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You are a young human male. Or you were, a few days ago. Ever since it was discovered that you bore the wizard's gift, you are human no longer in the eyes of society. With no future tilling the soil, you packed a rucksack full of provisions, gave your tearful goodbyes to your family, and left to do what almost all wizards do. Establish a domain, and there, delve into the mysteries of the arcane.

This is no small challenge. Though your powers are phenomenal, they have only begun to emerge, and a great many adversaries, both mortal and monster would seek to slay a fledgling wizard. Furthermore, you are merely a boy at the age of sixteen summers, and have little of the worldly expertise vital to carve out and sustain a niche in the realm.

All wizards are gifted beyond mortal comprehension, but each is unrivaled in their area of expertise. Where does your talent lie?

> Pyromancy
> Geomancy
> Hydromancy
> Aeromancy
> Restoration
> Necromancy
> Divination
> Illusion
> Conjuration
> Enchantment
>>
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>>2658018

NECROMANCY NECROMANCY FUCKIN SKELETONS FOR DAYS SON.
>>
>>2658018
Speaking of skeletons are you the am who did the wizard quest forever ago with our wizard who made rock cores and golumns?
>>
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>>2658018
> Enchantment
>>
>>2658026

No, but I posted in each of the threads, and was inspired by AI's quest.
>>
>>2658041
Cool well if it's in the same vein I am very much looking forward to this.
>>
>>2658018
> Enchantment

Weakest at the start, strongest at the end but also the most utility and profitability.

>>2658026
Shit that was a good quest, shame it ended as it did.
>>
>>2658045

Nice.

>>2658048

Indeed it was, hopefully this lives up to it.
>>
>>2658018
>>2658029
>>2658048

If your waitin for 3 I'll switch to enchantment as much as I love skeletons muscle wizards are cool too.
>>
>>2658050
If this quest is anything like the one he's inspired by, we might be able to learn some other magics with sufficient practice and study.
>>
>>2658050

I'm not waiting for three, I'm just going to give it an hour and whichever has the most votes wins.

>>2658055

You will be, but you'll receive a permanent slight bonus to whichever type of magic you choose now.
>>
>master of Divination
>able to see all futures, all consequences of choice
let's goooo
>>
>>2658018
> Enchantment

Can we enchant our hat to be our house? Cause every Wizard needs a bitchin' hat, regardless of age.
>>
>>2658018
AHHHHHHH it's BACK :DDDD

looks like enchantment but if anyone else wants
>conjuration
that would be my first pick :D
>>
>>2658029
>>2658048
>>2658050
>>2658282

The moment your powers awakened has been burned into your memory, and you recall in crystal clear detail. At your father's request, you were struggling to clear out an acre's brush in preparation for the season's planting but the axe was dull, and an entire day's work had failed to make the slightest dent in the thicket.

Finally, when the sun began to set, your frustration reached a fever pitch and in your rage, something inside broke and spilled out of your soul, through your hands, and into the axe handle, where it flowed to the head and before your very eyes, bent it into the sharpest blade you'd ever seen. Feeling your soul expand and your third eye open, you realized you were no longer a mere boy.

You began to experiment with your magic, and over the course of a few days, deduced that you were an enchanter. A magic user with the power to improve items through the use of the arcane, but you were no mere mage, no, you were a wizard, a godlike spell-caster of the kind that emerges only once in several centuries.

You tried to keep your magic a secret, but soon your parents discovered their pots were too quick to boil, their hearth too slow to cool, and their spoons too seldom to spill. By parent's intuition, they induced you were responsible, and upon questioning, you broke and fessed up to what you'd done. They understood, but could no longer keep as their own, and forced you from your home, into the world with nothing but the axe with which your wizardry began.

Now, you stand at the crossroads a half-day's travel from your home town, and you have a hefty decision to make. Now that you're a wizard, where will you go?

> To the capital, it's the largest city in the kingdom, and while it might be hard to blend in, you'll have no shortage of materials to enchant.
> To the mountain ranges, home to a few townships, patchy forests, abandoned mine-shafts and if rumors are true, monsters.
> To the deep-woods, there's an abundance of trees, beasts, and isolation, though there's plenty of settlements if you know where to look.
> To the wasteland, where food, water, and people are precious scarce, but there are many unexplored ruins, and no-one to threaten you.
>>
>>2658343
>mountains plz
>>
>>2658343
>To the capital, it's the largest city in the kingdom, and while it might be hard to blend in, you'll have no shortage of materials to enchant.

Pick up a HAT on our way there! Enchant it with the properties of a Large Tent or Small Cabin so as to have a portable home! Fuck our parents!
>>
>>2658343
> To the mountain ranges, home to a few townships, patchy forests, abandoned mine-shafts and if rumors are true, monsters.
>>
>>2658343
> To the mountain ranges, home to a few townships, patchy forests, abandoned mine-shafts and if rumors are true, monsters.
>>
>>2658351
>>2658357
>>2658373

After a short time spent pondering, you decide you'll travel to the Toltaz Mountains. Far enough to the north they don't have a large population density but far enough to the south you could reach a major population center in only a month's journey, the mountain range's location is more than suitable, and combined with the abundance of wood and minerals, the Toltaz's partial isolation makes it the ideal destination. With your mind made up, you begin to hike and soon enough, you come upon a town.

From there, you hitch a ride on a trader's wagon headed north in exchange for enchanting their wares, posing as a journeyman mage. The journey takes almost three months and during it, you switch rides no less than four times, until eventually your current caravan nears the mountains and you stow away in the night. It is now that you find yourself standing at the base of the southernmost mountain, and already, you can see nearly a hundred campfires.

Ever since you've attained wizardhood, you've gained the power to passively perceive arcane energy, and while there's a faint omnipresent ambience, you can detect a significantly denser "river" of the arcane, a Ley Line, as your subconscious informs you, twisting through the earth far beneath you. By meditating nightly these past few days, you've found the Ley Line seems to flow toward an end point near the center of the mountains, and you think you detect an additional somewhat fainter but much faster Ley Line intersecting it from farther to the northeast. If you want to have more power than what you can collect from the air around you, you'll need to find a way to tap into these Ley Lines and for that, you'll have to travel to their point of confluence.

How do you want to travel?

> Sticking to the winding mountain paths, as close to civilization as possible.
> Following the well-worn game trails, where the Taltoz's animals range.
> Avoiding any and all trails, where you're least likely to have an encounter.
>>
>>2658665
> Sticking to the winding mountain paths, as close to civilization as possible.

This'll be safest.
>>
>>2658665
>> Sticking to the winding mountain paths, as close to civilization as possible
>>
>>2658665
> Sticking to the winding mountain paths, as close to civilization as possible.
>>
>>2658678
>>2658684
>>2658687

> Roll one 1d100
>>
Rolled 74 (1d100)

>>2658777
>>
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>>2658868

You decide to travel on the mountain trails, as close to civilization as you can. Thankfully, you aren't accosted by any beasts or bandits, but you do stumble on a fresh corpse halfway there. It once belonged to a prospector, and seeing as its pick and pack still remain but the bones have been picked clean, it must've died at the claws of a beast. By the tracks, you're sure it's not any kind you've seen before. Never one to look a gift horse in the mouth, you give a brief apology to the corpse and take the pick and the pack, which holds three day's pemmican and four silver coins. Once you've finished corpse-looting, you resume your travels.

Four days later, you've wholly exhausted your original supply of rations along with a day's pemmican, and have arrived at your destination, the highest peak in the Toltaz Mountains. To the untrained eye, it's no different from its neighbors, but you know better. Both of the Ley Lines intersect deep into the earth here, and soar upward to touch the peak. Even on the ground, hours, if not days of climbing away, you can feel the faint pulse of arcane energy at it steadily rises from the soil and retracts from the sky. There are only three campfires on this mountain, and with slight anxiety, you recall each peak has had less than the last. Hopefully the miner's scarcity is a mere matter of convenience, and not the result of well-founded superstition.

Now that you're here, you'll need to find or make some sort of shelter. What did you have in mind?

> You'll put a crude lean-to together from sticks and mud, then enchant it to hold together.
> You'll kill a few deer, skin them, and pitch a tent from their hide, for a temporary but functional shelter.
> You'll find a ready-made cave and stay there, no need to waste time on shelter when you have more important matters to attend to.
> You'll chop down a few trees and build a cabin, with properly enchanted tools, it shouldn't take too long, and in the end, hopefully the time you spent will have been worth it.

Furthermore, where do you attempt to make or find your shelter?

> At the base of the mountain, where you don't have to climb and the resources are most readily available.
> Near the middle of the mountain, where you have a nice balance of access to the confluence and sparse forest to work with.
> As close to peak as you can, where you can have close proximity to the Ley Lines, but might have a hard time with lumber.
>>
>>2658985
> You'll put a crude lean-to together from sticks and mud, then enchant it to hold together.
> At the base of the mountain, where you don't have to climb and the resources are most readily available.
Cabin would be nice but we need food first.
>>
>>2658985

first:
> You'll put a crude lean-to together from sticks and mud, then enchant it to hold together.

then:
> You'll chop down a few trees and build a cabin, with properly enchanted tools, it shouldn't take too long, and in the end, hopefully the time you spent will have been worth it.

at:
> As close to peak as you can, where you can have close proximity to the Ley Lines, but might have a hard time with lumber.

A quick and dirty shelter while we make a more permanent home. Also see if we can build mostly with stone so that we don't need as much lumber
>>
>>2658985
>> You'll chop down a few trees and build a cabin, with properly enchanted tools, it shouldn't take too long, and in the end, hopefully the time you spent will have been worth it.
>>As close to peak as you can, where you can have close proximity to the LeyLines, but might have a hard time with lumber.
>>
>>2659017
>>2659023
>>2659118

> Roll one 1d100
>>
Rolled 68 (1d100)

>>2659202
>>
Rolled 55 (1d100)

>>2659202
>>
Rolled 56 (1d100)

>>2659202
>>
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>>2659206

A cabin would be ideal, but you only have so much food, and only so much time to build a shelter. You'll have to go to the peak sometime, you might as well start today. The climb is difficult, and the higher you get, the harder it is. Near the base of the mountain there's a thick forest, but the closer you get to the top, the thinner it gets, until it's nothing but barren ice and snow. You pass the point there's no more trees and continue, until the air around you seems to tremble with untapped potential. The confluence of Ley Lines is so close the intensity makes your hair stand on end, and despite the slow and pounding aching in your ankles, you continue to ascend.

Eventually, after two days of struggle, you set foot on the peak of the mountain and promptly collapse onto your hands and your knees. The conflux of Ley Lines is so potent, you can feel your soul expand and explode with power, and you are so enraptured by the metaphysical sensation, you go into a catatonic state from which you don't emerge until the sun has set. When you arise, the arcane presence of the Ley Lines feels subdued and you're stricken with confusion when it hits you. Your soul soaked in the arcane, and wizardly as it is, it absorbed the mystic power of ten arch-magi! Though your physical body feels no different, your soul has grown to unheard of heights of power, and already, your mind is racing with the possibilities. But first, you need shelter.

Reluctantly, you abandon the peak and travel down, into the uppermost portion of the woods. There, you gather branches, leaves, and mud, assemble them into a tent-like structure, and with the briefest of exertions, enchant the sticks and the mud until the makeshift shelter is bound together. It's a mediocre attempt and any nomad could've done better, but it's sufficient for your needs and for the moment, you're satisfied. You have one more day until you'll have to forage for food, and at least for now, you're free to magically experiment to your heart's desire.

How do you want to spend tomorrow?
>>
Rolled 94 (1d100)

>>2659366
Attempt to make a bow and some arrows, maybe some small game traps. We are going to need to hunt for food soon and I am pretty sure we at least know the basics of how to construct them, least most people that worked on a farm typically did. Also how old are we was never stated?
>>
>>2659500
Supporting
>>
>>2659366
Traps and hunting is nice.
Enchanted traps are better.
>>
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>>2659500
>>2659821

Tempting as the study of the arcane may be, the acquirement of food is a more pressing matter. You gather several strands of plant fiber and a particularly large curved branch, then enchant the fibers to hold together and attach them to either end of the branch, which you've enchanted to take on the perfect shape. The makeshift bow is primitive, and its featherless fire hardened arrows are even moreso, but your enchantments have enhanced it to the extent it is serviceable as a professionally made shortbow with a fifty pound draw weight. You figure the magic holding it together will only last for two weeks, but there's nothing preventing you from recharging it later, or simply carving out another.

Now that you're armed with a bow, you decide setting traps would be a prudent decision. A few more hours go by as you gather plant fibers, twist them into rope, enchant them to hold, and set them as snares throughout the nearby game trails. They're not any better than your bow, but your magic ensures they're at least passable, and with luck, should be snaring rabbits soon. It's reassuring to have a bow and arrow in hand, primitive or no, but your preparations have taken up half of the day, and you have several hours before the sun sets. Not too shabby for a sixteen year-old's first day homesteading on his own.

What would you like to do for the rest of the day?

> Put your bow and arrow to use and try to find something to eat while you still have a day's ration to fall back on if you fail.
> Try to explore the mountain nearby, and see if there isn't any credence to the rumors.
> Delve into the arcane, by enchanting the pick you scavenged on the way here. [Write-In]
> Delve into the arcane, by exploring what it has to offer beyond enchantment. [Write-In]
>>
>>2660045
> Put your bow and arrow to use and try to find something to eat while you still have a day's ration to fall back on if you fail.
>>
>>2660045
> Put your bow and arrow to use and try to find something to eat while you still have a day's ration to fall back on if you fail.
>>
>>2660045
>Put your bow and arrow to use and try to find something to eat while you still have a day's ration to fall back on if you fail.

Can we enchant the bow to be more accurate and the arrows to be more deadly?
>>
>>2660045
>> Put your bow and arrow to use and try to find something to eat while you still have a day's ration to fall back on if you fail.
>>
>>2660076
>>2660083
>>2660119
>>2660250

> Roll one 1d100
>>
Rolled 8 (1d100)

>>2660278
Highest rolls right?
>>
Rolled 89 (1d100)

>>2660278
>>
Rolled 59 (1d100)

>>2660278
>>
>>2660296

No, here's a greentext of the roll system I'm planning on for this quest.

> Each skill, be it mundane or mystic, has a number associated with it, called a rank. For each rank in a skill, you are able to roll an additional 1d100, selecting the best of the rolls. For example, if you had Rank 4 in Sword Use and were in a duel, you would roll Bo4, conversely, if you had Rank 1 in Sword Use, you could only roll once, and if you had Rank 0, you wouldn't be able to attempt it at all. The Ranks range from 1 for a Novice, to 10 for a Grandmaster.
> Mundane skills, i.e, everything unrelated to magic, automatically begin at Rank 1, meaning that you can at least attempt them, and because of this, only mundane skills of Rank 2 or higher are recorded. Magical skills, i.e, everything related to magic, begin at Rank 0, meaning that you must research before you can attempt to use a skill you haven't trained in. To improve your Rank in a skill, you must practice the use of that skill for a duration of time dependent on the skill's complexity and the Rank itself. Learning Rank 3 of Clubs is easier than learning Rank 8 of Watchmaking.

I hope that makes sense. Expect an encounter soon.
>>
>>2660411
So, that means we got a 8 on hunting.
In the mountains.
Either we got ourselves lost or we found some big-ass monster.
Or both.
>>
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>>2660296

If you want to eat, you'll have to hunt, and you don't have the time to procrastinate. When you're a single meal from starvation, there's no time to dilly-dally. You take your bow and arrows, memorize the location of your motley "tent," and set off to forage the fauna down the mountain. At first, you can't find anything, not even a paltry rabbit or measly squirrel, and you're beginning to anger when you spot a fat, docile doe supping on some fallen acorns. Years of tilling the earth haven't readied your hands for precise archery, but you trust in luck as you have no choice, and loosing your arrow past its flanks and through its heart, you're glad to say your trust was well-placed. The hunting went off without a hitch, but when you're skinning and gutting the carcass, you hear a sudden, piercing screech from above.

The noise causes your hand to slip and ruin a piece of backstrap, and pissed, you turn to see where it came from. You're shocked to see a naked woman with a bird's wings and talons clinging to a tree, and when she sees you've noticed her, she opens her mouth and screeches once again. The noise is annoying but nothing more than trivial, and when the bird-lady sees your look of confusion, she visibly panics and screeches again. Realization hits you like lighting from a clear sky, you're staring at an honest-to-the-gods harpy! They say their talons are sharper that steel and their horrific birdsong drives men mad or puts them into a trance, but you feel fine! How? You're no different from- wait, you're a wizard! Of course a harpy's song wouldn't faze you! But her talons might, and as you see her face twist into a snarl, you realize you have only seconds to act!

How do you defend yourself?

> You'll pierce its heart with your arrows, you don't want those talons anywhere near your arteries!
> You'll chop its head clean off with your magic axe, your farmer's muscles are more than a match for any bird's legs!
> You'll try to intimidate it, the last thing you want is to kill someone, even if they are a man-eating monster!
> You'll try to reason with it, even if it's a monster, it's clearly intelligent, surely you can persuade it to cease!
> You're a wizard, you'll use your powers of enchantment to defend yourself! [Write-In]
>>
>>2660502
> You'll pierce its heart with your arrows, you don't want those talons anywhere near your arteries!
>>
>>2660502
>attempt to talk her down but use the stall wisely
"Hey, you seem like a nice bird-lady and I'm not really interested in getting in a fight out here. Do you live around here?"

>use enchantment to harden our clothing into armor while stalling
>>
>>2660502
I trust more in the axe that I do in the bow, but it's probably safer to keep it at a distance.

I wonder if it's necessary to aim to kill tho.
>>
>>2660502
>>2660519
>Draw the bow, but attempt intimidation first.
Something something don't want to kill something something gtfo plox
>>
>>2660514
>This monster is trying to use its voice to kill me twice
>What should I do?
>Oh I know, I'll try to smooth talk it
>>
>>2660546
>stalling lol
>>
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>>2658018
>All wizards are gifted beyond mortal comprehension

Do we get to multiclass?
>>
Still waiting for a consensus.

>>2660562

If you invested the time, I don't see any reason you couldn't learn to sneak around or swing a sword.
>>
Cinvince it to not kill us / negociate to try to form an alliance
>>
>>2660514
>>2660522
>>2660756

> Roll one 1d100
>>
Rolled 37 (1d100)

>>
>>2660773
Uh~... Whoops!
>>
Rolled 85 (1d100)

>>2660764
>>
>>2660773

...

> Roll one 1d100
>>
Rolled 84 (1d100)

>>2660799
>>
>>2660848

> Roll one last 1d100
>>
Rolled 66 (1d100)

>>2660949
>>
>>2660773
>>2660848
>>2661006

Harpies are lightning fast, and you'll have to think quick to survive. You draw your bowstring and call out to the harpy in a conversational tone, "Hey, you seem like a nice bird-lady and I'm really not inter-" It interrupts you with a "SCREEEE" and lunges to spill your entrails, but you expected it to strike and had an arrow loosed before it left the limb.

The arrow impales its torso, sinking deep into its stomach and turns its graceful flight into a tumbling fall! The harpy collapses onto the stones beside you wails in rage, but before you can draw another arrow, it's on its feet and ripping at your face! You drop and roll, toss your bow aside, and grip and swing your wood-chopping axe into its back in a single motion! Its legs go limp and it stumbles onto the ground, screeching in agony. In an instant, you rip your axe from its backside and sever its head from its shoulders with a mighty blow!

When the corpse stops cavorting, and you realize what you've done, you drop the axe and stumble to sit on the soil. The harpy's body has been mangled, its naked flesh drenched in blood, and its feathers scattered. You stare into its glassy eyes and shudder, this is far from the first thing you've killed, but it is, without a shadow of a doubt, the first thinking thing you've killed. You did it in the spur of the moment, solely to defend yourself, but still. There's blood on your hands.

How do you feel about your first killing?

> Relieved, you could've died, and you walked away without so much as a scratch.
> Forlorn, you didn't want to kill, but it gave you no choice, and now, it's gone forever.
> Satisfied, that beast has killed before and if it wasn't for you, it would've killed again.
> Guilty, you've killed another living, breathing thing, and the stain on your soul will never fade.
> Frustrated, you tried to talk and the beast should've listened, you're not at fault for its ignorance.
> Righteous, you've rid the world of a horrific monster, and you'd do it again in an instant.
> Pleasant, staring at the blood you feel ecstatic, and it might be wrong, but you're a wizard, who can stop you?
>>
>>2661260
> Relieved, you could've died, and you walked away without so much as a scratch.
>>
>>2661260
>Frustrated, you tried to talk and the beast should've listened, you're not at fault for its ignorance
>>
>>2661260
> Relieved, you could've died, and you walked away without so much as a scratch.
>>
>>2661260
>> Frustrated, you tried to talk and the beast should've listened, you're not at fault for its ignorance.
>>
>>2661260
>> Relieved, you could've died, and you walked away without so much as a scratch.
>>
>>2661260
>> Relieved, you could've died, and you walked away without so much as a scratch.
>>
>>2661260
> Forlorn, you didn't want to kill, but it gave you no choice, and now, it's gone forever.
>>
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>>2661289
>>2661309
>>2661356
>>2661564

That harpy could've killed you in an instant, but by sheer luck it didn't, and you're still alive! The way it screeched though... gods willing, you won't run into any more of those. You finish skinning the doe, coming up with a jaw-dropping eight days of venison along with its hide, and out of curiosity, you grab one of the harpy's feathers. Normally, feathers aren't heavy and this one's no different, but something about it's a bit off, it's so light you can barely tell it's there, but it survived a serious collision almost intact. Come to think of it, how could something as large as a harpy fly with such a small wingspan, unless...

The feathers are magical.

Do you want to take them with you?

> Take everything, the talons, the feathers, even the carcass, you might find a use for it.
> Take the talons and the feathers, you doubt the rest of the corpse is magical, and you don't want to weigh yourself down in the mountains.
> Take the talons and the feathers, you doubt the rest of the corpse is magical, and it's too close to human for your comfort.
> Take the feathers, you don't want to bother with the talons, you doubt they're magical enough to be worth the effort.
> Take the feathers, you don't want to sever its legs, it did try to kill you, but mutilating corpses is a bit too far.
> Don't take anything, you'll give the body a proper burial instead, like any decent person would.
> Don't take anything, you don't know if the body parts are poisonous, or cursed or what, and you don't want to find out.
> Don't take anything, your pack is heavy enough with what's left of the doe, the last thing you want to do is weigh yourself down out here.
>>
>>2662590
>> Take the talons and the feathers, you doubt the rest of the corpse is magical, and you don't want to weigh yourself down in the mountains.
Can we take the eyes? Perhaps they could be useful in some sort of perception / sight based spells, wards etc...
>>
>>2662590
>> Take everything, the talons, the feathers, even the carcass, you might find a use for it.
>>
>>2662590
> Take the talons and the feathers, you doubt the rest of the corpse is magical, and it's too close to human for your comfort.
>>
>>2662630

You certainly could, but taking the eyes is incompatible with not mutilating the corpse since it's too close to human.
>>
This is a neat quest.
>>
>>2662590
>> Take the talons and the feathers, you doubt the rest of the corpse is magical, and it's too close to human for your comfort.
I'd spend a minute to at least shallowly bury the corpse, leaving the deer bones on top.
More to disguise the scent and hide the body than out of remorse.
The harpy might not have been alone, after all.

>>2662630
>Can we take the eyes? Perhaps they could be useful in some sort of perception / sight based spells,
Clever, flying magical creature eyes would probably be bery useful for that. But:
1. It is a little too human to gouge out her eyes on a hunch. That might start us down a sociopathic route.
2. I imagine hawk eyes might be similarly useful, even if magical.
3. Eyeballs are more fragile than meat, hide, feathers, and talons. Squished eyeballs make poor magical reagents. We might want to acquire specimen jars, treated pouches, or some other protective container for future outings.
>>
>>2662590
>> Take the talons and the feathers, you doubt the rest of the corpse is magical, and it's too close to human for your comfort.
>>
>>2662751

Good to hear.

