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Throughout history, there have always been noble houses, those which wield power, authority over the masses. Heroes, sigils, holdings and more become associated with them as they grow ever more entrenched in the world as the ages pass by. Such is the way of the world, and such is the way it has always been, for as far back as any records care to go back.

Nonetheless though, all great houses have to start from somewhere. More to the point, new ones have to be formed. Technology may be in stasis after all, but politics certainly aren't. Some of these houses will last only a short while before returning to oblivion, remembered only in dusty old scrolls and tales. Others though prosper, become strong, powerful, just as much a part of the world as any of the other great houses.

You are the founder of a new house. Will you lead it to prosperity, or will its existence merely be fleeting? Only time will tell. But just how did you gain your noble title in the first place?
>>
>You were a bastard, an illegitimate child of one of the other great houses. Although you were raised and educated like any other noble, the circumstances of your birth meant that you were forbidden from taking on the name of your house. Instead you were to found a new line, be granted your own lordship somewhere out of the way in the hopes that you could still provide some worth to the family for whom your very existence is a disgrace.
>+ You received the education and upbringing of a member of the nobility, with all the benefits in literacy, knowledge and etiquette that that provides.
>+ Even as a bastard, you are still connected to the house of your parent. They will be more connected to you, more likely to come to your aid, and if you or your descendants play your cards right, you could even take over them.
>- As a bastard, people will automatically see you as dishonest and untrustworthy, and it will be difficult for even your descendants to rid themselves of this stigma.

>You were originally naught but a commoner, perhaps even a peasant. Yet through some act of great valour or significance, you caught the eye of the crown and were rewarded for your efforts. You may have been born a commoner, but now you are a lord.
>+ Whatever it was that you did, it was enough to earn you the respect of the nobility, and they will be sure to treat you all the better for it given that you actually earned your position. Depending on the circumstances, this may even mean royal favour.
>+ You have the ear of the common folk, an understanding of them that no other noble could hope to achieve. They will feel more connected to you as their lord, and even for your descendants revolt and dissent will be rather more unlikely.
>- Being born a commoner meant that you had the education of one, which is to say little to none. Your lack of etiquette will make you stick out like a sore thumb, and you will be utterly uneducated about world matters. You are also illiterate.

>Whether through shrewdness, good business practices or sheer luck, you have prospered, growing wealthy and successful over the course of your life from your business, whatever it may be. Indeed, so successful have you been that you have managed to do what is but a dream for most: buy your own noble title, with money rather than deeds.
>+ You start off with a large amount of wealth and an established source of income that will continue to generate more for you in the future.
>+ You didn't prosper so well for no reason. You are shrewd and intelligent, with skills in business acumen and stewardship that shall be sure to come in handy in ruling over your new holdings. This will be passed down to your descendants too.
>- Your kind is a sort that many amongst the nobility despise and deride, jumped up commoners who think that money equates to nobility. Even in spite of your title, expect a lack of prestige and to be spit on a lot. It will take your descendants a long time to get rid of this perception.
>>
>>4098548
>bastard
>>
>>4098544
>You were a bastard, an illegitimate child of one of the other great houses. Although you were raised and educated like any other noble, the circumstances of your birth meant that you were forbidden from taking on the name of your house. Instead you were to found a new line, be granted your own lordship somewhere out of the way in the hopes that you could still provide some worth to the family for whom your very existence is a disgrace.
>>
>>4098555
>>4098639

You are a bastard, the illegitimate child of a noble house. Viewed with distrust and suspicion, you nonetheless were raised and educated in the nobility alongside the rest of your family and half-siblings, always a part yet always somehow separate. Now, the time has come for you to found your own House, take your own lands.

But what House was it that you originally came from?

>House Arvyle. Quite possibly one of the oldest Houses in existence, House Arvyle has given rise to multiple cadet branches in its time, and yours would hardly be the first to descend from a bastard. Notably, the Arvyles often keep close links and ties with their cadet branches and bastard lineages, and as a descendant you would be assured the aid of your brethren should it be needed, and will almost always be on cordial terms with them.

>House Brynford. With their holdings extending over some of the most major rivers of the kingdom alongside a large swathe of coastline, the Brynfords have benefited from their stranglehold over trade to become one of the richest and most prosperous houses there are. Although too proud to want to have anything to do with you afterwards, they'll nonetheless give you a large amount of funding to set yourself up initially, larger than you'd be able to get from any other option.

>House Bejew. Although they may not be the richest or have the greatest military, House Bejew nonetheless controls by far the largest swathe of land of any of the crown's vassals, a consequence of having being independent kings originally prior to swearing fealty to Talhukka. As such, you in turn will receive a larger amount of land in your initial holding, although of course it's up to you to turn that land into something useful.

>House Talhukka. The royal house of the kingdom, House Talhukka are one of the last remaining Nephilim bloodlines in existence, and as a bastard of them you yourself would be Nephilim, with correspondingly greater size, intelligence, lifespan and tendency for madness. Although a connection to the royal family does bring prestige, and even the chance to try taking the throne for yourself, you shall also find your family under a great deal more suspicion and scrutiny, and will have to play your cards far more carefully if you want to last.
>>
>>4098691
>House Talhukka. The royal house of the kingdom, House Talhukka are one of the last remaining Nephilim bloodlines in existence, and as a bastard of them you yourself would be Nephilim, with correspondingly greater size, intelligence, lifespan and tendency for madness. Although a connection to the royal family does bring prestige, and even the chance to try taking the throne for yourself, you shall also find your family under a great deal more suspicion and scrutiny, and will have to play your cards far more carefully if you want to last.
HERE WE GO
>>
>>4098691
>House Talhukka. The royal house of the kingdom, House Talhukka are one of the last remaining Nephilim bloodlines in existence, and as a bastard of them you yourself would be Nephilim, with correspondingly greater size, intelligence, lifespan and tendency for madness. Although a connection to the royal family does bring prestige, and even the chance to try taking the throne for yourself, you shall also find your family under a great deal more suspicion and scrutiny, and will have to play your cards far more carefully if you want to last
>>
>>4098691
>>House Talhukka. The royal house of the kingdom, House Talhukka are one of the last remaining Nephilim bloodlines in existence, and as a bastard of them you yourself would be Nephilim, with correspondingly greater size, intelligence, lifespan and tendency for madness. Although a connection to the royal family does bring prestige, and even the chance to try taking the throne for yourself, you shall also find your family under a great deal more suspicion and scrutiny, and will have to play your cards far more carefully if you want to last.
>>
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>>4098695
>>4098700
>>4098714

Thousands of years ago, or so the legends came, there was a great war in the heavens between the gods. Some were destroyed, others banished to a life of imprisonment within the bowels of the earth itself. A few though were cast down, coming down to the world as falling stars. With time they all perished one way or another, but before they died they sired children with human men and women. From this pact of the earthly and the divine, the great houses of the Nephilim were born.

Standing at 8 feet tall on average, the Nephilim truly were a people apart. Their eyes were the colours of glimmering jewels, their hair lustrous and metallic. Down the sides of their faces were lines and clusters of hatched chevrons, seeming almost etched into the skin. With genius intellects and lifespans often reaching the 120s, the Nephilim were truly a prodigious peoples, their capacity for greatness only tempered by their propensity for pride and madness.

In those long-gone days of myth, the myriad houses and kingdoms of the Nephilim were scattered across the world. No more though. In the days since then the Nephilim withered, declined, as one by one their lines were extinguished. Now, only a few of their bloodlines remain, and amongst them is House Talhukka.

Descendants of the Blue god Hettik, Lord of the Skies and Rains (Or so the stories say), the Nephilim of Talhukka are marked by their shining copper hair and golden eyes. Although their pedigree dates back millennia though, it was only 370 years ago that Rakkul the Great united the petty, squabbling chiefs and kings of this region into one throne, one Kingdom. Since then his descendants have ruled, and although there have been revolts, rebellions, even civil wars, always Talhukka has stayed in power.

Now, it seems that there is to be a new house of the Nephilim...

---

(Well, that's the loredump for the Nephilim/our house finished. If you're wondering why I'm still just calling it the Kingdom, it's because I haven't actually found a name that suits it from the basic conlang I've developed. We'll be getting back to the character creation process now)

(Also, feel free to ask any questions regarding lore should you have any)
>>
So we're Targaryens. Great
>>
>>4098752
Noice.
>>
You have 24 points to spend on your personal attributes. Each attribute starts at 1, and can be 10 at maximum. Average (For a Nephilim) is 4-6. For reference, a 1 is what would be around a 3 for a human, whilst 10 is far above the capabilities of any human, and exceptional even for a Nephil.

>Strength: How physically strong you are.
>Appearance: How good looking you are.
>Charisma: How charismatic you are (Yes, this is different to appearance. Which matters more depends on the individual)
>Constitution: How healthy you are.
>Intelligence: How intelligent and quick-thinking you are.

