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Author Topic: True Knights: A Suggestion Game for All  (Read 28853 times)

Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #195 on: April 01, 2013, 04:54:48 pm »

The Kiltrans aren't necessarily the bad guys. They are solitary due to their experiments with machines and the other nations, who all have powerful churches associated with their governments don't approve. They actually tend to get picked on a lot since their land is a mountainous one and has a huge amount of valuable minerals within its borders.
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gman8181

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Re: True Knights: A Suggestion Game for All
« Reply #196 on: April 01, 2013, 04:56:15 pm »

Oh alright whatever then.  Either way I think we should form our own kingdom at some point.  Being a pawn isn't very fun long term.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #197 on: April 01, 2013, 05:02:00 pm »

Well you've already become personal friends with an Oceanian lord of all things. Do him some favours and you'll easily secure a position as a governor straight away. But chances are that would be the end of your adventuring and then you'd be playing a strategy game, and there's plenty of those about. For now it seems like everyone is content with slaughter by our own hand so lets get on with it. Shall we ask Vvoric if we can do him any favours, or go get a contract from the Fort?
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adwarf

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Re: True Knights: A Suggestion Game for All
« Reply #198 on: April 01, 2013, 05:03:12 pm »

Ask Vvoric if we can do him some favors, we shall become the greatest mercenary to ever live!!!!!!!!!!
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gman8181

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Re: True Knights: A Suggestion Game for All
« Reply #199 on: April 01, 2013, 05:12:01 pm »

Yeah adventuring for now and lordship/leadership later.  Even when we do become a leader, I think I want our character to be involved in the battles and actually fighting.  Especially if we go for world domination, we can have a lot of fun leading from the front lines so to speak.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #200 on: April 01, 2013, 05:13:52 pm »

Yeah adventuring for now and lordship/leadership later.  Even when we do become a leader, I think I want our character to be involved in the battles and actually fighting.  Especially if we go for world domination, we can have a lot of fun leading from the front lines so to speak.
Okay. If we do make it to this point it will be mostly fighting. None of this politics bollocks that we're dealing with atm. Turn up in a jiff!
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adwarf

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Re: True Knights: A Suggestion Game for All
« Reply #201 on: April 01, 2013, 05:42:49 pm »

Yeah adventuring for now and lordship/leadership later.  Even when we do become a leader, I think I want our character to be involved in the battles and actually fighting.  Especially if we go for world domination, we can have a lot of fun leading from the front lines so to speak.
Okay. If we do make it to this point it will be mostly fighting. None of this politics bollocks that we're dealing with atm. Turn up in a jiff!

Some politics is always good! Especially when we can answer with an artifact mace to their face :3
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #202 on: April 01, 2013, 08:07:26 pm »

You stab the shit out of all the politics and become the ultimate mercenary. The end.

Perhaps in time. Oceania is at peace right now and unfortunately I haven't any errands to run. Come back in a week or two and I'll have something.

You finish your meal and rise, bowing to the Senator and taking your leave. You find that its already getting dark out and that 'lunch' dragged on until evening. You head back to your rented apartment and sleep until morning.

When you wake up you find that all of your confiscated equipment as well as the Gantinite plate were delivered in the night and lie in a large storage chest at the foot of your bed. You wonder how they managed to get it into your room without waking you up while donning your armour, and have already given up on trying to figure it out by the time you've eaten breakfast and left the mess hall. You open the door to the contract office and Duncan shoots you a glare. Whaught yew waunt eh? Escort? Raid? Go on! Spit it out!


Name: Nerev "Kell" Kelarn
Gender: Male
Race: Human
Home Region: Kiltrar
Affiliation: The Gray Blades

Armour: Full Reinforced Gantinite Plate - Unequipped: Currently Wearing Underclothes [impervious to piercing damage, high slashing defence, average crushing defence; heavy - jumping, dodging and sprinting is impossible; become tired more quickly]
Weapons: Golden Moonstone Mace [deals crushing damage; rumoured to strengthen its user during times of need; Holy Patrichlan Artefact; indestructible]
Equipment: Black Iron Kite Shield [reliable and nearly impossible to damage; unwieldy and heavy; great deflection and stability], Light Silver Long Sword [strong, sharp, slow to dull; light; said to ward off evil and that wild beasts fear it], Holy Weighted Claymore [increased striking power; blessed and carved with holy symbols], Reinforced Repeating Siege Crossbow [old siege crossbow; four arms reinforced with thin bands of iron; can fire up to five shots], Kiltran Bladed Clack Lance [bonus piercing damage; when triggered, the lance tip will explode upon the next impact; lance can be thrown; tips are removable; tips are volatile (may explode without being triggered) and prone to bending], Silver Moonstone Mace [deals crushing damage; rumoured to strengthen its user during times of need; Holy Patrichlan Artefact; indestructible]
Wealth: 1040 Silver Coins
Health: Well
Status: Gray Blade Recruit
Spoiler: Backstory (click to show/hide)
Spoiler: Honour (click to show/hide)
Spoiler: Contacts (click to show/hide)

Spoiler: Bané-Bané Peninsula (click to show/hide)
« Last Edit: April 01, 2013, 09:00:04 pm by GUNINANRUNIN »
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Rolepgeek

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Re: True Knights: A Suggestion Game for All
« Reply #203 on: April 01, 2013, 08:11:08 pm »

"I want a raid if possible, Duncan. You old unpleasable bastard..."