>>2662660
>>2662807
>>2662833

> Roll one 1d100
>>
Rolled 53 (1d100)

>>2662842
Take my turbo roll
>>
>>2662889
Or my depressingly average roll, I guess.
>>
>>2662889

For all you know, this is the only harpy in the mountains and it'd be foolish to pass up an opportunity to acquire magical substances at no cost. You spend half an hour plucking and sacking feathers, and when you've finished, you have around two pounds. The talons come off with a single chop and curiously enough, there's eight altogether. Once you've finished harvesting the harpy you decide to bury the corpse in a shallow grave, to mask its scent in case it wasn't alone. Since you don't have a shovel, the digging takes about an hour and reminds you of home. To be safe, you scatter the doe's bones and offal over the grave, then you set off to your shelter in a different path from which you came.

By the time you get back home it's around mid-day, and now that you're set for food, it's time to get to work.

What do you want to do?

> Use your wood-cutting axe to build a smokehouse, to preserve the venison and make it easier to store in the future.
> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
> Use your magic to study the feathers and talons in greater detail, to understand their properties.
> Try and learn a new form of magic, you're most drawn to enchantment, but another type could prove useful.
> Try and explore the region surrounding your shelter, that harpy put you on edge and you want to be sure you're alone before you settle in.
> Try and make a more sophisticated bow, one that doesn't rely on your enchantments to function.
> Try and enchant the pick axe you scavenged on the trail. [Write-In]
>>
>>2662964
Could we enchant the venison in order to make it last longer?
If yes
>Start working on a cabin
otherwise
>Get to smoke the venison
>>
>>2662975
I meant:
>Enchant the venison and then start working on the cabin

Fuck I should really check before posting.
>>
>>2662980
Backing this
>>
>>2662964
>> Use your wood-cutting axe to build a smokehouse, to preserve the venison and make it easier to store in the future.
> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
>>
>>2662964
>What do you want to do?
>>2662964
>>2662975
>enchant the venison in order to make it last longer
>>Start working on a cabin
>>otherwise
>>Use your wood-cutting axe to build a smokehouse
This is savvy.

If the enchantment is experimental, obviously we try one piece first.
>>
>>2662975
>>2662980
>>2663078
>>2663169
>>2663240

As you stare at the leanest piece of venison and draw on your vast reserves of arcane power, you get the impression enchanting consumables is much harder than materials, but you have a gut feeling that it can be done.

> Roll two 1d100
>>
Rolled 5, 51 = 56 (2d100)

>>2663287
>>
Rolled 100, 9 = 109 (2d100)

>>2663287
SUPER MEAT LETS GO.
>>
>>2663308
FUCK YEAH SUPER MEAT EVER DAY!!! EVERYONE WANTS OUR SUPER MEAT.
>>
Rolled 20, 78 = 98 (2d100)

>>2663287
Dem rolls
>>
Rolled 85, 96 = 181 (2d100)

>>2663287
>>
Guys 2 1d100 doesn't mean 2d100 I don't think.
>>
>>2663322
Yeah It probably mean 2 1d100 but he can jaunt take the first from our rolls.
>>
>>2663322
Yeah. Yeah you're probably right.
>>
Rolled 99 (1d100)

>>2663287
Here
>>
>>2663340
YEAAAAAAAAH BAYBAY
>>
>>2663328
I hope :l Otherwise that 100 goes into the traesh
>>
fuck this log cabin bullshit, we're sitting on a goddamned mountain with a pickaxe and the power to enchant it

time to start on our fortress directly atop a ley line junction
>>
>>2663357
Gotta dwarf it up!
>>
>>2663357
Meh its a bit too obvious. We should probably have a hidden fortress in a hollowed out mountain. Like that one dwarven city in eragon
>>
>>2663357
>time to start on our fortress directly atop a ley line junction
Why build atop a ley line when you can build IN a ley line?


Like you said, we can enchant that pickaxe and strike the earth most richly.
>>
>>2663357
This is an option I am open to later one we have a basic living condition. We can mine into the mountain easily with the pick the only issue I see is how do we cart the rubble out. Figure we can do that once we get around and enchant a golem to help.
>>
>>2663357
Fortress? What are you a muggle? A FUCKING PIMPING TOWER IS WHAT WE NEED
>>
>>2663375
A tower screams we have a princess trapped there while a fortress says we want to be left alone.
>>
>>2663383
Excuse me but a tower implies wizarding while a castle implies cuckoldry afoot my good sir.
>>
>>2663388
How about a tower, in a mountain, that can fly?
>>
>>2663403
Fuck yeah brother, sign me in.
>>
>>2663403
Why not simply turn the mountain into a single gaint fortress-tower monstrosity like Saurons eye tower? Except this time less evil.
>>
I'm not that well versed in enchantment lore, is it really possible to imbue an inanimate object with a lesser will? Seems overpowered.
>>
>>2663419
Come on who doesn't like floating mountain-islands?
>>
>>2663403
we would lose the ley lines then.

>>2663388
A tower can imply wizarding but from my understanding being a wizard in this setting is bad to were people either kill or enslave us. Basing this off of the fact that we hid it so much and got sent away so I may be miss interpreting it.

Could always attempt minas tirith, just populated with golems.
>>
>>2663424
Typically in most settings when someone is creating constructs, such as golems, they fall under the enchanting category for spellcraft. Now it may not be how they are in this setting or they may not be possible
>>
I wonder if the ejaculate of an especially powerful wizard gifted in enchantment has special properties.
>>
>>2663456
That's for jizzards to explain.
>>
>>2663308

> nat hundred

Whew nelly!

>>2663328

That's what I'd intended to do.

>>2663424

It is, and there is are several disciplines dedicated to the creation of artificial life. Enchantment is the most versatile basic discipline hands-down, and anyone can make use of its artifacts once created, but it's one of the least magic efficient disciplines, its most impressive spells require expensive materials, and unlike most basic disciplines, it has little to no direct combat application.

>>2663456

You'll have to experiment on your own to find the answer.
>>
Come to think of it, I bet we could have had an undead harpy sex-slave if we'd necro'd that corpse.
>>
>>2663474
No thanks.
>>
>>2663485
>not wanting to fuck a feral zombie harpy
Pleb
>>
>>2663498
Disgustang.
>>
>>2663511
If we were a necromancer and did that I wouldn't be mad
>>
>>2663516
But we are no necromancer,
and no jizzard >>2663456
So I am afraid we will not know for quite a while.
>>
>>2663516
If this quest ever turns into a low-brow smut quest I'd be mad. Wizarding powers spent to do some shit waifuing? That's trash.
>>
>>2663527
So if at any point we manage to bang a zombie you'll drop it?
>>
>>2663554
If at any point there's any serious attempt to drag this into that? Sure I'll drop it.
>>
>>2663567
Woah, buddy. I was just imaginatin'. I don't think anyone really wants that.
>>
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>>2663574
You'd be surprised.
>>
>>2663308

It doesn't matter how much meat you have if you can't preserve it. You'll have to build a smokehouse, and that means hard labor, which you're no stranger to, but... Hang on, you're a wizard, and an enchanter at that! Could it be that you've been looking at this all wrong? Couldn't you simply magic the meat to stay clean, like they say the mages in the capital can? It's worth a try, if nothing else.

You grab the leanest, stringiest piece of venison in the bag, set it on a nearby rotting stump, then sit cross-legged and meditate over it. Something about it feels... different, somehow. When you enchanted the wood-cutting axe and your parent's pots and pans, it felt sturdy and unchanging, like you were into carving a pattern in dead wood, but this venison, it isn't like that. It feels temporary, and ever-changing, breaking down and decaying at the most fundamental level. Your enchantment can't be like before, simply put into place and saturated with the essence of the arcane, no it has to take the change into account, and adapt as the substance slowly shifts into another form. Making an adapting enchantment is much more difficult than an inert imbument, but if anyone can do it, it's you.

You sit for hours, slowly piercing into the spirit of the venison, the force that makes it what it is, and once you've deciphered the rhythm of the change, you gently drive a nail of the arcane through its center, and leave the rhythm locked in place. Suddenly you snap out of your trance, and stare at the hunk of venison before you. To your mortal vision, nothing has changed, but to your astral sight, the alteration is as plain as day. You've managed to magically end the venison's rot by ceasing the faint chitter of decay before it could reach a crescendo, and what's more, you can't even detect the loss of arcane energy!

> You have learned the 'Preserve Meat' spell and by developing a greater understanding, acquired a Rank in Encantment!

Without further ado, you replicate the feat with each and every last piece of meat, growing more and more efficient each attempt until the last strip takes only five minutes of your time! The preservation spell should last at least a month before it needs recharging, but the venison's still edible and you'll have to find a way to keep it away from wild animals.

> [1/2]
>>
>>2663599

To complicate things, disrupting the structural integrity of the venison, via cooking or cutting it, will disrupt the spell. But still, you've done it, and now you have no less than eight days of deer meat to stave off hungry nights!

With that out of the way, what would you like to work on?

> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
> Use your magic to study the feathers and talons in greater detail, to understand their properties.
> Try and learn a new form of magic, you're most drawn to enchantment, but another type could prove useful.
> Try and explore the region surrounding your shelter, that harpy put you on edge and you want to be sure you're alone before you settle in.
> Try and make a more sophisticated bow, one that doesn't rely on your enchantments to function.
> Try and enchant the pick axe you scavenged on the trail. [Write-In]

> [2/2]
>>
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>>2663574
>I don't think anyone really wants that
You're much too optimistic.
>>
>>2663603
> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.

Let's get some genuine shelter up in here. Bases covered we can start dabbling in the arcane with the harpy shit.
>>
>>2663603
>Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
>>
I was also thinking about enchanting the pickaxe to be a "stone repellant", but I'm starting to think it's the sleep deprivation talking.
>>
>>2663603
>> Try and learn a new form of magic, you're most drawn to enchantment, but another type could prove useful.
After working on your log cabin, spend the early night ruminating on astrological understanding, piercing the vale of the skies, using your improved arcane sight while drawing on the ley lines' power.
>>
>>2663603
>write-in
adorn our body with wet mineral aggregate and berries, then see if we cant enchant it to give us higher natural abilities.
>>
>>2663603
>> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
Shelter first.
>>
>>2663603
>Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.
>>
>>2663424
>is it really possible to imbue an inanimate object with a lesser will?
It's not uncommon, but definitely far from a day one thing.

>>2663437
>Golem Minas Tirith
Gets my vote.

>>2663462
>That's for jizzards to explain.
Best Answer.

>>2663498
>Pleb
Maybe they just have a foot fetish?

>>2663611
>start dabbling in the arcane with the harpy shit.
>harpy shit
I KNEW there was something we didn't harvest!
>>
>>2663603
>> Use your wood-cutting axe to begin building a log cabin, you doubt you can finish in little over a week, but you'll be part-way there.

We could also prioritize cutting the trees around the cabin to give us a little space/vision.
>>
>>2663611
>>2663614
>>2663639
>>2663640

> Roll one 1d100
>>
Rolled 39 (1d100)

>>2663660
>>
>>2663661
Goddamn we building the shelter with twigs.
>>
>>2663666
We already have a twigs shelter, we just can't find any decent wood I reckon.

Or... we found some good fairy-inhabited wood who are now royally pissed at us.
>>
Rolled 43 (1d100)

>>2663660
BEST CABIN TODAY
>>
>>2663686
Magical beasts = enchantment reagents

Profitable woodcutting.
>>
Rolled 15 (1d100)

>>2663660
Rolling is fun.
>>
Rolled 59 (1d100)

>>2663660
>>2663723
it sure is
>>
Rolled 75 (1d100)

>>2663660
Is it?
It is.
>>
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>>2663661

Desirable as it would be to properly delve into the arcane, sleeping under a proper roof is an even more tempting proposition. Felling enough trees to build a cabin all on one's lonesome is a lengthy task on its own, let alone when there's a head-sized rock every step and you're high enough the clouds are fog as often as not! That said, having an unnaturally sharp wood-cutting axe and a farmer's physique helps.

Though, not enough to finish in a week's time, apparently. By the time you've eaten the last of your venison, you're merely a third of the way toward a functional cabin, and you're more than a little frustrated with yourself. What's the point of being a wizard if you still have to break your back doing manual labor? Sigh. Cabin or not, you're out of food, and have no choice but to hunt.

> Roll one 1d100
>>
Rolled 67 (1d100)

>>2663790
>>
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>>2663796

This time, you aren't ambushed while you hunt but you only manage to snag a few rabbits. After you've skinned them, preserved their meat, and stored their hides, you estimate you have little under four days of rations. That's not enough, but if the gods are merciful, your snares might have caught something.

> Roll one 1d100
>>
Rolled 35 (1d100)

>>2663865
We should probably make a ever-lasting fire at some point. Useful for cooking, light and studying fire magic.
>>
>>2663875
Is this burning, an eternal flame?
>>
>>2663881
Mate it is 2 AM so forgive me if you are making a reference because I am missing most of my mind.


My point was yes, we should attempt to make an eternal or longer lived flame.
>>
>>2663875

It seems the gods don't much favor wizards. That isn't to say your traps failed, no, your snares were incredibly effective, but it seems that someone, or something has been cutting your snares in two, feasting on the vermin caught in them, and scattering the bones next to what's left of the crude rope. You're highly frustrated, even moreso because they missed a snare and left you with a single half-starved squirrel, hardly good for even a day's dinner!

You have five day's rations. Do you want to reset your snares and keep hunting, or do you want to return home and continue working on your soon-to-be cabin?
>>
>>2663913
Let's continue hunting. Once we've got a week or two of food we'll be good.
>>
>>2663921

So be it.

> Roll one 1d100
>>
Rolled 96 (1d100)

>>2663929
>>
>>2663936
EXTINCTION IMMINENT
>>
>>2663936
>>2663943
https://www.youtube.com/watch?v=bTimNS0cpyU
>>
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>>2663936

Bah, you'll have to do this sooner or later, might as well get it over with as quickly as possible. It only takes you a sleepy morning to reset your snares, enchantments and all, and you're half-expecting to see nothing at all when you stumble upon a herd of four deer, two does, a buck, and a yearling, all at once, in the middle of the day, no less! By a gods-given miracle, they haven't noticed you, and what's more, your arrows fly true, felling a doe in an instant and nicking the buck's foremost artery, killing it in seconds!

When you've skinned both, you're ecstatic to find you've harvested eleven days of venison, along with the buck's five point antlers and both of their hides! Altogether, this leaves you with two weeks and two days of warm dinners!

You've gathered more than enough to eat, and you're eager to see this cabin business finished and forgotten.

> Roll one 1d100
>>
Rolled 1 (1d100)

>>2664037
>>
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Rolled 56 (1d100)

>>2664037
>>
>>2664044
Shit.
>>
>>2664044
>>
>>2663901
>forgive me if you are making a reference
You are forgiven.
Especially if you were not listening to American music in the late 80s or 90s.
>>
>>2664044
>cabin collapses on us and kills us
t-thanks
>>
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>>2664044
>>
It was a good run while it lasted.
>>
>>2664037
BTW, true story: My father in-law once shot three deer with one bullet, killing two, then tracking and killing the third in mercy.
>>
>>2664134
What gun did he use to do that much penetration through vital organs? Or did he get lucky with some major arteries?
>>
>>2664139
>Gun
I'm sure he told me, but I can't into /k/.
As I recall, they were tightly clustered, the shot tore through the soft but important bits of the neck of the first deer, then went through the head of the second deer, and finally lodged into the shoulder of the third.
I think he was going for a head shot on the second when the first raised it's head at the last moment.
>>
>>2664216
Shit that is a lucky shot.

>I'm sure he told me, but I can't into /k/.
Nah I don't mind, I was mostly curious.
>>
>>2664044

Last week the trees seemed tougher, but today they're falling like leaves. Perhaps you've gotten stronger, or perhaps you're getting used to the work, but it's much easier than it was before. It's only midweek, and you're already almost finished! All that's left is to finish half of the roofing, and you'll be able to move your bedroll indoors! It's the crack of dawn and you're splitting logs and whistling a happy tune while a hunk of backstrap sizzles on a sharpened stake when a sudden piercing screech from above makes your blood run cold. You spin, enchanted axe in hand to see a dozen harpies crouched on your roof.

Oh gods. Your bow's lying unstrung along with the rest of your pack by the fire, where a hunk of backstrap is sizzling on a sharpened stake. The only weapon you have is your axe, and that was barely enough for one harpy, let alone a flock, but you'll be damned if you don't die fighting! You swing your axe toward them and scream in defiance, but are stunned to hear the sound of loud squawking laughter. A voice that sounds like a choking turkey had a bastard with a withered crone chastises you, and when you see the speaker, you're filled with mortal terror.

The biggest, fattest harpy among them that somehow manages to look full to bursting and malnourished at once is talking. The last harpy you saw looked somewhat human, but this creature, it can't be described as anything but unholy, and the aura of malign power is enough to almost rival your own. Its brawny, clawed, and puny arms beckon you to drop your axe, and with no other choice, you do so.

It caws, and you wince. "Tut-tut-tut. I hear of a mighty hero slaying my second-favorite niece, and when I fly down here, this is what I get? A puny young little man-thing, all alone, out here in momma Guthrie's mountains? And settling in with a cabin and roasting my game, no less? Shameful! Listen here, puny little man-thing, we don't quite appreciate tresspassers, especially when they kill our nieces and bury them so there's no meat on the bones when we find them! I want to hear a very good explanation for what all you've done, and a very good reason for us not to rip your guts from your rump and crack your bones and eat your marrow! You'd best hurry, puny little man-thing, because momma Guthrie doesn't much care for waiting!"

Uh?!? Uh?.. Uh...

> [Write-In]
>>
>>2664265

> puny arms

I meant to say pruny.
>>
Rolled 94 (1d100)

>>2664265
>dozen harpies
Well, shit.
Quick question: Do we actually know anything about harpies? Stories about behavior?

Trying to gauge which direction to flail in.
>>
>>2664265
"I'll start in order of the offences if that would please you.


I was entirely unaware that these woods had any inhabitants as I ventured here from far off, it was not by choice either that I came to be here so I apologise for any trespass I have incurred and for the game I have taken.

Your niece, when I encountered her and asked her not to attack, charged me. I defended myself nothing more and then buried her as that would be considered proper by my people. Again, I must claim ignorance as to the ideals of your people: I had no idea burial was so offensive to you.

Regarding the cabin, I have no particular attachment to it. If you wish me to leave then I shall take a portion of my provisions, leaving the rest as compensation, and travel to the border of your lands and beyond. If an escort would ease your mind as to my travel then I wouldn't object to the company."


>>2664292
Now doesn't seem the time to run nor the time to fight. They outnumber us, know the land and almost certainly have some combat magic given their leader's power. Better to try and talk our way out at least for as long as we can.
>>
>>2664297
>Better to try and talk our way out at least for as long as we can.
I agree 100%.
But some cultures consider cannibalism righteous and politeness a sign of weakness or even an insult.
Harpies are weird.
Gotta quicktalk in the right way.
>>
>>2664322
I did consider threatening about our wizard nature and bluffing having combat magic but honestly that could just cause problems for us.
>>
>>2664345
True.
I'd place the order:
>Polite deference and respect (perhaps making some arrangement to stay)
>Blatant bribery with tasty meat
>Bluster, bluffing, and threats accompanied with some show of raw magic.
>Desperate distraction followed by frantic kiting through thick tree growth to lessen the flight advantage and pick them off as we flee until they back off.
>>
>>2664322
>>2664297

I second this, its gotta work
>>
>>2664297
This seems good.
>>
Maybe we can harpy allies in our floating fortress later on
>>
>>2664449
Nah man. Clearly we are going to rely on entirely automated systems. That way nothing can betray us.

Plus being fantasy Iron man seems like it could be fun.
>>
>>2664451
okay, this is epic
>>
>>2664451
You know what couldn't betray us?
Skeletons
>>
>>2664292

Normally I'd keep this confidential but with a roll like that, it would be cruel not to oblige you a lore dump.

> You know the following folklore about harpies:

> Harpies are obligate carnivores and they mostly subsist by scavenging carcasses, more out of laziness than lack of ability to find live game, but they prefer fresh meat and often ambush lonely travelers.
> Harpies are cowardly and will often flee at the first sign they're losing a fight, but their strategy of dropping rocks from great heights and paralyzing their prey with their haunting birdsong keeps this from occurring.
> Harpy feathers and talons are worth a good deal on the market as both trinkets and alchemist's reagents, their bones supposedly make good wind chimes, and their eggs make some of the best omelettes you can get outside of obscenely rare and expensive mythical eggs.
> Harpies are self-centered, greedy, and vain to such an extent they are unable to build any society beyond tiny insular clutches, which are held together by their tendency to defer to the oldest and plumpest harpy among them
> Harpies have no males, they reproduce by laying their own eggs, and have a near-murderous hatred for the males of other races. Legend has it, they are able to reproduce with the males of other races, they simply choose not to.
> Harpies hate the females of other races far, far more than they do the males, and rumor has it, the cruelest of them will mutilate the faces of pretty women and let them go.
> Legend has it, harpies are the descendants of the escapees of a depraved ancient wizard's unfinished pet project.
>>
>>2664494
> Legend has it, harpies are the descendants of the escapees of a depraved ancient wizard's unfinished pet project.
A fine scholar unappreciated in his time and miscast as a villain by all since.


Over all this information makes me think we'd probably be able to get on their good side by promising to give them food as tribute but we risk pissing them off.

Also from the sound of it complementing the leader-harpy would go well for us given they are vain.
>>
>>2664265
Offer to be breeding stock.
>>
>>2664494
>>2664265

go with this
>>2664297
>>
>>2664462
But we aren't a necromancer
>>
>>2664583
But we CAN be
>>
>>2664494
>> Harpies are self-centered, greedy, and vain
Okay. Groovy.

>>2664297
Load up on praise and compliments, focused on the leader.
Offer her the Meat that Doesn't Spoil. tm

That is not a euphemism.
>>
>>2664297
>>2664322
>>2664440
>>2664444
>>2664501
>>2664511

> Roll one 1d100
>>
Rolled 88 (1d100)

>>2664889
here goes nothing
>>
Rolled 63 (1d100)

>>2664889
>>
>>2664896
Yay we didn't die!


Also this is clear evidence for why we need to study fire magic or something. Then we can toast fuckers who try this shit.
>>
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Oh look a new Wizard Quest!

>No Golems
>No Fireballs
>No Spears of ice

Why even live?
>MFW
>>
>>2664912
>No Golems
>No Fireballs
>No Spears of ice
Yet...
>>
>>2664451
we could possibly enchant ourselves at a basic level by the means of tattoos so we aren't completely helpless until we get some offensive spells
>>
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>>2664896

You're on the verge of panic, but recalling ancient tales of harpies' vanity and childhood memories of flattering big-headed pricks to avoid trouble, you tilt your head in a slight bow and the words flow like silk. "Most esteemed matriarch, I'll start in the order of the offences, if that would please her majesty." The harpy tilts its head, and grimaces in what could be considered a smile. "Oh, so polite! Say what you will, and do take your time!"

You nod and continue. "Firstly, most esteemed matriarch, I was entirely unaware that these woods were inhabited, as I ventured here from a faraway land. It was not by choice that I came to be here, so I apologize for any trespass I have incurred and for the game I have taken. Secondly, the most esteemed matriarch's second-favorite niece, whose beauty does not hold a candle before her majesty, came upon whilst I was skinning a doe. She attempted to entrance me, and despite my attempt to assuage her aggression, attempted to kill me."

"Despite my best wishes, I was forced to defend myself, and severed her head from her shoulders in the process. Forlorn, I then interred her remains in burial, as would be considered proper by my people. I must apologize for my ignorance of the customs of her majesty's kind, but I ask her majesty to understand that my actions held no malice."

"Thirdly, regarding the cabin, I have no particular attachment to it. If the most esteemed matriarch would wish me to leave, then I shall take a paltry portion of my provisions, leaving the rest as compensation, and travel to the border of her majesty's land and beyond. If an escort would ease the most esteemed matriarch's mind as to my travel, I wouldn't object to the company."

