Sorry for not rolling, but I have tons of homework and finals soon so I might not be able to roll until after. I can try to roll over the weekend, but I have even more homework then.
Kebbit Utu-hejal Lagash Maradi ina Akkad You grab the basket, curl it in inside your forearm, and take a sip. It tastes bitter and muddy, and your face twists in displeasure. You set it down, grab a grain cake, and take a small bite in the front. It tastes stale, but certainly much better than the water. ''...tis foul. Good beer and barley are called for in times like these, to steady the nerves and warm the heart." You decide this is unsatisfactory, and get up to leave for the market. You take a gander at the sky. It is a reddish hue, and the sun sets. You make your way down the road. In your hand, the 5 coins of payment. In your mind, a plan to buy something more enjoyable. You are at the market, and many faces pass, as you pass many faces in turn. Men selling clay jars, wicker bowls, chairs, carpets, rugs, all appear nearby. Many try to grab your attention, but you ignore them. A merchant selling a variety of edibles catches your eye. He has, on his rug of wares, several bowls of beer, a fine stack of raw barley, several sacks of grain, and a small assortment of cakes. You stop at his stall and ask him the prices of his goods. Hello, fine customer! Here are my wares. Buy what you like, but do it quick, the sundown is upon us. You may buy (With 5 coins): -Beer bowl - 1c/per -Barley - 5c/per pound -Sack of grain (ground barley) - 3c (small) -Sack of grain (ground wheat) -2c (small) -Packed cake (barley) -1c/per -Flavored cake (barley with sugars) - 2c/per
+ Appearance: Swarthy and blackened by the bitter sun of the Fertile Crescent, with perpetually clay-caked hands from days of scribe work in the copper fields. Possesses a heavy build, testament to overindulgence in barley cakes and venison. + Character description: A jovial scribe from the dusty hills of far Sumer, ina Akkad dodged military service to the cruel kings of the Mesopotamian imperial order to settle down, and thereon earn his keep by recording shipments of bulk goods for merchants and wealthy granaries. (He's lying about that. Akkad is burning, and his past days with it. He had a wife once, a beautiful farmer's daughter from Anatolia. He had children once too, little Sumerian boys who wanted to grow up to be soldiers.) + Character type: Arcana ==Inventory== |Weapon-type| (Maul-Hammer) + Weapon: Rough-headed stone sledgehammer. The shaft is made of wrapped sticks and bark from several types of tree and there is a grip made of a slice of leather. + Scriptor's Stylus - A small sharpened-flint implement used to press records into slabs of wet clay. + Woven Copper Tesseract - A corroded metal trinket that folds into itself, replete with dizzying curves that warp the eye and trap unwary fingers. + 5 coins + 3 stale grain-patties + Fur kilt, sandals, and a worn twine cloak. ==Skills and Traits== + Copyists' Hand - Quickly commits to memory the exact empirical detail of strange events or occurrences, so that they might be set down in clay and further understood with mathematics and hermetic ritual. + Abraxas' Looping Terror - A crude hermetic invocation derived from cave paintings southwest of Uruk, the Terror essentially banishes a moving object into a negative-friction frame of external space where it repeats its current motion for a given number of times, then releases the object at unpleasantly high speeds. Most effective when used on fists, weapons, and sharp thrown objects. + Deadened Nerves - Utu-hejal ina Akkad has been under the sun long enough to feel very little. +1 to mitigating the effects of physical pain. + Battle Without Honor or Humanity - Why fight valorously when one can fight cleverly? Bitter days on the frontier have taught Utu-hejal much about the cruel art of hand to hand fighting. +1 to vile and tricky actions in a skirmish.
Cave Urch Yirktos You near the structure. It appears to be a building.. and large. Larger than you've ever seen anything be. It seems to swallow the horizon, taking up your entire field of vision. On each side are 7 ornate spires, and in the middle, one very large, rounded pillar. Between the bricks of sandstone, an orange glow seeps through, making the entire building seem somewhat translucent. The brightness is only enough to see well, but not blind. You notice a large gate, entirely opaque, made of a shiny, hard material. You knock on the gate. Silence. You knock again. Nothing. You try to push open the gate, but it is very heavy, even for a strong boy like you. Still, persevering, you manage to slide the gate open enough to enter. It immediately shuts behind you with a SLAM.
