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File: wizard.jpg (64 KB, 728x1030)
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You're a minion mage. Or at least, that's the magic you're specialized in, you know how to do other things.

Or, at least, you would if you hadn't recently been expelled from the Duke's Academy of Magic for "Delinquency" and "Turning part of the basement into a dungeon" and "Resisting eviction from the basement dungeon"

You'll show them. You'll show them all!

Whether that's through Taking Over The World(tm), or getting back in to school using the Dueling Law, or simply annoying the professors, is up to you.


What did you specialize in? You can learn to do others, even non minion related magic, but this will always be your mainline ability group.

It should be noted that all of the following specializations don't preclude you from using their component parts more directly, example being an Oozeologist hucking a ball of ooze at someone when they don't have any slimes to spare.

>>When multiple types of magic are mentioned, you have all of them, as they are supporting magic to your main skills.

Cont.
>>
>>4190041
>Oozeology. Making living, intelligent goo. Alchemy and aquology, with a hint of vitalogy allows you to make slimes, oozes, and all variety of goo, acidic, basic, or otherwise. Less messy than it sounds, especially when you figure out the finer points of ooze crystallization. They're also surprisingly smart, despite lacking a brain. You need material in the form of life filled fresh water, both to feed and make your minions.

>Sanguimancy. Blood magic, in short. When you combine it with alchemy and some vitalogy, you can create life, or alter existing life. This doesn't necessarily mean it's easy, fast, or usually all that successful, but whether you create art or abomination, it will almost always have use. You need material in the form of living or very fresh flesh and bone, as well as food and water for your minions.

>Necromancy. It's raising the dead, and so much more. When you combine it with vitalogy and animancy, You can siphon soulstuff from the living, create intelligent minions, and generally mess with the forces of nature. Whether you create wights, skeletons, zombies, or something more unique, it's always quite dangerous, and usually useful. You require material in the form of unliving flesh and bone, as well as soulstuff. The latter can come from yourself, if not in any great amount.

>Herbology. The next level of druidism. When you take druidism and vitalogy, as well as some minor alchemy, and mix them together, you can alter and create plant life, making thinking trees, ents, and men of wood and vines. Not all of your creations have to think, and "normal" plants are well within your purview. You require material in the form of fresh or living plant matter, as well as fertile soil and water for your minions.

>Automata. Cogs, clockwork, and constructs. Aeromancy, Alchemy, and Enchanting are all essential skills to this discipline, as well as more mundane skills such as smithing and clockmaking to complement them. You can make anything from clockwork spiders to traps. Though very powerful, your automata are not the brightest, unless that is their purpose. You require various metals as material for your minions, as well as some method of power generation, whether through fire or water.
>>
>>4190043
Automata.
They'll soon face the wrath of the machines.
>>
It should be mentioned that, though male, you don't necessarily look like the wizard in the picture. It was just a nice picture of a non elderly wizard.
>>
>Herbology.
We'll show them by turning the ENTIRE basement into a forest dungeon for level one adventurers.
>>
I think you might have posted this too late in the day OP (explaining the lack of replies) hope you dont drop It though
>>
>>4190132
Oh and my vote goes to Automata
>>
>>4190132
I'll wait till tomorrow for the complete vote, then.
>>
>>4190175
As in the next post comes tomorrow, I'll just wait for the rest of the votes to come in and put in the next post when there's been time for votes to roll in.
>>
ALSO, REALLY IMPORTANT

>>4190048
>>4190101
>>4190136


If you're unclear about what anything entails, just ask. I don't want you expecting to build a giant dungeon, or make some crazy creation right off the bat and getting disappointed.
>>
>>4190204
yeah of course BUT we can always dream of getting back at them.

Also could you elaborate on what spells we know that isn't our minion magic, I assume its pretty basic stuff but it would be nice to know.
>>
>>4190041
>Automata. Cogs, clockwork, and constructs. Aeromancy, Alchemy, and Enchanting are all essential skills to this discipline, as well as more mundane skills such as smithing and clockmaking to complement them. You can make anything from clockwork spiders to traps. Though very powerful, your automata are not the brightest, unless that is their purpose. You require various metals as material for your minions, as well as some method of power generation, whether through fire or water.

