[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

[Advertise on 4chan]

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).
  • There are 76 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Self-serve ads are available again! Check out our new advertising page here.


[Advertise on 4chan]


The Silver Marches

It has been 141 years since the Stonefall. The destruction of the great Dwarven hold of the Tyrese chasm. Some have claimed the Dwarves became too greedy, and with their incessant digging stuck a fault line. Others hold it was an act of the gods. Whether fate or providence the hold fell, the great chasm collapsed in on itself, and where once had been a city was now sky and rubble.

Against all odds many survived. Within a year Silver Mantle was founded by the survivors who trekked north into the vast untamed wilderness now known as the Silver Marches. Great untapped riches were to be found not far below the surface. Silver, platinum and other metals that are easily worked. Though skill and determination -and no small measure of luck- they have survived and even thrived.

Those who had fled south from the hold's hall eventually returned to Tyrese in the hopes of rebuilding. Only then did they realise the destruction of their home had opened a pass through the mountains. Some of the tallest in the world, the starlight mountains and the airless plateau had always been impassable by airship until that point.

When word reached them of their surviving kin and the untapped resources of the marches, their course became clear. The remaining Dwarves of Tyrese would rebuild not just a city but a great airship gate. Eventually the Empires to the south would want to lay claim to the riches of the north and they would be ready for that day.

It has been 140 years since the founding and the lands between the Tyrese Gate and Silver Mantle are little changed since then. Hundreds make the journey each year with the caravans, hoping to start a new life or escape from their old ones. Men and women from a hundred nations risk life and limb just on the journey.

Orcs, goblins, monsters and demons are a constant threat to the caravans and those foolish enough to strike out on their own. Despite this more arrive every year. From craftsmen and settlers to sellswords, vagabonds, thieves and ne'er-do-wells, all hope to carve a future for themselves. All make the trek, from the surrounding lands, or port of Hennessy some 300 miles south of the gate.

As the Dwarves predicted airships have begun to arrive at the gate but few are risking the journey north to Silver Mantle. The Marches still pose risks and with no infrastructure in place there is little chance of replenishing lost gas cells if they take damage. Only the occasional shipment of platinum is worth the risk at this stage. Some day that will change there is little doubt, and it may be soon if prospectors can find what is needed in the north.

You have found yourself in this dangerous untamed land. Drawn here or stranded by fate as many others. Who are you, and how have you found yourself in the Silver Marches?
>>
File: SouthGateFF9.jpg (73 KB, 1101x527)
73 KB
73 KB JPG
Character Creation

There are many races to be found in the Marches these days. A steady influx of the so called "Civilized" races streams in from the south, and more rarely the lands of the March Counts on the storm coast.
The Savage races are the title given to those already inhabiting these lands, mostly Orcs and the like. Ice Elves are included among their number as they have long lived in these lands.
Rare races can be from either civilized or savage groups and are simply among the least numerous.

NOTE: Each race has a class restriction. For one reason or another their people are simply unable be trained in a particular class.

>Civilized Races
Dwarf
Restriction: Mage Dwarves lack the ability to become full mages.
Since the Stonefall Dwarves have been hard at work building up the Gate and Silver Mantle. Many can be found prospecting for future mines and other resources, as well as keeping watch for raider threats. Whole generations have grown up in the marches since the founding and are most likely to be familiar with the terrain.

Human
Restriction: Stone Druid Humans lack the ability to commune with the stone.
One of the most numerous races of the south, humans have been rare in the marches until recently. Most were only found on the storm coast forming the small kingdoms of the March Counts and would not travel inland.

Halfling
Restriction: Barbarian Halflings lack the physical strength and bloodlust needed.
A diminutive sort, the half sized men are often compared unflatteringly with goblins. It was thought for many centuries they were the result of experiments by mages of the south but these have since been disproven. Halflings are often quite clever and use their small size to get places they are not wanted. Despite their lack of strength the dwarves appreciate their creativity and they are often employed as artisans and fine metal workers.

Southern Elf
Restriction: Ice Mage Often attuned to the element of fire, southern elves lack ice magic.
The dusky southern elves are as quick and lithe as any of their kin. Their affinity for fire magic is in high demand, reason enough for travel to the north. Dwarven smithies have much need for clean burning foundries, and airships will have similar needs if they ever plan to make regular visits. On the other hand sellswords and mercenaries always appreciate the addition of firepower.

Half-Elf
Restriction: Paladin Half-Elves are shunned by both the human and elven gods.
The Marches are home to more half elves than anywhere else in the world. In the south the mainstay human religion considers them to be an abomination. Rumor has it a group of exiled ice elves are trying to raise an army of half elves in the marches. If so they've been tremendously unsuccessful, leading only to a bunch of adventure seeking youths that are unlikely to grow out of their condition any time soon.
>>
>>4604478

For House and... wait this isn't H&D?!

Time for a new story!

As for character, can we get some choices please? Unless I'm just being an impatient bastard.
>>
>Savage Races
Orc
Restriction: Spellgun Orc can't seem to master this arcane art.
Orcs are among the most numerous of the savage races in the north. They frequently conduct raids against other tribes, as well as caravans and settlements. Most have by now given up on attacking Silver Mantle itself. Despite their reputation for being bloodthirsty most are willing to conduct relatively peaceful trade. Rather problematically this includes trading of slaves which has attracted the wrong sort of attention from the south.
More recently small numbers of Orcs from the southern isles have begun to arrive while among human mercenary bands.

Goblin
Restriction: Soldier Goblin fighting is too chaotic to be used in tight well organised formations.
Though tribes of goblins exist in the marches, most act as a subservient or slave race for the orcs. This has its benefits as they can rely on orcs for protection. They are frequently used as scouts, archers or as a disposable wave of skirmishers by orc raiders. Occasionally Orc tribes will underestimate their intelligence and goblins have been known to defect to other tribes in the middle of a battle.

Kobold
Restriction: Druid
Seen as little more than pests by some, Dwarves see lizard like diminutive beasts as a serious threat to their mining operations. Kobolds like to dig and mine, though often with little direction or sense of safety. They are exploited by some orcs and driven out of caves and mines by others. Large numbers of kobolds can be dangerous and are often a sign someone or something else may be exploiting them.
Despite their small size they won't hesitate to attack caravans or groups of prospectors if they believe they have the advantage.

Centaur
Restriction: Rogue
Though the north has many forests, marshes and bogs, there are regions of vast grasslands and plains. Tribes of Centaurs are known to frequent these areas all but unchallenged. So far there has been minimal contact with them, though there is hope of establishing trade.
Rumors from scouts speak of some orcs using captured centaurs as mounts.

Ice Elf
Restriction: Fire Mage Ice elves are almost completely attuned to their native element and cannot use fire magic.
The ice lakes of the airless plateau are home to many cities of Ice Elves. Protected by the perilous heights of the starlight mountains few have had regular contact with them. The exception has been the Dwarves of the Tyrese chasm through their tunnels. Despite half a century of disruption after the stonefall trade has resumed.
Some scattered Ice Elf settlements and nomads are believed to exist in the south west of the marches. These groups are out of contact with their kin on the plateau.
>>
While I probably shouldn't be including these I feel I have to for completeness.

>Rare Races
Gnome
Restriction: Spellblade
Gnomes are a rare race believed to be hybrids of Dwarves and halflings. Much like Half-Elves they are poorly regarded because of this.

Giant kin / Ogre
Restriction: Bard Giants singing should be avoided at all costs.
Giant kin are a diverse lot found in many north lands throughout the world. Most live off the land and are nomadic. Though not easily riled they are very dangerous if angered, able to hurl rocks the size of wagons.
It is a common misconception that giant kin are simple of mind. More accurately it is difficult to get them to care about anything complicated that may not impact them directly.

Demon
Restriction: Cleric
Demons, though rare, are more common in the north than many expected. Though there is no proof of their origins Imperial scouts have devised a working theory. The March Counts on the storm coast are theorized to be descended from powerful mages that fled north to experiment in peace. It is possible they have been releasing demonic entities into the wilds rather than simply disposing of them. Orcs are usually absent in areas where demons are present.
The Silver Order has placed a substantial bounty for the capture of any demon in the north.

Snake kin
Restriction: Druid
Hailing from the tropical regions of the deep south, Snake kin are frequently master manipulators and polymaths of great skill. It is believed they control the south seas slave trade. With the orcs penchant for slavery and willingness to trade few regard their arrival as a good sign. Were it not for the money and knowledge they bring with them Silver Mantle would have turned them away.

Harpy
Restriction: Ranger
A race of "bird people" incorrectly believed by commoners to be made up entirely of females. They are a rare sight in the north, though small numbers of harpies have begun to find their way to the Tyrese Gate following caravans north. They are frequently employed by the Imperial Air Corps and others for scouting, as well as delivery of mail and small packages. However they are also infamous for heckling almost anyone if bored.

Dragon
Restriction: Archer
Dragons are enormous and powerful beasts capable of flight and breathing fire. They are present in many parts of the world. While there haven't been any sightings in the north all travelers are warned to be on the lookout for them. The Imperial Air Corps offers a bounty for accurate information on their location so that future routes can be plotted away from them.
Rumors and hearsay that some dragons can take on human form have been widely dismissed.
>>
>>4604484
Not sure if voting is ok now.
Goblin.
>>
>>4604490
>can we get some choices please?
All race choices are up now. Working on the classes.
>>
>>4604484
I'm not overly fussed as to the race as long as we're not yet another mage, diplomancer, or sneaky bastard. As such, I'll throw in for
>Dwarf
>>
>>4604478
I am a Harpy prostitute seeking to build up my hoard of shinies by servicing wealthy traders arriving to the Marches.
>>
>>4604478
Good to see you. It's nice to catch you at the beginning of a quest instead of having to catch up to hundreds of threads.

I feel we should wait for the classes before voting on race.
>>
>>4604497
Goblin
>>
>>4604484
Kobold
>>
>>4604484

Dwarf or Human work for me.

Joke vote Snake Kin
>>
For House and Domin...? no that's wrong

>>4604484
>Southern Elf
>>
>>4604484
>>4604497
Human, or Elf/South Elf or Half Elf.
>>
>>4604484
>Dwarf
>>
Not dead this is just taking forever.
>>
>>4604484
>Human
>>
>>4604484
Since everyone is voting
>Human
>>
The class list is going to seem a bit odd because it's supposed to be a circle.

Soldier
The Soldier class emphasizes training, professionalism and working as part of a larger whole. They work best in groups and can make the most of combined arms warfare. While an individual soldier might be trained in different weapons or even shields, they know how to make the best use of that weapon in a group.

Ranger
Masters of the wilds, Rangers are trained in a mix of melee and ranged combat. They can survive in the wild for weeks at a time, helping to track game or enemies. They are a vital part of scout groups in the north lands. Though not as strong a combatant as soldiers or barbarians their utility and versatility make up for this.

Archer
Dedicated archers can be among the most dangerous of ranged combatants, seeming to posses unnatural aim. Able to move more quickly than heavily armed soldiers they are a favourite of scouting parties and ambushers. Most homesteaders and settlers will posses some skill in archery if only to help put meat on the table.

Bard
Possessing not just the power of song, most bards have some skill with minor illusions and archery. While their skills tend to earn them more pay in civilization, they can be useful in the field as distractions or to help raise morale.

Spellgun
Those with a hint of magical talent but not enough to cast actual spells often end up as a spellgun. In the south many of these are employed by the Imperial Air Corps as pilots or gunners. Those unfortunate enough to be stuck on the ground are often equipped with the Spellgun their class is named after. This is essentially a type of magic wand.

Mage
Mages comes in all shapes and sizes with a variety of specializations. Some only have an affinity for elemental spells, others for enchanting and creation of magical artifacts. The latter are much sought after by foundries, smithies and for airship components.