You stare at the dirt before your feet and pray to every god you've heard of that your brown-nosing worked. The suspense is so intense that when Guthrie replies, you almost jump out of your shoes. "Such respect for his betters! Good, good, good! The rest of you harpies could learn a thing or two from this delightful, strapping little man-thing! Listen little man-thing, you've put me in an exceedingly pleasant mood so I'm not going to eat you. Instead, I'll allow you to stay!"

A response slips out before you can stop it. "Really?" Fortunately, the harpies only cackle in reply before Guthrie shouts them into silence. "Of course! But I demand a tribute! You shall give me the lion's share of your meat, and have plenty ready for us when we return in two week's time. If you can oblige such a trivial task, I'm sure I can indulge a squatter as wonderful as you!"

You can't help but ask. "How much meat are y-, is her majesty talking about?" The harpy squawks, "Again, so polite! I want enough morsels to feed you for two months, in exchange, momma Guthrie will leave you be, and if you impress me, I might even give you a trinket! What say you, little man-thing?"

> [Write-In]
>>
>>2664967
"I humbly accept your mercy most esteemed matriarch, I will have the meat prepared and ready for you in no less then 2 weeks"
>>
>>2664967

You know what I like this harpy. And given our track record 2 months is easy, then we get protection from the outside world by harpies good deal.

>>2664985
What he said. I also think we should try to go above and beyond and get like 3 months I'd possible.
>>
>>2664987
yeah should be possible, we can craft some pretty decent arrows with the harpy feathers we have
>>
>>2664989
I wonder if they shed feathers. I
Bet we can trade the meat for them
>>
>>2664953
Possibly. Hell we might even be able to magically engrave runes into our bones, teeth and such.

>>2664985
This.

We've managed to get enough food for a week or more in a single hunt plus what our traps bring. If we focus our efforts over the rest of the month into expanding them then we can certainly expect to fulfil this, maybe even in a single week of frantic hunting if we roll well enough.
>>
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>>2664985

"I humbly accept the most esteemed matriarch's mercy, and earnestly assure I shall have the meat ready and prepared for her majesty's flock in no less than two weeks." The harpies' whiny voices keen in approval and Guthrie's sharp-toothed smile widens. "I'm delighted to hear that, but listen little man-thing, if you don't have the meat by the time we arrive, what's left of you will have to suffice! Fly, my darlings! Toodaloo!"

At that, it turns and soars into the sky like a bloated owl and the rest of the harpies follow suit, screeching all the way. The deal you've made begins to sink in. You have two weeks to hunt two months of food, and if you fail, you're as good as dead. Damnit, what have you gone and gotten yourself into?

The cabin is at most four days from completion. Would you like to take the time to finish it, or would you rather start hunting straightaway?
>>
>>2665061
We gotta start hunting. We can preserve our meat now so there's no reason to put it off.
>>
>>2665061
Start Hunting Straight Away, perhaps when can enchant a large stone that lures nearby animals to it over long times, kinda like the lure out of age of mythology
>>
Rolled 89 (1d100)

>>2665061
hunting roll if needed
>>
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>>2665070
>>
>>2665061
We don't really have to keep our promise if we manage to enchant ourselves to ridiculous amounts, do we?
Finishing the cabin as soon as we can then focusing on getting power is our best shot rather than giving in to blackmail.
Otherwise it's gonna get worse.
>>
>>2665081
just enchant the meat with posion
>>
>>2665088
...that's an alternative, but it could backfire horribly. It would take a slow-acting poison/necrotic effect to make so they don't get suspicious at the first bite.
And we don't really know that kind of tricks yet, do we?

It is a good idea tho.
>>
>>2665097
>>2665088
we could see this deal out in the peaceful way, maybe finish our cabin if we are lucky with hunting and then she'll probably give us some time to our self, probably a month or 2. with peace, protection, food and shelter we can fully devote our self to study and achieve a massive power spike
>>
>>2665101
This. I'd rather see if we can't end this peacefully for now. Once we have even the first level of fire magic or something then I'd feel okay considering trying some sort of attack.

However we lack any knowledge of that branch of magic, how to learn and practice it or even how long it might take to learn. So risking our life on learning it well enough to fight using it before they return is not wise. Especially given we could potentially get another month or two just by hunting a fair bit.
>>
>>2665067
>>2665068
>>2665070

So be it.

> Roll six 1d100's
>>
Rolled 51 (1d100)

>>2665137
>>
Rolled 26 (1d100)

>>2665137
>>
Rolled 11 (1d100)

>>2665137
>>
Rolled 56 (1d100)

>>2665137
>>
Rolled 49 (1d100)

>>2665101
This

>>2665137
Boom goes the dynamite.
>>
Rolled 20 (1d100)

>>2665137
>>
Come on, we need one above sixty to even out.
>>
>>2665144
>>2665146
>>2665149
>>2665152
>>2665153
>>2665154
Wew, not a single roll above mediocre.
>>
>>2665070
>>2665144
>>2665146
>>2665149
>>2665152
>>2665153

> Day 1: 8 rations
> Day 2: 5 rations
> Day 3: 2 rations
> Day 4: 1 ration
> Day 5: 5 rations
> Day 6: 4 rations
> Day 7: 2 rations

Harpies are vicious and you're not nearly strong enough to risk their wrath, cabin or not. You spend the entire week hunting, skinning, and preserving game, by now there's nearly twenty hides being tanned by your half-finished cabin, but terrifyingly, you've only managed twenty-seven day's meat, twenty-four once you take into account what you had to eat to survive, on starving rations, not even halfway toward the quota!

Oh gods, please let next week be better!

> Roll seven 1d100's
>>
Rolled 90 (1d100)

>>2665179
>>
>>2665184
with a good start to the week can we maybe set aside some time to enchant our bow and arrows? I'd like us to be able to subjugate a flock of sentient murderchickens before this "tribute" thing gets out of hand.
>>
Rolled 69 (1d100)

>>2665179
>>
Rolled 47 (1d100)

>>2665179
>>
>>2665187
they already are
>>
Rolled 38 (1d100)

>>2665179
>>
>>2665179
if we don't have enough we can maybe offer the skins as compensation
>>
Rolled 95 (1d100)

>>2665179
>>
Rolled 84 (1d100)

>>2665179
>>
Rolled 90 (1d100)

>>2665179
>>
Rolled 23 (1d100)

>>2665179
>>
>>2665200
>>2665202
>>2665203

fuck being alive feels good
>>
>>2665206
Damn, good thing I was slow.
>>
>>2665207
Can we make them like... heat-seaking? I imagine that we basically have
>Handmade wooden bow +1
right now. So maybe we could shoot (hah) for like...
>Handmade Wooden Bow of Lightning
and try to give it an elemental property or something that will be a bit more lethal and intimidating? Maybe the beginnings of our own mythos.
>>
>>2665216
probably need ranks in the element first
>>
Rolled 16 (1d100)

>>2665187
>I'd like us to be able to subjugate a flock of sentient murderchickens before this "tribute" thing gets out of hand.
Definite Goal #1.

>>2665179
Rolling for fun
>>
>>2665216
Considering our reagents and skills, we should focus on arrows that *exclerate* decay and rot, specifically using the Harpy parts we have.
Arrows of Harpy's Bane, if you will.
>>
>>2665257
yea that sound good to me
>>
>>2665184
>>2665188
>>2665190
>>2665194
>>2665200
>>2665202
>>2665203

> Day 8: 9 rations
> Day 9: 6 rations
> Day 10: 4 rations
> Day 11: 3 rations
> Day 12: 9 rations
> Day 13: 8 rations
> Day 14: 9 rations

This week went much better than the last, and after taking last week's gains and your bare minimum sustenance into account, you've managed to acquire an unbelievable seventy-two days of meat. You can hardly believe it, at this rate, there won't be any mountain game left to hunt! Today's the day, hopefully, the harpies won't go back on their side of the deal, and what you've gathered will be enough.

When you hear the screeches, your nerves are put on edge and you leave your half-finished cabin to see five harpies crouched on the treetops. You're confused when you don't see Guthrie, and another harpy speaks. It's nothing like Guthrie, where it was plump, wrinkly, and monstrous, this one's lean, sleek, and feral. "Man-thing! Have the meat?" You steel your nerves and nod. "I do, where's Guthrie?"

The harpy scowls, "What does that old bird matter? I'm here, and I've come for what's mine!" Its razor-sharp talons clench and unclench the branch beneath it, making you uneasy. "It doesn't, my lady, I was only curious." The harpy preens its wing and audibly mutters, "If you MUST know, my name is Talak, and I don't have all day!" Another harpy pipes up, "But you sai-" "SHUT UP! One more outburst and your goose is cooked!" "Y-yes ma'am." "That's better. Now then..."

Talak gestures with its talons. "The meat. Here. Now." From your sense of self-preservation you give another slight bow, gather up all but one week's worth of meat from in your cabin, and set it outside. The harpies don't seem to care much, until you open a sack and they see it's raw and fresh as the day you killed it. Talak's squawk is almost worse than Guthrie's, but you do your best to put on a smile. "Oh goodie, goodie, goodie! Raw meat! Oodles and oodles of raw meat! B-but that's impossible! H-how did you kill them all in one day!?!"

Seeing a chance to impress, you say, "I have a few tricks up my sleeve, and there's more where that came from." The lead harpy screeches in enthusiasm and the prey inside you cringes in fear. "Goodie, goodie, goodie! Ladies, take it, take all of it! We're going back to the nest right this instant! AND YOU!" It jabs a sharpened talon in your direction. "Me?" "YES! You've earned a reward, bring more like this in and you'll get another!" Talak flings a hidden object toward you, and by the time you've caught it, they've taken your meat and are barreling through the trees.

You look down at the object to get a closer look and are startled to see...

> Roll one 1d100
>>
Rolled 62 (1d100)

>>2665317
>>
Rolled 56 (1d100)

>>2665317
>>
>>2665101
>>
Rolled 74 (1d100)

>>2665317
>>
Rolled 27 (1d100)

>>2665317
Shinies!

Late again.
>>
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>>2665326

... A thick leather belt with a brass skull buckle and tattered silk dangling from the front. It's one size too big for you, and when you apply your arcane sight, you can't quite decipher what it does, besides a sense of cold and silence surrounding the belt, and that the buckle is an empty receptacle for a small amount of arcane energy. Whatever it is, it gives you a bad gut feeling, so you abstain from wearing it for the time being. Instead, you stow it away and turn your attention toward finally finishing the cabin.

> Roll one 1d100
>>
Rolled 86 (1d100)

>>2665368
We should add a bird perch for our harpy buddies.
>>
Rolled 49 (1d100)

>>2665368
As no one else is rolling I'm going again to speed this up
>>
Rolled 49 (1d100)

>>2665368
>>
>>2665384
>>2665428

You guys wouldn't believe how hard it is to find pictures of harpies and primitive cabins. Update incoming.
>>
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>>2665384

It only takes a few hours for you to get back in the swing of things, and before you know it, your work is finally done and you have your own log cabin! Granted, it took you two weeks to build, has only one tiny room, and lacks any amenities beyond a basic roof, not even so much as a chimney, but it would've taken twice as long without magical tools and a lack of creature comforts isn't anything you can't fix later on. With five days of food left and a roof over your head, you're free to focus on what really matters. Magic!

What do you want to do for the rest of the week?

> Use your magic to study the harpy's feathers and talons in greater detail, to understand their properties.
> Use your magic to study the mysterious skull-belt in greater detail, to understand its properties.
> Try and learn a new form of magic, you're most drawn to enchantment, but another type could prove useful.
> Try and explore the region surrounding your shelter, that harpy put you on edge and you want to be sure you're secure before you get a rude awakening
> Try and make a more sophisticated bow, one that doesn't rely on your enchantments to function.
> Try and improve on your log cabin by adding an expansion. [Write-In]
> Try and experiment with your enchantment magic. [Write-In]
> Try and enchant the pick axe you scavenged on the trail. [Write-In]
>>
Rolled 4 (1d100)

>>2665476
Enchant that pick axe we picked up on the trail and start a basic mine see if we can get any kind of pre. Use the excess rock to make a forge that we can enchant to be more heat resistant then normal.
>>
>>2665476
>> Try and enchant the pick axe you scavenged on the trail. [Write-In]

>>2665481
This.
>>
>>2665476
>> Use your magic to study the harpy's feathers and talons in greater detail, to understand their properties.
Gonna vote towards Harpy's Bane Arrows. There might be an internal power struggle going on there we can take advantage of and should be capable of defending ourselves from.

But I'm cool with other choices too.
>>
>>2665509
Supporting this.
>>
>>2665476

> Try and make a more sophisticated bow, one that doesn't rely on your enchantments to function.
> Use your magic to study the harpy's feathers and talons in greater detail, to understand their properties.

Make a nice recurve bow with the harpy talons to go with our arrows
>>
>>2665476
>> Try and enchant the pick axe you scavenged on the trail. [Write-In]
The sooner we can dig into the mountain, or start reinforcing our cabin with stone, the less we'll have to worry about keeping our neighbors happy.
>>
>>2665476
>>2665533

> Try and experiment with your enchantment magic. [Write-In]

Start trying to enchant our self with different types of tattoos, maybe by enchanting the ink before we use it or while its fresh on our body
>>
>>2665551
I'm thinking we can give the harpies armaments and begin the harpy scourge of 2020ACE
>>
>>2665481
>>2665488
>>2665551

How do you want to enchant the pick-axe?
>>
>>2665610
Make it significantly more durable and hard so it doesn't wear or break.
>>
>>2665610
Depends on what we can do with it. I'd like to enchant it to cleave stone into restackable chunks like legos or puzzle blocks that we can build a wall with.

But if that's too far, then just giving it a general enhancement like our ever sharp axe would be good. We can re-enchant and enhance later?
>>
>>2665568
If we also enchant the weapons to slowly make them value hygiene and be loyal to us, sure. But otherwise sticking with the pickaxe idea for now.
>>
>>2665610
Yeah to make it significantly more durable and so that it will cleave through stone like butter. If possible.
>>
>>2665610
Make it temporarily weaken the integrity of whatever it strikes. Good for mining and armored enemies.
>>
>>2665619
>>2665630

Either of those are simple enough they wouldn't require a roll separately, but enchantments are finicky things, and making them work together can be complicated, necessitating a Bo3 roll, given your skill Rank.

>>2665621

Enchanting the pick-axe to cleave stones into restackable puzzle cubes is possible, but it would be incredibly difficult, as it's a highly intricate enchantment and the pick-axe wasn't built with precision in mind. A chisel would be much easier to work with, though if you truly wanted to, you could attempt to enchant the pick-axe. In addition, it's powerful enough that the ambient arcane essence can't sustain it on its own, so you'd have to regularly imbue the pick-axe with arcane energy to maintain the enchantment, unless you wanted to use better materials in its construction.

>>2665652

Causing the pick-axe to temporarily erode the structural integrity of whatever it strikes would be moderately difficult, and if you didn't want to continually large quantities of arcane energy to maintain the enchantmemt, you'd have to use better materials than what you have now. As a rule of thumb, precious metals and rare gemstones are ideal, but higher-grade metal is also satisfactory.

Have you decided on how you want to enchant the pick-axe?
>>
>>2665694
I vote hardness and ability to cleave through stone the point is to get rock and iron to make armor and weapons then we can play fancy. Were gonna also need a wheel Barrow that lightens whatever it carries.
>>
>>2665694
>>2665703

Then let's just go with an enhanced pickaxe that doesn't wear out as fast and has a better bite into stone and ore. We'll have to take our chances with the stones being usable and just focus on starting our cavern.
>>
>>2665706

This, just make the pickaxe have the strength and durability of 10 pickaxes much like our axe
>>
>>2665706
This
>>
>>2665706
This will work.
>>
honestly we need to hire a mason to help us out if we want a tower, we can pay in enchanted objects or ore we find
>>
>>2665703
>>2665706
>>2665788
>>2665806
>>2665911

So be it.

> Roll three 1d100's

This time, no double-posting please. I'm fine with anons posting immediately after anons, but posting multiple rolls in a row to hurry things along is in poor taste.
>>
Rolled 58 (1d100)

>>2666063
>>
Rolled 96 (1d100)

>>2666063
>>
>>2666074
Finally redeemed myself.
>>
Rolled 7 (1d100)

>>2666063
>>
>>2666063

sorry
>>
>>2666074
>>2666079
Good job, Anon. We're finally getting some hot rolls.
>>
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>>2666074

>96
>>
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>>
>>2666074
Neat
>>
We need to look into Golemancy next. Our knowledge of Enchanting should give us a bonus to enchanting the Golem cores and you can't tell me a group of Golems with enchanted weapons and bodies wouldn't be fucking kickass.
>>
>>2666206
Why do I suspect you're aiming for us to have a sentai squad of golems that jump into larger golems when we have to fight the monster of the week?
>>
>>2666206
>>2666212
That would be useful
>>
>>2666223
Yeah. Sure. We can launch them from our mountain fortress of justice and build Jaegers.
>>
>>2666206
I have a feeling Golemancy won't be a thing for quite a while yet. We apparently have difficulty simply putting two simple enchantments on a pickax, let alone fully animating inanimate golems.
>>
>>2666074
>>2666189

Neato, update incoming.

>>2666206

Correct, Enchantment does play a large part in Golemancy.

>>2666250

Keep in mind, you've had all of half a week's practice with no prior knowledge, whereas most mundane mages study for years to reach where you are.
>>
>>2666291
Oh. So they're going to dissect us for our brains then?
>>
>>2666241
yep this is epic
>>
>>2666297
nah bro its enchanted
>>
>>2666074

No matter your skill, enchanted sticks can only go do far. If you want to better your knowledge, you'll need better materials, and that means mining. Fortunately, you salvaged a nearly intact pick-axe from a mutilated skeleton on your way here, and once it's been enchanted, it should prove more than sufficient to suit your needs.

You retrieve the pick-axe from your cabin's dark interior, place it on your rotting stump for lack of a workbench, assume a meditative position and get to work. Your trusty wood-cutting axe's enchantment is highly similar to what you have in mind, the sole difference is the proportions, and that's remedied easily enough by a simple shift in perspective. The pick-axe must be durable, so you bind its aspect of change in place, trapping it an eternal stagnancy that will remain so long as the arcane energy keeping it bound isn't unraveled by excessive force or the ravages of time. You haven't made the pick-axe's material any tougher per-se, you've just removed its capacity to change in accordance to the laws of physics.

Of course, entrapped in stagnancy as it is, the pick-axe cannot be sharpened, but that's not an issue. The composition of any item consists of a series of properties which exist in a careful balance, and normally, this pick-axe would be subject to damage and decay, however, you've removed its capacity for change. What you intend to do for the pick-axe's sharpness is essentially the opposite, though similar in a way. You take the pick-axe's intrinsic edge and delicately enchance the tip's quality of sharpness to unnatural levels, shunting the dullness to the base, where the head is attached to the handle and it can do nothing to adversely effect the pick-axe's overall utility.

Lastly, you ensure that the unwavering stagnancy and shifting of sharpness retain their equilibrium indefinitely, by 'nailing' each series of runes in place with arcane energy, so that they aren't able to interact and disrupt one another. You snap out of your trance, wipe the sweat from your brow, and pick up your enchanted pick-axe. Aside from a slight flickering arcane aura, its appearance is unchanged and you're relieved to find you've succeeded in your endeavor. Judging by the sudden lack of weight, maybe even more than you'd initially thought.

Now that you have a pick-axe, where do you want to mine?

> You want to find an abandoned mineshaft and commandeer it for your own use.
> You want to find a natural cave and, assuming you aren't accosted, repurpose it into a one-man mineshaft.
> You want to dig out your own mineshaft, right next to the cabin you've spent so long building.
>>
>>2666357
>Find Cave, evict possible inhabitants with pickaxe to the anus
>>
>>2666357
> You want to dig out your own mineshaft, right next to the cabin you've spent so long building.

Abandoned mineshafts never stay abandoned, and natural caves tend to be inhabited. We'd be better off making our own mineshaft and using the stone to practice on.
>>
>>2666357
>> You want to dig out your own mineshaft, right next to the cabin you've spent so long building.
we can also get stone for GEOMANCY
>>
>>2666388
And we'll have a place to store our golems.
>>
>>2666357
>>2666380
>>2666388

This, right next to us is the best option
>>
>>2666357
>> You want to find an abandoned mineshaft and commandeer it for your own use.
>> You want to find a natural cave and, assuming you aren't accosted, repurpose it into a one-man mineshaft.
see which happens first
>>
>>2666380
>>2666388
>>2666391
>>2666403

> Roll one 1d100
>>
Rolled 17 (1d100)

>>2666495
>>
Rolled 2 (1d100)

>>2666495
>>
>>2666520
>>2666510
Oh no
>>
File: tenor.gif (3.66 MB, 498x254)
3.66 MB
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>>2666510
>>2666520
Easy come, easy go.
>>
Rolled 99 (1d100)

>>2666495
>>2666545
>>
>>2666548
WHAT
>>
>>2666568
Let's be glad it wasn't a 1 and can't override that 99, yeah?
>>
First roll only anons.
Mining is hard.
>>
>>2666605
We'll get better hopefully
>>
>>2666548
t-thanks
>>
>>2666510

Rumor has it these mountains are crawling with monsters, and after what you've seen first-hand, the last thing you want to do is barge in on one and serve as an appetizer for a pack of feral kobold or a needle-tooth death worm. Instead, you're going to do the smart thing and dig your own mine-shaft, straight into the mountain next to your home. With your enchanted pick-axe, the start is laughably easy, and while you run into a serious problem dealing with the patches of soil, they're only patches, and quickly mined around.

After three days of work, you've dug out a two-man tunnel extending some four-hundred paces into the mountains, and accumulated a vast pile of broken stones outside. You've yet to run into any genuine minerals, but that's to be expected, you've only just started digging, and the mine-shaft is shallow. For only a few days with no prior experience, you think you've made good progress.

Until you hear a colossal boom in the middle of the night, throw on your trousers, and sprint to the tunnel. Terrible, you spend days digging out this tunnel, only to find that it's collapsed in your sleep! But how? What could've-... Wait, you know. There were no supports! No wooden beams holding up the roof, along a straight, slightly wavering tunnel... No wonder it collapsed!

"ARRGGGH!" You're well and truly pissed! Three days of hard work, all for nothing but a pile of stones! Maybe it's a lack of experience, or maybe you just aren't looking at the situation right, but something has to give, and soon!

How do you respond to the tunnel's collapse?

> Clearly, you forgot to add support beams. Carving out the wood, in addition to mining will be hard work, but you're no stranger to hard work.
> Clearly, you've been going about this like a human. You're a wizard for the god's sake, there's no reason you couldn't learn to magically move the stones.
> Clearly, you've been doing a many-man job all alone. You need proper assistance, and for that, you'll either to hire some part-time laborers or look into a magical solution.
>>
>>2666993
> Clearly, you've been going about this like a human. You're a wizard for the god's sake, there's no reason you couldn't learn to magically move the stones.
>>
>>2666993
>> Clearly, you've been going about this like a human. You're a wizard for the god's sake, there's no reason you couldn't learn to magically move the stones.
AND support the tunnel, obviously.
>>
>>2666993
> Clearly, you've been going about this like a human. You're a wizard for the god's sake, there's no reason you couldn't learn to magically move the stones.
>>
>>2666998
>>2667007
>>2667013

> Roll one 1d100
>>
Rolled 73 (1d100)

>>2667016
>>
Rolled 3 (1d100)

>>2667016
>>
>>2666993
>None of the above
Why the hell can't we use our 'stasis' trick on sections of the tunnel as we go? Just lock portions of the stone in place to act as supports for the rest until we're deeper into solid rock?
>>
Rolled 70 (1d100)

>>2667016
>>
Let's breakdown this magic a little:

>Your trusty wood-cutting axe's enchantment is highly similar to what you have in mind, the sole difference is the proportions, and that's remedied easily enough by a simple shift in perspective.

