A Falling Sun [Kenshi Quest]

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Katanas and Sabres in a post-apocalyptic setting. What else is there to say?
Main Story
Location
Peru

Under the scorching sun men and women alike make their lives in a harsh land. An unforgiving land, one not bound by the morals of men but the skill of swordsmen and the arbitrary authority of their leaders. Harsh but brimming with opportunities to change one's fate if only one is willing to engage in the enormous risks necessary to achieve an acceptable quality of life. This is the land of Kenshi.

More than a thousand years have passed since the 2nd Empire was born and as many others, it is no more in these trying times. Whatever semblance of stable civilization on the continent has long been erased alongside it. Three nations now stand in the land of Kenshi, all of which facing troubles that could easily put their existence in danger should the right conditions come to pass.

Beginning with the apparently strongest one is the religious fanatics of the Holy Nation, worshippers of Okran, and slayers of Narko's spawn. The latter of which is every one that isn't a male human. Their enemies as such can be found surrounding the entirety of the border from the Shek Kingdom and the United Cities to the Flotsam ninjas. Only the fact that they control the river valley is what enables them to have a large enough population base to deal with their numerous threats.

Then we have the United Cities, in theory, a feudal empire but in reality, is just a corrupt oligarchy where the only thing that matters is wealth. Nobles control a large slave caste which is held in check through a strong mercenary force that oppresses all who voice their disgust at the nobles and the ridiculous laws that force most to live in misery. It is no wonder that they are facing constant peasant rebellions who are not willing to be taken into slaves but starved and without training, they mostly act as bandits and are made short work of by the samurai of the UC.

Finally, the Shek Kingdom. Ruled by Esata Stone Golem, it is a stratocracy. A stratified warrior class rules the country and it is unstable by nature, after all, Esata took control after killing the previous ruler of the Shek thus achieving the position. They prefer dying in combat to anything else and their economy is centered around that, they possess a serf class in the form of Shek who have lost their honor, and others that have been captured. The Sheks make war against the Holy Nation and against the skin spiders to their south. Yet, their numbers are few due to their fanatical worship of combat and suicidal attacks against their enemies.

Then we have a myriad of other factions around the continent. Ninjas, bandits, the Hives, and more. The history of this world is filled with bitter and sweet flavors, nonetheless, the future is yet to be made and the cycles are yet to repeat. It is time for a new story to be born under the falling sun of Kenshi.

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OOC: This is a Kenshi game Quest. The game where you can get eaten, maimed, enslaved, and much more, but it is also the game where with enough preparation you can topple empires, slay legendary figures and beasts. Build your own city and weave another story n any way you like and that's what the focus of this quest is going to be. Taking the Kenshi world as a basis it will explore alongside the main character how is it to live in that strange merciless world.

Character Creation: Character creation is divided into four phases. The first phase decides the difficulty of the power level of the quest, the difficulty, and the origin. The second phase defines traits and major events during childhood 0-9, the third phase events during teenage years 10-16 and the fourth phase defines events and the job of the character on ages 17-21.

Starting Character Points: 20
Character points are meant to be spent in the three customization phases and it is possible to go over the limit of points either by picking negative traits or by adding years to the character. For every point over the limit, a character gets one year older. Another way to increase points is through omakes, which can be about whatever as long as it's set on the world of Kenshi. After all, this is a Kenshi quest and my aim is to try and expand on the stories that can be found in such a large and immersive world. Omakes give +3 points each. Plus a 1d3 for every 600 words.

Difficulty:

[X] Easier: x1.25 Character Points
[X] Normal: x1 Character Points
[X] Harder: x0.75 Character Points

Origin: Determines where the character was born and who are their possible parents.
Pick One. .

[X] The Holy Nation (0): Faith and loyalty to the Phoenix! You were born in the Holy Nation, expect to be loyal to Okran and slay Narko followers or else.

  • Allowed Races: Greenlander/Scorchlander (Rare)
  • Population: Very Big.
  • Stability: Stable by the Kenshi Standards.
  • Sexist Nation: Female characters will have a hard time breaking free from the institutional sexism put in place.
  • Secure: The internal borders of the Holy Nation are well protected, only the occasional river raptor and Flotsam Ninja cause trouble around the nation.
  • Religious Stagnancy: Education is limited and technology even more so. Educational traits are harder to get.
[X] The United Cities (0): Nobles and Money. You are born within the United Cities, where every man can be a King if they have enough money.
  • Allowed Races: Greenlander/Scorchlander/Shek
  • Population: Big.
  • Stability: Stable by the Kenshi Standards.
  • Wealth is Freedom: Your wealth determines your social status due to laws and nobles, social mobility is reserved to the unscrupulous and the ambitious. Being poor is illegal and implies slavery for you.
  • Slaver Economy: A significant portion of the population consists of slaves who work for the nobles. They ensure that food is plentiful for the few.
  • Xenophobe: A rising trend within the United Cities is to put the blame of society's problems onto scapegoats such as the Hivers and the Shek.
[X] The Shek Kingdom (0): You were born to a Shek family, as such, you are born to a warrior society where strength and skill in combat are the most valued attributes in society.
  • Allowed Races: Shek
  • Population: Small (Dwindling).
  • Stability: Unstable. Esata's policies are questioned but followed.
  • Kral Followers: The Shek follow Kral over all these and his supposed teachings. Which consists of fighting for your people and dying in a glorious way.
  • Natural Warriors: All Shek learn to fight sooner or later. Their whole society is geared for war and battle, making that much easier to learn how to fight but it also means that getting into a fight can be quite deadly.
[X] Rebel Farmers (+10): Born to a caravan follower in one of the many camps of the Rebels. You will face harsh struggles during your life and food is not plentiful.
  • Allowed Races: Greenlander/Scorchlander
  • Population: Small.
  • Stability: Unstable.
  • Life is Struggle: Belonging to the rebel farmers means belonging to the destitute and impoverished peasants expelled from the UC. Prepare for harsh times.
  • Hunted: Manhunters, Slavers and Mercenaries often hunt the rebel farmers either to lower their numbers or to sell them as slaves.
  • All for the family: The rebel bandits will do anything to survive and make their own people survive. It doesn't matter if they had to kill merchants or rob travelers as long as they can take food back home.
[X] Anti-Slavers (-5): Born to two members of the Anti-slavery faction. You well were raised and taught how to fight to defend yourself and for others. Nonetheless, your parents are always at risk of being killed off due to their profession. Roll a 1d10 if you roll above 8 one of your parents dies, if you roll above 9 both of your parents die during the second phase.
  • Allowed Races: Greenlander/Scorchlander/Shek
  • Population: Very Small.
  • Stability: Very Stable.
  • Tinfist Banner: Tinfist, the legendary skeleton warrior is with you. Nothing bad can happen if he watches over you right?
  • Crusade for Freedom: Trying to free all the slaves makes you a few enemies all over Kenshi. Except for a few allies here and there you are pretty much alone in your cause.
  • Martial Artists: Tinfist has made sure to make a name around Kenshi for using his fists in ways that seem impossible to most. Then again if you spend some time with the Tin man, you ought to learn something.
[X] Deadcat (+5): The land of deadcat is constantly in danger due to the fauna and the constant cannibal raids that threaten it. Nonetheless, solidarity amongst the towns of deadcat is a common factor and the help of the cannibal hunters is appreciated by its inhabitants.
  • Allowed Races: Greenlander/Scorchlander
  • Population: Small.
  • Stability: Unstable.
  • Fisheries: Deadcat maintains a tradition of fishing to be able to eat and it seems a safer option than hunting or farming given what roams the land of Kenshi.
  • Cannibal Problem: Cannibals to the west present a constant problem for the settlers of this region. If they had money, they would be able to hire mercenaries but they have none and most are barely able to make a living around here. At least, you don't have to pay taxes in the UC or swear loyalty to the HN.
[X] Nomads (+0): Nomads are always traveling keeping a large herd to feed themselves and to trade. They always live on the fringes of civilizations and in clan units around the world. Often banded together to not fall prey to the bandits and other dangers. They know the safest routes to take but on their nomadic journey, not everything can be saved.
  • Allowed Races: Greenlander/Scorchlander
  • Population: Small.
  • Stability: Stable.
  • Animal Herders: The nomads have learned to take good care of their animals, after all, they are their livelihood. Not only do they help with trade but also can prove to be quite the fighters against bandits and other threats.
  • Clan Based: Nomads follow a clan-based structure but with smaller clans helping each other and forming up larger caravans.
  • Experienced Traders: The Nomads know their trade well and trade around the region to make a living.
[X] Western Hiver (+0): The western hive is a peaceful, trading sort that exists to keep its queen alive. Unlike their southern cousins, they welcome strangers if only to trade and remain the most unified of peoples if not a little wacky sometimes.
  • Allowed Races: Hive Prince/Hive Soldier/Hive Worker
  • Population: Big.
  • Stability: All loyal to the Queen.
  • Shrewd Traders: The Hivers will sell anything even stuff that has no use, as such, they can make some tidy profit that can be used to purchase actual supplies for the Hive.
  • Prosthetic Smiths: The hivers have a proclivity to lose limbs as such it is no wonder they are specialized in replacing them.
  • All for the Queen: Hivers are most happy when they have a Queen to serve.
[X] Southern Hiver (+0): The southern hive is the opposite of the western hive, they are extremely territorial and quite xenophobic attacking anyone on sight. They are also in dangerous territory which could explain their aggressive behavior
  • Allowed Races: Hive Prince/Hive Soldier/Hive Worker
  • Population: Big.
  • Stability: All loyal to the Queen.
  • Protect the Hive: Anyone who doesn't belong to the Hive must be dealt with!
  • Prosthetic Smiths: The hivers have a proclivity to lose limbs as such it is no wonder they are specialized in replacing them.
  • All for the Queen: Hivers are most happy when they have a Queen to serve.
[X] Tech Hunter (+0): Born in one of the cities controlled by the Tech Hunters. You could more or less have a normal lifestyle and a better education from your parents than most.
  • Allowed Races: Shek/Greenlander/Scorchlander
  • Population: Small.
  • Stability: Stable
  • Educated: The tech hunters and machinists make it their work to spread information and technology as far as they can. Meaning that it is quite easier to get a proper education in their cities.
  • Skilled Workers: The Tech Hunters are quite specialized in technology and technical knowledge, as such, they have some of the best-skilled tradesmen when it comes to research, machines and smiths. Their crossbows are particularly sought after.
Voting: Allowed since the start of this post. Votes in every category are counted as separate.

