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/tg/ - Traditional Games


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Welcome to Mercenary Company Quest! This game will be based on the Iron Kingdoms setting and contain a mix of civ and quest styles. It's also my first attempt at running a quest game so I'm very open to feedback!

You are Levi Meriweather, son of a wealthy nobleman raised on your fathers vineyard in Cygnar alongside your brother and two sisters. You studied the usual school work as you aged but always found yourself drifting to history, past battles or wars in particular. As you read about the glories and challenges of war you begin to dedicate yourself to it and aspire to take part in it.

The time soon comes when you're given the choice of either joining the military or going out in to the world. You tell him that you want to try to see the world and start your own business. Your father Alexander approves of your choice and gives you a small loan before to use towards your goal.

Heading to the Cygnaran capital of Caspia, the roads are busy with activity. People on the way to the capital talk and shout as the great walls begin to loom in the distance. The trees on the side of the road provide nice shade for the day long exposure of the sun and a steady breeze rolls through parallel to your direction. A guard post passes quickly as you meet the remaining eye of the armor-clad trollkin standing watch, carbine resting against a wall of sandbags. A crew of people surround a labor jack in a clearing to the side of the road and watch as one of them begins commanding the machine with hand signals to move some heavy crates.

It's cold underneath the walls as you pass through and make your way past a pair of trenchers standing guard. The shade is broken for the first time and your eyes wince with the intensity of the dying sunlight. Not wanting to be here after sundown you set off in search of the location your father recommended. Row after row of buildings block your sight as you make your way towards the center of the city and the harbor that lies there.
>>
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Walking along the waterline, you spot a sign over the door that looks like the one that was described to you. "Oceanfront Properties" you read as you walk in, the sun hanging low in the evening sky. A few moments later you walk out smiling, the new owner of a plot of land in nearby Clockers Cove. “A fixer upper for sure, but invest some money in that place and it will really shine”. You find out what you can about the city and discover it's a bit of a wild place. The law overlooks most things as long as innocent people don't get involved and the right palms are greased. "A good place for the kind of work you're looking for!" laughed the broker as you signed the papers and paid the dues.

Immediately you set out to see if any of the remaining ships were heading to his destination. Finding a captain making his final preparations, he agrees to let you stay on the ship for the overnight trip. The sun is going down just as you depart, stars starting to appear as you leave the lights of the city behind in favor of the dark waters ahead. Setting your pack on deck of the ship, you lie on your back and stare in to the night sky, the water wheels of the ship give out a constant splash as you drift to sleep.

A loud whistle wakes you the next day, sun barely creeping over the horizon and the shouts of people at work. The ship has docked while you were asleep so you take a look at your pack and take a final inventory before departing. You arrive at the docks in the center of the city, gazing out to the ships being unloaded by the large machines of iron and steam. Labor jacks, large bipedal robots controlled by hand signals or a mental link, scatter the docks bearing heavy crates in their arms or cargo nets full of items draped over their shoulders as their vents spew exhaust from the coal powered furnace.


>Explore the city
>Find your property and settle in
>>
>>36925756
>Find your property and settle in
Yay, you're back.
With a nice name.
>>
>>36925756
>Find your property and settle in
>>
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>Find your property and settle in
You decide now is probably a good time to find your newly purchased property and get everything settled.

Following the directions of the broker, you travel the main road of the city towards the outskirts. The crowd begins to fade as you walk further in, but you're too distracted by the view of the mountains in your vision as you walk. Clockers Cove is located at the base of the southern Wyrmwall mountains and provides a shipping port for the various mines and industries in the city.

You find your property at long last, a large plot of land just a turn off a road heading in to the Wyrmwall. Your claim is clearly marked by a short, rotten wood fence that surrounds the area and is surprisingly alone in this particular stretch of land. A break in the fence acts as a makeshift gate when you make your way to examine your purchase.

A building made of cobblestone and wood rests near the gate, a spattering of windows, a door with empty signpost. Inside you find a wooden floor, kitchen, and a small selection of rooms with a large lobby/living area.

Suitable as a base of operations, you find one of the rooms already contains a bed and decide to make that your room. Setting your pack down you go off to look at the rest of the property.

