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File: Intro.jpg (72 KB, 650x650)
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You are Alexandre Cazal, a knight brought in by your uncle to the service of a foreign king, specifically on a mission to build an Order to protect the realm from the ever present threat of the demons.

Last time, you gathered the only willing men you could find from the Southern Border Wall and the City Prison to build your ranks, and are now currently attempting to secure a castle that has been infested by squatters.

Archive Link: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Knight+Order+Quest
Twitter Link: https://twitter.com/Ser_OP

I will update regularly Monday through Friday from 6:30 to 10pm EST, and weekends depending on how life goes.

Awesome picture drawn by awesome anon! We got a great crowd going last time, lets hope we have more to continue our knight on his adventure!
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>>248370
>>248406

You enter the keep, the penitents close behind you. You find the floor slanted just the slightest upwards, giving you the false perspective that the opponent on the other side are taller.

You see the man you stabbed in the side plopped against the wall, too weak to stand and probably on the course of bleeding out. The other two men, both chainmailed, point their swords to you waiting for your move. They are joined by a third individual who saunters down, with what looks like a large maul in his hands. He wears a leather cuirass studded with metal, along with shinguards and armguards of the same material. He steps in front of the two chained men, offering a threatening glare.

You examine the room. There are two doors on either side leading to the corner towers, but they are blocked by piled wooden tables and chairs. Besides the door you entered from, the only other exit is the staircase behind the three men, one set going down and one going upwards. The slits in the wall create an eerie darkness spotted with lines of light.

You can practically feel the eyes of your two companions on your back. What do you and the penitents do?

> Try to taunt the defenders to attack you
> Try to flank the chained men first, starting with the one Wallace wounded
> Focus all efforts on the maul-wielder
> Write-in

I will adopt a little bit from the Banished dice system and wait for three rolls of a 1d6. That way everyone votes for an action and has an opportunity to influence its success.
>>
Rolled 3 (1d6)

Welcome back OP.

>>252003
Try and taunt them into attacking. Form up with our boys, try and work together.
>>
>>252003
>> Try to taunt the defenders to attack you
Plant your standard at the base of the gates and challenge any man brave enough to come down and face you.
>>
Rolled 5 (1d6)

>>252003
> Try to taunt the defenders to attack you
>>
>>252128
Forgot your roll good sir
>>
Rolled 2 (1d6)

>>252174
right, sorry. Looked the fool there, huh.
>>
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this looks cool, can I join in op?
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"What the matter you rascals, have at me!" you shout. You later deem the unoriginality of your comment, but put it aside to prepare for the oncoming assault.

...except the defenders fail to fall for it. The chained men seem to fall even farther back, it seems, down some of the stairs to the cellar. The man with the maul steps forward.

"This will only end in one of two ways, cloaker. Either you exit from whence you came, or you come at me." He prepares a defensive position, widening his legs and squatting down, with his maul pointed towards you, taunting you. Your companions almost fall for it, but you gesture with your hands to fall back.

What now?

> Fall for the taunt and charge
> "You may as well give up, I have you trapped in here and out there with my men!"
> Attempt to flank the mauled man with your two companions
Roll with every action.
>>
>>252204
Of course! The three action rule is just a minimum, Even then I will guarantee an update every 30-45 minutes.
>>
Rolled 1 (1d6)

>>252235
>> Fall for the taunt and charge
Show me your steel, then!
>>
Rolled 3 (1d6)

>>252235
> Attempt to flank the mauled man with your two companions
>>
>>252235
I also don't really understand the dice mechanics here. Are we just doing best of three?
>>
>>252237
Thanks! I guess I start from the start? If so, I'll go with: (Honor) "I want to taste the glory in battle against enemies of our race"
>>
Every individual dice action falls on a success or failure. The successes are obtained through a roll check. If there are
0 successes: major failure
1 success: failure
2 successes: success
3 successes: major success

If theres more than three rolls for an action, I'll choose the best ones. If there are less than three, I'll try to adapt it to the system.

I guess we'll see how as we continue, I want to focus more on storytelling than combat and am open to suggestions of how to use combat.
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>>252306
I'm afraid you'll have to pick up the story as we go along, otherwise it'll be too many stories for me to focus on.
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>>252325
Fair point, I'll do my best
>>
Rolled 6 (1d6)

>>252235
> Attempt to flank the mauled man with your two companions
>>
Rolled 6 (1d6)

>>252235
>> Attempt to flank the mauled man with your two companions
>>
>>252337
>>252306
To clarify, all anons are playing as one communal character, as if we're the voices in his head while he makes his decisions. Most popular option wins.
>>
>>252283
>>252374
The mauled man stands as the lone figure after the other two men backed off, and you approach with the two penitents closely behind. Before the chained men could move in, you have surrounded your opponent on three sides. Each of you takes turns jabbing at the armor, ripping the leather with each tear while the mauled man attempts to approach one of you with his maul. Despite his efforts, your collective jabbing interrupts his attempts to attack. The chainmailed men are too far to stop the carnage, and dare not escape into the vulnerability of the open room.