---

You have 24 points to spend on educational attributes. Each attribute starts at 1 and can be 10 at maximum. Having had a noble education, you'll have at least some experience with all of these, even at 1, but the fact that you've had lessons on it doesn't mean you're particularly good at it, not if it's a low score.

>Combat: One on one fighting and combat. Good for duelling and entering the fray of battle. Bad for actually strategising said battle.
>Etiquette: The art of diplomacy and courtly manners. Good for respect amongst the nobility and making yourself look better. Includes poetry.
>Stewardship: The skills of Organisation and management. A must for taking a hands on approach to the running of one's lands. Or you could leave all that to your council.
>Strategy: Logistics and planning are what win wars just as much as valour and great deeds. Good for winning battles and running long-term campaigns.
>Learning: Knowledge regarding the ins-and-outs of history, religion and the world at large. What most people think of when they hear "educated". Generally good for all-purpose uses, and impressing people with your knowledge if you're that kinda person.
>>
>>4098752

Also, I'm retconning that sigil to be blue, white and black instead of orange, white and black given that it's the Blue god that Talhukka claims descent from.
>>
>>4098800
Before I get to stating are we a girl or boy?
>>
>>4098877

Boy.
>>
>>4098800
>Strength: 5
>Appearance: 4
>Charisma: 4
>Constitution: 6
>Intelligence: 5
>Combat: One on one fighting and combat. Good for duelling and entering the fray of battle. Bad for actually strategising said battle.
>>
>>4098800
>Strength: 10
>Appearance: 1
>Charisma: 2
>Constitution: 10
>Intelligence: 5
Let's be an autistic one-man legion. Once handsome, we've been scarred, burned, and smashed into a brutalized, hulking husk of a man.

>Combat: 10
>Etiquette: 3
>Stewardship: 3
>Strategy: 10
>Learning: 3
We aren't a complete invalid, but we know what we do best.
>>
>>4098885
>>Combat: 8
>>Etiquette: 3
>>Stewardship: 4
>>Strategy: 5
>>Learning: 4
>>
>>4098887
Supporting this, because fuck it, why not. We will be the Not!Mountain who will carve out our destiny with fire and sword. Maybe leave out the fire since we're a burned man
>>
>>4098800
Supporting these
>>4098885
>>4098902
>>
>>4098887
They add up to more than 24 in both cases.
>>
>>4098922
They all start at 1 anon.
>>
>>4098922
I realized that I missed a point with the stats, here's a revision.

>Strength: 10
>Appearance: 1
>Charisma: 2
>Constitution: 10
>Intelligence: 6

Subtract 5 points for the starting 1, and it adds up to exactly 24. I know we don't have any charisma, but when we can tear a bear limb from limb and endure a ballista shot, does that really matter?
>>
>>4098800
Strength: 5
Appearance: 4
Charisma: 5
Constitution: 5
Intelligence: 5

Combat: 1
Etiquette: 5
Stewardship: 8
Strategy: 5
Learning: 5
>>
>>4098967
Ah, my bad. I should read the QM posts more carefully.

In that case, I'll still stick with my vote here >>4098913 but I'll add 1 to each attribute.
>>
Alrighty, it appears we have a tie between >>4098887 and >>4098885 >>4098902

Anyone want to break it? If not, I'll roll in half an hour.
>>
>>4098885
>>4098902
Support.
>>
>>4098902
+1
>>
>>4098885
>>4098902

Alrighty, this one it is! Would've been interesting to see what being Not!Mountain would've been like (Honestly I may well use those stats to introduce another character at some point down the line anyhow), but this way we're rather more well-rounded I imagine.
>>
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>Strength: 5
>Appearance: 4
>Charisma: 4
>Constitution: 6
>Intelligence: 5

>Combat: 8
>Etiquette: 3
>Stewardship: 4
>Strategy: 5
>Learning: 4

---

You do not know who your mother was, but you know your father well: King Hekkil, second of his name, 11th ruler of the Kingdom you call home. The circumstances of your birth remain a mystery to all but a select few. All that is known is that 19 years ago when he was still prince, Hekkil went on a seaward journey into the Sunrise Lands. When he returned, he had you to show for it.

Your name is Takkil, and you are a bastard.

You grew up with your father's looks, and whilst you may not have any looks special enough to write home about (Whether for better or ill), you nonetheless have all the features that mark otu a Nephil, and more importantly a Talhukka, albeit an illegitimate. Still, whether in intelligence, strength or appearance you weren't much out of the ordinary in any way for a Nephil, except for a slightly better constitution than most.

Although you have received lessons on noble etiquette, you aren't exactly much good at it and have made quite the number of social faux pas throughout your life only worsened by your bastardry. Where you do truly excel though is in personal, hand-to-hand combat. Easily capable of besting those larger than yourself (Not that there are many of those), rare is the individual who would willingly enter a duel with you, and whilst you certainly aren't the most skilled of all, you're certainly good enough that you could easily do well in a tourney or two.

Little of that matters at present though. As of yesterday you are now 19 years old, and as such much of the court and royal family is waiting for you to take on your own name, sigil and lordship to found a new house. It only remains for you to actually do so.

It is early morning, and you have just got dressed and broken your fast. What shall you do?

>A.) Take a walk through Rakkultallik, the city that surrounds the royal keep.
>B.) Spend some time with your royal siblings.
>C.) Visit the royal tailor. He will be the one tasked with crafting the garments with the colours and crest of your new house, and may already have some designs ready.
>D.) Visit your father, the King. He will likely want to talk to you about your plans for your house, and where exactly it is that your new lordship will be.
>E.) Visit one of your tutors (Write in which one)
>F.) Wander about the keep and grounds.
>G.) Other (Write in)
>>
>>4099377
>C.) Visit the royal tailor. He will be the one tasked with crafting the garments with the colours and crest of your new house, and may already have some designs ready.
It's not good to exercise right after breakfast. We should look at this now and then practice swording things afterward.
>>
>>4099377
>>C.) Visit the royal tailor. He will be the one tasked with crafting the garments with the colours and crest of your new house, and may already have some designs ready.
>>
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>>4099416

You decide that your first call of the day ought to be the royal tailor. After all, much as your current clothes are well-made as ever, if you're going to be founding a new house with its own colours and heraldry, you'll be needing the clothes to show it rather than the plain garments of a houseless bastard. Of course, you have little doubt that the tailor himself will likely have already prepared a certain selection, although obviously at the end of the day it's up to you.

Walking through the keep, you make your way down to the tailor's chamber to find him already waiting for you. At his side you see a pile of doublets, each bearing different colours and designs, whilst a looking glass has also been put up. Quite clearly the man was expecting you, and prepared accordingly.

Getting up to his feet (Which leaves him about chest height to you), the tailor gives a respectful nod before addressing you. "Ah, master Takkil, I was thinking you'd turn up. Looking to decide upon your new colours? What am I talking about, of course you are. Come in, come in!"

You enter, as the tailor turns to pick up the doublet at the very top of the pile. Although the colours are the same as those of your father's family, white black and blue, they have been inverted. Now, it is the wake of the falling star that is dark, whilst the background is pure white. The tailor gives a smile.

"Just a thought - the inverse colours of your father's house. Fitting, wouldn't you say? Not to mention it retains the connection to your divine ancestry. Of course, I have plenty of other options too, should you desire to take a look..."

---

What do you do?

>A.) Choose to wear the inverted colours.
>B.) Take a look through the tailor's other ideas.
>C) Give him your own idea for what you have in mind for your crest (Write in)
>D. Other (Write in)
>>
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Incidentally, this is what the tailor is suggesting for reference.
>>
>>4099527
>B.) Take a look through the tailor's other ideas.
The inverted colors aren't looking too hot. We shouldn't give people ideas about our blood.
>>
>>4099527
>B.) Take a look through the tailor's other ideas.
>>
>>4099527
>>B.) Take a look through the tailor's other ideas.
>>
>>4099527
>>B.) Take a look through the tailor's other ideas.
>>
>>4099527
>B.) Take a look through the tailor's other ideas.
>>
>>4099527
>B.) Take a look through the tailor's other ideas.
>>
>>4099544
>>4099568
>>4099585
>>4099982
>>4100241
>>4100603

The tailor gives an understanding nod, placing the doublet back to one side. "Aye, not to your taste then? No worries, no worries. Here, perhaps one of these would be more to your taste?"

Turning, he takes apart the pile, arranging the doublets so that you can properly examine each of the designs at your leisure. They are as follows:

• A blue star burning with white flames, against a dark, star-studded background.