It's a good chunk of land, mostly overgrown and in disrepair with the exception of the rather well kept main house and is fit for investment.

Finally after being able to check out your new land you want to get a better idea of your city. You remember a particular sign for an inn near the docks and decide that would probably be a good source of some food and info.

>Explore the city
>Head to the inn for information
>>
>>36925902
>Explore the city
>>
>>36925902

>Explore the city
>>
>>36925902
>Explore the city
>>
>>36925902
>Explore the city
You set out to familiarize yourself with the rest of the city, visited with the familiar sights of bustling streets full of people, distant chimneys spewing black smoke, and vendors pestering passersby. Buildings made of cobblestone and wood line the path, pane glass windows, doors, and the signs of businesses scattered about.

The buildings are tightly packed, breaking occasionally to allow an alleyway or a small street. A large road leading in to the city signals reaching the middle of the shoreline and bustles with morning activities. Shouts from stalls, labor jacks moving cargo, and the sounds of metalsmithing fill the air while you look around the large intersection.

Following the roads inwards, it's not long before the tightly packed buildings give way to fewer, larger buildings. The clanking and shouting fade in and out as you walk past each building, a small alley separating them. Crates and barrels scatter the cobblestone street almost as frequently as the people at this point when you realize you haven't paid any attention to where you're going.

Your stomach growls as you look around the intersection you're in to get your bearings. At this point you figure you're in the center of the city and it's almost noon. In order to do any kind of work as a mercenary you need to get a charter from the captain of the city watch, but you have no idea where you would find him and there are no watchmen to be found.

>Head to the docks
>Head to the nearest city wall you see
>Head to the inn
>>
>>36926060
>Head to the nearest city wall you see
>>
>>36926060

>Head to the inn

Ask for directions and get a bite to eat.
>>
>>36926060
>Head to the inn
>>
>>36926060
>Head to the inn
>>
>You will never write this well
>>
>Head to the inn
Your stomach growls harder as your aimlessness leads your focus back to your hunger. The only place that can come to mind as you follow the flow of people heading down the main road. The sound of seagulls drown out the crowd as you finally arrive at the shoreline. The stomping of labor jacks and shouting of workers fades as you follow the shoreline towards the familiar sign in the distance.

The wooden tentacles dangle over the doorway, all 8 crafted and painted in bright reds and oranges. It almost seems to pull you in as you turn the latch and push the door. Tables come to sight as the door creaks open, a few containing a mix of patrons.Finally inside you see a staircase on the left wall going to the loft and a bar opposite you with a tall, gruff man turned around tending to some food.

>Take a seat at the bar
>Take a seat at a table

>>36926234
Thanks! I don't do much creative writing
>>
>>36926278
>Take a seat at a table
>>
>>36926278
>Take a seat at the bar
He looks like a bro.
>>
Take a seat at the bar, best quests start in the cups.
>>
>>36926278
>>Take a seat at the bar
Cool Western action hero style
>>
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>Take a seat at the bar
You pass a few men who meet your glance as you make your way to the empty bar. You take a seat on one of the stools and rest your arms on the surface. Taking another look around, you count 6 tables each with 4 chairs. Two tables play host to pairs of men drinking, talking, eating or playing cards. A third table in the corner by the staircase and the window seats an odd pairing of an Ogrun and Gobber. A quick mental note before you turn around to notice the bartender facing you. A tall, burly man whose hair has receded to his neck smiles down at you and asks if you know what you want.

A drink and a meat sandwich later you find yourself having a conversation with the man. Discovering his name to be Harvey Ambrose, he worked on a merchant ship from a young age when his parents were killed by being in the wrong place and wrong time during a gang fight. Working for over a decade on the ships he finally earned enough to buy the inn and has been operating it ever since with his daughter.

Almost as if on cue, a young woman walks out from the room behind the bar with a plate of food and pitcher of ale. She delivers it to the odd pair in the corner and returns back behind the door.

