Lay by your pleading, law lies a bleeding. Burn all your studies, and throw away your reading. Small power the word has, and can afford us, Not half so much privilege as the sword does.
The kingdom of Caledon is locked in a state of civil war, and has been for centuries. While its neighbors eye the polity like a wolf eyes a carcass, the people of the land have splintered, a once united land fractured into warring petty fiefdoms. In such turbulent times, many have turned away from the plowshare, and instead taken to the sword, a surer way of making a fortune, some say.
In this time of strife, you are born.
What is your origin?
Rolling:
Choice 1: Poor Freeman
Fisherman
Choice 2: Average Townsman
Shopkeeper/Ironworker
Choice 3: Poor Bondsman
Forrester
Choice 4: Wealthy Freeman
Liveried Horseman
Choice 5: Destitute Townsman
Thief
[x] Child of the Water
- Your father was a fisherman. With no land to call his own, he took to the rivers and sea to feed his family.
[x] Child of the Forge
- Your father was a shopkeep in a city, an ironsmith by trade. The Hammer and the Anvil were common companions in youth.
[x] Child of the Woods
-Your father was a forrester, a servant of a lord, and a watcher in the forest. He taught you the bow and the axe, it is to you to use those skills.
[x] Child of the Stable
- Your father is a liveried horseman under a lord of a castle. From a young age you have been schooled in the arts of war.
[x] Child of the Gallows
- Your father was a thief, who died when you were young. You have had to fend for yourself your entire life.
[x] Child of Destiny
-The world trembles at your passing. On the day of your birth, the sun turned black in the sky.
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- I'm learning GURPS, so I thought it would be a cool idea to run a quest with it, since none of my friends are interested in the crunch of it. Feel free to tell me if I fuck it up somehow. The tables for your father's trade are taken from Chivalry and Sorcery, another RPG I probably will never get to play.
If you take the last option, I'll roll one more time on the table, but you'll also get something cool out of it. Basically, you give up some control over your backstory, in exchange for some extra stuff for your character.
The day you are born, the sun turns black, and the sky darkens. Birds cease to sing, and it is said that the world itself halts.
But that matters little to you, for you are born a slave.
You never knew your father. Perhaps he was another enslaved man, sold on to the highest bidder. or perhaps he was a free man, dallying with your mother, and leaving the two of you in bondage. Whatever the case, you grew up sitting by the hearth fire as your mother cooked. She would sing you the songs of her people, and teach you her tongue, as you learned the language of the masters as well.
The man that owned your mother was Aelfric, A dyer, and the master of the guild of dyers in the city of Kaldeen, in the southern reaches of Caledon. The city was crowded, full to the brim with people, but you were kept away from the hum and din of wider humanity, for the most part. As when you were a youth, your master determined that he ought to get some use of you, and thus began your training. Long gone were the day of singing the songs of your mother's people, now, you were to learn a trade.
What trade were you given to?
[x] The Scribe's Pen
-The scent of ink, the scratch of quill on paper. Knowledge is power, and you can read to gain it.
[x] The Way of the Blade
-In the southern reaches, many slaves are marched to the death at the orders of their masters. Perhaps you shall join their number.
[x] The Horseshoe and Tack
-The stablemaster is a kind man, but stern. He teaches you to care for the animals, and for them to care for you in turn.
[x] The Hammer and Anvil
-The Swordsmith of the house is an old slave, one that barely remembers his own name on the best days. You are to learn all he can teach.
[x] The Hands of Fate
-An ancient practice. Lots are drawn to determine what you shall do in life, while an augur watches on
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- This is honestly hilarious to me. You can only randomly start as a slave if you roll a natural 1 on a d100. You have a higher chance to be born a member of the nobility, yet somehow, you all have beat the odds to end up with the worst socio-economic background. congratulations, you have destiny, and were born a slave.
Like with the child of destiny option, if you select the Hands of Fate option, you'll get a bonus at the end of character creation, and I'll roll randomly on the table for you to see what trade you're given. Otherwise, you can pick one of the trades
While you begin a slave, you may not stay a slave forever.
The lots are drawn, and the Augur declare it. You are to be a swordsmith.
For the next decade, your life is the forge. You toil in its embers, prying what you can form the knowledge of the senile old smith. You learn of the forging, the tempering, the sharpening, all of it.