This seems to indicate size and proportion is a soft barrier to enchantment

>The pick-axe must be durable, so you bind its aspect of change in place, trapping it an eternal stagnancy that will remain so long as the arcane energy keeping it bound isn't unraveled by excessive force or the ravages of time. You haven't made the pick-axe's material any tougher per-se, you've just removed its capacity to change in accordance to the laws of physics.

This seems to be an arresting of entropy. Possible other uses for this: organic matter preservation (food, corpses etc.), eternal youth, iand (depending on how far the "unchanged by physics" goes and whether the stress destroys the arcane energy) resistance to heat, cold, acid, physical damage, pretty much everything. We should try enchanting our own bodies with this.

>Of course, entrapped in stagnancy as it is, the pick-axe cannot be sharpened, but that's not an issue.

So the spell arrests the object in its original state. If it can't be sharpened, it can't be damaged either (which is the whole point of this). If we enchant ourselves, we should become functionally invulnerable to minor attacks and eternally youthful. Another side effect might be inexhaustibly. We might not need to eat or drink or sleep anymore either, if we do it while we're satiated and well-rested. The only limitation would be the spell breaking by some extreme stress or with time.

>The composition of any item consists of a series of properties which exist in a careful balance

I suppose this is similar to how mathematical objects are defined by their properties. In which case, I would expect everything in the universe to be composed of properties making enchantment very versatile.

>What you intend to do for the pick-axe's sharpness is essentially the opposite, though similar in a way. You take the pick-axe's intrinsic edge and delicately enchance the tip's quality of sharpness to unnatural levels, shunting the dullness to the base, where the head is attached to the handle and it can do nothing to adversely effect the pick-axe's overall utility.

I think this indicates that the properties are abstract and exist in a dialectical fashion, i.e every property has an opposite. This also seems to indicate that we can modify multiple properties without much additional effort. We should try modifying our own muscles to make them stronger and then use the entropy stasis to make the change permanent

1/2
>>
>>2667040
welp accidentally showed my trip

>Lastly, you ensure that the unwavering stagnancy and shifting of sharpness retain their equilibrium indefinitely, by 'nailing' each series of runes in place with arcane energy, so that they aren't able to interact and disrupt one another.

So there are interaction effects between different enchantments but we can prevent them. It might be fruitful to experiment with the interactions later, to see if there are synergistic effects

>Judging by the sudden lack of weight, maybe even more than you'd initially thought.

I'm not sure why the weight would be affected by either of our enchantments. Maybe the entropic stasis also arrested gravity in the object? In which case the stasis seems to be selective to the physical laws it violates (because otherwise why didn't the entire thing just collapse from lack of em-force between electrons?). Either that its a novel effect from the interaction (which we must not have wholly eliminated). I hope it's the latter because the former feels inconsistent.


tl;dr We should enchant our own body (after eating, drinking and sleeping to satiation) with the stasis spell, making us immortal, invulnerable and no longer needing food, water or sleep. We should also try enchanting our muscles with strength and endurance and we should experiment with the interaction effects of multiple enchantments.
>>
>>2667042
>tl;dr We should enchant our own body (after eating, drinking and sleeping to satiation) with the stasis spell, making us immortal, invulnerable and no longer needing food, water or sleep. We should also try enchanting our muscles with strength and endurance and we should experiment with the interaction effects of multiple enchantments.

Let's not and experiment on an animal first? I'd hate to have the quest end because we turned ourselves into an immortal who can't move.
>>
>>2667042
While it's not a bad idea, it feels like fishing for a one and getting into a space-temporal stasis forever or suddenly acting like a Truly Immovable Rod, space-flinging included.
>>
>>2667060
I meant as a future plan. We should obviously take the proper precautions to avoid unforeseen sideffects (the weightlessness thing is especially worrying)
>>
>>2667040
>This seems to indicate size and proportion is a soft barrier to enchantment
I think the reference to proportion is how a pickaxe head and an axe blade are very different in proportion, thus effecting how they must be enchanted.

>This seems to be an arresting of entropy.
An accurate description.

>If we enchant ourselves, we should become functionally invulnerable to minor attacks and eternally youthful.
Yeah but like you said "if it can't be sharpened it can't be damaged", what if the cost is losing our ability to learn because our brain is eternally unchanging?

>I think this indicates that the properties are abstract and exist in a dialectical fashion, i.e every property has an opposite.
Potentially but then in that case what is the opposite of the entropy property?

>So there are interaction effects between different enchantments but we can prevent them. It might be fruitful to experiment with the interactions later, to see if there are synergistic effects
Agreed.

>I'm not sure why the weight would be affected by either of our enchantments.
Well some of us wanted to try lightening the pick. Maybe OP decided to hint that we did that too?

>Maybe the entropic stasis also arrested gravity in the object?
A reasonable explanation.
>>
>>2667020

You're a wizard, there's no need to break your back with menial labor when an arcane endeavor could suffice. The goal is to mine, via carving the stone, therefore, your magic must move the stone. Of course, you don't have the slightest knowledge of the principles of earth magic, but if that didn't stop you from learning enchantment, why should it hinder geomancy?

You take a few stones from the pile, set thrum down beside your stump, and sink into a deep meditation. Slowly, your soul expands and envelops the stone, reaching into the rock, and coming to understand each and every part of its composition. It is sturdy and firm, slow to move unless broken, prone to splinter before bending. In many ways, it is akin to the metal you've enchanted but a few key differences set them apart. The stone's spirit is slow to change, difficult to enchant, unlike refined iron, which is already in an artificial state and is thus, much easier to ply to your will as you will it.

To control the stone, your soul must emulate its spirit, and in doing so, attune its arcane energies to the elemental force. Otherwise, the spirit of the stone won't grasp your command and move in accordance to your demand. In short, to move an element, your mind must take on the emotion of that element, and thus, with an infusion of arcane essence, make its will known. In the case of stone, you must wholeheartedly abandon your intrinsic spontaneity in favor of resolute stubbornness, at least for the time it takes you to cast a spell.

You place your physical hand on the stone and focusing, dispel any thought of anything but the stone. Yourself is the stone, the stone is yourself, and you must move the stone as if it is a part of yourself. Gently, you apply a nudge of arcane energy, and remotely sense the disorganized pile levitate and reassert themselves in the form of a stack. You open your eyes and when you see the stones moving, you're filled with elation and shout with glee...

Only to see them fall onto the ground and tumble back to their original position. To control the element, you must consciously maintain the mindset, something hard to do when you're so excited with the progress you've made! You're sure it will become a subconscious impulse in time, but for now, unless you're content to roll pebbles, you must practice. You meditated longer than you thought, it's the early afternoon, but you have plenty of time left until dark, so you see no reason not to study further.

> Roll one 1d100
>>
Rolled 19 (1d100)

>>2667121
>>
>>2667105
>I think the reference to proportion is how a pickaxe head and an axe blade are very different in proportion, thus effecting how they must be enchanted.

Fair enough, but it still seems that differences in proportion/shape are a minor consideration overall.

>what if the cost is losing our ability to learn because our brain is eternally unchanging?

This has its own interesting implications. Does it mean that we can't form new memories? I think we really need to experiment on some animal subjects. If it's entropic stasis then I imagine that decay is arrested but not necessarily time (though the arrow time follows in step with increase in entropy so that might not be the case)

>what is the opposite of the entropy property?
I would say "order".

>Well some of us wanted to try lightening the pick. Maybe OP decided to hint that we did that too?

Oh I didn't see that. In that case, it might just be an additional effect we added unconsciously.
>>
Rolled 33 (1d100)

>>2667121
>>
>>2667133
>Fair enough, but it still seems that differences in proportion/shape are a minor consideration overall.
Oh I don't dispute that but understanding why is quite important.

>This has its own interesting implications.
Indeed. If nothing else it would be interesting as a method of ensuring we can live through "quiet" periods.

Imagine if we made a magical bunker shielded from all threats and filled with an army of loyal mages, golems and other such things. Equipped with a magical intelligence enhanced through magic to predict the future and scry the world with the goal of detecting and predicting the birth of another wizard.

Meanwhile we and our fellows are preserved in magical stasis awaiting the intelligence waking us. Then we go and get that wizard-baby or child and take him on as an apprentice. Rinse and repeat a few times and we have a small force capable of shifting mountains, draining oceans and killing armies individually.

>I would say "order".
No my point was that entropy has no opposite. What you call order is merely a lack of entropy. Fire is considered the opposite of water yet a unburned piece of wood is not by it's nature some aspect of water.

>Oh I didn't see that. In that case, it might just be an additional effect we added unconsciously.
Yep.
>>
>>2667170
Well, entropy in itself is the dispersion of energy isn't it? So it's opposite would be a concentration of energy or rather a state in which energy is static.
Anyway it's closely associated with chaos and disorder so it is not too much of a stretch to put order as an antithetical concept.
>>
>>2667124

Try as you might, you're unable to enter the monolithic mindset necessary to replicate your feat. After almost six hours of intense concentration, your best efforts have resulted in nothing but a pile of seemingly immovable stones and a skull-splitting headache. You go to sleep furious and frustrated, but by the time you awaken, your mind has recovered and is prepared to unravel the enigma of the geomantic arts. As much as other work demands your attention, you still have a day's meal, and a smoldering thirst to see the stones shift.

> Roll one 1d100
>>
Rolled 12 (1d100)

>>2667414
>>
Rolled 61 (1d100)

>>2667439
ANON, STOP

>>2667414
Rolling what could have been
>>
>>2667439

That's unfortunate, but luckily, you still have the rest of the day.
>>
Rolled 65 (1d100)

>>2667491
TAKE MY ROLL THIS TIME.
>>
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>>2667439

And your thirst goes unquenched. Your meditations turn to seconds turn to minutes turn to hours, but your best isn't enough, and no matter how much arcane energy you pour into the stones, they refuse to do anything but tremble. Rage begins to mount, but you know it does nothing to help so you quell it with the ironclad calm you developed in your childhood. You don't understand why the stones won't move, you've been boiling with the stubborn defiance of the mountains ever since you began!

...

Unless, that defiance is the reason for your failure? Maybe a sense of calm, unflinching and resolute, will do more to align your wrathful soul with the spirit of the stones. You look up the glowing sun in the noon sky, cross your legs, and do your honest-to-the-gods best to clear your mind and mediatate.

> Roll one 1d100
>>
>>2667497

Deleted the last post over the typos, don't worry anon I'll count your roll for the update.
>>
>>2667508
Take my roll. Nat 100. Also dubs.
>>
Rolled 68 (1d100)

>>2667508
>>
>>2667105
>what is the opposite of the entropy property?
>>2667133
>I would say "order".
>>2667170
>What you call order is merely a lack of entropy.
>>2667188
>Well, entropy in itself is the dispersion of energy isn't it? So it's opposite would be a concentration of energy or rather a state in which energy is static.
Entropy is more than the absence of order. Unless I'm mistaken, entropy can sometimes actually create order. What marks entropy is the randomness and the chaos of the disorder. I would say that the opposite of entropy is order and non-random, dedicated direction.
I would name this "will".
But that's just my opinion.

>Fire is considered the opposite of water yet a unburned piece of wood is not by it's nature some aspect of water.
Flammable wood is marked by its dryness, or its absence of water. Just as a raindrop is negated by a bonfire. Fire is marked by the absence of water. Water is marked by the absence of Fire.
>>
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>>2667497

You take a deep breathe, focus on your inner frustrations, and banish them with a firm exhale. Mind cleared, you steel yourself and delve into the soil. The sediment. The rock. Strong, sturdy, unshakable. Hardy, slow, purposeful.

If you wish for rock and dirt to heed your pleas, you must emulate the earth, and in doing so, become the earth. You do not think, you do not focus, you dig. Deep within yourself, you find your soul, and with an inexorable advance, put an end to your passion, leaving only a singular sense of duty.

The arcane energy reaches out, links the stones to your soul, and putting your carefully cultivated restraint at the forefront of your consciousness, your inner self speaks. And the stones listen. Your eyes open, to see the rocks levitating and landing on-top of one another, forming primitive yet elegant pattern. This time, you aren't overwhelmed by the sight, and keeping calm, you intentionally direct two of the stones to switch their positions.

They execute the maneuver perfectly, and after two days of constant spiritual struggle, the sight is so profound you almost can't bring yourself to comprehend it. You've done it. You've unlocked the secret of shaping the stone!

But how do you feel?

> Content, your hours of meditative efforts led to this, and while you have a long ways to go, the sense of fulfillment is almost rewarding enough on its own, and the only long-term goal on your mind is using it to improve your cabin.
> Prideful, you did this, not anyone else, not any arch-mage, not any god, you, and your studies have hardly even begun, soon, you'll be the greatest wizard there ever was, and the heavens themselves will tremble!
> Ambitious, you've only begun to understand the merest morsels of the arcane, you could spend centuries studying and not unlock your full potential, but you shall, and this is only the first step!
> Powerful, you've come to the barest understanding of the earth, and from these humble beginnings, the mastery of each and every discipline will be yours, and then, no-one can stand in your way!
> Curious, you're like a student learning his alphabet and arithmetic for the first time, you're so enamored with magic, you could care less for mystic might, you simply want to understand the inner workings of the arcane, any pseudo-omnipotence is nothing more than a side-effect.
>>
>>2667572
>Unless I'm mistaken, entropy can sometimes actually create order.
Given we are capable of having this conversation, yes. Unless you believe in some grand creator.

>What marks entropy is the randomness and the chaos of the disorder. I would say that the opposite of entropy is order and non-random, dedicated direction.
Seems logical.

>But that's just my opinion.
This is the best philosophical discussion I've gotten in days so I mind no opinions.

>Fire is marked by the absence of water.
Ah but you forget: there are many substances that still burn in the presence of water. But I will admit, my metaphor was quite flawed, alas I am unable to think of a better one.
>>
>>2667589
>> Ambitious, you've only begun to understand the merest morsels of the arcane, you could spend centuries studying and not unlock your full potential, but you shall, and this is only the first step!
>>
>>2667589
> Content, your hours of meditative efforts led to this, and while you have a long ways to go, the sense of fulfillment is almost rewarding enough on its own, and the only long-term goal on your mind is using it to improve your cabin.


I'm tired of dark, power-hungry mage quests. Lets be humble and down-to-earth for once - at least as long as we can.
>>
>>2667589
> Content, your hours of meditative efforts led to this, and while you have a long ways to go, the sense of fulfillment is almost rewarding enough on its own, and the only long-term goal on your mind is using it to improve your cabin.
>>
>>2667589
> Content, your hours of meditative efforts led to this, and while you have a long ways to go, the sense of fulfillment is almost rewarding enough on its own, and the only long-term goal on your mind is using it to improve your cabin.

Shit man I mean it'd be nice to be powerful or something but then we'd have people trying to kill us or get our help and shit. Maybe if we get bored of having a bitching magic house and harpy wife(tm).
>>
>>2667589
> Content, your hours of meditative efforts led to this, and while you have a long ways to go, the sense of fulfillment is almost rewarding enough on its own, and the only long-term goal on your mind is using it to improve your cabin.
>>
>>2667600
>>2667619
>>2667625
>>2667640

> 4-1 Content

I was hoping you'd say that, Comfy Wizard quest is a go.
>>
while we're being comfy can we wizard ourselves up some brewskies?
>>
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>>2667600
>>2667619
>>2667625
>>2667640

Power, knowledge, glory. All things you desired, no, craved only weeks ago, but to be honest, you aren't seeing the appeal. This life you've been leading, laboring by day, meditating by night, and hunting to subsist a little while longer, it fulfills you, and you've never felt more at peace than you have now. For once in your life, you're satisfied, and you wouldn't trade that feeling for the world.

The fury of past days is behind you, and as your absent mind focuses, the stone beneath you shifts, breaks, away and rises above the trees. Utterly at calm, you sit cross-legged, stare into the mountains below, and find that you are content. You close your eyes, sigh in serenity, and the stone deescalates to embed itself in the side of the mountain, where it belongs.

But as much as you'd like to sit and ponder your newfound place in the cosmos, you've got to eat, and you're all out of meat.

> Roll one 1d100
>>
>>2667680

Theoretically, but you're no Conjurer, and you don't have the still you'd need to brew your own hooch. It's definitely possible, but it's something you'd have to work at.
>>
>>2667589
>> Ambitious, you've only begun to understand the merest morsels of the arcane, you could spend centuries studying and not unlock your full potential, but you shall, and this is only the first step!
Really tough call between Content and ambitious.
Honestly figure he'd be impressed by how much more there could be.

>>2667600
>Lets be humble and down-to-earth for once - at least as long as we can.
I'm down with this 100% over "Let's build a Golem Empire in three months!"
>>
>>2667687
>not wanting to play checkers with golem buddies sipping on conjured wizard brews
>why live
>>
Rolled 91 (1d100)

>>2667681
>>
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>>2667737

As patient as the stone has taught you to be, your hunting goes exceedingly well, scoring you eight days of rabbit meat and six hides. Later tonight, while you're eating a sudden nausea strikes and it's all you can do not to vomit. You worry one the rabbits was ill, but soon realize the issue. The meat itself is fine and tastes good, but you've been eating it and nothing for little over a month straight. You're not some dingy kobold or needle-tooth dire worm, you need vegetables and grain, and fast if you want to maintain your health.

How do you want to solve the issue?

> You'll use your knowledge of herblore to gather local flora, of course, you're from much further south and you're not sure how much of it translates.
> You'll take your hides and travel to the nearest settlement, where you'll trade them in exchange for some coin and the vegetables your body craves.
> You'll travel to the nearest settlement, where you'll pose as a journeyman enchanter, and ply your trade in exchange for some coin and grains.
> You'll take your meat, preserve it, and try to find the harpies, hopefully they'd be willing to trade herbal knowledge or vegetables for it.
>>
>>2667789

> *and nothing else

I really need to proofread these more thoroughly.
>>
>>2667789
> You'll take your hides and travel to the nearest settlement, where you'll trade them in exchange for some coin and the vegetables your body craves.
>>
>>2667806
seconding, those harpies creep me out
>>
>>2667789
> You'll take your hides and travel to the nearest settlement, where you'll trade them in exchange for some coin and the vegetables your body craves.

We can also use this as a chance to get a few more useful things. For example: tools, materials, books and so on.
>>
>>2667789
> You'll take your hides and travel to the nearest settlement, where you'll trade them in exchange for some coin and the vegetables your body craves.
>>
>>2667789
>Go sell the hides, and snoop around to see if there would be request for enchanting
>>
>>2667806
>>2667808
>>2667833
>>2667904
>>2667934

So be it.

> Roll one 1d100
>>
Rolled 48 (1d100)

>>2667958
>>
>>2667959

Fuck, that was quick. I'll update later, I'm eating out with my grandma.
>>
>>2667963
Have a nice lunch/dinner!
>>
Rolled 92 (1d100)

>>2667958
>>
>>2668354
Roll ONE 1d100, Anon.
>>
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>>2667959

There's no need to risk the harpies' ire, especially when they're almost exclusively carnivores. You're best off traveling to one of the settlements near the base of the southern mountains, to sell the hides you've been tanning and maybe pick up some rumors and supplies while you're at it. It takes you half an hour to gather the hides, and even you're a little shocked to find how much you have. Fourteen rabbit hides, sixteen squirrels, and nine deer, a respectable haul for a novice hunter, even moreso when you take the twelve hides that aren't ready for the market into account. Lighter on the pack than you'd think, though. You made sure to leave the skull belt at home, because the last thing you need is rumors of witchcraft circulating through the mining camps.

The trip down the mountain goes well enough, though you spotted a few harpies flying overhead on two separate, they didn't bother you. Hopefully, they keep leaving you alone, but practically, you know they won't. You aren't accosted by any savage animals, on two legs or otherwise, and are expecting to be alone the duration of your trip when you stumble upon a miner's encampment headed the same way you are.

There's four of them, a pair of surly humans, an unusually brawny half-elf, and an armored dwarf, who you suspect is the leader by the way he carries himself. You consider sneaking out before they catch you, but a leaf crumbles beneath your shoe and the half-elf's ears twitch. "Ey Dwalin, 'es anuvva 'umie!" The dwarf turns to see you, takes in a deep sniff, and grunts. "Three's a crowd..."

One of the humans grins at the sight of you, and the other's quietly sharpening his pick-axe and whistling a bawdy tune. He sounds jovial and his cheeks are rosy from booze, "Get tha' stick outta yer ass, this the first one we've seen since Trunik. No need ta deny 'em common cur'tsy, 't jus' ain't proper." The human waves you into the campfire, and not wanting to antagonize a group of prospectors several days away from civilization, you comply. He starts chattering and you get the impression he's a loose-lipped drunk. "Da name's Harold, this'n here's" he gestures to the other human, "Jorgen, da half-breed calls 'imself Dark Whiff, y'know, 'cause of black lung, n' da dwarf's name's-" The dwarf interrupts, "Dwalin."

> [1/2]
>>
>>2668405

He waves a hand and Harold stops talking, shrugs at you, and starts drinking a smoky liquid from a jar. The dwarf's voice is deep and brassy, like a forge, but has a slight scratch to it, most likely from the pipeweed his smoke-tube indicates. Unlike Harold, he's dead serious. "You're a young'n to be out here all alone, wit' nothin' but a wood-axe n' a bulgin' sack. How 'bout you tell us why you're all alone in these hills, n' then we sit down n' chat awhile?"

From the way he says it, you don't think he's giving you a choice. What do you say?

> You're a woodsman, who's come to the mountains to hunt meat and trap furs, far away from the trappings of civilization.
> You're a homesteader, who's decided to settle in the mountains while the land's still free to anyone willing to pay taxes.
> You're a prospector, who's come to the mountains to take advantage of the abandoned mines, alone to maximize your profits.
> You're a journeyman mage with a talent for enchanting and geomancy, who's come to the mountains to visit the Ley Lines.
> You're an escaped criminal, who's come to the mountains to leave your past wrongdoings behind and make an honest living for yourself.
> You're an adventurer, who's come to the mountains to loot the lairs and collect bounties on the heads of the creepie crawlies in the mine-shafts.
> You're an honest-to-the-gods wizard, who's come to the mountains to get away from the kingdom at large for a century or two of peace and quiet.

> [2/2]
>>
>>2668405

> *on two serpate occasions

Like I said, I need to proofread a bit more.

>>2668065

Thanks. Sure did, it was Mexican.

>>2668384

Ah, anon, there's no harm in burning all that good luck in between rolls.
>>
>>2668414

> *pipeweed habit
>>
>>2668414
>> You're a homesteader, who's decided to settle in the mountains while the land's still free to anyone willing to pay taxes.
If he asks, we "got into some trouble" at home and got kicked out.
>>
>>2668414
Either woodsman or homesteader are fine for me.
Count this as support for the most popular option.
>>
>>2668414
> You're a woodsman, who's come to the mountains to hunt meat and trap furs, far away from the trappings of civilization.
>>
>>2668414
> You're a homesteader, who's decided to settle in the mountains while the land's still free to anyone willing to pay taxes.
>>
>>2668414
> You're a homesteader, who's decided to settle in the mountains while the land's still free to anyone willing to pay taxes.
>>
>>2668443
Support
>>
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>>2668443
>>2668507
>>2668546
>>2668562
>>2668592

To your credit, you're fast to form an alibi. "I'm a homesteader, settling in these mountains while the land's still free to anyone with a strong back, so long as they pay the king his dues." You'd think Dwalin raised his eyebrows, but between the full beard, helmet, and perpetual scowl you honestly can't tell.

"Feh. Homesteadin'? Up here, in these hills? There's monsters, there is, cannibals wit' wings n' songs that knock ye cold, savages wit' clubs n' knives lurkin' deep in da woods, n' things I ain't even gonna mention down in da tunnels. N' you're gonna tell me you're an honest-to-the-elders settler?" He spits at your feet and rests a calloused hand on his short-sword's pommel. "You're a piss-poor liar, boy. Now tell me, why're you really out here?"

Lucky you, you're quick to reply. "Don't go telling everyone with a pair of ears, but I got into some trouble back home, and nowadays my family won't have me." Now you're certain, Dwalin's eyebrows definitely raised this time. He's talking in an incredulous tone. "Your own flesh n' blood kin won't take you? The thousand hell's did you do, boy!?!"

