You are one of the top Door Punchers in the city. Solicitations for your service are few in quantity. Compensation, woefully inadequate. It is a balmy summer evening, you think. You are feeling particularly hard boiled tonight, if that's something Door Punchers can be.
You find yourself standing in a completely generic room. There's nothing to do or see here.
What will you do?
>>121711
You decide that you need a change of pace. Something to break the monotonous duty of door punching. You position yourself in front of the door and give it a good kick.
>>121721
> You decide that you need a change of pace. Something to break the monotonous duty of door punching.
You position yourself in front of the door and give it a good kick.
You wind up a solid punt before letting it loose.
You break your toe painfully and begin to weep.
>>121751
Oh well. We still have nine left. Perhaps we should open the door to see what's outside.
Get in here folks
you know the drill
>>134809
I take France, dark blue
>>134813
Tripcode
>>134816
Oh, Sorry
I take France, Dark blue
Nearly five thousand years ago, there was two types of people - those with magic, and those without it. From the first moment someone drew energies from the Otherworldly Plane, the Ether, man has subjugated his fellow man. The ambition of these Magical Lords drew them into mighty wars with one another. Due to the lore being complex, the ability demanding on the body, the time consuming of mystical study began to fade. As the population of magic users declined, the rights of every man began to soar. Cagomani the Great began a social contract with his most loyal servants. In exchange for service in times of war, he would relinquish parcels of land to them to till and take care of. Since then, war has at least been less destructive on the grand scale. Around two hundred years ago, a group of generals and regents formed a military realm over a spread out people from the north called the Lēode. These men stripped down all social ranks save for their head of state, the Emperor. They took up the mantle as the Lēoden Stratocracy. Now they hungrily eye the Kingdom of Réimír, rich in land and folk. What has stopped these two giants from going to war is two border states. The Timocratic Cities and the old ass Kingdom known by its people and others as Erresuma. That is, until the Cities and Erresuma started going to war with each other, and the damned Lēoden joined in.
You see, Erresuma is a Kingdom of hills, mountains, and dense forests. What few plains it does have are farms. The people there are hardy, isolated, and not too welcoming of outsiders. Surrounded on two sides by the most powerful nations on the continent, they were ready for a fight. It's been ten years since the war began, no end is in sight. To save more young men dying, the Stratocracy started to employ their favorite little bag of ruffians - Mercenaries. From around the world they come, but one among them is special. The Lordless Bannermen are one of the oldest and most elite of bands roaming around the world. Formed of disenfranchised nobility, they recruit any and all with a strong financial backing of aristocrats. Despite the laurels of gentry weighing on their leadership, they have no qualms advancing a state determined to destroy them. They've been working for the Lēoden damn near ten years now, fighting in countless wars and rebellions for their expansive state.
What does all this mean for you? You're part of the Bannermen. A mercenary brother sworn to the Script, a charter dating back older than most nations today. But that still doesn't tell us who you exactly are.
>>119634
This game is inspired by the Black Company series by Glen Cook. While not in the same universe, it will follow some of the same basic conventions such as humans being the only race.
The system will be using is partially inspired from the Black Company Quest currently running too. For skill rolls, we'll be using a percentile roll under system. Participants will roll a d100. Best 2 of 3 are taken in, and the average between them is decided. Example: Anon1 rolls a 1, Anon 2 and 3 both roll 100s. Only one 100 is taken into account, and the average between 1 and 100 is 50. Turning a failure into a possible success.
Without further ado, character generation.
Background: [Choose One]
Timocratic Burgher
The three cities were once the head of a mighty empire, but as of late they've fallen in prestige. The industrious middle class of workers known as the Burghers keep them afloat with tireless trade. From fractories full of hardworking craftsmen, to foundries producing enough metalwork to fund both the superpowers. You were born into this life and it's all you've known, acting as producer and merchant. For whatever reason, you left that life that city life to join up with the company. Hopefully your skills can come in handy...
Traits: Literate, Fast Talker(Best 3 of 5 for Interaction Tests), Skilled(+10 to creating objects with tools), Militia Training, Bilingual.
Lēoden Citizen
Though the Stratocracy is founded on the basis of no social ranks besides that of the Emperor, eligibility for taking part in most of its liberties comes with the price of military service. Though not mandatory, most farmers sons and daughters join the military. Women are trained as scouts, medical personnel, and muskeeters. Men form the backbone of the infantry, engineering corps, and such. The Bannermen offer better pay for what you were doing already, so why not join up? Or perhaps something happened in your last post...
