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Beard, Clothes, and Head: 0134 %D21:58 02-UK e Today 21:28 Congratulations on matching with Tom please select your response: Cheesy pick up line 2. Interesting fact 3. an honest compliment 4. Start a text RPG 4 You leave your cabin the woods with little more than the clothes on you back a small bag and your simple steel dagger you see 3 paths in from of you: 1. The path into the woods. 2. The path down to the river 3. The path up the mountain The path follows the river until it gets to an old decrepit wooden bridge. You decide to: 1. chance crossing the bridge. 2. Continue down the path. 3. Stop to fish. & You stand in the water and stab your sword randomly into the river. The fish do not seem impressed. As you contimplate your life descisions you hear footsteps in the water behind you. run away 2. Turn around and draw your sword 3. Dive into the water Without looking you dive straight into the deeper parts of the river. It's much colder than you expected and youre swept away by the strong current. You just manage to surface and keep your head above water. 1. Swim towards the Riverbank 2. Accept your fate 1 You manage to get to the edge of the bank and grab onto a rock, you use the last of your strength to pull yourself out of the freezing river, your frostbitten limbs barely working You lay face down on the grass by the river, as you slowly loose conciousness and everything fades to black... when you wake up you hear the sound of horse shoes clopping and the sound of wooden wheels hitting rocks. When your eyes start working agian you see that your in the back of a horse drawn wagon. You see a man sat opposite you in handcuffs, with long blonde hair and a messy beard. He notices you're awake and says: "Hey you, you're finally awake. You were trying to cross the border right? Walked right into that Imperial ambush same as us and that thief over there"
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Beard, Clothes, and Head: RI#01 34%1021 :58 Today 21:28 Congratulations on matching with Tom please select your response 1. Cheesy pick up line 2. Interesting fact 3. an honest compliment 4. Start a text RPG 4 You leave your cabin the woods with little more than the clothes on you back a small bag and your simple steel dagger you see 3 paths in from of you: 1. The path into the woods. 2. The path down to the river 3. The path up the mountairn 2 The path follows the river until it gets to an old decrepit wooden bridge. You decide to 1. chance crossing the bridge 2. Continue down the path 3. Stop to fish 3 You stand in the water and stab your sword randomly into the river. The fish do not seem impressed. As you contimplate your life descisions you hear footsteps in the water behind you 1. run away 2. Turn around and draw your sword 3. Dive into the water 3 Without looking you dive straight into the deeper parts of the river. It's much colder than you expected and youre swept away by the strong current. You just manage to surface and keep your head above water 1. Swim towards the Riverbank 2. Accept your fate You manage to get to the edge of the bank and grab onto a rock, you use the last of your strength to pull yourseltf out of the freezing river, your frostbitten limbs barely working You lay face down on the grass by the river, as you slowly loose conciousness and everything fades to black when you wake up you hear the sound of horse shoes clopping and the sound of wooden wheels hitting rocks When your eyes start working agian you see that your in the back of a horse drawn wagon. You see a man sat opposite you in handcuffs, with long blonde hair and a messy beard. He notices you're awake and says Hey you, you're finally awake You were trying to cross the border right? Walked right into that Imperial ambush same as us and that thief over there" Tinder RPG