• A red, half-sun against a yellow background (Alluding to your likely heritage from the sunrise lands)

•A half-and-half design, one half being the sunrise sigil above, the other being the Talhukka sigil (Referencing your house's mixed heritage)

• A 1/4 and 3/4 design, in which the top left quarter is a burning blue star against a black background, and the rest is composed out of a repeated red sunrise sigil against a yellow background.

• A burning sun, half blue half copper, against a golden background.

•An alternative of the above design, with the background bearing rows of black chevrons too.

• A recolour of the Talhukka sigil, with a blue background, black star and gold wake.

Eventually you finish looking through the designs and turn back to the tailor, who stands and walks over to where the doublets and designs are laid out. "You know, this would be much easier if we knew what kinds of lands you were getting. Ah well, no bother, no bother. What do you say?"

---

What do you do?

>A.) Choose one of the designs
>B.) Give your own idea to the tailor (Write in)
>C.) Other (Write in)
>>
>>4100795
>A.) Choose one of the designs
A blue star burning with white flames, against a dark, star-studded background.

This seems like the safest option.
>>
>>4100803
+1
>>
>>4100795
>• A burning sun, half blue half copper, against a golden background.
>>
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(Incidentally, our character will have dialogue in future parts, I just felt that for this part I wasn't certain how to do it without it feeling redundant)

>>4100803
>>4100818

"Aye, I thought you might like the look of that one. Alludes to where you come from, but certainly different from the colours of his grace that's for sure. Yes, yes, it ought to do ''quite'' nicely."

Putting the other doublets aside, he walks over to a corner of the room where an array of shelves can be seen. He mutters to himself, rummaging through them until several minutes later he has gathered a full set of well-made nobles clothing - breeches, gloves and cloak, all soft and high quality, all in the blue, white and black colours that you have adopted.

Such it is that when you stroll out of the tailor's room, you do so not in the plain clothes of a bastard which you entered in, but in the garments of your new noble house. Passing servants and courtesans already turn their heads to look, and you know that in their minds this can only mean one thing - quite soon, you will be leaving to take on your new lordship, wherever it may be.

---

It is now late morning, and soon will lapse into the afternoon. Where will you go now?

>A.) To your royal father, the king.
>B.) To one of your tutors (Which one?)
>C.) To your siblings, wherever they may be.
>D.) To the city of Rakkultallik, which surrounds the royal keep.
>E.) Nowhere in particular - wander around the keep and grounds.
>F.) Other (Write in)
>>
>>4100835
>B.) To one of your tutors (Which one?)
Combat tutor. We need to bump that 8 up to a 10.
>>
>>4100839
Supporting
>>
>>4100839
+1
>>
>>4100835
>>A.) To your royal father, the king.
>>
(I know there are more weapon types than these, these are just generalisations)

>>4100839
>>4100857
>>4100962

If there has been one thing you have always excelled at since your earliest days, it has been personal combat. Of course, it helped who exactly your tutor was: Ebben Brynvyle, a hero of the 3rd Arjew War and a former member of your father's personal guard before age slowed him down. Even though his movements are slower and his hair may be whitening, he still remains a fine warrior, and it was his training that helped you practise and enhance what seemed to be a natural aptitude for weaponry.

So it is that you decide to make your way down to the training yard for what may well be one of your last lessons. When you arrive, the place is otherwise empty but for Ebben who sits in he corner sharpening his blade. Upon seeing you he stands up, looking up and down with interest at your new colours. "Hm, so, you've made your choice then. Suppose that means you'll be off before long. Still, always time for a few last lessons I s'pose. Now get ready, you know the drill."

You do indeed. The padding you put on over your clothes may seem unnecessary, Ebben himself always quietly grumbles about how it is so, but such is the way of things. Turning to where the training weapons are gathered, you select what has often been your weapon of choice:

>A.) Sword
>B.) Battle Axe
>C.) Mace
>>
>>4102888
>C.) Mace
A sword can't get through full harness.
>>
>>4102891

Although you have certainly practised with other weapons in your life (After all, Ebben would've been a fool of a tutor had he not educated you in at least some level of variety), the mace has always been your weapon of choice. Really, it almost seems natural - even besides how well it fares against heavy armour, far better than most bladed weapons might, your size and corresponding relative strength as a Nephil means that the power you can put behind it is prodigious too compared to any human. One way or another though, the mace has always been your weapon of choice, and it is that which you select for this training session too.

You spend quite some time sparring with Ebben, and as you do so you see exactly why he was so renowned in his youth. Even in spite of his smaller size and greater age he holds his own against you, dodging your attacks and landing his own hits. You're certainly very skilled, but he is moreso, and has experience to boot. Moreover, today seems to be his day, and spar after spar after spar he seems to be winning.

Still, as time passes you too enter your stride. You begin to anticipate his attacks before he makes them, compensate for his fast, darting movements and dodges. It begins to take longer for him to take you down, and you in turn find yourself making more of your own hits. At last you win a spar, and though the man is knocked to his feet as he falls back into the grass and mud, he chuckles to himself as he gets upright. "Finally, you're learning. Takkil, you might be a Nephil, you might even be as skilled with that weapon as I know you are. But against a good foe that means nothing. Nothing. But I feel we may have to cut this short now."

Curious as to what he means, you turn to find one of the servants standing at the edge of the courtyard. You don't know his name, but you recognise his face - he is one of the personal attendants of the king, which can only mean one thing.

Your father wishes to see you.
>>
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Following the servant, you make your way into the keep. Climbing higher and higher up the narrow, winding stairs, after some time you realise that you have by now entered a part of the castle which you have only been to a small few times in your life: the king's private rooms. Through painted and panelled hallways you go, until at last the servant comes to a stop outside a thick and aged green door that seems to bring back a memory you can't quite place. From inside, a voice states "Enter", and as the door opens you quickly recognise it as the royal study.

You have only been inside this room once before when you were a mere 5 years old, yet it is much the same as then. The furniture is a little more worn, the paint a little more faded, whilst new books and parchments scatter the shelves, tables and floors, yet for the most part it is still the very same room that you recall. One of the oldest rooms in the castle, it has also been one of the most private, the place where the king organises his ledgers, his files and other administrative matters. The court may be the face of the kingdom, but here is where things are really run. For him to have summoned you here, there needs to be some important reason for it.

And there he is - the king, your father, Hekkil. Standing in the light of the window, he looks much like you - tall, narrow-featured, copper-haired and golden eyed. At 71 years old, faint lines have begun to appear on his face alongside more numerous chevrons whilst small streaks of silver shine in his hair, but by Nephil standards he is still only just over the hill, and ought still to have a good 5 more decades left. Presuming he isn't taken by the madness of course, as his predecessor, your grandfather was.

Turning to face you, he examines your new clothes and colours with interest, before finally speaking. "You know of course what I've brought you here to talk about, don't you?"

---

How do you answer?

>A.) My new House
>B.) My future lands
>C.) My mother
>D.) No, I don't
>E.) Other (Write in)
>>
>>4102953
>>A.) My new House
>>
>>4102953
>My mother
>>
>>4102953
>A.) My new House
>>
>>4102961
>>4102974

"My new cadet house, I presume?" You ask uncertainly. You're not absolutely sure of course, but it definitely seems like it'd be the best bet.

Still, it seems that you guessed correctly, your father giving a nod and a noise of agreement. "Yes, you'd be right there. This isn't a new situation of course - the Arvyles are testament to that, as are many of the other houses in this kingdom of ours. But a cadet house of a bastard from the royal family, a Nephil bloodline at that... that isn't nearly so common a situation. The ground we're treading here is new, there can be no doubt about that."

He wanders to his desk, where a full map of the kingdom is laid out - every island, every river, every small settlement carefully marked in with ink and paint. The whole thing is so large and detailed as to take up nearly the entire space of the desk, showing just how expansive your father's rule really is, and how precarious.

"It's dangerous ground too, I don't think I need to mention that." He looks up from the map to you. "There's a reason why people are distrustful of bastards. If you were to build up a support base, you could well try to take this kingdom. And if not you, then one of your descendants perhaps, for we have little control over our family. And after all, what control have we over our own actions, should the madness come? It took my father, my brother, it even took Rakkul, great man as he was. By giving you this opportunity, I could be laying the seeds for the demise of my own family."

"But yet, I'm doing it anyway. I see you have already chosen your colours, your crest. All you'd need is a name and land, and you would be one more of my vassals, one more house in this land of ours. So let my ask you a question: have you decided yet on a name for your house?"

---

>Write in a name idea (If you want you could give something to translate into the Nephilim conlang)
>>
(Incidentally, for anyone wondering our kingdom is about on par with Ancient China in terms of size, although certain areas are under more control than others)
>>
>>4102998
Name
>Rimward
Should at least be non threatening in its name

Land
Can we choose terrain and stuff?
>>
>>4103028

To an extent, as you'll see soon.
>>
>>4103028

"House Rimward." You say in answer, after a moment's thought. It's a bit of an out of the ordinary name certainly, but you've given thought to it and come to the conclusion that it's the best. Besides sounding alright and being fairly neutral, you feel it also does well to describe your own situation: rimward, on the periphery, only just a part of things. Just like your very own upbringing.