 
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Summary of Kenshi Factions
Deadcat means having to deal with the Cannibal Grand Wizard, and reclaiming the lost city. Tech Hunter involves wandering the continent with a full cast of characters, hunting for ancient technology and lost secrets that inevitably get hidden away by Skeleton librarians who suppress all info of the past. Hiver of any flavor is a danger, because a Hiver that doesn;t obey the Hive is outcast. Western Hive just banishes the No Hives, Southern Hive sacrifices them to King. Surviving and escaping Southern Hive is uh, Ridiculously rare. yes.

Uc means we need money or else we get shit on by the Samurai. And the nobles can kill us at will for any reason up to and including boredom, so thats a no. Holy Nation if you aren;t a fanatic xenophobe then you aren;t welcome, and if you aren't a male white guy then your opinion is unimportant and they can enslave you for literally any reason because being sent to Rebirth is a gift for all lesser races in there eyes, which include female humans because what, obviously they aren't worthy. Of course we could also go the schism route here, locate old texts that prove that the Holy Nation diverged from the one true faith centuries ago when it denied Narko and started preaching all about how Okran was the only god, ignoring his past. SOme very interesting books you can find in the back of the Holy Nation temples...

Shek Kingdom you either fight, or you are a serf. There is no other option. Admittedly, they genuinely respect strength, so if you are strong they respect that. But they also have a cultural boner about picking fights they can't win and going out in glorious last stands, which is pretty much what Kral's Chosen and the Berserkers are about. The Band of Bone meanwhile are deserters who refused to heed Esata's will, and were too weak for Kral's Chosen. And too sane for the Berserkers. Really, the Shek's problem is that Esata realizes there current path is folly, and is trying to change it with the help of her lover Banyan, who himself is an actual genius of a person. Only she's going about it in the most Shek of ways, utterly direct and without an ounce of softness in the process, which is why everyone's bitching about it. Of course, they're all actually Alive to bitch about it, something that wasn;t likely to happen if Shagger actually tried to pull off his last stand nonsense, but that doesn;t stop them about complaining about things.

Nomads are Nomads. They wander and sell goods, thats basically it for them. No real complexity, beyond being animal tamers without any real settlements, beyond a small few.

Rebel Farmers are as the name implies, literal farmers turned rebels. Emperor Tengu made it illegal to own a farm on UC land unless a ridiculously high tax is paid, and thus shut down all the farms and turned the farmers who failed to pay into slaves. Because what, enslaving the only source of food for your empire is the best option for maintaining power don;t you know? Who cares if food riots start rocking the nation for a decade or two, so long as the Emperor controls the slave farms he will have all the power! Genius! Rebel Farmers are those farmers who survivied the purge and escaped, and boy howdy are they mad about that. Unfortunately, they aren;t really Rebels. They are, as the name implies, Farmers. So they are at best an annoyance to the UC, and a regular source of cheap slaves otherwise.

Anti Slavers are the saddest joke in the whole of Kenshi. They have noble and glorious goals and intentions, but Tinfist sadly suffers from the same issue all Skeletons suffer if they go long enough without a reset. Tunnel vision and lack of planning for once his goal actually happens. Don't get me wrong, the bot is quite literally one of if not the deadliest hand to hand fighters in all of KEnshi, but he just has no real goal beyond ending slavery. ANd no idea what to replace it with, if things actually work and he does manage to make a major change. Oh sure its listed as a bonus, and growing up living and breathing Martial ARts would make us a hilariously lethal character, but otherwise being an enemy of the United Cities pretty much from day one is a pretty massive malus in my opinion.


Kind of surprised there isn;t a choice for starting unconnected to anyone, as a genuine lone wanderer type deal. It's how you start the game normally, and something i recommend for anyone who hasn't played the game before to do at least once.

Anyway. Enough kibitzing, i am eager to see how this idea turns out!
 
Summary of Kenshi Races
Also, a short primer on Kenshi Races for those unaware.

First! Humans. Only, they aren't humans like you or I.

In Kenshi, humanity has two main subspecies, Greenlander and Scorchlander. The difference stems not only from skin color, but also actual physical differences.

Greenlanders as the name imples are all descendants of those who were born and raised in Okran's Pride, the only truly human safe fertile valley on the continent. The numerous lethal animals and dangerous environments that pervade the rest of the continent are missing here, giving way instead to a cool, wide river filled with fresh water and fish, and a lush river valley that is the closest thing to Exen mankind could hope for in Kenshi. It is because of this safe environment that Greenlanders even exist, having none of the environmental adaptations or resistances that the other races have, let alone the adaptations inherent to Scorchlanders.

This is also the dominant race of the Holy Nation, because they're racist mysoginistic xenophobes like that.

Scorchlanders, meanwhile, are human descendants that were genetically modified to be able to survive in the wasteland that is the Rest of the continent. They are shorter, smaller and all around sneakier than Greenlanders, having been genetically engineered to help them survive and escape from predators in this hellish world. They are also fully capable of eating raw meat without suffering any negative effects, an engineered trait to allow survival in apocalyptic conditions. Alongside this they are rather heavily radiation resistant, though by this time most of the radiation hazards have actually decayed and so that racial trait isn't very well known. They are the result of (error, data not found).

Moving on!

Shek, the overly literal warrior raceand all that implies! Shek are generally larger and stronger than humans, and on average there bodies are covered anywhere from fifteen to forty percent by external bone growth. These bone plates act both as natural armor And as natural weapons, allowing Shek to be lethal even disarmed and very hard to kill. Shek also have in place of hair several bone growths that are called Horns, and long horns are a sign of a proud warrior. Conversely, having your horns cut off is a sign of grave failure on the part of the one so shorn.

They are also quite literal minded. For most Shek, the line between A and B is the line between A and B, and lateral thinking in any context is hilariously limited. This means, as an example, that the stories of Mist Ghouls in the South Eastern section of the continent that eat eyes is taken so seriously, Shek warriors train from birth to fight blinded so that if and when the Mist Ghouls steal there eyes, it won't stop them from being able to fight.

Theres a reason the Shek are on the decline. And it is only 70% cultural. They are not dumber than your average person, but the species as a whole was genetically modified to act as a warrior caste for the (error, data not found). As such, there slow decline is entirely a symptom of the purpose for which they were bred, a purpose that no longer exists in this fallen age.

Third race!

The Hive. Or the Hivers, Stick Men, Bugs, No Feet, and Oh God No in the South and Mongrel.