Stone Druid
Those who can commune with the stone are well respected among the Dwarves who are by far the best at this. They can see and feel the rock as though it were part of their own body. A useful skill for builders, miners and prospectors. With enough concentration Stone Druids can summon pillars of stone and other objects from the earth for attack or defense.

Druid
While rangers usually master nature to overcome it, druids seek to work in harmony with it. Theirs is often a subtle art, though one with noticeable effects. In forests and marshland they can turn the wilds against foes causing them to become lost or ensnared in difficult terrain. They can be powerful scouts able to see through local wildlife.
>>
File: Classes2b.gif (12 KB, 809x630)
12 KB
12 KB GIF
Cleric
Seen by some as little more then healers, clerics are often powerful warriors in their own right. Some wield powers gifted by their gods while others use more mundane magics. Nearly all will have some knowledge of the arcane and how to counter spells, curses or drive back demons and undead. Many are simply retired paladins who can no longer take on front line fighting, though that does not make them weak.

Spellblade
Those with limited magic potential often choose to focus their talents into enchanted weaponry or armor. These are spellblades and they can be quite deadly. Not all spellblades are those forced into it by lack of magical capability. Some battle mages prefer the simplicity of channeling their magic through weapons and armor.

Paladin
A holy warrior with an emphasis on damage dealing, they are seen as paragons of virtue taking on impossible tasks. Paladins who have shown no magical potential whatsoever often find themselves given the ability to heal or inspire. A gift given by whatever patron deity they may follow for their honor, devotion or piety.

Rogue
Masters of stealth and the sneak attack, rogues are skilled at finding ways into and out of places they are not wanted. They are a diverse lot, using their abilities for anything from pick pocketing and theft to outright assassination.

Barbarian
Barbarians are about might and overpowering an opponent. They can perform feats of strength that can easily surprise those unfamiliar with them. Barbarians are often used as line breakers, scattering weaker opponents to allow allies to pick them off.
>>
>>4604725
In order of preference.
>Paladin
>Spellblade
>Ranger
>>
>>4604524
This is me.
Goblin spellgun.
>>
If there aren't any questions about the particular classes or races at this time let's get a vote going.
Please link this post if possible to make vote tracking easier. No I'm not using surveymonkey, fuck those guys.

1) Race
>Civilized Races
Dwarf
Human
Halfling
Southern Elf
Half-Elf

>Savage Races
Orc
Goblin
Kobold
Centaur
Ice Elf

>Rare Races
Gnome
Giant / Ogre
Demon
Snake kin
Harpy
Dragon

2) Class
Soldier
Ranger
Archer
Bard
Spellgun
Mage
Stone Druid
Druid
Cleric
Spellblade
Paladin
Rogue (luthien
Barbarian
>>
>>4604749
1) Race
Human
2) Class
Paladin
>>
>>4604749
Giant
Archer
>>
>>4604743
>Goblin spellgun.
Me Yesterday:
What class would it make the most sense to restrict from the goblins? Spellgun? Nah, they would totally use a spellgun. Let's do soldier. There's a reason they had to change the orcs and goblins to be more upright in Return of the King.
>>
>Human
>Soldier
>>
>>4604749
Kobold
Barbarian
>>
>>4604749

Dwarf/ Soldier

or

Human/ Mage
>>
Does anyone a program they would recommend for fantasy maps? I've done up a rough map of the region in CAD over the weekend in order to get the distances right. This is only the area between the gate and silver mantle. Lots more out there to explore.
>>
>>4604749
>Giant
>Archer

I want to see Hawkeye Gough come once more. Surely there is demand for living artillery?
>>
>>4604758
Is this a Dark Souls thing? I feel like this is a Dark Souls thing.
>>4604859
Okay yeah it is.
>>
>>4604749
Dwarf
Cleric
>>
>>4604749
Human
Spellgun/Spellblade

I would be cool if our full title was Human Stone Ranger Druid Spellgun, or something to that effect.
>>
>>4604858

inkarnate or hexographer?
>>
>>4604859
I would be ok with this.
>>
>all these interesting races and losers want to be boring human
you people are fucking basic
>half elf
>spellblade
>>
>>4604933
>complains about being basic
>chooses a halfbreed and spellblade, the most generic options possible
>>
>>4604933
Human's a blank slate. Lots to work with there.
Ever hear that Human fighters are built by either super new or super experienced Dnd players?
>>
>>4604933
>omfg guis yur so boring

>doesn't pick something cool like a kobold barbarian
You ever seen a three and a half foot tall lizard bodyslam a full grown man into a puddle of blood? Get outta my face.
>>
>>4604783
+1
>>
>>4604749
>Harpy
>Archer
>Really feminine looking male for lulz
I’ve always wanted to be a flying crossbowman
>>
>>4604749
swap
>>4604768
for
>Giant
>Archer
>>
Since this thread is so divisive why not just make a party QM? Then we can all just make our own dudes
>>
>>4604966
>three and a half foot tall lizard bodyslam
Possible, I'm not saying it's a good idea.

We're getting quite an array of votes. Seeing a lot of support for Human followed by Dwarf, Giant and maybe Goblin?

>>4604988
Kobold as well now. Keeping things interesting.

>>4604989
>Really feminine looking male for lulz
People do tend to have a hard time telling harpies apart already.

>>4605013
It's not a terrible idea. I would still like a main character to base the group around.
>>
>>4605020
>We're getting quite an array of votes.
No offense, but you offered way too many options for there to be any kind of agreement. And then you doubled the problem by adding a second vote with almost as many options.
>>
>>4605034
This is true. For H&D I didn't really give anyone a choice, you were playing a Human, that was it. Back then I felt it was necessary for an entirely unfamiliar setting. Admittedly I went a bit overboard this time.

At the very least my expectations as to what people might vote for were thoroughly subverted.

Let's narrow it down to the finalists! We'll figure out a class in the morning.

A) Human
B) Giant
C) Dwarf
D) Kobold
E) Goblin
>>
I'll be running probably from noon to midnight EST tomorrow. Cant make any promises for the following day but I should be running Saturday.
>>
>>4605041
>A) Human
>>
>>4605041
>D) Kobold
Fuck it, small, scaled, and angry.
>>
>>4605041
>B) Giant
or
A) Human
>>
>>4605041
Kobold.
>>
>>4605041
>D) Kobold
Kobold spellgun seems fitting
>>
>>4605041
>B) Giant
UUUU
>>
>>4605041
>D)Kobold
Replace gun with wand and you’ll have our MC
>>
>>4605041
Can we please go with giant
>>
>>4605041
>D) Kobold
>>
>>4605041
>>B) Giant
>>
>>4605041
>B)Giant
Manlets not allowed.
>>
>>4605041
>A) Human
>>
>>4605041
>B) Giant
Go big or go home
>>
>>4605041

>B) Giant
Better to be big then small.
>>
What about a half-giant?
>>
>>4605041
B) Giant
A wanderer, here to see the world, and kill whatever's in it for coin. I'm thinking one of the most expensive mercenaries on the market.

Kinda like the Dogs of War from Warhammer fantasy- Ludicrously expensive specialist units that princes and cities buy to get in their armies for a campaigning season or two.
>>
>>4605041
Kobold, fuck yeah!
>>
>>4605041
B) Giant
>>
Despite a good effort on the side of team Kobold it looks like we're going to be playing a Giant.

Time to pick a class next. Though I suspect it's not going to be much of a contest, just what you choose could have an impact on how you've ended up in the north. I've removed the ones that have had zero support so far.

A) Soldier
B) Archer
C) Spellgun
D) Mage
E) Cleric
F) Spellblade
G) Paladin
H) Barbarian
>>
>>4605404
>C) Spellgun
Become Heavy Weapons Guy
>>
>>4605404
>E) Cleric
>>
>>4605404
May our kobold find his way in this world elsewhere. Anyway,
>D) Mage
>>
>>4605404
>F)Spellblade
Yes, I am basic.
>FFTA2
Good taste, QM.
>>
>>4605404
>B) Archer
>>
>>4605404
>B) Archer
>>
>>4605041
>A) Human
>>
>>4605404
>B) Archer
>>
>>4605404
>C) Spellgun
>>
>>4605404
>B) Archer
>>
Settle in for another 10 year quest boys.
>>
>>4605404
>B) Archer
>>
As entertaining as a Giant Spellgun may have been, it looks like we're going with Archer.

Giant kin are a diverse lot found in many north lands throughout the world. Most live off the land and are nomadic but not all. Some find the idea of the towns and cities of the smaller races fascinating. Others are genuinely curious or hope to find a way to acquire tools, weapons and other items for trade.

With scouting parties and prospectors now venturing the marches, some have made peaceful contact with giants. In other cases mercenary companies heading north from the gate have on occasion brought with them a giant or two from other lands.

Are you a marcher by birth and thus familiar with the wilds? Or have you followed friends, allies or the promise of riches through the Tyrese Gate?

[ ] Silver Marcher born
[ ] Recent arrival
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
[ ] Silver Marcher born
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>[ ] Silver Marcher born
>>
>>4605508
[ ] Recent arrival
New land to wander, a legend to grow
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>Silver Marcher born
>>
>>4605508
>[ ] Silver Marcher born

>>4605493
doubt that since a h&d sequel is already in the works
>>
Rolled 3 (1d6)

>>
>>4605508
>[X] Recent arrival

I see a QM asking for a tie breaker and I help, simple as
>>
>>4605597
Thank you very much. I do need to return the favour more often.
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>[ ] Recent arrival
Got no time for spreadin' roots, the time has come to be gone...
>>
https://www.youtube.com/watch?v=S0WpcnIk-b4 (Inquisition The Descent)

Archers are hardly rare in the lands of the south but Giants are far more so. With bow or stone you are a threat not just to formations of soldiers but to small keeps and castles just on your own. With these skills you've started to earn your way in life when the call comes in for work in the north.

Prestigious mercenary companies like the Red Blades and Silver Talons have set up shop in the distant city of Silver Mantle. Some of their groups are finding themselves woefully undermanned in the wilds, covering teams of prospectors, caravans and settlers. No doubt your skills and strength would come in handy, not to mention ability to cover long distances. It doesn't take much persuasion from the other sellswords you've worked with.

And so you have found yourself ascending the mountain pass a few days travel north of Hennessy. There were no other Giants that you saw on the way but that means little. It wouldn't take much to miss one of your distant kin. Only a day's delay here or there and they would be gone about their business.

Even to one such as you the great edifice of the partially completed Tyrese Gate is impressive. Rock and stone and metal bridge the gap with castle turrets dotting its length. Far too high up even for you to hit from the base. Not that you wouldn't mind the challenge.

A few small airships float past carrying loads of cargo on their underside. Off to the west side of the pass about a mile back from the gate is the silvery bulk of an Imperial warship. A trio of anchors keep the spade shaped vessel from drifting far. Spellguns and other implements dot its underside.

The only way through the gate on foot looks to be strictly controlled by the dwarves. Dozens of guards seem to be barring the way forward, though large numbers of people seem to be passing through after a few words with them. The Dwarves are thorough but quicker than you expected. A covered wagon large enough that you could sit in it is waved through and you find yourself at the front of the line.

A sturdy Dwarf whose helmet stubbornly refuses to stay on straight shouts for you to halt. He doesn't even come up to the height of your knee but that doesn't deter him in the slightest. Glancing up he takes a step back and then another, holding his helmet on as he looks upward at you. With his free hand he waves a thick stack of parchment while shouting up at you.

"All of ye headin into the Marches gotta sign immigration forms! I need yer name, yer sex, an yer business in the marches! I dont give a woolly owl's hind what bits ye got on ye, answer truthfully!"

>What is your name and sex?
>>
>>4605672
Name: Rewto Fluckbarg
Sex: Female
>>
File: Marches_HEX_GateRoad.gif (60 KB, 610x1030)
60 KB
60 KB GIF
There was supposed to be a map with that.