"Hey look buddy, I'm an engineer"
>>
>>4190043
>Oozeology
Now that’s epic
>>
>>4190043
>>Oozeology. Making living, intelligent goo. Alchemy and aquology, with a hint of vitalogy allows you to make slimes, oozes, and all variety of goo, acidic, basic, or otherwise. Less messy than it sounds, especially when you figure out the finer points of ooze crystallization. They're also surprisingly smart, despite lacking a brain. You need material in the form of life filled fresh water, both to feed and make your minions.
>>
>>4190043
>herbology
time for arcane gardening simulator
>>
>>4190043
What would be Elementals would that be a separate subcategory?
>>
>>4190043
>Automata
>>
>>4190136
>>4190221
>>4190272
Automachads assemble
Pucklegun bot when
>>
>>4190262
Summoning. Summoning is for NERDS who can't be antisocial and make things themselves like a proper magician.
>>
File: downloadfile-1.gif (1.64 MB, 498x378)
1.64 MB
1.64 MB GIF
>>4190289
Ok WOW I see how it is I'm gonna go make my own Dungeon lord Quest with Blackjack and hookers AND summoning!

Automata
>>
>>4190043
>Oozeology

The QM obviously wants us to enter his magical realm
>>
>>4190219
To be determined, in the next vote. As well as this one, as you get some spells going with what you specialized in.

Everybody except for the Automatuma gets Vitalogy. This is the manipulation of life force, if you will, and the basis of all magic that involves someone DIRECTLY affecting another.

Oozeologists get Aquology and Alchemy.

Alchemy is using magic to make new substances using other, usually magical substances.

Aquology is water magic. Things you could do with that would be controlling water, forcibly condensing atmospheric moisture, stuff like that.

Herbologists get Druidsm and Alchemy.

Druidism is plant manipulation, rather than alteration. Getting that vine to reach down for you, bending those branches out of the way.

Automatuma get Aeromancy, alchemy, and Enchanting.

Aeromancy is the manipulation of air, usually so as to create lightning or gusts of wind.

Enchanting is the art of investing objects with energy to achieve a desired effect, in this case usually to make them move.

You can mix and match types of magic to get VERY dangerous effects. For example, Aeromancy and Aquology can make for ice, which can then be controlled via the aquology.

I'll recite what the other 2 get if you want, it's just that nobody's voted for them yet.

>>4190309
If you went for Sanguimancy you could make the latter yourself.
>>
>>4190286
Whenever you can put together the gears well enough.

Guns are in wide use by professionals, though they don't get more advanced than the Wheelock, and most are primitive matchlock.

Don't worry, armor is still a mainstay, especially the enchanted variety.

>>4190335
Slime people aren't out of the realm of possibility, but are late game minions at the least.
>>
>>4190043
This seems interesting.
>Automata
>>
>>4190363

>Slime people aren't out of the realm of possibility, but are late game minions at the least.

So there is a backdoor to your magical realm
Smart QM
>>
>>4190353
>Aeromancy
I like the sound of having Da Vinci styled aircrafts that can perhaps even be fully automated. Medieval drone warfare shit

Going with Automata
>>
>>4190586
You assume I didn't put that option in there for the sake of everyone else's magical realm

>>4190594
I am going to be entirely honest, I am not allowing that. You would get maybe one, manually piloted.

Besides, proper airships are where it's at.
>>
>>4190043
>>Oozeology. Making living, intelligent goo. Alchemy and aquology, with a hint of vitalogy allows you to make slimes, oozes, and all variety of goo, acidic, basic, or otherwise. Less messy than it sounds, especially when you figure out the finer points of ooze crystallization. They're also surprisingly smart, despite lacking a brain. You need material in the form of life filled fresh water, both to feed and make your minions.
>>
>>4190604

I assume because
>First option
>Way less mainstream/general that the others
>Smart jelly monsters exist only in hentai

Please ban steam as power source for our creation
And golden/brownish/etc cogs
And monocles
And watches in unusual places
Steampunk is the death of everything that is punk
>>
>>4190604
Ah. It was a nice dream, at least. I suppose we'll have to settle for flintlocks and step reckoners
>>
>>4190643
Nah, I just read Auditor quest

You fool, it's not steampunk, it's CLOCKPUNK!