Hivers are a curious race, one that is apparently new to the land of Kenshi. History varies, but it is known that the Hivers either arrived, were created, or simply appeared on the continent sometime within the last thousand years.

Hiver biology is relatively simple. The Hivers as a whole are a communal species dedicated to the defense of the Hive and the will of the Queen. They are seperated into three castes.

the Hiver Prince, the Soldier, and the Drone.

Princes are the rarest of the breed, being the overseers and leaders of individual Hive cities. They take prders directly from the queen, and do there best to fulfill those orders at all times.

Soldiers are the warriors of the hive. They aren't the only ones that fight, but they are built and bred to be good at it, and learn how to fight faster than you might believe possible. They are completely incapable of anything besides fighting, at least in the Hive.

Drones, finally, are the most numerous member of the Hiver species. From building to mining to farming to everything in between, Drones are considered the go to labor pool of the Hive. Enough drones can build a city in days, though Hiver Cities are considered, um, unpleasent for non hivers to live in.

Finally, there is the Queen.
...

yes, well, moving on!

The final race in Kenshi, and arguably the architects of its downfall. The Skeletons.

The Skeletons are a curious creation. Knowledge of there origins is lost, and the Skeletons themselves claim that they have forgotten there past entirely. But there are hints, echoes of the old world that can lead one to certain truths...

Once upon a time, the humble Skeleton was a labor droid. Built to operate as miners in hazardous environments, the Skeleton is the toughest living being in Kenshi. There metal bodies can make a mockery of most modern weaponry, and only the heaviest of blades or most skilled of fighters can hope to kill them.

They are robots as well, which means they need neither food, drink, nor rest, surviving entirely off of some mysterious power source which they refuse to disclose. Likely for fear that the Holy Nation would seek its destruction, if this mystery power source even exists in the first place.

Skeletons are, unlike every other race bar one exception, immortal. They do not die of old age, and even dismemberment has a possibility of being restored to working order at a later date by another Skeleton. The only reason they are not all terrifying monsters of death and destruction is also the reason they claim to have forgotten there past. When a Skeleton has experienced too much, has filled its memory to the point of breaking, it can reset itself. Erase its procedural memory and reset to factory default standards, effectively turning back the clock on there minds. Through this process, Skeletons retain there sanity and keep there perspective on life. Though numerous Skeletons in the Dead city will say that such is a curse as much as a blessing.

There are a few outliers so far as Species is concerned. The Cannibals cor instance might be considered here own unique variety of humanity, and the Gurglers indeed are a terror of the south that deserve explanation. But on the whole, these four races are the current dominating powers in Kenshi.

i hope this was informative! And if you have any questions, feel free to ask!
 
Summary of the History of Deadcat
Well, Deadcat. Ok, lets do a quick run down.

Deadcat is, or was, a major city on the north western edge of the continent/island that is Kenshi. It is secluded in a major ravine, surrounded by tall cliffs and several particularly heavy iron and copper nodes. It also has an amazingly fertile valley floor, being all around the perfect place for a major city.

Deadcat was originally founded by Holy Nation Rebels, those who denied the Holy Nation's teachings and fled north. The city they founded would likely have ended up becoming a true counter nation to the Holy Nation if given the time to build up.

Unfortunatepy, the Cannibals didn't give them that time.

The rest of Kenshi is unsure as to the exact origins of the Cannibals. Some theorize they're survivors of some hideous famine that went mad, and the madness became generational. Others think Cannibals are the reult of humans spending too long in the Fog Islands, getting infected by the shit that causes Fogmen. A rare few say the Cannibals are some mad science project that escaped containment from a destroyed facility somewhere in the North.

Regardless of who you believe, the Cannibals are real, and the biggest danger to the entirety of the Northern Expanse.

At some point, a decade or two ago, Deadcat fell to a concerted assault by multiple Cannibal tribes. This is where the Cannibal Grand Wizard earned his fame, destroying a city that was set to rival the Holy Nation and scattering the survivors, eating all who remained. The Cannibal Grand Wizard is this generations leader and overlord of the Cannibals as a whole, and is terrifying to face. He still lairs within Deadcat, using the ruined city as his base of operations as he terrorizes the north.

The survivors pf Deadcat have become seperated and lost. Those who escaped to World's End ended up resettling on the coastline, taking up fishing and otherwise acting as a point of resupply for the Cannibal Hunters. Those who fled east were disconnected for the longest time, building a fortified settlement on the coast and surviving solely due to the help of Nomads and some Western Hive caravans. Now Deadcat lives on in these isolated communes, and the Holy Nation gloats about the just reward for rebels.

It is a bleak age, to be one of these people. A mighty destiny they did have, before losing it all to the Cannibals.

However.

Hope is not lost. Should the Gran Wizard fall, the Painted Tribes would fall to infighting. A new grand leader would need to be decided, through blood and pain, but that takes time. Time during which the children of Deadcat can make use of, reclaiming there city from the damned.

It is a dark and perilous time, to live in Kenshi. But even in the darkest of times, hope springs eternal. Should the Cannibal Grand Wizard be defeated, Deadcat may yet rise again!

So long as you have faith, anything is possible. Faith, hope, and just a little luck...
 
Summary of the Tech Hunters and Machinists
[X] Normal: x1 Character Points
[X] Tech Hunter (+0)

You know, it embarasses me that i haven't voted. Going to throw my hat in the ring here though, and go with Tech Hunters.

The Tech Hunters are a faction, made in two parts. The first, the Tech Hunters themselves, are the outward face of the group and the people who spend all of there time wandering the continent/island, hunting for relics of the old world. They are the creators of the best crossbows in the world, and have a known tendency to be better fighters than pretty much everyone else. A necessity, given they poke around in the ruins of the old world and that is hilariously lethal at the best of times.

The second half of the Tech Hunters is the one most people don't think about as much, even if it is the most important. The University of Machinists is the closest thing to higher education the world of Kenshi has, at least in this corner of the world. They are dedicated not only to discovering the secrets of the old world, but spreading the knowledge they do have far and wide. The humble Research Book is considered a staple of the University, who have an actual printing press in there HQ that they use to print books for distribution. Said books contain all of the basics necessary for survival, from crop rotation and how to farm to the basics of iron smelters and electronics, to structural techniques and how to build numerous structures to withstand the environment.

They are very dedicated to preventing another apocalypse descending and potentially wiping out civilization for good. Incidentally, they are also the Only people who's primary creation is considered legal and stable across the continent. The Holy Nation, United Cities, and Shek all maintain stocks of Machinist texts, both for sale and for just in case. You can find a Machinist shop in every major city, selling the basic materials necessary to help rebuild civilization or at least build a new city should the old one collapse. Very forward thinking!

The Tech Hunters themselves have a bit of a checkered history, being originally nothing more than scavengers who banded together for protection. It wasn't until the founding tof the University that the Tech Hunters actually became a true power in the world, and even then a rather wide spread and small one.

The he Tech Hunters officially only have two cities. Brink, and Flats Lagoon.

Brink is the home of the Library, the oldest and only gathering of books and knowledge known to the world, beyond the private collections of the Nobles or the Holy Temple restricted sections. If ever a book did exist, it has been copied down and stored somewhere in the Library. Just ask the Librarian, a Skeleton of no small renown responsible for all of the library!

Flat's Lagoon, meanwhile, is the city closest to the end of the world. That fabled place, the Ashlands. Every expedition that has attempted to investigate that old world remnant has originated from Flat's Lagoon, and those that survive the expeditions usually end up returning there, sanity broken by the horror they have witnessed. It is also the Only city to stand atop the remains of the old world, built into an ancient metal platform of unknown purpose.

The Tech Hunter's capitol, and its third city, is known as World's End. Going by its entrance you wouldn't expect such, given the many statues to the Holy Lord Phoenix and the baptismal flames scattered about, but the best place to hide a center of learning is right beneath the noses of those that hate them most. Holy Nation patrols only rarely reach World's End, but when they come they are easily tricked into believing it is a city filled with the blessed faithful, eeking out a moderate existence in the ass end of nowhere.

This is of course a complete falsehood, and everyone knows it. But even the Holy Nation knows it would cost far too much to even try to siege World's End, so the fiction continues.

This is also where the University of Machinists is found, settled within the remains of an old world laboratory. The leader of the Machinists, a Hiver Prince named Finch, does his work and studies from there. He is far too busy to actually deal with the day to day work of the organization though, leaving that to his trusted subordinate Iyo, a Skeleton of phenominal organizational skills and an impressive font of knowledge of the old world. Why, some of his stories might even be true!

Anyway.