Cant say I care for hexographer much. I'm going to try a few others.
>>
>>4605672
Name: Ulf
Sex: Male
>>
>>4605672
Flora Wintergarden
Female
>>
>>4605691
+1 to this
>>
>>4605691
support
>>
>>4605691
Simple. Direct. Easily pronounceable with a tiny mouth.

Backing.
>>
>>4605672
this: >>4605694
>>
>>4605694
support
>>
>>4605694
Sounds lovely.
>>
>>4605691
Good name, support.
>>
>>4605691
support
>>
>>4605672
This works:
>>4605691
>>
>>4605672
supporting >>4605694 Because the idea of a very 'proper' giant amuses me
>>
>>4605672
supporting >>4605691
>>
"My name is Ulf. Sex is ma-"
"Thats it? Just Ulf?"
"...my name is Ulf."

The Dwarf looks to one of his fellows who shrugs in response.
"Fine. 'An the rest?"
"Male. I'm going north for mercenary work."
"Sellsword eh? Fine. Sign ere!"

The immigration officer grips the paperwork with both hands holding it as high above his head as possible while you make your mark on it. Hopefully it didn't go through too many pages.

After you're waved through one of the other guards points out various merchants that have set up stalls off to the east. It looks like they're selling supplies that might be needed for the trip north.

"How many miles is it to Silver Mantle?" you ask one of the guards.
"Miles?! It be twelve hun'red proper Dwarven kilometers to the Mantle."

Your look of confusion draws the attention of a few humans nearby. A blond haired fellow who's a bit taller but slimmer than his companions speaks up.
"Don't mind the Dwarven folk and their fancy mathematics. It's about 750 miles give or take."

That's actually quite a distance in wild lands to cross. There's no doubt in your mind you could do it, it'll just mean being prepared and perhaps taking longer to hunt and forage along the way.

[ ] Thank the human(s)
[ ] Set off north, there's no time to spare
[ ] Investigate the shops
>>
>>4605825
>[ ] Thank the human(s)
>>
>>4605825
>[x] Thank the human(s)
>>
>>4605825
>[ ] Thank the human(s)
>>
>>4605825
>[x]Thank the human(s)
I doubt the shops would hold much more than trinkets for one of our stature.
>>
>>4605825
>It's about 750 miles give or take."
That's a long way to travel on foot, even if our steps are rather larger.

>[ ] Thank the human(s)
Being polite costs nothing.
>[ ] Investigate the shops
We need to take rough stock of what we've got in terms of equipment and supplies.
>>
>>4605825
>[ ] Set off north, there's no time to spare
>>
>>4605825
>[ ] Thank the human(s)
>[ ] Investigate the shops
>>
Deciding to get off on the right foot you thank the humans for the information and give them your name. Their leader gives a mock salute in response, introducing themselves as Kossia Skaled.

"My group are headed north, we're just trying to figure out if it would be best to hire on with one of the caravans or not. The pay wouldn't be great but it would be something, and despite moving more slowly there's strength in numbers."

One of the other humans who looks better equipped for surviving in the wilds speaks up.
"It's rare for orcs to hit caravans coming up from the south these days but it does still happen. I've been working in the marches for eight years now and I've seen it a few times."

You look among the rest of the group who seem well armed if your experience as a mercenary farther south is any indication. That they've teamed up with a ranger right away is a good sign.

"What brings you out here?" you ask. "I assume mercenary work?"

Kossia gives a good natured laugh.
"Something of an enforced retirement from our homeland. We're all Luthienites. Well, most of us."
He glances at a tough looking soldier towards the back of the group.
"Some overzealous worshipers of the Dawnbreaker have driven our kind out of a couple of the smaller southern countries so we're headed north to try and start over."

Human gods. You never paid too much attention to them, just that some favoured silver and others gold. As long as they still paid in gold and silver it was fine with you.
"Which one was Luthienite again?" you eventually ask.

"Luthien is the goddess of luck, the favourite of Rogues and Bards, such as myself." At this he gives an over exaggerated bow.
"I wish you luck in the marches Ulf. We'll be near the caravan that is gearing up if you decide to join them."

Now to decide on is the matter of hitting the shops, the caravan or the road. You have some small measure of supplies. Enough food for a few days and water skins that can be easily refilled from streams or rivers. You're a good hunter with your bow, able to kill a deer or a bear from range. The only real supply issue on that front are your arrows. They're more like ballista bolts meaning you can only carry so many before they become awkward.

Right now you have 6 arrows the size of a javelin, a custom built long bow only a giant could wield, light armor and a small amount of coin.

Anything you wanted the check the shops for?
>>
>>4605913
A horse. Something to help us make the journey faster.
>>
>>4605923
What the fuck kind of horses do you think they breed up here gat damn boah. Ride a mammoth not a poor mare.

Unless you want it as a pack animal. In which case just get a mule. Much cheaper.
>>
>>4605923
You might be thinking more a wagon, and even then I wouldn't recommend it.

>>4605926
>Unless you want it as a pack animal.
That might be an idea.
>>
>>4605913
A proper sharpening stone for our woodcarving sword, to cut new arrow shafts. Can't be unprepared, and we will need to restock those somehow. Extra carrying sacks, naturally, to hold spare supplies.
>>
>>4605913

Look into getting additional ammo for our bow as well as a means for making more of our own. Also see if there is a map of the area ahead if possible?
>>
>>4605913
we might as well see if they happen to have giant's arrows, and if they're at a decent price maybe pick up one or two.
>>4605943
>Unless you want it as a pack animal.
>That might be an idea.
Might as well see what's on offer on that front as well then.

>>4605983
>as well as a means for making more of our own
A lot goes into fletching. So much so that its an entire profession in its own right.
>>
>>4605986
>A lot goes into fletching.
Fortunately fletching isn't strictly necessary if the bow is tuned properly, though it does help a lot. Or at least that's what I'm reading.
>>
>>4606041
To create an arrow, you first need seasoned, straight wood, which you have to cut down to straight shafts with no knots or other defects. You then need consistently-sized feathers that can be symmetrically trimmed to size. You then need some sort of glue and a jig to hold the trimmed feathers to the shaft without damaging or misaligning the feathers or shaft.
Then after all that, you have to source arrowheads (likely from a blacksmith), trim the head of the shaft to size, and finally glue the arrowhead on.
All of this has to happen while making sure everything is aligned and balanced.
>>
>>4606064
This is all true. I am seeing quite a few videos on bow tuning where they're not using any fletching and if the bow is tuned right it flies just as true. Not saying there wouldn't be problems but you are shooting a javelin.
>>
If need be we can just huck pebbles. Because pebbles for us are full sized rocks for manlets. And even a small rock can kill a man if thrown right.
>>
Being prepared is the name of the game. The sharpening stone for your knife has seen better days and you'll need it sharp if you need to cut some arrow shafts in the field. You're good up for salt but could use more carrying sacks, arrow heads if possible and a decent map. A pack animal could be useful, though you might not have enough money.

At your approach a few people at the shops run and hide, taking cover in wagons or making for the nearest permanent structure. Those more experienced in dealing with giants laugh at them and get back to work.

A Dwarven merchant in a bearskin cap and a beard so thick only his nose is visible seems to be carrying a good portion of what you need. He has no shortage of sharpening stones and is quick to find one large enough for someone of your stature.

The matter of "arrow" heads is a more tricky. You're basically using javelin heads and these are more expensive. Fortunately they should be easy to recover in the field even if the arrow shafts break. Fetching is going to be more difficult, though there are some cheap fins intended for ballista bolts. They're not terribly study though.

Getting a bit low on funds you acquire a map. It only shows the lands between the gate the Silver Mantle, but it does have a good layout of the course the road follows. The road descends from the mountains, cutting through an escarpment and curves off to the west by a good five or six miles if you're reading it right. There are marsh lands to either side of the road in places and only one river of any importance that needs to be crossed.

Three settlements are marked at intervals along the route. The last of which is a bit farther east. The road then swing back west around another marshland closer to silver mantle. If you get lost there are two major rivers, one of which isn't that far from the third settlement.

When it comes to a pack animal any that are available are well beyond your price range. If anything the price of mules are higher than that of horses here. They must be in high demand. All you have left are silver and the merchants want several gold bits.

"Hey. Big guy."

Glancing around you spot a halfling that looks dressed for winter. You didn't think it was that cold out. Still well above freezing. Maybe he's from farther south?

"Yes, me down here, I'm talking to you. You look like you need to make some money. Interested?"
"Would it be enough to purchase a pack animal?"
"Probably not no."

[ ] Not interested.
[ ] Might as well hear them out.
>>
>>4606126
>[ ] Might as well hear them out.
Worse case scenario, we make new gloves out of the halfling's clothes.
>>
>>4606126
>Not interested.
A smallest one in a coat seems shifty.
>>
You're uncertain about whatever shady proposal the halfling might have. If there's time you might come back and hear him out before departing.

Speaking of departure it's time to decide how long you're going to spend just getting to the end of the road.

1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.

2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.

3) Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
Getting the lay of the land, especially if our primary employment is going to be ranging it, is our top priority. Being as conspicuous as we are, and as well developed mercenary infrastructure is here, finding work in the Mantle won't be hard- it's the experience that's valuable.
>>
>>4606213
Well thought out. +1.
Finding employment cal be later perhaps?
>>
>>4606208
What is our objective? We're already at the gate.
Are we in a hurry?
>>
>>4606064
See this is why I wanted spellgun it’s difficult making GIANT AMMUNITION.
>>4606213
>+1 take a nice tour
>>
>>4606290
>What is our objective? We're already at the gate.
The real work in the region is in Silver Mantle. The mines, the jobs, the prospectors and the mercenary companies hiring out to protect it all. Silver, platinum and other precious metals are known to be there so that's where people are going. It's not quite a gold rush. In fact there has been a distinct lack of gold found so far, but what's there is valuable.

It's late spring so you have more than enough time to get there and get some work done before the threat of winter setting in. Things are certain to slow down to an extent in winter but there's always work available in the north.
>>
>>4606310
>GIANT AMMUNITION
I'll say it again

GIANT

SLINGER
>>
>>4606311
Ok, so we're trying to get there before winter, but we've got plenty of time.

>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
It'll be good to be familiar with someone once we get there. And it's always a little safer to travel with a group.
>>
>>4606208
>Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
Honestly what's our rush?
>>
>>4606208
>Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
>>
>>4606290
>Are we in a hurry?
>>4606382
>Honestly what's our rush?
Just the chance to earn more money during the prospecting season is all.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
>>
>>4606208
>) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.

Strength in numbers, we may be a giant and able to handle a number of things on our own. But it's always better to have more people along with us.
>>
>>4606208
>>3) Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
>>
https://www.youtube.com/watch?v=hHAP7NvBOU0 [The Ring Goes South]

After considering your options you decide to strike out alone. It'll be more work for you along the way maybe, but faster by far than having to stick with a caravan. In the time between when you arrive and the caravan does you could probably have worked jobs that would earn you twice as much as guarding a slow moving band of merchants and settlers. That should mean more options by the time winter hits.

It might have been worth while to team up with a faster group but the benefits of going solo outweigh the negatives in your eyes. You're not a proper ranger but you can look after yourself in the wild. Plus you get to see what's different in this part of the world compared to forests elsewhere.

You wave to the group of sellswords you'd talked to earlier and head out north. The trail has seen work in recent years. There is plenty of lose stone and rubble to be found, signs of a landslide in the past. The Dwarves have made good use of it creating ramps leading down into the north side of the pass that might have required longer switchbacks for the caravans.

With your long strides you're soon making good time, despite having to watch the speed of your descent. A few travelers you pass are startled by your sudden appearance but soon enough calm themselves. By the end of the day you're still in mountainous terrain but are down into areas with more trees.

