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File: GoT Geo.png (303 KB, 2100x3688)
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You are one of the First Men, the descendants of Nomads who had wandered to this new continent. However conflict was rife between your people and the original inhabitants of these lands. In the Red Mountains of the South your people had allied themselves with the Giants in a ruthless fight against the children of the Forest. The Slaughter was brought to an end when the children had summoned an enormous storm and severed the First men from their old homes. The Alliance between them and the Giants crumbling a new conflict was brewing.

In the Riverlands to the North, the First men were enslaved under a growing Giant Population. The Farming techniques the humans had brought with them had led to growth amongst the clans of giants living in the Mountains of the Moon, as well as those that dotted the Westerlands. The growth had led to conflict amongst the clans, and now the riverlands and their inhabitants were embroiled in a war.

In the north the Giants lived reclusive solitary lives among the snow, herding mammoths and peacefully trading with the small population of children that called the fine forests home. The First men here had begun to convert to the Forest faith over the old Pantheon that they followed back on Essos. The religious tension however was becoming too much and small tribal wars littered the frost covered grass as the latest winter came to an end.

In this age of Conflict you are the Heroes who will be remember, be it for your foolish actions or Heroic deeds only time can tell.


Character Sheet:

Name:
Age: 14 - 34
Sex: M/F
Background:

Stats:
You start with one in each and add the d5s to increase your starting stats

Physical - 7d5
Constitution: (6 health per)
Fitness: (+1 per)
Stamina: (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: (+2 starting Reputation)

Mental - 4d5 (+1d5 for age 24+, +2d5 if your 34)
Intelligence: (+1 to complex actions per)
Wisdom: (+1 to simple actions per)
Fortitude: ( Morale / counteract wounds 2/4/6/8)
Charisma: (+1 to inter-actions per)

Your starting location, inventory, abilities and followers will be based on the background.
>>
Rolled 4, 4, 2, 2, 5, 5, 5, 4, 4, 4, 1 = 40 (11d5)

stats
>>
File: GOT 3.png (7.96 MB, 8282x6906)
7.96 MB
7.96 MB PNG
>>1624519
I forgot the discord :P
https://discord.gg/W82cW7n
>>
Rolled 2, 4, 3, 3, 3, 1, 1, 4, 2, 1, 5 = 29 (11d5)

>>
Stats cap at 10, noticed i didn't type that out
>>
Rolled 3, 4, 3, 3, 1, 5, 2, 1, 2, 5, 4 = 33 (11d5)

stats
>>
>>1624530
Name: Nestar Peake
Age: 28
Sex: M
Background: Nestar was born in the Riverlands under the subjugation of the giant, he has never lived a life free from tyranny. His father and his two older brothers have all died in battle serving the giant clans in their endless conflict between each other, and it looked as if he would join them. Drafted into the army Nestar deserted his giant overlords in the middle of the night and has began to live the life of a renegade slave hiding amongst the dense woods of the Riverlands. With news of the growing tensions between the Giants of the river, Nestar sees this as the perfect time to free his kin. As the giants are too preoccupied fighting each other they won't have the time to worry about those beneath him. He shall free the humans of the river and claim the Riverlands for man. They will change from slaves of this land into the first lords of this new land or die trying.

Physical
Constitution: 3
Fitness: 4
Stamina: 3
Appearance: 3

Mental
Intelligence: 2
Wisdom: 2
Fortitude: 5
Charisma:4
>>
Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformaties such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical - 7d5
Constitution: 8 (6 health per)
Fitness: 8 (+1 per)
Stamina: 8 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 2 (+2 starting Reputation)

Mental - 4d5 (+1d5 for age 24+, +2d5 if your 34)
Intelligence: 4 (+1 to complex actions per)
Wisdom: 3 (+1 to simple actions per)
Fortitude: 6 ( Morale / counteract wounds 2/4/6/8)
Charisma: 2 (+1 to inter-actions per)
>>
Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Background:
Alvar was born into a tribe of primarily hunter and gatherers. While he has shown great promise in hunting his true passion and skill is foraging and growing things with talent unseen in the north. With wisdom well beyond his years even the clan wiseman comes to him for advice with everyone in the tribe being drawn in with his every word. Whenever he is in the forest foraging or hunting Alvar always gets the feeling of being watch and silently judged.
>>
>Nestar Peake
Life as a slave had left you stronger than you otherwise would have been naturally (+2 Stamina), when you escaped and began living amongst the forest you were regularly moving to make sure the giants didn’t find you. (+Abilty: Sneak). With the wars picking up again and your decision to free your people from bondage, you armed yourself (+Wooden Club [+2 to combat]) and head out toward the nearest settlement.

>Red Bearogth
Your Family looked to you as their greatest hunter for food, your skills greater than any others (+Skill: Archery - With a bow equipped +2 damage) and a basic pine bow (+Pine bow [+2 to combat]) you were the best prospect amongst your brothers. (+10 Reputation among you Family, +10 more Reputation among your Sisters)

>Alvar
You are a prodigy amongst your people but with that came jealousy, the children your age don’t include you in their games and you are left among the adults most of the time, this gives you time to work your passion and your knowledge surpassed even the elders when it came to plants. (+Skill: Identify - allows for you to offhandedly know all plants you’ve worked with before)
>>
Rolled 4, 3, 2, 4, 4, 1, 5, 5, 1, 4, 5 = 38 (11d5)

Rolling for stats
>>
Rolled 75, 14, 23, 77 = 189 (4d100)

>>1624692
Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformities such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical -
Constitution: 8
Fitness: 8
Stamina: 8
Appearance: 2

Mental -
Intelligence: 4
Wisdom: 3
Fortitude: 6
Charisma: 2

Skills: Archery
Inventory: Pine bow

Reputations-
Family: 10
Sisters: 20

1. Go hunting with my brothers, prove that I am the best
2. Begin looking for a mate. All my brothers had multiple wives and children at my age
3. Host a competition to display my prowess in front of my family and the giants
4. Ever notice that wood floats? Maybe we could make something that transports us across the oceans out of it
>>
Rolled 77, 35, 78, 58 = 248 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify

Actions:
1. Use plant knowledge to find the best trees to make javelin shafts from and get bronze heads fitted to them from the tribe.
2. Search the forest for any new plants or anything abnormal
3. Plant promising seeds around the camp to see how they grow in the future
4. Find out what is watching me
>>
Rolled 35, 75, 67, 5 = 182 (4d100)

>>1624692
Name: Nestar Peake
Age: 28
Sex: M
Background: Nestar was born in the Riverlands under the subjugation of the giant, he has never lived a life free from tyranny. His father and his two older brothers have all died in battle serving the giant clans in their endless conflict between each other, and it looked as if he would join them. Drafted into the army Nestar deserted his giant overlords in the middle of the night and has began to live the life of a renegade slave hiding amongst the dense woods of the Riverlands. With news of the growing tensions between the Giants of the river, Nestar sees this as the perfect time to free his kin. As the giants are too preoccupied fighting each other they won't have the time to worry about those beneath him. He shall free the humans of the river and claim the Riverlands for man. They will change from slaves of this land into the first lords of this new land or die trying.

