Argimos "One Horn" Sikdeutch
Established
Roleplay posts: 10
Physical Description: Name: Argimos 'One Horn' Sikdeutch
Class: Viking Raider - Jarl
Nationality: Norse Hjem
Race: Human
Gender: Male
Size: 2.1 Meters (Six feet, three inches)
Main Weapon: Fornharnarr - 'Ancient Hammer' - An ancient hammer crafted from an ore from a meteorite they called 'Magic', creating an explosive force against anything magically enabled that it hits. The harder he hits, the bigger the bang. Against an armored non-magic user, it is a strong war hammer with no special abilities.
Side Weapon(s): Short handled battle axes
History/Biography: Argimos started as a farmhand on his father's farm. His father was a jarl based on his raiding abilities and originally used Fornharnarr, the 'ancient hammer' passed down from father to son when the father dies and the son becomes the next jarl over the Sikdeutch House. The hammer found the hands of Argimos on his twentieth birthday. For some time the Sikdeutch House was in shambles when they found out one of their own was a traitor. From that day forward, Argimos was a raider of a different breed than his father; as in he didn't rush in blindly on his enemies.
Argimos was given the nickname 'One Horn' not because one of his helms horns was broken, but because the one full horn he has left was ripped from the head of a Manticore sent by foreign enemies. This statement made Argimos one of the most notable Jarls in his recent ancestory. When Argimos isn't raiding, he can be found working his land or exploring unknown lands. Beneath his rough exterior is curious child.
Despite the cruel facts that forced him to leave his homeland, he was eager to leave an explorer the unknown world beyond the miseries of his homeland and the cruel memories of his past.
Registered: Feb 10, 2017 13:46:57 GMT -8
|
Post by Argimos "One Horn" Sikdeutch on Feb 19, 2017 11:15:27 GMT -8
After weeks and months, blistering heat and supernatural storms, vikings have landed! With no supplies except muscle and metal, they are forced to start from scratch and rebuild what they have lost. For them to survive and become a stable society, a series of quests will have to be undergone. QUESTS: (Easy) Establishing a Camp - This quest has just started, but is still completely open. After waking up to the destruction, the vikings are cleaning up their mess. You will be helping with the gathering and cremation of the dead vikings, as well as building a camp. There's no combat involved in this quest. (Medium) The First Hunt - After building the camp and the cremation of the dead, the vikings must hunt or they will starve to death. Lacking tools to hunt with, you will be forced to use other items to capture food such as makeshift traps and makeshift spears(if any are made). This quest is based on survival and creativity. Can you survive t he hunt with nothing? (Hard) The First Raid - (Location currently unavailable) After the hunt (whether good or bad), it's time to gather supplies to build and grow. It is your duty to put your raiding skills to the test and provide for your Viking brothers and sisters. Survival is never guaranteed in a raid, so consider this a team-building excercise because soloists are not likely to survive. This raid will determine how the next series of quests will undergo. (YOU MUST BE INVOLVED IN QUEST 1 or 2 TO JOIN RAID) CHARACTER SUBMISSION: thefantasysandbox.boards.net/thread/2399/systkin-ragnarokPOST HERE: thefantasysandbox.boards.net/thread/2395/norse-beginning?page=1&scrollTo=60367
|
|
Aozora
Dedicated
Government Account for Aozora
Roleplay posts: 162
Registered: Aug 15, 2016 13:29:11 GMT -8
|
Post by Aozora on Feb 19, 2017 12:34:17 GMT -8
I've made four locations that can be raided. My government doesn't actually control them, or at least not yet. Once they are learned of, Aozora may pledge to protect.
|
|
Systkin Ragnarok
Established
Roleplay posts: 11
Registered: Feb 18, 2017 22:39:09 GMT -8
|
Post by Systkin Ragnarok on Feb 19, 2017 19:48:22 GMT -8
Establishing a Camp - GOALS
1.) Build a hut. 2.) Fire & Water - build a fire and gather clean water. 3.) Building a barrier - build a temporary defensive barrier around the camp. 4.) Build a Hall and attend a gathering.
When all four goals are reached, the second quest will begin.
BONUS: (This bonus is available in any quest.) Earn popularity among the people by finding magical or anti-magic items. Each item you turn into a Jarl, you will get favor which is needed to become a jarl one day.
|
|
Systkin Ragnarok
Established
Roleplay posts: 11
Registered: Feb 18, 2017 22:39:09 GMT -8
|
Post by Systkin Ragnarok on Mar 3, 2017 21:14:36 GMT -8
Establishing a Camp: COMPLETED
Rewards: Home - You now have a home of your own. You can live in the cave, a beach side home, or an entire building in the main camp.
Rank of Karl - You can now own a business and participate in raids.
Blue Cow Leather - An usual colored cattle that are the size of a moose. It is unknown if this cow hide has anything special about it besides color. More information coming soon.
No Bonuses Available.
|
|
Systkin Ragnarok
Established
Roleplay posts: 11
Registered: Feb 18, 2017 22:39:09 GMT -8
|
Post by Systkin Ragnarok on Mar 3, 2017 21:30:09 GMT -8
Part 2: The First Hunt 1) Attend a Gathering - Fadir calls for a sacrifice before the hunt with the promise of a feast. You must attend and watch this. You will use the blood like war paint on your face. 2) The Hunt Begins - There are multiple hunting parties and you must pick one. You will then continue on and hunt. 3) The Scout - A party remains in the unknown lands after the hunt. You will search for any sign of life that could lead to a population of people. 4) Unwelcomed Visitors - Something smells what you have been cooking and they want it. When all four goals are reached, the second quest will begin. BONUS: (This bonus is available in any quest.)
Earn popularity among the people by finding magical or anti-magic items. Each item you turn into a Jarl, you will get favor which is needed to become a jarl one day.
|
|