And in the quiet of the night, when all are asleep behind their high-stone walls, you take a blade and cut with it in the dark. There is something about the act of cutting that enamors you. While at first you are caught, and whipped for your insolence, eventually you learn you hide it, keeping a knife on you, and training by the light of the moon, when no-one is watching.
As time wears on, the Old Swordsmith deteriorates more and more, until eventually you are burning his body in the forge, a last sign of respect. And with that, you were the swordsmith of the estate, and a man fully grown. You are given a collar, and put into the forge, to begin your duties. They re familiar to you, the ringing of steel a comforting chime. You have, after all, been fulfilling the duties of your master for much of your apprenticeship.
With your adult life beginning, you have a choice ahead of you, what do you do?
[x] Attempt to Escape
- The desire for freedom burns in your blood.
[x] Play it Safe
- Perhaps you shall escape later, but for now, you must be patient
[x] Write in
- Something unexpected?
And finally, what do they call you, what is your name?
[x] Isern
- A name meaning Iron, befitting a smith
[x] Aesce
- A name meaning ash, the cast-off of a cook-fire
[x] Altan
- A name from your mother's tongue, you know not it's meaning.
[x] Write in
- Have the names be germanic please
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- All right, we're out of character creation for the most part. With this post, I'll set up a character sheet, and we can get into the life of this poor fellow!
Name: Altan
Age: 19
Description:
You've spent most of your life as a slave, the child of one as well. Apprenticed to a master swordsmith, you have created a work of wonder that has captivated you, a very special Blade
You bide your time, waiting for your moment to escape from bondage.
Rolling 1d100...
99!
It is a hot morning. The sun beats down upon you as you perform routine maintenance upon a blade of one of the household guards. The rhythmic clanging of the hammer on the iron is as soothing as it always is. You stand in your forge, a small outbuilding on the grounds of the estate of Aelfric, your master. The walls are made of simple wood and plaster, while there is no roof overhead, to allow smoke to flow out freely. You live in a small building built off of the main one, with your meagre possessions.
You are standing in the forge, when the Majordomo of your master approaches. He clutches in his hands a wrapped bundle of something, as he looks at you with an imperious glare.
"Slave." He says, as if your name would sully his lips. "You are to take this metal, and craft a sword for your master."
He unwraps the bundle, and places it on your table. The metal shimmers in the air. It is a strange color, tinted blue, as if it were the ocean itself, yet shining with seams of rainbow-glistenings.
"What... is it?" You ask, in awe.
"Star-Metal." The Majordomo says promptly. "You are to make a sword of at least fine quality. You will have one chance, and you are not to muck it up. That metal is worth more than your entire wretched family."
Heat burns in your chest, red-hot anger. But you tamper it down with long practice, bowing your head to the Majordomo. The man departs, and you place you hand on the metal. Suddenly, it is as if a jolt runs through you, pins and needles in the flesh of your arm as the metal seems to... hum under your touch. It's comforting, in a way.
But all the same, you get to work.
Rolling 3d6
Target: 14
Results: 12
Success!
You spend seven days and seven nights, working as if in a fervor. You are given gold and jewels, for the pommel and engravings you are told, but you ignore them all, working in a fugue state. Then, On the final day, the blade sits in your hand, the metal glowing red-hot, but you seemingly unharmed. The blade hums in contentment in your hands.
It is then you realize your mistake. For you could never give this blade to your master, but you must. It is either escape with the sword, or bide your time further. Perhaps you are not prepared enough in your eyes. Perhaps you still remember fondly your mother, now an old woman, barely able to leave. Whatever the case, you now have a choice in front of you.
[x] Escape
[x] Do not.
If you do not escape, then you will have time before you. Time to train and prepare.
If you do not escape, then you have two actions.
[x] Attempt to Acquire Gear
-The mansion cannot have a panopticon. You can attempt to liberate goods for your escape
[x] Train a Skill
-Write in what skill you wish to train
[x] Attempt to improve an Attribute
-As you have little resources, this will be difficult to accomplish
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- It seems that the dice want to play hard to get, what with you being a slave, and now getting a 99 for random events. I thought it would be a fun idea to "give you an item" so to speak.
Regarding actions, you can repeat the same action. So you could train a skill twice, either different, or the same, skills.
As soon as you touched the blade, you knew you must have it. To give it to your master would be an indignity to it, and to yourself. You immediately make plans to escape from this place.
You know of the schedules of the guards, you could attempt to scale the high-walls of the estate, then make your way into the city, from there you could find a way to smash of get out of your heavy iron collar, then simply walk through the gates.