You can slowly sense the maul man is giving in, as he's slowly backing into the stairs leading downwards, in a slow retreat away from the pain. Blood seeps through the tears, and some scraps of armor hang from his body. With a final step back, he trips over the stairs and falls upon his companions, who had their blade wielded in anticipation of your pursuit, and dies when his weight drove the sword into his back. The two chainmailed men, shocked, rush downstairs.

You hear the door opening, and assume its your allies. You also hear some footsteps from upstairs, but cannot make out whether it is one or two people. The penitents look back and you can confirm that your allies entered, though very fatigued and partially scarred.

What now?

> Pursue the squatters and send the men to investigate upstairs
> Investigate upstairs with some men and send others downstairs
> Write-in
>>
>>252485
>> Pursue the squatters and send the men to investigate upstairs
>>
> Pursue the squatters and send the men to investigate upstairs
At least one of them has lost their sword, so maybe we can get them to surrender. If that doesn't work immediately, just kill them.
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>>252485
> Investigate upstairs with some men and send others downstairs
>>
>>252514
>>252515
You enter downstairs to what looks like a dungeon, complete with metal doors and bars. The two chainmail men back up, only one armed.

You hear footsteps behind you, and find Quincy behind you.

"What are you waiting for? Kill them!"

"No! Please sirrah, we joost found haus and didn want trebble. We kin leaf if ya want, the place is yours, just don't kill oos!"

Quincy turns his blade sideways, holding it out at neck level. "Turn around friends, this will be a quick death befitting criminal scum such as yourselves."

You step before Quincy. "Quincy, hold, what are you doing?"

Quincy looks appaled. "These bastards violated the most sacred laws of land ownership! I bet their blood is polluted by whores and goat-herders! Its unthinkable for a man to defend a home that isn't his, its barbaric and punishable by death! The King's Laws demand it!"

"Sirrah, please, we found der castle empty and settled in. 'Twasn't our fault we'd know the owner's would return!"

You pause and reflect on what you should do.

> (Lawful) "Have at it Quincy, they violated your sacred land"
> (Vengeance) "Hold, Quincy, don't bother dulling your blade, I'll use mine"
> (Merciful) Let the squatters go free
> Throw the squatters into the dungeon cells until you make a decision.
> Write in
>>
>>252704
> (Lawful) "Have at it Quincy, they violated your sacred land"
>>
>>252704
> (Lawful) "Have at it Quincy, they violated your sacred land"
>>
>>252716
>>252769
Lads what are you doing?! Our whole organisation is based on redemption and penitence.

>Offer them the chance to work off their crimes as servants to the order.
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>>252799
I think they're just going to run away given that we just killed all their friends, but sure, I'll go with this.
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>>252799
I'll switch to this as well.
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>>252814
>>252829
Sweet. That said I think we should have them surrender their weapons and armour, to supply our troops.

If they take the offer, we will forgive their crimes and provide them with lodgings, as long as they tend the land, carry out labour, whatever for the order.

They obviously have the option to refuse, and face the lawful punishment for their sins of they prefer it.

I also think we should allow them to carry out simple burials for their friends, if they feel so inclined.

There is always the chance that they try to run, but honestly I reckon we can convince them that staying and working honestly is better than running, unarmed, with no shelter, as a known outlaw.
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>>252872
Those sound like good ideas.
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> (Lawful) "Have at it Quincy, they violated your sacred land"

>>252872
I disagree. We need a more solid foundation of trained knight's before we get the pentient corp up and running, if we have more pentients than knights that's just going to lead to some serious trouble.

We're looking to recruit pentients that -want- to work off their crime, not press-gang anyone in as an alternative to death.
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>>252910
I see your point, but to be honest, I was hoping to use them as servants/labourers more than combat pentients.

I do agree that it has its risks, but our order stands to unite mankind against this one dread enemy. Even the dregs mankind. I can see your side of it though, you make a solid point.
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>>253016
Don't get me wrong, I agree with you in the grand scheme of things. I just think we need a solid core of knights before we go down that road. I'd be pretty wary of having any ratio of pentient to knight greater than 1:1, and we're already over that.
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>>253031
I completely agree with you. We need to have our good soldier, like quincy, to respect and listen to us as well. If our men do not respect us, we will get nowhere. Also they are coward bandits who would only be fodder
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>>252799
>>252814
>>252829
Seems this wins unless I'm mistaken, writing now!
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"It may be the law, but every man has a right to serve a second chance." You lower your sword, but don't sheathe it just yet. "You two, get into that cell. I need to have a word with my friend for a moment."

The former defenders, with faces of intense relief, shuffle into the cell, stuttering thank yous and graces.

You walk a short distance away and beckon towards Quincy.

"Your grace, I don't mean to sound contrarily as I was a prisoner as well, but you cannot continue to give every doomed man you see a second chance."

"Why not?" you ask. "These men are guilty of naught but their own ignorance. 'tis hard for us fairer folk to imagine, but the peasantry care more for their survival than the law at large"

"Be that as it may, even if these men are bystanders in a wrong place, it still sends a message about our Order! You truly don't want to be seen as an alternative to a prison warden, do you? Knights are beholden to their lords, and prisoners are beholden to the law."

"But we aren't knight serviced to a noble, Sir Quincy. Our swords are not sworn to one royal family, but to all the families, men, and women of this land. Our scope and ideas must change to protect everyone within our realm."