Traits: Disciplined(+10 towards maintaining your cool), Precise(Roll 2x for dmg, take higher), Citizen Guard Training, Speak Lēoden.
Landless Réimírin Knight
Your father, or his father, or someone in your ancestery pissed off the King. A bad idea. You're a bloodline without the power, a name without the backing. A hollow remnant of something proud. You have heirloom armor, a horse you probably had to steal or kill for. You've served with the Réimírin army as an Equestrian Scout, but that's a no where position. The Bannermen was founded by people such as yourself. Perhaps that will be your chance to ascend from this piss-poor station?
Traits: Trained Rider(Best 3 of 5 for Riding Tests), Armor Trained(No Penalty for Heavy Armor), Literate, Knight Training.
>Continued
>>119652
Dansc Hermit Mage
The Hermit Mages have existed for quite a while in the Danser cities, Areteia being infested with them. These not so humble practictioners of the mystic are men with more willpower than training. Stealing scraps of information from the Mage Lords of the Danser, pawning and pleading for more, they are able to preform simple tricks. The Bannermen has actual mages, but their advanced age demands more fodder. Will you become like many would-be apprentice successors, or actually achieve greatness?
Traits: Literate, Capable of Magic, Militia Training, Bilingual.
Erresuman Peasant
The war has waged for so long famine has spread across your homeland. The forests no longer provide bounty as they once did. Armies roam the land taking what little there is left. And you're not sure which are worse, the invaders or your own kin. Most certainly nearly everyone you know is dead. The Bannermen are no better than anyone else, but they offer double pay to locals who can speak Lēoden willing to join them. It's going to be the start of a hard life.
Traits: Bilingual, Erresuman Local(Knowledgeable in the customs and geography of this secluded land), Resolute(Have an additional +5 to HP), Militia Training.
>>119652
>Landless Réimírin Knight
>Your father, or his father, or someone in your ancestery pissed off the King. A bad idea. You're a bloodline without the power, a name without the backing. A hollow remnant of something proud. You have heirloom armor, a horse you probably had to steal or kill for. You've served with the Réimírin army as an Equestrian Scout, but that's a no where position. The Bannermen was founded by people such as yourself. Perhaps that will be your chance to ascend from this piss-poor station?
>Traits: Trained Rider(Best 3 of 5 for Riding Tests), Armor Trained(No Penalty for Heavy Armor), Literate, Knight Training.
>>119634
>>119658
I've been exiled from my village for crimes I may or may not have committed.
They escorted me outside to wait for my death.
Outside the village is a dead forest full of distorted looking trees, and a lot of foliage on the ground.
Besides that, it's unknown what lies here, attempts to explore the outside always failed.
A lot of people never return, and those who do, describe the kind of madness fitting for a nightmare, and that's the only consistent thing in the reports.
I shouldn't be too far away from the village, they wouldn't dare, but I was blindfolded during the way here, I don't know the way back.
My name is (You don't need to remember) Luaye Boyo, and I'm not about to die here, not like this.
I removed my blindfold to look around.
I think I see something slowly moving in the darkness behind me.
>>119312
Attempt to make fire
>>119327
I have nothing but the clothes on my body, the blindfold, and I guess I should mention...
Yeah, I might have to get rid of these first
you are the op in this quest. where would u like to begin the story
>>135829
TRANSFORM INTO SAILOR VEKTROID!
in the stomach of a trex fag
Rolled 5 (1d20)
>>135829
In the biggining of this jurney its reveald that the true identety of Cap Fag is in fact OP.
Twitter: https://twitter.com/bookerman32
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dark%20Gate%20Academy
Character Pastebin: http://pastebin.com/s9JM8xxW
Quest Theme: https://www.youtube.com/watch?v=_2Nj8OxYLTw
Far off, nestled in an otherwise small Japanese town lies the Dark Gate Academy. An institution of tremendous size, the Academy holds a long kept secret. Unknown to the outside world, this unseemly town is home to a tear in our reality. A gate between our world and a bizarre dimension known as the Darkworld. The inhabitants of this hellish world breach this gate and attempt to flood into our reality and spread throughout the world on a regular basis. However, the Dark Gate Academy is home to students of truly extraordinary abilities. The ability to sense the presence of these evil Darkword creatures, and defeat them in combat, sending them back through the gate.
