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/tg/ - Traditional Games


File: Totemist Quest.jpg (222 KB, 619x950)
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You end up spending close to an hour in Boand's spring. Relaxing with Saeri, Quinn, and Elana strikes you as a treasured moment of peace, something you might want to indulge in so the memory can help you through the times ahead. It is blissful, guileless relaxation. For an hour's time, you're allowed to feel like a regular kid again. It might not happen often--or ever again--but while it lasts, it's perfect.

Still, it has to end eventually.

You dry yourselves as you emerge from Boand's pond, bidding her farewell with promises to visit again in the future. By the time the four of you amble back through the village gates, the sun is beginning to dip low toward the horizon. The four of you cast long shadows ahead of your steps as you make your way down the thoroughfare toward the workshop, stepping on the shadows of giants.

As you reach the workshop door, you see Saeri glance behind her, turning her face to the setting sun. She bites her lip hesitantly for a moment, and you can see the cogs turning in her head.

"Time for you to go?" Elana asks, regretful.

She nods. "Just about. I can't stay away for too long, not with all the preparations we have to make."

(Cont.)
>>
There's been too much good cheer in the air for things to turn melancholy at her words, but the four of you certainly sober a bit at the declaration. There is, as always, work to be done.

"Do you have time for dinner?" Quinn asks, opening the door to the workshop. "Travelling on an empty stomach's never a wise move."

Saeri nods, clearly grateful to have an excuse to extend her vacation an hour more. "Smart thinking Cotemist," she says, brushing past him into the workshop. You give him a nod as you follow suit.

Remembering your last attempt at domestic pursuits, Quinn and Elana combine forces to keep you away from the kitchen as the work on food for the four of you. You sit with Saeri and Terra as they work, chattering at each other about village gossip and plans for the days to come. You find it strangely difficult to relate to the former. You've never had much patience for heresay, and the rumors that circulate your small village are ordinarily nothing short of inane.

Sensing the disconnect, Saeri elbows you. "Something on your mind?" she asks.

> Always.
> Just sad that you have to go.
> Planning for tomorrow.
> No, nothing.
> Other.
---
You are Osyki, journeyman Totemist and first line of defense for your village against the rabid Behemoths wandering the land. Your master, the previous Totemist, fell in a battle against a terrible Behemoth, leaving the duty of defending your settlement to you. After successfully negotiating a truce between the Iron General and the Stone Emperor, you have returned to your village with Saeri to find a number of tasks awaiting you. A day of experimentation and relaxation has left you feeling much refreshed. Now, you have a week's time before your next obligation calls to you.

[[Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=totem

Plot Summary (Current up to thread XLV): http://pastebin.com/hfxHweBu

The Cast Thus Far / Binder's Log: http://pastebin.com/tRq3dSne

Quest Twitter: @TotemistQuest]]
>>
>>35131579
> No, nothing.
>>
>>35131579
"Say, would you know where I might find an avatar? It was my master's wish that I would bind one."
>>
>>35131579
>Cotemist
Second time she's called us that. Wonder what up with that?

>Planning for tomorrow.
>>
Repost

Alright so now that the quest is over I have some ideas on what's going to happen with our relations with Eluneia.

In my opinion. It's going to be very likely that they're going to be building a road for a variety of reasons, one of them being that we can provide rich ores from the mountains (at the kings behest, bringing some extra 'tribute' will no doubt make him divulge more).

The second reason is the remote, and fertile location of our village. There is a lot of places to simply farm once the monsters are away and we could earn more money by selling cheap cash crops to them.

The third reason is the remoteness itself. If by any chance our village joins the Moon Empire, our village could be turned into a well fortified outpost or fortress protected by the forest and defensive totems.

Now these are all well and good, but there's going to be problems:

Mass Immigration: The Corporal told us they need ores and metals to make swords and armor for their men to put on a show about some border disputes, whatever. Despite them saying they don't want to fight, people will still get scared and once word gets out about a remote village in the middle of nowhere allowing the construction of a safe road for trade. We can expect a lot of people who want to get away from the possible conflict to come to our village and stake their claims which can be an equally good thing and bad thing.

The other problem is that along those immigrants will be pilgrims and priests. These people worship the moon and no doubt there'll be temples and stuff dedicated to it/him/her. The religious folk will no doubt request or build their own chapels dedicated to the moon, and that may apply some cultural strain with the original inhabitants.I'm not sure what our village stands with religion, but I think that the people don't worship but simply respect the spirits that guard them.

The final problem could come beyond our borders.If there is a Moon Empire, there could be a Sun Empire.

1/2
>>
>>35131579
> Always.
>>
>>35131824
Or any other Empire for that matter. Either way, word WILL get around about our remote village of trade and about a powerful mage/totemist that protects it.

This will either result in Empires opposed to the Moon Empire to either raid, attack, sack, or even bargain with us. And once the Moon Empire learns about this, relationships could be strained, they'll either attempt to annex us for "protection", or maybe even attack us outright to gain more territory (which can be risky).

I'm so heavily overthinking this right now but I just want to get this off my chest

There are also issues. If we ever go to the capitol of the Moon Empire, and they see our magics first hand. They'll be very, very interested. Enough to either capture us for study, or even convince us to take in an apprentice of their own for training. This can go either ways to say the least.

Also the final issue for me that is once we get the road made and trade begins to flow. We'll most likely run into bandits, thieves, and raiders. Which could possibly open up our first Totemist vs humans combat.

Right, so now I got that off my chest. What do you guys think?

[/spoiler]This was a repost from the end of last session which imo is interesting enough for a repost[/spoiler]
>>
>>35131579
> Planning for tomorrow.
>>
>>35131579
> Always.
"A lot of things are on my mind. I have to worry about diplomacy with another nation, protection of the village, speaking with the Mountain King... ugh, too much sometimes."
>>
>>35131803
That was Quinn

We call Quin Cotemist because he's our co-totemist
a coworker
She's just picked it up somewhere along the way
>>
>>35131579
> Other.
"Just seems like it's been forever since I had the chance to sit down and relax. It's a bit weird. But I should enjoy it while I can."
>>
>>35131579
>Always.
So much to do
So much
>>
>>35131312
Diarca, not going to lie, I thought you actually died. Glad to see that you didn't and that you are appearing with surprising frequency.
>>
So, I've made a list of things that we have on our agenda. Feel free to add anything or correct my mistakes:

>Speak to the Stone Emperor about the negotiations and where to take things from here
>See the Mother of the Swamp about whatever it is she wanted to request of us
>Arrange with local spirits for the construction of at least one road
>Establish a wider information network
>Work with the Slayers to strengthen the village's defenses (plus it's been a while since we talked to Pierce)
>Experiment with new totems
>Provide our services in totemism to the villagers

Anyone got anything else
>>
>>35132059
Check on that blacksmith that got injured, and then check to see if that totem we made wasn't working properly.

Kill those Behemoth Spawn in the swamp, maybe check to see if our master left any loot behind.
>>
>>35132059
Find that pimp ass holy sword.
>>
>>35132190
Which means we need to gank us an Avatar.
>>
>>35132247
Not necessarily, spirits can be bound via pact instead of subjugation like beasts can. We may be able to find one willing to negotiate.
>>
You wink at Saeri, forcing yourself to adopt a relaxed smile. "Always," you say knowingly. She rolls her eyes, bumping you with her shoulder as if to say, 'you know what I mean'. "Just planning for the days ahead," you elaborate. "Protecting the village, speaking with the Mountain King, unlocking the secrets left behind by my master... always more things to do. Still, it's nice to get a chance to relax, for once. After the past few days, it seems almost surreal."

Saeri nods sympathetically. One hand taps out an uneven rhythm on her leg. "I know exactly what you mean. This has been... it feels like it's more relaxation than I've ever gotten in one sitting. I have you to thank for that."

You shake your head. "It was the least I could do after what you've done to help me. Besides, Elana's really the one you should be thanking."

"Damn right I am," she chirps over her shoulder. You suppress a snort.

"I don't suppose you know where I might be able to find an Avatar, do you?"

Saeri raises an eyebrow at the question, looking a little concerned. You suppose it was a little out of left field. "Maybe. Why do you need to know?"

> I need to bind it. It's part of my training.
> Call it simple curiosity.
> I have an obligation.
> Nevermind. It's not important.
> Other.
>>
>>35132355
>i have an obligation
>>
>>35132355
Oh yeah, what were the conditions of getting into the other secret magic boxes left by the old man? It seems like a lot of effort to go through the archive and look.
>>
>>35132355
>I need to bind it. It's part of my training.
Put it all out there on the table

we need to bind a primal force that doesn't like us to do our bidding so we can do greater bids.
>>
>>35132465

[[Osyki has only stopped to translate two of the runic seals thus far. One, he's opened: Bind five spirits. One, he hasn't: Bind an avatar.

If you'd like to translate more, you can take the time to do so.]]
>>
>>35132355
> Other.
"There's a sealed chest of drawers over in the library. Each drawer unlocks after I accomplish a certain task. When I spoke with Master Ayren's spirit, he tasked me with opening all the drawers. The one I'm currently working on has a requirement of 'Bind an Avatar'. I don't think I'm going to attempt it any time soon, but I'd like to have a lead to work on."
>>
>>35132508
I can't remember, were the seals hierarchical? Can we unlock the other drawers without first opening the Avatar Binding seal?
>>
>>35132566

[[There's no set order, to your knowledge.]]
>>
>>35132603
Then why the fuck haven't we translated them?
>possible master's dying wishes
Seems pretty important, right?
>>
>>35132671
a lot of shit happened. some stuff got higher priority. like the attack of the magi, the sight of other people, the devastation of the iron general etc.
>>
>>35132671
We been busy yo. Lots of things are important.
>>
There's a moment's hesitation while you attempt to gauge exactly how much to tell Saeri. For all that she's helped you, she is still very much an unknown quantity in your life. You know very little of her magic, her origins, her motivations...

