were always good with spotting good hiding places and judging shadows. +10 to hiding and it is harder for others to hide from you in the shadows.
>>9043
Blacksmiths in the Ark were hit hard. With no new metals being imported many could not get work. Your master was one of the few, but only did repairs for the most part. When the barrier fell your master encouraged you to look for the old dwarven holds but stayed to teach more dwarfs the trade.
You stare off into the north. You see mountains far in the distance where it seems many of the families leaving the Ark are heading.
+Inventory: Axe, Blacksmith hammer
+Skills: Blacksmith I, Axes I
+Bonus: Made for your hands - You know what you need and how to make it. +15 with any weapon you made, harder to hit you when you wear armor you made
>>9046
Asura are considered the decedents of one of the gods, just like many of the other Deva. You are young and hot blooded, and got in trouble a lot for it. Now you decided to put it you use and adventure! What will you find?
You stand at the edge of west end of where the barrier was. Many people pass you. In the distance you see nothing but plains.
+Money: 2 silver
+Skills: Punching I, Grappling I
+Bonus: Six arms - you can hold more things and punch harder and a lot more. Also the gods may fuck with you. Have fun!
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35c6e4 No.9117
>>9116
>>9047
You are young as an elf. Most elves will consider you still a child in many ways. But you care little for that. There is a new world to explore. I wonder what you will see.
You stare out into the planes to the west of the Ark. Not much to look at, but who knows what is out there?
+Inventory: Prized book, Dagger, Blank Map, ink and quill
+Skills: Daggers I, Mapping I
+Bonus: New age Explorer - Guided by the knowledge of old explorers you know how to not die in hostile environments. +10 when exploring new lands and dungeons.
>>9051
Although your race is fine a lot of your fluff is messed up. You would have had to been in the city of Ark from the beginning. Barrier let no one in or out. Rework ya fluff a bit.
>>9058
I made everything for your last character and read this so you don't get fluff.
You are heading south by a river, and see only plains ahead of you.
+Inventory: Sword, shield.
+Skills: Sword I, Chivalry I
+Bonus: JUSTICE - you are a knight and uphold a knightly code. +20 to fighting when protecting someone or something.
>>9059
Your mother always said she was part of a raider group once, but you know that was a lie. The barrier did not let people in or out and you doubt there was a raider group in the city. Either way her hard work inspires you to this day. Now where to go?
You follow the river to the south into the plains. There is not much to see besides many families heading out.
+Inventory: Dagger, Memento from your mother (You can chose what it is)
+Skills: Dagger I, Pickpocket I
+Bonus: Hero - You want to save everyone, and you let that ideal guide you. +15 when aiding humans.
>>9065
Your 'family' has always been a rumor in the city. It was an open secret what they did, but few cared as it meant one or a few less mouths eating the food. The days where you were need are gone though, so what now?
You exit the city to the east towards the forest.
+Inventory: Dagger, Sword
+Skills: Dagger I, Sword I
+Bonus: Born killer - You know how to kill things, and it's all you were raised to do. +10 in combat, -10 to social activities.
>>9071
Unlike what most people think, the barrier did not stop all the monsters. Some where able to slip through. It was your job to hunt down those runts, but you never went outside the barrier. No one could, until it fell. The rumor was kept up because otherwise it would have looked like you people didn't do anything. Looks like you will have more work now though, wont it?
You leave with many of the families to the east, towards the forest. Many of these people will probably set up a logging village near the forest edge.
+Inventory: Crossbow, 20 bolts, Sword
+Skills: Crossbows I, Monster Knowledge I
+Bonus: Monster Hunter - With your training you have an easier time killing the monsters of the world. +10 to fighting monsters.
>>9083
No one really knows why merchants still existed in the city, or how the horses weren't eaten or sacrificed yet, but you pissed off a merchant by trying to steal a horse. Now you left the ark and all crimes are forgiven as long as you never go back. Now what?
You leave out of the north exit. Not much but rolling hills, a river that comes through the city from the far north east, and some mountains.
+Inventory: Dagger, Club
+Skills: Blunt weapons I, Seduction I
+Bonus: Hobgoblin Justice - Many demi-humans were accepted into the Ark as the world ended and many cultures changed fast. Hobgoblin culture is one example as they were always quick to organize and warlike the quickly became great city guards. +10 to fighting criminals, +10 diplomacy with law abiding citizens, -10 to diplomacy with criminals.
>>9086
No fey
POST!!!!!
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35c6e4 No.9118
>>9117
Name: Royce Chamerlan
Age: 231
Gender: Male
Race: Chameleon Lizardman
Fluff: Born well before the Shattering, he was priveleged to have not only experienced life before it, but to have witnessed and survived it. A Chameleon Lizardman, his species had the ability to blend into the surrounding ambient light, masking his presence, although in a civilized society such a skill wasn't terribly needed unless it happened to be your job occupation. Which for Rocye Chamerlan it happened to be.
Before the Shattering, he was a professor of history and a bit of an explorer, going on participating in several expeditions and exploratory missions for the archeological society as they dug up ancient ruins and artifacts. A member of the Archeological society, he would teach students about the story of the world and how society as it was came to be.
When the shattering came, he was one of the fortunate ones to have been in the city of Ark. Taking up a job as a librarian, he would continue to do what he had done for ages, and taught students and people about the past, archiving what books and historical documents there were, and sometimes helping people rediscover old technology and methods.
Still, the wanderlust often ate at him, but more than that, seeing the desperate state civilization had come to, crowded and gripping onto dear life, he always remembered the great technologies and wonders that were so common before the shattering that made life so easy. That "Whole World Blues" that often preyed upon those who survived the shattering was quite strong for one who makes it his job to remember the past.
When the barrier fell and people were now able to leave the Ark, he struggled with himself. Always he had dreamed of leaving the city, to explore and perhaps find something out there to help society, but he wondered how much worse the world might have gotten since then. He could stay here, and teach children about a world they would never experience or taste, as he had done for a century.
Finally, he decided, and set himself out on the road. Informing the library he would be going on an expedition, he used what money he had left to purchase supplies, and set out on a journey to the outside world, to see what became of it, and maybe find something out there to better the city and its people.
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35c6e4 No.9119
>>9118
The lizardmen had created a kingdom shortly before the shattering, and you are thankful for that. It was the only reason you could be a historian. But many of the books in the library were burned and you had little to work with under the barrier.
You exit out towards the north. You can see the mountains in the distance. You know that area used to be a swamp.
+Inventory: History book (choose 2 subjects), Notebook
+Skills: Stealth I, Observation I
+Bonus: Seen it all before - The old world had dungeons too, and you are used to them already. +10 to finding treasure and traps in ruins.
