7336
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7337
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 02, 2018, 04:22:14 pm »
You decide to sell it locally to your nobles and merchants. This will provide profits and might even placate them sometimes.
Merchants arrive from the south, having finished the lengthy caravaning and bringing profits to the Treasury! The Treasurer is very happy, as they almost match the profits brought by silver bullion from the mines!
Several days later, little Owyn, heir to the Throne of Methiant, falls ill with the dreaded swamp fever!
The little boy fought bravely, but the vile sickness took him away from his mother's warm embrace.
The council gathers and you must make a decision. While it's not in any way official, your courtiers have this unspoken agreement that the drunk Saenn wouldn't do well on the throne, and some believe that with death of Owyn, Herta stopped having any say on Methiantese politics.
Therefore, you decide to choose...
A) Eivan as the heir to the throne of Methiant!
B) Saenn, because his alcoholism is only temporary!
C) Ustwelf! Recall him to Methe and appoint him as your heir!
D) Herta as a proof that stinkin' conservatives are in the wrong!
1159 AD, Summer
Quote
3to5
Merchants arrive from the south, having finished the lengthy caravaning and bringing profits to the Treasury! The Treasurer is very happy, as they almost match the profits brought by silver bullion from the mines!
Several days later, little Owyn, heir to the Throne of Methiant, falls ill with the dreaded swamp fever!
Quote
1to4
The little boy fought bravely, but the vile sickness took him away from his mother's warm embrace.
The council gathers and you must make a decision. While it's not in any way official, your courtiers have this unspoken agreement that the drunk Saenn wouldn't do well on the throne, and some believe that with death of Owyn, Herta stopped having any say on Methiantese politics.
Therefore, you decide to choose...
A) Eivan as the heir to the throne of Methiant!
B) Saenn, because his alcoholism is only temporary!
C) Ustwelf! Recall him to Methe and appoint him as your heir!
D) Herta as a proof that stinkin' conservatives are in the wrong!
7338
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 02, 2018, 03:45:01 pm »
Y'all really, really, REALLY gotta scratch your votes off.
I believe however that settlement policy has won by several votes at least (only elective succession came close) ;v
You decide to Enact Settlement Policy, as well as raise taxes amongst people as the Army needs to suffer money shortages for another year.
The diplomats return! They have managed to establish a trade treaty with merchants of the King of Rucus.
In the same time, the furs arrive from the north; you order them sent to Rucus immediately.
Few days later you receive news from the Orcworld; the fortress has been finished!
First barrels of young wine from Tiftit arrive at your court. A small sampling of the wine makes your courtiers nod in approval.
The question is, what do we do with the Tiftit Springwine, now and in the future?
A) Trade it abroad for profits and fame.
B) Distribute it amongst Methiantese subjects.
C) Sell it locally to merchants and nobles.
I believe however that settlement policy has won by several votes at least (only elective succession came close) ;v
You decide to Enact Settlement Policy, as well as raise taxes amongst people as the Army needs to suffer money shortages for another year.
1159 AD, Spring
The diplomats return! They have managed to establish a trade treaty with merchants of the King of Rucus.
In the same time, the furs arrive from the north; you order them sent to Rucus immediately.
Quote
5to6
Few days later you receive news from the Orcworld; the fortress has been finished!
1159 AD, Mid-Spring
First barrels of young wine from Tiftit arrive at your court. A small sampling of the wine makes your courtiers nod in approval.
The question is, what do we do with the Tiftit Springwine, now and in the future?
A) Trade it abroad for profits and fame.
B) Distribute it amongst Methiantese subjects.
C) Sell it locally to merchants and nobles.
7339
Forum Games and Roleplaying / Re: SPAMKHAN! Khan Fun of Uckargis!
« on: April 02, 2018, 03:09:28 pm »
You ride forth with your father's (or rather, yours now) riders to meet the pretender and crush his face in!
A week later, the hordes of the pretender arrive over the hill!
A) Taunt the pretender to have him attack first.
B) Give a signal and ride forth into glorious melee!
C) Have the riders armed with bows harass the enemy.
A week later, the hordes of the pretender arrive over the hill!
A) Taunt the pretender to have him attack first.
B) Give a signal and ride forth into glorious melee!