"You aren't considering...knighting them, are you?"

"Heavens no, we can hardly afford more equipment, I aim to have them serve as servants, perhaps even squire one. A proper knight is only as strong as his staff, don't you agree?"

Quincy grudgingly nods. "Fine then, milord, I concede. I'm sorry for my wild temperament, 'twould not be what a proper knight would do."

You decide to use analogies of stories Quincy would be sure to have read. "Very rarely does a Sir Goldenshield come along, but all we can do is live up to the example set by him."

You decide to leave the prisoners in their cell for a while, to soften them up to accept your proposal later on.

(1/2)
>>
You and Quincy walk upstairs to the main hall. Your two penitents seem to be stripping the armor off the maul man, but grow disappointed at the ruined quality of the hacked and bloodied leather. Aurochs picks up the maul with one hand, twirling it in his palm like a stick. Though his strength with the swings are impressive, the handling is very childlike, and the heavy weapon falls with large clangs often.

Wallace emerges from the upstairs.
"Wallace, is the castle secure?"
"Ay Sir Cazal, your solemn arrowman scoured the whole castle and confirmed only seven squatters held the land. We piled the bodies out in the courtyard, but held off on the burning till you came."

You nod in approval, though you can see Wallace missed one more body being picked apart like foxes on a deer carcass. You sense Wallace's agitation in his voice when he speaks again. "Milord, theres s-something you oughtta see."

(2/2)
>>
Upstairs, Wallace leads you into what is no doubt the Lord's chambers. Adjacent to the outer lobby are a set of beds, no doubt meant for the personal knights entrusted to the former Lord Faraday. Through the wide wooden doors, you find Lynx crouching a distance away from two figures dressed in rags. Children, you find, probably not even reached maidenhood.

"W-who are these girls?" you ask, though you fear to know the answer already. "It seems we've killed some demons of our own today, milord. Good riddance to the monsters who've taken the vulnerable and weak."

You pat Lynx's back, asking "Where are they from? H-how long have they been here?"

"Wish I could tell you sire, but they won't tell me. Can't rather, their tongues are gone."

You heart sinks into your stomach. You wonder whether the men involved in this scandal are truly all dead, before Quincy begins to speculate aloud "Seems all the monsters may not be dead, old man. Our merciful Ordermaster gave the men in the dungeon a second chance, though if they were involved in something akin to this, I'm not sure whether another chance is to be evolved."

You can practically feel the frustration seep through Wallace but quickly cut him off. "We should not let strong emotions draw us astray, friends. We are the Order of Solace, our creed is to comfort and protect those in need, not slaughter those accused. For now, we must return these women back to whence they came."

Lynx pipes up on your suggestion, stating "These girls are most assuredly from the village down the motte's way. No doubt they owe fealty to the Faradays, despite what talks occur in the land, and it may be most worthwhile to return the girls back there."

"Not to mention its the honorable thing to do," Quincy adds.

"Fine then, we will lead the girls back. In the meantime, we should also begin to scavenge the castle and refortify, as well as note the king of our recent developments."

"Alls well then sire," Wallace responds with an ounce of respect, "but do you want to do now?"

> "I'll ride down to escort the girls back to the vilage"
> "I'll scour the castle and keep for resources and to take inventory"
> "I'll interview our prisoners to find who's really at fault here"
> "I'll write a letter to the king and my uncle, and we'll wait till the morning after or later for a response."
> Write in

Any of these actions can be ordered if you don't choose one, though note only nobles are literate and can write letters.

(3/2)
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>>255590
> "I'll write a letter to the king and my uncle, and we'll wait till the morning after or later for a response."
>Have Lynx escort the girls down to the village.
>Order Quincy and Aurochs to scour the keep and castle for resources and to take inventory.
>Have Wallace interview the prisoners.
>Have the others stand guard.
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>>255617
Seconding
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>>255617
Might do better to take the girls back yourself, meet and greet with the villagers and all.

Prisoners should probably get the rope publicly though
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>>255714
I agree that we should meet the villagers, but we should probably write to the king and our uncle about what has occurred here. Since the only ones who can write letters are Quincy and ourselves and because Quincy is better suited to scouring the castle (it is his family's), the task of writing the letter would fall to us.

As for the prisoners, we should wait to hear what Wallace finds out from them before making a judgment.
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>>255735
I agree with these actions. Escort the girls down to the village personally, get a letter sent, and wait for some interrogations.
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>>255866
I think we can only do one of those ourselves, so that's why I suggested that we write the letter ourselves and go meet the villagers some other time. If we can do more than one action, then I would be fine having us do both the escorting and the writing of the letter.
>>
You decide that it'd be best to send a letter and escort the girls home personally in order to meet the villagers. You have Lynx comfort the girls in the Lord's chambers while you request your squires for ink and parchment to write a letter to the king and your uncle. You write of your actions here, your hopes and aspirations for the Order, and a humble request for any additional aid the crown is willing to lend. You also apologize for the loss of the carriage horses, though you promise to return the carriage itself.