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35c6e4 No.9120
| Rolled 11, 30 = 41 (2d100) |
>>9116
The new world stretched before him, he realized just what could be accomplished. The city behind them was full of hate and prejudice, but he could re-shape this new world for himself, in his own image. My first action is trying to find others of my race. And my second is trying to recruit them into a large group "we're going to be killed out there, what little protection we had is gone now. We need to stick together if we wish to survive. Knowing Tiefling tenacity, we'll do quite fine out there in the wilderness. We're use to surviving and living where we aren't welcome…"
+10 to both rolls ( I don't know how to use the modifier tool on 8chan.)
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35c6e4 No.9121
>>9117
oh right, 2d100, you know the drill
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35c6e4 No.9122
| Rolled 6, 89 = 95 (2d100) |
>>9116
Name: Bob Green
Age: 53
Gender: Male
Race: Elf
Fluff: The blessing of the Gods was needed to survive, which meant animal sacrifices that had to be kept safe from the starving masses day and night. Living with the animals, talking with the animals till the day they are called to feed the almighty. Killing poachers with a bow in the pitch black darkness, carving a path through a starving family trying to take what belongs to the Gods. He never faltered in his duty to protect the sacred herds under his care now he will find a new herd to keep in this land. Gods help anyone that tries to fuck with whats mine or they will find an arrow sprouted from head.
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Bow and 20 arrows, Quiver
Skills: Bow I, Shepherding I
Bonus: Ever Vigalent - You are used to competent thieves trying to steal your flock. +10 to spotting and searching checks and -10 for others trying to sneak up on you.
1 Search for a river coming out of the forest, I need water and want a distinguishing land mark I can use to get my bearings if I ever get lost in there.
2 Train my bowman-ship
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35c6e4 No.9129
| Rolled 84, 98 = 182 (2d100) |
>>9117
Name: Erelim Asaph
Age: 22
Gender: M
Race: Human
Fluff: Erelim is what's commonly known as a hunter, a shiny new member of the Monster Hunter's Guild of the Ark. For almost as long as the Ark has existed, the Hunter's guild has as well, sending people beyond the barrier to cull the monsters, fighting for glory amongst each other and the monsters themselves for the biggest kills, the most impressive monsters, the most amazing artifacts. Most die, obviously. The guild has accumulated the most cataloged knowledge on the beasts that lurk beyond of anyone, and Ephelim is determined to put it to good use. Now that the barrier has fallen, the guild is spreading it's wings, sending most of their members out of the city for good to establish outposts, new bases, reaches in every new settlement and city to pop up in the shattered world. Erelim is one of these, and with guild-issued equipment, he'll make a name for himself doing so.
Money: 1 silver 10 copper
Inventory: Clothes, Waterskin, Backpack, Crossbow, 20 bolts, Sword
Skills: Crossbows I, Monster Knowledge I
Bonus: Monster Hunter - With your training you have an easier time killing the monsters of the world. +10 to fighting monsters.
1/2: I live in a whole new era, damn. Finally, some real beasts to hunt out here! First thing I'm gonna need is a base of operations, of course. I mean, to start - clearly I'm not gonna be settling down, but I need an outpost that can repair what's broken, preferably one that a few other hunters are headed out to as well. Someplace far out with a decent amount of colonists. Start sniffing around, this spot's gotta be good, and have some good people. Time to finally put my skills to some good use. I'm gonna bring back the heads of the scariest things anyone's ever seen.
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35c6e4 No.9131
| Rolled 70, 72 = 142 (2d100) |
>>9116
Name: Shallgor Onyxbeard
Age: 48
Gender: Male
Race: Dwarf
Fluff: Shallgor is a blacksmith, one of the few Dwarven blacksmiths left. He is also a warrior, because in this overpopulated Ark no one can afford not to have some skill at arms, lest they lose their possessions or their life. After the barrier fell he was asked by his old and aleing master to find the old dwarf holds. For they hold many lost treasures and much knowledge that has since been forgotten by all. Shallgor goes forth into the world with his trusty axe, hoping to find something, anything to help his people and strengthen them for this new world. He and his master know it's only a matter of time before the dwarves must find their own place outside again, or that monsters will soon come inside the ark to attack. So by then he will need to return with what was lost so the dwarves will be ready.
Blacksmiths in the Ark were hit hard. With no new metals being imported many could not get work. Your master was one of the few, but only did repairs for the most part. When the barrier fell your master encouraged you to look for the old dwarven holds but stayed to teach more dwarfs the trade.
You stare off into the north. You see mountains far in the distance where it seems many of the families leaving the Ark are heading.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, Axe, Blacksmith hammer
+Skills: Blacksmith I, Axes I
+Bonus: Made for your hands - You know what you need and how to make it. +15 with any weapon you made, harder to hit you when you wear armor you made
1-2.Hmm the families are probably heading to the mountains to start a mining enclave. For the first few decades the Ark will be the center of trade. The mountains have no real reason to be headed to except for mining after all. Offer my services as a blacksmith for Ore identification to one of the caravans and head to the mountains in their company. Helping start and/or clear out a mine will be good practice for the old dwarf holds. Plus it will help me secure an operating base.
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35c6e4 No.9132
| Rolled 20, 50 = 70 (2d100) |
>>9117
Fair enough, just felt like having a bunch of the same kinda character might get old.
Ah, such simple beauty in these fields, such tranquil in the smooth river aside it.
But I cannot stay here. Where are the ones to protect? The evils to defeat? The mysterious wonders to keep out of shadowed hands?
I shall travel along the river until something happens.
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35c6e4 No.9135
| Rolled 44, 58 = 102 (2d100) |
>>9117
Name: Tasarë Rávanda
Age: 29
Gender: Elf
Race: Elf
Fluff: Unlike many Elves in Ark, who predated the Shattering, Tasarë's clan was not highborn. They had to make their own way in the dingy streets and choking decay of the lower sectors. Tasarë's only prized possession was an old, ratty tome full of illustrations from some long-dead explorer. The visions of Realms Uncharted, giant mountains, verdant forests, shimmering seas, mystic bogs and golden valleys all gathered rapt interest. Tasarë knew that, one day, they would see those sights. It was their sole comfort and only desire during the darkest and most desperate days of their youth.
Then the barrier fell. The Ark was opened to emigration, and to no one's surprise Tasarë was one of the first to leave. No longer trapped in the city, they had an entirely new world ahead. Indeed, the whole city was finally exposed to a brand new landscape, one in need of exploring. Tasarë knows just the elf for the job.
+Inventory: Prized book, Dagger, Blank Map, ink and quill
+Skills: Daggers I, Mapping I
+Bonus: New age Explorer - Guided by the knowledge of old explorers you know how to not die in hostile environments. +10 when exploring new lands and dungeons.
