A Road of Life: A Road To Power: A Medieval Adventure of Rising to Power

Sorry bout that guys with the lateness... Some news from the family threw me for a loop.
 
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Starting Wealth: 10 Gold

Prestige: 20 Prestige

Piety: 40 Piety

Wealth Gained Per Turn: 0 (used to buy items, equipment, and other things)

Prestige gained per Turn: 15 (Used to rank up in society, take part in certian actions, and even get promoted.

Piety Gained Per Turn: 20 (Praying to the gods can net certain boons, and they may help you if you are pious enough.)
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Name: Einar Dansson

Age:19

Health: 5.0

Fertility:100%

Diplomacy: 1+1+2+1-3= 2

Martial: 5+1+2+2+2= 12

Stewardship: 2+1+1=4

Intrigue: 3+1+2=6

Learning: 2+1+2+3=8

Personal Combat: 4+1+2+2+2+1=12

Traits:

Diligent: Thorough and detail-oriented, this one always gets their work done promptly and accurately.(+1 to all stats. +1 to all actions.)

Dog: A dog follows this person around. (+1 to Personal combat. -20 to assassination rolls)

Ambitious: This individual wishes to achieve the highest possible station in life. Whether honorably or otherwise.(+2 to all stats.)

Brave: This person will face their fears, and keep going into the jaws of hell. (+2 to martial and Personal combat, +1 to diplomacy.)

Zealous: Whatever their cause may be, this person fervently believes in it, will proudly proclaim it, will try to convert others, and will unhesitatingly die for it. (+3 to Learning, +2 to martial and Personal Combat. +20 to piety gain)

Proud: This person is convinced that them being or will be, the best is an indisputable fact. Any who stand in the way of this are destined to be trampled underfoot. (+15 to prestige gain, -5 opinion from everyone.)

Stubborn: An individual who only changes their mind or backs down with the hardest difficulty. Even physical harm does not dissuade them. (-3 to diplomacy. You get a single reroll per turn.)


Name: Dankmar Svenson

Opinion: 100/100

Age: 42

Health: 5.0

Fertility: 100%

Diplomacy: 12

Martial: 4

Stewardship: 5

Intrigue: 7

Learning: 2

Personal Combat: 10

Traits:

Kind: This generous and gentle person is friendly to all, and will only fight or kill when it is necessary, and after all attempts at diplomacy have failed. (+3 to diplomacy, +10 to diplomacy rolls, -5 to Personal Combat.)

Just: Fairness, morality, and law. This person seeks to balance all accounts, by forgiveness and retribution alike.(+5 to Stewardship. +10 to Stewardship rolls)

Widower: You have lost your wife years ago… the pain has never stopped. (This man will not marry again.)

Content: Fed, watered, rested, and happy. This person feels their life is going pretty well. (+20 opinion from everyone. Special actions become unavailable.)

Stubborn: An individual who only changes their mind or backs down with the hardest difficulty. Even physical harm does not dissuade them. (-3 to diplomacy. You get a single reroll per turn.)

Name: Elric Dansson

Age: 8

Opinion: 100/100

Health: 5.0

Fertility: 100

Diplomacy: 2

Martial: 1

Stewardship: 4

Intrigue: 4

Learning: 2

Personal Combat: 5

Traits:

Diligent: Thorough and detail-oriented, this one always gets their work done promptly and accurately.(+1 to all stats. +1 to all actions.)


Name: Kara Atlasardóttir

Opinion: 100/100.

Age: 17

Health: 5.0

Fertility: 100%

Diplomacy: 8

Martial: 6

Stewardship: 10

Intrigue: 5

Learning: 5

Personal Combat: 7

Traits:

Attractive: This person is absolutely stunningly beautiful. So beautiful in fact, people can't stop looking at them. (+2 to diplomacy, +10 opinion from everyone)

Brave: This person will face their fears, and keep going into the jaws of hell. (+2 to martial and Personal combat, +1 to diplomacy.)

Charitable: Outgoing and generous, this person sees their role in life is helping those in need (+3 to diplomacy, +10 to diplomacy rolls.)

]Wrath: Anger, violence, and a surly disposition rule this person, restraint is a foreign concept. They may be capable of thinking things through, but it's almost always how better to fight and hurt the enemy. (+2 to personal Combat, -1 to martial, -1 to diplomacy.)
 