But that kind of secret keeping and paranoia were, very likely, what got Ayren killed. It's a trap you refuse to fall into.

"It's part of my training," you explain. "My master set goals for me to achieve, and in his absence I have been working on their completion. One of those goals is the binding of an Avatar. It's not necessarily an immediate goal, mind you, but it's a task I'd like to accomplish at some point."

Saeri considers this silently, watching you with a level gaze. After a few moments, she nods. "There's a ritual that we use in Pointsmar to locate any number of things. Ore, underground water sources, spiritual wells. Given a bit of tweaking, you might be able to use to it point out the direction of the nearest Avatar. Of course, you'd have to have a sample to base the spell off of, so I don't know how helpful that is to you."

You glance involuntarily to the spear resting in the corner of the room.

"We'll see what I manage to do with it. Let me get you some paper."

As Saeri writes out the diagrams for the ritual, you move across the room to check on Terra. She's moved from serious study to doodling. Seems her attention span can only stretch so far. A stick figure with a ponytail and a spear seems to be riding atop some sort of flaming... lizard? Wolf? It's difficult to tell.

"Here, Osyki," Saeri says. She places a stack of papers neatly on your desk. "That should be what you need."

Before dinner, you decide to...
> Examine the ritual Saeri has given you.
> Spend time chatting with... (specify)
> Take another look at the chest of drawers.
> Experiment further with Focus binding / Totem making.
> Other
>>
AWW YISS

TOTEMIST QUEST
>>
>>35132671
Village's totems breaking by the armload needing rebinding.
Aprentices getting and training.
Random monster attack.
Sky Serpent battle fucking us up for a few day.
The Moon Empire scouts thing.
The Iron Tyrant and everything we had to do before it.

Musta missed a few of these, also Osyki only got winds of the drawers after he got his aprentices, that was like in the 3rd week of him becoming Totemist? We're in what week 5 now?
>>
>>35132905
>> Take another look at the chest of drawers.
>>
>>35132905
> Examine the ritual Saeri has given you.
>>
>>35132905
>> Take another look at the chest of drawers.
>>
>>35132905
> Take another look at the chest of drawers.
>>
>>35132905
>Spend time chatting with... (specify)
Elena

alternatively Quinn, gotta catch up with the cotemist.


Tomorrow we should talk to forest lady before going to the mountains
>>
>>35133097
Speaking of our highly accomplished subordinate, should we get some puppets made up?
>>
You excuse yourself briefly from the main workshop floor, heading through the door at the back of the space to enter the library. Save for a bed and a desk, every inch of this space is covered in bookshelves, towering and imposing, laden with the fruits of your master's research and musing.

Every inch, of course, that does not hold the chest of drawers.

It's a large square construction, though the drawers themselves are arranged into a sort of pyramid within. You close your eyes, submerging yourself in the aura sight of the second world. Runic circles blaze to life in front of each drawer, seals of magical potency that stick the containers fast in their shells.

There are twelve drawers. Of them, you have translated the seals on two, and broken one open.

> Select three drawers, 1-10, to examine. Lower numbers indicate higher on the pyramid.

> 1d100
>>
Rolled 60 (1d100)

>>35133276
here's a 80
>>
Rolled 45 (1d100)

>>35133276
10, 6, 5
>>
Rolled 22 (1d100)

>>35133276
>>
>>35133276
7. Don't care about the rest as long as we go for 7.
>>
Rolled 93 (1d100)

>>35133276
8 for the big one on his throne
>>
>>35133276
we should do 3 4 5 perhaps
>>
Rolled 27 (1d100)

>>35133276
10,9,8
Ayren probably arranged them for a reason.
>>
Rolled 20 (1d100)

>>35133276
10, 9, 8
>>
>>35133276
Sure, go with >>35133440
Even though it's kind of the boring choice.
>>
Rolled 61 (1d100)

>>35133276
10, 9, 8
>>
>>35133415
Oh, i did this the wrong way, we already know 10 and 9 so we should do 8 7 6
>>
>>35132059
We need to talk to that wood spirit.
>>
>>35133551
We know 11 and 12, thus we should do 10,9,8.
>>
Rolled 91 (1d100)

>>35133276
1,2, and 3.
>>
>>35133605
What's even the point? 3 is probably binding a behemoth or some shit, and 1 and 2 are probably some crazy ass thing we haven't even heard of that not even Ayren could do.
>>
>>35133324
know what? screw it I'm supporting 7.
7 seems like a good bet
no need for me to mess up a billion votes
>>
>>35133276
10,9,8
>>
>>35133646
Adventure.
>>
>>35133276
You should probably mention when you start writing, otherwise people will just keep voting.
>>
>>35133657
7 has to be lucky for some reason right?
>>
>>35133687
You do realize 10,9,8 are the most likely to lead to adventure seeing as they're the most feasible.
>>
[Writing now. Sorry for the delay, stepped out for some food.]
>>
Ayren's book of Runes and Seals propped on your lap, you focus in on the remaining three seals on the lowest level of the chest. The translation is difficult; Ayren's arcane signature seems to actively defy your attempts at deciphering the magical seals, rotating and revolving the elements of each lock at the least convenient intervals possible. Still, the seals this low are relatively simple. Certainly, nothing as fiendish as the sphere of dense thaumaturgical might locking the topmost drawer.

> 60

As Quinn calls your name for dinner, you've managed to translate two of the three seal requirements.

> Drawer 12: Bind Five Spirits [Unlocked]
(Reward: Grisoch Area Map)

>Drawer 11: Bind an Avatar

> Drawer 10: Perform a Celestial Binding.

> Drawer 9: Bind Ten Spirits

You'll need to research precisely -what- a 'Celestial Binding' is later, though you have your suspicions that it's likely the sort of binding that is negotiated, rather than enforced.

You head into the main workshop, greeted by the heavenly aroma of Elana's meat pies. The other are seated around the table. Saeri looks up at you expectantly.

"Have fun in there, Ser Hermit?"

You roll your eyes, taking a seat and tucking into the food without futher ado.
---
Dinner is pleasant. You talk over Saeri's upcoming status as your neighbor, and she promises to visit Grisoch as often as she can.

"Mind you, the first few months after our arrival will probably be hectic. I'll be negotiating accords with spirits on the General's behalf and establishing our presence in the area, as you might imagine."

Eventually, when the food and drink has been exhausted and the conversation grows wan, Saeri stands. The sun has dipped below the horizon, and the moon peeks over the edge of the sky.

"Alright," she says heavily. "I think it's time I take my leave."

> You're sure you don't want to stay another night?
> Very well. Safe travels.
> Give the General my regards.
> Before you go... (write-in).
> Other.
>>
>>35134427
> Very well. Safe travels.
> Give the General my regards.
>>
>>35134427
> Very well. Safe travels.
> Give the General my regards.
>>
>>35134427
>> Very well. Safe travels.
>> Give the General my regards.
>>
>>35134427
> Very well. Safe travels.
> Give the General my regards.

Also, ask if there's a good way to send her messages, we're neighbors so there's plenty of reasons why we'd want a quick form of communication.
>>
>>35134427
>> Very well. Safe travels.
>> Give the General my regards.
How many spirits have we bound?
>>35134494
We should start training hawks like the moon men. Or make some sort of totem I guess.
>>
>>35134427
> Very well. Safe travels.
> Give the General my regards.
>>
>>35134536
Just checked, pretty sure we have nine. We should go hunting after this.
>>
>>35134427
>Before you go, a kiss on your hand.
>>
>>35134609
What are you, gay or something?
>>
>>35134593
If we use a celestial binding to bind an avatar, we could knock out 3 in 1.
>>35134609
How autistic are you out of 10?
>>
>>35134634
I was thinking more along the lines of a big wolf or something. Maybe some sort of pack animal? Or just something cool we run into.
>>
You rise from your seat, Quinn and Elana shortly following suit. With a half-hearted nod, you agree. "Alright, then. Travel safely, and give the General my regards. With hope, we'll be seeing more of one another before long."

Saeri nods, smiling at the three of you fondly. "You've made sure of that, Totemist. Thank you for your hospitality."

You wave away the praise in what you hope is a modest gesture. "Any time you need a place to rest your head, our village will welcome you."

There are a few beats of appreciative silence before the five of you head out the door.

The street is still bustling, but with your workshop toward the outskirts of the village Saeri has plenty of room to sweep a wide circle around herself with her saber in the dirt. The makeshift barrier glows with emerald light.

You lock eyes with Saeri, and for a moment you half-expect to feel icy tendrils creeping up your arms again. But you're not locked into place, and the only message that you can glean from those brilliant blue eyes is a moment of deep sadness at the necessity of her departure. When she breaks eye contact, the air behind her shimmers. The enormous gryphon-like beast she rode in the mists before slowly sketches itself into being, lowering its head submissively for her to climb astride it.

"Until next time, my friends," she says with a small wave. "Take care of yourselves."

With that small farewell her mount erupts into the sky, quickly fading from sight into the clouds above.

> Head to bed. You'll begin work in earnest in the morning.
> Head for the mountains. Time to debrief the Emperor.
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
> Head for your workshop. You have a few hours of work ahead of you yet.
> Other.
>>
>>35134789
>Head to bed. You'll begin work in earnest in the morning.
>>
>>35134789
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
>>
>>35134789
>> Head to bed. You'll begin work in earnest in the morning.
>>
>>35134789
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
I want those harp lessons.
>>
>>35134789
>Head for the forest. You've some hunting to do, and Sylvia might be out and about
Just one more.
>>
>>35134789
> Head for the mountains. Time to debrief the Emperor.
>>
>>35134789
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
Maybe Sylvia knows of a nearby avatar.
>>
>>35134789
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
>>
>>35134789
> Head for the forest. You've some hunting to do, and Sylvia might be out and about.
>>
As Saeri vanishes from sight, Elana bids you and your apprentices a good evening. She seems just as sad as you are to see Saeri go. It must have been nice for her to have a friend her age and gender to spend a day with. Hopefully, the two will continue their friendship on Saeri's return.