Tinder RPG

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Beard, Clothes, and Dank: RI#01 34%1021 :58 Today 21:28 Congratulations on matching with Tom please select your response 1. Cheesy pick up line 2. Interesting fact 3. an honest compliment 4. Start a text RPG 4 You leave your cabin the woods with little more than the clothes on you back a small bag and your simple steel dagger you see 3 paths in from of you: 1. The path into the woods. 2. The path down to the river 3. The path up the mountairn 2 The path follows the river until it gets to an old decrepit wooden bridge. You decide to 1. chance crossing the bridge 2. Continue down the path 3. Stop to fish 3 You stand in the water and stab your sword randomly into the river. The fish do not seem impressed. As you contimplate your life descisions you hear footsteps in the water behind you 1. run away 2. Turn around and draw your sword 3. Dive into the water 3 Without looking you dive straight into the deeper parts of the river. It's much colder than you expected and youre swept away by the strong current. You just manage to surface and keep your head above water 1. Swim towards the Riverbank 2. Accept your fate You manage to get to the edge of the bank and grab onto a rock, you use the last of your strength to pull yourseltf out of the freezing river, your frostbitten limbs barely working You lay face down on the grass by the river, as you slowly loose conciousness and everything fades to black when you wake up you hear the sound of horse shoes clopping and the sound of wooden wheels hitting rocks When your eyes start working agian you see that your in the back of a horse drawn wagon. You see a man sat opposite you in handcuffs, with long blonde hair and a messy beard. He notices you're awake and says Hey you, you're finally awake You were trying to cross the border right? Walked right into that Imperial ambush same as us and that thief over there" Tinder RPG by DannyHallam MORE MEMES

Tinder RPG by DannyHallam MORE MEMES

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Beard, Clothes, and Head: RI*034% 02-UK 21:58 Today 21:28 Congratulations on matching with Tom please select your response 1. Cheesy pick up line 2. Interesting fact 3. an honest compliment 4. Start a text RPG 4 You leave your cabin the woods with little more than the clothes on you back a small bag and your simple steel dagger you see 3 paths in from of you: 1. The path into the woods. 2. The path down to the river 3. The path up the mountairn 2 The path follows the river until it gets to an old decrepit wooden bridge. You decide to 1. chance crossing the bridge 2. Continue down the path 3. Stop to fish 3 You stand in the water and stab your sword randomly into the river. The fish do not seem impressed. As you contimplate your life descisions you hear footsteps in the water behind you. 1. run away 2. Turn around and draw your sword 3. Dive into the water 3 Without looking you dive straight into the deeper parts of the river. It's much colder than you expected and youre swept away by the strong current. You just manage to surface and keep your head above water 1. Swim towards the Riverbank 2. Accept your fate You manage to get to the edge of the bank and grab onto a rock, you use the last of your strength to pull yourseltf out of the freezing river, your frostbitten limbs barely working You lay face down on the grass by the river, as you slowly loose conciousness and everything fades to black.. when you wake up you hear the sound of horse shoes clopping and the sound of wooden wheels hitting rocks. When your eyes start working agian you see that your in the back of a horse drawn wagon. You see a man sat opposite you in handcuffs, with long blonde hair and a messy beard. He notices you're awake and says Hey you, you're finaly awake You were trying to cross the border right? Walked right into that Imperial ambush same as us and that thief over there" Tinder RPG