You are in the courtyard of the structure, which you now see is not one building, but many. The ground, which had been hot and glowing, is now fertile, cool grass. The glow of the bricks has changed to blue. Small trenches filled with water line either side of your path. To your left is a small hut made of brick, which smells of baked grain. To your right, another hut, and a musky, alluring scent. You can't see into either hut, and they look identical on the outside. To your front is a large wooden door, with ornate carvings depicting a small-legged dog, and a 7 leafed plant. The dog is dancing.
==Name==: Urch Yirktos +Appearance: Dark skinned, lean with short black hair and brown eyes. About 5 feet tall. +Character description: Works on a farm with his family that has livestock as well as maize. Skilled at manipulating objects found in nature to create useful tools. +Character type: Adept ==Inventory==: |Weapon-type:| Pole arm + Weapon: Flint-stick. A carved piece of flint bound in string at the end of a rod of a thin branch. + Wooden Shovel + Talisman - A rock carved in the shape of a cow. + Pouch for holding seed + 3 heads of maize ==Skills and Traits== +1 passive skill - Laborer - Hard work on the farm gives Urch +1 to physical actions. +1 active skill - Domesticate - Can tame wild animals. +2 traits - +2 to crafting items
MLC Rydu You look at the money in your hand, and decide to return it sneakily. Nobody will know. The sun is low in the sky. This is your perfect chance. You sneak from tent to tent, crouched as low as you can go without totally crawling. Most of your people are either withdrawing to their homes for the night, or heading to the campfire to exchange small talk over whatever food they had managed to gather that day. You go unnoticed to the tent. Looking through the small tear in the canvas (which you had created earlier when you stole the money) you see a man standing, facing away from you. He seems to be looking at a tablet. You slowly scoot the coins back onto the table where they had been, one by one, eventually returning all 30 that you stole. As you slide in the last few coins, a clinking noise goes off when one touches another, and the man immediately turns around. Assuming that you are actually stealing right now, he draws a knife and runs outside.
==Name==: Rydu +Appearance: Average height, with a smooth, angular face and a tan complexion. His hair is dark brown, and his eyes vary in color depending on the beast laying in wait within. His face is covered in tribal markings, which do not come off.
+Character description: From the beginning, Rydu was different. He was born into a tribe which worshiped the animal spirit, a powerful spirit behind all of the animals of the land. As the shaman's son a great deal was expected from his tribe, and at a young age he was sent into a nearby forest on a rite of passage. It was there he was expected to survive for one night. Rydu was given some provisions, and sent off into the forest. There he arrived, and wandered about aimlessly until he found a clearing. It was in this clearing that he found a surprise - a wolf laying on it's side, bleeding from his leg, probably from a trap left by his people, and obviously unable to walk. In this situation, most others would thank the animal spirit for such a gift, and kill the injured wolf for food. However, while the way of his tribe was to hunt with spears and traps, Rydu had always hunted on equal terms with his prey. He would not kill this proud animal who had fallen victim to a trap, and instead took his only medical supplies and used them to clean and bandage the wolf's wounds. The wolf looked at Rydu for a moment before scampering off, leaving him alone. As darkness fell, the howls of wolves echoed through the pines. Rydu had gathered wood for a fire, but struggled for hours to light the only thing that would offer him safety. Eventually he gave up, and drifted off to sleep. It was a rustling of a nearby bush awoke him, and Rydu found himself surrounded by glowing eyes peering from what seemed like every direction. He jumped to his feet and entered a defensive stance as the wolves left their bushes and crept into the moonlight. However, to Rydu's surprise, the wolves did not attack. There was no snarling. No bristled fur. The wolves sat a safe distance away, while one lone wolf walked closer - the one that Rydu had spared earlier. The wolf extended his head towards Rydu's hand and closed his eyes. He felt compelled, and extended his hand and placed it onto the wolf's forehead. Then, he felt himself changing. He grew a snout, claws, a tail. He had become a wolf. He spent the rest of the night running free and hunting with the wolves - an experience he will never forget. He left the pack at sunrise, and found himself able to become human again. He had been blessed by the animal spirit. +Character type: Adept
==Inventory==: |Weapon-type:| Unarmed (Fists, claws, etc.) + Clothing + A wooden carving of the animal spirit, a wolf (worn around the neck on a leather string) + Coin pouch (20 coins) + Food pouch --2 apples --Graincake + Waterskin (half-full)
==Skills and Traits== + Animal Whisperer - Has a special connection with animals. Animals can understand his speech and always view him positively. + Spirit Walker - Upon touching an animal, the user has the option to take that animal as his animal form. A Spirit Walker can change between his animal and human form at will, but only so frequently. Transformation recharges in 2 turns. +2 to unarmed combat.