On her return. It's an idea that somewhat subdues the melancholy of your new friend's departure. With that thought to reinforce you, you turn to Quinn and Terra.

"Hold the fort. I'm going into the brush to talk with Sylvia and, possibly, snag myself a new totem."

Quinn nods. "Do you want some company? I think I feel confident enough to try for another Feral Binding. I might not have the stamina to keep both up at once, but options are always a good thing, right?"

> Sure. Terra, you be good.
> No, you should stay here with Terra. Work on some Totems.
> I think you should do this bind on your own. You don't need me to watch over your shoulder all the time.
> Other.
>>
Dammit guys, why aren't we taking this opportunity to get our first good nights sleep in weeks
>>
>>35135230
> Sure. Terra, you be good.
>Have Terra work on some totems.
>>
>>35135230
>> I think you should do this bind on your own. You don't need me to watch over your shoulder all the time.
> Sure. Terra, you be good.
watch him as he does it alone elp if he is gonna get kill
>>
>>35135230
> Sure. Terra, you be good
>>
>>35135235
Sleep is for the weak.
>>35135230
> Sure. Terra, you be good.
Puppet master Xtreams time will come soon.
>>
Rolled 68 (1d100)

>>35135230
>Sure. Terra, you be good.

1d100 to see if Terra burns down the hut in our absence.
>>
Way back in like 2011/2012 there was talk of homunculi. I wonder, maybe we could bind a spirit to a homunculus to achieve something similar to Quinn's puppet but with the full capabilities of the spirit and self contol.
>>
>>35135364
Is a high roll good or bad?
>>
>>35135230
>Sure. Terra, you be good.
I think he deserves this one for his sweet puppet trick.
>>
Rolled 50 (1d100)

>>35135230
> Sure. Terra, you be good.
Do Amal and Tryd count to the "Bind 10 Spirits" seal? Because if so, we've only got one to go. What should we bind? Something weak and easy, or should we not debase the craft by going for convenience?
>>
>>35135230
> Sure. Terra, you be good.

She'll be fine, she has her book to read.
>>
Rolled 22 (1d100)

>>35135230
>I think you should do this bind on your own. You don't need me to watch over your shoulder all the time.

"Don't try to bind anything beyond what you think you can safely fight. While my first bind was a Rock Turtle, the Spear I inherited from Ayren was absolutely crucial in the fight, without which I might not have survived."

I want Quinn to really come into his own as a Totemist, and not just be overshadowed by us all the time. Him thinking up that puppet thing is a very good first step along that path.
>>
>>35135475
Pretty sure that just because we have thus far chosen to bound the biggest things we could find it doesn't mean going after something that doesn't have a fair chance of killing a guy wearing the souls of nine monsters is debasing the craft.
>>
>>35135511
We're going to overshadow him pretty much forever.

We had years of foundation building before master died, while Quinn is basically just jumping into this feet first.

The only way he's getting better or as good as us is via some connection with a powerful spiritual being, or years of hard work
>>
>>35135573
I know, I just feel a bit sorry for the guy. I just want him to find his niche that isn't just mindless mass-manufacture of mundane totems.
>>
>>35135659
He has puppets.
>>
>>35135659
he becomes puppet master
>>
>>35135563
I suppose. But it feels wrong to me to bind something that can't fight back. Like we're disrespecting it by not giving it a chance to escape us. We've tried to deal with our spirits as equals, for the most part. Worthy foes that we're honored to add their power to our own. We won't be able to do that if we just grab the first animal we spot.
>>
You nod to Quinn. "Why not? Go grab your pack. I'll wait here." He nods, slipping into the workshop in a hare's heartbeat. As he goes, Terra tugs on the hem of your shirt.

"Can I come along, Osyki?" she asks hopefully. "I'll stay close to you two, promise." Her hands are clasped tight around the Sun Totem threaded into her necklace, and her eyes are imploring. You crouch down, putting yourself on her level.

"Sorry, little pactmaker," you say, placing a hand on her head. "If you got hurt out there, I don't think I'd ever be able to forgive myself. The next trip Quinn and I take that isn't just for hunting, you're definitely allowed to come along for, alright? You should take the Almanac and sketch out a few more totem designs for me at the raising house. I liked the idea you had for that energy gathering totem. Soon as I get some Drake parts, I'll give it a try."

She looks crestfallen, but she nods all the same. "Awright. Be careful," she warns you with an accusatory finger, "Or Rora's gonna beat you up."

You give her a full salute as Quinn emerges from the workshop, and she cracks a smile. The two of you set off for the village gate.

"A city moving in next door," he muses aloud, fiddling with the joints of his raptor puppet. "Do you think it'll be a good thing? All those people so close..."

You nod. "I do. It'll be just what the village needs. With their resources and our powers, we can keep the village safe for a long time."

He glances at the gate as you pass through. "The Totems you've installed are doing a good job of keeping it secure so far. I think the Slayers are starting to get bored. No wild boars for weeks."

"Maybe Walther will pick up weaving."

You both snicker quietly.

(cont.)
>>
>>35135685
Not all of them are smart. Some of them are just animals. When was the last time we talked to the raptor?
>>
"So what are we hunting?" he asks, his eyes scanning the darkened woods around you. It's a fair question. All things considered...

> We should find Sylvia first. Let's head to the pond.
> Let's look for a Stalker. It's an excellent Focus to have.
> Let's find a Ykree. You seem to like flexibility.
> Let's track down a Verdis Wyrm. I have a score to settle.
> Let's head to the swamp.
> Who knows? We'll see what finds us.
>>
>>35135737
>> We should find Sylvia first. Let's head to the pond.
but on the way
> Let's find a Ykree. You seem to like flexibility.
>>
>>35135737
>Who knows? We'll see what finds us.
>>
>>35135737
>Who knows?
Let the dice decide!
>>
>>35135737
>Let's track down a Verdis Wyrm. I have a score to settle.
I didnt forget about you you fucker.
>>
>>35135737
> We should find Sylvia first. Let's head to the pond.
> Let's track down a Verdis Wyrm.
He needs something mostly offensive, seeing as he's mostly in the village.
>>
>>35135780
>>35135788
I forget, what did the Verdis Wyrm do to us again?
>>
>>35135727
What do we have him bound in again?
>>
>>35135813
I don't care, but it's strong.
>>
>>35135813
He got killed like a bitch before we could make a totem out of him.
>>
>>35135737
> Let's track down a Verdis Wyrm. I have a score to settle.

Best served cold.
>>
>>35135737
> We should find Sylvia first. Let's head to the pond.
> Let's track down a Verdis Wyrm. I have a score to settle.
>>
>>35135670
>>35135680
Yeah, Quinn's thing can be summoning. In light of that, I say we get him a spirit that will improve his ability to coordinate with his puppets. I'm thinking that octopus thing we fought in the swamps would be good for him. The ability to manipulate multiple arms would probably translate into a boost to his control over the puppets.

>>35135727
I know. But just because the spirit can't communicate with us doesn't mean we should disregard it.We owe all of our prey at least that bit of respect involved in letting them fight us. Ambushing some deer and binding it before it can respond just wouldn't be the same. Though if it was a creature infamous for it's ability to escape from hunters, then it could be fair.
>>
>>35135952
We have to use less impressive spirits all the time in our minor totems, or at least body parts of animals. If we have to kill them anyway we might as well make a totem out of them.
>>
>>35135235
Because some things are just too unnatural for Osyki, and a full night's sleep is one of those things. He catches up when recovering anyway.
>>
>>35136014
Minor totems don't use spirits, they use the principles of sympathy and contagion to draw in spiritual energy. Any animal parts used in them are just to get the symbolism right.
>>
You tap your chin thoughtfully. You're walking through the battleground from your previous encounter with the forest's angry spirits. You remember the sensation of being jerked from your feet by a cackling Verdis Wyrm, and Walther's impromptu rescue of you from what would likely have been a grievous injury. The memory sparks an idea.

"First, let's head to Boand's pond. I need to speak with Sylvia, work out the specifics of the General's arrival. After that? Let's track down a Verdis Wyrm nest. They aren't night hunters, so it should be alright."

"We're not exactly adapted for fighting in the dark ourselves, Osyki," Quinn points out.

You tug on the wispy material of Nocturne's Embrace, raising an eyebrow. "Speak for yourself."

The road to the pond is empty save for the chirping of insects and the scuttling of vermin underfoot. The forest seems at peace tonight. Hopefully, that's a good sign for the conversation to come.

You crouch at the edge of Boand's pond, dipping your hand idly into the water. A few moments later, a mess of azure hair fills it as Boa surfaces in front of you.

"Evening, Totemists," she says with a small wink to Quinn. "Back for another swim?"

> Free.
>>
>>35135780
>>35135788
>>35135813
>>35135895
Do we want to hunt one in the middle of the night, guys? Just saying.
>>
>>35136127
By the way, what gear are we using?
>>
>>35136161
Best time of the day to hunt lizards.
>>
>>35136127
>"Sorry Boa, maybe tomorrow, we were actually looking for Sylvia, could you help us out?"
>>
>>35136217
This.
>>
>>35136127
"I'm afraid not, we're here on business this time. Do you know if Sylviannis is busy at the moment? I'd like to talk with her about the various changes that are going to be happening in the region soon."
>>
>>35136217
I like this
>>
>>35136217
This, and also "Do you know of any nearby avatars?"
>>
You shake your head, withdrawing your hand to perch on your knee. It's a little awkward, making conversation with Boa with her head at crotch-level, so you endeavor to make your talk short. She shows no sign of moving.