Physical
Constitution: 4
Fitness: 5
Stamina: 6
Appearance: 4

Mental
Intelligence: 3
Wisdom: 3
Fortitude: 6
Charisma:5

Inventory:
Wooden Club

Abilities
Sneak

https://pastebin.com/KfZvawWc
>>
Rolled 4, 4, 4, 3, 1, 1, 5, 5, 5, 5, 1, 5 = 43 (12d5)

>>1624519

Rolls
>>
Rolled 5, 2, 2, 2, 4, 4, 4, 5, 3, 2, 4 = 37 (11d5)

>>1624519
dice
>>
>>1624818
fucking fixing my stats again
>Constitution: 4
>Fitness: 6
>Stamina: 6
>Appearance: 4
>Mental
>Intelligence: 3
>Wisdom: 4
>Fortitude: 8
>Charisma:5
>>
Name: Aran
Age: 23
Sex: Male
Background:
Aran was drafted into the giant wars, fought for reasons beyond him, although war keeps his mind sharp he saw no reason to stick around, and so he left sneaking out during the night. Now he lives as a drifter, going from area to area offering his services to whoever pays him the most.
Stats:
You start with one in each and add the d5s to increase your starting stats

Stats:
Constitution: (6 health per) 10
Fitness: (+1 per) 10
Stamina: (rounds you can fight without penalty, -2/-3/-5/-7/-10) 9
Appearance: (+2 starting Reputation) 8

Mental - (+1d5 for age 24+, +2d5 if your 34) 5
Intelligence: (+1 to complex actions per) 4
Wisdom: (+1 to simple actions per) 4
Fortitude: ( Morale / counteract wounds 2/4/6/8) 4
Charisma: (+1 to inter-actions per) 3
>>
Rolled 1, 4, 2, 4, 3, 5, 5, 4, 4, 1, 2 = 35 (11d5)

rollan for stats
>>
>>1624833
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)
>>
>>1624864
extra die for being 24
>>
Rolled 3 (1d5)

>>1624939
>>
Name: Duncan Armstead
Age: 25
Sex: M
Background: Duncan was born to a humble peasant family, stuck in a routine life of drudgery and repetitive peasant work until he decided he would instead be a soldier and seek a life of honor and glory. He went to war in foreign lands at 18 and once his term was over went on to become a mercenary, fighting for whoever paid the most money. Now he comes to the Riverlands to seek his fame and fortune.

Stats:

Physical
Constitution: 7
Fitness: 8
Stamina: 6
Appearance: 4
Mental
Intelligence: 5
Wisdom: 6
Fortitude: 8
Charisma: 5
>>
Are we all playing individual characters?
>>
>>1625046
yes
>>
Year 300 Week 1 : Spring

>Nestar Peake
1. Your search for a hiding place isn’t as fruitful as you had hoped, and soon you are left sleeping out under the sky, with little shelter to be found.
2. As you begin recruiting in the nearby human camp only two of the locals are willing to risk fighting against the giants. They are more than willing to supply you, but you have other plans for that (+Followers: 2 Rivermen)
3. Your late night stealth missions go swimmingly as you are able to get large amounts of food and a few arms for your troops. (+30 units of food (a unit feeds one person for one month) , +5 irons clubs [+2 damage])
4. As you stash the goods in the nearby village and begin scouting out the nearby areas, as you head out across one of the many streams that litter the area you hear the guttural shouts of a giant. Turning you see one of your two recruit be thrown into a nearby tree (Combat begins)

>Red Bearogth
1. There is little to prove but with the animals out and about now that winter is beginning to retreat north you and your brothers head out to gather meat. Your prowess is not put to doubt as you bag yourself a more meat than your family would need for the rest of the month. With your incredible skills more of the family is thinking you should be the leader. (+4 Reputation amongst the Family, at 30 they will ‘vote” to have you as leader”
2. A younger sister of yours is more than willing to bare your children, but she is not yet bloodied and you decide you are not that desperate.
3. The competition you planned doesn’t last as many of the giants are still waiting for winter to pass. Your Sister continues to follow you around but other than her, no one shows up even amongst the family who doesn’t leave after a quick chat (-2 Reputation amongst the Family)
4. You and your brothers have a fun time floating down the rivers atop felled trees, while it is recognized that it is possible, it's not a comfortable ride and in this weather it isn’t very fun afterwards.

>Alvar
1. Your knowledge of the surroundings leads you to a grove of ironwoods, their tall black trucks stiff as you snap off straight branches to carve into javelins. Getting bronze javelin heads takes time but by the end of the week you have enough head to outfit your javelins. It takes what remains of the week but you have yourselves some child sized javelins (+12 bronze ironwood javelins)
2. For the most part you and your people subsist off of root vegetables and berries. You gather seeds for them and move them back to the village...
3. The root vegetables and berries began to sprout about the village, later in the season they would give the village quite a boost in food. (+4 reputation amongst the Village)
>>
>>1625131
4. You search the forest looking for what you suspect is a Forest child jealous of your forest knowledge. As you search the forest you hear a rustling of leaves near to a large weirwood, its carved face which acted as a holy site to your village. As you approach you notice the small blackened toenails and green-tinted skin of a child. “So you found me, well tell me boy what do you want in my forest?” You hear a light thump as a a person no taller than your waste drops from the tree. Their deep voice not at all matching miniscule body.

>Aran
As a conscript in the giant wars you are equipped with crude armor and a brittle iron club (+Crude Leather Suit [(12/12) - blocks at most 4 damage] , +Iron Club [+3 Damage]), you work for the various villages in the riverlands avoiding the notice of the Giants. Your latest payment was a bronze armlet, it would fetch a good trade or act as a good guard in combat (+Bronze gauntlet [blocks 1 damage a turn])

>Duren
The Savannah was not the same since the flood, and with your thirst for adventure you decided to head out into the lands beyond the shore. Equipped with bronze armor and a quarterstaff you set out to see the world (+Bronze Chestpiece [(25/25 - blocks at most 5 damage] , +Quarterstaff [+2 Damage])

>Duncan Armstead
Your time fighting had lead to your skills being quite above those here in the riverlands. The war amongst the giants and the rebellions of the rivermen seemed to you like the perfect opportunity to make a fortune for yourself. (+Skill: Swordsmen - With a sword +2 damage , +Bronze shortsword {+3 Damage])
>>
Rolled 38, 4, 64, 2 = 108 (4d100)

>>1625135
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)

Equipment:
+Bronze Chestpiece [(25/25 - blocks at most 5 damage]
+Quarterstaff [+2 Damage]

1. See if anyone wants to come north with me for exploration.
2&3. Head north.
4. Then wander around looking for more villages of men or Children.
>>
Rolled 23, 6, 84, 27 = 140 (4d100)