Tinder RPG

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Blade, Blessed, and Books: The Elder Scrolls III The elder Scrolls MORROWINTD MORROWIND e9 Do not mm ORK Media company.The Elder Scrolls, Morrowind Bink Video, Copynight 1997-2001 by RAD Game of the Year Edition mvention of copy pro strictly prohibited.Confide SAFETY INFORMATION TABLE OF CONTENTS Introduction Main Menu Gameplay Controls The Game Screen Stats Menu Inventory Menu Magic Menu Map Menu Races Attributes Derived Attributes Combat Arts ABOUT PHOTOSENSITIVE SEIZURES A very small percentage of people may visual images, including flashing lights or patterns that may appear Even people who have no history of seizures or epilepsy may have a condition that can cause these photosensitve epileptic seizures while watching video experience a seizure when exposed to certain in video games. n undiagnosed These seizures may have a variety of symptoms including: lightheadedness vision, eye or face twitching, jerking or shaking of arms or legs, disorientation entation confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or strikina nearby objects. 16 mmediately stop playing and consult a doctor if you experience any of these symptoms Parents should watch for or ask their children about hildren and teenagers are more likely than adults to experience these seizures. The the above symptoms. 19 Stealth Arts of photosensitive epileptic seizures may be reduced by sitting farther from the using a smaller television screen, playing in a well-lit room, and not Combat Classes Magic Classes Stealth Classes en you are drowsy or fatigued of your relatives have a history of seizures or epilepsy, consult a doctor Increasing Your Skills and Leveling Up Weapons R IMPORTANT HEALTH AND SAFETY INFORMATION 28 29 30 .30 30 ox Instruction Manual contains important safety and health information that Using Weapons, Repairing Weapons & Armor u should read and understand before using this software School of Conjuration VOID DAMAGE TO YOUR TELEVISION School of Illusion School of Destruction not use with certain televisions. Some televisions, especially front- or rear-projection pes, can be damaged if any video games, including Xbox games, are played on them. tatic images presented during the normal course of game play may burn in to the creen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images eated when placing a video game on hold or pause. Consult your television owner's nanual to determine if video games can be safely played safely on your set. If you are unable to find this information in the owner's manual, contact your television dealer or School of Restoration School of Mysticism School of Alteration Abilities, Powers, Diseases, Spells. 34 35 36 Magic Items, Magic Scrolls Spellmaking Enchanting 39 the manufacturer to determine if video games can be played safely on your set. I Unauthorized copying, reverse engineering, transmission, public performance, rental, Potions, Alchemy Stealth pay for play, or circumvention of copy protection is strictly prohibited 42 Books, Journal. Containers, Resting and Waiting, Fast Travel, Crime and Jail. Loading and Saving Preferences Credits .46 The Elder Scrolls III: Morrowind The Elder ScI: Morrowind CREATING YOUR CHARACTER When you first start, you mu entered in your Name, you'l be asked to select a Race, Class, and Bithsign ist decide what kind of player you will be. After you've DARK ELF In the Empire, "Dark Elf is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer." The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. RACES You may choose from 10 races commonly encountered in MORROWIND. Since each race has unique abilities, selecting your race is one of the most important decisions vou'll make. ARGONIAN Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5, Marksman +5, Short Blade +10 Specials: Ancestor Guardian, Resistant to Fire natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers of the region. HIGH ELF The High Elves, or Altmer, are the proud, tall, golden- skinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and are far more resistant to disease than the lesser races. Skill Bonuses: Alchemy +5, Athletics +15,Illusion +5, Medium Armor +5, Mysticism +5 Spear +5, Unarmored+5 Specials: Resist Disease, Immune to Poison, Water Breathing Skill: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5,Illusion +5 Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost, and Shock, Resistant to Disease BRETON Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have IMPERIAL Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well- spoken. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces and to have erected the monument to peace and prosperity that comprises the Glorious Empire. from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies. Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5 Illusion +5 pecials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka SKILL BONUSES: Speechcraft+10, Mercantile+10, Long Blade +10, Blunt Weapon +S, Light Armor +5, Hand to Hand +5 SPECIALS: Star of the West, Voice of the Emperor The Elder Scrolls III: Morrowind 13 The Elder crlsIII: Morowind BIRTHSIGNS In Tamriel, persons born under certain constellations are said to be fortunate in their aspects', Such persons are often blessed-or cursed- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestíal influences. STEALTH SPECIALIZED CLASSES THIEVES Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and in their acquisitive activities cleverness THE APPRENTICE Those bom under the sign of The Apprentice have increased Magicka, but also have a weakness to it. AGENTS atives skilled in deception and avoidance, but dasTHE ATRONACH trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes. Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them. THE LADY Those born under the sign of The Lady have increased Endurande and Personality. ASSASSINS Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is performed with ranged weapons or with short blades for close work. Assassins can be ruthless murderers or principled agents of noble causes. THE LORD Those born under the sign of The Lord can regenerate Health, but are weak to fire THE LOVER Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss. ACROBATS Acrobať' is a polite euphemism for agile burglars and second-story men, These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. THE MAGE Those born under the sign of The Mage have increased Magicka. MONKS Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self-defense. Monks avoid detection by stealth, mobility, and agility, and are skilled with a variety of ranged and close-combat weapons. THE RITUAL Those born under the sign of The Ritual can heal themselves and turn undead. THE SERPENT Those born under the sign of The Serpent can poison others at a loss of PILGRIMS Pilgrims are travelers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion their own Health. THE SHADOW Those born under the sign of The Shadow can make themselves invisible. THE STEED Those born under the sign of The Steed can move faster BARDS Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword shield, spell, and enchantment to preserve them from the perils of their educational experiences THE THIEF Those born under the sign of The Thief are harder to hit. THE TOWER detect things at a distance. Those born under the sign of The Warrior have an increased chance Those born under the sign of The Tower can unlock doors magically and THE WARRIOR 25 I miss the days when games came with manuals