>Ask Harvey about mercenary work
>Ask Harvey about the underground
>Ask Harvey about his daughter
>>
>>36926579
>>Ask Harvey about mercenary work
>>
>>36926579
>>Ask Harvey about mercenary work
>>
>>36926579
>Ask Harvey about mercenary work
>>
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>Ask Harvey about mercenary work
A lull in the conversation and the death of a sandwich brings the conversation to what it is you're in town to do. Harvey smiles and chuckles when you tell him you're looking to start a company, saying he didn't figure you for much of a fighter. Normally you would have gotten defensive but the ale did it's work in calming your nerves. You tell him of your instructor and the few fights you had been in and your brother who attends the Strategic Academy, but by the end of the conversation he still looks amused more than serious.

He tells you he doesn't much care for the fighting but understands that violence makes the world turn, both Caen and Urcane. Shouts from the table behind you break the conversation as a man barges in to the door and bark what seem to be orders at the patrons sitting at the table. Instantly all 6 of the other customers were gone and the inn was once again left quiet.

Harvey tells you where you can find the Watch Captain if you need to get a charter signed and produces another ale.

>Keep talking to Harvey (Pick a question?)
>Head to the Watch Captain
>Walk up and down the docks
>>
>>36926879
>Ask Harvey about the underground
>>
>>36926879
>Ask Harvey about the underground
>>
>>36926879
> Keep talking to Harvey.

Ask about his daughter.
>>
>>36926954
>Drunken stranger asking about your daughter when you're used to the average joe in your bar
I think it's burning a bridge.
>>
>>36926879
>>Keep talking to Harvey (Pick a question?)
Underground

What better place to find cutt throats and scum with which to form a company.
>>
>>36926879
>>
>>36926879
>Head to the Watch Captain
Thank Harvey for the help.
>>
>>36927056
>>36926879
>Ask Harvey about the underground
>>
>>36927052
here

Questions, can we get into black market things as well as doing merc stuff or are we going to be limited to merc?

Lil side money here and there y'know
>>
>Ask Harvey about the underground
Your job is going to be fighting people so you ask Harvey what the city is like. He tells you they have the nickname of "Little Five Fingers" given the general lawlessness. Gangs fight openly but carefully knowing that the watch captain will come down swift and hard on anybody that harms someone not involved in their crime.

The docks are controlled by a mixture of the gangs and the city Harbormaster, Brogan, who ensures that things are kept in order in his section of the city.

He tells you the inn is the headquarters to a gang and that the people you saw leave were probably off to fight somewhere.

The evening is starting to set in and the Wyrmwall mountains quickly turns the early sky dark. Harvey informs you that the city gets more dangerous at this time but is still manageable until later in the day.

>Go to the Watch Captain
>Stay at the Inn
>Walk the docks

>>36927111
Definitely, although when it will be able to get worked in is to be determined
>>
>>36927157
>Definitely, although when it will be able to get worked in is to be determined
Sweet.

>Go to the Watch Captain
why not
>>
>>36927157
>>Stay at the Inn
Drunk/Tipsy guy going to see Watch Captain at a time where trouble is starting up for his signature seems like a bad idea. Especially since we know a fight is going on somewhere soon
>>
>>36927157
>Stay at the Inn
>>
>>36927224
This I guess. Best to be presentable when you're not smelling of booze. Then again the watch captain is probably used to it.
>>
>eye bar girl

When Harvey has his back turned, of course.
>>
>Stay at the inn
You decide you're going to stay the night at the inn. Your first time in a city like this is not the place to be stumbling around in the dark.

Continuing your conversation with Harvey, behind a tall mug of ale he tells you of when he found Eva as a baby abandoned in an alley somewhere in the city. "I was just walking back to the inn from the market one day" he laughs. He tells you of the connection he has to the gang and that a stipulation of him buying the building was he'd be their cover. They've been around for years now, acting as guards to the building and the Ambroses from other gangs while providing a sound headquarters and alibi.

You decide to rent a room form him, fetching a sack of coins and pulling a few out, more than necessary. Before you retire to your room you thank him, he welcomes you to the city and says the guys around here could probably use a guy like you.

It's been a longer day than you thought, your body feeling heavy while you trudge your way up the cobblestone steps to the left of the room. Your room is to the right, facing over the harbor. Lying down on the bed and looking through the window you think about what's to come.