C) Have the riders armed with bows harass the enemy.
7340
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 02, 2018, 10:28:54 am »
Oh yeah, this means that I got Economy rating wronk ;v
7341
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 02, 2018, 05:29:51 am »
MILITARY EDICTS:
Matters of military hierarchy, philosophy of war and development of military tech.
-
BUREAUCRATIC EDICTS:
Matters of administration and government.
Issue the Bill of Rights:
A standarized code of basic laws of the common peoples. Even if peasants will have nothing else left, they will always have their basic freedoms, helping ease their minds in times of emergency - and perhaps allow the spirit of liberty and humanism to blossom (for good or worse).
Enact Settlement Policy:
Guarantee that those willing to settle in previously undeveloped lands or territories yet unclaimed by any nation will be given a certain amount of money to help further their effort. However, this might cause a severe drain on the Treasury, especially during times of sudden, mass migrations to the countryside.
Introduce Elective Succession Laws:
Sometimes a firstborn might be below average in terms of his skills to rule the nation, but there might be no other alternatives left, even amongst females. Elective Succession will allow the monarch to select the most skilled to inherit the throne, even a distant (or foreign!) relative of the successor, although this might cause problems with less gifted yet highly ambitious relatives of the next ruler, as well as local nobility.
CULTURAL EDICTS:
Matters of religion, culture and art.
Establish Calendar of Festivities:
Rather than throw a festival every few years to celebrate a bontiful harvest, let's instead establish a cyclic and stable calendar of state-sponsored festivities for the whole year. This will cause a drain on the Treasury, but hey - people love festivals!
Endorse State Patronage of Arts:
To help develop the nation culturally, set aside certain amount of budget money to sponsor sculptors, poets, musicians and painters. It will be a constant drain on the Treasury, but think of how prestigious your nation will become, what with those masterpieces of art popping left and right!
Establish The Royal House of Learning:
Scholars scribbling down books in secluded libraries and scriptories should be a thing of the past! Let's instead establish a centre of learning, where those of intellect can exchange ideas and educate those willing to learn. It will help the nation develop technologically, although maintenance of this beacon of enlightenment will obviously require yearly costs.
---
REVOKE EDICT: Revokes a previously implemented edict, either to cut spending, appease some disgruntled subjects, or both. On the other hand, it might tick off some other peoples, potentially causing a deadly cascade of discontent.
Late Spring, 1135 AD: Established the Fireblood Court:
Creation of a specialized military branch devoted purely to development of Fireblood arms to ensure they are aplenty and of best designs around. This will allow to centralize the production, research and budgeting of Fireblood weaponry rather than having some errant alchemists and engineers running around, trying to make things happen.
End of Year 1135 AD: Proclaimed Religious Equality:
Travelers, merchants, immigrants; they all bring new beliefs and philosophies into the country. Rather than fight those foreign influences, it might be best to allow all peoples free worship on equal level no matter the size and beliefs of the congregation, to help all different worshippers achieve a certain degree to harmony and peace.
End of Year 1139 AD: Established Recruitment Offices:
Mandatory training for youths is a good thing, but after bloodier-than-usual wars, there might be shortage of men to replenish the ranks. If we were to expand on the royal bureaucracy to include offices for traveling civilian recruiters and offer citizenship grants for mercenaries and travelers looking for a new home, our Army could refill its ranks much faster.
End of Year 1140 AD: Established The Council of Statesmen:
Creation of a small council of governmental officials who will be tasked with helping the government run smoother alongside traditional advisors, and, of course, the monarch himself. This will help strengthen the Imperial Authority, even in dire times, and help pass edicts quicker, although giving even more political power away from the throne than in the past might become a source of troubles one day.
End of Year 1142 AD: Established Passage Tax:
All those travelers, adventurers, merchants and others are moving through the country for free! Let's establish a tax for those entering and leaving our country - this will earn us nice profits each year, although it might slow down immigration and convince some merchants to seek passage through elsewhere.
End of Year 1146 AD: Established Diplomatic Corps:
Creation of a small but highly professional cabinet of diplomats and ambassadors that would visit neighbouring countries on regular basis to strengthen ties with nearby rulers and their nobles, and maybe even develop favorable treaties with them.