Your father clearly thinks so too, nodding as he hears it, the gears turning in his mind. "Rimward... a curious name, but a fair one. Well, now that that's decided, along with your sigil, it seems that there's only one thing we have left to discuss: your lands."

You'd been expecting this, but even so you lean forward, eyes widening slightly with interest. As a lord, the exact fief you own could well determine your future, and that of your descendants. The kingdom is a massive realm, and there are any number of places where you could end up being sent off too. That's something you've always known, but it truly becomes clear looking at the map on the desk. For the first time you notice a sheaf of notes and parchments besides the map, which your father shuffles through whilst speaking.

"There's Osderry on the southeast coast. An insignificant cluster of fishing villages in my grandfather's time, but over the past century or two they've grown tremendously thanks to trade. You'd be at the centre of a number of trade routes, and could easily prosper if you manage things right." Of course, even you know that what he fails to mention is the amount of conflicts you'd be embroiled in too in such an area.

"Eldridge in the northwest is also an option. The House that used to rule over those parts died off recently, and I've been meaning to get someone out there to replace them. I'm told the lands make for good farming and there's plenty of forests nearby for wood, but the actual population's quite low, and apparently there's a bit of a bandit issue too."

"Finally, in the southern highlands there's Blackwall. I won't lie to you: the castle there is a ruin, and has been uninhabited for about as long as anybody remembers. The locals say that it was built by Nephilim, but peasants say that about anything big. Still, there are mines in the area that could be re-opened if you've a mind to, and should you decide not to restore the castle, it'll make for a fair source of cut stone."

Pausing, your father looks to you, waiting for an answer. At least, that's what he does initially. Suddenly, muttering an "Actually..." to himself, he sorts through his notes before finally pulling out a particular parchment, which he reads through before looking back up to you.
>>
"Of course, there is another option. There've been whalers recently bringing back stories of a continent in the north, one that's certainly not the Sunrise Lands (I should know, I've been to those places) and I'm of a mind to try settling up a colony there. With how far away it is, if disaster should strike it'll be a long, long time before we can come to your aid. We don't know what's out there or who's out there for that matter. But it's land, unclaimed by any other lord, free for you to make your mark on it should you choose."

"So, what'll it be?"

---

Which will you choose?

>A.) Osderry
>B.) Eldridge
>C.) Blackwall
>D.) Overseas colony
>>
>>4103103
>D.) Overseas colony
>>
>>4103103
>Overseas colony
Seems like the most politically convenient for our father as well
>>
>>4103103
>D.) Overseas colony
>>
>>4103103
>>B.) Eldridge
>>
>>4103109
>>4103126
>>4103130

Colony it is! Heading off for the night now, but looking forward to continuing this tomorrow.
>>
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One last thing I'll leave you with before I head off actually is a rough map of what our kingdom looks like. No labels and not much detail as yet unfortunately, but gives a general idea of the geography of our kingdom, even if we'll be leaving all this soon enough.
>>
>>4103287
Looks good. I assume that our colony isn't on this map?
>>
>>4103103
>>C.) Blackwall
>>
>>4103396

Nope, it isn't.
>>
It takes some thought, but eventually you come to a decision, as you inform your father. "I think I'll try striking out on my own then, founding a colony overseas. Who knows what might be out there? There's a lot of potential though, and I intend to take hold of it."

Of course, what you leave unspoken is the fact that on a colony in quite possibly the furthest area there is from the kingdom's heartland, you'll effectively be out of sight, out of mind. Your house shan't prove any threat to your father and his family, the rest of the nobility can simply forget about you and the whole unfortunate matter of your existence can be simply swept under the rug. A politically convenient choice for certain, and that's if you don't simply die somewhere out at sea, neatly erasing the issue altogether.

Doubtless your father knows this too, nodding thoughtfully as he listens, before gathering together his parchments. "Very well then. It's not the choice that I expected, but the best of luck to you. I pray you do well Takkil... Rimward. My son."

And with that you are escorted out, to begin making preparations for your journey. Over the course of the following months, an expedition will be organised headed by you, carrying labourers, scholars, craftsmen, farmers and more, all either ordered to join or going along by choice for one reason for another. A new age of your life, of the kingdom potentially, is about to begin.

---

What groups will you focus on in particular for crewing your expedition? (Pick two)

>A.) Labourers
>B.) Artisans and Craftsmen
>C.) Nobles and Administrators
>D.) Scholars
>E.) Soldiers
>F.) Farmers
>G.) Other (Write in)
>>
>>4104807
>>D.) Scholars
>>E.) Soldiers
>>
>>4104807
>>A.) Labourers
>F.) Farmers
>>
>>4104807
>A.) Labourers
>F.) Farmers
>>
>>4104807
>E.) Soldiers
>F.) Farmers
>>
>>4104807
>A.) Labourers
>E.) Soldiers
>>
>>4104807
>E.) Soldiers
>F.) Farmers
>>
>>4104807
Soldiers, farmers
>>
>>4104807
This also gives us the most independence and chance to break free if shit hits the fan in the homeland.
>>
>>4104807
>>E.) Soldiers
>>F.) Farmers
>>
>>4104807
>A.) Labourers
>D.) Scholars
>>
>>4104807
>B.) Labourers
>E.) Soldiers

Focus on hunting, gathering and fishing as source of food.

Soldiers help us hunt and keep us safe.
Labourers construct basic infrastructure and help acquire materials like exotic wood or something.
>>
>>4104855
>>4104975
>>4104984
>>4105413

>Soldiers and Farmers

The next few months seem to pass by in a blur for you. In the Blue Court before the kingdom's high nobility you are raised, given your own house, your own sigil, your own land. No longer are you Takkil the Bastard, oh no. You are Lord Takkil of the house Rimward, and all the land that you can settle across the sea is yours, subject to none else other than the King himself. Of course, that's presuming you find land across the sea, and successfully manage to settle it, neither of which is guaranteed. If it had been, you doubted it would've been nearly so generous.

In any case, preparations soon go underway for the expedition. Former bastard you may be, the king certainly isn't going to have his money wasted. The 7 cogs that have been gathered together for your "fleet" may not seem like a particularly impressive amount with which to cross distances almost none have gone before, found a colony on an unknown land and build up your own holding from scratch, but they're well made ships nonetheless that will withstand the harsh seas and weather as well as any ship of your people can. A few even have runes carved and painted on the side in the hopes of protecting them and ensuring their seaworthiness - weather or not they will work will only be told with time.

Your crew is the standard complement one would expect of a colonial mission - builders, labourers, craftsmen, traders, even a few scholars. However, who you particularly looked for when recruiting men for your mission were two specific classes of individuals: soldiers and farmers. It was difficult to find people willing to go along with you, but by the time the ships are ready to leave you have a fair complement of warriors skilled in the sword and bow, along with farmers knowledgeable of the field and plow. Hopefully they will come in useful on your explorations.
>>
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So at last the day comes for you to depart. The sun blazes down from a clear azure sky, a thousand shards of light glittering against the deep blue waters of Rakkultallik's harbour. The Rimward sigil is hoisted high up above the cogs (The flagship is even painted in your colours, for what it's worth), and a great crowd gathers to watch you leave on your expedition. Relatives hug before parting, gifts are given and exchanged, and even the royal family is present, their size making them stand out even more than their finery. Your five half-siblings, your father, even the Queen who was ever suspicious of you are there to watch you leave, though what emotion there is in her eyes you genuinely cannot identify.

Cheers, whoops and cries of blessings and good luck ring out through the air as the ships leave, and such sentiments are omnipresent in every village, town and city your ships pass through as they make their way down the river that forms the heart of your kingdom, and down towards the open sea. All the while sailing is fine, the weather is good, and all seems well. You know your luck shan't be anywhere near this good the entirety of the voyage, but it's good to have while it lasts.

Now though at the open sea, you face a choice. You could of course simply beeline towards the continent, should it exist, and attempt to make it there as quickly as possible. At the same time though, certain sailors and individuals are suggesting we stop first at the Dawn Sisters, the two furthest and most isolated islands of your kingdom. The last possible point to make a stop, they'd be a good area to stock up on supplies, and if you're lucky you might even have the chance to meet and hire one of the whalers who claims to have seen this new land. At the same time though you would be delayed, and as always there is the risk that some of your men might get into trouble there, or even choose to leave altogether.

---

Will you make a stop at the Dawn Sisters?