You order Wallace to interview the prisoners, being strict about not using unnecessary force to get answers he wants. You order Quincy to lead Aurochs around and investigate the castle. Being relatively small, for a castle anyways, they return by the time you finish your letter.

"Sir Cazal, I have examined all the rooms and items and have compiled a list of what all we own. Including our current equipment, and looted resources and equipment, we have:

> 8 swords
> 4 bows
> 6 batches of arrows (180 arrows)
> 6 chainmail cuirasses
> 1 set of leather studded pauldrons
> 1 set of leather studded shinguards and boots
> 2 iron shields
> 1 two handed maul

In addition, I have made note of the castle's structure. We have, here,
> 4 towers with beds
> 1 lord's room, with attached beds and a study
> 1 dungeon
> 1 cellar underneath a tower
> 1 armory underneath another tower
> 1 courtyard
> 1 stable (though really should be relocated so we can't have some sneaky person sabotage our castle)
> 1 gatehouse with a small, attached chapel and kitchen with a dining hall, on opposite sides of each other.
> 1 well
"

You thank Quincy for his good work and take time to absorb all he has told you. You find the stars have emerged, and decide it better to escort the girls first thing in the morning.

You scavenge the kitchen, finding salted hare meat and boiled stew, which you and your knights-in-waiting feast on. You charge the penitents to watch the castle during the night for intruders, equipping them with bows and swords for the moment. They seem content in their assigned roles devoid of risk.

Wallace returns from his interrogation bearing a solemn frown. "What is the matter Wallace?" you ask with concern.

"I-its unclear what to make of their testimonies," he says reluctantly, "at first, they were adamant at having no contact whatsoever. After a while they believed I was unconvinced, at began accusing each other, though whether it is a desperate ploy or convincing act is unclear. I'm sorry milord."
You forgive him, and consider whether you should bring the girls before the prisoners in the morning and pointing out the culprits.
>>
"Milord, I hope you remember our agreement form two nights ago." You take a moment to recall, something about Wallace beginning to train the others.
"I hear from Sir Quincy that we have two sets of shields in the armory. If you wish, I can train you personally or with the other knights in the morning about combat with blade and shield."

You nod, not wanting to miss the first lesson Wallace will teach but also wanting to rid the girls as soon as possible.

"Have you also considered asking Lynx to train us in archery? I know it's not a knight's role persay, but neither is serving under the goodwill of the common people. In combat with a demon, you may find it safer to strike from afar compared to upfront with sword and shield."

You consider his suggestion, but decide to ask Lynx in the morning, as he no doubt needs to rest after the fight you had that evening.


The next morning you wake in your renovated Lord's Room. Your plan for your brotherhood was to have them train, but you still are flexible to make a decision for what to do yourself.

> Escort the girls down to the village (with companions if requested)
> Stay the day for the first training of the Order
> Bring the girls before the prisoners to point out a culprit (optional)
> Write in

Escorting the girls will take probably most of the day considering the distance of the village from the castle, so you cannot choose to escort and do another action.
>>
>>256007
>> Escort the girls down to the village (with companions if requested)

Bring Quincy and the prisoners with us, hang the prisoners.
>>
Heres a template for any drawfags that wanna design the heraldry of the Order and come up with a motto! Hint, this will be relevant in the near future!
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>>256007
> Escort the girls down to the village (with companions if requested)
Take Quincy and the prisoners with us. That way the girls can identify them on the way to the village.
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>>256007
>Escort the girls down to the village (with companions if requested)
> Bring the girls before the prisoners to point out a culprit (optional)

Bring the prisoners if they are accused, the villagers deserve justice as well and we can hang them there. The rest of the Order can start their training without us and we should definitely ask Lynx about the archery. Having such a small Order means all of our sworn brothers need to be flexible in their roles and able to respond to any situation.
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>>256070

I'm not really great at computer drawing but if I can put forward a vote we should keep the banner simple, a shining candle or torch on a black field. As far as words "Hold back the Darkness" sprang to mind and I am sure some other thoughts will come along as well
>>
>>256007
> Escort the girls down to the village (with companions if requested)
> Bring the girls before the prisoners to point out a culprit (optional)

JUSTICE
>>
>>256102

Or perhaps "To Fight Darkness", it's a rather blunt way of putting our mission statement but we're a fairly blunt person
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>>256030
>>256082
>>256088
>>256148
You walk to the guard chambers, where the castle claimant Quincy sleeps. "Sir Farraday! Accompany if you please, we are to escort the girls to their homes."

Groggily, Quincy wakes up, scratching his short beard. "You sure milord? Its quite a journey, we have nay prepared for such a walk.

"Who said anything about walking? All those years in the cell must have put you out of touch with your noble heritage." You shout to your squires, who then rush to fetch a days supply of bread, meat, water, and fruit in a satchel, and prepare the horses for the journey.

You meet in front of the gatehouse with Quincy, both dressed in chain and equipped with a sword. You can see Wallace beginning to train Lynx, Ben Kasering, and Dylan Rumm in close quarters sword combat.

"The difference between a victory and a loss is in footwork! You must learn to lead in with your body, not your arm!"

You wonder briefly why Aurochs wasn't invited to practice before seeing him escort the two prisoners over his shoulders, and recalling his clumsy nature. More specific training should be focused to make that one a fine berserker.