They cannot close the rift between our world and the Darkworld, but the students and staff of Dark Gate Academy have dedicated their lives to using their amazing powers to hold back the darkness that plagues our world, even if it costs them their lives. They have risen up to the challenge and in secret have become great heroic defenders of the world as we know it.
You... are not one of them. You are a transfer student. There was a bit of a mix-up.
>Previously on Dark Gate Academy...
Rini battled with her inability to trust others, and she and Kosuke were brought closer together.
"What are you going to do, Ryoji?"
That's the question asked of you as you find yourself in a very familiar position. Training in the early morning with Rei has seen her kick the crap out of you in the name of improving your combat skills. And it always end the same way, with you flat on your back, Rei sitting on your chest, with your arms pinned to the ground. And every single time she has you in this position, she feels it's her need to taunt you.
"Don't worry Rei, this time I'm breaking out," you reply with a smirk.
"I don't know Ryoji..." Rei replies, clamping down her grip on your wrists, "It seems to me that you're starting to get lazy, de-motivated... dare I say it..."
"Say what?"
Rei smiles. "...Content. I'm thinking you're starting to enjoy me having you down like this."
What a ridiculous idea. You're not some kind of pervert... okay, you are, but you're actually taking this whole training thing seriously. It's not just some excuse to get closer to a cute girl. A cute girl who kissed you... and almost definitely thinks you're cute too. And sure, the position you're in right now may have her straddling you, her warm breath hitting your face, and sure, she may not be pinning your arms down anymore, instead interlocking her fingers with yours, and she may be leaning in her face closer and closer until...
"You know, Akira told me she'd be late to this session..." she mutters, her mouth inches away from yours.
Could she honestly be suggesting...
"So... What are you going to do, Ryoji?"
Holy crap, she is. Well, you aren't the kinda guy who lets this kind of opportunity go to waste. You shift your head, leaning just a little closer, until...
"Hi guys!"
A shocked Rei leaps off you and back onto her feet. Red in the face, you turn your head to see Saki approaching and waving in a pair of shorts, with Akira following close behind.
>Hey Saki... why are you here?
>We were a little busy, Sak...
>DAMMIT!
>We were a little busy, Sak...
>>128155
>>Hey Saki... why are you here?
Oh boy...it begins.
You awaken in a jail cell.
You do not know why you are here.
You do not know who you are.
Indeed, you remember very little.
What do you do?
>>124762
Shout out of the bars "GAS THE KIKES, RACE WAR NOW"
>>124815
Seconded
...Can I bump my own post? I hope so, because, um... we won't be shouting that.
The sun rises over the forest you call home, illuminating everything and ushering in the start of a beautiful new day.
In the small building where you've lived all of your life, you sit up in your bed, stretching your arms and yawning as you take a quick look around your room. Everything is right where you left it last night; your canteen is on the dresser across the room, along with your only other set of clothes.
You hop out of bed and walk over to the dresser, changing and grabbing your canteen before heading outside.
You've been alone here for a while. Four years ago, when you were eight, your parents were killed by some creature. Since then, you've been left to fend for yourself.
Your name is Tofoo, and this is the beginning of your adventure.
>>https://www.youtube.com/watch?v=BT1Dp69D7q0
>Information
This quest, as the title suggests, takes place in the world of Dragon Ball. You're playing as a twelve year old boy named Tofoo, and will adventure through the story of the Dragonball series alongside characters such as Goku, Yamcha, Bulma, Tien, and many others. Through your actions, you can make significant changes to the story, and perhaps even become the strongest fighter on Earth.
>Rules
At the end of each update you'll have ten minutes to vote on options. Write-ins are allowed, but I do reserve the right to veto them.
Rolls will be used on certain occasions, such as attempting a technique for the first time or attempting something extremely difficult. You will have three rolls, and if one succeeds, you succeed. There are no crits.
I hope everyone has fun.
You step out of your home and take a look around. You can hear the birds singing in the trees, and see a few of them flying high above you.
You don't see any other animals, but experience has shown you that they are usually close by. And many encounters with them have made you stronger than most of them.