Alternatively, you could lie, stating that you have orders to leave. If the guard at the gate believes you, then you could simply walk out of the estate completely avoiding any onerous climbing.
You could also attempt to sneak into the manor, then from a higher vantage point, leap onto the walls, and then scale down into the city below.
Or, perhaps you could take the armor of a guard, doubling as both protection, and anonymity. Your master has many slave soldiers, and many are sent outside of the walls of the manor regularly. You could bluff your way past by pretending to be one of them, taking some armor as a bonus
Or perhaps, most desperate of all, you could attempt to fight your way out. The blade is a masterpiece, and you are skilled in it's use.
What do you do?
[x] Attempt to Scale the Walls
[x] Try and Bluff your way out
[x] Sneak through the manor, and leap out
[x] Disguise yourself as a guard
[x] Fight your way out
[x] Write in
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- Escape it is! We shall see how this goes.
[x] Sneak through the manor to attempt a double escape with your mother, youve got the sword and the skills to try to protect her now
Target: 12
Results: 5
Success!
The blade is wrapped in a leather scabbard on your back, hidden in cloth, to prevent the light of the torches or the moon from reflecting off of it. You creep through the wide halls oft he manor, finery hanging from the walls, and make your way to the kitchen. There, your mother is asleep. You shake her gently.
"Who is it..." She states, blearily rubbing her eyes. Upon seeing you, her eyes widen. "You are not meant to be here, my son. You sleep in the forge!"
"I sleep in the forge no longer mother." You state is a quiet voice. "For tonight we are escaping, both of us."
"Oh my foolish brave boy..." She stats, shaking her head sadly. "You've taken something from the master, haven't you. He will hunt you for this."
"Then we will vanish into the countryside." You state. "He will not find us."
"And we will, what, take shelter with the farmers? They will know we are slaves."
"Then I shall break our collars."
She looks at you for a moment, and sighs.
"If you escaped, they would only kill me to hurt you. Very well, I shall go with you. But I must ask my son, how will you break our collars?"
With that, you carefully unwrapped the blade, and drew it from the scabbard. Then, with a single motion-
Target: 16
Results: 10
Success!
-You slice through your mother's collar, the tip of the blade barely nicking her flesh. You stand still for a moment. That was pure instinct what you just did, and yet... it worked. Perhaps there is more to the blade then you know. With a simple movement, you then cut your own collar. You leave the broken remnants on the ground, and re-wrap the blade.
You open the door to the kitchen, and you freeze. A troupe of guards, five of them in total, are standing on the other side. This is not good. That's the only exit to the kitchen.
You will have to fight your way past.
Initiative:
Your Speed: 5.5
Guard's Speed: 5
You go first!
You begin by drawing The Blade, and moving to block the doorway.
Next, the guards go. Two of the guards leave to go warn the rest of the manor, while the remaining three guards draw their swords.
Next, you go again. You attempt a rapid strike maneuver, attacking twice with a -6 penalty
Target: 10
Results: 8 and 8
Hits!
The two guards you're hitting will attempt to parry with their swords
Target: (12/2) + 3 = 9
Results: 10 and 11
Failures!
Both of the guards fail to Parry.
Damage rolls:
2d6+2
Results: 12 and 9
DR 2 means both guards take 2 less damage for 10 and 7
Two Major Wounds!
One guard is at 2 HP, the other is at 5.
Both guards now must make a HT to stay standing, due to the major wounds:
Target: 11
Results: 6 and 16
The guard with 2 HP remains standing, but the guard with 5 remaining instantly falls unconscious due to failing by five or more!
Guard's turn.
The two guards continue to move further into the manor. The two guards that are still standing will attempt to attack you
Target: 12
Results: 10 and 11
A hit and a miss!
You will attempt to parry the guard that hit you
Target: 16/2+4 = 12
Results: 9
Success!
You take no damage from the blow!
Your turn.
You perform a Rapid Strike again
Target: 16 - 6 = 10
Results: 9 and 7
Successes!
The guards will attempt to parry your blows
Target: 12/2 + 3 = 9
Results: 8 and 10
Success and Failure!
You roll damage for the guard who failed to parry, who is at full health
2d6+2
Results: 11 + 2 = 13
DR of 2 reduces damage down to 11
Major Wound!
The Guard must roll to avoid being knocked down
Target: 11
Results: 15
The Guard is knocked down and stunned!