>A.) Yes
>B.) No
>C.) Other (Write in)
>>
>>4106292
>>A.) Yes
>>
>>4106292
>A.) Yes
>>
>>4106292
>A.) Yes
>>
>>4106292
>>A.) Yes
>>
>>4106292
>A.) Yes
>>
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>>4106300
>>4106301
>>4106302
>>4106792
>>4106830


The Dawn Sisters are by far the most isolated corner of the kingdom, at least until your colony of course, presuming it's successful. Conquered 154 years ago in the days of King Tekkil, they have often been referred to as "Tekkil's folly" and for good reason. His motives in acquiring them seem to have been little more than vanity, for there were no resources on the isles, no valuable strategic points, and only a scant population of primitive islanders in rude stone huts, fishing in flimsy little rafts but otherwise bound to their island. It's a wonder they ended up there in the first place.

Even now as your ship pulls into the small harbour it is a dismal little place, the "town" that forms its capital a huddle of wattle-and-daub dwellings, with the occasional construction of brick or stone here and there. Given the distances involved, the reigning lord is only thinly connected to the rest of the kingdom, visiting the capital only occasionally. About the one source of income the isles do have is whaling, and indeed it was from these parts that the first tales arrived of strange lands beyond the sea. Quite frankly you doubt many of the people living here have ever seen a mainland in their lives.

Still, your crew and those you have with you are nonetheless glad to finally get back onto the shore. The islanders cluster about with curiosity and interest in their eyes, for doubtless this is the first time in a long time that they've received visitors from the mainland. Feeling their stairs on you, you wonder if they've even heard of a Nephil (You wouldn't put it past them not to know who the king is, with their isolation). Although you see quite a few individuals with looks indicating mainlander descent, there still remain quite a number with the round chubby faces, large nostrils and wide-set eyes of the original islanders.

A distant, isolated place alright. And to think that they'll be positively close compared to where the new continent is meant to be. For one of the first times you realise just how truly isolated you and your colony is likely to be, even presuming all goes successfully.

---


What will you do, now that you're here?

>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>B.) Attempt to obtain supplies of food and drink for the voyage
>C.) Attempt to obtain supplies of goods and raw materials for the voyage
>D.) Wander idly about the town and island
>E.) Attempt to arrange an audience with the reigning lord
>F.) Other (Write in)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>B.) Attempt to obtain supplies of food and drink for the voyage
>>C.) Attempt to obtain supplies of goods and raw materials for the voyage
Why not all three?
>>
>>4107492
>>A.) Try to find out more about your destination (Perhaps even a whaler whose seen it)
>>B.) Attempt to obtain supplies of food and drink for the voyage
>>
>>4107501
>>4107505
>>4107510
>>4107979
>>4108427

Although you spend some of your time at the Isles buying various supplies, your main priority is obtaining more info on the land that you're meant to be ruling over. After all, knowledge is power, and what better place to obtain knowledge than the very place from whence the tales came in the first place? Thus it is that you find yourself wandering through the docks, taverns and markets, speaking to the various islanders about what exactly they know about this strange continent.

Most of the stories you hear are second-hand at best, but although they differ little from what you already knew they certainly fill in detail. It seems that there are cases of individuals claiming to have seen these lands going back several decades - fishermen who got lost in storms, whalers who travelled further than most and so on. Nonetheless though, they have been rising as of late, as sailors are forced to travel ever further out to sea in order to obtain catches as the waters closer to the isles grow gradually more sparse. Even so though, with the fact that it can take more than a month to reach them, such individuals that see these lands remain few and far between, and you can't find any yourself for all that you try.

Although for the most part the seas on the way there are empty, there are occasional small islands. Although most of these are barren or sparse, there are a few which take on a more intriguing form: stacks of stone columns which rise high into the sky, like towers from some great city. Inhabited by dark birds of unusual size, the coasts around these stacks are said to be rich in valuable minerals, stones and washed up artefacts, but actually collecting these are difficult - the dark birds of unusual size are protective of their territory apparently.

As for the continent itself, its climate varies. Whalers who ended up in the north claim that it is a rocky and mountainous land, sparse of wood and vegetation, although that doesn't stop it from holding an array of lifeforms, including a queer hopping bird half the size of a man. Further south however, where fishermen have travelled and occasionally even landed in order to rest, it is a warm and verdant land of thick forest, although the interior is too dangerous for most to penetrate, and those who do refuse to speak of what they've seen.
>>
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By far the most interesting story you hear though is that told by an aged sailor in ragged clothes. What parts of his face that aren't concealed beneath a thick, wiry layer of iron dark hair are strewn with scars and wrinkles, and his voice is so thick with accent and drink it's a difficulty to tell what he's saying. Yet even in spite of this, you found it worth it to listen anyhow.

"Wossan, eh? Now aye, i' were in me ol' pa's time - great fella 'im, great fella. Yeh've 'eard the ol' story an' all that, whalin', whant too fa', yeh yeh yeh... bu' yew ain' 'erd nuffin' like dis."

A strange expression crosses the man's face. "Der's men out on dem shores. M' pa, 'e saw boats when he was there - big 'uns! Sails, outriggers, th' works. Wha's more, 'e met th' folk. Queer people 'e said, sharp'n long faced 'e said, with skin like bone so pale 't'was. 'Ad a funny lang'ge 'e said, couldn' unnerstan' a word. No me'al tho, but they were mighty in'ersted in 'is! 'Ere..."

He shuffles through the pockets of his filthy garments, before finally withdrawing his hands clutching a strange object. Off-white and not even the length of one of his fingers, the artefact is nonetheless beautifully and intricately carved, made out of whalebone if you had to guess. The man smiles as he sees your reaction.

"Aye, though' y' migh' be in'ersted. Traded fer it 'e did, fer cooking pots! Cooking pots! Folk loved 'em, 'e didn' think they 'ad any iron a' all, not even bronze. Plen'y o' dese tho! Only go' a couple left..."

Suddenly, he shoves the pendant into your hand, closing your fingers around it with surprising strength. "'Ere, take it, take it! Yer goin' aroun' those parts, aincha? Who knows, migh' e'en see em, eh? Say 'ello for me, will y'? Ol' Blood's son says 'ello! Ah'd go with y', but ahm no' as young as ah used to be..."

He falls into wistful silence, and you take the chance to leave, buying him a drink before heading off back to the ship.

---

Some hours later, you sit in the cabin of your ship, looking at the trinket as it rests in the palm of your hand. You were expecting that the continent wouldn't be empty - people had spread everywhere else after all, even the Dawn Sisters. But to hear stories of its natives, to have the very proof rest in your hand? You never dreamed of such a thing, not before you set foot on its shores anyway. In your hand, lies an object made by a man, like any other amongst your crew, who was born, lived and likely died on a completely foreign sores, never hearing of the kingdom, of the Talhukkas, of the Nephilim.

Almost humbling.

You've been at the Dawn Sisters for about a week now, and although there have been a few fights here and there, your men have mostly stayed out of trouble. You've got some much needed rest before the true stretch of your voyage commences, you've found information, you've even managed to get a few supplies here and there. What will you do now?

>A.) Set sail
>B.) Stay a little longer
>C.) Other (Write in)
>>
>>4109089
>>A.) Set sail
>>
>>4109089
>A.) Set sail
>>
>>4109089
>>B.) Stay a little longer
if w have more room on the ships, try to get more people to come with us
>>
>>4109089
Supporting >>4109621
>>
>>4109095
>>4109132
>>4109621
>>4109718

Anyone feel like breaking this tie? If not, I'll roll in an hour.
>>
>>4109089
>>B.) Stay a little longer
better properly stock on supplies
>>
>>4109621
You have my vote!
>>
>>4109621
Supporting.
>>
>>4109095
>>4109132
>>4109621
>>4109718
>>4110177
>>4110782
>>4111792


So, I was rolling for the result, and there was a literal nat 100. I've been running quests here for over a year now, and that's the first time that's ever happened. Seems the right choice was definitely made.

Result should be coming later on today! Sorry for my absence yesterday.
>>
>>4111940
Sweet
>>
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>>4109095
>>4109132
>>4109621
>>4109718
>>4110177
>>4110782
>>4111792

Eventually, you decide that you may as well remain at the Dawn Sisters for at least a little while longer. After all, it isn't like you're in much of a rush, for the continent isn't going anywhere that's for sure. Besides, even though you've managed to attain a fairly respectable complement of colonists coming with you, there's still room on your ships for more, and as long as you have the supplies to feed them, the more the merrier as far as you're concerned. All it means is a greater amounts of subjects under your new domain after all.