You'll have to think fast...

> You killed a lecher for daring to court your sister, and after the killing was pinned on you, fled.
> You stole a hundred gold coins from a snobby merchant, were caught, and ran for the hills.
> You burned down a temple to a foreign god, who then laid a curse on your home's harvest, and you ran for their sake.
> You accidentally killed another family's oldest son in a drinking contest gone wrong, then skipped town.
> You were caught dabbling in the dark arts, really only a bit of alchemy, but the lynch mob didn't care.
>>
>>2668676
> You killed a lecher for daring to court your sister, and after the killing was pinned on you, fled.
>>
>>2668414
>> You're a homesteader, who's decided to settle in the mountains while the land's still free to anyone willing to pay taxes.
Leaves open the option to ask advice on mining.
>>
>>2668676
>We were accused of practicing dark arts and rituals
>Not true, but our family was very superstitious
>Yer out of familial love they gave us a chance to run before the lynch mob came for us
>>
>>2668676
Let's see:
>Murder
>Theft
>Arson and Curse-bringing
>Manslaughter
>Dark Arts

I'll take Manslaughter for 200, Alex.
>> You accidentally killed another family's oldest son in a drinking contest gone wrong, then skipped town.
>>
>>2668676
>>2668695

Protecting our sister seems smart and an honest mistake, second this choice
>>
>>2668706
>>2668701

Dwarfs hate magic and kin slaying i'm pretty sure, at least most renditions do
>>
>>2668676
>> You accidentally killed another family's oldest son in a drinking contest gone wrong, then skipped town.
Fingers crossed this holds up.
>>
>>2668854
Supporting.
>>
>>2668854
seconding as well. an acident gone wrong raises the least suspicion in my mind and might even prompt some sympathy.
>>
>>2669217
>>2668854
Do we really want to risk ending up in a drinking contest with a dwarf? Then again, it's probably one of the "safest" choices
>>
>>2668676
There's no reason to answer at all.
>>Look up at the sky with a haunted visage and after a long gaze tell them that somtimes the past is better left in the past.

If they press, turn the conversation on why they're out there.
>>
>>2669334
I don't think a rugged dwarf prospector in monster-infested mountains would take kindly to that. He's already suspicious of us, and probably wouldn't take any bs or attempts at avoiding the truth.
>>
>>2668706
>>2668854
>>2668906
>>2669217
>>2669315

So be it.

> Roll one 1d100
>>
Rolled 66 (1d100)

>>2669396
>>
Rolled 56 (1d100)

>>2669396
>>
Rolled 48 (1d100)

>>2669396
>>
>>2669397

"I accidentally killed another family's son in a drinking contest gone wrong, then skipped town for my kin's sake." The dwarf shakes his head in disappointment. "You're telling me you killed another clan's eldest son, over drink? Then packed up n' ran for da hills so you wouldn't have to face da consequences? Back in my hold, that would've started a hundred year blood-feud! You humans are all the same, you ain't got no respect for nothin' but your silly gods, n' you're so selfish you can't see past your own damn half-lives!"

"It's damn sick, is what it is! Both'a your cousins here, dey waste every last bit o' on gamblin' n' drinkin', n' not even proper dwarven ale, jus' fuckin' piss-water! Y'know what I do wit' all my coin? Goes straight to Sassol's Bank for Short Folk, n' in fifty o' your years, I'll have enough to make my clan rich! Tha's what it's all 'bout, putting up da supports for da next branch'a da tunnel. It's hard n' thankless work, but if no-one does it, tha' tunnel ain't gonna last. Tell tha' to your young'n's, boy, n' maybe, jus' maybe, they won't make da same mistake you did. I'm through talkin', go ahead n' lay down a bedroll, 'cause I'd kill for a night wit'out them damn gamblers pesterin' me." Dwalin spits at your feet, turns his back to the campfire, and starts mumbling to himself in dwarvish.

You get the impression he's griveously ofrended, and in hindsight, perhaps telling a dwarf you can't hold your liquor, killed another family's oldest son in a drunken brawl, and then ran for the hills to avoid reprisal might not've been the best idea. At least he didn't try to kill you. The one sharpening his pick, Jorgen, finishes whistling and speaks. "Don' worry, he's always like this, jus' family this n' family that, all day every day. Always work, work, work, never play, n' that's no way to live." The other human pitches in. "Aye, but he's a damn sight in them mines, we wouldn't be half as far wit'out him." Jorgen nods, "True, true. He's a stick in the mud, but I give credit where credit's due, n' I'd never say he's anythin' but the best worker I've ever seen." Both of the men stare at the back of Dwalin's head, and the half-elf takes the chance to get a word in edgewise.

> [1/2]
>>
>>2669472

"Harold already introduced me, I'm Dark Whiff, y'know, after the black lung?" You give a nod and he continues. "Right, so you said you're a homesteader? Why don't we dredge up some old memories together, and you tell me about the home you left behind?" You could use the conversation, and see no need to lie over something so trivial, so you go ahead and give the honest truth.

Who was your farmer?

> A Farmer, he wasn't educated, but he broke his back to have a little extra each harvest.
> A Tradesman, he knew the forge like the back of his hand, and didn't care to know much else.
> A Clergyman, he was no miracle worker, but he was wise in the ways of the gods.

Who was your mother?

> A Housewife, she was a simple woman, content with what little she had.
> A Seamstress, she could sew like no other, and make a tidy profit on the side.
> A Herbalist, she was always making tonics and cures for folks, and they always worked.

> [2/2]
>>
>>2669481

> *who was your father

Damnit.
>>
>>2669481
> A Farmer, he wasn't educated, but he broke his back to have a little extra each harvest. It was stated in an early post that we were clearing land for a new field when we first discovered our powers.
> A Herbalist, she was always making tonics and cures for folks, and they always worked.
>>
>>2669499
Support
>>
>>2669499

Second
>>
>>2669499
Ill support this
>>
>>2669499
This is what I was gonna pick
>>
>>2669481
> A Tradesman, he knew the forge like the back of his hand, and didn't care to know much else.

> A Herbalist, she was always making tonics and cures for folks, and they always worked.

What does it matter to us about our parrentses jobs anyway?
>>
>>2669499
>>2669598
>>2669599
>>2669615
>>2669621

"My father was a farmer, a hardworking honest man, and I was set to inherit until the... incident." You decline to mention the 'incident' was the manifestation of wizardly power, and Dark Whiff assumes you're referring to your alibi. He gives a slight nod, and you continue. "My mother was a herbalist, always concocting various tonics and cures for ails and maladies, and as far as I'm aware, they always worked."

Reminiscing over your parents causes you to drift into earlier memories, which ache to remember when you recall you can never go back. Your childhood was...

> Happy, your parents truly cared about you, and you were surrounded by a family that loved you, even if they didn't say it. The harvests were good, and you rarely went to bed hungry.
> Ordinary, your parents raised you like any family would, and while your familial relationship never felt cold, sometimes it did feel distant. The harvests weren't bad, which is more than some can say.
> Harsh, your parents never said it, but you suspect they only saw you as a free farmhand, and you've never once felt truly at home with them. The harvests were barren as often as not, and you're well-acquainted with hunger.
>>
>>2669649

It doesn't, aside from character development.
>>
>>2669681
> Ordinary, your parents raised you like any family would, and while your familial relationship never felt cold, sometimes it did feel distant. The harvests weren't bad, which is more than some can say.
>>
>>2669681
> Happy, your parents truly cared about you, and you were surrounded by a family that loved you, even if they didn't say it. The harvests were good, and you rarely went to bed hungry.
>>
>>2669681
>>2669686
>>2669696

> Happy, your parents truly cared about you, and you were surrounded by a family that loved you, even if they didn't say it. The harvests were good, and you rarely went to bed hungry.
> Ordinary, your parents raised you like any family would, and while your familial relationship never felt cold, sometimes it did feel distant. The harvests weren't bad, which is more than some can say.

A mix of these 2, maybe Satisfied
>>
>>2669703
Supporting. The descriptions take me back.
>>
>>2669703
>>2669703
I would be happy for a mix of both.
>>
>>2669681
>All of the above
Parents truly cared about us, which is why they sent us out into the world instead of turning us over to authorities. However, harvests weren't always good.
>>
>>2669681
>> Ordinary, your parents raised you like any family would, and while your familial relationship never felt cold, sometimes it did feel distant. The harvests weren't bad, which is more than some can say.
>>
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>>2669703
>>2669708
>>2669710
>>2669715

"I'd say I had a happy childhood, while it was hard work on the farm, my family was always there for me, and even though the harvest didn't turn out so well most of the time, they made sure I never went to bed with an empty stomach." The half-elf chuckles. "Bad harvests are far from the worst that could've happened, you know. See these ears?" He rubs the point on one and slightly confused, you nod. "Wouldn't be there if it wasn't for my mum."

"You see, about nine months 'fore I was born, a 'gorgeous' elf with a flute blew through town, and shacked up with, guess who! Next day, he was gone, never to be seen again n' my mum ended up pregnant, 'bout a month 'fore she was supposed to get married to some big-shot ranchers second son. Family got pissed, n' kicked her out on her ass. They say she was pretty back in the day, but twenty years after supportin' herself through a rough pregnancy n' tryin' to raise a lil' shit growin' 'bout half as fast as an ordinary kid, you'd never know it. Once mom started gettin' too stooped and wrinkly to work the farm, I saw the writin' on the wall, took off with nothin' but a change of clothes, and never looked back."

"That was who knows how long ago, but it hardly feels like a day's gone by. Anyway, moral of the story, never trust an elf wit' a flute, and never, ever, trust a woman anywhere near 'em. Say, how old are you?" You reply, "Sixteen, as of last summer. What about you?" Dark Whiff chuckles, "Go ahead and guess." The half-elf doesn't look much older than you, but he is part elf, so, "I'm going to guess, you're in your early forties?"

His chuckle turns into full-blown laughter. "Thousand hells no, I'm sixty-eight and countin'!" Despite yourself, your eyes widen in shock. "Sixty-eight!?! You can't be a day past twenty-two!" The half-elf's mirth only grows. "You'd be surprised, bein' a half-breed bastard does have its benefits. So, you say you've been homesteadin'?" You nod, "Sure have." The half-elf's ear twitches, "Alone, right?" You nod again. "Huh, must be some kinda slick. None of my business though. Say, so what are you headed to town for?"

After that, you start discussing the ins-and-outs of hunting, trapping, skinning, and archery, all things he seems quite well-versed in. You hit it off, and by the time he and you both go to sleep, you've even went over the reign of the current king's insane great grandfather's reign! Soon enough, at the crack of dawn you all get up, take apart the campsite, and get moving to the closest boomtown, Trunik.

> Roll one 1d100
>>
Rolled 70 (1d100)

>>2670180
>>
>>2670202
hey, not bad for my luck
>>
>>2670210
Aye, not bad.
>>
>>2667643
YASSSSSSS
>>
>>2670180
How long does a half elf live up to vs a wizards lifespan
>>
>>2670202

Nice, that pushes you over the threshold.

>>2670376

That very much depends on the wizard in question, but half-elves generally live anywhere from four to six hundred years, depending on which parent's spirit was dominant, usually the mother, but occasionally, the father.
>>
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>>2670202

Seeing no reason to refuse the company, you tag-along with the prospectors and get to know them fairly well, with the exception of Dwalin, who doesn't so much as grunt in your direction. Apparently, Harold fancies himself to be a suave professional gambler, but as far as you can tell, he's an idiot with a big head, a loose coin purse, and an alcoholic streak. Relatively nice guy if you can look past that. Jorgen's would've been the fifth sailor in a line of sailors, and he was for some time, had he not sworn to never again set foot on a seafaring vessel after narrowly surviving an encounter with an elder sea serpent. He still misses life on the open water, so in between binge-drinking to forget the nightmares, he's saving up for a riverboat in the hopes that river monsters might be scrawnier than their ocean-dwelling cousins.

Dark Whiff, you're certain that's not his real name but he's not forthcoming, has led what amounts to a series of mundane lives, working a single career for a few decades at a time, before it bores him and he switches to another. So far, he's been a candle-maker, an oarsman, a wrestler, a huntsman, and most recently, a prospector, in that order. When the group's rations run low and you have to forage on the way, he's happy to fill you in on the finer details of hunting, which does wonders to improve your technique. Dwalin doesn't speak to you, but the others do, and tell you in whispered tones when he can't hear that sometimes, when he gets high on pipeweed and can't think straight, Dwalin tells them about he shamed his clan, and fled to save his life at the cost of their honor. He believes he can make up for what he did by providing them a fortune to lift them out of poverty, but he's wracked with guilt over what he's done, and deep down, knows it won't ever be enough.

> Dark Whiff has tutored you in woodcraft, and combined with your earlier experiences, you've gained a Rank in Hunting!

When you see the town of Trunik, you're honestly surprised at its size, considering how isolated it is, but the half-elf explains that it's also a port-town for a river flowing from the ice wastes, and serves as a resting point for fur trades and prospectors alike. The place is home to almost three thousand people and crowd every year, with a bustling open-air market, two competing bed and breakfast brothels, an antiquarian's shop that survives by selling general goods, a gnomish casino, four hedge mages of various disciplines, and a college-educated restorationist with his own stall. Harold says they're going to be staying for two weeks, and that you're welcome to join them while they're here.

There's an abundance of things to do and places to see, but first things first, you need coin, and for that, you'll have to get down to business and sell your hides.

> Roll one 1d100
>>
>>2670656

> *Jorgen
> * Fur traders
> * home to almost three thousand people and grows every year

Ah, the woes of QMing on a tablet.
>>
Rolled 69 (1d100)

>>2670656
>>
Rolled 88 (1d100)

>>2670656
Ignore me!
>>
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>>2670682

Deciding the best place to find an appropriate merchant would be the marketplace, you go there, and after fifteen minutes gawking at the various luxury goods on sale you notice a portly man with a groomed beard, an ivory cane, and an extravagant fur coat, buying furs and hides from a line of mountain men and professional hunters, which are then loaded onto a large wagon by a lumpy half-ogre, his bodyguard, no doubt.

You get in line and worry you stand out somewhat, but no-one pays you any mind. Until you reach the merchant, that is, who introduces himself as Nicholas with a no-nonsense smile and a surprisingly firm handshake. When he sees that you've already tanned the hides, he nods with approval and without further ado, you get down to business.

> 9 deer hide: 1 gold coin, 3 silver coins, 5 copper coins
> 14 rabbit hide: 5 silver coins, 6 copper coins
> 16 squirrel hide: 4 silver coins, 8 copper coins

When all's said and done, you're the proud owner of one gold coin, twelve silver coins, and nineteen copper coins, exchangeable at any money lender at a rate of 1/10/10, for a ten percent fee, respectively. Come to think of it, the currency values are a bit too simplistic to be entirely realistic, and you wouldn't be surprised if an ancient wizard were behind it.

Looking at the coins and comparing them to the effort you went through to get them, you feel Nicholas might've shorted you, but that's not unreasonable for a wagon merchant this far out, and he has a half-ogre bodyguard, so you don't call him out on it.

Seeing as it's only mid-day and you've just offloaded your furs in exchange for coins, where do you want to go?

> The open-air market, you want to explore the rest of the stalls.
> The antiquarian's general store, you want to pick up some supplies.
> The gnomish casino, you've hit a windfall and you're feeling lucky.
> The gnomish money lender's, you want to exchange your coins.
> One of the blacksmiths, you want to acquire proper tools to enchant.
> One of the hedge mages, you want to see what they're doing here.
> One of the illicit taverns, you want to pick up on rumors and get drunk.
> Back to the campsite, you don't feel like wasting any money.
>>
>>2670806
Don't forget what we came here for, grains and veggies
>>
>>2670806
>> The antiquarian's general store, you want to pick up some supplies.
Need to work out our diet.
>>
We should I invite the prospectors to come with us we got a good mountain.
>>
>>2670968
seconding , cant risk " rabbit starvation" out here. need some variety
>>
>>2670817
>>2670968
>>2670995
>>2671131

Do you want to go to the antiquarian's, or do you want to search for a market stall?
>>
>>2671240
Both have their benefits. General store probably has other things we may need and stalls can have some killer deals.
I lean towards general store personally.
>>
>>2670806

> The antiquarian's general store, you want to pick up some supplies.

After we get suplies lets get wasted in one of the brothels
>>
>>2671263
We can get some actual survival suplies in the general store, might also be somethin cool in there. Yep im goin general store
>>
>>2671240
Both, preferably.
But
>antiquarian's
First, definitely.
>>
>>2670806
>Antiquarians
and
>Blacksmith

We want to get some veggies, and potentially seeds. The blacksmith we want to visit to get a hoe or trowel or something we can use to try to make a small garden. Not gonna be easy on a mountain, but every step towards self sufficiency helps.
>>
>>2670995
We should. Good neighbors are worth having out in the boonies. Especially if you end up with a broken leg or something because of bad rolls.
>>
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>>2671263
>>2671276
>>2671305
>>2671363
>>2671373

First things first, you need vegetables, and you needed them last week. While he's not preoccupied with a customer, you ask Nicholas, "Excuse me, I'm sorry to bother you sir, but, could you direct toward the general store? The one with the antiques?" The chubby man nods and taps his cane on the cobbles. "Of course. Werest thou so inclined, thou couldst find Djaylor's Bits and Baubles betwixt he Thirsty Troll tavern and the riverside road in the westernmost portion of the town." You nod your head, "Thank you sir, I-" Nicholas holds up the palm of his hand. "A word of warning, my good man, Djaylor's an elfin gentlemen, and can be most troublesome if one knows not what he searches for."

"Thank you Nicholas." His plump spread into a warm smile and as you leave, you hear him say, "Certainly." It takes you a few minutes to find it, but sure enough, the antiquarian general store is by the riverside, next to a grungy and squat two-story establishment. Unlike most of the town, the store is made of stone, carefully carved into squares and mortared together, and the stout oaken door slides open before you ever enter. A nifty trick, that.

Once you're inside, a pleasant smell reaches your nose, and you see several scented candles dangling above the shelves in clear globes. The shelves themselves are made of cheaper wood, but you can tell great care went into arranging their contents, which hold everything from an abundance of common cotton and iron nails to a handful of rich silks and silver chains. On the far end of the store's singular room stands a strikingly handsome elf who's busy exchanging a nugget of gold as large as your eye for two sacks of oatmeal. You wait for them to finish their transaction, then approach the transparent countertop, where you can see a number of strange items on display.

The elf smiles and says in a light but cutting voice. "Welcome to Djaylor's Bits and Baubles, property of Djaylor, you are speaking to him now. How can a humble shopkeep help a talented mage like yourself on this fine day?"

What are you looking for?

> "I'd like to purchase some of your fresh produce."
> "I'd like to examine a few of your more esoteric wares."
> "I'd like to- Wait a minute. What did you just say!?!"
>>
>>2671484
>> "I'd like to- Wait a minute. What did you just say!?!"
>>
>>2671484
> "I'd like to purchase some of your fresh produce."
Nonchalant, nonchalant! He probably noticed our enchanted items. Don't ignore the question but this doesn't seem like something to overreact about.
>>
>>2671484
>> "I'd like to purchase some of your fresh produce.
>>
>>2671507
Support
>>
>>2671484
> "I'd like to purchase some of your fresh produce."
Pokerface. POKER.FACE.
>>
>>2671484
Just buy the food. And what are the esoteric wares anyways?
>>
>>2671507
need the produce. also am concerned about diet in general, is there anything more fattening we can get like cheeses or oils? any crisco here?
>>
>>2671484
>What are you looking for?
>>2671507
>"some of your fresh produce."
...and grains... and a few other items.
We want to express that we "know what we search for" but leave some room in case fresh produce is not something he actually sells. I would expect any decent general store to have grain but I live next to a famous one and the only food it sells is candy.

>Nonchalant, nonchalant! He probably noticed our enchanted items.
Or, as might be expected from a buyer of antiques, he possesses the ability to identify magics, including our own powerful abilities. Definitely worth addressing later.

>doesn't seem like something to overreact about.
THIS

Some may object to magery, but he clearly doesn't.
Might be worth it to broach the subject of keeping our skills confidential for the moment with him, lest he spill our status incidentally.
...AFTER our business is done.

Actually, did we BRING any enchanted items? Probably the axe. Maybe. I don't wanna go back and check right now.
>>
>>2671621
Fatback or lard is my guess.
No Crisco.
>>
>>2671373
Reminder that we got a rank in Geomancy, so we don't really need a hoe as we can just mold the earth.
>>
>>2671998
What we will need actually is a way to irrigate the garden, so we would either redirect a small stream of water or get a bucket.
>>
>>2671484
>> "I'd like to- Wait a minute. What did you just say!?!"
>>
>>2671484
>"I'd like to purchase some of your fresh produce"
"By the way, what tipped you off?"
>>
>>2671998
Molding the earth takes time though. And I'd rather spend our time enchanting the earth to be more fertile and productive than just moving it around.
>>
>>2671507
>>2671541
>>2671548
>>2671565
>>2671607
>>2671621
>>2671747
>>2672052

> Roll three 1d100
>>
Rolled 45 (1d100)

>>2672140
>>
Rolled 74 (1d100)

>>2672140
>>
Rolled 91 (1d100)

>>2672140
>>
>>2672154
yeet
>>
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>>2672154

Oh shit, he's onto you. Stay calm, stay calm, keep calm, play it cool. "I'd like to purchase some of your fresh produce." Djaylor nods, "I thought you'd say that, I keep most of it in bins behind the counter. Elsewise miners will snatch 'em, 'cause after two months of dried goods and scurvy, anyone will do anything for an armload of fresh vegetables and my store can't afford the loss of profits."

"You're in luck, I received a shipment only two days ago, and the freshening spell has yet to wear off. Close to ninety pounds of cucumber, chickpeas, celery, carrots, cabbage, leeks, peas, lettuce, garlic, onions, shallots, even a few melons. Four silvers per pound, five per melon, 'cause keeping vegetables fresh this far out isn't cheap and there's gold in these hills." Even hearing the mention of vegetables is enough to make your mouth water, but you retain decorum. "Tell me, how do you get so much produce this far from southern farmland?" The elf's smile shifts into a smirk, "Tradesman's secret."

The shopkeeper crouches behind the counter and you hear a creaking noise that confuses you until you see that he's wheeled out a massive wooden bin, covered in carved runes, and filled to the brim with every leafy green imaginable, crisp enough you can smell it. Your arcane sight indicates the barrel is giving off a faint aura, and is most likely enchanted to preserve its contents. Djaylor gestures to the bin and gives a dead-serious whisper, "I'll let you walk away with as much as you can carry, no charge, if you'll tell me your secret." Your grip on your coin purse tightens. "What do you mean, my secret?"

The merchant shakes his head. "I'm an antiquitarian, a scholar of artifacts, many of which are younger than me! I'm not blind human, I've only seen an arcane aura like yours twice before, once on an elder air elemental the size of this town, and once on a cult priest possessed by his dark god. From the looks of things you're neither, and that interests me. Talk now, and maybe we can arrange a deal to keep it secret."

Damn, he really is onto you... What do you do, what even can you do?

> Attempt to lie to preserve your secrecy. [Write-In]
> Play dumb, feign that you don't understand.
> Flee the store as quickly as your legs can carry you.
> Confess the truth, but overplay your strength to intimidate him.
> Confess the truth, but downplay your strength to set him at ease.
> Confess the truth, the whole truth, and nothing but the truth.
>>
>>2672215
>Attempt to lie to preserve your secrecy.
With a bit of
>Play dumb, feign that you don't understand.
Mention we're dabbling in enchanting as a novice mage but we have no idea what he means by our arcane aura being so impressive, don't tell him we're a wizard.
>>
>>2672215
I am not sure how much of a deal is our being a wizard, so when in doubt never show your full hand.
Either lie or downplay, something like "I've come in contact with a powerful magic" could work if the aura lingers. I am personally more for downplaying it, but can support either option.