"Sorry Boa," you say with a shrug. "Maybe tomorrow. We were actually looking for Sylvia. Could you help us out?"

She nods. "Sure thing. Gimmie a moment."

She closes her eyes, splaying open palms atop the water's surface. A pulse of blue rings out in an expanding ripple from her, sweeping the edges of her pond and travelling up the stream leading toward your village. After a moment, the water spirit opens her eyes.

"She'll be here shortly," she says with a nod. "She was talking with your friend from the swamp, actually."

"Siperco? Huh. Is there a problem?" You ask her, frowning.

"Ask her yourself," she says, gesturing across the pond.

Without so much as a whisper, Sylvia has emerged from the woods on the far side of the clearing. She gives you and Quinn a short nod, stepping with measured care over the rocks that line the pool toward you.

You bow, Quinn following suit after a split-second delay.

"Lady of the Forest," you say with a small smile. "How have you been?"

"As well as can be expected," she says with a slight shrug. "The wood prospers, though winter's onset lies all too close ahead of us. What have you called me for, Osyki?"

> Free.
>>
>>35136616
You said you wanted to talk
>>
>>35136616
What did we come here for anyway?
>>
>>35136616
I honestly cant remember what we came here for.
>>
>>35136616
"First, I wanted to ask you if you have anything to say about the whole ordeal with the Iron spirit.
I also had some questions I wanted to ask you.
First, I wanted to ask you if we could bind some wyrms from your forest.
Secondly I wanted to ask if you know of any nearby avatars.
Lastly I came here to hopefully arrange a harp lesson, but I got worried when I heard you were talking to Serpico, is everything alright?"
This is kind of a mess, if somebody could sort it out it would be appreciated.
>>
>>35136616
I think we just wanted to talk more about Pointsmar being moved? I don't know if there was much thought put into it beyond "While we're in the woods..."
>>
>>35136616
"I wished to speak with you about our new neighbors. I recognize that opening relations with them is likely going to cause you a number of difficulties as the changes are implemented. Is there anything I could do to help ease the transition? I have my own plans, but I'd like to know if there's something particular you think needs to be addressed."
>>
>>35136797
This seems alright, my vote goes to this.
>>
>>35136616
or we could ask what a celestial pact is about

also, why was she talking to siperco?
>>
>>35136616
"To discuss the future, change is coming to Grisoch. Both trade with Eluneia and Pointsmar settling nearby.

I'd like your advice for accomplishing these things without undue chaos or disruption to the land, and to consider what benefits you could reap from these arrangements."

Also, we should ask how relations between the Forest and Swamp have been going lately, it might be related to what she was talking to Siperco for.
>>
>>35136616
Talk to her about the upcoming Road project first. Ask her if she's heard anything from the Swamp Mother about those Basilisk hatchlings, and/or whatever it is that took up residence in the lair where our master died, which we STILL need to go check out, by the way.
Ask if theres anything she wants us to do to pave the way for the new city, keep an eye on it, etc.


Solely for my information, Diarca mentioned an IRC last thread. Which irc would that be anyway, ive got a lot of ideas to drop?
>>
>>35136873
Mate, asking spirits about how to do our job would seem incredibly unprofessional, also, I doubt she would know totemist lingo.
>>
>>35136921
Think he was referring to the qtg irc.
>>
You adopt a slightly more comfortable resting stance, leaning against your spear as you consider what to ask the Land Guardian first.

"First," you say, "I wanted to speak with you about our soon-to-be neighbors. I realize that their arrival is likely to cause a fair amount of upheaval in the land, and I have no interest in destabilizing the careful peace you've cultivated here in the woods. Is there anything I can do to ease that transition? I have plans of my own, but if there's something you have concerns about, I'd like to know."

A rare smile breaks Sylvia's lips, little more than a quirk of the corners of her mouth. Still, the trees around you open blossoms, despite being firmly into autumn.

"I have ruled this place since before your birth, Osyki. Upheaval is no stranger to me. This land has not always been so peaceful and quiet. Still, your concern is noted. When the spirit of Iron arrives, I imagine that you and I will be there to greet it together. Perhaps the Emperor can muster a trip down from his lofty perch as well, though I hold little faith in miracles."

You smirk. "As you say. Is Siperco giving you trouble?"

She seems taken aback for perhaps a moment before the facade of utter calm returns. "On the contrary, your wayward spirit has been nothing but helpful since his installment in the forest. He's agreed to act as a courier between myself and the Mother a few times when you were otherwise indisposed."

"Oh." Not exactly what you were expecting. "Well, good. As a final note, would you have any objections to my apprentice and I hunting a few Verdis Wyrm? He has need a new ally, and I practice."

She shakes her head. "So long as you do not take more than you are willing to give. Let us come to an agreement: For every beast here you slay, you will nurture a cutting from my forest within the walls of your village. Our domains will grow strong together in this way."

> Free.
>>
>>35137155

[[Whoop, dropped my trip.]]
>>
>>35137155
Cool. Civic projects are fun.
>>
>>35137155
Yeah that's fair.
>>
>>35137155
"That sounds fair. Do you have a specific species of tree in mind, or should I use my own discretion?"
>>
>>35137155
"That sounds agreeable, I appreciate it.
Also, I wanted to ask you about scheduling another harp lesson sometime."
>>
>>35137155
That sounds fair.
Also want to reiterate the question about the Basilisk lair and such, and the road.
>>
You smile, extending a hand to the Forest Spirit. To your surprise, she clasps her own lithe hand in yours. "We have an agreement," you say with a nod. "That sounds more than fair." Her hand is surprisingly soft. "Do you have any specific trees in mind, or...?"

She shakes her head. "I'll leave that up to your discretion."

"Very well. Have you heard any news from the Mother about what remains of the Basilisk Wyrm's lair? I know she was concerned over the survival of some of its brood, and I'm worried of a lesser beast taking up residence in its domain."

Sylvia withdraws her hand, crossing her arms before her chest. "I have not, though Siperco might have a better idea. His typical route of travel takes him not far from there. If you'd like to speak to him, he has a nest a ways west of here."

"We'll have to stop by, then."

> Ask her about a road.
> Ask her about other beasts in the forest.
> Ask her about Grisoch.
> Ask her about the swamp.
> Take your leave.
> Other
>>
>>35137694
>> Ask her about a road.
>>
>>35137694
>> Ask her about a road.
>>
>>35137694
> Ask her about a road.

If only we knew what trains were...
>>
>>35137847
We saw those mine carts...
>>
>>35137694
> Ask her about a road.
> Ask her about other beasts in the forest.
> Ask her about harp lessons
>>
>>35137919
This, I guess, what's up with the harp though? I don't remember anything about that.
>>
>>35137938
We're getting harp lessons from her, it's not a major thing. Just something we do with Sylvia when we have some spare time. it helps her relax.
>>
>>35137938
Saw her playing the harp a few times and a few dudes wanted her to teach us for some reason. Although it does make me wonder what would happen if we used an instrument as a totem.
>>
>>35137919
Seconding.
>>
>>35137978
Well, something I proposed that never went anywhere was to use the stone harp she gave us for totem with the Plate Wurm. One's an earthen creature with power over sound, the other is an instrument made out of earth. There has to be some neat synergy there.
>>
>>35138019
We own a harp?
>>
>>35138052
Yeah, she gave it to us so we could practice. Grew it out of the wall of her cave and broke it off so we could take it home. We haven't done anything with it, though, since we've been too busy to just sit down and play.
>>
>>35138087
>>35138052
>>35138019
Well shit, let's do it when we wake up.
>>
>>35138114
We can play with our harp and new mask.
>>
>>35138114
Oh, hells yeah.

Sonic boom harp. Sounds great.
>>
"Speaking of a ways west," you say, "I've been contacted by the civilization to the southwest. Eluneia. They're interested in building a road to our village, but obviously that would be necessity of geography pass through both the swamp and your forest. Should that come to pass, could we discuss an agreement toward paving a road and providing safe passage for that road?"

Sylvia's smile vanishes, and a slight furrow creases her brow. "Perhaps. Long have I kept the hands of man from the paths of my wood. To break that tradition... I would need time to consider what would be a fair exchange, Osyki. Do you need an immediate answer?"

You shake your head.

"Then I will inform you of my decision before the moon is full."

"Very well. Perhaps you and I can schedule another harp lesson before then?"

She doesn't smile, but the corners of her eyes crinkle just so, and the smell of blooming flowers wafts past you. "Perhaps. Seek me out when the rains come, if that is your interest."

> Free.
>>
>>35138558
"Thank you for all the help, I really appreciate it, I think I'll go visit Serpico and then go deal with those wyrms. Have a good day."
>>
>>35138151
We should try:
>Mask
Stalker pelt
Razor wing
Cordia
>Harp
Crystal scale
Rock turtle
>>
>>35138558
"I will, thank you. But I'd best be leaving now, if we're going to get Quinn that Wyrm before the night's over. Thank you for your time, Sylvia."
>>
>>35138600
>>35138658
These
>>
>>35138658
I thought we wanted the wyrm.

To get ten bindings.
>>
>>35138949
I thought it would be a nice show of our faith in him to let him have the Verdis Wyrm. We can bind something else.
>>
>>35138997
If we both got one, we could compare bindings and have same binding matches though.
>>
You give the spirit of the brush another deep bow, placing your spear over your shoulder. "I will. Thank you for all of your help, Sylvia. I appreciate the time. I think we had best be going now, if we're going to visit Siperco and make it to the Wyrm's nest before the night grows too long."

She returns the bow with a slight inclination of her head. "Until then, Totemist. Take care."

She vanishes into the forest as suddenly as she came, blending with the leaves and flowers in an instant.