I miss the days when games came with manuals

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Clothes, Friends, and Fucking: satanpositive Roses are red, that much is true, but violets are purple, not fucking blue feels-for-the-fictional I have been waiting for this post all my life marzipanandminutiae They are indeed purple But one thing you've missed The concept of "purple Didn't always exist. Some cultures lack names For a color, you see Hence good old Homer And his "wine-dark sea. A usage so quaint, A phrasing so old, For verses of romance Is sheer fucking gold So roses are red. Violets once were called blue I'm hugely pedantic But what else is new? ineptshieldmaid My friend you're not wrong About Homer's wine-ey sea! Colours are a matter Of cultural contingency Words are in flux And meanings they drift But the word purple You've given short shrift. The concept of purple My friends, is old And refers to a pigment once precious as gold. By crushing up molluscs From the wine-dark sea You make a dye: Imperial decree Meant that in Rome to wear purpura was a privilege reserved For only the emperor! The word purple', for clothes so fancy Entered English By the ninth century Why then are voilets Not purple in song? The dye from this mollusc, known for so long Is almost magenta; More red than blue The concept of purple is old, and yet new The dye is red So this might be true Roses are purple And violets are blue squeeful While this song makes me merry, Tyrian purple dyes many a hue From magenta to berry And a true purple too But fun as it is to watch this poetic race The answer is staring you right in the face Roses are red and violets are blue Because nothing fucking rhymes with purple. Roses are red
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Japanese, City, and Imperial: Imperial Japanese troops enter the city of Nanjing (1937)

Imperial Japanese troops enter the city of Nanjing (1937)

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Empire, Stephen, and Target: 201 TE thecarefree: Austria-Hungary (also known as the Austro-Hungarian Empire, Austro-Hungarian monarchy or k.u.k. Monarchy), more formally known as the Kingdoms and Lands Represented in the Imperial Council and the Lands of the Holy Hungarian Crown of Saint Stephen, was a constitutional monarchic union between the crowns of the Austrian Empire and the Kingdom of Hungary in Central Europe. The union was a result of the Austro-Hungarian Compromise of 1867, under which the House of Habsburg agreed to share power with the separate Hungarian government, dividing the territory of the former Austrian Empire between them. The Austrian and the Hungarian lands became independent entities enjoying equal status. Austria-Hungary was a multinational realm and one of the world’s great powers at the time. The dual monarchy existed for 51 years until it dissolved on 31 October 1918 before a military defeat on the Italian front of the First World War. In the autumn of 1918, the Austro-Hungarian Monarchy collapsed. In the capital cities of Vienna and Budapest the leftist and liberal movements and politicians (the opposition parties) strengthened and supported the separatism of ethnic minorities. These leftist or left-liberal pro-Entente maverick parties opposed the monarchy as a form of government and considered themselves internationalist rather than patriotic. Eventually, the German defeat and the minor revolutions in Vienna and Budapest gave political power to the left/liberal political parties. As it became apparent that the Allied powers of the British Empire, France, Italy and the United States would win World War I, nationalist movements which had previously been calling for a greater degree of autonomy for various areas started pressing for full independence.

thecarefree: Austria-Hungary (also known as the Austro-Hungarian Empire, Austro-Hungarian monarchy or k.u.k. Monarchy), more formally known ...

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