Guard's Turn
The two guards continue running down the hallway, turning a corner. The one remaining standing guard, sitting with a major wound, will attempt to flee down the hallway, taking the move maneuver.
The guard that's on the floor rolls to recover from stunned
Target: 11
Results: 14
Failure!
Your Turn
You take the Move and Attack Manuver, attacking with a -4
Target: 12
Results: 8
Success!
The guard will attempt to dodge
Target: 8
Results: 10
Failure!
Rolling Damage
2d6+2
Results: 9 + 2 = 11
DR of 2 drops damage to 9
Major Wound!
The Guard rolls to avoid being knocked down
Target: 11
Results: 18
Critical Failure!
The guard falls unconcious.
Guard's Turn
The fallen guard attempts to recover from stunned
Target: 11
Results: 12
Failure!
Your turn
You take the move and attack action to attack the downed guard with a -4
Target: 12
Results: 11
Success!
The Guard, being stunned, cannot defend. Rolling Damage
2d6+2
Results: 8
DR of 2 reduces that to 6
Major Wound!
The Guard, now sitting at -4 hit points, rolls to resist falling unconcious
Target: 11
Results: 11
The guard is still stunned, but conscious
Guard's Turn
The Guard will roll to become un-stunned at the end of his turn
Target: 11
Results: 8
Success!
The guard is no longer stunned, but is prone
Your Turn!
You will all-out attack the prone guard for a Strong Attack, giving you +2 to damage
Target: 16
Results: 7
Success!
The Guard will attempt to dodge, with a -4 from being prone
Target: 4
Results: 12
Failure!
Rolling Damage
2d6+4
Results: 6 + 4 = 10
DR of 2 reduces damage to 8
With the guard at -12 HP, they must make a HT roll to avoid instantly dying
Target: 11
Results: 13
Failure!
The Guard dies, combat is over.
You draw The Blade, allowing the cloth wrappings to fall onto the ground. The guards draw their own blades. There is only one way this will end.
You advance to block the door as two of the soldiers run down the hallway to warn the rest of the manor. Damnation, you were hoping to avoid that. Aelfric, your master, possesses an armor of Plate Mail, which it would be hard for your blade to pierce through. But that's a worry for the future. For now, you will have to put your skills with the blade to the test. The three remaining guards draw their blades, and you breathe in, and then out. Ready for combat.
You lunge forward, blocking the door, and slashing twice at a rapid speed, instantly downing one of the guards as the blade tears through the leather armor they are equipped with. The other guard staggers, hurt, but standing. You are met with blows in response, as the guards attempt to cut down your unarmored form. You, lightning fast, parry the one blow that is at risk of hitting you, then again, lash out with your blade twice, downing one of the men who screams in pain.
The remaining standing guard attempts to flee, but you chase him down and deliver a slash to the back that sends him to the ground, equally unconscious. Finally, the other guard stirs from his pain induced stun, but you're already there, driving a blade into his neck, ending his life instantly.
It has been roughly five seconds since the guards discovered you, and you have torn through three men like a wolf through a carcass. But, you have been discovered. You are running out of options, fast. what do you do?
[x] Attempt to scavenge armor from the fallen guards
-You may end up in more fights, taking a minute or two to do this is prudent
[x] Run with your mother
-The manor is alerted to your presence, you need to make a break for the balcony and jump onto the walls, as soon as you can.
[x] Write in
-Perhaps something else?
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- Wow, holy shit you're a beast. those guys were kind of chumps, but all the same you cut through them without taking any damage, though the dice were on your side. I will warn you though, your master has actual good armor, and a higher weapons skill than 12, so you shouldn't try to fight the entire manor. Unless you think you can make it, in which case go for it!
You grab your mother's hand, feeling her palm under yours, and the wrinkles of her fingers. You gently tug her towards the door. She stands stock still for a moment, shocked by what just happened, before she snaps out of it, coming with you.
You run through the halls of the manor as fast as you can, making your way to the staircase.
You lack the running skills, so it defaults to HT-5
Target: 5
Results: 4
Critical Success!
You continue to run at top speed, eventually scooping your mother up in your arms. You run past guards, to startled to stop you, bursting through doorways, until you make it to the balcony. There, there is a jump, a long one, to make it to the wall. from there, you should be able to get onto the nearby rooftops, and from there onto the streets. You ready your body, and-
No Jumping skill
Defaulting to DEX-3
Target: 9
Results: 9
Success!