Summer 1152 AD: Issued the Codex of Training Regimen:
A set of efficient (and slightly draconian) requirements and practices of training to ensure that the Army gets only the best recruits of them all. This will make the Army much better in combat, although there might be a problem to fill yearly recruitment quotas sometimes.
End of Year 1153 AD: Established the Shadowranks:
Politics often involve underhanded tactics. A castle full of commoner staff and visiting foreigners just asks for a disaster to occur. Let's have the military form a professional division of most loyal of soldiers, who would protect the Emperor, his family and important state officials, during the day, night, war, peace, revelries of festivals and monotony of daily life.
End of Year 1154 AD: Established Religion Tax:
Various congregations are given away territories and various tax exemptions for those. With erosion of religious influences upon the state, its prime opportunity to dip our hand into prime source of income that is donations and tithes gathered by those numerous cults present in the empire. It will surely not please them, and, by extension, your subjects.
End of Year 1156 AD: Expanded Primogeniture Law:
A string of bad luck can render a monarch without a male heir or cause succession debates. Rather than risk some unpleasant consequences of such a situation, it might be better to allow a skilled female to ascend to the throne, especially if she is as good at matters of the governance as any other ruler.
Matters of military hierarchy, philosophy of war and development of military tech.
-
BUREAUCRATIC EDICTS:
Matters of administration and government.
Issue the Bill of Rights:
A standarized code of basic laws of the common peoples. Even if peasants will have nothing else left, they will always have their basic freedoms, helping ease their minds in times of emergency - and perhaps allow the spirit of liberty and humanism to blossom (for good or worse).
Enact Settlement Policy:
Guarantee that those willing to settle in previously undeveloped lands or territories yet unclaimed by any nation will be given a certain amount of money to help further their effort. However, this might cause a severe drain on the Treasury, especially during times of sudden, mass migrations to the countryside.
Introduce Elective Succession Laws:
Sometimes a firstborn might be below average in terms of his skills to rule the nation, but there might be no other alternatives left, even amongst females. Elective Succession will allow the monarch to select the most skilled to inherit the throne, even a distant (or foreign!) relative of the successor, although this might cause problems with less gifted yet highly ambitious relatives of the next ruler, as well as local nobility.
CULTURAL EDICTS:
Matters of religion, culture and art.
Establish Calendar of Festivities:
Rather than throw a festival every few years to celebrate a bontiful harvest, let's instead establish a cyclic and stable calendar of state-sponsored festivities for the whole year. This will cause a drain on the Treasury, but hey - people love festivals!
Endorse State Patronage of Arts:
To help develop the nation culturally, set aside certain amount of budget money to sponsor sculptors, poets, musicians and painters. It will be a constant drain on the Treasury, but think of how prestigious your nation will become, what with those masterpieces of art popping left and right!
Establish The Royal House of Learning:
Scholars scribbling down books in secluded libraries and scriptories should be a thing of the past! Let's instead establish a centre of learning, where those of intellect can exchange ideas and educate those willing to learn. It will help the nation develop technologically, although maintenance of this beacon of enlightenment will obviously require yearly costs.
---
REVOKE EDICT: Revokes a previously implemented edict, either to cut spending, appease some disgruntled subjects, or both. On the other hand, it might tick off some other peoples, potentially causing a deadly cascade of discontent.
Late Spring, 1135 AD: Established the Fireblood Court:
Creation of a specialized military branch devoted purely to development of Fireblood arms to ensure they are aplenty and of best designs around. This will allow to centralize the production, research and budgeting of Fireblood weaponry rather than having some errant alchemists and engineers running around, trying to make things happen.
End of Year 1135 AD: Proclaimed Religious Equality:
Travelers, merchants, immigrants; they all bring new beliefs and philosophies into the country. Rather than fight those foreign influences, it might be best to allow all peoples free worship on equal level no matter the size and beliefs of the congregation, to help all different worshippers achieve a certain degree to harmony and peace.
End of Year 1139 AD: Established Recruitment Offices:
Mandatory training for youths is a good thing, but after bloodier-than-usual wars, there might be shortage of men to replenish the ranks. If we were to expand on the royal bureaucracy to include offices for traveling civilian recruiters and offer citizenship grants for mercenaries and travelers looking for a new home, our Army could refill its ranks much faster.