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Don't think there is really a difference between what Gods we worship more since Norse Pagan have more of a broad worship. Tho if we need to I'd say Odin, Thor, Freyr, Idun and Lodurr are good ones but I'd go with Odin since he's associated with Wisdom, Healing, Death, Royalty, Knowledge, War, Battle, Victory and Sorcery.
 
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A Legend Born amongst Mud, Snow and Water: Turn 1
A Legend Born amongst Mud, Snow, and Water: Turn 1

You awoke to the sounds of birds chirping in the sky like pests and the chicken's bocking.

"Einar wake-up!" Your brother's voice broke through the sounds of nature before his face appeared. "Father needs you."

You groaned. "Aye… give me a minute." You cracked up, your arms stretching out. "What are you doing? Doesn't father need you?"

Your brother gave you a toothy smile. "He sent me to get you."

"Where's my shirt… It's cold." You complained

"By the fire, with your boots." He stated.

You sighed. "Get to father Elric."

You got dressed and met your father. "Father."

Your father was pounding at the soil. "Einar , your awake good, I need you to get the food ready."

"Yes sir." you replied. "Kara come by?"

"No, she delivered the tools that she borrowed earlier in the day." He replied. "Now, come on lad, get moving, daylight is burning."
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You have 7 Actions Available.

Critical Actions: These actions, are available for this turn.

[]Work For your Father: You may be a man grown, but your father requested that you stay and help on his farm until after the Harvest. Again. Cost:0 Chance of success: 100% Reward: You help your father. He will pay you… what little he does not leave for your brother.

Diplomacy: You have lots of things to do.

[]Head to the Tavern: You need to relax, after such a long time working. Cost 5 Chance of success: 100% Reward: You relax, you drink, and interesting things may occur.

[]Offer Help to Kara: Kara needs help at the Mead Hall. Hopefully she'll pay you this time. Cost 0 Chance of success: 100% Reward: You help Kara.

[]Flyting: You shall sing praise of your ancestors and kinsman in a song that will shake the heavens. Cost:0 Chance of Success: ???% Reward: Prestige gain, Chance of a Trait. Chance to Gain diplomacy.

Martial: The Arena is open to you again… maybe this time you won't make a fool of yourself.

[]Fight in the Arena: The Local Fight club… an arena. You will risk your life in that fight pit… to earn coin, and hopefully, become a richer man. Cost 0 Gold.Chance of success: ??? Reward: You will fight in the Arena. If you fail, there is a chance you will get wounded, maimed, or killed. However, you will be richly rewarded for your efforts if you succeed.

[]Get: Better (Martial): You want to learn how to lead men into battle, whether it be a bar brawl, or the militia: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. The chance to gain a trait ???

[]Get Better (Personal Combat) You need to get better with a blade, You have to. Cost:0 Chance of success 80/40/20/10% Reward: Personal Combat stat increases. Chance to gain Formidable Fighter: 10%

[]Request Training with the Housecarls: It is the Duty of the Jarl's warriors to train men at arms for a time when they are needed...perhaps you can request some extra hours. Cost:10 Gold Chance of Success: 25% Reward: You train with the Lord's Soldiers. You may get recognition (Prestige), you may join the next raid if they feel you can take care of yourself.

Intrigue: Even in this farming village… life still has gossip.

[]What the Hell is going on in the World: You wish to learn what is going on around the world if you can Cost 20 Gold Chance of success 55% reward: A Basic news network is founded. Reports unlocked.

[]Get better: (Intrigue) You need to get better at lying. There are enemies all around you, you need to know how to find them to rise. Cost:0 Chance of success 80/40/20/10% Reward: Intrigue stat increases. The chance to gain a trait: ???

[]Request Tax Break: Mayhaps...with a look into the finances of the Jarl...he can be persuaded not to tax you. Chance of Success: 15% Reward: No Expenses for 2 turns.(If you fail you will pay DOUBLE taxes for two turns)

Stewardship:

[]Get Better: (Stewardship): You have to get better at Stewardship to better manage your own finances. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???

[]Work Odd Jobs: You need more coin… might as well offer your services to another for a few hours every week. Cost: 0 Chance of success: 90%, ???%/??? Reward: You earn some Gold. You are noticed. New Action will become available.