1/2 - The outside world! Tasarë breaths in deep, taking in for the first time a new land. It smells somewhat honeyed, crisp and free from the rank of the city. With leaping heart, Tasarë knew the path was one without destination or trail. So they would head north, to the distantly cresting mountains, and record their travels all the way so future explorers may experience the same thrill as they.
>+New Age Explorer
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35c6e4 No.9138
| Rolled 77, 71 = 148 (2d100) |
>>9116
Name: Ashara
Age: Somewhere between 15 and 25
Gender: Female
Race: Asura
Fluff: Child of the gods, raised in the Ark in secret. Ashara is a vagrant. Born to be something great and special, but in the end disappointed her forebears as she spent her time drinking, fucking and brawling in the Ark, using her massive strength and multiple arms to brawl her way into positions which could sustain such a lifestyle. Without a true purpose she wanders, eventually deciding to ditch the Ark, not that they would keep her anyway, she took off to experience adventure and find a purpose.
———- Don't fill out bellow the line ——–
Inventory: Clothes, rations, water skin, backpack
+Money: 2 silver
+Skills: Punching I, Grappling I
+Bonus: Six arms - you can hold more things and punch harder and a lot more. Also the gods may fuck with you. Have fun!
1&2.
"Shit, what the fuck now?" Ashara asks, looking around in a confused fashion at the lack of… generally everything. Crossing four of her arms, one above her buxom chest, the other beneath it, and two of her golden hands grasping her chin and considering her position. Nodding to herself a minute she decides to follow the many people who passed her, sprinting up and attempting to get friendly with them, hopefully having people to freeload with for awhile. And if not, she could always just… Bully or mug them into giving her a sleeping place.
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35c6e4 No.9139
>>9138
>>9135
Fix your stat sheet's inventories/money. Refusal to will result in death by starvation or permanent loss of money.
>>9120
>>9132
You two, add your stat sheets to your posts so I can give you bonuses and see what you have.
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35c6e4 No.9140
>>9139
>>9138
Name: Ashara
Age: Somewhere between 15 and 25
Gender: Female
Race: Asura
Fluff: Child of the gods, raised in the Ark in secret. Ashara is a vagrant. Born to be something great and special, but in the end disappointed her forebears as she spent her time drinking, fucking and brawling in the Ark, using her massive strength and multiple arms to brawl her way into positions which could sustain such a lifestyle. Without a true purpose she wanders, eventually deciding to ditch the Ark, not that they would keep her anyway, she took off to experience adventure and find a purpose.
Money: 3 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills: Punching I, Grappling I
Bonus: Six arms - you can hold more things and punch harder and a lot more. Also the gods may fuck with you. Have fun!
Sorry, thought it was an upgrade from 1 Silver 10 copper to 2 silver, instead of 3 silver 10 copper. Thanks!
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35c6e4 No.9159
| Rolled 66, 83 = 149 (2d100) |
>>9117
>Name: Ralakas Salthor
>Age: 20
>Gender: Male
>Race: Tiefling
>Fluff:
Officially, young Ralakas left the city of Ark willingly. Unofficially, however, it was well known by the small Tiefling community that the rest of Ark wanted the city to run red with Tiefling blood, with some even blaming his kind for the Shattering itself. So he left the city during the first major exodus, with so many others of his kind. So many then… but none now, at least none that he knows of. His group was attacked, just outside the city, by some of the many horrors released after the Shattering. However, twenty years in the slums, avoiding the other races of Ark, allowed him to slip away from the slaughter unnoticed. He now finds himself alone, with nothing but the clothes on his back, a bit of food, and his old knife, passed down to him from his grandfather.
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, knife
Skills: Lock-picking I, Stealth I
Bonus: Devils Grace - You were always good with spotting good hiding places and judging shadows. +10 to hiding and it is harder for others to hide from you in the shadows.
1) Out in the open like this… probably not the best idea. I feel vulnerable. Find some place to hole up in, a cave maybe. (+10?)
2) And I should work on my knifeplay. I've never really had to use it, but it's a harsh and unforgiving world out there now. It'll probably come in handy to know how to use it sooner rather than later.
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35c6e4 No.9195
| Rolled 4, 40 = 44 (2d100) |
>>9117
Character sheet:
Name: John Isafel
Age: 19
Gender: Male
Race: Human
Fluff: In this world, the first thing that people lose is hope. John as seen this first-hand during his childhood on the ark as society collapsed around them and the worst came out in people. He saw people rich with money and food kill themselves while the poorest man stood strong against the storm. He watched his family work day and night in the slums of the Ark to provide for him. He learned about hope and what it means to be human. All around him, different races with their own enhancements superior to humans toil and work, going far past the limits of their progenitor race. There is one thing that these monsters in sheep's clothing will never have though and that is the Human spirit. Hope for humanity is what drove the original founders of the Ark to work against all odds. Hope is what drove his mother to seek refuge here despite having a semi-safe life in a raider caravan. Hope is what drives John to willingly say goodbye to his family with tears in his eyes and a duffel-bag slung over his shoulders. He is going to go out into the wasteland and restore hope to it's inhabitants. It is under the guise of shoving him out to make room but he is going willingly for his mind is made up.
He is going to save humanity even if he dies trying. A laughable ideal that many would find hilarious but John is dead serious. Some would say that he is foolhardy and might be right. Some would say that he is naive and they may be right. He knows that he is a idealist in this dark world and he will never stop working to bring his dream to fruition. The dream of a world where nobody had to die needlessly or be sent outside of their Arks. A world where his family wouldn't have to work day and night to provide for him. A world that he would never stop fighting for even if he was beaten down. He would rise again, again, again, and again if it even meant that there may be a chance for humanity. Hope is what drives John into the wasteland in search of a way to restore humanity. Some miracle that will save them. Perhaps, a sign from the gods. Whatever it is, it lies out there and John will not rest until he finds it.
Money: 1 silver 10 copper
Inventory: Dagger, Necklace Memento
Skills: Dagger I, Pickpocket I
Bonus: Hero - You want to save everyone, and you let that ideal guide you. +15 when aiding humans.
1-2) A smile would appear on John's lips as he ruffled the hair of a youngling in the caravan before continuing on his run towards the front of it. His goal was simple. Somebody had to be leading this shitload of families to someplace and he was gonna offer his services to them as a….. helper or something. John hadn't really thought this through but he knew that was probably where he could best help people. If there was nobody leading these families, he would try his best to organize them into one big group for a better chance at survival as they made their way into the new world.
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35c6e4 No.9198
>I made everything for your last character and read this so you don't get fluff.