>Try to stay awake and wait for the return of men (Roll required 1D100)
>Go to sleep
>>
>>36927471

>Go to sleep
>>
>>36927471
>>Go to sleep
Also,
>Eva
Goddamnit. Now It'll get weird if she becomes a love interest or something since she shares my lil sister's name. Oh well
>>
>>36927471
>>Go to sleep

Quick question about dice though, where enter dice roll? Says in email field but I see no email field?
>>
>>36927471
Go to sleep
>>
Rolled 20 (1d20)

>>36927563
Put it in the Options field

Also, Sleep
>>
>>36927563
Options.
>>
>>36927588
>>36927589
ah thanks
>>
>Sleep
You're awakened in the morning by the loud whistle of a venting steam jack outside the building. Shouts follow it immediately as it continues its march down the harbor carrying whatever unseen cargo

Your head is groggy, unused to the change from their wine to the inns brew. You strap your sack to your belt and continue down the stairs slowly while you listen for sounds, hidden behind a wooden wall. Nothing catches your ear so you proceed out as if walking normally. You sit down at a table next to the window and gaze out at the people walking along the docks.

Before long Eva appears from the room behind the bar with a tray of food and a mug. You protest the mug and ask for water before she informs you with a smile that it was water. You smile back and enjoy the meal and drink while continuing to watch outside.

Harvey has retreated somewhere in the room behind the bar and you're left alone in the inn, the crackle of the hearth harmonizing with the crunch of cooked potatoes on your dish.

You finish your meal and leave your dishes on the bar before heading out of the door. As you try to turn left your path is blocked by a huge lumbering figure. He turns to look at you and stares at you blankly

>Talk to him
>Walk around him and head to the watch captain
>Walk around him and walk around the docks
>Walk around him and walk back to your land
>>
Rolled 1 (1d20)

>>36927688
>>Talk to him
What's the worst that could happen?
>>
>>36927688
>>Talk to him
>>
>>36927726
>1

Very bad things
>>
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>>36927726
>>
>>36927748
>>36927758
>Accidentally rolled a 1 with a d20
Bad things confirmed
>>
>>36927688
>Walk around him and head to the watch captain
>>
>>36927688
>Talk to him
Can I help you?
>>
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>Talk to him
Your mind races with indecision and you're left stumbling left and right in front of this huge thing. He looks down at you, easily over a head taller, and chuckles.

"Wouldn't have figured you for much of a fighter" the ogrun says. It almost looks like he's throwing his voice until you realize the sound is coming from below you. Standing at your feet is a gobber, barely over 3 1/2 feet tall and wearing a leather duster jacket. He turns around and grabs a handle sewn in to the ogrun's leather armor, swinging himself up on to a stack of crates placed to his left. You follow him with your gaze and rest it at the top of the crates, noticing that the two are now at the same height.

"Name is Biggs, this guy is Little. As you know we kinda work here" He says, winking and extending a short hand which you take in a shake. You offer your hand to the ogrun and try not to wince as he laughs and smiles, jerking your arm up and down.

>Stay and talk
>Dismiss yourself and move on to the captain
>Dismiss yourself and walk around
>>
>>36927912
>>Stay and talk
friends yes
>>
>>36927912
>Stay and talk
>>
>>36927912
>Stay and talk
And your business with me is?
>>
>>36927912
>Stay and talk
>Try not to comment on their names
>>
>>36927912
Stay and talk.
>>
>>36927912
>>Stay and talk
>>
>Stay and talk
"Harvey tells us you're in town looking for some work" He tells you, keeping his gaze down the distant docks. "It's been awhile since the last legit company moved out, interested in seeing what you manage to accomplish here. Maybe if the pay is good enough we'll come work for you instead!" He laughs and hits Little in the side who flicks his arm out in retaliation and forces Biggs to hold on to his arm or get flung away, his gaze watching the other side of the remaining docks.

"If you haven't yet you'll need to pay a visit to the captain to get your papers in order. The captain keeps a tight border between what's okay and what's not okay in this city and won't hesitate to throw you to Cuff if you cross that border." "Our gang here controls the last three docks in this district here. We sit watch here at the inn and get involved where we need to. Guys like you are useful because we can use you as a kind of walking loophole, if you choose to work with us of course!" He chuckles before his ears perk up, nudging Little twice and swinging up on to his arm. "Gotta go, good luck"

>Follow them
>Head to the captain

How are my update speeds?
>>
>>36928100
>Head to the captain
>>
>>36928100
Good enough,

el capitan
>>
>>36928100
>>Head to the captain
May as well get all officialized and such

Speeds are pretty good for the quality writing.