"Right then," Quinn says with a somber nod. "Let's go hunt us some oversized lizards."

You bid Boa farewell and trek off to the west, heading out toward the heart of the forest. Quinn crouches low to the ground, directing you through tracks and minute signs of fauna.

> 1d100 for tracking.

[[ Stepping out for some dinner, will continue when I return. In my absence, please feel free to suggest two thing for me.

> Bindings combinations to test in the future.

> Totem research to upgrade various aspects of the village.]]
>>
Rolled 33 (1d100)

>>35139044
roll
>>
Rolled 26 (1d100)

>>35139044
>sweg
>>
Rolled 55 (1d100)

>>35139044
>>
Rolled 79 (1d100)

>>35139044
> Bindings combinations to test in the future.
See >>35138635
>>
>>35139044
Bind thane to the mask
>>
>>35139044
I feel like a mask is too risky, but harp stuff might be cool.

Also more pants maybe?
>>
Rolled 69 (1d100)

>>35139044
> Totem research to upgrade various aspects of the village.
If we're going to build roads we should research some totems for safe travels, road maintenance and faster travel.
Maybe homunculi.

> Bindings combinations to test in the future.
>>35138635
These seem nice.
In addition:
Siren's heart + amulet
Razor wing + amulet
Razor wing + rope
Earth warden + rope
Earth warden + shield
Razor wing + mirror
Crystal scale + bow (only one we haven't tried with the bow)

Also maybe we should get a ring.
>>
>>35139044
> Bindings combinations to test in the future.
Mask: Skyscythe Drake, Cordia, and Raptor all sound like they'd be interesting

Harp: Plate Wurm could be really interesting with this.

> Totem research to upgrade various aspects of the village
I was looking over the archives to catch up, and saw that we had researched some totems that we never actually made. Specifically, a totem made from Rock Turtle shell that enhanced toughness, and one made from Bone Warden claws that enhanced speed. I want to outfit the Slayers with them, give them a bit more of an edge. Provided we have enough bits of those left to work with.

I'd also like to experiment with that workplace safety totem that was one of the possibilities for Quinn to have made in our absence. That has the potential to help a lot. We can use the blacksmith's recent injury as an in-character motivation for working with that concept. I think we'll have an increasing amount of such accidents as we adapt to the new craft techniques our contacts will export to us.
>>
>>35139044
How about totems to keep the air clear?

Just in case things with Pointsmar take a turn for the worse.
>>
>>35139464
Oh, I like that one, that's a smart idea.
>>
>>35139464
>>35139487
What about Tryd? He's a 'soot imp', correct? Would he be able to consume any excess soot, ash, and smoke and grow stronger from it? We really should look into taking better care of him and Amal. They've been very good to us. No matter how many new binds we get or new allies we make, we really shouldn't neglect the little guys who got us there, you know?
>>
>>35139649
Yeah, we should probably read about upgrading our spirits.
>>
>>35139649
Too true. We should do something nice for them for all the help they've given us. What would we do for Amal, though? Your idea works for Tryd, but what do you get a spirit of light and knowledge? A slide projector?
>>
WAIT WAIT WAIT.
>>35135696
>energy gathering totem
Didn't the Iron General say he was looking for cleaner energy sources to power his city? Did our apprentice hand us the blueprints to the one thing Iron craves?
>>
>>35139719
Knowledge?
We could bind him into books to soak up the information.
>>
>>35139719
I remember Diarca said we could feed them other spirits to upgrade them or something.
>>
>>35139719
Slide projector? Maybe. I was thinking of seeing about trading with the Moon Empire for a small library of books. But if we could rig up something like a crude shadowbox/projector that would let him display his knowledge on a wall for all to see, that's be a nice gift, don't you think?
>>
>>35139785
Mate, we have a room full of books we barely even started reading.
>>
>>35139740
Nah, the Iron General already is able to gather spiritual energy: it's why the land beyond the Irkin Peaks is a spiritual wasteland.
>>
>>35139044
> Totem research to upgrade various aspects of the village.
If we're going to be trading our minerals we should research some totems to help our miners.
We should ask them what they need in addition to:
> Safety totems
Actually, that's pretty much all I can think of right now. I'm tired, somebody come up with some totems for the miners.
>>
>>35140010
Oh right, safe mining is pretty important.
>>
>>35140010
We could get Terra to make them some of her light amulets.
>>
>>35140010
Totems to provide light, temperature control (that is, provide heat and coolness as appropriate), and fresh air. Also totems that strengthen the walls of the mining tunnels, and the durability of the equipment. Maybe also devices to more easily spot desired ores/stone?
>>
>>35140075
Should be easy enough. That was a basic totem, and we can make equivalent-difficulty totems in large quantities without much trouble. Though I'm not sure if the miners would be able to provide the spiritual energy needed to use them.
>>
>>35139438
>>35138635
>>35139124
Let's do some light binding and then try to work on getting up to 10 bindings.

http://zamubafoo.github.io/

Finally home from work and still in time to post what I've been working on this week. Looks bad compared to other fancy HTML+CSS stuff, but this is capable of being generated and updated with ease.
Hover over to read the description.
>>
>>35140997
Forgot to mention that the link is to the binding chart.
>>
>>35140997
So I guess Amal and Tryd don't count for the seal, then. Because otherwise we'd have 10 total.
>>
>>35141059
means feral bindings

Amal and trynd are slightly different iirc
>>
>>35141098
The seal just said "bind ten spirits", not "perform ten feral bindings". Maybe it has a minimum power level requirement to count. Tryd and Amal are pretty weak spirits, after all.
>>
>>35141059
I'm pretty sure they were gifts from our master that we didn't really bind ourselves or something
>>
>>35141137
I think that anon is right though, I think it's feral bindings and Amal and Trynd are "civil" binds and chose to be allowed to be bound.

We should also try to figure out how to communicate over long distances to non-spirits. Researching that as a totem would be pretty good.
>>
>>35140997
Nice work!

Binding ideas... some of the ones that don't have a preferred combo? The rope and the fruit have some interesting possibilities.
>>
It'd be nice to look into binding an Avatar now that we have a lead, research if nothing else.
>>
>>35141240
Thanks. I was thinking of looking at other glove binds since we seem to only operate with obsidian touch and maybe fist of the mantle now.

Swamp Ykree + Gloves
Siren's Heart + spiked Shield
>>
>>35139044
Didn't we discover a "light step" totem or something for high traffic areas?

Also, Thane's unique-ness makes me wonder. So far, he and Cordia are our only feral binding with much intelligence. looking into this might give insight into his nature and potentially give the ability to make bindings with more intelligence.
>>
>>35141470
I have a theory: In between binding the Fanged Stalker and calling upon it, we performed a ritual that invokes the spirits of darkness. Possibly one of those spirits, noticing that we had a focus of shadows and thinking that we could be interesting to hang around with, consumed the Stalker's spirit and moved in. It would explain why, when we first met Thane, he was twirling a claw around on his finger. He had just gotten rid of the old occupant and hadn't finished absorbing it entirely.
>>
>>35141576
Yeah I figured that was the case.

He even acknowledged that he's not like other Fanged Stalkers, which makes me wonder whether or not we'd want to get a normal one.
>>
>>35141576
It's possible.

I have an experiment I think we should try. So far all our feral binds are from combat. Not surprising considering most of the creatures we've bound are very aggressive. We need to ask if there are any spirit-energy-rich creatures in the area that aren't dangerously hostile. Something placid that doesn't mind humans too much. A particularly old songbird, an aged tree. We need to see if we can 'speak' to them on the spirit plane and have a civil binding.
>>
>>35141576
Perhaps the Fanged Stalker was just possessed?

Cordia is obvious enough. She wasn't a wild beast like the others, she was a monster born from humanity, in some form or another.
>>
>>35141669
I think there's a difference between beasts and spirits.
>>
Guys, we have nothing that deals with water. Sure the swamp ykree let's us maneuver and deal with it, but it gives us no control over it unlike Siren's Heart (heat but close enough to fire) and Earth Warden.

Why don't we try to bind something like a spider? Venom Glands, Silk Glands, or those eyes would make amazing binds. If we can find some brackish body of water, Shrimp or crab foci would be pretty wicked.
>>
>>35141831
Spider, spider silk, and multiple legs. Might be a good bind for Quinn to help him with his puppetry.
>>
>>35141831
Maybe we could go to the beach, fight us a water monster?
>>
>>35140997

[[ This is awesome. Expect a nice little bonus in either this thread or the next for all of your hard work, anon.]]

> 55

It takes the two of you the better part of an hour, getting lost once or twice, before you find your way to the densest part of Sylvia's forest. Though the path is treacherous, you manage to avoid any of the nasty pitfalls and bramble forests that choke this neck of the wood. Being in the Land Guardian's good graces may be a good idea, it seems.

Quinn puts up a hand to hush you, drawing the length of spine from a loop in his belt. He has his puppet in his other hand.

"How do we want to do this, Osyki?" he asks. "Go in loud to disorient them? I know you're basically a wisp with that cloak, but I'm not exactly sneaky." He gestures to his chain shirt, as if to illustrate the point. "I don't know much about fighting these things. The first one I saw was when you fought one with Walther."

He makes a point. Rushing into this blind, Foci or no, is an excellent way to end up hanging from the treetops for all eternity.

> Current Binds:
Boots: Cloudwalker's Stride
Cloak: Nocturne's Embrace
Gloves: Obsidian Touch
Bow: Snakebite Aqua

> Go in loud. Let's give 'em hell.
> Try your best to stay silent. We'll get the drop on them.
> Send in your raptor with me. No need to put yourself in harm's way.
> I'll let you take the lead on this one, Quinn.
> Other.
>>
>>35142003
>> I'll let you take the lead on this one, Quinn.
Time to see what he can do with the training wheels off. We're just there as backup for him for now. It's his time to shine.
>>
>>35142003
>> I'll let you take the lead on this one, Quinn.
>>
>>35142003
> I'll let you take the lead on this one, Quinn.