>You are heading south by a river, and see only plains ahead of you.
>+Inventory: Sword, shield.
>+Skills: Sword I, Chivalry I
>+Bonus: JUSTICE - you are a knight and uphold a knightly code. +20 to fighting when protecting someone or something.
Fair enough, just felt like having a bunch of the same kinda character might get old.
Ah, such simple beauty in these fields, such tranquil in the smooth river aside it.
But I cannot stay here. Where are the ones to protect? The evils to defeat? The mysterious wonders to keep out of shadowed hands?
I shall travel along the river until something happens.
>>9139
>>9132
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35c6e4 No.9201
>>9198
The entire sheet Valleyguy.
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35c6e4 No.9205
Considering there are already like 5 explorers, scholars, and whatever… I'm gonna change my character up a bit.
Character sheet:
Name: Ardos Dalan
Age: 27
Gender: Male
Race: Half-Elf
Fluff: Ah, the noble Knights. Champions of pre-shattering virtue. When the end came, they protected those who would take shelter in the ark, a final stand!
Today their descendants carry on that legacy! Despite not being recognized by the city, forgetting most of their legends, the enchantments on the Armors dying out, they still maintain great skill in arms and honor in all things!
Which is why Ardos picked a fight with a particularly arrogant scholar who went around claiming Knights were brutish scum. Turns out he ha connections, and Ardos was kicked out.
NOW! He travels the shattered lands in the name of Truth, Justice, and Chivalry!
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
>I made everything for your last character and read this so you don't get fluff.
>You are heading south by a river, and see only plains ahead of you.
>+Inventory: Sword, shield.
>+Skills: Sword I, Chivalry I
>+Bonus: JUSTICE - you are a knight and uphold a knightly code. +20 to fighting when protecting someone or something.
Fair enough, just felt like having a bunch of the same kinda character might get old.
Ah, such simple beauty in these fields, such tranquil in the smooth river aside it.
But I cannot stay here. Where are the ones to protect? The evils to defeat? The mysterious wonders to keep out of shadowed hands?
I shall travel along the river until something happens.
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35c6e4 No.9206
| Rolled 55, 83 = 138 (2d100) |
>>9117
Name: Hagluk
Age: 19
Gender: Male
Race: Hobgoblin
Fluff: If anyone asks Hagluk is going in to the unknown with grand dreams if finding weapons lost to time and using them for power and riches. If anyone looks they'll realize hes got a pittance of a bounty on his head for accidentally on purpose burning down the stables of a rather influential merchant to try and cover up his failed theft of a horse in an ill thought out attempt of using it to trade for a girls hand in marriage. Either way he isn't welcome back in Ark so is setting out to come back rich and get married to someone more important than a bar maid
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Dagger, Club
+Skills: Blunt weapons I, Seduction I
+Bonus: Hobgoblin Justice - Many demi-humans were accepted into the Ark as the world ended and many cultures changed fast. Hobgoblin culture is one example as they were always quick to organize and warlike the quickly became great city guards. +10 to fighting criminals, +10 diplomacy with law abiding citizens, -10 to diplomacy with criminals.
1."Rat bastards want to kick me out I'll show them I'll make my own city then raise an army then conquer Ark and then who's gonna kick out who for supposedly burning down a stable" [rant at other explorers while walking towards the mountains]
2. Seeing as I don't want to starve and lack any kind of bow or other similarly good animal killing weapon (what am I gonna do club an elk to death) I will attempt to make a snare to trap dinner so i can save on rations [attempt to make a small animal trap]
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35c6e4 No.9237
>>9139
Name: Tasarë Rávanda
Age: 29
Gender: Elf
Race: Elf
Fluff: Unlike many Elves in Ark, who predated the Shattering, Tasarë's clan was not highborn. They had to make their own way in the dingy streets and choking decay of the lower sectors. Tasarë's only prized possession was an old, ratty tome full of illustrations from some long-dead explorer. The visions of Realms Uncharted, giant mountains, verdant forests, shimmering seas, mystic bogs and golden valleys all gathered rapt interest. Tasarë knew that, one day, they would see those sights. It was their sole comfort and only desire during the darkest and most desperate days of their youth.
Then the barrier fell. The Ark was opened to emigration, and to no one's surprise Tasarë was one of the first to leave. No longer trapped in the city, they had an entirely new world ahead. Indeed, the whole city was finally exposed to a brand new landscape, one in need of exploring. Tasarë knows just the elf for the job.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, prized book, Dagger, Blank Map, ink and quill
+Skills: Daggers I, Mapping I
+Bonus: New age Explorer - Guided by the knowledge of old explorers you know how to not die in hostile environments. +10 when exploring new lands and dungeons.
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Post last edited at
35c6e4 No.9260
| Rolled 92, 21 = 113 (2d100) |
>>9119
Name: Royce Chamerlan
Age: 231
Gender: Male
Race: Chameleon Lizardman
Fluff: Born well before the Shattering, he was priveleged to have not only experienced life before it, but to have witnessed and survived it. A Chameleon Lizardman, his species had the ability to blend into the surrounding ambient light, masking his presence, although in a civilized society such a skill wasn't terribly needed unless it happened to be your job occupation. Which for Rocye Chamerlan it happened to be.
Before the Shattering, he was a professor of history and a bit of an explorer, going on participating in several expeditions and exploratory missions for the archeological society as they dug up ancient ruins and artifacts. A member of the Archeological society, he would teach students about the story of the world and how society as it was came to be.
When the shattering came, he was one of the fortunate ones to have been in the city of Ark. Taking up a job as a librarian, he would continue to do what he had done for ages, and taught students and people about the past, archiving what books and historical documents there were, and sometimes helping people rediscover old technology and methods.
Still, the wanderlust often ate at him, but more than that, seeing the desperate state civilization had come to, crowded and gripping onto dear life, he always remembered the great technologies and wonders that were so common before the shattering that made life so easy. That "Whole World Blues" that often preyed upon those who survived the shattering was quite strong for one who makes it his job to remember the past.
When the barrier fell and people were now able to leave the Ark, he struggled with himself. Always he had dreamed of leaving the city, to explore and perhaps find something out there to help society, but he wondered how much worse the world might have gotten since then. He could stay here, and teach children about a world they would never experience or taste, as he had done for a century.
Finally, he decided, and set himself out on the road. Informing the library he would be going on an expedition, he used what money he had left to purchase supplies, and set out on a journey to the outside world, to see what became of it, and maybe find something out there to better the city and its people.
+Inventory:
History book - ("Atlas of the Modern World")
History book - ("The History of Nations")
Notebook
+Skills: Stealth I, Observation I
+Bonus: Seen it all before - The old world had dungeons too, and you are used to them already. +10 to finding treasure and traps in ruins.