Faster than a lot who say a lot less.
>>
>>36928100
>Head to the captain
>>
>>36928100
>>Head to the captain
Pretty good update intervals
>>
>>36928100
>Head to the captain


>How are my update speeds?
Fine. No complaints.
>>
Thanks for the feedback!

>Head to the captain
You decide it's finally time to see the captain and follow Biggs and Little as they move along the docks. An instant later they're gone, disappeared into an alley somewhere to do something to someone. A ship arrives at the center dock of the city as you're making your way there. Walking by you look and see two armed men waiting at the freshly placed gangplank.

You don't stick around to watch, choosing to use the daylight efficiently. Proceeding up the main road industry fills the air and fades out, giving way to a large segment of housing and people gathered chatting in the streets. Food wafts by while you continue up the road, reaching the foretold intersection and turning left, West. The road thins out, sun casting sharp rays through the scattered straw overhangs.

The wall appears down the road between the buildings, a final turn revealing the last stretch. This is the post you were told he spends this particular time at, and as you approach the cobblestone guard station you are halted by two guards. You state your business and they step aside, checking you for weapons.

He's seated at a desk facing you, a smattering of papers and an ink with quill resting at the site. "Good afternoon!" He says, staring at you.

>I'd like to report a gang, sir!
>Good afternoon! I'm here to inquire about a mercenary charter
>Good afternoon! I'm looking for work
>>
>>36928366
>Good afternoon! I'm here to inquire about a mercenary charter
>>
>>36928366
>>Good afternoon! I'm here to inquire about a mercenary charter
>>
>>36928366
>Good afternoon! I'm here to inquire about a mercenary charter
>>
>>36928366
>>Good afternoon! I'm here to inquire about a mercenary charter
>>
>>36928366
>gangplank

sounds kinky
>>
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>Good afternoon! I'm here to inquire about a mercenary charter
You make small talk for awhile before being asked to sit. You express your desire to acquire (rhymes) a mercenary charter and he nods before grabbing his quill and dipping it in the ink. It starts to glide over the blank parchment before him and he continues the smalltalk while he writes.

Halfway down the page he dips his quill in the well and looks at you intently. "You understand what you're getting in to here, I hope." He says as he finishes his analysis and gets back to the writing. You give him the same spiel you gave Harvey, your brother is in the Strategic Academy and you had an instructor for years, the fights you've been in. At this point it would almost seem rehearsed to you.

The writing finished, he turns it around and presses the tips of his fingers on his, matching your gaze as he turned it around and pushed it towards you. Reading it over it looks like the type of thing you've read about in your studies. The charter forbids you from taking action against the nations that gives it to you, it forbids switching sides in a conflict, it rules for for treatment and honorable dealings.

The charter is given a blank space for a name, but your signature along with the Captains completes your task and sets you on the course to your goal.

"Oh and on the issue of payment." He adds. "Put your coin purse on the table please." He rises slowly, putting a hand on the hilt of his sword

>Put your coin purse on the table
>Take the document and run
>Talk about this
>>
>>36928748
Comply
>>
>>36928748
>Put your coin purse on the table
>>
>>36928748
> Talk about this.

"Captain, be sensible. Do you really mistake me as such a fool as to come in here unprepared to deal with someone as such a degenerate as you?"
>>
>>36928748
>>Talk about this

Maybe scouring the jails for recruits in return? Few reliable task masters he might know?
>>
>>36928748
>Talk about this
Say you don't have the required money, but the Merc Company would owe a 'favour' to the watch
>>
>>36928748
>Put your coin purse on the table
and keep you hand on it
>Talk about this
>>
>>36928748
Haggle
>>
>>36928748
>>Put your coin purse on the table
>Talk about this
haggle and offer a favour
>>
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>Talk about this
You stand up slowly, taking up the coin sack in one hand while holding the other up in the air. "This is all I have, you know?" "Don't worry, I'm a fair man." A quick whistle produces the clank of two men entering the room, one standing at the door while the other approaches. The large man, clad in leather armor walks up to you and takes the purse from your hand and tosses it to the Captain.