Over the next few days the road descends through an escarpment and into ever deeper woodlands. A few logging camps were closer to the escarpment along with a small watchtower and contingent of guards. Nothing impressive, but enough to sound an alarm and cover the retreat of any loggers in an attack. You could probably collapse the main door with a few well placed boulders but actually demolishing such a structure would be hard work even for you.

Into the deeper woods you take a few hours to scout off the trail at the end of each day. It's a good time to test out your archery and hunting skill. On your first and third hunting attempts you land solid hits on a sheep with an impressive set of big horns and then an Elk. The second attempt was less successful, not only resulting in a clean miss but your arrow completely shattered a dead tree making enough noise to scare everything in the area.
Once you get it free the arrow head is in rough shape.
>>
By the end of the fifth day you've reached a bridge over a small river, along with the town of Ivanish. 150 miles by your reckoning. That caravan probably hasn't even made the escarpment yet.

There isn't much to the town of Ivanish. It's really more of an outpost or small fort with most of the buildings clustered together. A single guard with a halberd stands watch of the bridge and waves in greeting as you get closer.

"Ho there big fella! Any word on when the caravan is due? They were running late last we'd heard."
He's not terribly happy to hear they were still preparing to set out when you'd left, but he's hardly one to blame you for it.
"See the tanner if you want to get rid of some carcasses."

At the very least that might pay for some drink and a place for the night. Which would probably mean a barn.

>1) Horns & Hides
1A) Sell hides for silver
1B) Trade for tanned hide

>2) Get a smith to fix your arrow head?
2A) Yes
2B) Not right now
2C) Always yes

>3) Accommodations
3A) Barn, warmer than outside
3B) You're fine with the outdoors
>>
>>4607427
>1A) Sell hides for silver
>2B) Not right now
A slightly blunt giant arrowhead will probably still absolutely obliterate most targets.
>3A) Barn, warmer than outside
Also don’t want to get pickpocketed by tinies
>>
>>4607427
>1A) Sell hides for silver
We have no particular need for leather at this point.
>2A) Yes
We may not always have the funds or time to get all wrecked heads fixed up.
>3) Accommodations
Check if they'll charge for the barn, and if so how much. It's always nice to have a roof, but not if they're gonna scalp us for it.
>>
Well this doesn't inspire confidence.
>>
>>4607435
If you mean the posting rate I was busy today and will be for most of the day tomorrow as previously stated. Figured I'd get a travel post out of the way.

>>4606137
>A smallest one in a coat seems shifty.
>>4607430
>Also don’t want to get pickpocketed by tinies
This bears asking: do we have a thing against the smaller folk?
>>
>>4607437
I should hope not, seeing as it'll make interacting with almost everyone out here more difficult.
>>
>>4607427

>1B) Trade for tanned hide
We can play merchant and sell this for a profit the next town over. We just need to check the exchange rate to make sure it's good before going through with it. We can get by without a barn tonight anons, come on.

>2B) Not right now
We can handle ourselves for now. Next stop I say we repair it.

>3B) You're fine with the outdoors
Let's save our money and trade up next town over so we actually get a good nest egg saved up.
>>
>>4607437
Some of them are good enough to pay on time. Others think that we're a little slow in the head, just because we are so much larger than them.
However, the last small ones to not pay regretted it sorely. Although our lessons in getting things stolen from us while we slept was one that repeated a couple of times.

People are people, and we recognize it. Thieves and honorless ones exist across all races. The tale of someone stealing a giant's stuff is definitely a thing of folklore, I'd imagine.
>>
>>4607456
And by "Thing of Folklore", I mean something a lot of idiots probably hear about and try to do to show off in a tavern.
>>
>>4607437
>This bears asking: do we have a thing against the smaller folk?
Probably only insomuch that they're literally just smaller and weaker. It's not their fault. But pitiable nonetheless.
>>
>>4607431
>Check if they'll charge for the barn, and if so how much.
Just some copper bits. (Of which you have none, you're just carrying silver.)
One silver if you want fresh hay to sleep on.
>>
>>4607427
>1B) Trade for tanned hide
>2A) Yes
>3A) Barn, warmer than outside
>>
I'll see about posting in the morning before work. Otherwise I probably wont be making any posts until after 9pm tomorrow.
>>
>>4607437
No real problem with them, met many who were kind and many who weren’t. It’s simply the fact that we are in new lands and have big pockets around small people.
>>
>>4607427
>1A) Sell hides for silver
>2B) Not right now
>3A) Barn, warmer than outside
>>
>>4607427
1B) Trade for tanned hide
2C) Always yes
3B) You're fine with the outdoors
>>
>>4607437
>This bears asking: do we have a thing against the smaller folk?
I don't see why we would plus based on our actions so far we seem to be generally pretty amiable.
My take is that we're sensible enough to recognize that people are people no matter the size and therefore are also sensible enough to not going looking for trouble where there doesn't have to be any
>>
>>4607427
>1A) Sell hides for silver
2A) Yes
3A) Barn, warmer than outside
>>
>>4607427

>1A) Sell hides for silver
>2A) Yes
>3A) Barn, warmer than outside
>>
It doesn't take long to find the local tanner and hand of what's left of the two beasts you'd hunted. It nets you a bit of money allowing you to pay for a place to sleep for the night. A barn is warmer than staying outside, and with any luck none of the locals will get any ideas about stealing your stuff while you sleep.

One advantage to staying in a village is a timely wake up call. You're awoken just before day break by the crowing of roosters. Well, some consider it an advantage. By the time you step outside and head for the blacksmiths shop at least a few of the locals are up and about. One is shouting angrily at a rooster that has continued its efforts to announce the new day.
"Shut up, we get it already! I swear I'm gonna have my brother kill that thing."

[ ] "I could take care of that for you." (Eat the rooster)
[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
They might not mean what they said.
>>
>>4608318
>[ ] "I could take care of that for you."
Only eat it if the guy doesn't express outrage at the idea. We're planning on working in this region (if not a fair ways away), so antagonizing the locals seems like a bad idea.
>>
>>4608318
>[ ] "I could take care of that for you." (Eat the rooster)
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>Just get ready to leave once your arrow head is fixed.
Don't rock the boat.
>>
Laughing to yourself about the locals and their problems you hand over the arrow head to the local smith.

"This shouldn't take too long to fix. What'd you do to it?"
"Missed a deer, hit a tree."

The smith glances between the arrow head and you a couple times then shrugs and gets to work. As he'd said it doesn't take long and soon he hands it back to you.

"If you're headed for Silver Mantle you might want to ask the dwarves there about weapons that hold up better. Heard they'll be getting set up for producing mithril and other exotic stuff soon enough. Still no word of gold though. Darnedest thing."
The smith shakes his head.
"Best of luck to you! Mind the land off the road once it turns due north. The blasted marsh critters keep flooding different areas year to year. The road itself should be high and dry but cant promise anything far off it."

Thanking the smith you head out. Fog from the nearby marshland is still clouding the area. The prospect of fog sticking with you is a bit worrying as it's clouding the ground enough that even you're a bit wary of your footing. By the time you reach the turn in the road the sun has burned away most of the ground level obscurement leading to a nice sunny day.

Mixed forests, hills and the occasional clearing are the worst you encounter for the next three days. There is little in the way of fog and flooding in the surrounding lands isn't bad as you might have worried. Perhaps they'd had a dry winter?

Making excellent time you're on track to reach the next town of Ballidon on the 6th day. Perhaps even the end of the 5th day if you push yourself for the last two.

Roll for perception 1d20
>>
Rolled 4, 14 = 18 (2d20)

>>4608391

Lets see what our eyes see.
>>
Rolled 1 (1d20)

>>4608391
Peer into the distance.....
>>
Dice rolls in The Silver Marches quest.
Rolls will be impacted by your training in a skill range. Any sort of roll involving a skill you are trained in will be best of 3. (Though there may be hidden modifiers depending on just how skilled, or because of your race.)
Untrained skills will use an average of (at least) 3 rolls.
>>
Rolled 16 (1d20)

Oh my God, I'm not blind!
>>
Rolled 17 (1d20)

>>4608391
>>
As the now winding road begins to curve back to the east ever so slightly you start to run into issues with heavier branches from overhanging trees. They wouldn't be a problem for wagons, even heavily loaded ones. For a giant however they're well below the height of you head which is annoying.

Heading off the trail farther east where the terrain is rougher you manage to get clear of the worst branches. There are even some clearings which make the going easier. Too rough for a wagon but no problem at all for a giant kin.

Keeping an eye out so that you dont get too far from the road isn't difficult. Once it gets closer to sundown you can swing west for a little bit if you do lose sight of it.

You break through into yet another clearing only to find that this one is occupied. A group of orcs, goblins and kobolds are scattering, dropping logs and other supplies. They'll be ready for a fight soon enough!

Right now you're about a dozen paces away. Close enough that some of their archers might be able take clean shots at you if they're given the chance.

What's your plan of action?
>>
>>4608462
Do we know for sure if they're hostile? If not, hide and take some time to observe them. If yes, take a shot at whoever looks to be in charge.
>>
>>4608466
>hide
They are clearly aware of your presence. You'd have to retreat from the area in order to do this. Probably back to the road unless you wanted them to follow your footprints.

>Do we know for sure if they're hostile?
You wont know for certain until after their archers have readied their bows.

Do you want to attempt diplomacy? You dont speak orcish but one of them may speak enough of the giant tongue to get by.
>>
>>4608476
Let's get our bow ready but keep it pointed down so long as they do.

And yeah attempt diplomacy, we're no looking for a fight yet and if they were moving logs about they might just be woodsmen
>>
>>4608476
> Do a friendly wave and crouch down.
>>
I am more wiped out from work than I thought I was going to be so I'll be resuming tomorrow as planned.
>>
>>4608426
Do crits override?
I hope not. d20s crit incredibly frequently

>>4608462
Prep our bow, but keep it at low ready. Tell them we don't got anything worth taking.
>>
>>4608510
>Prep our bow, but keep it at low ready. Tell them we don't got anything worth taking.
Sounds like a plan.
>>
>>4608462
this: >>4608510
>>
>>4608487
+1
>>
Writing.
>>
You draw your bow along with a pair of arrows and quickly string the weapon. Once it's ready though you dont draw but instead shout out in the giant tongue.

"I wasn't looking for a fight and I have nothing worth taking."

The four largest orcs look between each other trying to figure out how to respond. That doesn't stop the goblins from taking cover behind trees and taking aim with their bows. Any of the orcs with ranged weapons quickly finish getting ready, but seeing you haven't raised your bow are reluctant to make themselves the first target.

Eventually you start to pick out the occasional word in giant being spoken among the leaders. They must be a bit rusty and are trying to get straight what they intend to say

"You Giant. You sound like a southerner."

Not the greatest start but it's a start nonetheless.
"Giants wander far. I have been many places, even the south. Today I wander north."

The leader, or at least the designated translator asks carefully.
"You are not here to stop us?"

Presumably they're just logging so no, you're not about to stop them.

The orcs exchange a few more words and an older one towards the back shakes their head.
"We go our way, you go your way. No conflict. Agreed?"

[ ] Agreed
[ ] Push for more information (What say?)
>>
>>4608914
> Agreed
Passing through, do not bother me and I will not bother you.
>>
>>4608914
>[ ] Agreed


>"You are not here to stop us?"
That...probably means they're bandits of some type. Oh well. We'll pass word on at the next settlement; we're not equipped to take on an entire encampment by ourselves.
>>
>>4608914
>[ ] Agreed
>>
>>4608914
>Agreed
>>
>>4608930
We'll deal with this problem..... For Money! As long as there's a paymaster, at least.
>>
>>4608914
>[ ] Agreed
>>
"Agreed!" you answer. Your voice echoes through the clearing loudly enough that it sends the goblins and kobolds into hiding.