Maarten Aklam "Who hired you? And if you want to kill me at least join me for a cup of milk inside so we can talk about this." "Hired? Ha! I work for myself! And as for your offerings: No thanks, I'd rather take a cup of your blood!" You grab your axe and stand near the door to your hut. Several more arrows twang by. One manages to scrape upon your shin, causing it to bleed, but it flies past, not penetrating the flesh. You let out a small grunt and yell. "Damn you! Why are you wanting to end my life?!" "You know what you've done! The burning of the O'kti village! It was you!" You are confused. You have never heard of this village and do not recognize this woman's voice.
==Name==: Aklam +Appearance: Dark skinned, massive and imposing. +Character description: Was a chieftain from a smaller tribe, when his tribe was wiped out he found his way to the closest village. +Character type: Brute ==Inventory==: |Weapon-type:| + Weapon: Polished stone cross-axe. A large club-like object with a leather hilt and a long shaft made of a small tree. Bound by thread and fit in a hole at the top is a large, double-sided pointy rock that has been polished and sharpened. + Chieftain's headgear - A huge animal skull that protects his head. + Length of rope - good amount of rope wound around left forearm + Coin pouch (100) + Flint-stone - Part of firestarter 1/2 + Smooth stone - Part of firestarter 2/2 + Blood-stained bone - Trophy from a fallen foe ==Skills and Traits== Born leader - When Aklam was born the shaman read great things about the child, he would unite the people of the world. People are somehow more willing to trust and follow him. Mounted warrior - can attempt to capture an animal instead of killing it to ride it. Blood Lord - +1 to any attack with the primary weapon Chieftain - his old status still gives him an advantage during discussions. +1 to convincing.
Harz Kulak-Nul "Quiet out there! I'm trying to think!" You grab a rock from the ground near your fire and throw it off to your left. "Mmm. Stupid beasts." You look at the meat. It is browned and crispy. You take it off the fire and take a bite. Juicy. You look down to your leg again. Around you, you look for more leaves to put on your tourniquet. You pick up several leaves, wet them in a puddle, and stick them under the strings. More growls from animals reach your ears. You throw another rock in the opposite direction. "OW!"
==Name==: Kulak-Nul +Appearance: Average for a member of cave-society. Tan skin, with muscular-ish limbs and what might be considered a manly chest/torso area. Typical long brown hair. +Character description: Kulak was once the leader of a shortly lived tribe that separated from a much larger society. After about a week of doing rather poorly as chief, Kulak was chased out of his village by angry former-friends. Since then, he has been living on his own, and has been doing a rather poor job. +Character type: Unkeen ==Inventory==: |Weapon-type:| Blade + Weapon: Obsidian longknife. A long knife made of thick obsidian, with a crosspiece made of stone and a handle of wood. The crosspiece is bound in twine, as is the handle wrapped in it. + Food Satchel: A crudely constructed bag with the purpose of transporting foodstuffs across distances, whether they be long or short. Can also be used as a regular bag. + Obsidian Badge: At the center of an ornate piece of metalwork sits a flawless orb of obsidian. The metalwork itself is crude and misshapen, further complimenting the perfection of the black orb. + Small set of stone knives - For skinning and eating + Bundle of sticks + Awful hatchet - a stone strapped to a stick. Functions as a hatchet, but does a poor job at it. Would make a disgustingly terrible weapon. ==Skills and Traits== +Flee!/Charge! (A): Run swiftly towards/away from an enemy. Grants a +2 bonus when activated to actions pertaining to running to/away from enemies. +Evermore (P): Kulak has spent the last few months living in the wilds near his former village. Here, he has learned new skills, and he is learning more every day. Kulak's survival skills are more effective than the average person, and he has less difficulty with learning new things related to the wilds. +Bladearts (T): +3 to rolls pertaining to fighting with a blade. +Woodsman's Ancestor (T): +1 to rolls pertaining to camping/wilds survival.
Foa Nayra Htilogo You take off a piece of your coat and quickly grab as much of the money as you can fit inside, wrapping it in the coat and tying it off like a bag. The shadows from the other room have entirely risen and seem to be nearing. "There! I see someone! Hurry!" You run off as fast as you can, tearing through the paper doors, knocking down the tables throwing around the furniture. You are outside, on a small crag on the backside of the house. There is a lake underneath you, but it is nearly 30 feet down. There is a small ledge-path on the right, facing the house. However, it seems very dangerous, and falling would mean a 2 story fall onto rocks and then a 10 foot drop into water, where you could drown. The man is nearing; you can see his shadow, and the silhouette of a blade. You must act fast!