End of Year 1140 AD: Established The Council of Statesmen:
Creation of a small council of governmental officials who will be tasked with helping the government run smoother alongside traditional advisors, and, of course, the monarch himself. This will help strengthen the Imperial Authority, even in dire times, and help pass edicts quicker, although giving even more political power away from the throne than in the past might become a source of troubles one day.
End of Year 1142 AD: Established Passage Tax:
All those travelers, adventurers, merchants and others are moving through the country for free! Let's establish a tax for those entering and leaving our country - this will earn us nice profits each year, although it might slow down immigration and convince some merchants to seek passage through elsewhere.
End of Year 1146 AD: Established Diplomatic Corps:
Creation of a small but highly professional cabinet of diplomats and ambassadors that would visit neighbouring countries on regular basis to strengthen ties with nearby rulers and their nobles, and maybe even develop favorable treaties with them.
Summer 1152 AD: Issued the Codex of Training Regimen:
A set of efficient (and slightly draconian) requirements and practices of training to ensure that the Army gets only the best recruits of them all. This will make the Army much better in combat, although there might be a problem to fill yearly recruitment quotas sometimes.
End of Year 1153 AD: Established the Shadowranks:
Politics often involve underhanded tactics. A castle full of commoner staff and visiting foreigners just asks for a disaster to occur. Let's have the military form a professional division of most loyal of soldiers, who would protect the Emperor, his family and important state officials, during the day, night, war, peace, revelries of festivals and monotony of daily life.
End of Year 1154 AD: Established Religion Tax:
Various congregations are given away territories and various tax exemptions for those. With erosion of religious influences upon the state, its prime opportunity to dip our hand into prime source of income that is donations and tithes gathered by those numerous cults present in the empire. It will surely not please them, and, by extension, your subjects.
End of Year 1156 AD: Expanded Primogeniture Law:
A string of bad luck can render a monarch without a male heir or cause succession debates. Rather than risk some unpleasant consequences of such a situation, it might be better to allow a skilled female to ascend to the throne, especially if she is as good at matters of the governance as any other ruler.
7342
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 02, 2018, 04:55:20 am »
You leave him alone with his new wife, the alcohol.
The thin layer of snow on the cobblestones have already caused several accidents amongst your servants. Curse the wintery frost!
Anyways, here comes the Advisor. Like always, he has Scrolls of Kingdom Status in his hands.
Happiness: 4
Population: 7
Economy: 2
Army: (9)
Imp.Authority: 0
"Our Treasury barely made profits, my liege. The Treasurer is pushing for continuation of limiting of the Army budget, although your officers begin to grumble, as they feel this policy is taking away from their glory. We could also raise the taxes amongst peasantry for a year. The Imperial authority was mended somewhat by disappearance of the ghastly beast, rather than your statesmen' actions."
A) "We can do with higher taxes, but lets restore Army's budget."
B) "Budget cuts and higher taxes is what we need!"
C) "Tax is unnecessary, we will do well with continued budget cuts for the Army."
D) "Neither of these options appease me!"
"Of course the other question is; do you wish to issue an Edict"?
A) "Hell yeah!"
B) "Heavens no!"
1158 AD, End of the Year
The thin layer of snow on the cobblestones have already caused several accidents amongst your servants. Curse the wintery frost!
Anyways, here comes the Advisor. Like always, he has Scrolls of Kingdom Status in his hands.
Quote
2to6
Happiness: 4
Population: 7
Economy: 2
Army: (9)
Imp.Authority: 0
"Our Treasury barely made profits, my liege. The Treasurer is pushing for continuation of limiting of the Army budget, although your officers begin to grumble, as they feel this policy is taking away from their glory. We could also raise the taxes amongst peasantry for a year. The Imperial authority was mended somewhat by disappearance of the ghastly beast, rather than your statesmen' actions."
A) "We can do with higher taxes, but lets restore Army's budget."
B) "Budget cuts and higher taxes is what we need!"
C) "Tax is unnecessary, we will do well with continued budget cuts for the Army."
D) "Neither of these options appease me!"
"Of course the other question is; do you wish to issue an Edict"?
A) "Hell yeah!"