Switching your bow and drawn arrows to your left hand, you give a quick wave with your right then begin walking. For good measure you give the party a wide berth following your side of the clearing.

The orcs for their part watch for a moment making sure you're not trying anything. Once satisfied the truce isn't a trick they begin directing the others to pick up the logs and other gear they were carrying. It looks like they're headed for the road.

That might be worth mentioning to the next settlement.

It might be possible for you to reach Ballidon today if you move fast enough. That's going to take some effort and it will probably be after sunset by the time you get there.

[ ] Hurry and get to Ballidon today
[ ] Don't rush, you'll be there tomorrow
>>
>>4608994
>[ ] Hurry and get to Ballidon today
>>
>>4608994
hmm, the safety of sleeping in civilization, or not straining ourselves?
Isn't it a common thing for gated settlements (as such an isolated community inevitably will be) to close the gates at sundown?
>[ ] Don't rush, you'll be there tomorrow
I'd rather not need to sleep outside the gates if my suspicions are right, and we've been moving pretty quick so far.
>>
>>4609023
>Isn't it a common thing for gated settlements (as such an isolated community inevitably will be) to close the gates at sundown?
Yes. Though a giant banging on the gates will generally bring a lot of attention.
>>
>>4608994
>[ ] Don't rush, you'll be there tomorrow
>>
>>4608994
>[ ] Don't rush, you'll be there tomorrow

The settlement will be there in the morning.
>>
File: 765386765476.gif (1.41 MB, 600x377)
1.41 MB
1.41 MB GIF
>>4609053
>The settlement will be there in the morning.
Inviting disaster there friendo.
>>
Realizing there's no real rush since the gates to the town will be closed at nightfall regardless, you take your time and keep a closer eye out for hazards. If any other groups of orcs are to be found along the path you'd like to spot them before running into them. Also it means more time to search for food along the way.

Plenty of planets you dont recognize from the south are quite common here, along with odd creatures that seem to be knocking down trees and damming streams with them. Despite their skittishness you manage to spear one of them. They taste alright but are a bit tough with the amount of fur on them.

Close to mid day you arrive at the next settlement. Ballidon is more a fort than a town, with watch towers at each of its four corners. One is made of stone similar to the one you saw at the escarpment, but with a better protected gate. The rest of the outer walls and towers are made of logs driven into the ground.

There are no signs of any damage and people are going about their business. If any other bands of orcs are in the area they haven't bothered with this place yet.

A group of town guards and carpenters are busy trying to fix the gate. When one of them notices you he waves a hand in greeting.
"I dont suppose you could help us for a moment? If you can hold that gate while we're fixing the hinges there's a free lunch in it for you."

[ ] A free lunch is a free lunch
[ ] You need to talk to their commander immediately
>>
>>4609097
>[ ] A free lunch is a free lunch
But we'll want to keep it short, and speak to the commander after.
While we're holding the gate, we might as well ask why its in its current state.
>>
>>4609102
+1
>>
>>4609102
+1
>>
>>4609097
>>4609102

support
>>
>>4609097
>[ ] A free lunch is a free lunch

>There are no signs of any damage
>busy trying to fix the gate
non-combat damage?
>>
>>4609102
+1
>>
You set over to help brace the gate for them.
"A free lunch is a free lunch, but I do need to speak to the commander after."
"I'll get them for you as soon as we're done."

The carpenters and guards struggle with the hinge getting everything in place while you keep the door out of their way.

"What happened to your gate?"
"A horse got spooked and crashed a wagon into it at a bad angle," answers one of the workers.

You may be less familiar with their actual construction, but most gates are meant to resist things like battering rams.
"Sounds like an awful weak gate."
"When they're properly locked and braced they're stronger than the walls."

For the sake of the townsfolk you hope they're telling the truth. It doesn't take much longer to finish getting the new hinge into place the gate settled. While most of the humans sit down to take a breather one guard runs off to get their commanding officer. They return a moment later followed by a Dwarf with a rather short cut beard. What looks to be an orc wearing the blue-green uniform of the Imperial Air Corps rushes to catch up.

"Names Havershaw, what's the problem?" the Dwarf asks.

You relay your encounter with the orcs and how they seemed to be either engaged in a good deal of logging near the road or were up to something close by. At least a half dozen orcs plus twenty or more goblins and kobolds. Those are just the ones you saw.

The orcish fellow leans in closer to the dwarf.
"I told you they was organizing."

The dwarf shrugs to his compatriot.
"It's not that I didn't believe you, I just need more than that to act on it."
"I'm scout division, that's literally my job."

Taking a deep breath as though he's about to launch into an argument Havershaw instead turns to face you.
"Right. First of all thank you for telling us about this. We'll send some riders to check it out."

One of the guards protests that they don't have enough people if they run into that many enemies, causing the commander to roll his eyes in annoyance.
"Fine!" Turning he addresses you once more. "Mister... I didn't catch your name?"

"Ulf." you simply reply.
"Ulf, I dont suppose you would be available for hire to assist a few of my men in securing the highway?"

>What say?
>>
>>4609191
>"I've got time, if you've got silver."
>>
>>4609191

If they have the coin, then sure why not. While we wait for the guard to get men and horses ready. What does he want us to do to assist his men?
>>
>>4609191
>?
>Can do. When will you want to set out?

Besides the bow, do we carry any melee options? A knife or something maybe?
>>
>>4609222
>Besides the bow, do we carry any melee options? A knife or something maybe?
A knife, through most other races would consider it a sword given its size. It's mostly of a utility knife but it's more than capable in most other roles.
Also some "small" rocks.
>>
>>4609191
>What say?
Work out a contract for the job
>>
>>4609222
Just get iron-plated boots.
>>
"I've got time, if you've got silver," you rumble out your reply.

Havershaw nods.
"One piece of good news. Standard offer, you'll get payment for the job and bonus for enemies cleared out if it should come to combat. Keep in mind that clearing the road is the priority, not chasing after the local tribes and letting them draw you into an ambush. That happens enough in a decade."

One of the guards waves a hand that's missing a finger.

You pull out your bow and check that the string is still good.
"How do you want me to assist? I'm an archer."

"Given our lack of professional manpower the best strategy is to hit them hard from the outset. Shock them enough that they break and run."
Havershaw claps the orc on the shoulder.
"Largah here will go with you. Use some magic to really put the fear in them. Keep hitting them from range until they withdraw. The rest of my men will make sure to deal with anyone who gets too close.
I'll stay here and get the militia ready in case it turns out there's a larger force waiting for you. If that's the case run the hell back here and be quick about it. Sound straight forward enough?"

>What say you?
>>
>>4609277
Sounds fairly reasonable to me.
Mention to them our limited ammo, and request we either get replacements or repairs as needed on any expended gear.
>>
>>4609277

Works for me also >>4609287 as said, ask for more ammo.
>>
Before setting out you ask the all important question for someone of your position.
"Got any spare arrows?"

"Blasted archers always begging for arrows," Havershaw mutters thinking it over.
"Uh, nothing that will be quite large enough for you but I may have some ballista bolts stashed away. I'll bring them out while the others are getting their horses ready."

Within the hour everyone is ready to set out and the Dwarven commander rushes out to the gate handing off a bag full of ballista bolts. Inside are 6 made entirely of steel and another 8 of wood with steel heads. You should be able to make use of these.

As you head out south again the orc Largah pulls his horse up next to you.
"Worked with giants farther north few years back. Those of us on horseback should be able to keep pace with you. About 65 kilometers a day. Which would meaning having to stop for the night before we clear out the road later the next day."

You also intend to carve a few extra arrow shafts for yourself along the way, but you can do a bit of that while walking. Before that you have a question though.
"What's with this kilometers business I keep hearing? Why not just use miles?"

The orc sighs in resignation.
"I dunno. You can blame the Dwarves and the Imperial Air Corps for that. They have a bunch of reasons. You get used to it after awhile."

[ ] Might as well start trying to use it
[ ] Keep converting stuff into miles for now
>>
>>4609331
>[ ] Might as well start trying to use it
>>
>>4609331
>[ ] Might as well start trying to use it
>>
>>4609331
[ ] Might as well start trying to use it
>>
>>4609331
>[ ] Might as well start trying to use it
VIOLENTLY british dwarf soldier when?
>>
And let's get a roll of 1d20 for number of spare arrow shafts carved up along the way. Hopefully some of them will be good enough to actually use.
>>
Rolled 14 (1d20)

>>4609365

Dice rolling take 2!
>>
Rolled 9 (1d20)

>>4609365
>>
Rolled 4 (1d20)

>>4609365
>>
>>4609331
>[ ] Keep converting stuff into miles for now
>>
A night is spent camping off the road with a watch changing off every few hours for safety. Only a few travellers are spotted heading south and they're warned of potential danger ahead. It's a good thing the caravan you saw heading out from the gate is probably moving less than half your speed.

As your group resumes their trip south the next morning Largah begins to grow concerned.
"We should have seen riders carrying messages from the south by now. The road may already be blocked. I wish I had learned observation magic."

Approaching the area where you had returned to the road the group slows at your suggestion. If the orcs did decide to block the road or set up an ambush it should be in the next mile or two. Kilometers. Whatever. Not very far ahead.

Did you want to try and make contact with the orcs again in the hopes of convincing them to leave the area?
Or would you rather use your height to help scout out their position so you can attack?

[ ] Try to diplomacy
[ ] Scout, prepare for attack
[ ] Other?
>>
>>4609420
>[ ] Scout, prepare for attack
Also, ask if any of the people who came with us are adept at scouting as well, as a backup.
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609428
>>4609433
>>4609436
>>4609439
Roll 2d20 long range observation.
>>
Rolled 20, 20 = 40 (2d20)

>>4609488

They're taking the Hobbits to Isengard!
>>
File: radgif.gif (2.99 MB, 600x338)
2.99 MB
2.99 MB GIF
>>4609500
Bro
>>
Rolled 7, 8 = 15 (2d20)

>>4609488
>>
Despite the heavy tree cover that had convinced you to stay off the road in the area you do manage to see through a few gaps in the foliage. Soon enough you spot a pair of kobolds dragging a log across a clearing. They're being prodded to move faster by a spear armed goblin much to their displeasure. It doesn't look like they've seen you yet.

Following their line of movement you catch sight of log barricades. They must have completely blocked the road. Not good.

Largah scrambles back from the road, quietly waving for everyone to pull their horse back. He's seen something as well. Crouching down behind a tree for cover you compare notes. The scout spotted a few goblin archers hiding in some of the lower trees but doesn't think they saw him in return.

Right now you have the element of surprise on your side.

You can get a clear enough line of sight to attack the barricades directly from quite far away. Do you have a plan you'd like to propose?
>>
>>4609530
How much damage can we do to that barricade? Is it haphazard construction, or does it look well made? Don't want to waste ammo on something they will have an easy time rebuilding.
>>
>>4609558
>How much damage can we do to that barricade?
If you start throwing rocks, quite a bit. Your arrows wouldn't do a whole lot, it looks sturdy enough to weather a barrage of those. Those would be put to better use if you wanted to take down orcs.
>>
>>4609530
Try to take out the goblin archers as quickly and silently as possible, then attack the barricade with rocks.
>>
>>4609530
What spells does the mage know and how many of the small folk are also ranged fighters?

Also as a thiught: if we can find a large roundish boulder we can probably use it like a bowling ball on those barricades
>>
>>4609588
Against goblins your shots might have a risk of overpenetration. Well against most targets really. Your attacks might not be terribly stealthy.

>>4609591
>What spells does the mage know
Area of effect fireballs, 1 casting of chain lightning and a much weaker staff lightning attack, though he can do a few other minor spells with prep time.