Thus it is that over the next few weeks your fleet stays docked as you and your crew wander about the town, attempting to recruit people to your cause. As expected, most people are attached enough to their homes here that they choose to stay, but even so you receive enough people willing to join you that you actually manage to fill the ships up to full capacity. Better yet, not all of them are mere unskilled labourers - a fair few are fishermen, craftsmen and even builders too, not top experts but skilled enough at their crafts anyhow. Whilst this may negatively impact how long you can actually last at sea, you've at least been able to stock up on supplies enough that you ought to last a month, maybe even a month and a half should you be willing to stretch out your supplies.

Perhaps your greatest acquisition of all though is a sailor with the curious name of Ellin Gorvallik. His accent is strange, but even more striking is his appearance, grizzled, rough and scarred, yet with the kind of finely made clothes that indicate clear wealth whilst still being as practical as possible. However strange and rough he may look, he's certainly done well for himself. Yet it's not any of that which so fascinates you about the sailor, but rather the tale he tells.

For Ellen Gorvallik has been to the new continent. And not just once, oh no. If what he says is true, he has made multiple journeys to that strange land and back, exploring its coasts and interior, even interacting with a few of the natives. On your journey he'd be an invaluable source of information, able to help you not just with reaching the continent, but surviving it once you're actually there.
>>
On that final day as Gorvallik boards your ship, you remain more thankful than ever that you waited here. Still, a nagging question plague you: why did he choose to join you? What reason did he have, what aims? And what are his intentions? The truth is you simply don't know. All you do know is that he's a part of things now, and one ought not to look a gift horse in the mouth.

Nevermind that, a more important question awaits you now. What kind of path do you want your journey to take?

>A.) The fastest route possible to the continent, no matter what may lie in the way
>B.) The easiest route, one that may be slower, but at least has the least risk of a storm, gale or worse hitting your fleet
>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112372
>>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
>>4112375
>>C.) An island hopping route, one which may be the slowest of them all, but will also potentially give you the option to stop, stock up on supplies, mayhaps even find a place to return to later
>>
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>>4112401
>>4112416
>>4112432
>>4112465
>>4112467
>>4113794
>>4112653

Ultimately, you decide to go with the safest option. An island hopping route might not be the fastest way to get to the continent, indeed it'll be anything but, but what it may lose you at time it ought to make up for in the opportunity it will give to stock up on supplies and fresh water, vital things on a journey the potential length of which you are only somewhat aware of.

Overall, the first month or so of your voyage goes even better than you'd expected all things considered. For the most part, though not always of course, the weather was clear and allowed for smooth sailing. Gorvallik's expertise helped you greatly, but even aside from him your sailors did fairly well for themselves in navigating. Although none of the islands you stopped off at were particularly noteworthy or substantial for colonisation, you were at least able to obtain fresh water and a certain amount of meat and other foods to supplement your supplies and keep you carrying on.

A smooth journey so far, but not particularly noteworthy. However, that has come to change today.

At first, all the signs seemed simply to point to another island, but even from the distance you could tell that this one was different. Pure white, it seemed to rise high up into the air, visible from a long way away. A sea stack perhaps, maybe even a mountain of some kind. But as you at last approach closely to it, you see it is none of these things at all, but rather something far stranger.

Stacks upon stacks rise up into the air, an assortment of columnar structures of varying height and thickness piled atop each other that at their smallest are the size of a house, and the largest of which are greater than a castle keep in scale. Perfectly smooth, their material is a uniform white stone, gleaming in the light where there isn't vegetation growing across it. Around the summit you see the silhouettes of great dark birds larger than a man (Perhaps even the size of you) circling about. By contrast, the lowlands surrounding the formation are comparatively small in size, though still more than large enough to house a small town. Certainly enough to land your ships there at least.

---

Do you land?

>A.) Yes
>B.) No
>C.) Other (Write in)
>>
>>4114213
>>A.) Yes
>>
>>4114213
>>A.) Yes
>>
>>4114213
>>A.) Yes
>>
>>4114213
>A.) Yes
>>
>>4114213
>>A.) Yes
>>
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>>4114224
>>4114227
>>4114234
>>4114267
>>4116182

You decide that the best thing to do would be to land your ships at the island itself. After all, whatever its strange formations may be, an island is an island, and with any luck it ought to have enough fresh water, food and potentially even raw resources to help bolster your supplies for the next leg of the voyage. Thus it is that you sail around until at last finding a good area to moor your ships, before at last embarking upon dry land.

It only takes a few steps for you and your crew to already notice something unusual: jewels. Glass. Crystals. All these and more litter the beach amongst the pebbles, most naturally smoothed and eroded by time, but a few bearing strange angles and shapes that you would almost call hand crafted if you didn't know any better. Sailors eagerly pick them up and stuff them in bags and sacks, whilst the further inland you wander, the closer you get to the mysterious stacks, the more numerous they become.

This close to them, you are truly able to appreciate the bizarre formations that the stacks truly are. The pure white stone is unlike any you have ever seen or heard of before, and is completely and utterly bare and smooth across its surface, with the exception of strange patterns of grooves, notches and recesses, the purpose of which you truly cannot tell. From atop them, the birds sit: great, shaggy dark creatures, unnervingly still as they watch you and your sailors. From this distance it's hard to tell, but you get the feeling that if you were to look into one of their eyes, they would not merely be the eyes of an ignorant beast - there would be something looking back out at you.

A strange place indeed this island is.

---

What do you want to primarily focus your efforts here on? Pick two.

>A.) General exploration of the island
>B.) Searching for and gathering fresh water
>C.) Searching for and gathering food
>D.) Gathering jewels
>E.) Searching for and gathering raw resources
>F.) Attempting to find a way up the stacks
>G.) Other (Write in)
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>>4118450
>A.) General exploration of the island
>F.) Attempting to find a way up the stacks
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>>4118450
>A.) General exploration of the island
>F.) Attempting to find a way up the stacks
>>
>>4118450
>A.) General exploration of the island
>G.) Other try to communicate with the birdies
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>>4118450
>>A.) General exploration of the island
>>F.) Attempting to find a way up the stacks
>>
>>4118450
>>D.) Gathering jewels
>>E.) Searching for and gathering raw resources
>>
>>4118450
>>>A.) General exploration of the island
>>F.) Attempting to find a way up the stacks
>>
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Incidentally I am still around, just haven't had the time to update the past couple days. Don't worry questers, I haven't abandoned you yet!
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>>4122539
Hope so!
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>>4122539
Right on. Have been enjoying this. Hope to see you back soon.
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>>4118497
>>4119272
>>4119389
>>4121610

A fairly large contingent of your men choose to set out exploring the island, as expected. Overall, you find it to be a relatively sparse place - the greenery is mostly limited to small, low-lying plants and vines, with even the largest being no more than waist high and none much good for eating. They do however discover a curious type of ground dwelling creature that feeds upon these plants and, with its flattened teeth, scaled snout and green-brown feathers that afford it camouflage against the ground, almost seems a bizarre meld of bird and reptile. Easy enough to capture, they allow your men to fill up the food stores and provide a fresh source of meat, whilst a few small streams here and there are used to stock up on fresh water. Other than that though, you find little of use or interest, other than of course the jewels and crystals which litter the shores.

Your attempts to have men scale the stacks however doesn't go nearly so well. The recesses and notches along their surfaces provide good enough handholds for climbing, and at first things go very well indeed. The closer they get to the top though, the more attention the birds pay to them, circling ever closer, gathering ever more numerously atop the columns. When the climbers are about 3 quarters of the way to the tops of these columns, they attack.

Swooping down, they scratch, peck and bite, all the more formidable for their size, a few even outright attempted to pull your men from the columns and throw them down. The luckier of your men climb back down as quickly as they possibly can, and thus escape only with injuries and wounds from the attack. The unlucky, whether due to fatigue, being pulled off or simply hit atop the head by the rocks and stones the birds hurl down, fall to the earth. And from heights like that, there is little hope for survival.

Amongst the stones thrown at your men by the birds, many appear to have been crudely and artificially shaped into points and edges. With many survivors claiming to have seen genuine hatred in the eyes of those great, dark creatures, you remember what you yourself thought as you looked out at them when you first arrived, and wonder again at what minds they may have.

The day has been both glad and bitter, a mixed bag in the truest sense of the word. You have found meat, fresh water, stocked up on your supplies whilst managing to fill up your cargo hold to boot. Yet you have failed in trying to ascend even one of the columns that make up the stacks, and in your efforts have only caused death and injury.
>>
Your people argue amongst themselves about what course to take now, and look to you for guidance. What shall you decide?