B) "Heavens no!"
7343
Forum Games and Roleplaying / Re: SPAMKHAN! Khan Fun of Uckargis!
« on: April 02, 2018, 04:03:38 am »666 BC*
You're Fun, son of Bug!
Your father died in battle, and you by the law of birth are the new Khan. You're know for your martial skill and your cruel behavior toward weaker kids and dumb animals; you especially love poking things with hot branding iron.
The Khagan, the right hand and advisor to the Khan, brings you news of the recently concluded Counting of Numbers!
Meadows: 5
Riches: 5
Horsemen: 5
Those are mediocre numbers, but you will have to live with these.
666 BC, Spring
Your uncle, Lar, has claimed the title of Khan for himself! With promises of much glory and boasting of being a more experienced leader than some 'whelp' like you, he has gathered some two thousand riders and is riding toward your camps to kill you!
A) I shall ride in front of my army and kill him personally in a duel!
B) My riders will go and destroy him and his army!
C) Maybe he is willing to negotiate some sharings of power?
*
7344
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 06:39:31 pm »
You decide to have a conversation with your son before he slips even further into darkness.
You get nowhere with this. After some slurred yelling, he just leaves for his chambers. Not a long while later you hear he ordered the maids to bring him even more wine.
A) Alright, that's enough. Outta the palace with him!
B) Fine, he can knock himself out with his drinks!
Quote
3
You get nowhere with this. After some slurred yelling, he just leaves for his chambers. Not a long while later you hear he ordered the maids to bring him even more wine.
A) Alright, that's enough. Outta the palace with him!
B) Fine, he can knock himself out with his drinks!
7345
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: April 01, 2018, 06:20:35 pm »
Post-apo with cable robots and warrior birbs!?
Already hooked :3
Already hooked :3
7346
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 06:16:51 pm »
You put the artifacts into the sarcophagus and pull the lid back onto it.
After a moment of thinking, you walk up the stairs. As you emerge into the sunlight, you turn around one last time to peek down the staircase, but the tunnel downwards is gone. The cave is shallow and there's no indication of any hidden tunnel! Even after you dig in the spot you swear should lead you to stairs, you get naught but even more dirt under your fingertips. Very mysterious.
You decide to head home.
You return just in time before the first snowfall, and just as reports from mines arrive; silver ended in the Treasury, while gemstones were sent north.
Glassware failed to bring anything to the Treasury this time.
After you finish your bath, the healers wrap fresh bandage onto your wound, and you finish your evening meal, the guards says that the Wizard has returned for late audience. You quickly arrange a meeting.
He nods at your direction.
"You have done a great honorable deed, human. For that, I shall go and fulfill my end of the bargain. Crystalwater Ironbeak will soon be gone." The Wizard leaves, and the guards say he disappeared into thin air after crossing the moat bridge. Peculiarities keep pilling!
One week later, you receive a report from the southlands; apparently, only moonlit night, the ghostly octopus met and apparently stopped before a lone, hooded traveler. They regarded each other in a fashion, and then Crystalwater turned around.
Your scouts have tracked the beast into Ironbone Mountains before a sudden blizzard made it worse. They lost sight of the octopus somehow, and after the weather cleared, it was nowhere to be seen.
Nonetheless, citizens around the Empire are already celebrating the fact that the monstrosity is gone!
An unfortunate thing befell your family; it seems that during his 'voyages' into political world, Saenn has indulged in way too many parties and social gatherings, and he has developed quite a taste for wine; in fact, he gained a reputation of a drunkard! It does not befit an Emperor's son to be a raging alcoholic, now does it??
A) I've gotta disown this failure of a son!
B) If that's how he has to cope with loss of his family, then so be it.
C) It seems that a heartfelt conversation is long overdue.
After a moment of thinking, you walk up the stairs. As you emerge into the sunlight, you turn around one last time to peek down the staircase, but the tunnel downwards is gone. The cave is shallow and there's no indication of any hidden tunnel! Even after you dig in the spot you swear should lead you to stairs, you get naught but even more dirt under your fingertips. Very mysterious.
You decide to head home.
1158 AD, Winter
You return just in time before the first snowfall, and just as reports from mines arrive; silver ended in the Treasury, while gemstones were sent north.