==Name==: Nayra Htilogo +Appearance: A decidedly pale, and limber Northerner from the Asia Continent, with tight skin, and tawdry-looking-but messy- neck length bob cut, wrapped in a good amount of pelts, and leather. +Character description: Nayra, for the lack of better words, steals away the colder territories of ancient China, scouting for other in her community. All she was given was a bow, and at times a rudimentary blade +Character type: Rogue ==Inventory==: |Weapon-type:| Bow + Weapon: Curved longbow. A longbow carved of yew branches with notched ends to fit a twine string. Has a cut in the center for the arrow to fit. + Layered pelt-leather [quiver?] + A Bold, and Blackened Bone twisted so that it resembles a Golden Ratio Spiral, the ends of which are neatly bounds with a pelt strip. + 20 notched, sharpened sticks (arrows, no feathers) + Coin purse (15) + Rice patty + Bag of coinage (100) ==Skills and Traits== + Steady Hands: Fumbling is the difference between someone that can survive and not; a bow is strong, but can a person use it in time. + War Archer: After years of compulsory training, she's learned to adequately hold multiple arrows in her hand, and individually nock them with each draw back. It's novel concept by now, and has yet to be mastered. Chance to multi-fire + Barbarian Nomad: +2 To Miscellaneous Hauling, and Navigation.
Izen Ibruk You feel slightly replenished after the sleep and drink. You take another huge gulp of water, and head over to the source of the light. You make noise as you pass through brush, and can hear a voice far off. You can't tell what it's saying, though. The voice talks some more. You close in on what appears to be a clearing, and see someone cooking some food. A rock hits you in the head. "OW!" The man looks over at you. You wave.
==Name==: Ibruk +Appearance: Brawny, but with oddly light skin. Has a beard and long hair, both brown. Around 5'2" +Character description: Ibruk likes hunting. Once, he went hunting too far from his village, and got lost. He's still lost. +Character type: Ranger ==Inventory==: |Weapon-type: Spear | + Weapon: Rugged spear with rough rock-tip. Spear made of thick wood with a hide grip and a rock affixed at the end in twine. The rock is very rough and has almost-serrated edges. There are feathers stuck at the end of the spear as a sort of guidance for throwing. + Hunting pouch: Filled with tools to help skin and dry animal hides. + Tracking stone: A smooth stone, with a small triangle of red facing one side. Ibruk likes to throw it and follow where the arrow points to. + Several spare spearheads + Hide gauze and medicinal berries ==Skills and Traits== +Move in for the kill (A): Attack a weakened prey/foe, exploiting its disadvantage +Pathfinder (P): Ibruk has gotten really good at finding animals. +Strongarm (T): Ibruk throws his spear a lot. He's gotten good at that too.
"Interesting. I am unfamiliar with your face, stranger. Who are you and where do you hail from? Certainly not from that infestation that I once called my village."
Mon Jun 10, 2013 6:34 am
maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
Re: RtDE - Separate Paths
Who do you even think I am? Because I don't even know of that village, let alone burn it down. So please just come in and talk this over peacefully so we can find the man who did.
Mon Jun 10, 2013 12:27 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: RtDE - Separate Paths
Purchase one bowl beer, two sacks ground wheat. Then trudge home after drinking said beer..
> Why not. You have a Bow, an Arrow, and a Target--It should go without saying, even though I'm probably going to be the problem for \a certain other character\ or \cause my own main antagonist\. > Just make sure there's something nice to shimmy around to block his view on the situation.
Tue Jun 11, 2013 12:34 am
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
Re: RtDE - Separate Paths
Foa wrote:
> Why not. You have a Bow, an Arrow, and a Target--It should go without saying, even though I'm probably going to be the problem for \a certain other character\ or \cause my own main antagonist\. > Just make sure there's something nice to shimmy around to block his view on the situation.
i dont speak martian sorry please try again
Tue Jun 11, 2013 6:46 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: RtDE - Separate Paths
> Head to the hut that smells like grain and knock on the door, or door frame if no door is present. Invite myself in cautiously if no one answers.
Last edited by CaveCricket48 on Tue Jun 11, 2013 7:03 am, edited 1 time in total.
Tue Jun 11, 2013 6:56 am
Izen
Joined: Sat Oct 22, 2011 12:56 am Posts: 1474 Location: At the corner of unoriginality and boring
Re: RtDE - Separate Paths
Harzipan wrote:
"Interesting. I am unfamiliar with your face, stranger. Who are you and where do you hail from? Certainly not from that infestation that I once called my village."
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