Other: Give him some advice. They're sneaky as hell and deadly one on one. However, they're not team fighters and won't try to assist each other. Also, they're masterfully flexible in the air, so try to be very quick and don't overly choreograph your attacks. Sweet and simple, with an emphasis on impact and control will take the monsters down. Lastly, make no mistake. The wings, while vestigial, do not hinder them in leaping twenty feet at the blink of an eye.
>>
>>35142003
> Other.
See if Amal can get us a little light so we're not quite as blind. If he can, have him start shining after we crash in with a thunder drop. Keeps the Wyrms nice and confused so they can't fight back as easily. Have Quinn deploy the puppet to keep one busy, then we heard it over to him with Obsidian Touch to block off routes so he can fight it one on one.
>>
>>35142003
Find a good choke point that Quinn can hold with his Raptor puppet, and have him set up a binding circle there beforehand.

We'll go in loud and disorienting with Cloudwalker's Stride, disappearing into shadows in between leaps, and use our bow to harass them, hopefully cripple them somewhat, and force them towards Quinn. Once they run into the puppet, which should start smashing them with tail and claws, we can either keep on shooting them, use Obsidian Touch to close them in so they can't easily escape from the puppet, or jump in with our spear to assist.
>>
>>35142003
Maybe we can provide ranged support with Snakebite Aqua?
>>
>>35142003
> I'll let you take the lead on this one, Quinn.
>>
>>35142191
That sounds good.
>>
You think for a moment, then shake your head. "You get to call the shots here," you decide. Quinn's face is difficult to see, but you think he's going pale. "You need to get used to making split-second calls, and I trust your judgement. Don't worry. I'll be right behind you."

He swallows hard, but nods. "Alright. Let's--hmm."

In as quiet a voice as you can muster, you let him know about the wyrm's specialties: leaping, slashing, and tripping attacks with their tails. He seems to consider the terrain, then nods.

"Alright. Here's what we'll do. You go in with your shadow cloak, see how many we're up against. If it's only a pair, we'll go in quiet, less chance of one of them detecting us. If it's a big nest, we'll go loud, have you drop in with your boots and scare the shit out of them. Try to take out as much foliage as you can, so we're on an even playing field. Hopefully the pandemonium will give us an edge."

It seems solid. "Magni might lose it like he did last time," you warn, hefting your spear. Quinn makes a face. "Better carve a few binding circles around the perimeter, then. Just to be sure."

You nod. You'll...

> Carve the circles, then go in to scout.
> Go in and let Quinn carve the circles.
> Scout first, then make your decision.
> Other
>>
>>35142408
> Go in and let Quinn carve the circles.
>>
>>35142408
> Go in and let Quinn carve the circles.
>>
>>35142408
> Go in and let Quinn carve the circles.
Sounds good. Quickly carving large rune circles is another trait he needs to learn if he's going to work in this business.
>>
Rolled 86 (1d100)

>>35142408
>> Go in and let Quinn carve the circles.

Heh, do you even need to ask? Warming up dem dice.
>>
>>35142003
>[[ This is awesome. Expect a nice little bonus in either this thread or the next for all of your hard work, anon.]]
Glad you like it. I'm planning on going through and adding in links to the posts where the binding was discovered sometime this week. Probably make it scale better too.


>>35142408
> Go in and let Quinn carve the circles.
Let's try to find a spot where we can inflict the most damage to the lizards.
>>
You give Quinn a hand signal indicating that he begin carving the binding circles, then throw the hood of your cloak over your head and dive into the bushes. Nocturne's Embrace will shield you from the sight of any Wyrms that might be awake, but you'll need to stay downwind to avoid throwing the lizards your scent. You move as silently as possible through the undergrowth, gently brushing aside hanging vines until--

Well. Looks like you're going loud.

The forest floor takes a sharp incline into a deep bowl below. It almost seems like a crater--it's entirely possible that a star fell here long ago. It's all grown over with creeping vines and low trees.

What catches your attention is the sheer number of slumbering forms. There must be nearly a dozen Verdis Wyrms of varying size in the pit below. And there, curled around the tree in the center of the clearing, is a truly elder wyrm. Though it's wrapped itself around the oak, you estimate it might be thirty feet from snout to tail blade, with a wingspan to match.

Recon was an excellent idea.

You relay this to Quinn when you find him carving a circle to the east of the nest. He pales.

"Right. You cause havoc in the crowd, then. Leave the big one to me."

> Go in loud.
> Go in LOUD.
> Sneak in, then go LOUD.
> Swap a few bindings to go in even LOUDER.
> Other (LOUD)
>>
>>35142793
> Swap a few bindings to go in even LOUDER.
Let's put Crystal Scale on the bow, jump with Cloudwalker Stride, and go sniping happy.
>>
>>35142793
> Swap a few bindings to go in even LOUDER.
>>
>>35142793
Well, this is probably a good thing we're taking them out. Even with the spirit-blessed fecundity of this land, having this many large predators in one area isn't good.

> Swap a few bindings to go in even LOUDER.
You know what's loud? The trilling cry of a Deep Siren. This is perfect for Song of the Deep. They're even in a nice and isolated hollow so that any fire won't spread.
>>
>>35142793
For loud out.
Vestus Sonitus
Velociraptor Greaves
Song of the Deep
Obsidian Touch
>>
Rolled 85 (1d100)

Just keep in mind to not overdo it ya'all. We shouldn't kill too many. Else it'll imbalance the local environment by creating a dearth of natural predators. And every kill is another tree that needs to be replanted.
>>
>>35142911
>>35142878
No, let's go with Crystal Scale+Bow, and Siren's Heart on the gloves.
>>
>>35142935
We'll leave the younger ones, to grow up for the next generation of totemists to hunt. We shall practice sustainable soul-harvesting.
>>
>>35142911
I'll second this
>>
>>35142793
>> Swap a few bindings to go in even LOUDER.
swap Raptor to Paranoia Shard and Razor Wind to Bulwark Aurum
>>
>>35143089
Paranoia Shard is just a rear-view mirror, I don't see much use for it in this fight. I guess it could keep us from getting flanked, but we'd need to get used to splitting our attention with it first.
>>
>>35142938
Fist of the Mantle absorbs heat, then sends it back. without a heat source, it won't do much good.
>>
>>35143127
We drop the temperature of the area, cooling the cold blooded lizards. It doesn't need to be hot to draw heat, you can draw heat from cold rooms too!
>>
>>35143125
My reasoning was we'll be dropping in the middle of a bunch of stealth predators, so it might be worth watching our back.
>>35143152
the Bow can pull from around us. I think the gloves need to be shoved in a fire or something it get useful amounts of heat. Could be wrong though.
>>
>>35143195
I just don't think we should just Song of the Deep since it's so destructive. It'll literally kill anything it hits.
>>
>>35143195
No, I agree that being able to watch our back would be nice. But splitting our attention like that in the middle of a fight could be dangerous unless we've practiced it before.
>>
>>35143216
All of the Siren's bindings so far are pretty potent. We could try a dagger binding for something?
>>35143221
Good point; I withdraw my suggestion. We should practice with it sometime, now that we have a similar-effect-binding for the pants.
>>
>>35143289
Fuck yeah! Dagger and Siren's Heart seems like an awesome idea. Crystal Scale and the bow to do some ventriloquism type stuff then just mess with shadomelding and heated daggers.
>>
You retreat into the forest a short distance, Quinn trailing silently behind you. Hiding in a patch of dense underbrush, you do your best to limit the blinding flashes of light that follow the rapid unbinding and unification that you perform.

> New Loadout:
Cloak: Nocturne's Embrace
Boots: Cloudwalker's Stride
Pants: Bulwark Aurum
Gloves: Obsidian Touch
Bow:

>[[New Binding Discovered: Cacophoni Eminus.]]

A long, nearly vertical shaft of green crystal stretches in your hands. In all of its previous shapes, your bow has kept more or less the same dimensions. This weapon is akin to the longbow that you've seen the Bowyer shoot at the range, a pillar-like weapon with a string that seems to chime softly with each breeze and movement.

Behind you, Quinn stands beside the glowing Alpha Raptor, looking shaken but preapred.

"Ready?"

You nod.

> Go LOUD
> Go LOUDER (Use Bonus [1])
>>
>>35143438
> Go LOUD

Let's save that bonus for binding, right?
>>
>>35143438
> Go LOUDER (Use Bonus [1])
Activate it.
>>
>>35143438
> Go LOUD
Save the bonus, we have better things to use it on than noise.
>>
>>35143438
> Go LOUD
>>
>>35143438
> Go LOUD

Let's ROCK!
>>
>>35143340
>> Go LOUD
Like >>35143474 said, we can use at a more critical time.
I've just realized: assuming we bind one of these, this will be our first binding the same species twice. better make sure to get a different trophy.
>>
>>35143585
..or wait, this isn't a group of Fanged stalkers. forget that last part.
>>
https://www.youtube.com/watch?v=ugoCMKXblP4

You and Quinn creep silently through the underbrush once more. It's difficult for you to keep your bow's string from chiming against every brushed leaf, but you hear no sounds of the raptors below stirring. At the outskirts of the pit, you give Quinn a nod.

"Cover your ears," you say. "And when you feel the noise, get in there."

He nods.

You jump.

The noise of your ascent is drowned out by the intense humming ringing from your bow as the air passes through the line of the string. At the apex of your leap you turn in the air, head pointing to the ground. Below, you can see the smaller wyrms leaping to and fro in panic, their heads canting left and right in an attempt to discern what enormous animal made such a din.