We could say something about the leylines and our being an apprentice mage.
>>
>>2672215
> Play dumb, feign that you don't understand
> Confess the truth, but downplay your strength to set him at ease.

"I don't know what you mean? I just sort of stare at things a bit and make them a little better sometimes. Most days it just gives me a hell of a headache though."
>>
>>2672215

> Confess the truth, the whole truth, and nothing but the truth.

Maybe we can strike up a friendly relationship with him, he seems to have years of experience and has seen things we cant imagine, a person like this could be of great use as a steward and sort of teacher for us.

He seems to have the same thirst for knowledge and power as us but has come to understand the he can't achieve it in his lifetime
>>
>>2672273
It would be quite comfy having someone to talk magic with, but I don't trust him quite yet and our secret is worth more than a little gold.
>>
>>2672215
> Attempt to lie to preserve your secrecy.
> Play dumb, feign that you don't understand.
Like this anon said >>2672262

>>2672273
>Trusting an elf
>>
>>2672287

If we play dumb he might take advantage of us, but if he knows how powerful we are he might be willing to help
>>
>>2672296
I fail to see how revealing everything would stop him from trying to take advantage of us and why would it make him willing to help us.
>>
>>2671484
>>2671747
>>2672215

He's obviously a skilled trader with many business connections and is learned in the arts of magic, he also has a wealth of natural knowledge about the world.
He's gonna know what the belt we have is and will know the fine points of lesser enchantment maybe even higher ranks but lacks raw magical power unlike us.
We could come to a deal in where he keeps our power a secret in exchange for our services as a powerful enchanter. he could get us the supplies we need and other luxury items that require the use of skilled craftsmen without us having to be in public and risk another incident like this but with a more sinister fellow
>>
>>2672215
> Confess the truth, the whole truth, and nothing but the truth.
Maybe subtly imply we’ve been at this for longer then a couple of months or whatever though, so he doesn’t get any ideas.
>>
>>2672305
if he understands that we know how powerful we are and how strong we want to become and that we mean no harm to the world (yet), he might not want to risk a conflict with us and might be willing to work with us if we both help each other get stronger/richer?
>>
>>2672314
>Assuming an elf we just met isn't sinister.
Just because we can't sense his power doesn't mean he's powerless. Did you forget that Black Lung is 68? This guy could be centuries old. How about we not trust him just yet?
>>
>>2672296
>>2672323
I don't think we should show our hand here. Revealing everything could allow him to take advantage and maybe blackmail us depending on how people see Wizards, while if we play dumb there will still be doubt, and if he does try to take advantage of us when we PLAY dumb, we'll know and have the upper hand.
>>
>>2672328
You make an awful lot of assumptions.
>>
hes a merchant in a piss poor town in the mountains. if he's already seen 2 cataclysmic events and has centuries of knowledge (and maybe quite some power if he actually is sinister) he would already be doing this to someone else
>>
maybe just ask him if he's an evil mage that's gonna take advantage of us, not like he can kill us in broad daylight in a store front
>>
>>2672342
i like to call it planning
>>
for all we know he could be a magic fanboy and the superman of magic just walked into his shop
>>
>>2672388
That would be trash
>>
>>2672350
The town isn't piss poor, we were surprised at its size, it's prosperous enough to have two competing inns/brothels, and he just told us there's gold in the hills.

We don't know for certain how old he is or what all he knows about magic and enchanted items, just that he can detect auras. Even the way he asked us about ours implies he wants something from us
>Talk now, and maybe we can arrange a deal to keep it secret."
As in he wants to make a deal to keep our secret, which doesn't exactly come off as friendly.
>>
>>2672373
Oh. You're wrong then. Planning is what you do when you actually have information.

What you're doing is dreaming or wishful thinking.
>>
>>2672436
I understand entirely, we should know his true motives first before committing or abandoning.
He could merely be asking how we got our power, it could go either way.

We should reply with a question, he hasn't revealed anything about himself yet and we need more info
>>
>>2672328
Anon... do you recall how we got here? I think it was something about getting chased out of town for being wizard?
>>
>>2672514
our family found out we were a wizard and let us leave before the town found out no one knows we are wizard except our family and this guy and that's cause hes got arcane site
>>
>>2672215
>> Attempt to lie to preserve your secrecy. [Write-In]

"Erm... im actualy the god of agriculture come to sample all the produce in the world. Ehe.. he"
>>
>>2672215

Ask why he wishes to know and if we don't believe him to be truthful we simply walk out, he doesn't know anything about us we would be hard to track by normal means but he does have his arcane sight.
we can use our sight to sense his power aswell
>>
>>2672215>>2672436
>>Talk NOW, and MAYBE we can arrange a deal to keep it secret."
>As in he wants to make a deal to keep our secret, which doesn't exactly come off as friendly.
This.
It's essentially blackmail.
He's actually saying "If you don't talk now, I'm not going to keep it secret. Tell me and I'll use it to compel a deal out of you."

That said, he already knows enough to be a problem and he could be a help.
He's better than the harpies.

>>2672341
>Revealing everything could allow him to take advantage and maybe blackmail us depending on how people see Wizards, while if we play dumb there will still be doubt, and if he does try to take advantage of us when we PLAY dumb, we'll know and have the upper hand.
This

>>2672262
>ou don't understand
>> Confess the truth, but downplay your strength to set him at ease.
This is the way to play it.

Also, were not really playing more dumb than we are.
We don't know very much.
>>
>>2672215
>> Confess the truth, but downplay your strength to set him at ease.
>>
>>2672829

Second
>>
>>2672215
>> Attempt to lie to preserve your secrecy. [Write-In]
>> Play dumb, feign that you don't understand.
Reach into your bag and grab a copper coin, dump as much power into the coin as possible, hoping that your aura might diminish, and act like he must have seen the sunlight when you were coming in the door. Ask him what color he thought he saw.
>>
>>2672215
>Confess the truth, the whole truth, and nothing but the truth.
>>
>>2672262
i like this. until we know we can trust him, it does seem like he is blackmailing us . if we play dumb then its harder tk sqeeze enchanting services out of us... that is unless thats what we end up wanting
>>
>>2672388
>>2672394

If that happened, I might cringe enough to pull the tendons in my neck.

>>2672262
>>2672736
>>2672829
>>2672883
>>2673172

> Roll three 1d100
>>
Rolled 87 (1d100)

>>2673489
>>
Rolled 65 (1d100)

>>2673489
>>
Rolled 23 (1d100)

>>2673489
>>
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>>2673505

He already knows, and he's blackmailing you. If you lie, he'll likely know, and if you flee, you're finished. The only rational thing to do is spill the beans, but downplay your powers, and play dumb as to knowledge of your wizardhood. You look over both of your shoulders to ensure no-one's eavesdropping, then say, "A few weeks ago when I was struggling with a thicket, something in me woke up, and I gained the power to make thing better."

Djaylor's pale eyes narrow and his hand scratches his chin. "What do you mean, make them better?" The wood-cutting axe is on your person, and you might as well put it to use. You take it from the crude harness on your back, lay it onto the countertop, and stand back. The elf lifts it, and inspecting the edge, his eyes twinkle with wonder and avarice in equal measure.

He reaches into the pocket of his shirt, removes a pair of spectacles, and puts them on. When inspects the blade closer, his eyes nearly bug out of his head, and his voice almost trembles. "You said, you learned to do this, when?" There's nothing to do but tell the truth. "Three months ago, give or take a week, but I've only really been practicing these last five."

The elf looks at you like a glutton at a cake. "Could you do it again?" You nod. "I-I suppose I could, but that one took me a few hours, and I had a headache all day afterward." He nods. "I've heard of that happening after an enchanter's first item or two- After YEARS of training! Listen, human, you are a savant! If you could craft a localized stasis field in mere months of study, you'll be a grandmaster this time next decade, and by next century, you'll..." Djaylor stares at you, as if he's had an awkward realization. "You'll get to that when you get to that."

"But this! This is marvelous craftsmanship, and with a common implement... To think of what you could do with a few decades of tutelage and a proper masterwork... By the gods, you could move mountains!" The merchant stares into your eyes with a feverish intensity. "By the gods, you're wizard! An honest-to-the-gods, WIZARD, has walked into my shop. Only one is born in centuries, but a mere handful, even in an elf's lifetime, and the most recent one has wandered into my shop!"

[1/2]
>>
>>2673941

"Praise Athuhr!" He looks at you as if he's glanced into the heavens. "Human, I am an antiquarian. I collect artifacts, be they mundane or be they enchanted. Even if I'm only an adept mage. I have an astute eye for the arcane, and by your aura, you have caught it." The sudden excitement seems to waver, to be replaced by a palpable, cold tension. "Wizard, over my decades, I have accumulated an array of tools, knowledge, and contacts you could never find anywhere else, and by your very nature, the potential to achieve true power courses through your veins."

"I feel our respective skills could compliment one another quite nicely, and if you're game, I'd like to propose a mutually beneficial partnership. If you're not, I'm certain the mage's guild would provide a tidy sum for your captivity. This isn't an opportunity I can simply walk away from, but believe me when I say I'd rather we both benefit. What say you?"

> [Write-In]

[2/2]
>>
>>2673952
"The fewer who know about me, the better. Mutual benefit, it seems, is the natural progression under these circumstances. How do you propose our boons should so entwine?"
>>
>>2673952
if you theaten me again again im burying and this axe in your neck

then pick up the produce, leave some coins and skip town asap
>>
>>2674102
This
>>
>>2674102
>>2674169

Second

Told you he was friendly
>>
>>2674102
Support
>>2674166
Edgy
>>
>>2674102
Support. Who knows, we may actually get some valuable use from him.
>>
>>2673952

Question

Is there any limit to what our enchantment ability can do in the world beside rank, material and imagination.
(or just spell creation in general)
>>
>>2674201
Well, he IS threatening us.
Again.
>>
>>2673952
Ask if we could start by getting to know each other a bit before deciding on the details of the cooperation, we could start with him teaching an actual wizard about a field of magic he doesn't know about. That way we get to know each other, he get a life long bragging right about having teached a wizard and we might get the awe of talent effect. That is when you learn to do something in 30 minutes and if somebody else needed days if not months to learn that then they get this emotional scence of awe, the shop keeper knows we are a wizard on a logical level, this would make him know it on a emotional level. A competent fan boy would be a usefull thing at this point in time.
>>
>>2674102
>>2674169
>>2674201
>>2674322

"The fewer who know about me, the better. Mutual benefit, it seems, is the natural progression under these circumstances. How do you suppose our boons should so entwine?" Djaylor takes on an unbecoming shit-eating grin, and raises his hand to point toward the ceiling. "THAT, my wizardly friend, is the best sentence I believe I've ever heard from a human's lips!"

He lowers his hand and his grin declines to its prior proportions. "On the matter of our arrangement, here's what I had I mind. For the rest of today, I'll acquire several pick-axes from an associate of mine, a blacksmith on the outskirts of town, and I'll bring them here. Later tonight, when the sun has long since set, you'll enter my store through the back door, so as to not arouse suspicion. Then you'll enter my workshop, and under my supervision, apply a pair enchantments to each of the pick-axes, one of sharpness, and one of lightness but don't overdo it, it has to be believable."

"Three days from now, my supplier's wagon is scheduled to arrive, and a few hours after the fact, I'll sell your work at thirty gold coins apiece, feigning that they came from a contact near the kingdom's heartland. Of the profits, you'll receive ten golden coins per pick-axe, in addition to fifteen upfront. If all goes according to plan, which it should, assuming no-one detects your aura while you're in town, we should be able to reliably repeat this every two months. That's how long it generally takes the wagoneer to make his rounds, you see."

You nod. "I suppose I do, but why am I only receiving a third of the profits, when I'm the one doing all of the work?" The elf's reply is succinct and matter of fact. "A mundane prospector-" You interject, "Homesteader." He nods, "Right, a mundane homesteader, suddenly throwing gold coins to every merchant in town would be highly suspect, which is why you'll be getting only a third of the gains, which isn't out of the question for a particularly fortunate prospector hitting a heavy deposit." You respond.

"That makes sense." The trader winks, "I've been in the business for a very long time." A question comes to mind. "Wait, why sharpness and lightness, when I could add durability without much trouble?" Djaylor taps on his head, "Think human, we want repeat customers needing replacement tools when wagon day runs around, not barren hills and wealthy gnomes." "Ah." The elf shrugs. "It is how it is. Do you find the terms agreeable, or do you see a flaw? And before you say anything, your mystic might is my financial gain, a degree of access to the artifacts in my collection is a given."

How about it?

> You see no problem with the plan, and want to begin immediately.
> You want a higher share of the profits, after all, you're the one doing the work.
> You want to receive your payment in an artifact, not coin.
> You want to add durability to the picks, taking advantage of the miners leaves you with a bad taste in your mouth.
>>
>>2674673
> You see no problem with the plan, and want to begin immediately.
>>
>>2674201
You have an oddly adversarial and coercive view of friendship anon.
>>
>>2674673
> You want a higher share of the profits, after all, you're the one doing the work.

Not out of greed but out of principle. We should argue for 30 gold upfront. After all, you never take the first offer and we should at least try to bargain.
And
> You want to receive your payment in an artifact, not coin.
We should be willing to accept payment in kind, an artifact and some vegetables if he has an issue paying out that much coin.
>>
>>2674812
supporting
>>
>>2674812
Supporting
>>
>>2674201
>Told you he was friendly
>If you're not, I'm certain the mage's guild would provide a tidy sum for your captivity.
SUPER friendly.
Listen Anon, I'll be your friend, just give me your credit card info.
>>
>>2674812
this
>>
>>2674812
>> You want a higher share of the profits, after all, you're the one doing the work.
>Not out of greed but out of principle.
This.

Seems wrong to just accept the deal immediately without haggling.
Feels weak and needy.
>>
>>2674673
>a mundane homesteader, suddenly throwing gold coins to every merchant in town would be highly suspect
That's a reason to sit on the larger portion of our share, not for us not to receive it at all.
>>
>>2675057
He's misleading us, anon.

We could negotiate for more than half the gold and then store it or sit on it ourselves. He's insulting borderline insulting us with his insinuation that we couldn't keep a low profile even after being told it is wise to do so.
>>
>>2674673
Convince him to bring the tools outside of town for enchantment. Staying long within the city might blow our cover considering the fact that there is a mage guild here.
>>
>>2675218
Also, considering how far away we live from the town having to go back and forth every two months may become tedious.
>>
>>2674342

You don't know enough about magic to have an answer for that. Theoretically, there should be an upper limit, but practically, so long as you have the requisite knowledge, materials, energy, technique, conditions, and time, you don't see where it would come up.

>>2675218

There's no mage's guild specifically centered in the town, he was referring the monolithic mage's guild that operates across several kingdoms, maintaining a soft monopoly on the study and usage of the arcane arts. In the town, there's only one guild mage, who's working as a restorationist for hire in the marketplace, there are four other magic users, but they're hedge mages, meaning they're self-taught and generally less competent than the mage's guild's formally educated members.

>>2674812
>>2674836
>>2674906
>>2675028
>>2675034

> Roll one 1d100
>>
Rolled 89 (1d100)

>>2675266
THERE CAN BE ONLY ONE
>>
>>2675268
Okay then.
>>
>>2675266
Just wanted to say, just found this quest today. And I'm glad to see it alive and kicking. Will continue to follow it OP
>>
>>2675426
this, very fun little story, some of the quest threads have too much backstory and characters i dont care about whereas this def has a more roleplaying feel to it.

i definitely think we should be getting 50/50 hefe or at least ask
>>
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>>2675268

"Elf, let me make myself plain to you. I am a wizard, and I am beholden to no-one, and no thing, least of all a boom-town antiquarian. Without my wizardry, your operation couldn't function and you'd be making no more than before, and furthermore, you've grievously insulted me by implying I'd be unable to restrain myself upon receiving a financial windfall. As your partner, and thus your equal, it is only reasonable I demand an equal share of the profits, and twice your upfront offer as compensation for such a display flagrant and blatant verbal abuse."

Djaylor's face is the embodiment of smugness. "You drive a hard bargain, to tell you the truth, I was hoping for that. The last thing I want to do is embark on a business venture with someone with no business sense! Of course I'll split the profits, though I regret to inform you, I have a mere sixty golden coins in my shop, and will require at least forty to obtain the pick-axes. I could retrieve more from my account with the gnomes, but as I've said, moving such large sums is certain to raise suspicion."

"What say I provide you fifteen golden coins, and allow you the free choice of any artifact I have for sale worth the difference? Alternatively, you could wait, and I'd provide you with coinage along with five percent interest upon receiving it. The choice is yours, though, at the moment, I'm afraid I'm unable to compensate you."

Do you want to accept the elf's offer of an artifact worth up to fifteen golden coins, or do you want to wait to receive fifteen golden coins, along with slight interest?
>>
>>2675722
artifact, plz and ty
>>
>>2675722
i say lets take a look at the artifact choices. something could be useful
>>
>>2675722
Show us the artifacts.
>>
>>2675722
artifact!
>>
>>2675722
ARTIFACTS
>>
>>2675722
With the artifacts he could rip us off, but I am too curious on what he has on hand.
>>
>>2675722
Goddamn elves. Smug anime girls no matter what sex they are.
>>
>>2675722
>Artifacts
Also ask him about the skull belt we got from the harpies.
>>
>>2676292
Let's not just yet. A: It feels kind of evil and we don't trust this fellow yet, or at least we shouldn't. B: We didn't bring it with us
>>
>>2675722
tell him we need a wepon, or an item to help us hunt.
>>
>>2676296
Makes sense. Also we could probably figure out the enchantment present on the item on our own.
>>
>>2676299
Or a harpie repellant scarecrow.
>>
>>2675722
Knowledge is important. Trade some of that gold for knowledge. See if he knows a way to hide or diminish our aura.
>>
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>>2675735
>>2675745
>>2675770
>>2675849
>>2675880
>>2676074
>>2676292
>>2676299

"An immediate artifact might be more useful than fifteen gold, plus interest a week from today. Show me you've got." Djaylor claps his hands, "Of course. Follow me human, and take care not to break anything, some of these are older than your grandfather's father!" He leads you behind the counter, and up a cleverly hidden stairwell into the store's attic, that would be cramped if its clutter wasn't so tidy. You watch him sift through a number of crates and barrels, at one point drawing a silvery scimitar and shuddering, before he has a small armload of items he deposits onto his workshop's table.

"The attic is where I keep my actual collection, the items downstairs are either mass-produced lowest-denominator garbage or a slightly inferior variant of a piece I already have. This here," he waves his arms in a sweeping gesture, "is the real deal. Feel free to take your time, after all, I'm not getting any older."

Which artifact do you take?

> Pixie Leather Belt: A slightly pinkish belt made of carefully harvested and dried pixie hides. Djaylor claims it improves one's focus when casting illusions.
> Ring of the Strongman: A bronze ring that gives you a distinct feeling of brawn. Djaylor claims it makes its wearer one and half again as strong, at the cost of a doubled metabolism.
> Potion or Psychic Sanctum: A bubbly yellow brew, that supposedly tastes like lemonade from a gutter. Djaylor claims that, when quaffed, it makes one's mind much more difficult to damage by psionic means.
> Diurnally Turning Pendant: An ornate golden circle suspended by a golden chain, clearly intended to serve as a necklace. Djaylor claims that during the day, it appears to be made of gold, and during the night, it appears to made of silver, though in actuality, it's only intricately carved wood.
> Broken Djinn's Chain: An impressive two feet length of rusted iron chain. Djaylor claims that in ancient times, it once shackled a genie, who then escaped, dispelling its binding enchantment by shattering it into hundreds of pieces. It's no longer magical, but it might be highly receptive to a new enchantment.
> Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water.
>>
>>2676414
>> Broken Djinn's Chain: An impressive two feet length of rusted iron chain. Djaylor claims that in ancient times, it once shackled a genie, who then escaped, dispelling its binding enchantment by shattering it into hundreds of pieces. It's no longer magical, but it might be highly receptive to a new enchantment.
Not too conspicuous and can be made useful. Perhaps it can be enchanted to lengthen as necessary, or we can just wear it like a bandoleir and look like a badass.
>>
>>2676414
>Broken Djinn's Chain
Probably the most useful.
I'd like to get the water sprite, but can't yet think of a purpose to set it to.
>>
>>2676414
> Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water.
>>
>>2676414
>Ask Djaylor what a Water sprite is capable of.
Want to know what we could get the little guy to do, if we pick him.
>>
>>2676414
>Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water.
>>
>>2676414
>> Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water.
Figure it would be useful for finding sources of water by were we live and maybe irrigation. Also we can take it to the leyline to see if it can be empowered some more. Not sure how tiny is tiny by the way.
The ring could be useful for the simple fact that we have a harpy issue right now and only melee as a way to defend ourselves.
The chain is another option that would be nice to have since most settings once you get high enough you can enchant individual links on a chain.
>>
>>2676414
I like the pendant, but unless we can enchant it in a way that changes with the light it's useless to us

The pixie belt is nice if we plan to explore that field, but otherwise useless for now

The Psychic Sanctum is nice, but we haven't met anyone who could harm us psychically, the harpies song didn't affect us. Another useless item in the short period.

The ring is always useful, but the doubled metabolism requires much more food and we need to secure our veggies either through trade or through garden.

The water sprite is arguably the most useful, as is an elemental and source of water and could solve our irrigation problem.

The chain could be a rather kick-ass piece of equipment if adequately enchanted, or we could go the Belmont way and turn it into a metal whip.

Overall I favour either the ring, the chain or the sprite.
With enough money we could take them all, possibly a second one right away by forfeiting our initial pay.
>>
>>2676471
>>2676526

"I'm tempted to go for the water sprite, but before I make my decision, I'd like to know, what exactly can it do?" The elf picks up the potion, taps on it, and you see the liquid inside swirl of its own volition. "One tiny enough to fit in your hand? Not much, besides parlor tricks and snuffing out candles. It's intelligent enough to follow basic, one syllable orders, but it's really too small to fight effectively, though I suppose it could be used for cheap shots, and since it's an elemental, I assume it can detect nearby water sources." Curious, you ask, "What do you mean by nearby?" Djaylor thinks for a moment, "Anywhere within half a day's walk, give or take. In a decade or so, its spirit will grow enough to absorb sufficient liquid to reach the size of a bucket, and in two more, it might accumulate the volume of a barrel. Then, I imagine it'd be much more useful."

Fascinating.
>>
>>2676414
>>2676568
> Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water
>>
>>2676568
>>2676414
> Bound Water Sprite: A stoppered glass potion that appears to be filled with mundane water. Djaylor claims that it contains a tiny water elemental, bound to obey whoever removes the stopper until the end of the openers life, or its own banishment back to the Plane of Water.

It seems to be the most useful.
>>
>>2676568
By the way do we have a stream nearby our cabin or we survived until now by channeling rain? I can't recall digging a well, and unless we drank during our hunts we must have had already a water source.
>>
>>2676628
It's a mountain. We can get plenty of snow or ice come winter.
>>
>>2676669
Yes, but is it winter right now? Moreover if we already have access to water we would not need to worry about our garden/field.

I am just fishing for info here
>>
>>2676628

A little bit of column A, a little bit of column B. There's a stream within ten minute's walk of your cabin, but the water's a bit murky and difficult to boil without a pot.

>>2676451
>>2676496
>>2676526
>>2676602
>>2676619

So be it.
>>
>>2676451
>>2676496
>>2676526
>>2676602
>>2676619
>>2676568

"Good to know, good to know... I think I've made up my mind." Djaylor stares at the artifacts, then says, "And?" You say, "I think I'll take the bound water sprite." The elf's smile indicates his approval. "An excellent choice, easily my favorite variant of elemental." He carefully hands the potion bottle to you, and continues to speak. "A word of advice, unstop it when you're alone, otherwise the sprite may be confused and assume someone else is the opener."