>>1625135
Name: Aran
Age: 23
Sex: Male
Background:
Aran was drafted into the giant wars, fought for reasons beyond him, although war keeps his mind sharp he saw no reason to stick around, and so he left sneaking out during the night. Now he lives as a drifter, going from area to area offering his services to whoever pays him the most.
Stats:
You start with one in each and add the d5s to increase your starting stats

Stats:
Constitution: 10
Fitness: 10
Stamina: 9
Appearance: 8

Mental 5
Intelligence: 4
Wisdom: 4
Fortitude: 4
Charisma: 3

Inventory: Crude Leather Suit [(12/12) - blocks at most 4 damage, Iron Club [+3 Damage]) Bronze Gauntlet [blocks 1 damage a turn])
Abilities:
Followers:

Action 1: Search for a merchant who's willing to pay for the gauntlet
Action 2-3: Keep looking for work, priority on anti-giant work
Action 4: Practice combat skills
>>
Rolled 35, 45, 56, 87 = 223 (4d100)

Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformities such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical -
Constitution: 8
Fitness: 8
Stamina: 8
Appearance: 2

Mental -
Intelligence: 4
Wisdom: 3
Fortitude: 6
Charisma: 2

Skills: Archery
Inventory: Pine bow

Reputations-
Family: 12
Sisters: 22

1. We should try to strap logs to each other to make a more stable ride.
2. Perhaps it would forge stronger ties between my family and the giants if I were to marry into their tribe. I'll try to woo the giant chief's daughter
3. Invite the giants to a feast to eat any food that would otherwise go bad
4. Hunt some more
>>
>>1625131
Nestar Peake
24/24 + (12/12)
11d20 +7 damage
Rivermen x 2
12/12
8d20 + 4 damage

Gaint
73/73
11d20 + 9 damage
>>
Rolled 7, 4, 13, 15, 15, 8, 7, 18, 7, 6, 2, 20, 20, 13, 1, 1, 16, 3, 16, 12, 8, 11, 7, 6, 16 = 252 (25d20)

>>1625131
24 HP +2 iron clubs, Crude Leather Suit 4 damage block

Nerast and his new Rivermen conscript by the names of Dael and Kuthri are almost caught off guard by the giant. Which in of itself is embarrassing due to the giant's size but they quickly the recover and begin to flank him and attempt to use their smaller size and greater speed to take advantage and take the giant down.
>>
Rolled 6, 12, 18, 12, 9, 13, 4, 8, 4, 8, 9 = 103 (11d20)

>>1625170
Giants attack
>>
Rolled 15, 7 = 22 (2d20)

>>1625175
last bit
>>
Rolled 31, 23, 11, 59 = 124 (4d100)

Name: Duncan Armstead
Age: 25
Sex: M
Background: Duncan was born to a humble peasant family, stuck in a routine life of drudgery and repetitive peasant work until he decided he would instead be a soldier and seek a life of honor and glory. He went to war in foreign lands at 18 and once his term was over went on to become a mercenary, fighting for whoever paid the most money. Now he comes to the Riverlands to seek his fame and fortune.

Stats:

Physical
Constitution: 7
Fitness: 8
Stamina: 6
Appearance: 4
Mental
Intelligence: 5
Wisdom: 6
Fortitude: 8
Charisma: 5

Skills: Swordsman (+2 damage with a sword)
Inventory: Bronze Shortsword (3 damage)

1-2: If I'm going to be going up against giants I'm going to need more than just myself. Let's find a village and see if I can recruit some of the able-bodied locals to join my cause.
3. Next I should start training myself some more. Do the usual routine, running plus strength training, and of course sword practice. Can't get rusty now.
4. See if I can pick up any leads on where to find some halfway decent gear, having some protection and maybe a bow to hit things from range wouldn't hurt.
>>
Rolled 7, 73, 10, 56 = 146 (4d100)

>>1625131
Rolled 77, 35, 78, 58 = 248 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify

Reputations:
Village: 4

Inventory:
Crude bronze ironwood javelins x12 (+1/m, +0/r)
Actions:
1. "I seek to learn everything about plants and the forest in order to help my people. Can you teach me?"
2. Go to the blacksmith and ask if he can teach me to make my javelins better
3. Get lessons from the best hunter in the tribe to learn how to use my javelins effectively.
4. Get leather from hunting or camp stocks and tool it along with the blacksmith.
>>
>>1625176
>>
Rolled 4, 1, 7, 2, 15, 10, 16, 4, 2, 10, 12 = 83 (11d20)

>>1625170
round 2
>>
Rolled 15, 3, 5, 12, 19, 8, 16, 3, 5, 14, 10 = 110 (11d20)

>>1625176
>>
>>1625211
Loot from the Giant:
+Large Iron Club [+5 damage ; need 7 strength to wield it]
As you make sure the area is clear and begin burying your fallen friends you hear a small clink. Turning you see the form of large male Aurochs, a rough spun leash around its neck. It sniffs at the dead giants clothing before it reals and trots away before it settles in and begins feeding on some grass. (+1 Tame male Aurochs)
>>
File: MOOOOOOOOOOOOOO.png (27 KB, 819x623)
27 KB
27 KB PNG
>>1625245
>Name: Nestar Peake
>Age: 28
>Sex: M
>Background: Nestar was born in the Riverlands under the subjugation of the giant, he has never lived a life free from tyranny. His father and his two older brothers have all died in battle serving the giant clans in their endless conflict between each other, and it looked as if he would join them. Drafted into the army Nestar deserted his giant overlords in the middle of the night and has began to live the life of a renegade slave hiding amongst the dense woods of the Riverlands. With news of the growing tensions between the Giants of the river, Nestar sees this as the perfect time to free his kin. As the giants are too preoccupied fighting each other they won't have the time to worry about those beneath him. He shall free the humans of the river and claim the Riverlands for man. They will change from slaves of this land into the first lords of this new land or die trying.
>Physical
>Constitution: 4
>Fitness: 5
>Stamina: 6
>Appearance: 4
>Mental
>Intelligence: 3
>Wisdom: 3
>Fortitude: 6
>Charisma:5
>Inventory:
>Wooden Club
>Abilities
>Sneak
+Large Iron Club [+5 damage ; need 7 strength to wield it]
1 Tame male Aurochs

https://pastebin.com/z1C3CSRK
>>
Rolled 65, 67, 23, 93 = 248 (4d100)

>>1625331
DICE
>>
>>1625331
Year 300 Month 2 : Spring

>Nestar Peake
1. After their burial you once again begin searching for a place to stay around these parts. It doesn’t take long before you find what was the Giant's lair. The large cave is full of hey and little else, but for now it would serve.(+Dead Giant's Cave)
2. It would take man years to gain the strength to lift this lump of iron, but you were determine (Daily Fitness training to raise from 5 > 6, would take 1 devoted action for 12 months)
3. You are far too exhausted to complete any more physical training this month.
4. Your banner flies above your cave inspiring you and your future troops (+Peake Banner - raises the morale of troops by 3 that are loyal to Peake)