>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
>B.) Stay, and continue attempting to scale the stacks. There can't be any turning back now.
>C.) Leave, but attempt to kill as many of the birds as you can first. Your men must have their revenge.
>D.) Other (Write in)
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>>4126003
>>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
>>
>>4126003
>>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
We will be back...
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>>4126001
>>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
>>
>>4126003
>>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
>>
>>4126003
>>A.) Leave these shores and continue on the journey. You have obtained what you need, and why risk further casualties?
>>
>>4126010
>>4126013
>>4126071
>>4126081
>>4126098

You decide to leave this place and continue on your journey. After all, you got what you came for - food, fresh water, and you were even able to acquire a fair amount of precious jewels, glasses and crystals too, always a useful thing. Yet men have been seriously injured here, men have died here. To stay any longer is simply to stay for no purpose other than to invite yet further catastrophe upon your expedition. Some of your people may grumble about it and desire revenge on those damned beasts, but they will simply have to wait. For now, you sail.

For another month you travel, and though tainted with the bitterness of those who have been lost, your spell of relative good luck otherwise continues. The weather is fair, the directions you are to travel in clear, and though absent of jewels (And thankfully, dark birds of unusual size), the islands you encounter nonetheless harbour fair amounts of material in the form of food and fresh water for you to fill up your supplies. They're gradually running out to be sure, you can't sustain this voyage forever after all, but they're bound to last a fair while yet.

Now though, another important matter awaits your attention. According to Gorvallik, by now you are beginning to draw close to the continent, close enough that it's time to make the decision of which direction you want to go in, in order to land at an ideal place to establish your new lordship.

On your current and most straightforward course, or so he says, you are likely to eventually arrive at a mild region with thick, dense woodland. Though there is unlikely to be any shortage of food or building materials, there is also no shortage of predators and dangerous plants and animals - not to mention the fact that there are apparently men living in the interior, although of them he is unwilling to say much other than that they're a far enough distance from the coast not to be an immediate concern.

If you were to travel further north however, the trees would thin out and the landscape would grow hilly and mountainous whilst the temperature reduced. The waters are rich enough in fish, and there may well be untapped resources in the mountains. The natives are fairly dispersed, most living off of the fish (Even whaling in the particularly northern areas) in semi-nomadic groups, although a few have established permanent settlements and villages around particularly worthwhile fishing grounds.

Finally, southeast of the woodland is a rather more warm and temperate region of plains, ideal for farmland apparently. However, the natives clearly think so too, and this area is supposed to be the most settled of the lot, with numerous villages, towns, even cities. Establishing a foothold there would be much more difficult with all the competition you'd be facing, though apparently he himself has visited enough of these settlements to be able to give you a better overview should you choose to land there.
>>
Where will on the continent you set your course to?

>A.) The dense woodland
>B.) The northern highlands
>C.) The rich plains
>D.) Somewhere else (Write in)
>>
Probably going to head off for the night fairly soon, but if anyone wants to vote feel free, as I ought to be able to complete one more update before leaving in that case.
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>>4126309
>A.) The dense woodland.
Seems like a good, yet risky option. Highlands definitely seem to have potential, but building material seems a bit too scarce.
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>>4126312
>>A.) The dense woodland
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>>4126312
>>A.) The dense woodland
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>>4126312
>>B.) The northern highlands
i like nomad neighbours better
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>>4126312
>>A.) The dense woodland
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>>4126496
>>4126557
>>4126877
>>4127115

Ultimately, you decide upon the dense, mild woodlands. Whilst they may certainly be dangerous, there will be no shortage of building material and the potential threat and competition from any nearby natives seems like it will be quite reduced indeed. As such, there is no real need to change your course as you instead continue on your route, hopping from small island to small island, drawing ever closer to the continent.

For the first time since you started this journey, your run of good luck with the weather and the conditions you find seems as though it is beginning to run short. It isn't disastrous by any means, but the wind blows into your sails less strongly, the skies cloud and darken ever more often and the very islands themselves grow sparse, both in number and in supply sources. Even with the relative safety provided by Gorvallik's knowledge of the sea routes to the continent, morale is decreasing amongst your men, especially when the supplies themselves gradually run short.

At last though, there is salvation, for after 3 weeks you at last sight land. And not just any island oh no, for this land is large, stretching all the way from horizon to horizon. Difficult as it is to believe after having been at sea for so many months, you have finally done it: you have arrived at the fabled continent itself.

As the news begins to spread, the sailors cheer and cry out in joy, glad that their journeys have not been in vain. As you draw close to the shore, you find it to be exactly as Gorvallik had said - a thick, dense woodland of great trees unlike any you had ever seen at home. Of the interior you cannot say much for light fails to penetrate it, whilst the coast is steep and rocky, possible to make a landing at but not exactly ideal.

---

What will you do? (Pick two)

>A.) Sail up and down the coastline, exploring it for any features of note or ideal places to land
>B.) Send out scouts to explore the interior of the forests so you can know at least a little more about the place you shall be inhabiting
>C.) Land at the shores, and have all your men disembark. No reason to keep them on the ship when dry land is so tantalisingly close after all
>D.) Try having those of your men skilled enough do some fishing along the coast. You may as well stock up on supplies
>E.) Begin organising a celebration to commemorate your landing.
>F.) Other (Write in)
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>>4127379
>>A.) Sail up and down the coastline, exploring it for any features of note or ideal places to land
we need to fins a good place for our future harbor
>E.) Begin organising a celebration to commemorate your landing.
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>>4127396
+1
>>
>>4127379
>A.) Sail up and down the coastline, exploring it for any features of note or ideal places to land
>C.) Land at the shores, and have all your men disembark. No reason to keep them on the ship when dry land is so tantalisingly close after all
>>
>>4127396
This.
>>
>>4127379
>>A.) Sail up and down the coastline, exploring it for any features of note or ideal places to land
>>D.) Try having those of your men skilled enough do some fishing along the coast. You may as well stock up on supplies
Let's celebrate after we're finally settled
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>>4127379
>>A.) Sail up and down the coastline, exploring it for any features of note or ideal places to land
>>B.) Send out scouts to explore the interior of the forests so you can know at least a little more about the place you shall be inhabiting
>>
>>4127396
>>4127405
>>4127656

Though there's certainly nothing massively wrong with landing at your current area, there's no denying that it isn't exactly ideal - a steep, rocky coast, difficult to land at and embark upon. And given your lack of experience in these parts, it'd be best to at least try getting off to a good start. Thus it is that you send several ships to travel up and down the coastline in the hopes of finding a more amenable place to land, an action spurred on by Gorvallik's recollections of a natural harbour in the area, though it has been some time since his last visit here.

Although it takes some time, the ships taking a week before they return, they do indeed confirm Gorvallik's claims. A relatively short distance along the coast, only a couple of days worth of travel, lies a deep, sheltered bay, a natural harbour as he suggested. A large river flows into it, and though there is a stretch of sandy beach, the dense forest remains thick and close. Still, if one thing is for certain it's that it sounds a far better place to land your ships, mayhaps even start your colony, than where you currently are.

The attempts at organising a celebration however don't go quite so well. The vast majority of the alcohol was consumed on the voyage itself, as was any actually appetising food, and moralising a sight as land at last has been, it was somewhat dampened by the fact that you're still stuck on your boats, not to mention all the deaths and injuries that had to happen to reach this place.

Still, even sombre and subdued as it is, the celebration goes ahead, and a few people even manage to enjoy themselves. Food and drink is shared amongst the crew in larger quantities than they've ever had in their rations over the voyage, gifts are distributed and the Rimward banner is prominently displayed. Overall, it didn't go nearly as well as you hoped it might, but it wasn't quite so awful as it could've been either.

---

What will you do? (Pick two)

>A.) Send out a party of scouts to attempt to explore inland
>B.) Disembark at your current area
>C.) Travel to the natural harbour
>D.) Travel to the natural harbour, and disembark
>E.) Try having those of your men skilled enough do some fishing along the coast
>F.) Other (Write in)
>>
>>4131431
>C.) Travel to the natural harbour
>E.) Try having those of your men skilled enough do some fishing along the coast
>>
>>4131431
>D.) Travel to the natural harbour, and disembark
>E.) Try having those of your men skilled enough do some fishing along the coast
>>
>>4131431
>A.) Send out a party of scouts to attempt to explore inland
>C.) Travel to the natural harbour
>>
>>4131431
>D.) Travel to the natural harbour, and disembark
>E.) Try having those of your men skilled enough do some fishing along the coast
>>
>>4132180
>>4132315

There's no doubt about it - the natural harbour your men found is a far better location to set up camp than where you currently are. Shortly after the celebration comes to a close, your ships set out under the direction of those sailors who discovered the place, and after 2 and a half days you arrive. What you arrive to however is quite the shock indeed.

There are already people there.

A small camp of tents is set up along the shoreline, fishing from the river. They are a curious enough folk, even from a distance you can tell that - tall (By human standards) and well proportioned, their skins are pure ivory and contrast strongly with their glossy, raven dark hair, shaved in such a pattern as to leave one half bald and the other long, hanging down to their shoulders or below. Their clothes appear sewn out of the skin of some unknown animal, and a small number wear ornaments and necklaces out of what appears to be bone.