"Of course there's going to be a tax to operate in my city. Everything is taxed here and it's my job to ensure that it goes smoothly." He hefts the purse in his hand and smiles. "Must be close to 500 crowns in here. You already purchased your plot up at the edge of town, yes? Welcome to the city by the way!" Looking down, his free hand works at separating a small pile of coins and begins dumping them in to the purse. You look down, hiding your disappointment at the size of the pile left on the table. "There should be almost 50 crowns in this bag, Levi, you're a lucky man. I know for a fact a lot of people in this city would kill you for that much money. Any other business you might have?" Extending his hand out with your freshly depleted coinpurse, he keeps his arm out for a handshake

>Shake his hand, bid him goodbye
>Don't shake his hand, bid him goodbye
>Ask for work
>Ask about recruiting people

Also would you guys like to start considering a name for the company?
>>
Fuck this guy, dont even say bye. Take papers and leave.

WE SHALL RECRUIT FROM THE SLUMS, AND REVOLT AGAINST THIS DICKTATER.

No clue for a name though
>>
>>36928987
>>Ask for work
Militaires Sans Frontières. MSF for short. No I haven't been playing MGS for christmas.
>>
>>36928987
>>Ask about recruiting people
follow up with asking for work?

May as well stay on good terms until we're strong enough to get back at him.

I'll think on a name for a bit. Try for an honorable sounding name and have a company of scumbags?
>>
>>36928987
So ugh, question here.
Are we going the bandit leader route or the honorable "I'm going to clean this city"
>>
>>36929066
I guess that depends on majority vote and how the story progresses
>>
>>36929066
The gang at the inn can be nothing but sidequest material. You're still a solo enterprise, and it's your choice which route you go with your company. However, the charter specifically states you cannot act against the nation you received it from.
>>
>>36929066
There's also the neutral opportunist route.
>>
>>36929066
We make the city clean by taking all of the scum and then taking everything else
>>
>>36929099
Can always expose corruption to the local lord though. A captain taking bribes from gangs will also take bribes to open the gates to the enemy.
>>
>>36929125
By exposing corruption we can gain more favor by the public and have them join us!
>>
>>36929066
Why not a bit of both?

Opportunist master race
>>
>>36928987
Ask for work
>>
>>36929125
Or we use his own greed against him. A greedy guard captain is a lenient guard captain.
>>
Gilded Companions?
>>
>>36929221
I like that one, seconding
>>
We could just go basic. The Meriweather Company.
>>
>>36929221
I think I like the concept. Can you expand on that?
>>
>Ask for work
>Ask about recruiting people
You begin to fully understand the situation you're in so you decide you may as well get some useful information. Strapping the sack to your belt, you both take a seat at he desk while the two men retreat back outside. He produces a couple of glasses and goes to retrieve a bottle from his shelf while you rolled up and secured the new charter which you paid so handsomely for.

He comes back with a bottle of wine with a familiar label, setting the glasses and popping the cork. After pouring the one and setting the bottle aside he takes a seat and places his elbows on the table intently. "Being a mercenary in this city is an interesting task. I won't say it's a bad thing, but it is these days, what with all the gangs vying for power and whatnot." Each taking a sip of the wine, you ask about anybody that may be looking for work or any jobs and get a chuckle. "I don't much like mingling my resources in that kind of way, but I can tell you there are always people in the taverns or alleys looking for work for cheap. Or you could try and recruit from the local gangs" He says smiling coyly.

You finish your discussion and drink, shake his hand and exit with a much lighter load than you entered with.

>Go back to your plot
>Go back to the Inn
>Try to find the market
>Go to the docks
>>
>>36929281
Gilded-wealthy and privileged.

Whereas we're mercenaries and not entirely likely to be among the upper echelons of society.