>Red Bearogth
1. Your brothers aren’t looking forward to being dunked under water and nothing you tie the logs up with seems to last long once tied together.
2. The giants are reclusive but when you approach the subject of taking of taking a giant to wife your little sister's cries are heard for some time. You decide to go out and breach the subject with a local Giant Family. They aren’t very accepting of the idea but they say if you find one willing the tribes would accept it (+You will need 30 rep with the Giant tribe and you will need to woo a giantess but they are fine with it)
3. Coming out of what is basically hibernation the local giants accept and join your family in a feast, though your sister sticks to you and doesn’t let any of the large women approach you in particular. (+3 reputation with the Giants)
4. You head back out and once again haul in large quantities of meat and hide for the family, your father is most impressed and get to work on a set of a hide armor for you (+2 rep with family, +Fine Hide Armor [30/30, at most blocks 3]

>Alvar
1. The Child advances on you, its eyes ablaze “The Forest’s secret are our human, leave this place and take you gods with you” It toddler like face twisted in hatred as it hastily rushing back into the forest, blending in with the fauna.
2. The blacksmith begins helping you to create your own javelin head, it will take some time but for now he shows you how to better secure them to the shaft (You can apprentice to the blacksmith, for the next year lose 1 action per turn if you choose to do so) (If you gain more information your sure your javelins will improve (1/2))
3. The hunter looks at you and turns away “You made your choice, go pick berries with the women boy...”
4. You ask the blacksmith to use some leather and craft begin learning how to work it into something, he happily obliges (You apprenticeship will now also include work on leather)
>>
>>1625530
>Aran
1. Few offer you more than a night's rest for the well made arm piece, as time goes on it seems obvious that these people have no interest in the armament.
2/3. Not many have enough to pay for you services here in the riverlands however as you look for work closer to the Western Ranges, you are offer nuggets of gold and lands to drive out the Giants that have enslaved them. (+For each Giant's Head you offer to the village they will award an acre of land or a sack of gold nuggets)
4. Looking for work had taken longer than you wanted and left you with little time to settle and train you skills.

>Duren
1/2/3/4 - As you begin your journey north you try your best to gather some followers to go North past the Red Mountains. Though few take you up on the offer a handful of men to join you up north (+3 Dornishmen). As you work your way up through the Red Mountains you begin seeing small Giant settlements, that you largely distance yourself from.

>Duncan Armstead
1-2. Unfortunately most of those that are fighting against the Giants have left to fight them alone, finding a band of rebels would help but they are quite good at keeping hidden.
3. For the most part you spend your week running about looking for a rebel band, it was good cardio but you end up accomplishing little.
4. While you were traveling you come across a number of people working on various crafts, it isn’t until you are well in the Eastern Giants territory do you find a man willing to work some armor for you. He will require some hide at the very least and he says that you will owe him a favor if he does it for you.
>>
Name: Duncan Armstead
Age: 25
Sex: M
Background: Duncan was born to a humble peasant family, stuck in a routine life of drudgery and repetitive peasant work until he decided he would instead be a soldier and seek a life of honor and glory. He went to war in foreign lands at 18 and once his term was over went on to become a mercenary, fighting for whoever paid the most money. Now he comes to the Riverlands to seek his fame and fortune.

Stats:

Physical
Constitution: 7
Fitness: 8
Stamina: 6
Appearance: 4
Mental
Intelligence: 5
Wisdom: 6
Fortitude: 8
Charisma: 5

Skills: Swordsman (+2 damage with a sword)
Inventory: Bronze Shortsword (3 damage)

1-2: Better keep looking for rebel groups. They might prove most useful.
3: I can't really hunt with a sword, now can I? I should look for a bow at the very least.
4: While I'm out searching everywhere I might as well get a lay of the land and look for anything else of interest.
>>
Rolled 8, 52, 69, 68 = 197 (4d100)

>>1625566

Dice
>>
Rolled 25, 68, 42, 16 = 151 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify

Reputations:
Village: 24

Inventory:
Crude bronze ironwood javelins x12 (+1/m, +0/r) (1/2)
Actions:
1. pray at the god's tree
2. go hunting to practice with the javelins
3. search for secrets that the child mentioned
4. Continue blacksmith apprenticeship
>>
Rolled 39, 88, 15, 30 = 172 (4d100)

>>1625530
>Name: Nestar Peake
>>Age: 28
>>Sex: M
>>Background: Nestar was born in the Riverlands under the subjugation of the giant, he has never lived a life free from tyranny. His father and his two older brothers have all died in battle serving the giant clans in their endless conflict between each other, and it looked as if he would join them. Drafted into the army Nestar deserted his giant overlords in the middle of the night and has began to live the life of a renegade slave hiding amongst the dense woods of the Riverlands. With news of the growing tensions between the Giants of the river, Nestar sees this as the perfect time to free his kin. As the giants are too preoccupied fighting each other they won't have the time to worry about those beneath him. He shall free the humans of the river and claim the Riverlands for man. They will change from slaves of this land into the first lords of this new land or die trying.
>>Physical
>>Constitution: 4
>>Fitness: 5
>>Stamina: 6
>>Appearance: 4
>>Mental
>>Intelligence: 3
>>Wisdom: 3
>>Fortitude: 6
>>Charisma:5
>>Inventory:
>>Wooden Club
>>Abilities
>>Sneak
>+Large Iron Club [+5 damage ; need 7 strength to wield it]
>1 Tame male Aurochs
>Dead Giants Cave

https://pastebin.com/2PnF4gDu
>>
Rolled 36, 76, 30, 37 = 179 (4d100)

>>1625533
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)

Equipment:
+Bronze Chestpiece [(25/25 - blocks at most 5 damage]
+Quarterstaff [+2 Damage]
Followers: 3 Northmen

1. Hmm, wrong turn. Head more eastward into the forests of the Children. +4 (Wisdom)
2. Keep my eyes peeled for anything of interest. +4 (Wisdom)
3. Forage for any needed supplies. +4 (Wisdom)
4. As well if we come across any trees of the gods make sure to pray to them. +4 (Wisdom)
>>
Rolled 99, 30, 6, 81 = 216 (4d100)

>>1625530
Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformities such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical -
Constitution: 8
Fitness: 8
Stamina: 8
Appearance: 2

Mental -
Intelligence: 4
Wisdom: 3
Fortitude: 6
Charisma: 2

Skills: Archery
Inventory: Pine bow, Fine Hide Armor

Reputations-
Family: 14
Sisters: 24
Giants 3

1. Ask to join the giants on a hunting expedition and impress them with my hunting skills
2. Begin training my fitness with heavy stones
3. Begin training my stamina by running further and further every morning
4. Another feast shall be held
>>
Year 300 Month 2 : Spring

>Nestar Peake
1. Your Fitness Training continues (2/12)
2. You begin the climb, it takes nearly three days to trek up to the highest local peak, but from here you see the many grow even higher. To the East the Vale opens up, largely populated by humans caged on all sides by the Giants strongholds, with a number houses on the valley floor to the West in the Riverlands you see a stronghold along the mountain's edge every few miles and one every half mil or so following the rivers where most of the villages are located. The Forests are largely devoid of large stronghold that you can see, though they stretch for miles in a sea of green and anything could be under the canopy. (You aren’t worried about running into any strongholds at the least)
3. The hunt isn’t very fruitful, the giant's den you are living in seems to housed a very hungry Giant the bones scattered at the entrance and the forest nearly devoid of game seems to attest to that.
4. The scent of giant’s musk is strong on you but after a hard scrub you walk to the nearest village clean and ready to barter. Things however don’t go your way as without much besides weaponry to trade (something the villagers aren’t allowed to have) and some of the smell that lingered has left you leaving empty handed.