A rumbling in your stomach tells you that it's time for breakfast.
You know of a tree that bears delicious fruits nearby, which would make for an easy meal. But, you also know there are plenty of animals good for eating to be found.
Then again, you're a little thirsty. Maybe you should go to the creek and fill up your canteen.
>A. Go to the fruit tree
>B. Go hunting
>C. Go to the creek
Welcome, ladies and gentlemen, to The Tales of Jack Chitin.
The Tales of Jack Chitin is a fantasy adventure in a wonderful world full of various unspeakable abominations. In this quest you will follow the ups and downs of an intriguing human fellow named Jack Chitin. He is what people would call a "bug hunter".
Well... the polite people anyway.
What wonders and HORRORS await us? Let's find out!
I will post a short intro picture, and the inventory and map before I start the quest, so you guys have something to work with.
"The name is Jack Chitin. I spend most of my time in the forests here, where I feel welcome at least. I'm what most of the town folk call a Buz... a bug hunter. These lands are abundant with all sorts of creatures, some of which you would mistake for myth and legend. But believe me, they are real, painfully real.
However, I still feel a connection with these creatures, a connection others can only imagine. It is both a blessing... and a curse."
"Hah, no matter how many times I practice that stupid speech, the result is the same."
"..."
The Inventory
The Map
Trying this board out for the first time and setting up a mini-quest that will eventually become a more refined quest!
Looking for 3 players to test out how it plays. First 3 to respond that they want to play will be Red Player, Green Player, and Blue Player, in that order. Do a 4d5 roll on your opening post, it will be your starting HP.
The goal is to escape the dungeon (land on the box where the yellow arrow is on the map). You do not have to kill anything to escape and win the game! However, if you leave the dungeon too soon, your fellow players may have a much harder time escaping themselves.
Movement:
Once the game starts, you will each be taking 1d5 rolls (First Red Player, then Green Player, then Blue Player) to determine how many spaces you can move. So first Red will make a roll, then after seeing the result, Red will make a second post stating how they would like to move (ex. if Red rolled 4, they might say "2 up, 2 right"). You do not have to move every space of your roll (ex. if you roll 4, you can move 2 spaces and end your turn).
There are 4 enemies lurking about. 3 are the sentinels, who aren't as powerful as the boss, but are excellent trackers and will hunt down the player that matches their color right from the start of the game, as efficiently as possible. If a sentinel's target is no longer on the board, it will go after the player that is closest to them instead. Sentinels each take a turn rolling to determine how far they will travel towards their target (also 1d5 rolls). After each human player makes their moves, Red Sentinel rolls first, then Green Sentinel, then Blue Sentinel, and then finally the Boss will move before it is Red Player's turn again.
The Boss is the 4th enemy, and he will only target a player if they are within 10 spaces of him. When no player is in range, the boss randomly roams one tile at a time, and will do a 1d4 roll to determine the direction of roaming (1 moves up, 2 moves right, 3 moves down, 4 moves left - if it leads to an invalid space, he will stay still). When a player is in range, he will move 4 spaces every time, towards that player. The boss will prioritize his target based on whoever entered his range first.
(1/2)
Combat:
If an enemy occupies the same space as you, you enter combat mode! You cannot leave combat mode until there are no enemies left on the tile. Players may assist one another and join into an existing battle. Each player and each enemy can only make one attack per turn. Players start with a base attack of 3. When in combat mode, instead of rolling to move, you are rolling to attack, so roll 1d based on your listed base attack (so if your base attack was 6, roll 1d6, if it is 10, roll 1d10, etc) and state your intended target if there multiple enemies on a tile. When entering combat mode, enemy stats will be revealed. Sentinels roll 1d, boss rolls 2d.
Pickups:
There are pickups across the dungeon. See the map legend to identify which does what. Players take a pickup simply by passing through the space that it exists on. Enemies do not take the pickups, but can pass through the spaces as well. Pickups activate immediately on contact. Enemies have a 1/2 chance of dropping a pickup upon death (Players drop nothing).
Ready to start once I have 3 players!
(2/2)
Testing formats...ignore...
bold
italic
Red
Green
Blue
Bold and Italic
Bold and Red
bumpy
Share it with the discussion, so others will know of your quest.