You draw the string of your bow with a sound like crackling thunder. It's difficult. The draw-strength of this thing very nearly exceeds the ability of your limbs, even bolstered by spiritual power as they are. As you draw the bowstring to your cheek, a small hook from Obsidian Touch snakes out, holding it in place.

And you fall.

The rolling thunder of your descent draws the attention of every wyrm below you. Transfixed by the waves of rolling sound pouring off of your weapon, the small wyrms do not even move to wake their elder.

That's fine. You have other plans.

Just before you hit the ground, you release the bowstring. A sound akin to a great tolling bell rings out, fantastically loud, rattling your teeth in your skull and your skull in atop your spine. The sheer release of sonic energy stops your descent cold as an expanding plate of sheer sonic power erupts in a curving shape from your weapon.

Where it touches the ground, it positively -flattens- the earth.

The large wyrm in the center of the bowl does not fare well.

>1d100 for style points.
>>
Rolled 85 (1d100)

>>35143682
>>
Rolled 43 (1d100)

>>35143682
>>
Rolled 78 (1d100)

>>35143682
>>
Rolled 93 (1d100)

>>35143682
When Osyki says he's going loud, he's going really fucking loud.
>>
Rolled 89 (1d100)

>>35143682
Wrecked. Oh god. This song.
>>
>>35143720
I feel bad. We were going to let Quinn show off. Well, he can still fight a Wyrm. A deaf and very confused one, that just saw all its family be smashed to mush.
>>
File: 1384713323895.jpg (32 KB, 429x519)
32 KB
32 KB JPG
Rolled 30 (1d100)

>>35143682
>>
>>35143754
i need more descriptions from you
>>
Rolled 8 (1d100)

We probably should get Earth Warden + Shovel Bind ready... This'll be a lot of trees that we'll be replanting.
>>
>>35143754
We're just the opening act. After this we can back off and let him do his thing. Remember last time we did a binding together?
>>
>>35143788
Yeah, but the opening act shouldn't upstage the main player. We leveled this pack of Wyrms. Quite literally. I wonder what the village will think, having heard that? Or if we'll draw the attention of anything else in the area.
>>
> 85

The mayhem is spectacular. The smaller Wyrms fly in every direction, tossed by the twin forces of your sonic shotgun from above and the erupting chunks of soft earth from below. At the apex of the cacophonous parabola, the larger wyrm finds itself pinned as the tree it had wrapped itself around peels downward like a banana from its top, thick coils of bark and wood driven deep into the ground around its sinuous length. It lets out what you imagine would be a bellowing roar if you could hear a damn thing.

Note to self: Ear protection.

Your momentum arrested, you flip once more in the air. Bow in one hand, spear in the other, you make a point-perfect landing atop the split remains of the tree. Below you the large wyrm thrashes, temporarily pinned by the impromptu cage of tree that encircles it.

For a moment, there is dead silence save for the sound of reptiles hitting the ground.

Then Quinn erupts into the clearing riding astride his raptor. The control in one hand, mace in another, he lands firmly atop one of the recovering wyrms. The heavy iron orb of his weapon snaps around to crack the jaw of a second. He gives you a bewildered grin.

"Hell of an entrance," is what you're pretty sure he mouthed to you.

> Bind the large wyrm below while it lies trapped.
> Help Quinn against the pack while the leader is ensnared.
> Sit back and watch. Your apprentice should have this.
> Other
>>
>>35143919
> Sit back and watch. Your apprentice should have this.
let's let quinn bind the largest wyrmm.
>>
>>35143919
>Help Quinn against the pack while the leader is ensnared.
He DID say leave the big one to him.

I wonder if we might be spoiling him a little?
>>
Rolled 97 (1d100)

>>35143919
>> Help Quinn against the pack while the leader is ensnared.

Chase 'em off. Firmly nonlethal.
>>
>>35143919
> Help Quinn against the pack while the leader is ensnared.

Watch his back, the big one is his to bind.

If we use our bow again be careful about not aiming close to Quinn, and be willing to not go for a full draw.

We're pretty damn mobile between Stride and Aurum so feel free to bounce around some kicking things in the face.
>>
>>35143919
> Help Quinn against the pack while the leader is ensnared.
Maybe put up some barriers with Obsidian Touch to keep the elder busy for longer. We'll clear out the pack, then he can bind the big fellow.
>>
>>35143919
>Note to self: Ear protection.
I giggled.

Okay, so Quinn wanted the big one, so let's handle the small fry using Nocturne's Embrace and Bulwark Aurum. Kicks and punches with Obsidian and Cloudwalker's Stride should be good enough.
>>
After this let's hunt for a spider for us to bind.
>>
>>35143919
>> Help Quinn against the pack while the leader is ensnared.
non-lethal, don't want to completely destroy the pack.
For his next binding, we should let him do everything while we provide an EMERGENCY button.
>>
>>35144080
>EMERGENCY button.
Please tell me this is Siren's Heart bound to a sling.
>>
You decide that this time, you're going to do your best to aid Quinn in being the leader of the hunt. You stow your bow on your back, careful to keep the string from snapping as you do so. You spin your spear twice in your hand, holding the blade of the weapon behind you as it comes to rest. With your best martial roar you burst forward, skating through the damp, churned mud underfoot. One of the smaller wyrms, recovering quickly, shoots its tail blade round to slice at your face. You duck low, spinning on your back as the magic of Bulwark Aurum keeps you sliding, and deliver a lightning-charged kick to the beast's appendage. The glancing blow isn't enough to disable the appendage, but it does whip the offending wyrm tail-first across the clearing.

Quinn charges cavalry style across the field, cracking skulls as smaller wyrmlings attempt to leap at him in defense of their brood leader. You fall into formation beside him, turning to deliver a blunt-knuckle Obsidian fist to the gut of a leaping lizard.

"I'm going to try to carve a circle around the big one," Quinn says, tinny and distorted to your ears. "Keep them off of my back, yeah?"

You nod, sliding to a halt behind him. Half a dozen Verdis Wyrms of various sizes and levels of ferocity come charging down toward you. Some leap into the air, tail-blades trailing below like flying guillotines, while other opt for a classic full-body tackle.

> 1d100 for kung-fu.
>>
Rolled 71 (1d100)

>>35144364
roll
>>
Rolled 6 (1d100)

>>35144364
Oh yes, this should be fun.
>>
Rolled 59 (1d100)

>>35144364
>>
You take up a ready stance. The darkness around you is oppressive, the ground below slicked with mud and dew-wet plants. You will let neither hinder you.

Closing your eyes, you sweep your arms in front of you, bending your knees. You aura sight paints a picture in vivid greens and reds in front of you. Your own limbs appear a vivid silver, leaving ghostly trails in their wake.

> 71

The first sweeping tail blade is deflected by a swift back-hand strike, the flowing earth-green of Obsidian Touch slapping aside the lizard's clumsy assault in an instant. Your hand turns as you follow through, grabbing hold of the deflected tail. Bracing yourself in the dirt, you swing the flying wyrm round into its fellow. The twin beasts tumble writhing into the mud, a flailing mass of wings and kicking legs.

Still spinning on the Bulwark's gliding magic, you throw your body weight low. One leg lashes out, striking at a protruding kneecap on one of the charging wyrms. A crack of thunder rockets you back. As you dig Obsidian Touch into the earth to slow your sudden momentum, you see the kicked beast hurtling back, trailing flickering wisps of actinic white and ozone.

You slowly stand. Inhale. Exhale.

The remaining three wyrms have slowed their approach, circling around you uncertainly. Tail blades flicker back and forth, making testing jabs at you as you turn slowly in place.

> All out assault. Obsidian Fist Style.
> Aerial superiority. Lightning Step Style.
> Play them against one another. Shining Bulwark Style.
> Pull your bow. Screaming Worm Style.
> Other

> 1d100
>>
Rolled 94 (1d100)

>>35144810
> Play them against one another. Shining Bulwark Style.
I like these names.
>>
>>35144831
This. No reason to even try.
>>
Rolled 64 (1d100)

>>35144810
>Play them against one another. Shining Bulwark Style.
>>
>>35144810
> Play them against one another. Shining Bulwark Style.
>>
Rolled 84 (1d100)

>>35144810
> Play them against one another. Shining Bulwark Style.
We're trying to mostly leave them alive. Keep the balance of nature by only taking a few. Also means we have less tress to care for. Does anyone here know how to culture a graft? Because I sure don't.
>>
>>35144867
>>35144831
Fuck YESS
>>
When you think about it later, it was almost unfair. In retrospect... you're glad the Wyrms are simple beasts. The humiliation was near complete.

Your aura sight pulses outward. You feel the currents of the air around you, minute fluctuations in breath of the forest. Runes of burning green flare to life as you cover your arms up to the elbows in liquid obsidian. And, one hand extended, you beckon the beast before you on.

It takes your cue, and your bait, and charges forward.

You leap over it, planting a firm hand on its back. You don't have to do anything at all as its momentum carries it into its partner behind you, sneaking up to attempt a stealthy coup de grace. The squeal of surprised Drake is music to your ears.

You land, stepping with exaggerated movements to one side to dodge the hurtling spear of a tail blade. Your shuffling, sliding steps take you toward the slowly recovering animals on the ground. The monster before you advances, leaping to and fro, each jumping assault paired with a searing-fast stab.

To your aura sight, the oversized gecko might as well be moving in slow motion.

Step by step, leap by leap, you bait the Wyrm across the clearing toward its fallen fellows. At the last possible movement you duck low, shifting your body weight to slide sideways.

There is a squeal as one of the tangled beasts behind you takes an unexpected stinger to the abdomen.

You complete a half-circle around the monsters, slowing to a stop when all three are in your field of view. Rising from your crouch, you crack your neck side to side.

Behind you, you hear the splintering of wood and a raptor's roar.