So yeah, the Tech Hunters and the Machinists work hand in hand to explore the continent, seek out the history of the old world, and spread that knowledge to the masses. And is the single largest employer of Skeletons beyond the United Cities as a whole, a welcome addition to a people deeicated to discovery!
 
Character Creation Phase I "Your birth and Family"
Vote Tally : A Falling Sun [Kenshi Quest] | Sufficient Velocity [Posts: 2-37]
##### NetTally 3.1.0

[X] Normal: x1 Character Points
No. of Votes: 10
[X] Raptor580
[X] Darik29
[X] Doctor Elsewhere
[X] Eternal_0bserver
[X] Hoppylo
[X] Just Some Guy
[X] Kirron 999
[X] Led
[X] Rolen von Keng
[X] Sir_Travelsalot

[X] Deadcat (+5): The land of deadcat is constantly in danger due to the fauna and the constant cannibal raids that threaten it. Nonetheless, solidarity amongst the towns of deadcat is a common factor and the help of the cannibal hunters is appreciated by its inhabitants.
No. of Votes: 6
[X] Raptor580
[X] Doctor Elsewhere
[X] Hoppylo
[X] Kirron 999
[X] Sir_Travelsalot
[X] Travisplo

[X] Tech Hunter
No. of Votes: 3

[X] Rolen von Keng
[X] Eternal_0bserver
[X] Just Some Guy

[X] Easier: x1.25 Character Points
No. of Votes: 2
[X] Travisplo
[X] Aztez Fan

[X] Harder: x0.75 Character Points
No. of Votes: 2
[X] FractiousDay
[X] Cosmo Rat

[X] Southern Hiver (+0):
No. of Votes: 2
[X] Aztez Fan
[X] FractiousDay

[X] Rebel Farmers (+10): Born to a caravan follower in one of the many camps of the Rebels. You will face harsh struggles during your life and food is not plentiful.
No. of Votes: 1
[X] Led

[X] Tech Hunter (+0)
No. of Votes: 1
[X] Darik29

[X] The Holy Nation (0): Faith and loyalty to the Phoenix! You were born in the Holy Nation, expect to be loyal to Okran and slay Narko followers or else.
No. of Votes: 1
[X] Cybandeath


Total No. of Voters: 15



Episode I: The Old Deadcat and the Newborn

Away from the center of the 2nd Empire and from the centers of the three new major nations of Kenshi. Deadcat's history is also shrouded in mystery as few bothered to record it or even remember it. All that is known is all that remains from their once-mighty capital is a couple of fishing villages on the northern coast. A meager speck of dust in the history of Kenshi and of course, a part of the cycle of dead and rebirth.

But enough about an era that only skeletons remember. Currently, the northern fishing village continues to do as well as it used to. Generations of fishermen have made a living in this region. Far away from the Holy Nation and the UC to be fully under the control of either and close enough to the Flotsam Ninjas and Tech Hunters to serve as their food supplier. The only trouble is the occasional cannibal but it is nothing that they can't deal with by hiding inside of their walled town and the support of cannibal hunters.

For those who don't mind those conditions. Life in Deadcat's fishing village is actually quite fine, there are no heavy taxes and no paladins claiming to have seen a Narko spawn in your backyard. It's just the lives of fishermen and farmers living in peace. Perhaps this is the reason your mother gave birth to you in the village and not somewhere else. But you will probably have to wait until you are able to ask them.

Your birth was not very unusual in the grand scheme of things and you were also lucky enough that your mother survived childbirth, especially after the town's surgeon had the day before drank enough rum to put a Garru to sleep. You can probably blame one or a couple of the fishermen for getting him that drunk but then again it doesn't matter. It will be a while until you are able to understand and learn, who the voices around you belong to or what sort of things they are saying but at the moment, you have managed to be born into the world of Kenshi.

Character Points: 20 + 5 + 12 (4 omakes) + 7 (4d3) = 44

Due to how many informational omakes there were and how high I had put the omake points. I have decided to limit the bonus to character points to two more omakes, but this time around only at +3 points each. Anyhow this is just phase one so don't go too crazy with the traits or you will not have points for the rest of the phases.

Name: Come on everyone has a name.
[X] Write-In

[X] Random

Gender:
[X] Male
[X] Female

Sub-Race: Humans while the most spread out race throughout the world of Kenshi is also subdivided into two categories. Greenlanders and Scorchlanders, the latter's only difference being their predisposition towards crafting, adventure and stealth.

[X] Greenlander: Adept at farming, cooking and research. The Greenlander can often be found in diverse environments taking up all sorts of roles from farmers and thieves, to mercenaries and adventurers.

[X] Scorchlander: Scorlanders make for nimble fighters and great craftsmen. Due to their creativity and their willingness to protect their freedom above all else.

Genetical Traits: Everyone is born special in some way but how special you are depends often on genes that you have no control over. Let's see how "special" are you.

[X] Quick/Intelligent/Genius: Due to a lucky draw of cards or a particularly good streak of luck. You have been born smarter than most, which in a world such as Kenshi maybe is not saying much. Nonetheless, you are especially set to learn things quickly and with ease. [Higher Base Stats and Quicker learning rate.] [2/4/7 Points Respectively]

[X] Hale/Robust/Herculean: Your body build is naturally fit and healthy. You are probably a very healthy child and may become a very strong adult with the right amount of training and dedication. [Better Physical Stats][2/4/7 Points Respectively]

[X] Comely/Pretty/Beautiful: The stars aligned during the time of your birth, you either have prettier than average progenitors or a beautiful ancestor in your genes. You are naturally liked by other humans but don't expect a Shek, Skeleton, or Hiver to give you special treatment because of your looks. [Increased Natural Charisma][2/4/6 Points Respectively]

[X] Tall: You are taller than most resulting in many having to look up to look at you. This makes you more formidable in combat due to your extended reach and greater strength. Nonetheless, it also makes you a bigger target for those pesky crossbowmen. [2 Points]

[X] Perfect Memory: Even a skeleton would be jealous of you. You seem to be able to remember everything without a hitch. Making it that much easier to learn from books and from others. [2 Points]

[X] Healthy: Disease is nothing to you, you get cured in days where some would take weeks. Your regenerative capabilities are also up to par and you tend not to bleed as much due to the fast action of your body. [1 Point]

Parental Traits: These traits reflect the backgrounds of your parents. After all, they are quite important when trying to determine who you are and what will you do in the future. If you want while picking a trait you can specify if it refers to the mother or the father. Otherwise, a 1d2 will be rolled to define their roles. If no traits in this section are picked, your parents will just be simple deadcat farmers or one of them will be.

Max 2

[X] Escaped Slave: One of your parents is an escaped slave meaning that only did they probably have a trauma associated with it but also had a pretty harsh life overall. This could instill in you a particular hatred for slaver factions such as the UC, Trader's Guild, amongst others. But they made it through, more than that what can be said for most slaves, as such, you may be able to pick off some traits that may help you escape from being a slave. [1 Point]

[X] Legendary Hero: You may not know what it is like to have your stories be spread around in every bar from the Great Desert to the Hook. Well, one your parent does. It is most likely that he or she was a pretty damn good warrior to reach that point and why he/she left a life of adventure to stay in a fishy-smelling village remains a mystery. At least, you may be able to pick up a trick or two from them. However, one makes many enemies through the sword and rivalries may come to haunt them back. [7 Points]

[X] Samurai/Paladin/Adventurer Lineage: One of your parents knew how to held their own in a fight and probably made a buck with their skill. They have settled down and now live in this deadcat fishing village, which they now call their home. Due to cannibals nearby it is likely that he or she is a guard and helps deal with them from time to time. [4 Points]

[X] Tech Hunter background: Tech Hunting is a dangerous profession and one that also pays quite well. One of your parents dedicated their lives to this profession, learning much about the artifacts of the old world and making contacts through the extensive tech hunter and machinist networks. [3 Points]

[X] Trader Lineage: Whether part of the Trader's Guild or not. You have one parent that has traveled the known world with a trading caravan and survived. Learning many tricks of the trade and gaining a sizable amount of wealth in the process. Except to be taught how to barter and charm store vendors to always get the best prices. [3 Points]

[X] Smith Lineage: One of your parents is a smith and a good one at that. Their skills have been appreciated by the people of deadcat and could come in useful for a young apprentice if you decide to dedicate yourself to the trade. [3 Points]

[X] Bandit Lineage: One of your parents was a bandit, thankfully he was not recognized in Deadcat has some skills in combat but not that many when compared to that of a samurai. Instead, they have skills that help survive in the wild and escape from terrible odds. [1 Point]

[X] Ninja Lineage: Sneaking through the night and sneaking through the city gates is something that one of your parents did in their best years. Being part of a Ninja guild is not something to take easy and the association often comes with ties attached. Whether your parent undid those ties, you will have to find out. [4 Points]

[X] Surgeon/Medic: A surgeon in Kenshi is quite valuable, learning how to patch up wounds, put on prosthetics without cutting even more of a limb are all important skills. One of your parents was one such learned man/woman and has put their skill to use quite often. [2 Points]

Family Traits: Related to Family Life and a bit more.