1-2. Ever the explorator, Royce decides that he can't decide on any specific place to go, not knowing anything of the world beyond, and so consults his Book on Atlas and heads to the nearest city beyond ARK that existed before the Shattering. He goes to see if the roads still exist.
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35c6e4 No.9271
| Rolled 97, 19 = 116 (2d100) |
>>9119
Name: Royce Chamerlan
Age: 231
Gender: Male
Race: Chameleon Lizardman
Fluff: Born well before the Shattering, he was priveleged to have not only experienced life before it, but to have witnessed and survived it. A Chameleon Lizardman, his species had the ability to blend into the surrounding ambient light, masking his presence, although in a civilized society such a skill wasn't terribly needed unless it happened to be your job occupation. Which for Rocye Chamerlan it happened to be.
Before the Shattering, he was a professor of history and a bit of an explorer, going on participating in several expeditions and exploratory missions for the archeological society as they dug up ancient ruins and artifacts. A member of the Archeological society, he would teach students about the story of the world and how society as it was came to be.
When the shattering came, he was one of the fortunate ones to have been in the city of Ark. Taking up a job as a librarian, he would continue to do what he had done for ages, and taught students and people about the past, archiving what books and historical documents there were, and sometimes helping people rediscover old technology and methods.
Still, the wanderlust often ate at him, but more than that, seeing the desperate state civilization had come to, crowded and gripping onto dear life, he always remembered the great technologies and wonders that were so common before the shattering that made life so easy. That "Whole World Blues" that often preyed upon those who survived the shattering was quite strong for one who makes it his job to remember the past.
When the barrier fell and people were now able to leave the Ark, he struggled with himself. Always he had dreamed of leaving the city, to explore and perhaps find something out there to help society, but he wondered how much worse the world might have gotten since then. He could stay here, and teach children about a world they would never experience or taste, as he had done for a century.
Finally, he decided, and set himself out on the road. Informing the library he would be going on an expedition, he used what money he had left to purchase supplies, and set out on a journey to the outside world, to see what became of it, and maybe find something out there to better the city and its people.
+Inventory:
History book - ("Atlas of the Modern World")
History book - ("The History of Nations")
Notebook
+Skills: Stealth I, Observation I
+Bonus: Seen it all before - The old world had dungeons too, and you are used to them already. +10 to finding treasure and traps in ruins.
1-2. Ever the explorator, Royce decides that he can't decide on any specific place to go, not knowing anything of the world beyond, and so consults his Book on Atlas and heads to the nearest city beyond ARK that existed before the Shattering. He goes to see if the roads still exist.
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35c6e4 No.9403
>>9120
You see no river and get lost in the woods, at least you shot a few trees on the way, but picked up the arrows. +Bow II 2/3
>>9129
You follow along with a caravan of families with two fellow hunters. One is a smaller guy named Jeb, but if you arnt looking right at him you lose track of him. The other is a large orc named Gorgrok who has a large hammer over his shoulder and has been on alert the whole time.
>>9131
You see many dwarves in one of the caravans and quickly go to join them. They eagerly accept you and state that they are going to te mountains to set up a new mountain hold for the dwarvish people. They seem quite proud and eager.
>>9132
You travel along the river and see some kind of creature! It quickly leaves, not bothering you or the colonists.
>>9135
You head north with many families, taking notes on the land along the way.
>>9138
The families happily allow you to follow them. Having a Deva with them is a good omen after all.
>>9159
No caves around, and +Knife I
People are looking at you funny, more than usual. Maybe because you are swinging a knife around for seemingly no reason.
>>9195
They ignore you and continue to follow their already established leaders.
>>9206
Many ignore you, as they are more worried about survival. They do help you make a quick trap, those that are planning to set up a village in the plains. + small game trap {not set up}
>>9260
Your old home, the lizardman kingdom, was actually up ahead. No roads are left but some ruins may be left in the mountains,
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35c6e4 No.9404
>>9122
You see no river and get lost in the woods, at least you shot a few trees on the way, but picked up the arrows. +Bow II 2/3
>>9403
linked wrong person
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35c6e4 No.9405
| Rolled 3, 69 = 72 (2d100) |
>>9403
1/2: Continue down along the caravan to whatever colony we're headed off to together, and spend some time bonding with these two. Hunters usually go it alone, for their own glory of the kill and all, but establishing networks with people likely to be hunting in the same area as me is essential, so I'll have people to know and people to hunt BIG things with. Quality bonding time as we walk.
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35c6e4 No.9406
>>9120
You I forgot to update
If you dont start posting your sheet I will just start not updating you.
You find none
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35c6e4 No.9408
| Rolled 68, 86 = 154 (2d100) |
>>9403
Name: Bob Green
Age: 53
Gender: Male
Race: Elf
Fluff: The blessing of the Gods was needed to survive, which meant animal sacrifices that had to be kept safe from the starving masses day and night. Living with the animals, talking with the animals till the day they are called to feed the almighty. Killing poachers with a bow in the pitch black darkness, carving a path through a starving family trying to take what belongs to the Gods. He never faltered in his duty to protect the sacred herds under his care now he will find a new herd to keep in this land. Gods help anyone that tries to fuck with whats mine or they will find an arrow sprouted from head.
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Bow and 20 arrows, Quiver
Skills: Bow II 2/3, Shepherding I
Bonus: Ever Vigalent - You are used to competent thieves trying to steal your flock. +10 to spotting and searching checks and -10 for others trying to sneak up on you.
1 Can never stop practicing that Bow II 2/3. Gotta feel the wind and the tension in the string today
2 Find the river and I can get a look at the beating heart of the forest
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35c6e4 No.9409
>>9405
Name: Erelim Asaph
Age: 22
Gender: M
Race: Human
Fluff: Erelim is what's commonly known as a hunter, a shiny new member of the Monster Hunter's Guild of the Ark. For almost as long as the Ark has existed, the Hunter's guild has as well, sending people beyond the barrier to cull the monsters, fighting for glory amongst each other and the monsters themselves for the biggest kills, the most impressive monsters, the most amazing artifacts. Most die, obviously. The guild has accumulated the most cataloged knowledge on the beasts that lurk beyond of anyone, and Ephelim is determined to put it to good use. Now that the barrier has fallen, the guild is spreading it's wings, sending most of their members out of the city for good to establish outposts, new bases, reaches in every new settlement and city to pop up in the shattered world. Erelim is one of these, and with guild-issued equipment, he'll make a name for himself doing so.