"I brought the bad men." Aurochs says plainly.
"Damn beast, let me down! I was lord of this damn castle y'know, I'd have ye all slain in the days past!" one of the prisoners shouts. He never ceases his mad drabble, even when Quincy jabs him in the stomach with his sword pommel.

You take the extra rope used at the stables and hang it round the prisoners necks, tying in to your saddle so the prisoners follow closely behind. The constrained neck helped stop the mad drabble one of the prisoners made.

You each ride a steed with one of the girls sitting in front. They seem too quiet, even for a peasant, but especially for a girl. Its as if along with their tongues, the squatters took their souls. You wonder if you would question the prisoners on their actual guilt, but determine that you'll ask once at the village.

In the meantime, you make small talk with Quincy.

"Have you been to the village before?"

Quincy scoffs. "What lord goes to his village? All my life before prisonhood I was either in the library reading the Valours, or in the courtyard doing practice swordplay. The castle armorer always said I was the greatest swordsman, but I'm afraid years of practice has spoiled that moniker."
>>
You sense a disturbance in his usual jubilance and decide to change the topic.

"I'd always visit my village with my lord father. We had but one village to supply our keep with wheat and crops, and they'd always revere the presence of our cloaks."

Quincy asks, "What colors did you wear in your herald, sire?"

"I wore a bronze helmet on a green background. Its significant of an ancestor of mine, said to charge into battle with the old kingdoms in what they say is a magical helmet."

Quincy chuckles. "Small wonder your hair is disheveled like so sire, its like you wear the bronze helmet yourself! I admit, I have never heard of your house, and I've read countless stories from the Terrancian Nestors."

You slide it by, stating "Theres probably over 200 feudal claims in Terrance, its a surprise you'd even know a dozen of the heralds. Your holds here are much larger and recognizable. Was your house born from the Incursion or were they related to the old nobles?" you ask.

"I've been told both by separate parents, so I've surmised that one of them married into the nobility, though at this point I don't rather care. It proves probably how my father would've easily betrayed the king's trust I'll tell you, not being a true noble and all that."

(2/3)
>>
You tense up at the mention of the treason trial, but breathe a sigh of relief when you see the village up ahead. Crossing the river, you enter a dirt and stone square surrounded by wood and thatch houses with curious faces peaking out. Looking at yours and Quincy's cape, they back up as you dismount and drop the girls off. They don't seem to react at all to the village.

"Ah demons arse, don't tell me we've ridden here for nothing" Quincy curses. But suddenly a heavyset mother comes running up. "Ruth! Estara! oh heavens above could it truly be?"

The village women take interest in the reunited family, while the men armed with metal tools cautiously approach you and Quincy.
"Old Teatmother thers been losing her youngns for I reckon seven years. Hows you find her allofn sudden?"

Before you have a chance to explain, you hear the Teatmother cry out in shock. "Her mouths red Darren! The lords there cut her tongues!"

Quincy chuckles at the accusation, only riling up the cautious villagemen. You wonder if it was a good idea to bring Quincy with his inappropriate laughter.

"Gentlemen, please, I am an honest noble and I've come bringing the culprits who've done this to your daughters. Just ask the daughters and they'll point out the monster who've done the deed."

Quincy drags the two ropes and the prisoners shake like cattle led by a rancher. The Teatmother looks at his children, but they don't point out anyone when beckoned. You wonder if Wallace's interrogation was true from the start, and if neither one of the men truly did interact with the children.

"We've heard 'nough of the lord's lies now, we'll talk to the poor farmers you've strung up like animals!" The head farmer shouts. Quincy tries to hide a smile at the ludicrosity of the situation.

The prisoners stutter, but tell what you can surmise is the same thing they told Wallace earlier: their companions had violated the girls, but they had rarely seen or interfered with their affairs. To your surprise, the peasants seem a little sympathetic to their words. Are you actually losing control of the situation?

Quincy whispers in your ear. "Milord, let me handle this situation, once they know that their feudal lord has returned they will have naught to do but obey and leave us be." You reckon it be true, but it wouldn't resolve the mood the village has towards you. What should you do?

> Let Quincy resolve the situation
> Beckon the girls one more time to point out the culprit (1d6)
> Convince the Villagers that prisoners are guilty and should be hung (1d6)
>>
Last update for the day, remember you acn also write in an option if you can think of how to calm angry suspcious noblehating villagers!
>>
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>>256294
I feel like a village that hates us is a bad thing to leave stewing. Try and convince them of the truth.

Pic somewhat related, Aurochs with his new toy.

I'm happy to draw us up some a coat of arms, but I need to sleep for a few hours. If it's not too late by the time I wake up I'll get right on it.
>>
Rolled 1 (1d6)

>>256294
This>>256313 sounds like a good idea. We should try to persuade them that we have nothing to do with what happened to the girls.
>>
>>256294
> Beckon the girls one more time to point out the culprit (1d6)

The culprits are likely local lads if the villagers are giving them the benefit of the doubt.
>>
Rolled 5 (1d6)

>>256294

They can't possibly be ignorant of a bunch of ruffians holed up in an abandoned castle a days ride away.