>how many of the small folk are also ranged fighters?
One is a ranger the other two are soldiers with polearms. If you wanted the ranger could try to silently take out the two closest goblin archers to give the rest of you a shot at the barricade

>Also as a thiught: if we can find a large roundish boulder we can probably use it like a bowling ball on those barricades
Possible, though you'd have to get much closer than hurling several smaller ones would require.
>>
You propose two of your plans to the others. Both sound promising, though the ranger isn't completely certain he'll be able to take out the second archer unnoticed. Then again as long as they're dead or out of action it shouldn't be a big issue

One of the soldiers, Kevin, asks why Largah couldn't just stand on your sholuder and hit the barricade with a fireball from here. That should startle everyone, though it would certainly give away the presence of a mage. That might be a good thing if it caused them to retreat.

Would you really be okay with a bunch of magic being blasted away from that close to your head?


A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.

B) Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.

C) Blaster casting from altitude.
>>
>>4609611
>Against goblins your shots might have a risk of overpenetration. Well against most targets really. Your attacks might not be terribly stealthy.
If that's the case, try to maneuver ourselves to line up as many as we can to kill them all at once.
>>
>>4609651
> A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.
>>
>>4609653
>>4609660
>+1 to both
We are a mobile ballista, killing large groups of archers would be best.
>>
May have to leave this for monday as I am busy tomorrow.
>>
Since I keep forgetting it, I would appreciate it if anyone had suggestions for fantasy setting music. From games, movies whatever. I find it helpful for writing particular scenes.
>>
>>4609744
How about a round of Gwent?
https://youtu.be/UE9fPWy1_o4
>>
>>4609651
>Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.
>>4609744
https://www.youtube.com/watch?v=E4PM-4cRTx0&list=PLD6E4985C2AA8AA00&index=19
>>
>>4609651
>C) Blaster casting from altitude.
>>
>>4609651
>B) Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.
>>
Back, just waiting for a tie breaker and we'll get rolling.
>>
A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.
Guess I'll tiebreak then.
>>
It takes longer than you'd like to find a suitable rock but there is still plenty of daylight left. A bit of knapping using smaller stones helps to round it out somewhat. Enough to get it moving quickly, though once you let go it's questionable how long it will keep rolling. Once back on the road with the boulder and a few smaller spares, Largah gives the signal and everyone begins moving up.

The ranger moves from tree to tree using them for cover and getting into position. As much as you'd like to help deal with the goblin scouts you really need to keep this rock moving if there's any hope of crashing it into the barricade hard enough to destroy it.

The first goblin is hit without much noise, at least until it falls out of the tree it had been perched in. The delay is enough for the ranger to get a second arrow off. Though the arrow strikes true the goblin isn't immediately killed, making some noise as it collapses.

It's hard to tell if the noise has alerted the orcs and soon enough it doesn't matter. The rumbling of the boulder you're rolling towards them is getting loud enough someone will be noticing soon.

As you round a bend in the road the barricade comes clear into view. It certainly looks strong enough that a caravan would never fight its way through. Neither could horses jump it due to its height. Lowering your head to duck beneath tree branches you push harder, stomping along as fast as you can before giving the boulder a mighty heave.

The Orcs and their smaller subordinates scatter as the rock bounces down the road at speed, blasting through the log barrier and sending wooden shrapnel flying in all directions.

Largah and the others run to catch up with you, the mage preparing a fire attack. Those closest to the barricade are still picking themselves up while you can hear shouting from either side of the road. How do you want to attack any additional enemies?

[ ] Start throwing smaller rocks
[ ] Bow with conventional arrows
[ ] Bow with steel ballista bolts
>>
>>4611627
>[ ] Start throwing smaller rocks
Welcome to baseball, shorties.
>>
>>4611633
>>4611627
+1, let's save our bolts for now.
>>
As much as I'd like to wait for at least 3 votes I'm moving ahead.

>>4611633
>>4611644
Roll 3d20 for stone barrage
>>
Rolled 4, 4, 17 = 25 (3d20)

>>4611658
>>
Rolled 19, 2, 3 = 24 (3d20)

>>4611658
>>
Rolled 8, 8, 8 = 24 (3d20)

>>4611658
>>
Rolled 5, 20, 1 = 26 (3d20)

>>4611658
>>
>>4611668
Neat
>>
Grabbing some of the rocks you'd picked up you unleash a barrage of thrown projectiles. Some batter the remains of the barricade, further smashing them to pieces and injuring orcs on the other side. Others send groups of kobolds flying that must having just arrived to help secure the road.

Largah directs the fireball attack he'd been preparing into the remains of the fortifications. Anyone that had still been hoping to use it for cover are engulfed in a conflagration strong enough to make even you feel uncomfortably warm.

With the spreading flames consuming destroyed logs you're left without a clear shot. Largah tells everyone to back off slightly and watch the sides of the road. A quick shout from the ranger draws your attention to the east. A handful of arrows shoot through the gaps between some trees, a few striking you hard enough to poke through your leather leggings.

Crouching to get a better view you let lose your last throwing stone, striking an older orc that looked to be in the middle of casting a spell. You cant see or hear any more orcs but the goblins and kobolds are making their presence known through shouts of fear and panic. Quite a few of those noises are now headed away from you, east into the forests and clearings you'd passed through before.

[ ] Cease fire
[ ] Parting shots
[ ] Pursue far enough to be sure they're leaving
[ ] Attempt to capture stragglers
>>
>>4611700
>[ ] Attempt to capture stragglers
>>
>>4611700
>Pursue far enough to be sure they're leaving
>>
Lost of posts for rolls but not for votes.

Reminder: I cant actually get anything done if nobody votes. If I can get votes within 30 minutes there is a slim (but still possible) chance that I can manage 1 story post per hour.
>>
>>4611700
>[ ] Attempt to capture stragglers
>>
>>4611703
>>4611741
+1
In the arms of a giant.
don’t answer if you want to leave it open, but I would guess we are about 24-30ft tall? Or are we actually closer to 12-16ish? 30ft+?
>>
>>4611772
Between 15 and 17 feet tall is roughly what I figured.
>>
With the road on fire, who knows how many orcs dead and most of their subordinates, now fleeing now seems like a good a time as any to try and capture some of them.

"Where are you going?!" Largah shouts, as you begin to head into the forest.

"Catching some of them," you reply.
Ducking under a heavier branch you head after the enemies that had been accompanying the orc mage until you'd hit them. Though quick and nimble the smaller ones can't outrun a giant hot on their trail. Or not all of them can.

Seeing your pursuit a few of the goblins throw their weapons at some of the kobolds, tripping them up. Another who tries to do the same ends up in a shoving match with one of the scaly creatures long enough that you catch up with them.

You return to the road carrying three kobolds and one goblin. It looks like the rest wont be back for some time, if at all. The fire on the road is still burning, having caught up at least two trees that the barricades were anchored to. It doesnt look like its spreading too quickly though. The area is a bit too wet.

One of the soldiers, Kevin, looks at your strugging cargo.
"Please tell me you're not going to eat those. I know giants eat crazy stuff but I'd just as rather not see that."

>What say?
>>
>>4611779
This wasn't for cooking but for information.
>>
>>4611776
That's a lot taller than I thought, would have thought they maxed out at like 12 feet.
>>
>>4611808
Was trying to strike a balance between "that's not a giant that's a mountain" and "taller than average NBA player" sizes.
>>
"Not for cooking but information."
You raise the goblin and kobold that had been fighting one another up to your eye level.
"You can talk can't you? Maybe not giant or the human tongues but someone will know enough orcish for you to speak."

Largah drags a badly wounded orc out of the forest from the west. The captives arm looks to have been shattered and he has burns in quite a few places.
"I doubt the goblin or kobolds will have much information, but this one might if he survives."
The mage works to tie a tourniquet around the broken arm, then with the help of one of the others slings the prisoner over one of the horses.

The ranger returns with a few sacks of supplies looted from the enemy camp. There was one human found dead farther south. Nothing to identify them save for their description.

"At least it wasn't one of the regular mail carriers. We know most of them."
"Any signs of letters?"
"No, if he'd had any they must have been burned. Either by us or the orcs as kindling."

It seems the orcs had carved up the mans horse and cooked it already, so there is some horse meat left over. You call dibs on a remaining haunch.

As the sun begins to set the humans help you secure your prisoners to one of their horses. With them out of the way the mage asks for your help trying to limit the spread of the remaining fires. Getting out a book the orc draws a few crude magic circles raising walls of loose earth in places. You simply rip out sections of turf from the nearby clearings and use it to smother flames.

In the morning there is still smoke hanging in the air but things are cool enough to clear a proper path through the debris. You pick up a few of the nicer throwing rocks and stow them for later use.

With everyone rested up and no sign of the orcs and their allies returning there is talk of what to do next. Returning to Ballidon is a given, but sending word to Ivanish is also important. Then again the obstruction is cleared so the caravan shouldn't have anything to worry about.

Largah is of a mind to send two south on horseback to pass on what's happened. Unless you would have any interest in doing so?

>Do you have any input?
>>
>>4611839
>>Do you have any input?
Send the riders, we continue going north
>>
>>4611855
+1
>>
You're happy continuing north once again. With that figured the ranger and one of the soldiers mount up and head for Ivanish. The rest of you get the captives ready and begin marching at a considerably slowed pace.

It would be nice if there were more regular outposts along the road. Then riders could be stationed with fresh horses to deliver messages and warnings.
"It was tried before. The first time the dwarves tried to attract settlers. Most were isolated and burned down in raids decades ago. Only settlements large enough to support a militia survive."

Stopping the next night Largah and Kevin do what they can for the wounded orc they have tied up. The arm will almost certainly need to be amputated but neither of them have the skills to do so themselves. For now they're just trying to keep it from getting too badly infected before you reach Ballidon. Once there he can be treated and hopefully convinced to talk.

Is there anything you wanted to ask either of your traveling companions while there is time?
>>
>>4611891
Ask for some local history/stories.
>>
>>4611891
this: >>4611898
>>
On the road again you ask if either of them know some local stories or history of the region. Largah gives a short huff before replying.
"There was the time my parents tribe thought it was a great idea to attack Silver Mantle to drive the dwarves out of the region by themselves. That went well."

This earns a quick response from Kevin.
"If they hadn't you'd be squatting out in the bush somewhere."
"Probably."

With the orc clamming up after this Kevin decides to keep the conversation going.
"We had a big herd of bison get lost following the river one year and wandered into town. Okay maybe not the town, but the surrounding farms. We finally had to call in a druid to get them to leave so they wouldn't eat all our crops. Domesticated a few of them that stuck around."

At that one question immediately springs to mind.
"Do they taste good?"
"It's a bit sweeter than beef."
You might have to try that

"Lived in the marches my whole life. Haven't seen the Gate since I was little though. Silver Mantle is the biggest city I've ever seen. Huge walls of stone blocks. I expected more dwarves really but maybe they live underground?"

"Three quarters of the city is below ground." Largah points out.
"I thought the city was split up into five or six parts?"

The orc sighs. "That's just the surface parts of the city."
"So there's really eight or nine parts?"
"Kevin, Ulf asked about history."
"Ooh right. Sorry about that! Three winters ago we had so much snow that people had to put their wagons on sleds. The mail had to come by way of dog teams on much smaller sleds. I guess they use those up north."

After suffering through Kevin's history of weather reports you eventually convince Largah to start talking again, if only to shut the human up.

Apparently the largest raids conducted against the dwarves and the settlers started around fifty years ago and ended after about a decade. So many of the orc leaders were killed in attacks on the city that the tribes fell to infighting. Around that time a force of nearly three thousand mercenaries with the Red Blades arrived. They attacked each tribe separately, routing them or forcing their surrender.

"There have only been small attacks since, usually on caravans or prospectors. The remaining tribes went back to trying to establish their hold over others that had been weakened. Things have been more or less normal since. Normal for the marches that is.