>Red Bearogth
1. The hunt had gone gone amazingly well with the help of the Giants you take down large quantities of game as well as a stray Mammoth. The Huge Pelt or an ivory tusk are awarded to you when you announce that you are wanting to hold another feast at your people’s longhouse. (+Either a Mammoth Pelt or a Tusk)
2/3. Your hard is largely for nothing, you seem to have hit the pinnacle that you can achieve with what you have available. Who know maybe with a bit more effort it will work but for now you see no progress.
4. The Feast goes over quite well as your family and the giants grow closer, a number of the giants impressed by the large hall talk with you all night about the hunts you’ve had in your young life. Goods news as well you sister seems to be smitten with a young giant boy, who while dwarfing her in size is like a toddler in every other aspect. (+5 Reputation with family and Giants)

>Alvar
1. You begin praying to the god’s tree throughout the weeks, a number of the villagers join you at times and occasionally you see the small child up in the branches staring down at you in disdain.
2. You begin working at using your javelins to hunt, most of the training is for your ranged skills but with a few kills and a few less javelins you think you're prepared for next time (-2 Javelins, +2 Reputation with the village, Skill: Javelineer (1/6))
>>
>>1625999
3. You spend some of your time after prayer to search the area, or follow the child about the forest looking for it’s secrets. It doesn’t take much time till you find a small village amongst a large grove of weirwoods, the children most about your size singing in a tongue you didn’t recognize. As you listen the smaller child sees you and approaches “Who said you allowed here hmmm” she begins to push you away before another of the children approaching, her blonde hair reaching to the floor stained green from the moss. She smiles “It is good to see someone new, do come by again __________ need more people her own age” The small one looks at her is disbelief before she once again begin shoving you away from the grove.
4. You Apprenticeship continues (2/12)

>Aran


>Duren
1. You turn toward the rising sun and begin strolling down from the mountainside into the vast Northern Forest.It doesn’t take long before you show up on the shore of the Long lake, it will take some time to get around it.
2. While strolling along the lakeshore you notice a number of small villages up in the trees and smaller human settlements nearby. It seems that the Shores of Long lake are quite the diverse area, you even see a Giant herding a Mammoth across the thick ice sheet that is still melting this far north.
3. You find enough supplies to feed yourself, your men however are left to fend for themselves and while you trek along the shore you lose two of the as the join the cities rather than continue their adventure (-2 Northmen)
4. You make sure to pray throughout the weeks when you come across a heart tree, their faces watching as you make your way towards destiny.

>Duncan Armstead
1/2. You spend the better part of the month looking for a group and run across an encampment around the end of the second week. After you’ve proven that you're on their side they let you join in and get you acquainted with their plans… (You found the river band)
3. During your first week their you begin searching for the armorer, or at least someone you could get a bow off of. When you finally find the man in charge of the armory he direct you to the captain’s tent “You’ll need ‘er approval befur I give you anythin.” After that brief meeting you head to talk to the bandit chief, an Older Women who, after losing her daughter to the lust of a Giant, put together this band. After a brief conversation she walks you over to the Armorer and tell him to hand you a bow. When you turn to offer thanks she grabs you by the trousers and whispers “You owe me, newbie”
4. After that you decide to spend some time away from camp, you take note of the surrounding lands and find two nearby villages. Both of which seem nearly deserted after they all joined the band. The nearby Giant Stronghold is largely just a wood encircled village, it is largely manned by female giants as the Men are out on an expedition against the Westerners.
>>
Rolled 4, 38, 19, 44 = 105 (4d100)

Rolled 25, 68, 42, 16 = 151 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify

Reputations:
Village: 26

Inventory:
Crude bronze ironwood javelins x12 (+1/m, +0/r)
Actions:
1. pray at the god's tree
2. go hunting to practice with the javelins
3. Continue blacksmith apprenticeship
4. find interesting plants in the forest and plant them in the camp.
>>
Rolled 5, 1, 5, 4, 3, 4, 1, 2, 3, 4, 4 = 36 (11d5)

>>
Rolled 1 (1d5)

>>1626556
>>
File: bronze sword.jpg (149 KB, 800x586)
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149 KB JPG
>>1626556
Name: Erik Redsmith
Age: 26
Sex: M
Background: Born on the islands that will someday be known as Oakenshield, Erik began life as a simple farmhand. Following a oat blight, his parents brokered a deal with a local redsmith to lessen the strain on their food stores. The following years were filled with constant work at a forge, the bellows, and hauling ore. In the last year, Erik’s teacher passed away at the ripe age of 63. Taking control of the smithy, he has focused on the needs of his island, providing them with work-hardened copper and bronze tools and weapons

Stats
Physical - 23
Constitution: 6
Fitness: 6
Stamina: 7
Appearance: 4

Mental - 19
Intelligence: 5
Wisdom: 5
Fortitude: 4
Charisma: 5
>>
>>1626629
>Erik Redsmith
Life at the Forge had given you years of training that had left you more filled out than many on the island (+2 Constitution) and while you where skilled in blacksmiths you lacked the trust of those on the island. (+Skill: Redsmith - your works in bronze are skillful, what you make is superior to much of the weaponry in use today)
>>
File: dendra.png (911 KB, 750x792)
911 KB
911 KB PNG
Rolled 56, 24, 47, 50 = 177 (4d100)

>>1626643
Name: Erik Redsmith
Age: 26
Sex: M
Background: Born on the islands that will someday be known as Oakenshield, Erik began life as a simple farmhand. Following a oat blight, his parents brokered a deal with a local redsmith to lessen the strain on their food stores. The following years were filled with constant work at a forge, the bellows, and hauling ore. In the last year, Erik’s teacher passed away at the ripe age of 63. Taking control of the smithy, he has focused on the needs of his island, providing them with work-hardened copper and bronze tools and weapons

Stats
Constitution: 8
Fitness: 6
Stamina: 7
Appearance: 4

Intelligence: 5
Wisdom: 5
Fortitude: 4
Charisma: 5

Skills:
Redsmith - your works in bronze are skillful, what you make is superior to much of the weaponry in use today