[X] Primogeniture: You are the firstborn of your parents. If your parents have more children expect to be the role model of your siblings. [0 Points]

[X] Thicker than Water: Your family places an important focus on the family bond. Meaning that they are quite supportive even if sometimes you may butt heads with them. [2 Points]

[X] Sound Foundations: Your parents have learned quite well how to raise kids because of their past skills or just because they are natural parents, as such, expect their traits to rub off you much more easily. [2 Points]

[X] Extended Family: Your parents were not lone wandered or drifters. They have connections and family that they have known for a long time. Whether they are likable or not, you will have to find out but if they are a normal family it will be easier to call favors in times of need but expect them to do the same in their times of need. [Have family in at least one major towns outside of the fishing village] [1 Point]

[X] Family Allies: One of your parents can call a favor from an adventurer or important figure in times of need. This trait depends on their background. [3 Points]

[X] Sponsored: One of your parents has gained quite the reputation with one of the factions in Kenshi. Meaning that if you can prove that you are their offspring they will treat you with some more respect than most. [2 Points][Pick One Faction. Can be taken multiple times.]

Economic Status Traits: Related to initial wealth position for your family.

Pick 1

[X] Poor: You are family does not have a big house or lots of food to put on the table but you manage to survive anyways. This is the life of most people in Kenshi anyways. [0]

[X] Middling: You have actually separated bedrooms and at least something other than fish to eat. It's not much but its miles better than what most drifters and bandits get each day. [1 Point]

[X] Well-Off: Your parents are well off. Yours is a big house with enough space to accommodate you, your parents and a couple of siblings. Your parents probably own one or several fishing boats, even a workshop depending on their background. You live a much more comfortable life than most children your age. [4 Points]

[X] Wealthy: Your family is probably the wealthiest in the northern fishing village, with even a couple of in house servants and with a greater say in the matters of the town. You could probably make an easy living in the UC with this level of wealth, of course, not to the point of being a noble or slave master but certainly enough to have some luxury from time to time. [6 Points]

OOC: There will be a 12 hour moratorium period for planning and for people to suggest traits that they want to see in this first phase of the character creation process.
 
Wildlife and Hazards of the Cannibal Plains
So apart from the cannibals, what's the sort of wildlife and natural hazards that you're likely to encounter in Deadcat?

Oh, theres a thought! Thank you, thats something i really should have remembered myself!

Alright, so!

Wildlife and Hazards of the Cannibal Plains!

First up, the good news. The weather of the Cannibal Plains is considered perfect by Humans, both Greenlander and Scorchlander. Most of the time its clear skies, the occasional wind, and thanks to its coastal nature it has a steady stream of light to heavy rains coming out of the north and north east. Considering its location it is a virtual paradise compared to much of the rest of the continent.

Thats the good news.

Now wildlife? Well, its called the Cannibal Plains for a reason.

the Cannibals own the Plains. Every rock, every painted hill, every valley and crevice could be crawling with Cannibals. And they don't travel in small groups, oh no. Cannibals travel in Herds, 20 to 40 strong, almost exclusively

Because of this, very nearly every other living thing in the Plains has disappeared. The cannibals aren't exactly picky about where there meat comes from, after all.

There is, however, exactly One creature that still regularly calls the land home.

The Gutter, also known as a Beak Thing, is one of the most vicious and terrifying animals in all of Kenshi. Standing in at an average height of 12 feet, with some examples growing up to 15 or even 18 feet tall, these creatures are considered one of the most deadliest in all of Kenshi.

There is nothing and no one that can outrun a full grown Beak Thing. Its land speed averages out to rouglhy 40 miles per hour.

It is omnivorous, but prefers meat above all else, particularly live meat. Should it meat another creature that Isn't a Beak Thing, it will chase it down and tear it apart with its vicious beak, and it can whipe its head around like nothing you've ever seen.

They are a cruel and bloodthirsty creature, that takes joy in eating its victims alive.

there are even some rumors that Beak Things can hunt by mimicing human voices, echoing the screams and cries for help of there last victims to draw in more. But thats just crazy talk, honestly! Old wives tales, and nothing more!

Theres also the rumor about them growing bug as mountains, but no. That one at least was conclusively disproven, instead just a drunk Tech Hunter spotting a leviathan herd surfacing.

Truly, the native life of the Cannibal Plains is mostly gone after the Cannibals took over.

It would take some serious effort, to get it all back.
 
Bonedogs and Raptors
Oh, theres a thought! Thank you, thats something i really should have remembered myself!

Alright, so!

Wildlife and Hazards of the Cannibal Plains!

First up, the good news. The weather of the Cannibal Plains is considered perfect by Humans, both Greenlander and Scorchlander. Most of the time its clear skies, the occasional wind, and thanks to its coastal nature it has a steady stream of light to heavy rains coming out of the north and north east. Considering its location it is a virtual paradise compared to much of the rest of the continent.

Thats the good news.

Now wildlife? Well, its called the Cannibal Plains for a reason.

the Cannibals own the Plains. Every rock, every painted hill, every valley and crevice could be crawling with Cannibals. And they don't travel in small groups, oh no. Cannibals travel in Herds, 20 to 40 strong, almost exclusively

Because of this, very nearly every other living thing in the Plains has disappeared. The cannibals aren't exactly picky about where there meat comes from, after all.

There is, however, exactly One creature that still regularly calls the land home.

The Gutter, also known as a Beak Thing, is one of the most vicious and terrifying animals in all of Kenshi. Standing in at an average height of 12 feet, with some examples growing up to 15 or even 18 feet tall, these creatures are considered one of the most deadliest in all of Kenshi.

There is nothing and no one that can outrun a full grown Beak Thing. Its land speed averages out to rouglhy 40 miles per hour.

It is omnivorous, but prefers meat above all else, particularly live meat. Should it meat another creature that Isn't a Beak Thing, it will chase it down and tear it apart with its vicious beak, and it can whipe its head around like nothing you've ever seen.

They are a cruel and bloodthirsty creature, that takes joy in eating its victims alive.

there are even some rumors that Beak Things can hunt by mimicing human voices, echoing the screams and cries for help of there last victims to draw in more. But thats just crazy talk, honestly! Old wives tales, and nothing more!

Theres also the rumor about them growing bug as mountains, but no. That one at least was conclusively disproven, instead just a drunk Tech Hunter spotting a leviathan herd surfacing.

Truly, the native life of the Cannibal Plains is mostly gone after the Cannibals took over.

It would take some serious effort, to get it all back.
Well, technically, Beak Things are native to the Cannibal Plains but not to Northern Coast, where I believe is the starting point, right? However, since the regions are right next to each other, some may wander near Northern Coast settlements from time to time.

Aggressive wildlife native to the Northern Coast are Bonedogs and Raptors.

Bonedogs can be found nearly everywhere on Kenshi. They are medium- to large-sized canines with bone plating on their bodies. The younger ones aren't that difficult for a trained fighter to dispatch, but they are fast, tend to travel in packs, and will just keep chasing you. And fully grown bonedogs are quite savage. An unwary traveler might find their limbs torn off, although that might be better than getting gutted if you can somehow distract it into going after that tasty arm meat instead of the rest of you. After all, the Tech Hunters can provide nifty limb replacements, right?

Well, that's if you're lucky enough to have encountered a normal Bonedog. There exists one much hardier, stronger, more persistent breed of Bonedog, called the Boneyard Wolf. While young, the average "Bonewolf" is not that different from a normal Bonedog, with the exception of the distinctive red coloring their fur quickly takes as they mature. However, Boneyard Wolves can grow larger than men, letting them shrug off blows that could cripple their Bonedog cousins. Their size also means that a single well-placed snap of their jaws can break off unprotected limbs and separate heads from bodies. Luckily, Bonewolves are not that common in the wild, only found in select areas such as the Bonefields. And since those areas are already quite dangerous for many other reasons, you'd be unlikely to encounter one unless you are already looking for trouble.