Once the trio of Verdis Wyrms succesfully untangle themselves from one another, they take their cue to wisely flee. You turn to the battle in time to see Quinn leap from atop the airborne body of his Raptor, bringing his heavy mace down on the head of a partially freed Broodkeeper.

"Submit!"

(cont.)
>>
The world seems to jump around you. When you blink, Quinn holds a dagger-sized tail blade in his hand, pulsing spiritual light falling from his limbs like thick mist.

Is that what it looks like when you do it? Interesting.

You turn to survey the wreckage around you. All things considered, not bad. Only three wyrms lie dead, the Broodkeeper not included, in the ravaged crater. The plantlife is flattened, of course, but you have a feeling that under Sylvia's influence the area will bounce back in record time.

Now there's just a question of your own panoply to consider.

Is it really sporting?

> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
> Let the brood go. You've inflicted enough mayhem for one night.
> Chase down one of the active Wyrms. What's one more tree?
> Other
>>
>>35145208
> Let the brood go. You've inflicted enough mayhem for one night.
Spider Bind!
>>
>>35145208
> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
Get a stinger like Quinn
>>
>>35145208
> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
>>
>>35145208
> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
>>
>>35145208
> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
>>
>>35145208
>Let the brood go. You've inflicted enough mayhem for one night.
>>
>>35145208
> Let the brood go. You've inflicted enough mayhem for one night.
Eh, they've suffered enough.
>>
>>35145223
>>35145234
>>35145239
If we do this let's grab the skull.
>>
>>35145208
>> Let the brood go. You've inflicted enough mayhem for one night.
I think we could do with a stronger and more interesting bind. Someone suggested a spider, that would provide some interesting binds.

We're almost over the bump limit. Has anyone archived yet?
>>
>>35145266
It's archived. What page are we on?
>>
>>35145223
Nah, three dead means they need what's left, and we have a spear that hates greed, even though dragons practice it more than humans. We got Quinn a second one, to go with his Alpha Raptor. We can hunt for a utility bind, something known for seeing distances or something.
>>
>>35145208
I guess technically we already defeated them by outmaneuvering their agility.
>>
>>35145282
>seeing distances
Falcon bind or jumping spider bind?
>>
>>35145208
> Let the brood go. You've inflicted enough mayhem for one night.
Seems kind of silly to bind one now. Commit to the binding during the fight, don't do it a an afterthought when you have it already won.
>>
>>35145281
middle of the second at the moment
>>
>>35145208
> Let the brood go. You've inflicted enough mayhem for one night
>>
>>35145208
>Let the brood go. You've inflicted enough mayhem for one night.
We have standards damn it.
>>
>>35145304
Something like a falcon, yes. Maybe in the future we can bind some other mundane animals too, like an ox for mundane tasks. Spider...spiders seem too simple to be a useful bind, or at least mundane ones. Perhaps we can aim for trying to find a giant spider?
>>
>>35145208
>Let the brood go. You've inflicted enough mayhem for one night.
We should have tried a feral binding while we were fighting them, but since we didn't it just seems sad to bind them now.
>>
>>35145208
> Let the brood go. You've inflicted enough mayhem for one night.
>>
>>35145359
>Perhaps we can aim for trying to find a giant spider?
I thought that much was obvious.
>>
>>35145208
>> Bind one of the stunned Verdis Wyrms around you. You need that last spirit.
Lets not be wasteful
>>
Or, we could go for the Basilisk's lair. We are pretty beefed up, with binding on most armor and weapons. Not sure what more we could do to get ready.
>>
>>35145411
I'd say we get 10 binds first or scout the lair and make whatever is there our 10th.
>>
>>35145411
Not tonight I don't think.
>>
You stare at the retreating figures, contemplative. After a moment, you shrug. No need to decimate this particular brood. The idea of binding an opponent so much weaker than you seems somehow unsavory to you. Each and every one of your Foci has been the result of a pitched life or death battle, a contest of even skill. Stooping to destroying a beaten creature is beneath you. You shoulder your spear, walking toward Quinn. The ringing in your ears seems to have finally begun to fade.

"Not bad," you say with a grin. "Thought that thing was going to bust out of that cage and throw you around for a moment, but it looks like you came out alright."

He scoffs. "Even trapped down there, that thing was a menace. You didn't manage to snag its tail in your tree-trap. Felt like fighting a big, angry viper."

You survey the mess around you for a moment.

"Sylvia is going to be pissed, isn't she?" Quinn asks.

"Let's get out of here," you say by way of agreement. "Before she finds out."

Sharing a smile, the two of you make your climb out of the utterly devastated bowl.

> Head for the swamp. You've moonlight to burn yet.
> Head home. Time to rest.
> Head deeper into the forest. Who knows what's out there?
> Head back to the spring. You could use a break.
> Other.
>>
>>35145429
If I'm counting right, we have 8 foci. Round it out with something water or spider then make the trip?
>>
>>35145457
>> Head for the swamp. You've moonlight to burn yet.
>>
Rolled 32 (1d100)

>>35145457
>> Head deeper into the forest. Who knows what's out there?

Well, the Verdis were said to be the top predators around, next to the stalkers. I wanna find some spiders or cool stuff.
>>
>>35145464
Water Spiders? Swamp Travel. We also should have it easier than having to transplant the trees from our fallen foes.
>>
>>35145457
> Head deeper into the forest. Who knows what's out there?
I don't want to go to the swamp at night, Boa warned us about that. We might be able to do it, but Quinn definitely shouldn't try. The forest might still have some interesting prey, though.
>>
>>35145457
On one hand, we should be exhausted. On the other hand, might as well while we're out here, right?
> Head deeper into the forest. Who knows what's out there?
The swamp trip should have a bit more planning beforehand methinks.
>>
>>35145503
There are a bunch of streams running through the forest, we might be able to find something there. Safer than going into the swamp at night, too.
>>
>>35145503
Do you like water? Do you like spiders? Introducing Water Spiders™! It combines the benefits of both with none of the drawbacks!
>>35145457
> Head for the swamp. You've moonlight to burn yet.
>>
>>35145542
Yeah. We should ask Boa if she knows of any unruly arachnids in the area.
>>
>>35145457
Was the Fanged Stalker really a big fight? I mean we had a big fight, but the Stalker himself wasn't very dangerous.
>>
>>35145648
On it own? No, but it was smart enough to pull back when it's attack was repeled and came back from a different side. A pack of Stalkers would be more dangerous than the Raptor pack we fought with Quinn, but thankfully they're not, yet?
>>
>>35145457
> Other.
Talk to snake bro.
>>
>>35145720
He could serve as a bonus lookout when Osyki goes on diplomatic travels and warn the village of potential threat, clear them before they get too big to ignore or something. We should make him something that'll allow him to send a message to the workshop/elders if need be.
>>
>>35145765
We should also give him a few warding totems. He wanted to leave the swamp because he didn't feel safe living there. Given that he seems fine with going there for business, it seems likely that his main worry was not having a safe home to return to. Giving him some Beast Ward of Veil totems would be a nice way of showing our appreciation for his work.
>>
>>35145787
That too.
>>
The swamp is just unpredictable enough to warrant an expedition at full strength. Though you didn't expend too much energy playing the brood of Verdis Wyrms for fools, Quinn looks as though his stamina is running lower than yours. The forest is a friendlier domain than the murky bog, and if worst comes to worst, you don't feel uncomfortable with the idea of carving out a temporary shelter in the brush to spend the night.

"Come on," you say, waving Quinn on. "Let's head a little further. I've got a feeling there's more to this forest than either of us have seen yet."

"That... might be for a reason," he mutters, riding astride his spectral Raptor once more. "I mean, there's a reason we shut the village gates at night, Osyki. Some of the worst predators in this forest only come up once the sun's down."

"All the more reason to keep looking. We don't need sub-par hunters as spiritual allies, Quinn. Apex predators and clever hunters are the backbones of our tools."

He doesn't seem entirely convinced, but he nods along anyway. "So where are we going?"

You scratch your head. "Might as well head northwest. If we can familiarize ourselves with the area Pointsmar will be settling in, we might be able to better prepare them for settling permanently. And if there's anything there best avoided, I'd rather know about it before they arrive."

This explanation seems to appeal better to Quinn's sensibilities. "Right then. Hop on. We'll cover more ground if we ride."

You hop atop the ethereal saurian with a quick step, and you take off through the dense foliage. It's not quite as expedient as Cloudwalker's Stride, but you have to admit, it has a style all its own.

> Look for water.
> Look for caverns.
> Head for the grasslands.
> Scout out Siperco's Nest.
> Other
>>
>>35145824
> Look for caverns.
>>
>>35145824
> Look for water.
Even if there's nothing to bind, knowing the watering holes is just useful.
>>
>>35145824
> Look for water.
>>
>>35145824
> Head for the grasslands.
>>
>>35145824
> Scout out Siperco's Nest.
He should be better at pointing potential nesting grounds. Doesn't mean we should not look for some on the way.
>>
>>35145824
> Scout out Siperco's Nest.
Then one of the other options
>>
>>35145824
>Scout out Siperco's Nest.
Might as well say hi.
>>
>>35145870
>>35145861
>>35145858
Let's not do cavern's while we aren't our usual 110%. And it's probably easiest to ask Siperco about stuff we want to hunt down to bind.
>>
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[[ I'm beginning to feel the call of my pillow, friends, so we'll end things here for the evening. Next thread will pick up with a chat with Siperco. Thank you all for being such an engaged and enthusiastic audience. Looking forward to our next session. Big thank-yous to the anons who made that amazing binding chart and those of you who stopped by on the IRC to throw ideas at me. See you all next time! ]]
>>
>>35145963
Thanks for running, Diarca. Go get some sleep, you've earned it. See you next time.
>>
>>35145963
Excellent thread as usual.
>>
>>35145963
Later, thanks for running. Could you maybe make a post 1h before you start running so people knows?



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