They capture some people, we capture some of theirs or those from another tribe and trade prisoners. Those who have any regular contact with Silver Mantle these days are starting to trade in goods more than people finally. That doesn't stop some young bloods from trying to capture rich travelers for ransom."

[ ] Ask how he ended up in the Air Corps
[ ] Probably a touchy subject
>>
>>4611990
>[ ] Ask how he ended up in the Air Corps
>>
>>4611990
>[ ] Ask how he ended up in the Air Corps
>>
>>4611990
>[ ] Probably a touchy subject
>>
"How did you end up in the Air Corps?"

"Wasn't my choice. The tribes that surrendered in the last attack on the mantle were held by the victors, hoping to exchange them for settlers that hadn't made it to the city in time. There were none. The settlers outside the walls were butchered by one of the old chieftains to make sure the humans and dwarves would never come back."

Largah takes a deep breath before continuing.
"So the slavers came from the south. They paid for reconstruction and the grain needed to replace the lost harvest. All in return for the prisoners. The Air Corps didn't want the slavers getting hold of mages though. They didn't have the pull to keep the slavers out but they could save some.
I was born in the prisons. I was tested and found to be a worthwhile investment by the mighty Imperial Air Corps! So they raised me to use my magic and to act as a scout for them here in the marches. You'll probably meet others who have similar stories."

>What say?
>>
>>4612022
Are you hopefully for the future of the region?
https://youtu.be/mVYdLR_e33w
>>
File: Shark Ship.jpg (1.11 MB, 2500x1250)
1.11 MB
1.11 MB JPG
Ayyy TSTG, you ever see this?
>>
>>4612022
I feel like giants, being very wild, nomadic, and aloof to the small peoples, would really despise slavery.
>>4612031
+1
>>
>>4612059
I most certainly have not and I'm a little concerned that the deviant art it's from has the exact same ship class name as the one from H&D.
>>
"Are you hopeful for the future of the region?"

Largah shrugs.
"As much as I hate to say it most of the major tribes are playing by a similar set of rules these days, making negotiation possible. These orcs were just a small band, probably acting without permission of their overlord. If they weren't acting alone we need to know about it and soon.
There are supposed to be more caravans from the south in the coming years. Enough that establishing more outposts again might start to look like a good idea."

"Do you think ending the slave trade in the region might be possible?"

Largah shakes his head.
"Not unless the orcs are convinced to do away with it first. If that were to change the slavers would stop making so much money. Without bribe money the leaders of Silver Mantle might finally drive them out."

Approaching Ballidon you're met by a rider who speeds back to the settlement, informing them the militia can stand down. Havershaw is happy that things went as smoothly as they did. After an explanation of events Largah and Kevin haul the wounded orc captive off to a healer.

"Thank you for your help Ulf. I owe you at least two gold pieces plus a cut of whatever was recovered. One of my people are going to see if they can determine the identity of the rider who was killed from what they were carrying. They're quite good at it, should be done by morning.
There are two out outstanding matters to work out, the prisoners and my ballista bolts. You can keep the regular bolts, but as they haven't been touched I'd really like the steel ones back unless you intend to buy them. They're hard to get hold of out here and it could be a month before I could get more in."

[ ] Return steel bolts
[ ] Buy them
[ ] Intimidate: You should be more grateful
>>
>>4612106

Just buy a few return the rest.
>>
>>4612115
+1
>>
Sorry was reading up on ancient economics and not finding the data I need.

>>4612115
>>4612165
Should be roughly 40 silver each for the steel bolts. Which is actually rather expensive. More than I was expecting.

Havershaw thinks parting with half the bolts is fine, giving you the remainder of your pay. You should still have a bit more coming in the morning.

"Be mindful of that gold piece." The dwarf warns. "Officially and as far as the banking guilds are concerned a gold piece in most lands is worth 160 silver. Or about a pound of silver. The thing is we have no gold mines up here. Leastwise not yet. That's going to be worth more the farther north you go, but dont try and pull that with a bank. Trust me they'll make you regret it."

Next Havershaw turns and heads over to look at the rest of the prisoners. They've been getting water and a bit of food but not much so they're thoroughly miserable at this point. The commander says a few words in orcish to the goblin who seems to curse back at him. He takes a few steps back then dodges wad of spit hurled in his direction.

"Goblins are dangerous. Too smart for their own good and will slit your throat if you look at them wrong. Or that's been my experience.
Kobolds are more like dogs in a way, that doesn't make them dumb though."

Turning around Havershaw looks up at you.
"You arrived on your own so I'm guessing you'd like to get to Silver Mantle in a timely manner. If you want I can trade this lot to the next caravan to pass through. It'll only cost you a 10% cut to pay for me holding them until them."

Do you intend to trade in the prisoners you've taken or will you risk taking them along with you?
>>
>>4612192
>trade in the prisoners
Honestly we have no real use for them
Maybe hang on to one of the kobolds do they make good pets?
>>
>>4612200
>Maybe hang on to one of the kobolds do they make good pets?
The dog analogy is maybe closer than I realised in some respects, but these are still thinking sapient beings. Ones that have probably been orc slaves up until this point. Any step up from that would likely be seen as an improvement.
>>
>>4612215
Then let's try to figure out which of them looks healthiest/seems friendliest and keep it. Having a little helper and a traveling companion could be nice.
>>
Closing for the night. Please discuss what you guys would like done. I may post tomorrow/Tuesday but I will be running through the day. on Wednesday.

Cant promise when I'll be resuming after that as I have dental surgery later in the week and I dont know how fucked up on pain killers I'm going to be.
>>
>>4612192
Trade in. It will be difficult to look after them on the road.
>>4612059
>>4612064
Does Tstg know about the Darius series?
https://youtu.be/YLzxVYyxIF0
>>
>>4612192
>>4612215
>>4612249
Probably go for a kobald (or two!). Goblins seem more intelligent, if more wild and savage; but kobalds sound like they have a better work ethic, are braver, and if we can find one who is autistic enough to horde shinys and not spend then then we just found a new purse holder or middle man we can hand our money off to at the checkout counter, so we don’t have to aggravatingly fumble with the tiny coins ourselves.
If the goblin seems to be possessed of a particularly valuable trait(s), personality, and/or set of ambitions, then we should of course go with the gob then.
Thing is kobalds just seem lovable, plus maybe we can raise it into a kobald barbarian like the 2nd highest amount of voters were after. Personally I’d hope for a kobald ranger or stone Druid though.

Finally: we never really interrogated them. Even if they don’t know much, we should still do so and use it as our interview of them for the position of pocket knife/Swiss army small folk. We won’t be doing it to find out the circumstances of the surrounding tribes, which they might not know much about, but to figure how they are and what amount of everything they say is really just a reflection of them.
inb4 they’re all smarter then us and just hide their plots behind their justifiable surface level fear anger and poor ability to speak giant or the common tongue
>>
>>4612376
Bro, pocket kobold. You're fighting some scrubs and out of your coat jumps a lizard with a knife. They'll never see it coming. Then we give it snacks. Best pet.
>>
>>4612406
>childhood catching lizards intensifies
>>
>>4612192
the kobold minion idea sounds fun
>>
>>4612059
To reiterate I think it looks amazing.
The last couple years I've been looking at getting stuff together to publish H&D as well as get plastic ship models made, maybe some merch like t-shirts and whatever. Was actually talking with a guy about making a 20cm tall Dante gunship. I find the legal ramifications of doing so to be fucking terrifying however. Especially given the amount of knockoffs I see where I work.

>>4612315
>Does Tstg know about the Darius series?
Never heard of it. Heard of Gradius and R-type along with a few others like it. Haven't really played that type of game since the 90's.

>>4612249
Okay I had my dates wrong, I actually have surgery tomorrow. Glad they always call the day before. So may not be running tomorrow or the rest of the week. We'll see.
>>
File: dd2.jpg (61 KB, 636x393)
61 KB
61 KB JPG
The prisoners are secured in one of the sturdier stalls of the local stable. A few members of the militia nail some extra boards in place to make sure they wont escape. Once Largah returns from dealing with the captured orc he assists you in interrogating the smaller ones. Mostly just in the form of translating.

You explain that you can't take all of them along with you but there might be room for one. Finding out what they're skilled at would be a good start. Providing information about the tribe they had been with might earn them goodwill with the locals too.

The goblin speaks up first, apparently knowing a bit of the more common human languages. They just weren't going to have anything to do with the dwarf. Asking why just earns you a long string of curses.

Largah fires a small lightning bolt into the ground nearby causing the goblin to halt its tirade.
"Speak if you're going to speak. What are your skills?"
The goblin is one of several with their tribe responsible for keeping the kobolds under control and working on what needs to be done. Sometimes that means carrot or stick or otherwise finding ways to boost morale and productivity.

"She's a goblin equivalent to a bard," is how Largah interprets it. "Probably a shitty one if you caught them fighting one of the kobolds."
"Oi! I can use wands too ya' fuck!"

Next is the kobold that had been fighting the goblin. Getting a better look at them together, this kobold appears stronger than the others. He mostly has experience as a woodcutter and can cut down a tree far faster than their kin. Largah thinks this one is a Barbarian.

The next one has mostly seen use as a scout for the orc mage you killed. Normally they're quite good at staying hidden but had panicked when their master was killed. They're probably a rogue.

Lastly is another kobold who had belonged to the orc mage. This one had mostly been used to help sort through captured equipment and carry certain items for their master.
"What is that you're carrying?" Largah asks, pointing to a necklace they're wearing.

The kobold hands it over, explaining in orcish that their master would borrow it from time to time. Largah tightens his grip around the unimpressive looking stone and it begins to glow. Turning, Largah gives you a look of disbelief.
"This is a spirit magelock. This kobold is a novice mage and the orc was siphoning its magic, probably to use in the casting of more powerful spells."

The orc hands the necklace back to the last kobold, then makes you an offer.
"I'll pay you to free this one."

[ ] Accept
[ ] Accept, but he has to pay for the magelock separately
[ ] Wait to determine which you're taking first
[ ] Free the kobold mage (You do not get paid for them)
>>
>>4612757
>[ ] Accept
>>
>>4612757
>Accept, but he has to pay for the magelock separately
Preferably in some uniform or insignias our savage little friends can wear that will let people know not to knock them over.
Also, how could you do this to us QM?!?
>sassy goblin gun qt
>hearty Kobald brobarian.
Both of these would look great in our pocket!
We can’t just take one!
>>
>>4612757
>Accept
>>
>[ ] Accept, but he has to pay for the magelock separately
>>
You accept Largah's offer but you want to find out what the magelock is worth before deciding if it should be sold to him separately. The last thing you want is to be tricked out of a fortune in your first weeks in the marches.

"Fair. One of Havershaw's people will better know whats its worth on the market these days."

As for the mage, a normal kobold itself wouldn't be worth much on the market, but a magic user would be several times more. This one isn't trained which drops the price again.
Largah will pay 975 silver for him.

"If you ever end up doing business with a slave trader, be warned they'll charge more if they think you're going to simply free whoever or whatever you're buying."

You'll keep it in mind.

That leaves you with which of the others you might hang onto. If the goblin can use wands they could probably be trained as a spell gun. That would be expensive and there are loyalty concerns.
A Kobold Barbarian is a bit odd but might be useful in certain situations. Dropping one on top of an unsuspecting enemy, or tying up close combatants so you can shoot them come to mind.
Having a small rogue to scout for you or sneak into places you cant reach because of your size are also appealing.