[]Gamble: The Dice, the Cards, The Thrill… and the reward will be well worth the risk. Cost 10/20/50/100 Gold.Chance of success: ??? Reward: You can get greatly rewarded for your risk. Win too much, people may take notice… and they may kill you. (Note for this Action: Please leave only the amount you are willing to gamble in the vote. Like only Place 10 instead of just leaving. 10/20/50/100)

[]Build a Ship: You wish to become a master of your own fate and having your own ship can accomplish that. Cost: 150 Gold. 5 Turns. Chance of Success: 100% Reward:A Long Boat Begins construction.

[]Buy Arms and Armor: You are in desperate need of equipment for defending yourself, and to join the arms. (This action will start a Marketplace miniturn)

Learning: You may know the numbers… but that does not mean you cannot learn more.

[]Teach Elric:Your Father Needs Help teaching Elric about something. You might as well. Cost 0 Chance of success: ???% Reward: Elric gains stats or traits.

[]Get Better: (Learning): You need to get better at book work and studies. A Wise king is someone who comes once every few generations... At least that is what you've read. Cost:0 Chance of success 80/40/20/10% Reward: Learning stat increases. The chance to gain a trait: ???

[]Learn To Read: You wish to learn how to read letters from paper, and to educate yourself as a noble. Cost 20 Gold Chance of success: ??? Reward: You can read in (Runic). +2 to Learning. You can read.

Personal: Father is proud of you.

[]Walk the Lands: You want to walk the lands and see how your people are doing. Maybe you can learn something your spies haven't told you. Cost: 0 Chance of success ???% Reward: Interesting Events might happen.

[]Choose Your Patron: You will choose your Patron God of the Norse Pantheon. Cost: 0 Chance of success 100% Reward: You can choose your Patron.

[]Find a Suitable bride: You need to get a wife and have an heir as quickly as possible Cost 0 Chance of success: 100% Reward: Information on the most eligible bachelorettes in the Area.

[]Opportunity Awaits: You think you can find an opportunity… Travel, fight, even… Adventure. Cost: 0 Chance of success: ???% Reward: An Opportunity Awaits. Your Legend can begin. (You leave home, on an adventure to seek fortune and glory)

[]Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.

AN: Enjoy

Vote in Plan format.
 
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So I think we can all agree on not taking that Tax break for our intrigue chance is too low and we shouldn't tempt fate. Personally for this turn we should just work on improving our stats learning to read and such and next turn we can begin gathering resources to buy weapons/armor and to build a ship that way we can be true masters of our own destiny and more importantly become a Jarl sooner.
 
So I think we can all agree on not taking that Tax break for our intrigue chance is too low and we shouldn't tempt fate. Personally for this turn we should just work on improving our stats learning to read and such and next turn we can begin gathering resources to buy weapons/armor and to build a ship that way we can be true masters of our own destiny and more importantly become a Jarl sooner.
Remember the price of said actions, and remember you pay taxes.
 
A Wise king is someone who comes once every few generations... At least that is what you've read
You wish to learn how to read

Schroedinger's literacy.

Proud: This person is convinced that them being or will be, the best is an indisputable fact. Any who stand in the way of this are destined to be trampled underfoot. (+15 to prestige gain, -5 opinion from everyone.)
Name: Dankmar Svenson

Opinion: 100/100
Name: Elric Dansson

Opinion: 100/100
Name: Kara Atlasardóttir

Opinion: 100/100.

Not sure what Proud's effect is here, if we start at 100.


[X] Plan broke
-[X] Work For your Father: You may be a man grown, but your father requested that you stay and help on his farm until after the Harvest. Again. Cost:0 Chance of success: 100% Reward: You help your father. He will pay you… what little he does not leave for your brother.
-[X] Offer Help to Kara: Kara needs help at the Mead Hall. Hopefully she'll pay you this time. Cost 0 Chance of success: 100% Reward: You help Kara.
-[X] Work Odd Jobs: You need more coin… might as well offer your services to another for a few hours every week. Cost: 0 Chance of success: 90%, ???%/??? Reward: You earn some Gold. You are noticed. New Action will become available.
-[X] Get Better (Personal Combat) You need to get better with a blade, You have to. Cost:0 Chance of success 80/40/20/10% Reward: Personal Combat stat increases. Chance to gain Formidable Fighter: 10%
-[X] Get: Better (Martial): You want to learn how to lead men into battle, whether it be a bar brawl, or the militia: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. The chance to gain a trait ???
-[X] Overlook: You can oversee a project personally, giving it a personal touch. Cost 0 Reward a single action can have a +15 roll added to the dice.
--[X] Work Odd Jobs
-[X] Get Better: (Stewardship): You have to get better at Stewardship to better manage your own finances. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???