There are domesticated Bonedogs, often seen accompanying traveling merchants and Nomads. They are just as powerful as wild Bonedogs, some moreso due to good nutrition and training. But these Bonedogs are much less territorial and much more comfortable around humanoids. A well-treated Bonedog, especially those raised from birth, can be the most loyal companion one can get on the continent.

Raptors are interesting bipedal reptilians, found in regions with water. Seemingly portly and not particularly fast or strong, they can still be quite dangerous due to always traveling in large groups. Moreover, Raptors are semi-aquatic, quite capable of chasing prey across water and even ambushing unsuspecting passers-by from underneath the water's surface.

The most common type of Raptor is the River Raptor, but in some areas, environmental pressures have given rise to a variant known as the Swamp Raptor. As it's name suggests, Swamp Raptors are most commonly found in the Swamp in the southern half of the continent, though they can still be found in many other places. Swamp Raptor hide is tougher and covered in spikes, making them much more significant of a threat compared to common River Raptors.

There are even stories of giant Raptors that command entire swarms, but reports of these Megaraptors are rare and unverifiable, since many hunters just do not return from attempting to find them.

Raptors are omnivores, capable of living off of plant life just as much as meat. This means farms must be carefully guarded or fenced off lest whole harvests fall victim to wandering packs.

Note that Raptor meat (and Beak Thing meat, for that matter) is not fit for consumption without proper preparation.

On the less-threatening side, wild Goats can also be found in the Northern Coast. They can be domesticated, too. Not much can be said about these herbivores, as they present little threat and can be hunted for meat. Well, there was one drunken Treasure Hunter who claimed to have escaped from an army of super powerful goats guarding a tower full of treasure, but that claim has been dismissed since something so ridiculous could only exist as a practical joke from a higher power, and Okran isn't one for pranks, right?
 
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Leviathans and their Hunters
Leviathan Hunters are uh, well.

Okay, so, first up. Leviathans.

Kenshi is an alien world. A moon orbiting another planet, habitable somehow. Regardless, it is an alien world, with an alien biosphere. Leviathan's are the ultimate proof of side alienness.

Leviathan's are massive, Massive creatures. They are as large as the hills, some groiwng up to rival small mountains in size. They are an aquatic species that spend most of there time off the coast of kenshi, feeding off of plant life and the occasional sealife that gets too close.

When i say they are massive, i am not joking. Your average Leviathan is so big that your character could be stepped on and the beast wouldn't even notice.

However, at some point it was discovered that within each Leviathan there is a Pearl. A massive, ridiculously huge Pearl that is beautiful beyond words. So of course the United cities Nobles crave the things like nothing else.

Enter the Leviathan Hunter.

You need to be at least a little crazy to hunt Leviathans. Sure, they're slow as hell, and yes, they aren't naturally hostile like some creatures. They only get angry if you hit them first, and even then they usually ignore you instead of fight. Because they are so big, the average swing of a sword is like getting pricked by a toothpick.

Leviathan Hunters are these absolutely batshit mother fuckers who grab what could generously be described as the bastard cousin of Guts Dragonslayer, and get to hacking Leviathan's down in melee. This is, by all metrics, absolutely batshit insane.

So it tells you something that some of these absolute madmen have actually pulled this off. Leviathan Pearls are a rare commodity, but there is a small, regular stream of them into the United cities for the nobles pleasure.

Leviathan hunters are the ultimate monster hunter. While they specialize in hunting Leviathan's, there blades work just as well on Beak Things and other beasts, being designed to kill things much larger than there wielders. Any Leviathan Hunter who has successfully killed a leviathan in melee will have changed there name, usually into something vaguely poetic that's just eleven different kinds of ridiculous, but it works for them. They are those crazy mother fuckers who pick fights with small mountains and win.

So yeah, if you ever have the catts to burn and feel the need, hire some Leviathan hunters and go trawling through Gutter. You will have all the beak thing leather you could ever want, the Leviathan hunter hopefuls will get practice against something bigger than them that Aren't leviathan's, and everybody wins!

Well, unless you pull an entire Beak Thing herd and just get shredded while the hunter's die from being surrounded, since Leviathan hunters only really ever fight one of the damned things at once and live.
 
Character Creation Phase II "Childhood Years 0-12"

Starlight (Deadcat Northern Coast Fishing Village)

A First Memory
Age: 3.5 Years

"And that's how I managed to get the biggest catch of my life." A man is sitting in front of you. He is smiling and clearly proud of himself almost as if he had just told the most amazing of stories in the world. "Oh, dinner is ready." The man puts his hands on his knees and then stands up. You manage to follow him with your eyes but you have to tilt your head towards the right to do so.

A faint smell of fish arrives at your nostrils. You blink twice before automatically getting your feet on the ground and standing up on your own. Following the man and sitting next to him as he serves you and someone else a plate with rice and fish. You begin to eat and as you do you hear a voice right next to you. "As good as always. Who would have thought that Set would pay me back with a bag of rice." The voice and tone of a woman could be heard, an almost lovely tone but certainly one that soothed you every time you hear it.

"It's better than nothing. I thought he was just another weasel drifter. Glad to be proved wrong." Said the man. He looks back at you and smiles, an honest grin with a little touch of happiness. Something that few get to see in the wastelands and deserts of this world. Something deep inside you tells you that you are lucky in a sense that you can't comprehend yet.

"That reminds me. They didn't give you any trouble at the hydroponics farm because you were pregnant right?" Asked the man to the woman. A bit of concern but also curiosity in his voice.

"Come on with the Flotsam jonins coming to visit every month? I doubt they would even think of it. Besides, I am not doing much beyond being the accountant, they really needed someone who knew how to do math around." Answered the woman.

Your lunch is tasty and warm, but the fact that your mother reads strange letters and tells stuff has always made you curious. You remember that one time she promised to teach you but she has been busy. Out of nowhere, you manage to say. "Mommy will you teach me how to count?" Her answer is patting your head.

"I guess it's about time." Your mom said before nodding at her husband.

"Don't you think she is a bit young for that? She is only four you know." Answered dad. In theory, he was right, most kids didn't learn how to read until later on. Once their parents were sure they were worth the investment in time and effort, which is to say they didn't die of a disease or by other causes.

"She is a bright girl, she learned how to talk pretty fast so why not give it a try?" Mom answered with a confident tone. "We can't afford a tutor but I guess she can wake up a little earlier if she really wants to learn."

"I can do it!" You reply immediately.

"Well then. No complaints from me if that's the case. She is still a bit too young to work with me in the fishing boat so may as well have her learn before that." Replied dad drawing a frown from your mother. Probably not like too much the idea of you wasting your potential only fishing fish, albeit her tech hunter's belly would appreciate it.

Tonight you make sure to get to bed an hour early and you are liking to have a bed all for yourself, even if you still miss your mother's hug at night. The following days you make the effort to try and learn how to read and write, and your learning it pretty quick. The rest of the day, you spend it inside or playing with the other kids outside.

You are full of life and for now, you live in peace.

Characters:

Kirakira: You! You are 7 and have white hair, glowy eyes that help you see at night and darkened skin that's perfect to avoid sunburns.

Kumo: Your mother, she is 31. She used to be an associated tech hunter. Born in a trading caravan father, she was supposed to take over the business, she liked the exploring but not so much the incessant walking and problematic trading practices. Nonetheless, he accepted her role as an heiress to his father's caravan, however, trouble soon brew up as debts began to accumulate on top of each other. His father was made into a slave and Kumo only saved herself by a pure merciful act of the town's noble as his father begged for her to be spared. Kumo wanted to get her father out of the slave camps as soon as possible but without a caravan, there was not much she could do. Drowning her sorrows in a bar, she overheard a tech hunter story about them uncovering strange artifacts that the nobles paid for quite handsomely. Realizing that would likely be her only chance at saving her father, she joined up with a tech hunter team. They managed to get some money, but certainly not enough to pay for her father's debt. It was then that she proposed to go to the Leviathan Coast and what a mistake it was, once they arrived at an ancient ruin and opened the door, they were attacked by mechanical spiders that made short work of their team. Only she managed to escape and once again luck helped her avoid a cannibal patrol as she reached the fishing village of Starlight. She was helped by the locals and returned to World's End once she healed up.

Even without a team and without much in terms of savings, she didn't give up but her luck ran out. A notice of her father's death reached her with the next trading caravan that arrived in town. Since then, she joined up the machinists helping in the hydroponic farms and later on moving to Starlight (northern fishing village) where the machinists had helped set up a hydroponic farm to help with the refugee crisis that the fall of Deadcat had provoked.