Actions:
1. Seek out a commission from one of the rich men on the island. Surely they will need a good suit of bronze to protect them
2. Explore Oakenshield for any possible veins of copper or zinc. A nearby source would greatly reduce the cost of producing bronze.
3. Meet with the town council and see what their current feelings are about the island's needs.
4. Look for an apprentice, I always need someone to pump the bellows and do menial work.
>>
Rolled 1, 27, 47, 83 = 158 (4d100)

>>1626003
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)

Equipment:
+Bronze Chestpiece [(25/25 - blocks at most 5 damage]
+Quarterstaff [+2 Damage]
Followers: 1 Northmen

1. Speak to the Children to the Forest and ask to learn from them. +5
2. Speak to the Giants and ask to learn from them. +5
3. Pray more. +5
4. Look around for anything of interest. +4
>>
Year 300 Month 4 : Spring

>Nestar Peake


>Red Bearogth


>Alvar
1. You continue what seems to be torture as you pray to the Gods woods. _________ stands above you and regularly throws various rotting fruits, when you confront her after nearly a week of her actions you are dowsed in what you can only guess is her urine as you are nearly blinded by the foul smelling liquid as you looked up and yelled. You spend the next week avoiding the tree as you try and get the taste out of your mouth.
2. You spend your time out hunting and improving your javlineering skills (+1 reputation / +Skill: javelins (2/3)
3. Work at the forge is slow and tedious but with your mentor there you gain some experience (+Blacksmith: (2/12))
4. You gather up a number of ironwood sapling and begin transplanting them to the encampment, they take centuries to grow, but you are thinking down the road.

>Aran


>Duren
1. As you begin your trek to the children’s encampment you are approached by a green eyed sage of a child. His long beard hanging from his oddly childlike face, “Hmmm… follow me child… we are needing a man of your strengths.” You follow confused as the seer lead you up into a small hanging house, your weight making it sag considerably. In front of you is a heavily pregnant child who stares at you in confusion, “_______ I’ve collected you husband as you requested...:” the confusion turns to anger as she screeches in her language and throws what looks like a… You wake up on your back beneath the tree house underneath the night sky, when you try and ask one of the wandering children what happened you are snickered at and left to question what in the hell just happened.
2. Your questions are met with hearty laughs at the gruff giants point and laugh at you when you begin talking to them. Confused you turn away from them and sigh, it seems whatever you did after you blacked out must have been spread to the giants...
3. You head to the heart tree to pray for guidance, met with the soft rustling of tree you relax as you desperately try and remember what had happened… where was that follower of yours. He seems to have disappeared.
4. You spend your time looking for the man and anything of interest. The Blue-grey seal that call the lake home gathered on the shore catch your eye as you see what looks like a man amongst their midst. As you go closer you see your buddy naked and snuggled up to a seal… it seems that hit to the head made him forget who and what he was (+It would seem during you blackouts you and your follower did some really unforgettable things… +Title:The Laughing stocks of Long Lake)

>Duncan Armstead
>>
>>1626926
>Erik Redsmith
1. You spend your time finding work among the men of the island, trying to find someone in need of armor. Most are satisfied with their current leather gear but one of the warriors seems interested in getting an upgrade. (+One order for Bronze Plate)
2. The Island of Oakenshield was for the Large part devoid of any natural veins of metal. Much of your metals were imported from the Mountain Giants that lived North. These came at the cost of livestock usually, something oakenshield was not in short supply of.
3. With the War against the children having slowed during winter the council was once again gearing for another expedition into the Forests. Your Mentor had finished an order of hatchets before he passed, however as oakenshield was still largely surrounded by the Children’s territory they council was in need of more recruits if they were to have a foothold before winter set in again.
4. The island wasn’t very populous when it came to adults but with its fertile soil many were more than willing to have a horde of children. Most of whom didn’t have the opportunity for an apprenticeship. Some of the neighboring houses scramble to offer you sons and daughters to work the bellows. (You have your pick of children to apprentice)
>>
Rolled 2, 79, 21, 94 = 196 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify

Reputations:
Village: 26

Inventory:
Crude bronze ironwood javelins x10 (+1/m, +0/r)
Actions:
1. pray at the god's tree
2. go hunting to practice with the javelins
3. Continue blacksmith apprenticeship
4. find kids with unique talents like mine to create a group
>>
Rolled 75, 40, 84, 61 = 260 (4d100)

>>1626926
https://pastebin.com/n9ynrebZ
1: Continue training 2/12
2: Nestar has been in the woods for months now, and the lack of progress is begining to drive him a bit mad. The giants may find peace soon and his window is closing. Nestar goes into as many towns as he can in an attempt to spark discontent and hatred for the Giants among the humans.
3: Nestar returns to his new home and begins to put effort into hiding his base. Covering tracks around the cave so that giants won't be able to find it if they catch wind of his actions.
4: Nestar begins searching for any rumors on the weaknesses of giants. Any thing that could be used to dispatch them more easily.
>>
Rolled 90, 42, 8, 68 = 208 (4d100)

>>1626933
Name: Erik Redsmith
Age: 26
Sex: M
Background: Born on the islands that will someday be known as Oakenshield, Erik began life as a simple farmhand. Following a oat blight, his parents brokered a deal with a local redsmith to lessen the strain on their food stores. The following years were filled with constant work at a forge, the bellows, and hauling ore. In the last year, Erik’s teacher passed away at the ripe age of 63. Taking control of the smithy, he has focused on the needs of his island, providing them with work-hardened copper and bronze tools and weapons

Stats
Constitution: 8
Fitness: 6
Stamina: 7
Appearance: 4

Intelligence: 5
Wisdom: 5
Fortitude: 4
Charisma: 5

Skills:
Redsmith - your works in bronze are skillful, what you make is superior to much of the weaponry in use today

Actions:
1. Begin work on a cuirass for the warrior, its beauty shall serve to advertise the skill the Smith has granted me.
2. Draft a design for a better forge, larger and hotter than the one left to me by my mentor.
3. Accept eight of the offered sons as apprentices. In two months time, those not meeting my expectations will be sent home with their wages. The rest, and hopefully all, will stay on and help me manufacture more bronze to cut away at the Children
4. Refine my tools of the trade, the Smith did not intend for his disciples to use the same tools as their grandfathers. Through innovation we honor Him
>>
>>1626926
Name: Aran
Age: 23
Sex: Male
Background:
Aran was drafted into the giant wars, fought for reasons beyond him, although war keeps his mind sharp he saw no reason to stick around, and so he left sneaking out during the night. Now he lives as a drifter, going from area to area offering his services to whoever pays him the most.
Stats:
You start with one in each and add the d5s to increase your starting stats

Stats:
Constitution: 10
Fitness: 10
Stamina: 9
Appearance: 8

Mental 5
Intelligence: 4
Wisdom: 4
Fortitude: 4
Charisma: 3

Inventory: Crude Leather Suit [(12/12) - blocks at most 4 damage, Iron Club [+3 Damage]) Bronze Gauntlet [blocks 1 damage a turn])
Abilities:
Followers:

Action 1-2: Prepare to hunt for the giants (Practice
Action 3-4: Track down a giant first, and prepare an ambush
>>
Rolled 72, 60, 22, 42 = 196 (4d100)

>>1627441
>>
Rolled 67, 80, 7, 38 = 192 (4d100)

>>1626926
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)

Equipment:
+Bronze Chestpiece [(25/25 - blocks at most 5 damage]
+Quarterstaff [+2 Damage]
Followers: 1 Northmen
Title:
The Laughing stocks of Long Lake

1. Speak to the Children to the Forest and ask to learn from them. +5
2. Speak to the Giants and ask to learn from them. +5
3. Pray more. +5
4. Look around for anything of interest. +4
>>
Rolled 87, 29, 1, 18 = 135 (4d100)

>>1626926
Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformities such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical -
Constitution: 8
Fitness: 8
Stamina: 8
Appearance: 2

Mental -
Intelligence: 4
Wisdom: 3
Fortitude: 6
Charisma: 2

Skills: Archery
Inventory: Pine bow, Fine Hide Armor

Reputations-
Family: 14
Sisters: 24
Giants 3

1. Go hunting again with the giants. Build more bonds of botherhood. Show them our people aren't that different
2. Woo the highest ranking giantess. The chief's daughter or sister.
3. Interact with the giants, make jokes, form bonds.
4. Another feast shall be held
>>
Rolled 23, 42, 87, 75 = 227 (4d100)

Name: Duncan Armstead
Age: 25
Sex: M
Background: Duncan was born to a humble peasant family, stuck in a routine life of drudgery and repetitive peasant work until he decided he would instead be a soldier and seek a life of honor and glory. He went to war in foreign lands at 18 and once his term was over went on to become a mercenary, fighting for whoever paid the most money. Now he comes to the Riverlands to seek his fame and fortune.

Stats:

Physical
Constitution: 7
Fitness: 8
Stamina: 6
Appearance: 4
Mental
Intelligence: 5
Wisdom: 6
Fortitude: 8
Charisma: 5

Skills: Swordsman (+2 damage with a sword)
Inventory: Bronze Shortsword (3 damage),

1. Well, now that I'm here I'd best try and make myself useful. I should ask the chief what she has in mind and how I can help. I should also relay the information about the giant fortress I found out too, she may very well be fully aware but it can't hurt to give her an update on the situation.
2. I should look for something to do in my downtime too. Maybe look into picking up a trade? Blacksmithing sounds decent enough.
3. Let's not forget the exercises now. I'll need to be in top shape if I'm fighting giants.
4. Finally I might try to go hunting for some game to get myself familiarized with this new bow. Might not get anything but the practice will surely come in handy.
>>
Okay so the plan from here on out is that updates will happen tuesday/Thursday and on the weekends. Until the first year is complete we are going to keep this format but I’ll be changing things up after that, If you have any suggestions throw them my way in here or in the discord. Feel free to discuss things this first thread is very much me testing the waters again after so long.

I’m also going to try and cut down on the fluff on some actions if you prefer it the other way tell me.


Year 300 Month 4 : Spring

>Nestar Peake
1. Your training goes well as by the end of the week you feel noticeably stronger (4/12)
2. Your words of descent reach the ears of the locals, but they are afraid the rebel, a group of the older men however decide that enough is enough and rise up (+10 Elderly River Rebels - they are still living in the village, they do not have weaponry however)
3. Your work on hiding your tracks is largely rewarding as by the end of the week, even you are having a hard time noticing the hole in the wall. With a Giants intelligence you doubt you will be found any time soon. (+Skill: Sneak(Giant) - Gain a extra Crit attack on any Giants near your base)
4. For the most part the brutes are just that, fighting giants was a fight against pure strength. That being said, it is rumored that giants have poor night-vision.

>Red Bearogth
1. Your expedition is met with wide grins as the Giants are more then happy to join you in the woods, looking forward to the feast afterwards. (+2 Reputation with the Giants)
2. Your attempts at wooing the Giantess is met with laughs from the men as your attempts quickly fall apart when she grabs your trousers “To Small”. Your bright red blush doesn’t fade until the chieftain shouts that his sister would likely think all were to small, She towers over even him when she wants to.
3. While many were laughing off the encounter, another suitor of the Chieftan’s sister had not taken to your advances kindly. Still in some pain from the “gentle” grab from earlier when a giants fit came flying toward you face you weren’t ready for it.
4. *blacked out* (You are fading in and out of consciousness for the better part of the next week. (-1 Fortitude, it seems the blow did some significant damage)

>Alvar
1. Your return to the Tree for prayer has obviously confused the young child as she was sure that after your last encounter she wouldn’t have to deal with you. When you return the next day she is however waiting to torment you, as you kneel for a prayer the overwhelming stench of shit reaches your nose as she upturns a bucket of deer dung on you. You decide that it might be best to take a break from prayer after you return home and your parents don’t let you in.
2. Your time spent hunting pays off as you are now quite skilled with a javelin (+Basic Javelineer: +2 to Combat) the extra furs and meat also makes the village quite happy (+2 Reputation)
>>
3. Spending time apprenticing, while slow you make progress (3/12)
4. Your search for a companion amongst the children in the village isn’t very fruitful, most of the children who do have talents are far more interested in fitting in and playing with the others. You catch a break and by the end of the week one of the younger boys, the son of the Hunter, has joined you. He is quite young but has been keeping his father's hounds for years and has a great interest in beast training.

>Aran
1/2. Your practice is slow in progress, but by the end of the month you are rearing and ready to fight (+Combat Practice (Giants) - +2 to combat rolls)
3/4. Actually finding a lone Giant to practice your new skills on is far more tedious than you had hoped it isn’t until you practically run into one in a local villages town square that you are forced to make a choice (+Start combat if you decide to your first 3 rolls will be at advantage)

>Duren
1. While your conversations are largely started with voracious laughter once the children calm a few are willing to talk with you. The villages of Long lake are here for one reason, the abundant fish. While the children didn’t regularly partake in the eating of flesh, the delicate white flesh is what led the humans and giants to live among them. They for the most part didn’t care, they kept away from the woods they called home and traded with them quite readily. (+3 reputation amongst the children, at 20 they will likely stop with the Title)
2. Conversation with the giants is short and gruff mixed with hearty laughter. Their community is small, migrants from the Far North where they had herded Mammoths. They wouldn’t be staying now that Winter was waning, but they quite liked the little humans and all their oddities. (+4 reputation amongst the Giants)
3. Your prayer at the godswoods are met with silence, broken by the maniacal laughter of an old child you hangs in the branches whenever you approach.
4. The Lake is the gem of this area, teeming with fish are many colors alongside small seals that bask in the sun along the shores. In the forests tall Ironwoods are surrounded by sentinels the green broken by vibrant red where the wide birth of the weirwoods breaks the canopy. Large numbers of the humans wear charmed made of beaten silver, when you ask they say one of the Mountain clans had begun mining the substance and regularly traded it for goods.
>Duncan Armstead
1. When you show up to the tent it seems as though the chieftain is busy with, from the sounds coming from the tent, someone else. You decide you would keep the information for another meeting.
2. You are able to find the band’s blacksmith and begin taking some rudimentary lessons from him (+Blacksmithing (1/12))
3. You begin exercising, keeping yourself in shape and slowly improving your already existing skills. (+Stamina experience (1/6))
>>
4. While your first few shots do little but scare your prey away by the end of the week you had bagged yourself a buck with what was likely a lucky shot. (+Basics: Bow - (1/3))