Explain what we have been tasked with, why we are there, and that their current lords castle is being used as our headquarters etc
>>
Rolled 4 (1d6)

>>256477
Supporting
>>
Rolled 3 (1d6)

>>256294
>Beckon the girls one more time to point out the culprit
>>
Rolled 4 (1d6)

We should ask the girls to help us out, it'll be easier to convince the villagers that way.
>>
>>256294
> Convince the Villagers that prisoners are guilty and should be hung (1d6)
"Why would we mutilate these girls and then parade them in front of you? We came here to bring you justice, nothing more."
>>
> Beckon the girls one more time to point out the culprit (1d6)
>>256420
>>256566
>>257249
> Convince the Villagers that prisoners are guilty and should be hung (1d6)
>>257562
>>256491
>>256477
>>256313

Looks like convincing them wins! Writing now.
>>
You gain just enough authority in your voice to calm the men down in their conspiracy speech. You carefully explain to Darren, the head farmer, of your noble mission and in the clearest words possible who the prisoners were. You grow nervous to see none of the farmers calming down, but at least they aren't accusing you of anything yet.

" 'taint too unbelievable for a fancy cloaker to recover a lost castle, seems just the cloakiest thing a cloaker could do. But then again, it 'taint too unbelievable for a lord to drag some honest folk and blame their debaucheries on them, now is it?" Darren's response is met with murmurs of agreements, cut until a shrill voice yells into the crowd.

"Hold it!"

The crowd slows to a stop and makes way for a lithe figure with shortened bangs, only a couple inches shorter than you, donned with leather trousers and a reed-sewn vest. "Darren, the 'honest men' just admitted to being at the castle before the two Lords haft stormed it. To think of any excuse that they would be innocent is to betray the virtue of truth!"

Darren shakes his head as he turns. "Winnow, nows ain't the time to recite the Virtues, innit, this is serious talkn."

Winnow, the lady with the lad's cut and dress, presses harder. "You men are too much convinced of your fantasies of evil nobles and honest folk, but 'tis it not more common to find a rowdy deviant in the commons area than from a sophisticated house?"

Quincy murmurs in your ear, "It appears, at least, we've managed to convince the one boy in the village with the ability to negotiate with the damned fool". You are about to tell Quincy that the 'boy' is actually a girl, but decide to let it wait until after the argument is resolved.

Winnow's stance sends Darren stammering. "Gracious brother, if you feel an unprompted attack on a noble will satisfy your discontent with our lawful betters, you are poorly justified. But to think of using the excuse of convicted abuse of this hamlet's daughters?" She moves towards the girls, crouching and petting their hair. "Misjustified actions are said to feed sin. I hope you aren't feeling sinful today, dear brother?"

(1/2)
>>
Darren gives a nervous laugh, and its clear the atmosphere of manic fear is quickly dissipating to general disinterest. Darren turns towards you. "B-beggin your pardons milords, I've gotten carried away with my own thinking, y'see. This village doesn't have the greatest history with the Farradays there, y'see, so we don't mind when we didn't see any fancy knights or princes coming down the hill. But if what you say is true about wantn' to help our folks with demons coming, then I suppose I cannot get in your way." He offers his hand, and Quincy gives the ropes of the prisoners to the pudgy farmer. "I apologize for my uncouthness, 'twas a reason I'm not a cloaker--I mean not a lord. And thank 'ye deeply, truly, for rescuing the girls hither from these monsters." One of the prisoners attempts to speak but Darren pulls down, choking him for a bit.

You attempt to bring moods back up. "Tis most natural to be suspicious given your past experience, good farmer. The solace that we we stand for extends to all men and women despite their woes, 'tis only our natural duty to help those of a humble village reunite with lost daughters." Darren's cheeks grow red. It seems no matter what your attitude, a compliment from a noble truly churns the peasant's moods.

"We got a metal cell of our own we'll throw these rascals in, but tis unheard of to hang today, being Recovery. First light tomorrow, we will have our vengeance on those scum, and we'd be most honored to have you attend and execute them. There are some who say the greatest grace a criminal has is a death by noble hands."

"Hmm, well er, let me see--"

"Also," Darren hastily adds, "Your coin is most welcome here! Not as charity, I mean, though that's be welcome as well, but we have plenty to trade if y'need assistance in your noble mission. Blacksmithery's just down the corner there, next to a general store if you're looking to sell some valuables, and I can set up a good grain supply if y'need"

The information blasts you at face level, but you are able to comprehend all that Darren tells you. What do you decide to do first?

> Thank Winnow
> Set up a trade route with wheat (roll 1d6 to bargain costs)
> Visit smithery for equipment
> Visit junker (selling only)
> Visit local tavern to recruit and hear rumors
> Go back to castle (forfeits seeing the prisoners executed.)
>>
>>258817
Also before anyone asks, I won't allow bargaining with blacksmiths but you can absolutely bargain with traders such as the junker.

Bargaining depends on a charm score. Everyone within the Order of Solace has a charm of 1 with the exception of Quincy, with charm 2. The number is the number of times you can bargain for one item.

Ex:
> This sword is 60g, I barter down to 50g
> failed barter roll, I can barter again for a higher price than 50g if I have a charm score higher than 1.