Money: 1 silver 10 copper
Inventory: Clothes, Waterskin, Backpack, Crossbow, 20 bolts, Sword
Skills: Crossbows I, Monster Knowledge I
Bonus: Monster Hunter - With your training you have an easier time killing the monsters of the world. +10 to fighting monsters.
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35c6e4 No.9411
| Rolled 78, 3 = 81 (2d100) |
>>9403
Name: Tasarë Rávanda
Age: 29
Gender: Elf
Race: Elf
Fluff: Unlike many Elves in Ark, who predated the Shattering, Tasarë's clan was not highborn. They had to make their own way in the dingy streets and choking decay of the lower sectors. Tasarë's only prized possession was an old, ratty tome full of illustrations from some long-dead explorer. The visions of Realms Uncharted, giant mountains, verdant forests, shimmering seas, mystic bogs and golden valleys all gathered rapt interest. Tasarë knew that, one day, they would see those sights. It was their sole comfort and only desire during the darkest and most desperate days of their youth.
Then the barrier fell. The Ark was opened to emigration, and to no one's surprise Tasarë was one of the first to leave. No longer trapped in the city, they had an entirely new world ahead. Indeed, the whole city was finally exposed to a brand new landscape, one in need of exploring. Tasarë knows just the elf for the job.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, prized book, Dagger, Blank Map, ink and quill
+Skills: Daggers I, Mapping I
+Bonus: New age Explorer - Guided by the knowledge of old explorers you know how to not die in hostile environments. +10 when exploring new lands and dungeons.
1/2 - Keep heading north, exploring and mapping. Maybe there will even be other intrepid sojourners to confer with!
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35c6e4 No.9412
| Rolled 18, 54 = 72 (2d100) |
>>9403
Name: Shallgor Onyxbeard
Age: 48
Gender: Male
Race: Dwarf
Fluff: Shallgor is a blacksmith, one of the few Dwarven blacksmiths left. He is also a warrior, because in this overpopulated Ark no one can afford not to have some skill at arms, lest they lose their possessions or their life. After the barrier fell he was asked by his old and aleing master to find the old dwarf holds. For they hold many lost treasures and much knowledge that has since been forgotten by all. Shallgor goes forth into the world with his trusty axe, hoping to find something, anything to help his people and strengthen them for this new world. He and his master know it's only a matter of time before the dwarves must find their own place outside again, or that monsters will soon come inside the ark to attack. So by then he will need to return with what was lost so the dwarves will be ready.
Blacksmiths in the Ark were hit hard. With no new metals being imported many could not get work. Your master was one of the few, but only did repairs for the most part. When the barrier fell your master encouraged you to look for the old dwarven holds but stayed to teach more dwarfs the trade.
You stare off into the north. You see mountains far in the distance where it seems many of the families leaving the Ark are heading.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, Axe, Blacksmith hammer
+Skills: Blacksmith I, Axes I
+Bonus: Made for your hands - You know what you need and how to make it. +15 with any weapon you made, harder to hit you when you wear armor you made
1-2. Travel with my fellow dwarves, Go North with them. I can hopefully help them find a nice ore chunk or old mine with ore for them to get started on. Farming will be hard but with a good mine they can sell rare ore to the ark for food.
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35c6e4 No.9413
| Rolled 45, 14 = 59 (2d100) |
>>9403
Character sheet:
Name: John Isafel
Age: 19
Gender: Male
Race: Human
Fluff: In this world, the first thing that people lose is hope. John as seen this first-hand during his childhood on the ark as society collapsed around them and the worst came out in people. He saw people rich with money and food kill themselves while the poorest man stood strong against the storm. He watched his family work day and night in the slums of the Ark to provide for him. He learned about hope and what it means to be human. All around him, different races with their own enhancements superior to humans toil and work, going far past the limits of their progenitor race. There is one thing that these monsters in sheep's clothing will never have though and that is the Human spirit. Hope for humanity is what drove the original founders of the Ark to work against all odds. Hope is what drove his mother to seek refuge here despite having a semi-safe life in a raider caravan. Hope is what drives John to willingly say goodbye to his family with tears in his eyes and a duffel-bag slung over his shoulders. He is going to go out into the wasteland and restore hope to it's inhabitants. It is under the guise of shoving him out to make room but he is going willingly for his mind is made up.
He is going to save humanity even if he dies trying. A laughable ideal that many would find hilarious but John is dead serious. Some would say that he is foolhardy and might be right. Some would say that he is naive and they may be right. He knows that he is a idealist in this dark world and he will never stop working to bring his dream to fruition. The dream of a world where nobody had to die needlessly or be sent outside of their Arks. A world where his family wouldn't have to work day and night to provide for him. A world that he would never stop fighting for even if he was beaten down. He would rise again, again, again, and again if it even meant that there may be a chance for humanity. Hope is what drives John into the wasteland in search of a way to restore humanity. Some miracle that will save them. Perhaps, a sign from the gods. Whatever it is, it lies out there and John will not rest until he finds it.
Money: 1 silver 10 copper
Inventory: Dagger, Necklace Memento
Skills: Dagger I, Pickpocket I
Bonus: Hero - You want to save everyone, and you let that ideal guide you. +15 when aiding humans.
1) Fug. Just find a good position in one of the better caravans as a guard then, just trying to keep on the look out for any possible threats
2) Every now and then, start working on my skills with dagger via practice on dummies and targets.
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35c6e4 No.9433
| Rolled 55, 98 = 153 (2d100) |
>>9403
Name: Hagluk
Age: 19
Gender: Male
Race: Hobgoblin
Fluff: If anyone asks Hagluk is going in to the unknown with grand dreams if finding weapons lost to time and using them for power and riches. If anyone looks they'll realize hes got a pittance of a bounty on his head for accidentally on purpose burning down the stables of a rather influential merchant to try and cover up his failed theft of a horse in an ill thought out attempt of using it to trade for a girls hand in marriage. Either way he isn't welcome back in Ark so is setting out to come back rich and get married to someone more important than a bar maid
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Dagger, Club, Small Game Trap
+Skills: Blunt weapons I, Seduction I
+Bonus: Hobgoblin Justice - Many demi-humans were accepted into the Ark as the world ended and many cultures changed fast. Hobgoblin culture is one example as they were always quick to organize and warlike the quickly became great city guards. +10 to fighting criminals, +10 diplomacy with law abiding citizens, -10 to diplomacy with criminals.
1. Continue walking towards the mountain, move slowly and be wary of animal life for both hunting and not being hunted
2. Along the way make sure to work on my physique, gotta be tougher and stronger than the other guy if something happens what with being alone
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35c6e4 No.9496
>>9405
Besides Gorgrok commenting on how you have a 'perty mouth boy' you dont make much progress and Jeb went to a dire rat showing up in the back.