Quote
1
Glassware failed to bring anything to the Treasury this time.
After you finish your bath, the healers wrap fresh bandage onto your wound, and you finish your evening meal, the guards says that the Wizard has returned for late audience. You quickly arrange a meeting.
He nods at your direction.
"You have done a great honorable deed, human. For that, I shall go and fulfill my end of the bargain. Crystalwater Ironbeak will soon be gone." The Wizard leaves, and the guards say he disappeared into thin air after crossing the moat bridge. Peculiarities keep pilling!
One week later, you receive a report from the southlands; apparently, only moonlit night, the ghostly octopus met and apparently stopped before a lone, hooded traveler. They regarded each other in a fashion, and then Crystalwater turned around.
Your scouts have tracked the beast into Ironbone Mountains before a sudden blizzard made it worse. They lost sight of the octopus somehow, and after the weather cleared, it was nowhere to be seen.
Nonetheless, citizens around the Empire are already celebrating the fact that the monstrosity is gone!
1158 AD, Midwinter
Quote
Tails
An unfortunate thing befell your family; it seems that during his 'voyages' into political world, Saenn has indulged in way too many parties and social gatherings, and he has developed quite a taste for wine; in fact, he gained a reputation of a drunkard! It does not befit an Emperor's son to be a raging alcoholic, now does it??
A) I've gotta disown this failure of a son!
B) If that's how he has to cope with loss of his family, then so be it.
C) It seems that a heartfelt conversation is long overdue.
7347
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 05:00:41 pm »
You consider what could be the third task. An obvious answer; the third and final task, matching with what the Wizard said, is to put the old king's body to rest.
You scoop up the bone dust from the chair and place it into the sarcophagus, and the remainder on the skull on top of the dust. You look at the chair and the two items that remain there.
Out of pure curiosity, you check the crown and the knife; the crown is ancient, and bears the marks of Kingdom of Luathbas! Whether it is ceremonial or regal crown, you're not sure, but you could claim to be restorer of Luathbas with this.
The knife, you pull out, is surely magical or at least from magical metal. It has the polish and sharpness that absolutely cannot belong to a weapon as old as the sheath and the handle would indicate, but there it is, not touched by rust or grime. You wonder if this is Sky Iron, rumored to kill monstrosities and mystical beings. After all, King Feodh did have one, from what you remember from the stories of old.
Ultimately, you decide to...
A) Keep both, Feodh's body has been already put to rest.
B) Return to crown to King Feodh, but he sure doesn't need the knife!
C) Put them both into the sarcophagus, just to be sure.
D) Seize the crown for yourself, the knife can remain here though.
You scoop up the bone dust from the chair and place it into the sarcophagus, and the remainder on the skull on top of the dust. You look at the chair and the two items that remain there.
Out of pure curiosity, you check the crown and the knife; the crown is ancient, and bears the marks of Kingdom of Luathbas! Whether it is ceremonial or regal crown, you're not sure, but you could claim to be restorer of Luathbas with this.
The knife, you pull out, is surely magical or at least from magical metal. It has the polish and sharpness that absolutely cannot belong to a weapon as old as the sheath and the handle would indicate, but there it is, not touched by rust or grime. You wonder if this is Sky Iron, rumored to kill monstrosities and mystical beings. After all, King Feodh did have one, from what you remember from the stories of old.
Ultimately, you decide to...
A) Keep both, Feodh's body has been already put to rest.
B) Return to crown to King Feodh, but he sure doesn't need the knife!
C) Put them both into the sarcophagus, just to be sure.
D) Seize the crown for yourself, the knife can remain here though.
7348
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 04:52:24 pm »
You decide that he must be speaking about his burial place, so you walk up to the sarcophagus and push the lid away. Sure enough, the inside is filled with thick layer of dust, with some cobwebs hugging the walls. With a piece of cloth, you do some cleaning, getting rid of the cobwebs and getting off most of the dust out. You even rub the edges of the sarcophagus for that extra touch.
When you turn around, the old King is gone (and so are the fish-eels). On his chair there's now some bone dust, half a skull, and two curious artifacts; a golden crown, and a small, sheathed knife. Both look rather old.
So, ummm...