A) Goblin Bard / spellgun?
B) Kobold Barbarian
C) Kobold Rogue
>>
I have to head out so see you next time!
>>
>>4612889
>C) Kobold Rogue
>>
>>4612889
B) Kobold Barbarian
>>
>>4612889
>B) Kobold Barbarian
>>
>>4612889
>Kobold Rogue
>>
>>4612889
>Kobold Rogue
Seriously we're a sniper/artillary combo and they were basically made to be a spotter
>>
>>4612889
>B) Kobold Barbarian
rule of cool
>>
>>4612889
>C) Kobold Rogue
>>
>>4612889
Kodak’s Barbarian or the Goblin Bard.
Sneak thieving is for small folk we don’t like!
>>
>>4612891
take care op. Went to the dentist for the first time in 9 years last year, had some minor surgery done too. Embarrassing it took that long but the point is you’ll be fine, feel better then you think you would from it, good luck!
>>
>>4612889
>>4613006
Correction: Kobald Brobarian AND the Goblin Bard.
We need the small folk to entertain each other/keep each other in check while we do giant things.
It’s good to keep pocket pets with friends too!
>>
File: Spoiler Image (65 KB, 1716x1528)
65 KB
65 KB PNG
Current status: Not on painkillers.

I've been working on proper dress uniforms for the H&D wiki since I got back. They need some work still along with additional decorations but I think they're coming along.
>>
>>4613922
>H&D Wiki
What’s that?
>>
>>4614079
https://houseanddominion.fandom.com/wiki/HouseAndDominion_Wiki
>>
>>4614142
Noice. Btw, Glad your off the pain killers atm! Good sign lol.
>>
Looks like we're tied right now for Barbarian and Rogue, probably gonna need a tiebreaker.
>>
>>4614232
Looks like I’ve returned to this quest at the right time.
>>4612889
>C) Kobold Rogue
>>
>>4612889
B) Kobold Barbarian
Tie it again?
>>
>>4614232
>C) Kobold Rogue
As much as I like the barb I feel like he will die rather quickly and a spotter/ scout can save our ass
>>
>>4614712
this
>>
Brobarian bros...
>>
>>4612799
>Also, how could you do this to us QM?!?
It was the dice I swear. I did have to do a re-roll though because everyone came up mage or spellgun the first time.
>>
BROTHAS

Do not despair. For in our journeys we will certainly come across more tiny pocket pets that we may adopt. Some day we will have an entire cave's worth of critters. Of this I am sure. For dreams come true so long as you never give up.
>>
>>4615321
The lack of brobarianism and brobarian accessories has me reeling brother, just moments ago I even cross posted most shamefully & erroneously ITT.
I can now only kneel and make the most of our current choices...
>>
Trying to draw as much economic data as I can on buying power of silver from Rome and other sources. The problem is the Denarius underwent a lot of inflation and most of the data I can find is either from the time of Caesar or in the late 300'sAD. So they're wildly different figures and there aren't always good comparisons of buying power.
Tried looking at D&D but their figures are fairly ridiculous.
>>
Carefully considering your options you decide it would be best to have someone that can act as a scout. Unseen and unheard when they need to be and with any luck one that will be grateful for taking them away from the orcs.

You point at the Kobold Rogue.
"You. I do not normally like the idea of little ones sneaking around near me, but you could be helpful."
The tiny critter looks between the others and lets out a squeak of fear. Clearly the language barrier is going to be an issue. Largah translates and asks questions of the Kobold. Eventually he figures out that there are some common words it knows that you should be able to speak. Enough to get by until each of you learn more.
"A few words in orkish and kobold are similar to certain stone giant dialects."

Stone tongue is not easy on the ears being even more harsh than the common giant language. You grumble out a few words which sets everyone nearby on edge and causes a few babies in the settlement to start crying.

"Maybe the two of you can talk more after you set out?" Largah diplomatically suggests.

After that performance the kobolds are uncertain which of them is getting the better deal. The goblin spits in your general direction.
>>
The next morning the commander pays for the goblin and kobold that will be remaining behind, minus his cover cost. Together with the silver for the kobold mage and the rest of your pay for helping against the orcs, you're developing quite the war chest.

The body of the dead horseman has been tentatively identified. Some of the money that had been on their body has been used to pay for return of a personal item to family in the south. The rest is being split up among the team. It's not much, working out to only 100 silver apiece.

After getting the money Havershaw hands you an envelope. Looking at it curiously you gingerly take it from him.
"My endorsement," he explains. "It's not much but show that to the mercenary board in Silver Mantle. Completion of your first official contract in the region."

"I've done mercenary work in the south before this."

"And did you bring paperwork from whatever company you'd been with?"
"Uh... um..."

What Merc company have you done work with?
>Note: This will impact your hiring reputation.
A) It was an independent company (+10 IND)
B) It was an associate member of the Red Blades (+10 RBLD)
C) It was an associate member of the Silver Talons (+10 SLVT)
D) It was a support company for the Imperial Army (+10 Army/AirCorps)
E) It was a support company for the Silver Order (+10 PaladinS)
>>
What's the focus of each of the merc companies?
>>
>>4615832
>C) It was an associate member of the Silver Talons (+10 SLVT)
The idea of airships using giant archers like canons to broadside eachother is just too good
>>
>>4615832

As >>4615860 asked, can we get more info on these companies?
>>
>>4615860
>What's the focus of each of the merc companies?
Good questions.

Small independent companies of mercenaries exist in many parts of the world. Some are simply a band of friends and confidants, others later become associate members of larger groups. Regardless of the reason there is frequently demand for sellswords that are unaffiliated with any existing organization. Less risks of information leaks or it can be easier to clean up loose ends. Independent contractors are needed in the north as anywhere.

The Red Blades and Silver Talons are competing companies from the south and are quite well known.

The Red Blades are known for being fairly conventional if a bit rough around the edges at times. They have been known to buy criminals on occasion for use on more dangerous jobs, though this is rare. They were the first major mercenary company to set up shop in the north and thus have a slight edge in available contacts.

A later arrival the Silver Talons are working hard to establish themselves as the primary competitor to the blades. Though hardly unique the talons are known to cast a slightly wider net in terms of the races they try to hire from. They rather infamously employed a small unit of harpies for harassment attacks that helped break a siege. Their willingness to consider unconventional resources are allowing them to catch up.

The Imperial Army tries to remain as mobile as possible in order to compete with the Air Corps when conducting operations. Because of this and other limitations it is sometimes necessary to augment their forces on deployment, especially for siege work. Support companies are mercenary units formed expressly for this purpose. Theoretically the Army and Air Corps use a shared reputation hiring system.

The Silver Order is one of the two main Paladin orders (the other being Order of the Dawn Breaker.) They have dedicated themselves to dealing with demonic threats, though they are also something of a chivalric order. As the order itself is rather lacking in siege equipment they will often look to hiring support companies if they can be found. Most mercenaries tend to be a little bit quieter after serving alongside the order for any length of time.
>>
>>4615900
>>C) It was an associate member of the Silver Talons (+10 SLVT)
+1
>>
>>4615900
>The idea of airships using giant archers like canons to broadside eachother is just too good
To be clear, none of the merc companies have their own airships. At least nothing that could be considered a warship.
>>
>>4615832
>C) It was an associate member of the Silver Talons (+10 SLVT)
>>
>>4615909
>the silver order
We were known even beyond our auxiliary company for being grim and wordless.
Since retiring, that seems to have eroded, as evident by our travels north and chats with the small folk.
Now out of retirement, though honestly mostly as an excuse to sightsee the new shiny region.
>>
I'd be interested if there were any ideas on where to put a wiki up for this game. Fandom is too unpredictable with their constant changes and something like github isn't ideal because it's difficult for others to edit.

I'll see about posting in the morning and then probably around 8PM once I'm back from work.
>>
>>4615832
>D) It was a support company for the Imperial Army (+10 Army/AirCorps)
>>
>>4615832
> C) It was an associate member of the Silver Talons (+10 SLVT)
They were the only non-racist employer
>>
>>4615832
C) It was an associate member of the Silver Talons (+10 SLVT)
Unconventional Resources? Signed us on!
>>
You may not have brought much in the way of paperwork with you but the Silver Talons tend to remember allies. Especially ones that can hurl boulders large enough to batter gatehouses.
"My company was an associate member of the Silver Talons."

"Oh good! The paperwork will probably catch up from the south then. The orders and companies up north like to know as much about their people's hiring history as possible. Part of the reason they set up the Mantle Mercenary Review Commission. Look for the hiring hall, most people should know the way, and show that to them."

Largah comes to see you before departing. The spirit magelock is worth perhaps 4 gold, and that's only if you could convince a mage in Silver Mantle to take more than a casual glance at it. Most would probably dismiss it as tribal garbage and send you away. Despite this it's worth more than the kobolds and goblin put together.

Do you want to let him keep it, charge him for it, or take it with you?

A) Let him keep it
B) Give him a good deal (2 gold)
C) Hold out for as much as you can (3.5 gold)
D) Try to sell it in Silver Mantle
>>
>>4616320
C) Hold out for as much as you can (3.5 gold)
Don’t see why not
>>
>>4616320
>B) Give him a good deal (2 gold)
>>
>>4616353
+1
>>
>>4616320
>Let him keep it
>>
>>4616320
>B) Give him a good deal (2 gold)
>>
>>4616320
>B) Give him a good deal (2 gold)
nice to have a friend like Largah
>>
As much as you'd like the extra money finding another buyer would be hard. Better to give the orc a good deal. Maybe you can work together again some day?

Finally on the road again you wait until you're a safe distance down the road before trying to talk in stone tongue to your new companion. The kobold, who goes by the name of Jib Jab, starts out riding in a sling hanging from your side, though this quickly turns out to be untenable.

"I hope you're not afraid of heights because now is the time to grow out of it if you are."
With that you place the kobold on your shoulder and tell him to tie the sling to your shoulder strap.
"You'd better say something if you need a water break or I'm going to be quite cross."

Jib Jab gives a high pitched chirp that you take to be an affirmative before you get back underway. There is some traffic along the road causing you to stop using stone tongue to avoid scaring people. The two of you are trying to learn short hand means of communicating important information. As stone tongue is more uncomfortable for the small one he has an increased impetus to learn quickly.

Once the two of you have a few words down that should make it easier to talk without waking the dead, you start to consider hunting. As a test of his skills Jib Jab could quietly locate something nice and big for you to shoot.

Did you want to try this out, or wait a few more days until you're more certain of each other?
>>
>>4617013
Wait a few more days. We don't know if he'll try to run off or not.
>>
>>4617013
Send him to scout, and let him know that he can have his pick of the meat, since whatever he takes wouldn't make any real difference to us and our needs. Let's start this of cordially.
>>
>>4617098
+1
Big Ulf and JJ put some respeckk up on dat name.
>>
>>4617098
This let's build some rapport
>>
>>4617098
>+1, he can have as much as can fit in his little belly
>>
>>4617098
Makes me wonder if giants really notice anything short of extreme differences in texture when they eat. I mean gristle isn't really a concern when you're eating an entire haunch in one go. Maybe giantish cuisine involves ludicrous amounts of spices and herbs as well as throwing literal gravel into the mix to get that good crunchy feel.
>>
>>4617335
I would think bark is the more natural crunchy texture.
>>
>>4617013
supporting: >>4617098
>>
>>4617349
Perhaps it depends on where the giants originally hail from? If you're in a place with sparse trees you'd probably use it for more than eating and replace it with something a bit more common to the locale.
>>
>>4617013
>wait a few more days until you're more certain of each other
>>
>>4617098
+1
>>
>>4617098
I like this idea.
>>
While concerned that the kobold might run off into the forest never to be seen again, it's better to get some practice in now.

You want a big target, preferably one that the kobold could never take down themselves. If successful he'll get whatever parts of the creature he wants. Particular sections of meat, bones, antlers and other bits, whatever. While you can certainly appreciate a difference in taste and texture yourself ultimately it make little difference when you're hungry. Smaller ones seem to care more about that sort of thing.

Once this is communicated Jib Jab thumps his chest in acknowledgement. He's going to try.

Roll 2d100 (first one is the important one)





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.