>>106218
Born of Ice
Soon the flames will fade, and only Dark will remain. This truth served to end every kingdom before you. But this is not the story I am here to tell. This is not the story that you, the Undead, are a part of. You exist, long after these tumultuous times. You are upon the precipice of great change, and an unknowable force has driven you up from the dead again. When the new Age of Fire died out, the Dark overtook everything. The Kingdoms of Old had finally fallen, and in their wake came the Age of Ice. The world is a husk, a barren landscape of former glories masquerading as whole, misplaced among the vast tundras shrouded in darkness around the world.
Your eyes open angrily. Your rest has been disturbed. How then? Have the Gods called you back? As the question poses itself in your mind, you attempt to stand, up from a melted block of sea blue ice, only to fall. Your leg. It is shattered at the knee. Broken is such a way, that you would have to force it out in order to move again. But it hurts. What is this feeling? Pain? Hunger? You do not recall much, but you never recalled having these feelings. As you rejoin your leg, you let out a blood curdling scream. The pain will subside, but you take a moment to lean back against the ice which you fell out of, puzzled by the universe at large. Have you...thawed? How did you freeze in the first place? Your mind is running with ideas you have not had in a long while.
At your feet is a small puddle. The deep darkness around the cave you are in provides nothing in the form of visible light, but you do see something and hear something odd. The ice is melting. The great spire of ice which form as stalagmite and tites are melting, from what you hear of the eerie whisper that ice often gives when it is heated rapidly. Slowly it melts, but surely. And as you peer down into the water at your side, a light beneath reflects it back. The ice of the floor reveals light below you, but you are first drawn to the reflection in the water puddle. You see your face, mangled and without lips. But it is your face.
>That of a young man, dead in his prime.
>That of a young woman, dead in her prime.
>>119368
>That of a young woman, dead in her prime
>>119368
>That of a young man, dead in his prime.
>That of a young man, dead in his prime.
Yuma, AZ
198X
5 years after the End
Thread 1
>>64847
Thread 2
>>97652
You are Hank Dalton, 22 year old driver, mechanic, and now coyote exterminator apparently. Last time on The Last Grease Monkey, you:
>Found out that while DevilBoy was dead as shit, whatever was actually controlling him can transfer into other bodies, like a Condor for instance
>Managed to reach your buddy Jim on the CB
>Had a little "quality time" with Maria, the lady you saved from DevilBoy (didn't fug her yet though)
>Got rescued by Jim who brought you, Maria, her niece Carla and most importantly your bitchin El Camino back to town
>Visited Jim's friend Chief, got high as balls, pigged out on Oreos and Kool-Aid, found out DevilBoy/DevilBird is actually a Wendigo
>Also a lot of interesting Wendigo facts like how it can control animals
>Got attacked by coyotes, which is surely a coincidence
-----------
Gunfire rings out through the valley as the three of you rain lead down on these filthy varmints. Chief's lever-action boomstick tears one damn near in half. Jim pops off round after round from his 1911, dropping coyotes left and right. You miss one shot but take down one coyote with a headshot and cripple a second with a shot through the hips before you notice two of the beasts making a beeline for you. Jim and Chief are having rheir own troubles.
You blast one square in the face, killing it instantly. The second one is upon you before you can pull the trigger again. You drop your revolver in the struggle as it chews at your raised forearms through your jacket, trying to get to your throat. Then its head explodes into mulch with a loud BOOM. Thanks Chief. You hastily grab your gun and look over to see Chief tackled to the ground by three more coyotes. He pulls a Bowie knife and manages to stab one through the neck but there's still two more.
"Hold on!" you shout, running over to him. He's putting up a hell of a fight but they're tearing into him bad. You fire twice. One is a solid abdomen shot, the other is only a graze and the coyote bites down into Chief's neck. Furious, you grab the remaining coyote, lift it off Chief and fucking SUPLEX it. Its neck breaks with a satisfying crunch when it hits the ground. Jim runs over to you as you hear yet more howls in the distance.
"Aw Christ, Chief! Fuck, how bad is it?"
Chief coughs and spits out some blood. "I'll live," he croaks.
You and Jim drag Chief into:
A) The Riviera, get the fuck outta here
B) The farmhouse, hole up there until morning
C) The farmhouse, but fuck hiding. Jim has some better artillery in the Riviera's trunk, grab it and massacre these fucking mutts
Roll 1d100 for your choice
If C, roll 2d100. First roll is for what goodies Jim brought with him
Rolled 65, 21 = 86 (2d100)
>>118496
>C) The farmhouse, but fuck hiding. Jim has some better artillery in the Riviera's trunk, grab it and massacre these fucking mutts
This is gonna get messy.