A) Aha, this means I did well enough! Time to return home!
B) Did I miss something? Is there another NPC I need to talk with?
When you turn around, the old King is gone (and so are the fish-eels). On his chair there's now some bone dust, half a skull, and two curious artifacts; a golden crown, and a small, sheathed knife. Both look rather old.
So, ummm...
A) Aha, this means I did well enough! Time to return home!
B) Did I miss something? Is there another NPC I need to talk with?
7349
Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 04:42:30 pm »
You decide to rest for the night.
(Supplies:
You wake early in morning, when the skies are still grey and the sun isn't out completely. It's best time to fish, some say at your court.
You spot a black silhouette and stab it, hitting it right where it counts! You pull up the bastard, and notice that it is some hideous breed between an eel and a fish, with its face opening three-ways, exposing three rows of needle-like teeth. A bite from this thing would be hella nasty and you're glad you didn't have to fight it.
The other doesn't show up that easily.
Finally, perhaps in search of its missing compatriot, the fish-eel gets to the shallows and you stab at it, but this time you miss. Much to your horror though, it springs out of the water, clapping it jaws at your face!
Fortunately you manage to cover yourself with your hand. The pain of your flesh being punctured by the needle teeth is terrible, but you gonna shake the beast off!
The weight of the eel and the pain in your hand causes you to lose your balance and you fall into the water!
With some good smacks against the rocks, you knock the fish out. You're feeling terrible, so you drag both fishes out, stab the second one for good measure, and rest to lick your wounds.
(Supplies: 7)
It's evening when you feel well enough to return to the King. You place the fish in front of his seat, and that's when he lifts his head a bit.
"Mm, yes, these will make some good eatin'..." He comments, and again, he freezes in his spot for a lengthy period of time before speaking again.
"My bed is undone... would you kindly clean it...?" The problem is, there's no bed.
A) I had enough of your delusions!
B) Obviously there are more hidden rooms here.
C) Maybe he means his sarcophagus?
(Supplies:

You wake early in morning, when the skies are still grey and the sun isn't out completely. It's best time to fish, some say at your court.
Quote
7!*
You spot a black silhouette and stab it, hitting it right where it counts! You pull up the bastard, and notice that it is some hideous breed between an eel and a fish, with its face opening three-ways, exposing three rows of needle-like teeth. A bite from this thing would be hella nasty and you're glad you didn't have to fight it.
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1
The other doesn't show up that easily.
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4
Finally, perhaps in search of its missing compatriot, the fish-eel gets to the shallows and you stab at it, but this time you miss. Much to your horror though, it springs out of the water, clapping it jaws at your face!
Fortunately you manage to cover yourself with your hand. The pain of your flesh being punctured by the needle teeth is terrible, but you gonna shake the beast off!
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1
The weight of the eel and the pain in your hand causes you to lose your balance and you fall into the water!
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4
With some good smacks against the rocks, you knock the fish out. You're feeling terrible, so you drag both fishes out, stab the second one for good measure, and rest to lick your wounds.
(Supplies: 7)
It's evening when you feel well enough to return to the King. You place the fish in front of his seat, and that's when he lifts his head a bit.
"Mm, yes, these will make some good eatin'..." He comments, and again, he freezes in his spot for a lengthy period of time before speaking again.
"My bed is undone... would you kindly clean it...?" The problem is, there's no bed.
A) I had enough of your delusions!
B) Obviously there are more hidden rooms here.
C) Maybe he means his sarcophagus?
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Forum Games and Roleplaying / Re: SPAMKINGDOM#: Emperor Cyl I of Methiant!
« on: April 01, 2018, 04:19:43 pm »
You decide to fish for the fish before the sun sets.
Grabbing a sharp enough branch, the only fishing tool you can get in this remote location, you enter the shallows of the lake and wait.
Evening comes, and the sky turns dark, and you get nothing.
A) Let's continue the fishing.
B) Let's complain to the old man.
C) Let's camp for the night.
Grabbing a sharp enough branch, the only fishing tool you can get in this remote location, you enter the shallows of the lake and wait.
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1
Evening comes, and the sky turns dark, and you get nothing.
A) Let's continue the fishing.
B) Let's complain to the old man.
C) Let's camp for the night.