She meet again with Foto over in the village and after enough courting, she and Foto got married. The two of them leaving behind their past to start anew.

Foto: Your father, he is 34. An escaped slave from the UC. His father was a cook for a noble but after a slip in the amount of salt. He and his family were sent to the stone camp. Only he was able to make it out alive. He wandered around tried to make a living as a bandit but it didn't got work out as he was ousted from the group soon after he joined. He was then captured again by holy nation paladins and sent to rebirth. Once more, he was able to get out and escaped north arriving at the world's end by pure chance. This is where he met Kumo at the tech hunter bar. A couple of bets and drinks later, they became friends and he joined the machinist caravan to the fishing village where he was taken under the wing of an old fisherman whose sons had all died before. With the help of the fisherman, Foto was able to learn the trade of the village of Starlight and when the fisherman died, he left Foto his boat, fishing instruments, and a small house. Enough to start a new life.

Realizing that what he had had was good enough, he decided to settle down. No longer escaping as a slave or trying to become a bandit, he had a place to call home after so many years. When he saw Kumo enter the village, he took it as a sign of the universe to really settle down and courted her. Whether his looks helped him or his wits, he was able to charm her enough to give birth to you. He now continues working as a fisherman.

Set: Your mother's techno hunter friend. You don't know much about him. You know him as the rice man.

Lim: Your sister, she is just a baby though. She looks just like you but tiny. She is 3 years old.

Vashu: "Uncle" a fisherman and your father's best friend in the town. He is nice to you and your family but isn't really liked by your mother. Vashu is a native to Starlight and has helped your family integrate with the rest of the town's population.

Childhood Years
Age 7

You are now a growing child. Now that you have turned seven, your responsibilities have increased such as taking care of your sister and helping your dad and mother around the house more often. You are allowed to leave the house but only to do certain things like errands and buying stuff from the village's marketplace. One day as you are walking in the village killing time you manage to spot a big hulking man walking around the town's plaza with an enormous sword. Accompanied by several behind me, they all head towards the Sea Cat probably seeking to get a couple of drinks before engaging in whatever business they have around here.

Then Vashu appears from the opposing direction looking at the mercenary with the same curiosity as you. He notices you and he waves at you. "Oh, how is Foto's girl doing?" He asks as he pats your head something a bit annoying but can't be helped since he is your father's friend.

"I am well...who is that?" You ask as you point your finger at the large mercenary. Vashu strokes his chin before answering. "Uhm I dunno. You should ask your mother about it. She probably knows more about it than I do, I am just a humble fisherman. In any case, don't go bother the big men alright? Drifters are never as nice as the villagers."

You nod and remember hearing stories about your parent's past and they weren't always all nice even when they tried to sugarcoat the bad parts. "Okay." You reply even if your curiosity tells you otherwise, your brains tell you to go do something else.

"Anyhow, I gotta go. Your dad is waiting for me at the docks." Vashu then leaves, his posture and attitude are relaxed. Typically for someone as easygoing as him, something your mother doesn't like about him but something that makes him worth keeping as a friend for your dad.

With nothing better to do. You go back home. Your mother is still working and well that leaves you to tend the house and take care of your sister. You do all those things like a diligent child realizing that it's better to do them rather than face either of your parent's anger. You grab a book, it's one of those that mother sometimes brings home to help you read. The problem is that you already read all of them so you decide to try to teach your three-year-old sister how to read....that doesn't go well and thus you decide just to narrate to her the stories within.

Time passes as you do so. A couple of hours later, your mother comes back home to prepare the food and you ask her about the big men that came to town. "Oh them? They are just cannibal hunters from the east. They want to set up an outpost nearby so they are making a deal with the local militia leader."

"Is that it? But the cannibals are so far away..." You tell her because, for you, everything outside of the immediate village is unchartered territory too far away for you even phantom going to any of those places even if you would want to.

"Don't underestimate them and for that matter don't underestimate any enemy until you are sure you know everything you can about them." That's what she tells you without really explaining why.

You only nod and eat your meal in peace. Looking at her to notice that she is really not that focused on her meal. "Is dad going to come soon?" Your words resonate through her and she immediately says. "Yes! I mean, yes. He must be drinking with Vashu again but he knows to not drink too much at least."

Once you are done with your meal, you take a nap and close your eyes. Realizing that the night passed you by. It's gonna be another slow day for you.

Major Events:



Deadcat Refugees(Historical): The fall of deadcat was a recent phenomenon and although, most of the population was sadly lost to Cannibal bellies. Those that survived have taken refuge in the fishing town of Starlight, many of them becoming beggars and drifters. Some even thieves and hired arms. They are kept at bay by the growing presence of Cannibal Hunters and the Tech Hunters in the bar of the town. A militia has formed to handle these issues.

The Destruction of Bast(Historical): The conflict between the UC and the Holy Nation has stopped being a simply cold war over the Skimsands. The Phoenix has mobilized the entire Holy Nation force and lead it to the valley of Bast destroying it completely. Rumors are that the trader's guild didn't inform the emperor of the Holy Nation's movement as a way to diminish his power but nothing is confirmed. All that is known is that there is a wave of refugees and bandits now roaming the areas surrounding Bast. The destruction of Bast and the surrounding farming villages is yet another strong punch against food security in the region. Starlight a mostly fishing village is now poorer with trade to Endin, Drin and Bast.

The Rise of the Painted Tribes(Historical): The cannibals not so long ago an afterthought for many has become a growing issue for the factions of the northern coast and hidden forest. Although many doubt that the cannibals would venture so far out of the Deadcat plains, Starlight and Flotsam have made effort to increase their strength in the region.

The arrival of Megacity(Historical): Men and women from the UC have recently arrived at the northern coast seeking to make a life of their own without the shackles of the UC and the Holy nation. They have formed a farming town over the hills near Starlight and while certainly not very liked by the fishermen of Starlight, they have at least helped absorb some of the deadcat refugee population.

The Cannibal Hunter Outpost: The Cannibal Hunters are setting up a post right next to the village. Their help will be greatly appreciated in the coming years but it will take a while before they get a proper outpost set up nearby. The Militia of Starlight is wary of the cannibal hunters since they will drive up demand for food up but since catch is plenty they think it will be fine. [Strengthened Defense of Starlight and more opportunities]

The Fog Wars: The Holy Nation continues its war against Narko's spawn or so they say. But they have a lost an entire legion to the foglands due to a leadership blunder. This has driven some doubts about the leadership of the inquisitors and the battle-readiness of the holy nation as a whole. [Reduced Holy Nation Strenght]

Business as usual: The UC meanwhile has continued to engage in their typical business of enslaving others and making tons of money. Their economy continues to grow even if it is all being pocketed by only a few fat cats. The trading caravans of the UC and slavers as a whole thus strengthen their hold over the economy and society. [UC strenghtened]

Personal Events:

A Fishing Nightmare: On a normal day like any other, your dad decided to take you to fish near the shore. What neither of you expected or for that matter anyone was that a couple of gurglers would make you their target. You only managed to escape by a narrow margin with the militia arriving to help and fending them off with their crossbows. Nobody knows how gurglers appeared in the north but it seems to have been a once in a lifetime thing. Nonetheless, such an experience has caused you some stress and trauma. [Fear of gurglers acquired.]

A Sickly Child: One day your sister Lim began to cough and the next, she had a fever. This was a very worrisome time for you and your parents, who had to scrape every bit of their savings to try and get a medic for her. She will be fine but the effect on your household finances is clear as day. It's only fish for you for months. You are beginning to appreciate having cats a little more. [Greed Increased]

Socially Shunned: Being an escaped slave is never easy. You can always be the scapegoat for things even if you don't do them. Your dad has recently become the scapegoat for a recent assassination attempt to one of the town's militia. Believing him to be the cause of the UC's wrath. [Social Opportunities Decreased]

Table for Events:
Intensity:
1-25 Small Event
26-75 Medium Event
85-95 Big Event
96-100 Very Big Event

Beneficial or Negative Events:
1-50 Good
51-100 Negative

Target Global:
1-20 UC
21-40 Holy Nation
41-60 Shek Kingdom
61-70 Flotsam Ninjas
71-80 Cannibals
81-90 Tech Hunters
91-100 Starlight

Target Personal:
1-30 You
31-50 Your Sister
51-70 Your Father
71-100 Your Mother

Three Global Rolls:

First Roll: 89,48,95 . A Big Good event happens to Starlight.
Second Roll: 31,64,32. A Medium Bad Event happens to the Holy Nation.
Third Roll: 40, 50, 13. A Medium Good event happens to the UC.