But yeah, it's all cogpowered. Said power is derived from either magic or magic springs

>>4190646
*ahem*

>>4190363
>>
>>4190043
>>Herbology. The next level of druidism. When you take druidism and vitalogy, as well as some minor alchemy, and mix them together, you can alter and create plant life, making thinking trees, ents, and men of wood and vines. Not all of your creations have to think, and "normal" plants are well within your purview. You require material in the form of fresh or living plant matter, as well as fertile soil and water for your minions.
>>
Votes counted

Oozeologist
>>4190236
>>4190247
>>4190335
>>4190631

Herbology
>>4190101
>>4190251
>>4190937

Automata
>>4190048
>>4190136
>>4190221
>>4190272
>>4190309
>>4190474
>>4190594

Automata clearly wins.

Although you can break into the other ones, you won't ever be as good at it was if that's what you started in.

Writing post
>>
>>4191464
It begins
>>
>>4191464
You always loved tinkering and putting things together, taking apart clocks and putting them back together.

It turned out that making them yourself from scratch was far more satisfying.

It also turns out, magically animated gears and cogs are far more interesting than clocks, if more time consuming.

It also turned out that, no, you couldn't spend your time at the academy doing nothing but making "little clockwork doodads and trinkets".

>What is your secondary specialization
>IE, think of any type of magic, from geology to animancy, post it as your vote and what it does, and i'll let you have trained somewhat in that.

>I Reserve the right to veto it if it's a type of magic that's already rolled into another school, so to speak, or if it's OP/a high level discipline that you would need abundant research to figure out.
>IE, ice magic is part of Hydrology for the former, and I won't allow outright manipulation of space and time/creation of matter from nothing among other abilities for the latter.
>>
>>4191529

Metalurgical Magic?

Allows us to manipulate metals more easily and we can tell more about the metal by touching it, like its composition and such

Would that work?
>>
>>4191537
Part of Geology,
>>
>>4191546
>>4191537
So Yes, it would
>>
>>4191529
what about Pyromancy?
could help with the forming of cogs and powering machines or should it be one of the ones already listed?
>>
>>4191537
>>4191546

If we pick this can we eventually make liquid metal
>>
>>4191570
You do not have Pyromancy, as currently you use more mundane methods for making things. IE, hammer to anvil.

It should be mentioned that Pyromancy and Aeromancy synergize very well.

>>4191577
With geology, you can control metals and stone, but the capability to which you can is determined by several things.

You can't just liquefy metal at will, but you can control liquid mercury, if not very well. You can also pre-melt metal and use it like that.

You would be a danger to yourself and surroundings while doing this of course.

It also assume you go for Geology.
>>
>>4191589
That's what I was thinking. If we have both Aeromancy we could use that to bolster the fire from Pyromancy. (Assuming that's an option for secondary magic)
>>
>>4191609
Anything not advanced magic/tremendously OP is fine.
>>
Pyromancy
>>
>>4191589
I say we start out with pyromancy as our secondary specialization, then we can spend some time researching geology once we get farther into the quest.
>>
>>4191529
Shouldn't we go with something that gives us more options to deal with problems and opportunity instead of just increasing our "firepower"? I have the impression that getting another element based magic will give us A & A+ instead than A & B

I'll go with
>Illusion magic / you can cast illusions, from simple mental images to make people belive in what you say to almost real holograms
>>
>>4191683
Are you suggesting light manipulation, or mental manipulation to achieve this?
>>
>>4191529
I support Geology Too, with all that stuff you all mentioned, but one thing that would be nice would be having some minor spell to find ore deposits. Is that possible?
>>
>>4191806
Geology/Divination crossover
>>
>>4191808
It would be an extremely useful spell for an Automaton maker, unless we want to be dependent on miners and whatnot. Opening our own mine pit (and make our lair there too or nearby,maybe,if it comes to that) would greatly help
>>
>>4191729
Mind, light manipulation to create illusions sounds like something a shonen manga would do

>He dissapeared!
>H-how is that possible?!?
>Hero-chan watch out!
>Arghhh
>Damnbigbrotherdoesn'tknowbutwiththeright levelofhumidiythelightcanbereflectedetcetcetc

But no real mind control, for the same reason we shouldn't get real divination
It gets so fucking boring so fucking quickly
At least imo
>>
>>4191529

>>4191570
>>4191609
>>4191619
>>4191642


You took some Pyromancy classes. Nothing much important beyond fire safety that you already had to know for other reasons, but it certainly taught you to always carry a lantern.