Rolled 11, 17 = 28 (2d100)
>>118496
>C) The farmhouse, but fuck hiding. Jim has some better artillery in the Riviera's trunk, grab it and massacre these fucking mutts
Sup NT
Rolled 11, 55 = 66 (2d100)
>>118496
C) The farmhouse, but fuck hiding. Jim has some better artillery in the Riviera's trunk, grab it and massacre these fucking mutts
Fuck all this spoopy shit, superior firepower is the real killer
"I got good news and bad news."
The sun was hanging obnoxiously high in the sky by the time Dullem finished gathering reports from the sober group of peasant knights he had managed to corral together in search of your missing Testament. It had taken them sometime to comb across your estate, gathering and comparing stories from some of their half-conscious comrades as the majority of your household seemed to slowly be slipping further and further into a miserable state of sobriety.
"The bad news is that she's not anywhere in the area." Dullem fidgeted before you, heavy-handedly scratching the back of his neck as you kept a level expression during his report. You didn't like what you were hearing, but getting upset at your Knight Captain wasn't going to resolve it any faster. "Good news is that a few of the guys report seeing her wandering out into the woods in the back, and she was still carrying that freaky stick with her."
You feel the corner of your lips beginning to tug downward into a scowl. "We know which direction she went in, though. The knights are capable of tracking, so it shouldn't be too difficult to find her..." Verdant green leaves rustle in the midday breeze as you look out into the towering forest around your house. You had lived here for over a decade now, and had often walked these woods yourself; It wasn't particularly dangerous, and you knew the area well. It was just... Why did she leave?
"About that, a few of the guys we talked to were saying some weird things." You blink once, brow quirked as you glance back towards Dullem. "Apparently you were playing pranks on them during the celebration?" He raised his hands almost immediately after saying that, as if pre-emptively trying to explain it's just what he heard. "I ain't saying you were, everyone was pretty piss drunk so they probably just made a mistake."
You can't remember playing any pranks. Granted, you couldn't remember much at all, so that wasn't exactly a sterling reassurance. "Pranks?"
"Ah, harmless stuff, I guess? Like knockin' on windows and hiding, or calling people around corners and running off."
"...Why would I do that." You level a flat stare at your Knight Captain as he shrugged, "Didn't make much sense to me either."
>Track down Ari now
>Go investigate these pranks
>Change Party
>Other? (Write-in)
Currently your party consists of Dullem and a handful of sober peasant-knights.
Your party will follow you, leaving all other characters to their own devices.
Currently your available party members are as follows:
Asche, Rinnier, Kara, Maro, Raid, Dullem, Sober Knights, Drunk Knights.
Previous Threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Valen+Quest
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Valen%20Quest
Where things are said: https://twitter.com/Riz_QM
Where things are asked: http://ask.fm/RizQM
Assorted Supplemental:
Current Abilities - http://pastebin.com/PchcdWpw
Basics of Mana - http://pastebin.com/V9b1DMrS
A List of Forgotten Things - http://pastebin.com/kPEscJ3h
Write-ups:
Kara's Day Out - http://pastebin.com/8ZbiSKLs
Adventures with Asche - http://pastebin.com/RNviCBJu
The Reclaimed Doll - http://pastebin.com/n6miP1qT
In Your Shadow - http://pastebin.com/EfeeHFAE
Misc notes:Arc 2 is probably going to be more hectic than Arc 1 was, in a lot of ways. Now that you have some idea of what the world is like... You get to experience it.
>>130230
>OkriZkaC
>riZ
That was god given.
>Go investigate these pranks
Which I guess means we're going to have to ask some of the drunk knights.
>>130230
>>Go investigate these pranks
African Risk please join
>>129304
Slavlin Isles (TUSR Island)
Red
Madagascar
Afrikaner's Alliance
Gold
South africa
>>129304
Egypt
Gold
We Wuz Kingz
Risk thread- starts when 5 people join
To start, say you name, colour, and location
one roll per thread
>>134029
-dark
-washington
-as above
>>134029
The large empire of kansas.
Any color.