"Now then." The elf reaches into his pants pocket, withdraws an innocuous leather pouch, buries his arm into it up to the elbow, and before your unbelieving eyes, takes thirty-three coins. thirteen golden, twenty silver, and places them into your hand. "Your incentive, almost as was agreed upon. I took the liberty of providing two of your golden coins in their silver equivalent, so that you can acquire a room in one of the inns without losing any coppers to those damned gnomes."

You're in shock. "B-but how?" Djaylor chuckles, "Tradesman's secret." Deep inside, a part of you realizes it was most likely a spatial enchantment of one kind or another, though you'd have to look closer to verify. Your confusion partially assuaged, you decide to ask, "But why thirteen, specifically?" The antiquarian's chuckle is merrier than before. "You ask a lot of questions human! Genuinely though, thirteen is the number of deities in the elven pantheon, and thus, we consider it a sign of good luck."

You scratch your chin. "That makes sense. So what now?" Djaylor somehow gives a graceful shrug. "Now, you're free to do whatever you please until nightfall, when I'll be ready for you. Be careful to avoid the marketplace, elsewise, the mage's guild restorationist and hedge mages might detect your aura of arcane energy." Wait a minute. "I've already been to the marketplace, to exchange furs for coins." The elf's face hardens. "That is most unfortunate, but there's no way to tell if they've seen you, and if they have, there's nothing we can do but hope their anecdotes are dismissed as rumor."

> [1/2]
>>
>>2676885

"All the same, if I were you, I'd stay low and try to devise a way to cloak your aura, sooner, rather than later." He waves his hand toward the door, "Get thee hence wizard, I need to get to work, and we've talked enough for the time being. I'll be seeing you soon enough, later tonight, be careful, and don't forget our arrangement." You straighten your back. "I reassure you that I will, and that I won't. Goodbye."

While you exit the Djaylor's Bits and Baubles, you can't help but wonder where you want to go with your newfound coin.

> The open-air market, you want to explore the rest of the stalls.
> The gnomish casino, you've hit a windfall and you're feeling lucky.
> The gnomish money lender's, you want to exchange your coins.
> One of the blacksmiths, you want to acquire proper tools to enchant.
> One of the hedge mages, you want to see what they're doing here.
> One of the illicit taverns, you want to pick up on rumors and get drunk.
> Back to the campsite, you don't feel like wasting any money.

> [2/2]
>>
>>2676895
>> One of the blacksmiths, you want to acquire proper tools to enchant.
>>
>>2676895
>> One of the blacksmiths, you want to acquire proper tools to enchant.
>>
>>2676895
>One of the blacksmiths
>>
>>2676895
> One of the blacksmiths, you want to acquire proper tools to enchant.
Priority is a cart, and to inquire about where to get a donkey. Then we can acquire tools, if we desire. We'll need the cart to bring our bounties back to the "homestead."
>>
>>2676977
we probably should wait on the cart and donkey for now since typically they are kinda expensive. Wait a couple of trips of our luck and finding a "mine" and some trapping and we can get it then. We can probably look at the prices though.
>>
>>2676977
We would also be able to find out how much a pickaxe costs to see if Djaylor was lying to us about material costs and his ability to pay us up front.
>>
>>2677108
He may be lying but he never says how many he is buying. So, we will have to see how many he actually brings to us to enchant. Keep in mind he may already have a couple from a trade or two. Either way this gives us some form of income so we can actually buy stuff in a bit and not worry about a lack of funds. Also we need to see about finding a way to either hide our ability or make it appear lower than it is.
>>
>>2676921
>>2676930
>>2676961
>>2676977

> Roll one 1d100
>>
Rolled 8 (1d100)

>>2677199
>>
Rolled 36 (1d100)

>>2677199
>>
Rolled 91 (1d100)

>>2677203
Look at what you've done. Should've let me roll, senpaitachi.
>>
>>2677203
Well, we're fucked.
>>
Rolled 63 (1d100)

>>2677199
>>
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we should ask djaylor next time we get a chance about the diurnal wooden necklace now that we have our water sprite. diurnal= having to do with time period of a day; it's a longshot but perhaps it can alter the flow of time somehow and aging the water elemental will make it more powerful to us?
>>
>>2677203

Eh, it could've been much worse. Expect an update, as soon as I've finished filling out the rest of a dwindling stack of paperwork.
>>
>>2677699
I'm playing around with the idea of running my own quest and I quite like this one. Care to share the resources you're using?
>>
>>2677714

To be honest with you, I've been pulling most of the lore out of my ass, but I've been using the chaoticshiny.com to generate merchants. It's a pretty nifty site.
>>
>>2677780

the lore's pretty damn good, any inspirations?
>>
>>2677805

Not any conscious ones, no. I was inspired by AI's A Wizard and His Tower quest, which is the closest thing I'd say I have to a concrete inspiration.
>>
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>>2677203

There's no need to waste money on gambling or debauchery, and meeting with the hedge mages would risk far too much for far too little. You feel you'd do best putting your coin to good use, by purchasing a quantity of tools with which to hone your enchantments, and the only place to do that is at the blacksmith's forge. Or at least, one of them.

You've left Djaylor's store and have been wandering the streets in search of a forge for almost ten minutes before you wander into a dark alley and find yourself face to face with an old man clutching a short-sword. He's clad in furs and leathers, and despite his advanced age, there's a chilling efficiency in the way his weapon moves that belies years of experience.

"Yer awful scrawny, aren't ya, whelp? Bit too scrawny for yer own good, heh, 'cause ye've run into Urdal the Shadow, robber of Duke Trenneth the Third's crown, and he hasn't had a decent drink two weeks now!" When you don't panic, the thief scratches his brow, and shrugs. "Eh, I won't fault ye for not knowin' how deep in the shit ya are, it was before yer time." He twirls his blade. "Any las' words youngster?"

You have a few choice ones, but they'll have to wait. How do you want to keep this alley's walls from getting splattered with a new shade of red?

> He's clearly fallen on hard times, you'll reason with him, and try to turn a foe to a friend.
> He's clearly out of your league, you'll run away as fast as your legs can carry you.
> He's an old man and you're in your prime, you'll brandish your axe and if that doesn't scare him, you'll fight.

And if you decide to run or fight,

> You'll use your geomancy to rip a brick out of the wall and into his face, he won't expect it.
> You'll use your geomancy to fling a fistful of sand into his face, it'll catch him by surprise.
> You'll use your geomancy to trip up his feet, he'll be caught off-guard.
>>
>>2678044
Offer him a gold coin, but at the same time get your axe at the ready. Even if he doesn't accept we could distract him enough to
>> You'll use your geomancy to rip a brick out of the wall and into his face, he won't expect it.
>>
>>2678044
> He's clearly fallen on hard times, you'll reason with him, and try to turn a foe to a friend.
Maybe give him enough for a drink
>>
>>2678065

This
>>
>>2678044
play like we're deaf mute, and see how flustered that makes him. if he gets distracted enough then we can touch his sword and rubberize it. if he engages then we should geomance his feet and run straightaway
>>
>>2678044
>> He's clearly fallen on hard times, you'll reason with him, and try to turn a foe to a friend.
>>2678069
>Maybe give him enough for a drink
>>2678065
>Offer him a gold coin, but at the same time get your axe at the ready. Even if he doesn't accept we could distract him
Reason>Bribe>Brick>Axe
>>
>>2678118
Sounds like a good plan
>>
Bribes wont work when he can just kill us and take all our gold. He asked for last words which means buisness, we're gonna have to fight this guy.
>>
>>2678202
True, unless he's full of crap.
>>
>>2678202
anything can be done with good rolls, anon
>>
>>2678065
>>2678069
>>2678104
He just asked if we have any last words, people who can be reasoned with don't brandish a sword and threaten to kill strangers in a dark alley.
>>
>>2678226
>>2678229

You don't get to be old in his profession if your shit you get killed.

Running or fighting is our best bet cause he's old and we're in the prime of our life and have been hunting and woodcutting for about a month, and we aren't good talkers we get more rolls in combat, magic and physical checks then anything else.
>>
>>2678248

This guy gets it
>>
>>2678229
Do you really want to stake the entire quest on a single roll which probably has pretty high requirements? We should do something we're good at with higher chances of sucess. Talking is only good for momentarilay stalling while we concentrate on geomancy.

I say we ask him about the Duke Trenneth appealing to his pride while we concentrate on knocking him out with well placed brick to the face. A killing would cause trouble for us and is to be avoided if possible.
>>
>>2678249
If talking won't work then throwing sand in his eyes would be a good bet.
>>
>>2678263

If we show our magic and he lives word will spread of us, he has to die.

>>2678044

"you've chosen a shit place to die old man"

> You'll use your geomancy to rip a brick out of the wall and into his face, he won't expect it.
After he's hit by the brick (if he's not unconcious) go in with the axe and swing at the stomach
>>
>>2678309
Good point, but killing him will get us in trouble.
I suggest we try to flee without using magic. Maybe try to duel him while slowly getting out of the dark alley. Crying for help would also be a good idea.
If what I just said was shite, then at the very least, let's try to knock him out in some fashion.
>>
>>2678337

no one will care if an old robber is found dead an alley
>>
if he gets knocked out we can slit his wrists and make it look like a suicide
>>
>>2678352
Anon we're just a kid, not a hardened murderer.
>>
>>2678344
>>2678352
It would be out of character though. How the harpy we killed was dealt with, body treated, and how he felt about killing it has set precedent there. We're a 16 year old farm boy with magic powers, not a warrior or a murderer.
>>
>>2678344
Even so, we're still killing someone.
What if that old man has powerful allies that'll try to get revenge? Don't forget what happened when we killed a single harpy.
What if merchants refuse to trade with us if word gets out? What of Djaylor? We have no guarantee he'll want to do business with a murderer.
Dwalin the dwarf will not accept us back into the group if we kill the thief. I don't think the others would want us back too.

It's too risky.
>>
>>2678397
T H I S
>>
>>2678397

If he doesn't get knocked out or we get away somehow its gonna be a kill or be killed situation same as the harpy.

>>2678404
if he had powerful allies that care about him then why is he robbing people in an alley to get money for booze. Merchants wont trade with us if we're dead either.

You guys forget we rolled an 8 to get here this is a dire situation, the actions we take aren't gonna be easy ones to make
>>
>>2678450
If. We can always try.

Because he would know someone would help him get away with it.
Yeah no shit we can't do business if we're dead; I'm saying we can get out of this situation without killing the thief. This isn't a convincing argument.
>>
>>2678484
if we make our self more trouble then we're worth he'll fuck off and find easier people to rob, by convincing him that were gonna kill him in order to be safe, chance is he'll run
>>
>>2678397
how can be out of character when we're 16, we don't even have a character yet, we just want to survive and study our magic as far as now, we were relieved the harpy was dead and that we got away without a scratch.

If we fight and he gets knocked unconscious somehow we will bind him and take him to the Town Guard/Police? but if he dies in the fight that's something we are gonna have to live with and it'll shape our character as its the first civilized creature we've killed
>>
>>2678577
>how can be out of character when we're 16
What the hell does that have to do with anything? We're a 16 year old farm boy that just recently got kicked out from home with our family. We're not a fucking murderer. Maybe later, when we're mad with power things will change.
>>
>>2678506
Okay, but how do you plan on "convincing him"?
The thief said: "ye've run into Urdal the Shadow, robber of Duke Trenneth the Third's crown". He seems like a prideful individual. I don't think he'll be humbled if we ever best or injure him.

Could the water sprite help us out?
>>
>>2678595
Don't think so. We never opened the bottle and it needs to be done alone so it's not confused who it's master is.
>>
>>2678584
it's not murder, murder is the unlawful premeditated killing of another person. it's protecting our self, same as the harpy you dumb cunt
>>
>>2678595

It might, if you could open the potion, successfully convince it you're the opener, and command it to attack Urdal before he could stab you.

>>2678065
>>2678082
>>2678118
>>2678309

An attempt to reason, followed by a brick seems to be the closest thing we have to a consensus.

> Roll one 1d100
>>
Rolled 41 (1d100)

>>2678614
>>
Rolled 50 (1d100)

>>2678614
>>
>>2678613
No need to be rude, anon.
>>
Rolled 13 (1d100)

>>2678614
>> Roll one 1d100
reeeeeeeeeeeeeee
>>
>>2678615

Hmm.

> Roll one 1d100
>>
Rolled 13 (1d100)

>>2678638
>>
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>>2678640
>>
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>>2678640
I'm gonna stop rolling now
>>
Rolled 86 + 15 (1d100 + 15)

>>2678640

Looks like it's melee.

> Roll one 1d100
>>
Rolled 89 (1d100)

What are these shit rolls
>>
Rolled 11 (1d100)

>>2678638
>>
>>2678657
...alright.
>>
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>>2678657
SAVED
>>
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>>2678657
>>
Rolled 41 + 15 (1d100 + 15)

>>2678657

Ohoho, it appears this battle is not as one-sided as first seemed!

> Roll one 1d100
>>
Rolled 68 (1d100)

>>2678687
>>
Rolled 45 (1d100)

>>2678687
>>
>>2678687
That means it'll turn out good, r-right?
>>
>>2678703
I think that's the old dude's roll. I think my roll beat him.
>>
>>2678688

Hmmm...

> Roll one 1d100
>>
>>2678703
yeah i think the shit roll failed our persuasion but our attack rolls have been okay for now.
>>
Rolled 53 (1d100)

>>2678710
Fingers crossed
>>
Rolled 94 + 10 (1d100 + 10)

>>2678718

And, he dodged your geomancy cheap-shot.

> Roll one 1d100
>>
>>2678723

...
>>
Rolled 11 (1d100)

>>2678723
rip
>>
Rolled 56 (1d100)

>>2678723
What the fuck man.
>>
Rolled 81 + 20 (1d100 + 20)

>>2678731

Damn.

> Roll one 1d100
>>
>>2678723
>>2678731

we fucking dead
>>
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>>2678723
fug
>>2678731
FUG
>>
Rolled 42 (1d100)

>>2678741
Everything is terrible
>>
>>2678749
it's ok. the quest wouldn't be fun if there weren't consequences
>>
>>2678754
Anon we're dead.
>>
>>2678754
I don't think it's a consequence we can afford
>>
>>2678741
>>2678749

> Roll one 1d100
>>
Rolled 14 (1d100)

>>2678793
>>
>>2678796
so we lose everything
>>
>>2678796
16 years old. Died too soon. ;_;7
>>
Rolled 4 + 30 (1d100 + 30)

>>2678796

Sigh, I'm going to have to Deus Ex Machina, aren't I? And you were all doing so well...

> Roll one 1d100
>>
>>2678796
fuck me right in the asshole sweetheart we're going to hell
>>
Rolled 57 (1d100)

>>2678812
Fuck these dice my dude.
>>
>>2678766
it looks that way, but regardless , what i said is still the case.
>>
Rolled 32 (1d100)

>>2678812
Watch this
>>
>>2678812
OP, don't be afraid to end it all.
This is what the dice want.
>>
Rolled 61 + 10 (1d100 + 10)

>>2678817

The absolute madman.

> Roll 1d100+10
>>
>>2678836
Please god , oh please.
>>
Rolled 85 (1d100)

>>2678836
I CAN SAVE IT, WATCH ME GO
>>
>>2678845
I BELIEVE
>>
Rolled 21 + 5 (1d100 + 5)

>>2678845

> ROLL ONE 1D100+10
>>
Rolled 60 + 10 (1d100 + 10)

>>2678850
I BELIEEEEEEEVE
>>
Rolled 99 (1d100)

>>2678850
>>
>>2678856
AH FUCK, NOW I REGRET ROLLING.
>>
the dice gods giveth and taketh
>>
>>2678867
The Random Number God is is mysterious and unfathomable.
>>
>>2678856
It wasn't +10 so OP would have refused it
Dice gods are fucking cruel
>>
Rolled 6 (1d100)

>>2678856

DAMN.

>>2678855

Double damn! Dare I hope?

> Roll 1d100+10
>>
Rolled 79 + 10 (1d100 + 10)

>>2678894
I'm ready
>>
>>2678894
The anticipation is fucking killing me dude
>>
>>2678912

Fuck me up the arse with a barbed dragon dildo, it appears the high-stakes waifu arch won't be necessary. A word of warning, it might be wise to invest in a form of combat magic and/or training, you dodged death by the skin of your teeth, twice, this encounter alone.
>>
>>2678960
Aw fuck, if I was here for the first vote I would've went for pyromancy.
>>
>>2678960
Guess, we're just got lucky. Our Enchanter still has some life left in him.
>>
>>2678960
OH FUCK YES BABY
Can't wait to read how we fucking escaped

Training the water sprite would be a short term start. Golems would take way too long. If we could find some spell book, that would be great. Enchanting a weapon would also be a good start.
>>
>>2678976
whatshisface said with time the sprite gets bigger. i want to see if we can manipulate that or use it to our advantage to speed that up? none of the magic schools jump out at me as allowing this, but i wanted to look into that diurnal necklace to see if that has anything to do with time manipulation, but nobody seemed to bite on the idea. i love the idea of a water sprite body guard bro, though.
>>
>>2678976
We seem to learn the basics of a new magic pretty quickly. I think it's better to just study something with direct combat applications than invest too much time in the tiny elemental just yet. Hydromancy could be devastating agianst organics though so maybe we could do both at once.
>>
>>2678996
Good points. I'm not against learning hydromancy.
Aeromancy seems more versatile though. We can use it to fast travel and fight without making much noise. Pyromancy is also very versatile. Geomancy doesn't seem too helpful offensive wise at the beginning.
I don't know if this universe has tarot cards, but a little divination wouldn't hurt.
>>
>>2678960
That waifu arch though
>>
>>2679048
No waifus, our one true love is magic.
>>
We should invest in some ink, needles and alcohol tincture and start practicing with enchanted magical tattoos so we have some survivability
>>
>>2679150
Can't we just enhance our body without doing all of that? Genuinely asking
>>
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>>2678615

You hold up your hand, "Listen, I'll give you five gold if you leave me be-" The glint of greed in the thief's eye takes on a murderous sheen, "FIVE GOLD? If you're offering me that much, there'll be twice that on your corpse!"

>>2678640

By the time you realize your attempt at compromise is futile, he's lunged for your throat and the brick you'd ripped from a wall and shot for his temple misses by an arm's length.

>>2678655
>>2678657

You draw your wood-cutting axe and swing to strike a ruinous blow, but the elder is nimbler, and easily sways to the side, striking like a cobra to open a superficial gash in your arm.

>>2678718

He sees the second brick coming before it ever flies, and dodges as easily as a pixie would a drunkard's club!

>>2678687
>>2678688

But for all his experience, he doesn't see your axe's backslash coming, and as enchanted as it is, the blade sails through his leathers and into his side. However, age has done little to dull his swiftness, and his deft movement prevents anymore than a glancing wound.

>>2678723
>>2678731

You swing to sever his head from his shoulders, but he did the last thing you'd ever expect. By falling onto his hands, and spinning his legs into your ankles, he simultaneously evades your attack, and forces you to stumble, collapsing to the ground! Unlike you, he's up in a flash and ready to spill your lifeblood!

>>2678741
>>2678749

He stabs down, intent to slip his short-sword betwixt your ribs and into your heart, but reaching, you parry with your bare arm, forcing it aside to miss your intestines by bare inches.

>>2678796

Try as you might, the pain is too much for you to put your wizardry to use, and the sand about his feet does no more than idly shake.

>>2678812
>>2678817

Though, your shins prove much more effective, and soon he comes tumbling down to meet you!

>>2678836
>>2678845

For all of his technique, he's an old man and face-to-face on the ground, your brawn wins ouy! After brute-forcing his hands from your throat, you grip his skull in one hand, and with every ounce of your strength, slam it into the earth!

>>2678894
>>2678912

When you hear a deafening snap, your blood runs cold and the thief's body goes limp. You scramble to your feet, level the wood-cutting axe at the corpse, in case it isn't dead, and stand in shock. When a sixty-second eternity has come to pass, you lower your weapon, and sink to your knees. You've just killed someone.

> [1/2]
>>
>>2679173
How so?
>>
>>2679181

Not a rabbit, not a squirrel, not a doe, no, not even a harpy, but someone. Another living, breathing, thinking human being with his own loved ones and cherished memories raised his blade against you, and in self-defense, you broke his neck in an unprecedented display of brutality. It began and was over in mere moments, but you feel this will shape you for years to come.

How do you feel about killing another person, for the first time?

> Horrified, both at the thief for trying to kill you over a handful of coins, and at what you had to do to defend yourself.
> Mournful, the thief tried to kill you, and now he and your innocence are dead by your own hands, why did this have to happen?
> Relieved, that thief almost killed you half a dozen times, and by the grace of the gods or sheer good fortune, you'll live to see another day.
> Righteous, the thief that tried to kill you was an old man, there's no telling how many innocent lives he's ruined, and now you've put this evildoer's murderous vice to rest.
> Apathetic, that thief tried to kill you, and in turn, you killed him, there's no need to quibble over it, death, and the dealing of death is an oftentimes unfortunate neccesity.
> Elated, a former master thief tried to kill you, and magic or no, you held your ground, saw him slain, and you've never felt more alive!

> [2/2]
>>
>>2679189
>Apathetic, that thief tried to kill you, and in turn, you killed him, there's no need to quibble over it, death, and the dealing of death is an oftentimes unfortunate neccesity.
>>
>>2679189
> Horrified, both at the thief for trying to kill you over a handful of coins, and at what you had to do to defend yourself.
> Relieved, that thief almost killed you half a dozen times, and by the grace of the gods or sheer good fortune, you'll live to see another day.
Jesus Christ that was terrible. At the same time, I'm glad our mage is alive.
This isn't a comfy quest at all!
>>2679187
No no, I'm asking if we can enhance our body to make it stronger. Tattooing would be a good idea but strangers might ask us what do the spooky runes mean.
>>
>>2679217
I agree with this. Horrified and relieved.
I still think it's comfy though.
>>
>>2679217
This.
Damn, that was quick and brutal.
>>
>>2679217
That was harrowing, and after how he reacted to killing a Harpy this seems most in character.
>>
>>2679189
Horrified. Relief might come later but for the time being still too flooded with adrenaline to calm down and process it like that. All we can think of is the immediate reality of dead body before us.
>>
>>2679217
This
>>
>>2679217
what do you mean by enhance it to make it stronger it's a pretty broad term you realise that
>>
>>2679326
I didn't realize that.
By enhancing, I mean making the mage's body sturdier.
>>
>>2679333
sturdier? what like physical conditioning, armor, Enchanted clothing?
>>
>>2679342
I don't know man, I was just suggesting shit.
>>
>>2679347
i've had a few ideas on what we can do

A enchanted mask that has a random face on it to hide our identity.
A enchanted stone maul that we can summon out of the ground with our geomancy
Enchanted Tattoos that give us the ability to blend into surroundings like a chameleon
Enchanted Tattoos that give us sight, (tattooing eyes onto our hands and back of our neck for example)
Enchanted Tattoos that allows more arcane energy to flow through us and into our spells more effectively. (was thinking the avatars arrow tattoos)
Enchant boulders to be the size of small stones that grow back to the size of boulders once thrown
>>
>>2679189
Holy Fuck

>> Horrified, both at the thief for trying to kill you over a handful of coins, and at what you had to do to defend yourself.
>> Righteous, the thief that tried to kill you was an old man, there's no telling how many innocent lives he's ruined, and now you've put this evildoer's
Horrified and angry that the thief has put you in this situation.

>>2679217
This works too, I suppose.
>>
>>2679150
>We should invest in some ink, needles and alcohol tincture and start practicing with enchanted magical tattoos so we have some survivability
>Literally no magic has remotely involved writing in any way: gotta get tattoos.
For what reason?
I get "it's cool" and "I like the idea", but adding the step of tattooing seems entirely unnecessary.

>>2678994
>i wanted to look into that diurnal necklace to see if that has anything to do with time manipulation
It seems to detect what time of day/night it is and make a wooden pendant look like precious metals.
At no point does time get manipulated in any way.

>>2678960
>it might be wise to invest in a form of combat magic and/or training
Yes please

>>2679342
>Enchanted clothing?
This was my first thought.
Durability up the fucking ass on the clothes = Piecing and Slashing defense.
Should be an easy first step.