>>9408
+Bow II
You find a small river, still have no idea where you are though.
>>9411
You keep mapping and heading north, the mountains rapidly approaching.
>>9412
It seems someone brought mushroom spores to start a farm and you should be at the base of the mountain soon.
>>9413
They accept your willingness to fight monsters to not die in the wilderness and be useful for something.
>>9433
You knock a rabbit over the head with the club +1 rabbit corpse
You start running ahead and back every now and again. + Endurance I
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35c6e4 No.9516
| Rolled 4, 2 = 6 (2d100) |
>>9496
Name: Shallgor Onyxbeard
Age: 48
Gender: Male
Race: Dwarf
Fluff: Shallgor is a blacksmith, one of the few Dwarven blacksmiths left. He is also a warrior, because in this overpopulated Ark no one can afford not to have some skill at arms, lest they lose their possessions or their life. After the barrier fell he was asked by his old and aleing master to find the old dwarf holds. For they hold many lost treasures and much knowledge that has since been forgotten by all. Shallgor goes forth into the world with his trusty axe, hoping to find something, anything to help his people and strengthen them for this new world. He and his master know it's only a matter of time before the dwarves must find their own place outside again, or that monsters will soon come inside the ark to attack. So by then he will need to return with what was lost so the dwarves will be ready.
Blacksmiths in the Ark were hit hard. With no new metals being imported many could not get work. Your master was one of the few, but only did repairs for the most part. When the barrier fell your master encouraged you to look for the old dwarven holds but stayed to teach more dwarfs the trade.
You stare off into the north. You see mountains far in the distance where it seems many of the families leaving the Ark are heading.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, Axe, Blacksmith hammer
+Skills: Blacksmith I, Axes I
+Bonus: Made for your hands - You know what you need and how to make it. +15 with any weapon you made, harder to hit you when you wear armor you made
1. Practice with my Axe while we travel. I'll need it, I'm sure.
2. Talk to My fellows about helping me set up a small forge once we get there. I won't be able to attend it all the time, but having one would help them maintain their equipment regardless.
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35c6e4 No.9588
| Rolled 27, 33 = 60 (2d100) |
>>9496
Name: Tasarë Rávanda
Age: 29
Gender: Elf
Race: Elf
Fluff: Unlike many Elves in Ark, who predated the Shattering, Tasarë's clan was not highborn. They had to make their own way in the dingy streets and choking decay of the lower sectors. Tasarë's only prized possession was an old, ratty tome full of illustrations from some long-dead explorer. The visions of Realms Uncharted, giant mountains, verdant forests, shimmering seas, mystic bogs and golden valleys all gathered rapt interest. Tasarë knew that, one day, they would see those sights. It was their sole comfort and only desire during the darkest and most desperate days of their youth.
Then the barrier fell. The Ark was opened to emigration, and to no one's surprise Tasarë was one of the first to leave. No longer trapped in the city, they had an entirely new world ahead. Indeed, the whole city was finally exposed to a brand new landscape, one in need of exploring. Tasarë knows just the elf for the job.
+Money: 1 silver 10 copper
+Inventory: Clothes, rations, water skin, backpack, prized book, Dagger, Blank Map, ink and quill
+Skills: Daggers I, Mapping I
+Bonus: New age Explorer - Guided by the knowledge of old explorers you know how to not die in hostile environments. +10 when exploring new lands and dungeons.
1 - Maps maps maps! Can't get enough cartography done!
2 - Mmm, these rations won't last forever, and I'm getting kinda hungry. Wonder what kind of foods they've got out here? Maybe I can even find one of those hambeasts and cook them!
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35c6e4 No.9589
| Rolled 17, 47 = 64 (2d100) |
>>9496
Name: Royce Chamerlan
Age: 231
Gender: Male
Race: Chameleon Lizardman
Fluff: Born well before the Shattering, he was priveleged to have not only experienced life before it, but to have witnessed and survived it. A Chameleon Lizardman, his species had the ability to blend into the surrounding ambient light, masking his presence, although in a civilized society such a skill wasn't terribly needed unless it happened to be your job occupation. Which for Rocye Chamerlan it happened to be.
Before the Shattering, he was a professor of history and a bit of an explorer, going on participating in several expeditions and exploratory missions for the archeological society as they dug up ancient ruins and artifacts. A member of the Archeological society, he would teach students about the story of the world and how society as it was came to be.
When the shattering came, he was one of the fortunate ones to have been in the city of Ark. Taking up a job as a librarian, he would continue to do what he had done for ages, and taught students and people about the past, archiving what books and historical documents there were, and sometimes helping people rediscover old technology and methods.
Still, the wanderlust often ate at him, but more than that, seeing the desperate state civilization had come to, crowded and gripping onto dear life, he always remembered the great technologies and wonders that were so common before the shattering that made life so easy. That "Whole World Blues" that often preyed upon those who survived the shattering was quite strong for one who makes it his job to remember the past.
When the barrier fell and people were now able to leave the Ark, he struggled with himself. Always he had dreamed of leaving the city, to explore and perhaps find something out there to help society, but he wondered how much worse the world might have gotten since then. He could stay here, and teach children about a world they would never experience or taste, as he had done for a century.
Finally, he decided, and set himself out on the road. Informing the library he would be going on an expedition, he used what money he had left to purchase supplies, and set out on a journey to the outside world, to see what became of it, and maybe find something out there to better the city and its people.
+Inventory:
History book - ("Atlas of the Modern World")
History book - ("The History of Nations")
Notebook
+Skills: Stealth I, Observation I
+Bonus: Seen it all before - The old world had dungeons too, and you are used to them already. +10 to finding treasure and traps in ruins.
1-2. I head into the mountains, carefully treading, as I make my way through bush and fern, trying not to be seen.
I don't know what dangers there are here.
I keep my eye open for any other signs of life or the ruins of the Lizardkingdom, watching for any fires or signs of another person.
Stealth I, Observation I
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35c6e4 No.9592
>>9589
Tasarë laments a recent lack of success hunting. Bah, there'll be some easily-caught food eventually! Just gotta stay upbeat! Hey, it's better than hunting for a meal in the slums.
Wait, hey! Who's that? Tasarë readies an arrow, just in case.
"Hey! Who goes there?"
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35c6e4 No.9593
| Rolled 93, 18 = 111 (2d100) |
>>9496
Name: Bob Green
Age: 53
Gender: Male
Race: Elf
Fluff: The blessing of the Gods was needed to survive, which meant animal sacrifices that had to be kept safe from the starving masses day and night. Living with the animals, talking with the animals till the day they are called to feed the almighty. Killing poachers with a bow in the pitch black darkness, carving a path through a starving family trying to take what belongs to the Gods. He never faltered in his duty to protect the sacred herds under his care now he will find a new herd to keep in this land. Gods help anyone that tries to fuck with whats mine or they will find an arrow sprouted from head.