Three Personal Rolls:
First Roll: 65,79,24 . A Medium Bad Thing happens to you.
Second Roll: 29,72,72. A Medium Bad Thing happens to your father.
Third Roll: 97, 54, 36. A Medium Bad Thing happens to your sister.

Character Customization Phase II: Childhood Memories. Its time to go over another important phase of your life and that some psychologist may say that is the most important. This time will define more of your personality traits and your early career opportunities but its nothing really defining for now.

Character Points: 20+6 Omakes = 26

Traits:
  • Scorchlander
  • Genius
  • Robust
  • Pretty
  • Healthy
Social Traits:
  • Father is an escaped slave
  • Mother is a technohunter associate
  • Thicker than Water: Your family places an important focus on the family bond. Meaning that they are quite supportive even if sometimes you may butt heads with them
  • Sound Foundations: Your parents have learned quite well how to raise kids because of their past skills or just because they are natural parents, as such, expect their traits to rub off you much more easily.
  • Middling: You have actually separated bedrooms and at least something other than fish to eat. It's not much but its miles better than what most drifters and bandits get each day.

Effects of previous traits:
  • Genius: All learning events have a stronger effect on you.
  • Robust: Strenght and dexterity are trained more easily and you become stronger faster.
  • Pretty: Charisma related traits are stronger.
  • Thicker than Water: You are growing up in a sound and united family. Congratulations!
  • Sound Foundations: Opportunities to learn about your parent's trade.
  • Middling: Not that many economic opportunities and not that many luxuries. I mean that's everyone in Kenshi right?
Personality Traits:

Pick 3. These are free

[X] Charitable: You are a kind soul. Helping others even what little you have brings you satisfaction and the moral high ground. It is indeed a rare trait in Kenshi.

[X] Loner: You prefer to be alone and while you still enjoy other's company. You enjoy your own companionship even more. [Blocks all leadership-related traits.]

[X] Extroverted: You are the heart of the party and nothing ever goes past you. You prefer to be with friends rather than without them.

[X] Curious: Curiosity is one of the main traits of you. Finding out about stuff and learning about it always draws a smile to your face.

[X] Pensive: Thinking and rational thought are more rewarding to you than simple menial tasks.

[X] Diligent: Any tasks that you are given you do them straight away. But if you have too many of them they can be problematic.

[X] Greedy: You prefer having cats in your pocket and it seems that you have a mind for money and commerce. Things are shiny after all.

[X] Agreeable: You seem to agree with people on many things and always like to achieve a compromise.

[X] Assertive: You prefer having things your way and like it when things develop so.

[X] Emotional: Your emotions are strong in you. You are able to feel for you and others more often.

[X] Stone Wall: You don't let your emotions carry you around and even if you feel them, you don't really feel them as strongly as others.

[X] Creative: You like doing things the new way and you have always something new on your mind. You have a high tolerance for other's way of thinking too.

[X] Orthodox: You like doing things the way you are taught. Improving upon them little by little but overall preferring to master one thing over knowing ten. You also aren't very open to other's way of thinking.

Events:

[X] Suddenly A Mentor Appears: A traveler arrives at the town. You manage to befriend them, maybe they have something to teach you. [3 Points][Craftmanship or Battle skill improvement]

[X] Learning to fish with Dad: Fishing is the trade of most of Starlight's population. Learning properly how to do it and putting effort into it could prove to be useful later on. [1 Point][Increase Strength, Sailing and Fishing]

[X] Numbers and Letters with Mom: Your mother knows how to read, do math, and much more. Trying to spend more time with her could give some valuable early lessons for a prospective engineering or science career. You could also ask her to get you some more books to learn more about the world. [1 Point][Increases Science]

[X] Errands in the Marketplace: You are big enough already to help around the house and maybe also help others around town. The town's plaza is full of merchants that may need a courier or two to get things around town. You may have to carry fish and lots of it, but it will be a good way to make some pocket money and learn about barter. [1 Point][Increases Barter]

[X] Town's Lil Boss: A little gang has formed around you. Mostly comprised of friends of your own age. You may cause trouble sometimes but it's all for the sake of fun and your parents don't really seem to mind unless you get home before evening. [1 Point][Increases Charisma and Leadership]

[X] Friends in the neighborhood: You are a proper child and the neighbors seem to appreciate it. You are always helpful around town and polite making a good impression on the townspeople. [1 Point][Increase Charisma and Etiquette]

[X] Sister treatment: Your sister is growing and you have taken an important role as an older sister. You spend time with her and make sure she is safe and learning all things at her own pace. Nothing better than a sibling bond to lighten the mood. [1 Point][Increases relationships with your sister]

[X] Getting Places: Sneaking under the moonlight to go outside of town and spend some time alone sounds like something a child shouldn't really do. But maybe sneaking at night and going to a special spot near inside of the town to appreciate the moonlight isn't so risky. [1 Point][Improves Sneaking, Dexterity and Athlethics]

[X] Town's Sweetheart: Not only have you managed to be a good kid and get in the good graces of most in town. You have also turned the spotlight to you, people say hi to you when you see them and some may even give you treats. [Requires Friends in the Neighbourhood][2 Points][Increases Charisma, Etiquette and Social Standing]

[X] A Holy Visit: Flotsam may not follow the Holy Nation's religion but they are to some degree still religious. They take out all the racism against Sheks, the sexism against women and bring about the true message of Okran. But well they still fear skeletons. One of their ninjas decides to take on the job of teaching the town of Starlight their version of the Okranite message and you listen to the priestess quite a lot. [Increases Religious and Charisma]

[X] Treasure Hunter Stories: Treasure hunters often appear near Starlight as they go to the Leviathan Coast or places in the north where they think there may be a treasure. You soon learn to discern true from false in these stories and manage to make even more interesting stories. [1 Point][Increase Charisma]

[X] Farming is boring or is it?: One day your mother takes you to the hydroponic farm to help her around. You begin to learn more about agriculture, fertilizer, and all that sort of stuff. Surely it will be helpful later on? [1 Point][Improves Strenght and Farming]

[X] Child Militia: Seeing the militia parade around the city makes you wonder if you could do the same. You manage to convince a few of your friends to play as soldiers and manage to catch the eye of a local militia leader. Maybe, he will offer to help you how to swing a wood katana or spear. [2 Points][Requires "Town's Lil Boss"][Improves Leadership, Melee, and Strenght]

[X] Bonedog Story: What's a child without a pet? Your father or mother may say not to keep it but it's so cute! They wouldn't say no to you, right? [1 Point][Gain a loyal pet Bonedog]

[X] Sleight of Hand: The deadcat refugees are often seen as vagrants for you they are quite fine people even if a little scrawny. They are teaching you a few tricks every time to manage to sneak some fish to them. [1 Point][Increase Stealth, Dexterity and Lockpicking]

[X] Repairing the House: Using a hammer and nails may seem like the hardest thing ever to the unstarted mind but the fact is. Your family needs to do some repairs in the house and you are all grown up already, so helping is useful. [1 Point][Increases Strenght and Engineering]

[X] A visit to an old Friend: Travelling in Kenshi is dangerous even more so without protection. Nonetheless, your mom needs to travel back to World's End to settle some accounts. So you decide that it is your chance to leave the town at least for once. Against all advice, you manage to convince your mother to take you there and explore the city in the mountains. [1 Point][Expands Opportunities for next phase]

[X] Guardian: An attack of the town by bandits is quickly repelled but you manage to see the town militia fighting against the incoming bandits even your mom and father help the town repel the attack. Thankfully, they were starving bandits and proved to be not much of a problem, however, you are now interested in finding out how you can help mom and dad fight back against these attacks. They begin teaching you some basic stuff but mostly mom, who uses her crossbow to teach you how to aim and fire. [1 Point][Improve dexterity and crossbowmanship]

[X] Anti-Slavery: An anti-slaver skeleton arrives at Starlight. He seeks recruits and while you are obviously not fit yet to be a recruit of anything, however, the skeleton that came as a recruiter was a good speaker for a skeleton. The townspeople say not to listen to him and many try to ignore him. But you, that's another story as you ask your mother all about skeletons later on. [1 Point][Anti-Slavery Opinion and Skeleton tolerance. Further opportunities in the future.]

OOC: 12 hours of planning and discussion. Extensions are possible if asked for them. Suggestions for possible events and traits are possible during the planning moratorium. If you like the quest like the posts and try to advertise if you can.
 
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