>>2679372
>A enchanted mask that has a random face on it to hide our identity.
Great idea.
Have to work our skills up to do this.

>A enchanted stone maul that we can summon out of the ground with our geomancy
Cool
Need to get good with a weapon.
Remember that we were just carrying an enchanted axe, summoning one wasn't necessary, but we still got our shit pushed in.

>Enchanted Tattoos that give us the ability to blend into surroundings like a chameleon
Good idea.
Cloak works too.
Could hide our aura too, maybe.

>Enchanted Tattoos that give us sight, (tattooing eyes onto our hands and back of our neck for example)
Remote viewing and the increased awareness is a good tactical advantage.

>Enchanted Tattoos that allows more arcane energy to flow through us and into our spells more effectively. (was thinking the avatars arrow tattoos)
Power focus like tattoos, crystals, wands, etc could be a thing.

>Enchant boulders to be the size of small stones that grow back to the size of boulders once thrown
This is a great cheap trick we might be able to pull off soon.
>>
>>2679420
I like tattoos cause they cant leave our body or be taken from us like our weapons and clothes plus they make for good training and have little to no downside, some also provide some really good benefits like the chameleon one, they also allows us to save the armor slots for better enchanted gear that require high end materials and as an enchantment mage we need our items to be effective until we learn some good combat skills.
>>
>>2679189

Question

Would this enchantment be allowed

Enchanted Item/Tattoo that when not in use is a Tattoo on our body that when charged with arcane energy manifests into the Item.
or if you guys are sick of the tattoo idea (sorry) summon-able through a pocket dimension of some kind or something similar
>>
>>2679372
>>2679420
>>2679435
Extra sensory sight is probably better achieved with Divination and appearance with illusion magic. No need to stretch one skill devoting extra time and resources to what can be easier acmplished with another while also opening additonal applications unless we're trying to grind our enchanting skill up. As for tattoos given how we changed the meat they are probably totally unnecessary for simple body enhancements like durability or strength. Such sigils are the province of lesser practitioners of magic. We're a fucking wizard who ate an entire ley line for dinner, we don't need runes to change something on an intrinsic level. Ultimately it's down to what seems the most fun and interesting though. I'm not totally opposed, just offering opinions.
>>
>>2679445
>All wizards are gifted beyond mortal comprehension, but each is unrivaled in their area of expertise.
Our enchantment power is probably god like, I throw the Tattoo idea around because it seems like an easy way for us to train our enchantment plus with all the different different effects enchantments will have on our body.

>The pick-axe must be durable, so you bind its aspect of change in place, trapping it an eternal stagnancy

That's our durability enchantment if that was on our whole body it could have some weird side effects, where as only the tattoo will have this effect the attack may break the skin but will stop at the tattoo, trapping all positives and negative effects of the enchantment in the tattoo.

don't want our wizard to get some weird kind of magic cancer from our enchantments is all
>>
>>2679465
I never mentioned the pick axe, I was talking about the meat. Even at rank 1 we were capable of accounting for change in organic matter to some extent.
>>
>>2679435
>they cant leave our body or be taken from us like our weapons and clothes
Good point

>have little to no downside
>Permanent marking of our skin with arcane magic in a civilization where wizards are not welcome in society has no possible downsides.
Interesting assumption.

>Armor slots
Might not be a thing

>>2679440
>Tattoos as storage
This is a great idea if possible
>>
>>2679473
>little to no downside =/= no possible downsides
I may have been a touch hyperbolic there
>>
>>2679473
>>2679474

only people with arcane sight will know they are magic and they already know we're wizard with that even without tattoos, they look like regular tattoos to normal people
>>
>>2679469
I think we like rank 4 with enchantment.
we need to learn more about the advanced mechanics of enchantment before trying full body one's safely is all i'm saying, and tattoos seem like a great way to train and study

>>2679189
what are our ranks btw OP
>>
>>2679420
>It seems to detect what time of day/night it is
i must have missed that line or misread the discription, thank you
>>
>>2679476
>they look like regular tattoos to normal people
Which never raise any questions or draw attention, ever.
>>
>>2679508
>during the day, it appears to be made of gold, and during the night, it appears to made of silver, though in actuality, it's only intricately carved wood.
Well, It doesn't explicitly say it, but the time affects the appearance.
>>
>>2679440

A tattoo that shifts into an item and vice versa is possible and routinely practiced by several esoteric societies, but at your current skill level, would be extremely difficult, if not impossible to perform. Creating a pocket dimension and linking a weapon to it are both possible, and the linking aspect would be relatively simple, but forming a stable bubble parallel to baseline space time is a difficult undertaking that increases exponentially with size. You'd need to research extensively before you could manage it, but it could be done.

>>2679482

> Magic Skills:
> Rank 3 Enchantment
> Rank 1 Geomancy

> Mundane Skills:
> Rank 2 Hunting

>>2679217
>>2679223
>>2679250
>>2679281
>>2679304
>>2679317
>>2679405

Horrified and Relieved seems to be the consensus. Expect an update soon.
>>
>>2679217
>>2679223
>>2679250
>>2679281
>>2679304
>>2679317
>>2679405

Oh gods. An old man just tried to stab you to death for your coin, and you just took him to the ground and snapped his neck, without the slightest hesitation. His corpse is still there, laying so quietly you'd think it was asleep if the back of its head wasn't touching between its shoulder-blades. Looking at it, you feel a deep weight in your stomach and sudden, overwhelming nausea grips you. You, you're a killer, a genuine, bona-fide killer!

You stumble over to the wall, and involuntarily spew the contents of your stomach over the bricks. The vomit is yellow, stringy, and utterly repulsive, but you'd rather stare at it than the corpse you're responsible for! Oh gods, how could this have happened? You weren't looking for trouble, only cheap tools, and now you've found blood, and it's on your hands! After this, how can you live with yourself?

NO! How can HE live with himself? He tried to kill you for a night of drunken debauchery he wouldn't even remember come the morning! The thief tried to kill you, no doubt like he did many others, and when he fell upon you, you did what you did what you had to do to save your life. He's gone, and all it's all his own fault! If anyone is to blame, the blame falls on him, your soul is clean!

And what's more, you survived with only a pair of flesh wounds to show for it! If a single thing had went differently, you'd be bleeding out in a gutter while he rummaged through your pockets, but you aren't, and he died a painless death. More than a remorseless murderer and plunderer deserves, but it's what he got, and after a fight like that, you can't believe you're still walking. Things could've went so differently, but they didn't, and now, you just have to look forward and leave this behind you.

> [1/2]
>>
>>2679751

All the same, you still believe that just fucking happened. Merciful divines, the corpse hasn't budged an inch. You'll have to do something, you can't just leave an old man's body in an alleyway... Then again, he did just try to kill you, and the last thing you want is to be associated with a brutal killing. Maybe it'd be best to take his coin purse and forget this ever happened.

What do you want to do with the corpse?

> Try to explain yourself to the local authorities, arrange some sort of burial, and get him the first grave in the town's soon-to-be cemetery.
> Try to explain yourself to the local authorities, arrange for the corpse to be cremated and its ashes scattered, a monster like him deserves to be forgotten.
> Try to explain yourself to the local authorities, and leave the remains in their hands, you never asked for this, it shouldn't be your responsibility.
> Leave the corpse in the alleyway, untouched aside from its wounds, you're no a vulture, or the sort of lunatic to mutilate the bodies of his victims.
> Leave the corpse in the alleyway, untouched aside from its wounds, this was a brutal killing, and you don't want it pinned on you.
> Leave the corpse in the alleyway, and nab its coin-purse but leave the sword, he almost killed you over your coins, it's only fair you take his.
> Leave the corpse in the alleyway, and nab its coin-purse but leave the sword, you're loathe to rob the dead, but you need the coin.
> Leave the corpse in the alleyway, and nab both the coin-purse and the sword, he has no more need of them, and it's better they go to you than some thug.
> Leave the corpse in the alleyway, and nab both the coin-purse and the sword, you're loathe to rob the dead, but it's only right you put his ill-gotten gains to good use.

> [2/2]
>>
>>2679753
> Leave the corpse in the alleyway, and nab both the coin-purse and the sword, you're loathe to rob the dead, but it's only right you put his ill-gotten gains to good use.
Waste not want not. Just make sure no one sees us leaving the alley, and that we don’t wear the sword while we’re in town. Wouldn’t want anyone recognizing it.
>>
>>2679753
> Try to explain yourself to the local authorities, and leave the remains in their hands, you never asked for this, it shouldn't be your responsibility.

Also loot his corpse might be a magic item, what old man could move like him without one?
>>
>>2679753
> Leave the corpse in the alleyway, and nab both the coin-purse and the sword, he has no more need of them, and it's better they go to you than some thug.
>>
>>2679753
> Try to explain yourself to the local authorities, and leave the remains in their hands, you never asked for this, it shouldn't be your responsibility.
I don't know how forensic magic works here, so rather we report this to a guard and have a chance to control the narrative. Also leaving an ally looking like you have been in a fight with a sword and two coin purses is likely to look conspicuous to any witnesses.
>>
>>2679753
> Leave the corpse in the alleyway, and nab both the coin-purse and the sword, you're loathe to rob the dead, but it's only right you put his ill-gotten gains to good use.
Maybe we could also use geomancy to give him a proper burial into the ground of the alleyway? Not sure how busy this alley is or if we have the time to sink him into the ground without being spotted. I don't like the prospect of leaving the body in the open.
If we take the sword it may be a good idea to keep it concealed for now in case weapons are frowned upon open carry. Not sure if we've noticed them being carried by common citizens or not.
>>
>>2679757
>>2679767
What are you thinking?
They'll find out we are wizard.
Weren't we supposed to avoid attention anyways?
>>
>>2679753
>> Leave the corpse in the alleyway, untouched aside from its wounds, this was a brutal killing, and you don't want it pinned on you.
just leave don't risk anything with our rolls
>>
>>2679774
>Weren't we supposed to avoid attention anyways?
that's exactly why we should tell them, this way we can control the flow of information. say somebody sees us leaving and then find the looted corpse of an old man? maybe a friend of his is waiting nearby?
Nothing about the corpse or the situation makes us look like a wizard or even a mage, the only way to know geomancy was used is scanning for arcane residue(that seems to be a thing) divination or some other magical means. And why would you go out of your way to look for a less plausible explanation than the one given to you by the victim/upstanding citizen who didn't have to tell you.
>>
>>2679753
take the coins, we're loath to rob the dead but we need the cash, but leave the sword. we dont want anything identifying us to the murder to be on our person and this guy acted as if he was notorious - maybe his weapon of choice was too.

as for leaving the body in the ally vs going to an authority.. i think it depends what we want to do with our wounds. if we go to the restoration mage then we may need to turn the body over because it may look obvious we were in a fight with the thief. or we could bury it ourselves...

if thats not an option , then leave the body and tend to the wounds ourselves somehow
>>
>>2679753
> Try to explain yourself to the local authorities, and leave the remains in their hands, you never asked for this, it shouldn't be your responsibility.
Come clean, try to get this over with asap.
Don't loot the corpse; maybe the thief was actually infamous and the authority will reward us by giving him some of his inventory.
Also, the authorities won't believe our story if they find out we stole some of his shit; they might believe we're the ones who robbed him.
>>
>>2679753
> Try to explain yourself to the local authorities, and leave the remains in their hands, you never asked for this, it shouldn't be your responsibility.
>>
>>2679751
>>2679753
Excellent array of choices, btw.

>> Leave the corpse in the alleyway, untouched aside from its wounds, this was a brutal killing, and you don't want it pinned on you.

ANY looting could come back to bite us.
If another thug loots him, that's one more possible suspect, especially if the sword is identifiable.

>>2679767
>is, it shouldn't be your responsibility.
>I don't know how forensic magic works here, so rather we report this to a guard and have a chance to control the narrative
This is a solid, responsible idea except:
>>2679774
>They'll find out we are wizard.
>Weren't we supposed to avoid attention anyways?
ANY attention means the possible attention of local mages, or those with arcane sight.
We need to reduce the chance of negative attention of mages and law enforcement.
We're in a bad spot, too responsible with the law leads to discovery by the mages, too hidden from the mages leads to suspicious behavior to the law.

>>2679777
>don't risk anything with our rolls
This
Walk the line.

>>2679790
>why would you go out of your way to look for a less plausible explanation than the one given to you by the victim/upstanding citizen who didn't have to tell you.
You might not arrouse suspicion from the law, but attention from the mages
>>
None of this would've happened if we didn't roll a fucking 8 ffs
We either:
A) Get the attention of the mages by contacting the authorities.
B) Get the attention of the theif's buddies (if he has any) by leaving and looting the corpse.
C) Get the attention of everyone if someone finds out you killed the thief, whether you looted the body or not.
The mages will be alerted by the bricks and sand left in the alley. We need to get rid of those.
If we at least had something to hide our aura, we could still contact the authorities.
>>
>>2680001
>The mages will be alerted by the bricks and sand left in the alley. We need to get rid of those.
We could take the bricks with us, scamper off to some secluded corner, and meditate on them, detecting any magical residue and trying to suppress it.
Maybe we can gain a clue towards hiding our power levels while keeping our head down.

Not sure what we could do with the sand.
>>
>>2680014
If we can turn the sand into rocks, that'd be great. But I have no idea how long that will take.
>>
>>2679790
Supporting.
Report to authorities and leave the body in their hands, no chance of rumours, and the smallest chance of investigation, considering the guards don't have detective wizards on hand and I doubt they'll bother with an incompetent hedge mage or inconvenience the church healer for a simple mugging/self defense. It's an old man and we're a beefy lad, it won't look too suspicious and would be the safest play.
>>
>>2679909

Many thanks, anon.

>>2679757
>>2679767
>>2679841
>>2679888
>>2680014

To clarify, the sand was already present on the ground, and its present isn't suspicious at all. The bricks though, could pose a problem. I take it the consensus is to report the killing to the local authorities using the body as evidence, while trying to avoid any mages during the process.

> Roll one 1d100
>>
Rolled 16 (1d100)

>>2680264
>>
>>2680266
The dice gods have forsaken us
What have we done?
>>
>>2680271
We try to do the right thing, and we get a low number for it
>>
>>2680278
Right, so that probably means that:
A) The authorities don't believe us
B) The mages find us
C) Both
>>
baka should have just taken the gold and ran
people like him didn't deserve to live, we never had to explain shit.
>>
Rolled 28 (1d100)

>>2680264
>The bricks though, could pose a problem.
Ditch the bricks or put them back, please.

>>2680266
>Rolled 16
At this point, I wanna ask for the second roll to be taken.
Because damn.
>>
Rolled 69 (1d100)

>>2680266
>>2680320
b-best of three? please? [/spolier]
>>
Rolled 9 (1d100)

>>2680320
>second roll to be taken.
28
It's like the dice gods are telling us something
Look at this third roll
>>
Rolled 19 (1d100)

>>2680337
>It's like the dice gods are telling us something
>Look at this third roll
Yep.
They're telling us "You shoulda bought lube."

>>2680337
>9
They're going in dry!
>>
Lemme have a go at it, never rolled so if I format it wrong, please forgive me
dice+1d100
>>
>>2680364
newfag'd it, rip
>>
>>2680337
>beat that 9 by fourteen seconds
Thank the dicegods

>>2680364
You put it in the options field, anon
>>
Rolled 84 (1d100)

>>2680370
Thanks, sorry for being a retard
>>
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>>2680372
HOLY FUCKING SHIT BROS
>>
I actually don't mind only one roll taken instead of best-of-three, aside from wanting to get a chance for my role to be counted and missing it so often. But that's a small thing.
A more unforgiving die roll system is perfectly fine as long as we can have an opportunity to pull our asses out of the fire with good decisions and a tiny amount of luck.
Failure is fun.
Death from above on a bad roll is less fun.
>>
>>2680372
Beginner's luck has been successfully expended. Good work, anon.
Heh
>>
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>>2680377
I hope I keep that luck
>>
an item similar to gaara's gourd from naruto would be a pretty good, we could fill it with enchanted sand, water or pitch and tar to use with our different element magics
>>
I'm not dead everyone, just busy with meat-space issues. I'll try and update when I can, which, to my sorrow, may be tomorrow.
>>
>>2680945
Nice rhyme also take your time
>>
OP has sorrow,
Update will come when it can,
Maybe tomorrow.
>>
Rolled 73 (1d100)

>>2680945
Gib wizard quest
>>
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>>2679757
>>2679767
>>2679841
>>2679888

You can't just leave the corpse in the street, but you don't want to risk getting caught burying it, so you're going to explain yourself to the local authorities and move on from there. You conceal the body by pressing it against the darkest part of the wall, ask the first prospector you see where you can find the mayor, and are taken aback when he chuckles. "Mayor? Ya wanna see da mayor? HA! Ya mus' be new 'around here, 'cause closes' thing this shithole has to mayor's whoever's on top'a da gnomes! Tricky lil' fuckers own everythin', da casino, da bank, even four-tenth shares in both'a da brothels n' half da market stalls!"

Gnomes? "You mean, there's no authority I can speak to?" The miner stares in confusion, then when he sees you're serious, erupts into booming laughter. "Thousand hells no! Boy, capital's a thousand leagues away, ain't no law here 'cept da hangin' tree! Now o' 'course, dere's a marshall dat goes on a circuit through da mountain towns handlin' trials, outlaws, 'vestigations, n' all dat shit, but he ain't due to be back for another two n' a half weeks now! Well fuck kid, I gotta hundred silvers burnin' a hole in my pocket n' I gotta go! Good luck figurin' out whoever da fuck fucked ya over!"

The miner laughs at the look on your face, then turns to trod along toward the casino. Huh. You can't speak to the authorities, because there are no authorities. Probably why the thief was so brazen, now that you think of it.

Dammit, what'll you do with the corpse now?

> Leave the corpse where it lay, you don't want anything else to do with it and someone else can worry about it.
> Leave the corpse where it lay, there's only a small chance someone would pin any looting on you, specifically, but there's a chance.
> Leave the corpse where it lay but take the coin-purse, he's dead, and he owes you.
> Leave the corpse where it lay but take the coin-purse and short-sword, they might be useful, and the thief doesn't need either now.
> Explain what happened to the locals and bury the body on the outskirts of town, where it belongs.
> Keep the killing a secret, and use your geomancy to bury the body in the same place it died.
>>
>>2681999
> Leave the corpse where it lay but take the coin-purse and short-sword, they might be useful, and the thief doesn't need either now.
If it's that much of a lawless shithole, the worst that can come of this seems to be if somebody recognized the sword and gave enough of a shit about the guy, so lets just keep it hidden for now and maybe pay a drunk or some street urchins to bury it or get rid of it. Or just leave it, seems like the only plus to covering it up would be for our own peace of mind. using magic seems the most risky thing to do.
>>
>>2681999
>Leave the corpse where it lay but take the coin-purse and short-sword, they might be useful, and the thief doesn't need either now.
>Keep the killing a secret, and use your geomancy to bury the body in the same place it died.
Loot him then conceal him.
>>
>>2682033
I'm strongly against using magic.
I feel the potential attention as a magic user we get from hiding the body this way outweighs the benefits of hiding the body.
While the biggest risk of not doing it is somebody close to the guy demanding revenge, if they could pin it on us, and even then a blood price would probably be a viable solution.
People thinking we killed somebody in cold blood>Exposing us as a magic user
>>
>>2681999
>No law in town
Well shit, it's one less thing to worry about I guess.
I wonder if we should explain to the locals, but they probably don't care.

Either take the money or leave the body be, if we don't loot him chances are someone else will. And if nobody saw us the corpse will probably be noticed only when he starts decomposing.
We should probably avoid the trouble for now, and looting a body when not in need is indeed both in bad taste and bad mojo. We did loot that dead prospector a while ago tho, so there's that.

Not using magic is the smart idea if we are trying to keep incognito, and taking the sword is kind of risky as it could be stolen goods.

Overall I vote to avoid as much trouble as possible.
>>
>>2681999
>> Leave the corpse where it lay, there's only a small chance someone would pin any looting on you, specifically, but there's a chance.
Do NOT loot anything from the body. Especially the sword. We don't want any evidence on us,especially that sword.
>>
>>2681999
>> Leave the corpse where it lay, there's only a small chance someone would pin any looting on you, specifically, but there's a chance.

>>2682137
>Not using magic is the smart idea if we are trying to keep incognito, and taking the sword is kind of risky
This
>>
>>2681999
>> Leave the corpse where it lay but take the coin-purse, he's dead, and he owes you.
>>
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>>2682027
>>2682033
>>2682137
>>2682530

If there's no law in town, there's no need to risk being outed as a wizard by some cheap hedge diviner. No need to bury the corpse either, and while it feels wrong to leave human remains exposed like this, you don't want to leave anymore magical evidence of a fight, or anyone asking uncomfortable questions if you tried to bury it the old-fashioned way.

When you make sure you aren't being followed and re-enter the alley, you sigh in relief. The corpse hasn't been disturbed, which means no-one knows yet, which means no-one will pin the killing on you. Once you're absolutely sure no-one is watching, you swipe the coin-purse from his belt and stuff it into your pocket. Normally, you'd object to robbing coins from the dead, but this corpse belonged to a murderous thief, so odds are it's already been stolen, and you'd rather it goes to you than some opportunist drunkard.

For a moment, you consider taking the short-sword, then decide against it. You aren't wearing a cloak or robes, and as useful as it might be if those harpies attack your cabin again, it's even more conspicuous, and you aren't about to put your secrecy in jeopardy over a weapon so common you could find it at any blacksmith's. You turn from the corpse and walk away, passively avoiding the locals coming into town for lunch. This place feels like a boom-town, and it's strange there's a permanent population of farmers residing here, but that's most likely due to the river, and considering the rumors of monsters, it makes sense they'd congregate together.

When no-one's watching, you duck into another alleyway, take out Urdal's coin-purse, and count out its contents. Eight silvers, and nine coppers. Not so much for a master thief, but you could see an old drunk with a penchant for looting having that little. Did you even kill Urdal, or was that old man lying to intimidate you? You don't know any divination, so you guess you'll never know. Resting your hand on your coin-purse, you lean back and meditate on the flow of arcane through the lining in the bricks.

You never asked to be a wizard, but you've if lasted this long, you're sure can make it work.

> [END THREAD ONE]
>>
>>2682731
Thanks for running boss
>>
>>2682731
Good thread
>>
>>2682731
Good thread, when is the next one?
>>
im glad we swiped the coin and left the sword. money is money so i doubt theres risk of getting outed this way.

are we going to have to tend to our wounds?

looking forward to the next thread!
>>
>>2683346

Sometime in the next hour or two.

>>2684441

Yes, but they're fairly minor so you shouldn't have any issues unless your recovery roll is a series of catastrophic failures.
>>
Before I start the next thread, here's a character sheet for reference.

> The Wizard

> Magical Skills:
> Enchantment 3
> Geomancy 1

> Mundane Skills:
> Hunting 2

> Inventory:
> 2 day's meat rations
> Enchanted wood-cutting axe, (Sharpness, Durability)
> Enchanted pick-axe, (Sharpness, Durability, Lightness)
> Homespun clothes
> Bound water sprite

> Treasure:
> 14 gold coins
> 30 silver coins
> 28 copper coins

> Holdings:
> One-room log cabin
>>
>>2684523
Noice.
We really need to get some combat magic proficiency started. Is this even possible? Can we do any other magic besides enchanting?
>>
>>2684620
>>2684523

I think we need to just buy some iron with our gold and become a good muscled smith.

I really would like to enchant our arms to punch like trucks. Or enchant metal gloves to do this.
>>
>>2684646
We have to completely cover ourselves with enchanted gear. Even down to our cloth clothes, not just the armor and weapons.
>>
>>2684649
You know since we do geomancy let a get good enough that we can cover ourselves in rock and then enchant it instantly.
>>
>>2684523
Link to new thread when up pls
>>
>>2685013
It's already up

>>2684534
>>
>>2678812
Your using single die rolls instead of a best of 3 system, what the cunting fuck did you expect to happen?




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