Also, no ridiculous lowballing, try to keep it reasonable or I will refuse it, even if you have a good score.
>>
Rolled 5 (1d6)

>>258817
>Thank Winnow
> Set up a trade route with wheat (roll 1d6 to bargain costs)
> Visit smithery for equipment
At least to look at the quality
> Visit local tavern to recruit and hear rumors
>>
Rolled 2 (1d6)

>>258817
> Thank Winnow
> Set up a trade route with wheat (roll 1d6 to bargain costs)
> Visit smithery for equipment
> Visit local tavern to recruit and hear rumors
>>
>>258817
>Thank Winnow
He likes us, let's keep him that way. The last thing we need is bad blood with our best supply point.
>>
You approach Winnow. "Greetings madam, I thank you for your words back there." Winnow turns her head and gives a cheeky smile. "Now there's something you don't see every day. A noble knight acting noble." She curtsies in the fashion of a noblewoman, though its clear that she doesn't take much seriousness in the action. "I hear you are here to crush the demonic incursion, do you hope to accomplish that with just the two of you?"

You seem taken aback by the inquiry. "For you information madam, we have a core of knights we are training at the moment. We shall train soldiers worthy enough to protect Adderlund."

"Interesting," she replies, stroking her chin with her thumb, "yet you don't seem the be an Adder. I can tell by way of your discourse. Perhaps your fathers were of North Terrancian descent?"

The woman keeps surprising you. "How did you know? Its true, and even I myself have holdings back in Terrance."

She taps her head. "I've an ear for it, my father always told me. He was a junker, but settled here and became a farmer, but he'd always point out strangers locations and where they're from by the song of their voice. Course, we ain't have strangers come in for a while, which is reason enough for the distrust the folk have in general."

You nod in agreement. Winnow suddenly acts apologetic. "My, I haven't properly introduced myself. My name is Winnow Dafferty. I attend to my brother's stables, but I'm more of the stablemaster of the town's horses and he's the cropmaster. Say, if you're in the business of horse trading, you can talk with me and I'll show you what we have. Can't be a knight without a horse, now, can you? Its only proper."

You accept her invitation to trade, and return to speak with Quincy. "Tis a most odd one, that. A woman dressed as a man most cases never had a proper female in her life if you ask me. We should be wary of dames such as her."

You disagree, saying "Her heart and mind is as capable as any man's, 'twere a chance she'd be a man I figure she'd easily be a commanding knightly figure. She reminds me a bit of you Quincy."

Quincy laughs. "Me? Well, seems to explain why I've fallen to fancy such a mistress. I like her moxie." he begins to whisper to you. "You don't think it improper if I were to... take advantage of a lord's right?"

You are in horror of such a suggestion. "Keep your filthy mind to a worthier goal, sir knight. We are to be seen as heroes, and we must act as protectors and not molestors."
>>
Next, you barter with Darren Dafferty about fees for the grain supply. You manage to barter down the offer price of 45 gold for a years supply down to 30 gold. Your bartering skills save you 220 gold to spend at your leisure, and brings coin to the wealth dry village.

You wander by the smithery, discovering a display of very few newly smithed items. Among the items include:

> Arrows (30 by the bundle): 50 gold
> Leather studded chest: 45 gold
> Leather studded boots: 20 gold

Fresh Forged Options:
> Iron or Steel Sword: estimated 60-70 gold
> Iron or Steel bordered Shield: estimated 60-70 gold
> Chainlink cuirass: estimated 70-80
> Steel Armor (plate chest, helmet, boots, and gauntlets): estimated 80-100 gold per item
> Heavy weapons: estimated 80-100 gold per item

> 15 (+220 saved from bargaining deal) = 235 total gold
You can return to pick up new forged weapons after a week. You can also barter for prices of any fresh forged equipment.

Finally, you arrive at the tavern in order to look for recruits and here the talk of the town. Unfortunately, it seems the talk of the town is you and Sir Quincy, so you don't get the opportunity to speak with anyone about rumors as they are still wary of you. You believe after time you can ask more men to join you once relations are warmer.

What actions should you pursue now?

> Purchase equipment
> Visit junker
> Visit Winnow (horse trading)
> Sleep and wait for the prisoner's execution

You see the sun set and decide that you only have time for one action before the other traders close shop and rest for the night.
>>
>>259153
> Purchase equipment
Buy two steel shields and one chainlink cuirass.
>>
>>259153
Some shields, two or maybe three. Keep the rest for later.
>>
>>259178
Agreed.

Gear for knights first and foremost.
>>
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>>259201
>>259216
>>259178
You return to the blacksmith just in time to purchase two shields and a chainlink cuirass. You have returned to the measly sum of 15 gold, and the weight of the shields and cuirass are just large enough for you and Quincy to carry. With the sun setting and the villagers returning to rest, you return to a room in the tavern to sleep for the night.
The next morning, you reach up to a makeshift podium and erected beam from where two ropes hang. The prisoners, heavily struggling and held back by two men each, sob and wail angrily as they are carried to the podium. You have never carried an execution before, but you remember enough times seeing your father do it to know how the procedure goes.