Could go on to be ironic, could go on to be a prestigious crew of mercs properly named. win/win. Sounded kinda neat.
>>
>>36929293
Find the market
>>
>>36929293
>>Go to the docks
Always scum and people looking for work about the docks.
>>
>>36929293

>Go back to the Inn
>>
>>36929293
local gangs

tell them that they can get all of the power and money they want if they join us

once we unite the gangs
We strike and take the city for our own headquarters.

A bandit city, peaceful on the inside but ready to take arms against any opponent they are paid to fight

use it to keep a peaceful and stable economy on the inside

so my vote goes to docks
>>
>>36929293
>>Try to find the market
Might as well see where we can get equipment and stuff for the company
>>
>>36929350
You've got spirit that's for sure, but that huge ass kingdom we are a part of would crush us.
>>
>>36929399
gorilla warfare 8)
>>
>>36929334
If we're waiting on votes I'll switch to market.
>>
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>Try to find the market
>Go to the docks

You decide to take the rest of the daylight you have and use it to try and find your way to some kind of commercial district. Deciding to start your search at the docks you make your way back down the main road.

Upon reaching the end of the main road and staring out in to the harbor a steam jack walks by carrying a stack of crates, flanked by a group of men. They pass by towards the other end of the docks while you take a look around at what kind of shops you see. The ocean breeze blows a salty mist in your face and you turn to face away. Your eyes rest on a shop selling some general goods on one side of the road, and a sign shaped like a rifle over a door on the opposite side.

The whistling of the steam jack fades in the distance as you enter each shop.

**I'll be posting a picture of the prices for items, it will be a table directly from a book. Availability of an item will vary**

Telling yourself you'll come back later for gear, you realize it's getting late and bid the shopkeeper farewell. The sun has already begun to fall behind the Wyrmwall, and that charter is as good for him as it is for anybody who kills him same as the gold.

You decide to get back to your house and hunker down for your first night at your new home. You wonder what the coming days will bring as you lie back in your bed staring out the window.

>This kills the quest

Thank you everyone for being part of part one. This was my first time running a quest and doing anything like this in general! I am done for the evening but will be here for any questions or feedback! Also how does archiving work?
>>
>>36929293
>>Go back to the Inn
>>
>>36929551
Aw. Part 2 when???
>>
>>36929551
So short.

When we part 2? (timezone)

I'd say good job on your first quest.
>>
>>36929551
Thanks for running. I thought you did great for a first-timer.

Do you have a twitter account set up for QMings? If not, you should get one.
>>
>>36929551
When will Part 2 be? Being stuck in Uni for Christmas alone is torture. Civ threads keeps me alive

And pretty good. Looking forward to the next part. I hope we can get into wacky adventures!
>>
>>36929617
My computer crashes with vidya, 4chan is only thing keeping me alive
>>
>>36929551
To archive, go to suptg (http://suptg.thisisnotatrueending.com/archive.html), and click the request interface button on the left. Make sure to include the thread #/OP post # and "collective game" in the tags. If you ever need to update an archived thread, you just submit another request for the same thread.
>>
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Alright so I guess I am @MercQuest on twitter now

>>36929580
>>36929593
>>36929597
>>36929617

I will be back tomorrow, I am on Pacific Standard Time and will try to start a 7pm now that I'm over my fear of being rejected by everyone Thanks for the compliments

What's the normal amount of time for a quest? Hopefully this weekend some progress will get to be made

I also lied about the pictures out of the book, arming your men will be more of a you pick the equipment types and I'll price it out kind of thing.

The plot of land is able to upgrade when you put some time and money in to it. It's large enough to build a few workshops on, housing, training ground, etc. Money is tight right now with 50 coins but I think you guys will find ways to fix that.
>>
>>36929693
thanks opie
>>
>>36929693
>1900 PST
>Live in UK
>0400 BST for Pt.2

Oh well. I'll join in if I'm awake. See ya later
>>
>>36929693
I'd say 5 to 8 hours. I think it's mostly because the more detailed the post the less frequent the turns will be. So it feels like you're not doing too much and that time passed too quickly.
>>
>>36929693
>quest starts as soon as I get off work

Sweet.

It's been good.
>>
>>36929792
>>36929719
>>36929748

Thanks for joining!

>>36929756
It passed extremely fast! As I get the hang of this I'll get quicker with the updates as well



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