Beyond that though you cannot say, for the moment they see your ships they immediately retreat to the woods, never to come out for the remainder of the time since. After a few days, your men finally gather the courage to disembark, piling out onto the shore with relief at the chance of finally being on land, and with any luck for an extended period too.

Thus it is that at last, over the proceeding weeks, the first settlement of your lordship (If it can even be called that) begins. Numbering around 800 people or so, right now it isn't much, merely a scattered assortment of tents and whatever ramshackle dwellings they could make up from the ship's supplies. Those of your men skilled enough took to fishing along the river and coast, and found a most delightful discovery indeed: the waters here are swarming with fish, large healthy things that can be caught with ease, and in large enough supplies that with careful management you could potentially sustain your entire colony off of them as it stands.

All the while, you see not a trace of the natives you first encountered, but for the occasional glimpse of white in the trees. But you can feel their eyes on you, watching you, examining you, and in the mornings their footprints have even been discovered in the sands, frighteningly close to your shelters (If it can indeed be called that). Yet not one man heard nor saw a single thing.

---

What will you do? (Pick two)

>A.) Attempt to establish contact with the natives
>B.) Explore your local area
>C.) Send ships to scout up and down the coast
>D.) Scout the interior of the forests
>E.) Organise settlement infrastructure
>F.) Establish a militia/guard
>G.) Other (Write in)
>>
>>4133111
>E.) Organise settlement infrastructure
>F.) Establish a militia/guard
>>
>>4133111
>>A.) Attempt to establish contact with the natives
>>F.) Establish a militia/guard
I'm all for peaceful relations with them, though they certainly seem wary. Should consult Gorvallik for advice on the matter, he has met some groups before, if my memory serves.
Scouting the interior of the forests seems like a good move, but could be at risk due to an ambush. Either natives or a large predator. If peaceful contact can be established, then the risk should diminish substantially.
Having a standing guard would remain a good fallback option if the contact option ends poorly.
>>
>>4133111
>E.) Organise settlement infrastructure
>F.) Establish a militia/guard
>>
>>4133111
>>E.) Organise settlement infrastructure
>>F.) Establish a militia/guard
>>
>>4133111
>>>E.) Organise settlement infrastructure
>>>F.) Establish a militia/guard
>>
>>4133111
>A.) Attempt to establish contact with the natives
>E.) Organize settlement infrastructure
>>
>>4133111
>>E.) Organise settlement infrastructure
>>F.) Establish a militia/guard
>>
>>4133156
>>4133208
>>4134019
>>4134024
>>4134075

Though you have yet to face any outright threats, you nonetheless determine it about time to establish a proper militia to defend you and your colony from external threats. You likely would've chosen to do this at some point or another anyhow, but the continuing presence of the natives at the outskirts of your settlement has spurred you on to action. Whilst they haven't shown any signs of outright hostility yet, it's better safe than to be sorry, especially with a situation as fragile as yours is right now.

Thankfully, it is here that you have become quite lucky indeed. Though you have no knights on your voyage, it turns out you actually have quite a number of experienced warriors, many of whom have even brought along their old equipment - armour, weaponry, the works. These men form the backbone of your new militia, patrolling the outskirts of your settlement (If it can even be called that in its current state), maintaining order and even training more of your people in the arts of combat.

You can only hope you will never have to use them.

---

Additionally, it hasn't escaped your attention that as it stands your current settlement is more than a little... rubbish. Right now it is little more than a loose, disorganised encampment of tents and shanty shelters scattered along the riverside and beach, with no semblance of organisation or any of the qualities that make a proper town. You've seen better looking settlements inhabited by the southern barbarians for goodness sakes, and those uncivilised savages hardly even count as part of the kingdom!

No, something will have to be done. You will organise this place, you will make your new home something to be proud of. But even so, you know full well that stretching your resources thin as you try to make everything perfect will do you no good. No, you will have to concentrate, specialise to make your town the best it can possibly be.

What aspects of your settlement's infrastructure will you focus on in particular? Pick two.

>A.) Fortifications. You need to defend yourselves after all, not just from potential invasion but wild animals too. As the old saying goes, it is the wall that makes the town (Though some traders and merchants care to disagree)
>B.) Planning. You cannot allow your settlement to be the disorganised monstrosity that is is. It must be neat, orderly, the very image of stability.
>C.) Housing. You can't live in shanty huts like barbarians, you need proper buildings, proper dwellings to live in and shelter under. Plus it makes the people happy.
>D.) Palace. More than likely you'll relocate to your castle once you build it, but for the time being a great home is the sign of a prestigious leader, and you are determined to reinforce your position over these people.
>E.) Industry. Butchers, fishers, craftsmen, etcetera... you'll need them all if you want to establish a thriving settlement. And why not start off early with production?
>>
(Note: All of the infrastructure aspects will have some level of development. These are just the ones you want to focus on in particular.)
>>
>>4136709
>>A.) Fortifications. You need to defend yourselves after all, not just from potential invasion but wild animals too. As the old saying goes, it is the wall that makes the town (Though some traders and merchants care to disagree)
>C.) Housing. You can't live in shanty huts like barbarians, you need proper buildings, proper dwellings to live in and shelter under. Plus it makes the people happy.
>>
Also, given that we'll be soon entering the proper rulership aspect of this, I may as well ask you guys a question: just how abstracter or not do you want this to be with regards to stats, numbers and the like?

Essentially, do you think it'd be best to have full on production/growth calculations with exact stats, a more abstracted system of influence, goods, etc (A la Elf Lord), or something different entirely?
>>
>>4136839
Abstracted like Elf Lord sounds good
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>>4136838
Supporting
>>
>>4136839
I would probably lean more towards an abstracted system.
>>
>>4136846
>>4136853

I'll be sure to keep that in mind.
>>
The first order of the day is fortifications. Though sadly you don't have any large scale access to stone to construct something proper, one thing you certainly don't have any shortage of nearby is wood. Getting your men to work, you begin to fell the trees that grow thick and dense near your site and construct walls around your settlement with the aid of whatever builders and carpenters you have on hand. Eventually, it is completed: a tall, reinforced wooden palisade entirely encircling the entirety of the settlement but for the river, a single gate allowing entrance and exit and even a walkway around the top. Modest perhaps, but it's made well and serves its purpose.

As well as that, housing is another important matter you set your mind to. After all, you can't simply have your subjects living in tents and shanties, can you? Thankfully, once again you benefit from having no shortage of raw materials nearby, as logs, twigs and mud are brought in to begin construction. The resulting dwellings are modest things, huts of wattle and daub with thatched roofs of leaf and grass, but they're a step up nonetheless and you even manage to get enough built for the entire population to move into them, completely leaving behind the old tents and shanties.

In terms of organisation though, the settlement remains as chaotic as ever. Though some effort is made, more the most part houses and dwellings seem randomly scattered about within your walls, some clustered together, others far away from anything else. Actual streets, districts or anything of that nature are practically nonexistent. The same can be said of industry - fishermen make their catches along the riverside, those with productive skills occasionally make use of them, but no actual industrial base as yet exists in your settlement.

As for your own accommodations, they are hardly less modest than those of your subjects. Build in the same manner with the same wattle, daub and thatch, their main difference is simply one of size, being more than double that of the rest of the huts and separated into 3 rooms instead of just 1. You even have a few pieces of furniture you took with you on the voyage, though even they don't amount to much. Overall, better than those of your subjects, but not exactly the sort of prestigious standards expected of a lord.

---

As you stand atop the palisade walkway one day and look out at your small settlement, you suddenly realise that this is it, this chaotic town of mud and wood that you have built. Your family has been left behind, your long voyage come to a close, the very first days of construction over. This is what it has all been leading up to. You look down on what is now your town, your people, your lordship.

A new chapter of your life has begun, one where you are no longer Rakkul the Bastard, or Rakkul, Hekkil's son, but Lord Rakkul Rimward.

And your rule has just begun.
>>
OOC: Aaand, that's it for this thread! The first phase of our journey has ended, and over the next few days I'll be working out the details of this and how things are going to work, before we move into our career as an actual lord managing our domain.

What are your guys' thoughts on this so far? Any comments, or suggestions for that matter?
>>
>>4137114
I'm enjoying it so far. Looking forward to next thread!
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>>4137166
Same here
>>
>>4137114
i'll give it a meh+ for now
more frequent updates would be welcome
>>
>>4137644

Fair do's. Update frequency has always been a bit of a weak point of mine in my time QMing, but hopefully it ought to be a bit better from now on.

---

Also, would anyone like to suggest a name for our settlement? If not, I'll just come up with one myself by next thread.
>>
>>4137895

Bugger, forgot the name. 'Tis me.



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