"Humble villagers, before you stand two criminals guilty of betraying the sacred truth of the holy Virtues. They are scum whose deaths are to be carried out so that our lives may improve in their absence. Though he who created us is perfect and wholesome, there exists sins that turn men into demons and wraiths, and the sin boiling in these men are prone to corrupt their souls forever." You turn to the doomed men, hands tied behind their backs and nooses at neck level.

"Upon this harsh truth, I command by my hand freedom from your sins." With the hand raised and quickly lowered, the platform beneath the prisoners drop. A harsh sound of choking can be heard through the silence. The crowd, who were outraged the previous night at the girl's molestation, now grow quiet and solemn. You feel an odd sense of satisfaction knowing your duty has been completed.

"We thank you kind sir," Darren tells you before you depart, "and never forget to return if you are in need of anything else! We are at your humble service milord." Darren bows as low as his stomach can let him.

Quincy tosses a look in the air as he mounts his horse. "Oh trust me Darren, we plan to return" He looks especially at Winnow, tending to a young foal by the farm. You sigh in disbelief and lead the long ride back to the castle. (1/3)
>>
Castle Faraday has survived two days with yours and Quincy's absence. You find that your companions have all professed quite a bit in sword combat, as well as shield defense. The following companions know have a shield ability:

> Wallace (5/5)
> Ben Kasering (1/1)
> Dylan Rumm (1/1)
> Aurochs (1/1)
> Lynx (1/1)

With shield defense, you can add a number to your defense roll to provide a defensive bonus to an action, given the action is anticipated to actually use your shield!

You also find your squire sent to the king and your uncle, who has returned with a reply in hand. You unscroll and read it aloud in your chambers.

"Dearest Nephew,

Congratulations on the first successes of your Order. It is to my disappointment that the state of Castle Faraday is not as it was in its heyday, but understand that the laws of this country forbid any feudal lord from interfering with his subject's land, so it was impossible for us to anticipate such a discouraged state.

I bear good news! The King has decided to grant your request for a sum of money! At least, he's granted to offer a solution, given the state of our nation's treasury.

There are three organizations within riding distance that are able to offer you money akin to what the King could offer (if he were'nt busy paying off debts in any case).

They are:
> The Holy Nest: A religious organization in our Holy City of Drissa, receive large sums through donations and can religiously endorse you as well, improving relations with the public
> Icsendor: A trading city in the far north. An old lord deep in debt divided his lands and sold them cheaply to well off commoners, creating a new wealthy class in the tundric city. The city's trade policies and laws greatly benefit mercantilism, so you can probably find multiple sponsors there.
> Lysander Hills: The Lysanders are wealthy nobles in the northwest, owing much of their wealth to their ownership of the royal mines. Though their lands are not in Adderlund, the Lysanders and the King have a strong family bond going generations back, and they can surely lend you coin if you request it.

Please find time in between your training to visit your uncle here in the city! It gets lonely most times and I welcome company!

Yours truly,

Lord Henry Cazal


You roll the scroll, placing it within your bookshelf. You ponder on whether you should make a journey to one of the cities asking for donations, and who in our band you should bring.

At dinnertime in the kitchen, you arrive with a lordly greeting assisted by your squires, who push the doors open. "Fellow brothers," you proclaim, "I have received word from the king and based on the information I have come to a decision."

> I will travel to (location) with the company of (company), carrying (equipment). We will depart after (x) days.
> Suggest all items in parentheses

I will also depart, being close to bedtime and all. Look forward to here your banter and suggestions, and see you next thread!
>>
(3/3) just to keep in touch with the post numbers
>>
>>259371
>I will travel to The Holy Nest with the company of Lynx, Quincy, and three squires, carrying 1 bow, 1 batch of arrows, 3 swords, 3 chainmail cuirasses, the set of leather armor, 1 steel shield, and 1 iron shield. We will depart after 2 days.

I added in the equipment we would be taking for our allies as well.
>>
>>259371
Either the Hills or the Nest for the 1 location to visit, before that we need to know what "our" lands can produces and where they do their trading.

This gonna take some times so it's best to use it training everyone in archery and shield.

Bring Lynx and Ben with full gears.
The rest train some more.
>>
>>259393

Seconding this, we should really keep Quincy on a short leash, I don't trust what he would get up to without someone there to stop him
>>
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>>259393
Supporting this.

Also, I tried my hand at what I think our heraldry should look like. It would be nice if a drawfag made a better version though.
>>
>>259819
I like it anon, I like it a lot. I was the drawfag from earlier in the thread/last thread, I was about to give it a try but I honestly think you've nailed it.

It's a simple, minimalist design for the order. I might at some point so some variants (for example, one for each knight in the order, painted on a battle worn shield, etc.) but I think this is ideal for heraldry for the order.
>>
>>259819

Supporting wholeheartedly, I like it and it'll look good on a shield or a fancy banner if we ever get rich enough to get one sewn up for us
>>
>>259819
Cool.
Maybe consider other mottos? Something shorter, like "We light the way" or simply "Light the way"?
"No rest for the righteous"?
>>
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> The Holy Nest

We templars now
>>
Just noticed a new thread is up!
>>
Yup, here it is!
>>261865



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