How long is a turn? a week? a year? Either way, we're close to broke right now, and not making any money. training martial and stewardship because those seem the most useful right now.

@Magoose are the taxes the 1 gold expenditure listed?
 
[X]Plan: So it Begins!
-[X]Work For your Father: You may be a man grown, but your father requested that you stay and help on his farm until after the Harvest. Again. Cost:0 Chance of success: 100% Reward: You help your father. He will pay you… what little he does not leave for your brother.
-[X]Flyting: You shall sing praise of your ancestors and kinsman in a song that will shake the heavens. Cost:0 Chance of Success: ???% Reward:prestige gain, Chance of a Trait. Chance to Gain diplomacy.
-[X]Get Better (Personal Combat) You need to get better with a blade, You have to. Cost:0 Chance of success 80/40/20/10% Reward: Personal Combat stat increases. Chance to gain Formidable Fighter: 10%
-[X]Get Better: (Stewardship): You have to get better at Stewardship to better manage your own finances. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???
-[X]Work Odd Jobs: You need more coin… might as well offer your services to another for a few hours every week. Cost: 0 Chance of success: 90%, ???%/??? Reward: You earn some Gold. You are noticed. New Action will become available.
-[X]Get Better: (Learning): You need to get better at book work and studies. A Wise king is someone who comes once every few generations... At least that is what you've read. Cost:0 Chance of success 80/40/20/10% Reward: Learning stat increases. The chance to gain a trait: ???
-[X]Choose Your Patron: You will choose your Patron God of the Norse Pantheon. Cost: 0 Chance of success 100% Reward: You can choose your Patron.

So! Using this first turn to try and get better at certain things as well as working to get some money, if it works we can probaly go ahead next turn and try to learn to read if the Odd Jobs action succeeds well enough.

Edit: Swapped out Learning to Read with Get Better (Learning)
 
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Critical Actions: These actions, are either available only for this turn.
I think something is missing here.

This does not look right.

[]Opportunity Awaits: You think you can find an opportunity… Travel, fight, even… Adventure. Cost: 0 Chance of success: ???% Reward: An Opportunity Awaits. Your Legend can begin. (You leave home,
Something is definitely missing here.
 
[X] Plan Viking Basics
-[X]Work For your Father: You may be a man grown, but your father requested that you stay and help on his farm until after the Harvest. Again. Cost:0 Chance of success: 100% Reward: You help your father. He will pay you… what little he does not leave for your brother.
-[X]Get: Better (Martial): You want to learn how to lead men into battle, whether it be a bar brawl, or the militia: Cost:0 Chance of success 80/40/20/10% Reward: Martial stat increases. The chance to gain a trait ???
-[X]Get Better (Personal Combat) You need to get better with a blade, You have to. Cost:0 Chance of success 80/40/20/10% Reward: Personal Combat stat increases. Chance to gain Formidable Fighter: 10%
-[X]Get Better: (Stewardship): You have to get better at Stewardship to better manage your own finances. Cost:0 Chance of success 80/40/20/10% Reward: Stewardship stat increases. The chance to gain a trait: ???
-[X]Work Odd Jobs: You need more coin… might as well offer your services to another for a few hours every week. Cost: 0 Chance of success: 90%, ???%/??? Reward: You earn some Gold. You are noticed. New Action will become available.
-[X]Get Better: (Learning): You need to get better at book work and studies. A Wise king is someone who comes once every few generations... At least that is what you've read. Cost:0 Chance of success 80/40/20/10% Reward: Learning stat increases. The chance to gain a trait: ???
-[X]Choose Your Patron: You will choose your Patron God of the Norse Pantheon. Cost: 0 Chance of success 100% Reward: You can choose your Patron.
 
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