As for backstory, can I make it, or do you have something in mind?

I like creating backstory...hehehehe...
« Last Edit: April 01, 2013, 08:14:42 pm by Rolepgeek »
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adwarf

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Re: True Knights: A Suggestion Game for All
« Reply #204 on: April 01, 2013, 08:14:40 pm »

Ask him for any missions he's got involving raids, we should do a few of those to get some base amounts of cash then start up our own company in my opinion (we can discuss that later for now more missions!). Look specifically for any jobs that have a particularly high pay, with our current gear I think we can run a high risk mission or two and come out fine.


Rolepgeek the back story is all the players choices, you can make one but we need to all (or the majority of us) decide on one. Currently theres two backstories up, my rebel one and gman's, more of course would be welcome but we'll all need to decide on one eventually :P
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gman8181

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Re: True Knights: A Suggestion Game for All
« Reply #205 on: April 01, 2013, 08:22:21 pm »

Raids sound good.

Oh and we don't necessarily need a backstory.  Maybe we have have amnesia (from a traumatic emotional event?) and forgot our past, hence our "former" position as a Kiltran noble.  Maybe our family was killed during a raid on Kiltran lands and we were taken in by mercenaries afterwards.
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GrizzlyAdamz

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Re: True Knights: A Suggestion Game for All
« Reply #206 on: April 01, 2013, 08:28:02 pm »

Ask if he has anything interesting. Expect the worst. If not, why don't we ask what kind of escort missions he has? (just to run counter to the escort mission attitude).
Consider his words, spit on his rug
"You have anything interesting?"

I seem to be partial to the 'family killed during a raid, taken in by mercenaries' bit. We might find out we're the long-lost heir of an estate, and get to keep both our outside upbringing/affiliations & an in with the court.

What kind of options do we have for secure long-term storage?
« Last Edit: April 01, 2013, 08:31:24 pm by GrizzlyAdamz »
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adwarf

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Re: True Knights: A Suggestion Game for All
« Reply #207 on: April 01, 2013, 08:32:59 pm »

I support the family killed during raid and taken in by mercenaries as well.
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Rolepgeek

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Re: True Knights: A Suggestion Game for All
« Reply #208 on: April 01, 2013, 10:02:38 pm »

Nerev wasn't always called Kell. He was given the nickname after being taken in by a small group of raiders and mercenaries, when they thought he acted and looked like the large, shelled mammal. He was with them for one reason; his family had been killed in a dispute. Not a border dispute; they had lived nowhere near the border. No, internal disputes between lords were common in the violent nation of Kiltrar, territory constanty shifting from bribes, deals, backstabbing, blackmail, and most often, simple conquest. His family had been in a struggle with the Jutins lineage for several decades, gaining ground slowly. But Yisiv Jutins, after a windfall from a dead, more notable uncle, managed to obtain four other noble families' allegiance, for the time being, and in one stroke, attacked. Now, normally when one destroyed a noble house, you left them a few acres of land as a token, to keep from killing them completely. But Jutins, caught in the battle rage, ordered his men upon the manor. Nuviv Kelarn, Nerev's father, took his retainers and Nerev's older brother Mivik to defend the house. Though they fought valiantly, as any Knight would, they were slaughtered in the end, and Nerev, left to safeguard the house directly, was forced to flee with his mother, aunt, and grandfather, to escape Yisiv's thirst. This destruction of a noble house was not permitted by the higher lords, and he had his own struggles trying to find a way to avoid being executed for his crimes. You see, in Kiltrar, it was technically illegal to fight one another, but with how violent and low in resources the country was, not to mention how it trained the men for war in times of peace, as they always stood together(more or less) against the surrounding countries, it was unofficially permitted. But there were also unofficial rules, ones you didn't break if you didn't want to be 'caught'. Jutins broke one. So Nerev was free to flee, and as only a teen, though freshly knighted, he found some friends of the family, who agreed to take care of Nerev and his relatives. But Nerev had met up with a group of mercenaries, a small band of the Gray Blades who called themselves the Gray Clubs(an in-joke, though Nerev never understood), and didn't want to show himself in Kiltrar anymore; he felt a bit ashamed, and sicked at the bloodshed. So he joined them, and the rest, as they say, is history.
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Parsely

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Re: True Knights: A Suggestion Game for All
« Reply #209 on: April 01, 2013, 10:44:39 pm »

Very nicely done! You took my image of Kiltra straight out of my head! :D The only small difference is that the country is actually very rich in 'resources', but they do struggle to feed their people, as there is little fertile ground in their rocky land. They import all they can from Litelache but its only just enough. Otherwise right on the money. :)
« Last Edit: April 01, 2013, 10:48:29 pm by GUNINANRUNIN »
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