>Erik Redsmith
1. The work consists of long days at the forge but by the end of the week you have made a bronze cuirass that once given to the warrior is considered one of the best pieces of armor on the island. (+5 Reputation on the Island of Oakenshield) When it comes time to pay the old warrior gives you 3 cows)
2. It would take years of design and trails before a better forge could be made but you take to the challenge before you (+Forge Design - (1/6) this will give a +5 to forge rolls, an increase in forge tech this early will be incredibly hard if after this you plan on trying be prepared)
3. By now the apprentices have all largely shown they aren’t worth your time, only two remain and even they show little to no enthusiasm. (-Only 2 potentials remain from this batch)
4. You spend large amounts of time when you aren’t at the forge meticulously recreating your masters old tools, your plans to redesign them at the same time makes the works slow (+Redesigned Tools - (1/6))
>>
Rolled 1, 68, 92, 94 = 255 (4d100)

Name: Duncan Armstead
Age: 25
Sex: M
Background: Duncan was born to a humble peasant family, stuck in a routine life of drudgery and repetitive peasant work until he decided he would instead be a soldier and seek a life of honor and glory. He went to war in foreign lands at 18 and once his term was over went on to become a mercenary, fighting for whoever paid the most money. Now he comes to the Riverlands to seek his fame and fortune.

Stats:

Physical
Constitution: 7
Fitness: 8
Stamina: 6
Appearance: 4
Mental
Intelligence: 5
Wisdom: 6
Fortitude: 8
Charisma: 5

Skills: Swordsman (+2 damage with a sword)
Inventory: Bronze Shortsword (3 damage), Bow

1. I suppose I'd better keep practicing my smithing...
2. ...my archery...
3. ...and my muscles too. All in a day's work for me these days.
4. After that I'd better go in when I get a good moment and try to figure out when the next mission is or what they need me to do in general. They're likely to kick me out if I just continue leeching off them like this, after all.
>>
Rolled 23, 3, 17, 45 = 88 (4d100)

>>1638369
Name: Red Bearogth
Age: 23
Sex: M
Background: A family many people are afraid of, the Bearogth get along much better with giants than other humans and as such live with them in mutually beneficial relationships. This leaves the Bearogth very few options when it comes to more intimate relationship and so they have spent generations interbreeding which has left them with slight deformities such as protruding jawlines, sloped foreheads and jutting brow lines. Red is the greatest hunter of all the Bearogths however he is also the youngest of 6 and the last in line to take the seat of patriarch.

Stats:

Physical -
Constitution: 8
Fitness: 8
Stamina: 8
Appearance: 2

Mental -
Intelligence: 4
Wisdom: 3
Fortitude: 6
Charisma: 2

Skills: Archery
Inventory: Pine bow, Fine Hide Armor, Mammoth Tusk

Reputations-
Family: 14
Sisters: 24
Giants 5

1. Once consciousness is regained I should rest until I feel 100% again
2. Carve an intricate, decorative spear from the mammoth tusk while I continue to regain my strength
3. Train my hunting skills even more. I will become the greatest hunter in all the lands with skills greater than even the strongest giants
4. Challenge the suitor to a competition. Whoever can bring back the greatest kill from hunting wins.
>>
Rolled 23, 69, 5, 47 = 144 (4d100)

Name: Alvar
Age: 14
Sex: M

Stats
Constitution: 5
Fitness: 5
Stamina: 5
Appearance: 10
Intelligence: 3
Wisdom: 6
Fortitude: 4
Charisma: 10

Skills:
Identify
Basic Javelineer

Reputations:
Village: 28

Inventory:
Crude bronze ironwood javelins x10 (+1/m, +0/r)
Actions:
1. pray at the god's tree(I refuse to give in from adversity)
2. go hunting to practice with the javelins with my new friend and his hounds
3. Continue blacksmith apprenticeship
4. Explore the forest with my friend and his hounds
>>
Rolled 74, 37, 30, 25 = 166 (4d100)

Name: Erik Redsmith
Age: 26
Sex: M
Background: Born on the islands that will someday be known as Oakenshield, Erik began life as a simple farmhand. Following a oat blight, his parents brokered a deal with a local redsmith to lessen the strain on their food stores. The following years were filled with constant work at a forge, the bellows, and hauling ore. In the last year, Erik’s teacher passed away at the ripe age of 63. Taking control of the smithy, he has focused on the needs of his island, providing them with work-hardened copper and bronze tools and weapons

Stats
Constitution: 6
Fitness: 6
Stamina: 7
Appearance: 4

Intelligence: 5
Wisdom: 5
Fortitude: 4
Charisma: 5

Reputation:
Oakenshield 13

Inventory:
3 Cows

Actions:
1. Continue my work on the new Forge design, a hotter forge will produce more homogenous bronze, and thus stronger weapons (Forge Design 1/6)
2. Continue the work on my new tools, finely made tools will make my work that much easier. (Redesigned Tools 1/6)
3. Drive my two apprentices to work hard, it is important that smithing is passed on to the next generation.
4. Speak with a local ship builder, offer him my three cows and a set of carpentry tools for a ship capable of shipping large quantities of cargo throughout the islands and along the shore.
>>
Rolled 25, 60, 19, 93 = 197 (4d100)

>>1638372
Name: Duren
Age: 16
Sex: M
Background: Duren is a curious young man, especially about the magic of the Children and the world around him. Duren is the son of a chieftain in the north. After coming of age Duren set off for adventure and to learn all he could.

Stats:
Physical
Constitution: 3 (6 health per)
Fitness: 5 (+1 per)
Stamina: 9 (rounds you can fight without penalty, -2/-3/-5/-7/-10)
Appearance: 10 (+2 starting Reputation)

Mental
Intelligence: 6 (+1 to complex actions per)
Wisdom: 4 (+1 to simple actions per)
Fortitude: 3 (Morale / counteract wounds 2/4/6/8)
Charisma: 5 (+1 to inter-actions per)

Equipment:
+Bronze Chestpiece [(25/25 - blocks at most 5 damage]
+Quarterstaff [+2 Damage]
Followers: 1 Northmen
Title:
The Laughing stocks of Long Lake
Reputation:
20
Giants: 4
Children: 3

1. Continue to speak to the Children to the Forest. +5
2. Continue to speak to the Giants. +5
3. Pray more. +5
4. Speak to the humans of the area. +5




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