-You make it! The impact jolting your legs. You continue to run, the guards clamoring on the balcony behind you. You've made it into the city. As you climb down from the rooftops, catching your mother as you jump, you feel a giddy excitement. You're in the city, free from the manor. You've never left its walls before.
But you're not yet safe. Your master's men are likely still on your trail, so you have no time to rest and relax.
What do you do?
[x] Write in
-How do you attempt to hide from the guards?
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- You sons of bitches, what bargain with fate herself did you make!?
[X] Plan: Freedoms Road
-[x] Try and fine an abandoned place to hide in for the time being.
-[x] Fine a change of cloths.
-[x] Try and find a map or directions to the next town over, better to put some space between you and your former master.
You begin by attempting to find an abandoned building to hide in. You take your mother, and wander the night-dark streets. The echoes of clanking boots on cobblestone alerts you to passing guards, allowing you to duck into shadows to avoid notice.
You do not have the search skill, so it will default to perception -5
Target: 7
Results: 7
Success!
Eventually, you find an abandoned building of some kind. A small stone structure, roughly one and a half stories tall, close to the wall. Prying apart the boards that cover the doorway, you make your way inside. Then, you notice the bodies. Half-decayed corpses litter the ground, pustules of some kind covering their diseased flesh.
"A Plague house..." You mother murmurs, making a sign to ward off evil.
"But do we have any choice?" You say to her. After a moment, she shakes her head in the negative, and you continue into the structure.
Exploring, you find several pieces of clothing and scraps of cloth that your mother is able to sew together with a sewing kit that you find, making clothing that is, if not good, is better than rags. It's liberating, to know that you are clothed in more than castoffs, even if it is in something so morbid. You also find several cases of preserved food, and a satchel. You quickly begin packing the rations away.
"How much do you know of the lands outside of the city, my son?" Your mother asks you as you sit down to eat before resting.
"Nothing at all. You know I've lived my entire life in the manor." You take a bite out of a piece of dried fruit.
"It is dangerous. You may be able to protect us with that sword of yours, but without knowing where we are going, running aimlessly will get us nowhere."
"What do you propose mother?" You tilt your head questioningly.
"I say that you should stay here. I am less conspicuous than you, in a way, being an old woman, especially one without such a notable weapon. I can ask for directions to the nearest town, perhaps saying I have relatives there."
"But mother-"
"You would only draw attention, my son."
Do you let your mother go to try and gather information?
Your mother leaves the plague-house. You sit in silence whiles he waits, before you decide to do something useful with your time, taking out a whetstone to care for The Blade. You find quickly however, that The Blade has not lost it's edge at all. It seems that is simply one of the properties of Star-Metal.
After waiting for a while, you hear the door creak open, and you ready yourself, crouching low behind a pieces of overturned furniture, you wait with bated breath. All of the tension flees your body as you see that the door has opened to reveal your mother, safe and sound. She makes her way, quietly, into the building, not having spotted you. You step out so that she may see you.
"How went your search?" You ask, sheathing The Blade.
"It went well. I was well believed to be a concerned aged woman, looking for directions to a relatives home. I believe that I have found a few places where we may hide out."
"Tell me of them."
"Of course, my son." She nods. "Firstly, there is a neighboring city, controlled, it is said, by a rival lord. It is unlikely that they will return slaves to a master from an enemy city, so we may be safe there. However, life in a city can be hard my son."
"Where else?" you ask.
"There is, it is said, a small farmstead across the lines of battle." She lowers her head. "We would have to make our way through a warzone, but it is said it is a peaceable place, and your skills as a smith could afford us a good life."
She takes a shaky, steadying breath.
"Then, there is one option more, though I hesitate to speak of it."
"Why?"
"A band of mercenaries are nearby. It is said they are no friends of slavers, but all the same they work for the coin of the lords. You skills with a blade... they are greater than many. You could do well there my son, and I am certain they would allow me to accompany. But the life of a soldier... it is a hard one."
You have three options ahead of you. What do you choose for yourself, and your mother?
[x] The City of Pergamon
-A city controlled by a rival faction, it is easy to be lost in the masses of people
[x] The Town of Julife
-Across the lines of battle, but safe from strife, a quiet life.
[x] The War Wolves
-A band of hired killers, a lucrative position, if you are willing to kill to achieve it.
-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}-{}- I had a tie, according to the tally, so I just flipped a coin.
Sorry that I am a bit late with this, caught a bit of a flu.