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Bow and 20 arrows, Quiver
Skills: Bow II, Shepherding I
Bonus: Ever Vigalent - You are used to competent thieves trying to steal your flock. +10 to spotting and searching checks and -10 for others trying to sneak up on you.
1 Look for what drinks from the river, from among these creatures I will make my flock.
2 This small river is mine. With this river as my central landmark I will map the surrounding area and explore until I am satisfied I have learned all there is to the immediate area.
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35c6e4 No.9618
>>9592
"Hello! Is that common I hear? I'm an explorer, from the city of Arc!"
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35c6e4 No.9621
>>9618
Tasarë soon realizes they have only a knife to knock, and nothing on which to knock it. No arrows, right. Well he's friendly - or at least, familiar.
Don't see a lot of scalies in the city. Then again, they're too posh to be seen in the lower districts. Tasarë steps out from the cover of the trees, seemingly peaceful. "Another explorer, eh? Well I guess that makes two of us." They offer the lizardman a hand. "Tasarë Rávanda, cartographer and professional explorer. How long you been out here?"
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35c6e4 No.9624
>>9621
"Royce Chamerlan, historian and professional archeologist. I left but a few days after the barrier fell.
Ah, a cartographer? I've always been fond of your type, you help people know how much big their world really is. I'm actually bringing an Atlas with me, and trying to see what's left of the world since before the Shattering. I'm heading on into the mountains which should be the location of the Lizard Kingdom, it's the closest city to Arc. Or was at least."
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35c6e4 No.9626
>>9624
Tasarë looks the man up and down. His clothes were too clean, his books too proper. He may be old, and old this guy was, and he may be smart, but he wouldn't last too long out here. Didn't even have the courtesy to shake hands. Twirling the knife and sheathing it, Tasarë finishes their mental examination. "You're definitely going to need some help out here, Chamerlan. Never thought much of archaeology, but I think we'll both be better served working together. But this is purely professional, understand? I'm not your companion, and I'm not your friend. You'll have to work a lot harder to earn that, because you don't look the part now buddy." Tasarë taps their hip. "You help me explore and chart this place, I help you… do whatever it is you want to do. Sound good?"
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35c6e4 No.9628
>>9626
Royce pondered this elf. What was this about friends and companions? Was it something he said?
"Believe it or not exploring and chartering the post shattered world is just about the same goal I'm after, along with finding something out here that will help Arc.
I was actually going to suggest we work on this together, but seeing as how this was already your intent, I think we'll make fine partners in this expedition. From a purely professional standpoint, of course."
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35c6e4 No.9706
| Rolled 94, 17 = 111 (2d100) |
>>9496
Name: Hagluk
Age: 19
Gender: Male
Race: Hobgoblin
Fluff: If anyone asks Hagluk is going in to the unknown with grand dreams if finding weapons lost to time and using them for power and riches. If anyone looks they'll realize hes got a pittance of a bounty on his head for accidentally on purpose burning down the stables of a rather influential merchant to try and cover up his failed theft of a horse in an ill thought out attempt of using it to trade for a girls hand in marriage. Either way he isn't welcome back in Ark so is setting out to come back rich and get married to someone more important than a bar maid
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack, Dagger, Club, Small Game Trap
+Skills: Blunt weapons I, Seduction I
+Bonus: Hobgoblin Justice - Many demi-humans were accepted into the Ark as the world ended and many cultures changed fast. Hobgoblin culture is one example as they were always quick to organize and warlike the quickly became great city guards. +10 to fighting criminals, +10 diplomacy with law abiding citizens, -10 to diplomacy with criminals.
1. I will attempt to roast the rabbit. It can't be any more complicated then Arson
2. Continue heading for the mountains take advantage of my awesome goblinoid endurance to avoid taking breaks and get there ASAP
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35c6e4 No.9709
| Rolled 34, 89 = 123 (2d100) |
>>9403
Character sheet:
Name: Ardos Dalan
Age: 27
Gender: Male
Race: Half-Elf
Fluff: Ah, the noble Knights. Champions of pre-shattering virtue. When the end came, they protected those who would take shelter in the ark, a final stand!
Today their descendants carry on that legacy! Despite not being recognized by the city, forgetting most of their legends, the enchantments on the Armors dying out, they still maintain great skill in arms and honor in all things!
Which is why Ardos picked a fight with a particularly arrogant scholar who went around claiming Knights were brutish scum. Turns out he ha connections, and Ardos was kicked out.
NOW! He travels the shattered lands in the name of Truth, Justice, and Chivalry!
———- Don't fill out bellow the line ——–
Money: 1 silver 10 copper
Inventory: Clothes, rations, water skin, backpack
Skills:
Bonus:
>I made everything for your last character and read this so you don't get fluff.
>You are heading south by a river, and see only plains ahead of you.
>+Inventory: Sword, shield.
>+Skills: Sword I, Chivalry I
>+Bonus: JUSTICE - you are a knight and uphold a knightly code. +20 to fighting when protecting someone or something.
>1/2 Follow the beast!
Be the mysterious creature friend or foe, ensuring it is met sooner rather than later can only be good. For if friend, why wait? And if foe, why let it plot.
…Assuming it's a smart enough creature to plot.
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35c6e4 No.9713
| Rolled 82, 92 = 174 (2d100) |
>>9496
Name: Erelim Asaph
Age: 22
Gender: M
Race: Human
Fluff: Erelim is what's commonly known as a hunter, a shiny new member of the Monster Hunter's Guild of the Ark. For almost as long as the Ark has existed, the Hunter's guild has as well, sending people beyond the barrier to cull the monsters, fighting for glory amongst each other and the monsters themselves for the biggest kills, the most impressive monsters, the most amazing artifacts. Most die, obviously. The guild has accumulated the most cataloged knowledge on the beasts that lurk beyond of anyone, and Ephelim is determined to put it to good use. Now that the barrier has fallen, the guild is spreading it's wings, sending most of their members out of the city for good to establish outposts, new bases, reaches in every new settlement and city to pop up in the shattered world. Erelim is one of these, and with guild-issued equipment, he'll make a name for himself doing so.
Money: 1 silver 10 copper
Inventory: Clothes, Waterskin, Backpack, Crossbow, 20 bolts, Sword
Skills: Crossbows I, Monster Knowledge I
Bonus: Monster Hunter - With your training you have an easier time killing the monsters of the world. +10 to fighting monsters.
1/2: Continue attempting to bond as we walk.
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