Proficient Smith(LvL 5)
Proficient Clockmaker(LvL 5 )
Skilled Aeromancer(LvL 4)
Skilled Alchemist(LvL 4)
Skilled Enchanter(LvL 4)
Adequate Pyromancer(LvL 2)

It should also be noted, that among humans, and especially magicians, you are [Strong], [Agile], and [Slow to tire]. This is due to your chosen profession of beating metal with a hammer, and fitting tiny little pieces of metal together in intricate ways. However, being an utter recluse even among magicians, you have [Poor Empathy] and [A poor ability to manage or understand social relationships]

Your inventory consists of
[Clothes]
[3rd year magician's badge]
[Academy Robes]
[Pyromancer's lantern]
[Aeromancer's staff]
[Blacksmith's attire]
[Blacksmith's Tools]
[Blacksmith's Hammers]
[Clockmaker's tools]
[Assorted metal bits]
[Utility Knife]


Now, where to set off to...
>Right back to the basement(May result in eviction and arrest... if they can find you. Lot's of magical material and tomes.)

>A nearby mining village.(You'll have to work for pay, but there's easy access to waterpower and metal.)

>The Greywood. (Wildlife, material, and adventure abound!)
>>
>>4192051
I asked because mind affecting magic, though very much possible, is illegal.

Light based illusions, however are very much possible. They also affect you, however.

Also Omae wa mo, shinderu
>>
>>4192065
>>Right back to the basement(May result in eviction and arrest... if they can find you. Lot's of magical material and tomes.)
>>
>>4192065

>>A nearby mining village.(You'll have to work for pay, but there's easy access to waterpower and metal.)

Who cares about magic tomes if our life and FREEDOM are on the line? Metal is the only thing we need + we're a macho machine made for hard work + we may level up from autistic virgin to sexy chad
>>
>>4192065

>Right back to the basement(May result in eviction and arrest... if they can find you. Lot's of magical material and tomes.)
>>
>>4192065
I feel like we should get the fancy magic stuff in the basement and then skip town (to the nearby mining village)
>>
>>4192133
>A nearby mining village.(You'll have to work for pay, but there's easy access to waterpower and metal.)
Best way to start building is to get our own materials, and we must make sure that THEY'LL TAKE OUR FREEDOM!
>>
>>4192154
Well, but we want more m a g i c k n o w l e d g e before we go on our quest to prove the superiority of automatons right?
>>
>>4192183
Taking the risk of falling for the qm bait just to gain some knowledge without the sweat, tears and pain that make levelling up fun?
>>
>>4192133
That's theivery.

It's not however, if the object never leaves the building...
>>
>>4192125
+1
>>
>>4192193
it's recovering whats rightly ours
>>
>>4192233
It most certainly isn't rightly yours, and you know it.
>>
>>4192065
>A nearby mining village.(You'll have to work for pay, but there's easy access to waterpower and metal.)
>>
>>4192390
semantics....
>>
Basement
>>4192084
>>4192132

Nearby mining village
>>4192125
>>4192154
>>4192226
>>4192396

Theivery
>>4192133

Vote complete. Writing post.
>>
>>4194002
You decide to head to a village. You'll come back to flex on the academics later, you have to get some money and material first.

So, you pack up onto the road. Adventure awaits, and that adventure is honest labor! For now.

You know the Greywood is dangerous, but rich in resources of all varieties. You put that on the list for later.

You also want to clean out the academy basement, but your desire for FREEDOM overrules that at the moment.

The road is a long one, as the Academy, though it has had a town spring up around it, is fairly isolated. As such, you're going down the riverside road with intent to hit a village.

Of course the question remains, upstream or downstream?

>Upstream(More material, less civilized, less people.)

>Downstream(More people, much less unclaimed material, far better policed.)

>You know, some of these roads look like the way you took to get to the academy... Maybe it's time to head home.
>>
>>4194256
>>Upstream(More material, less civilized, less people.)
>>
>>4194256

>Upstream(More material, less civilized, less people.)

Fewer people to ask what the hell we're doing
>>
>>4194256
Upstream
>>
>>4194256

>>Upstream(More m̶a̶t̶e̶r̶i̶a̶l̶ FREEDOM, less civilized, less people.)
>Fewer people to ask what the hell we're doing and why our creations have so many watches in them

To do list
-mecha bird to send a letter home before the Academy does (if we still have a family and not a TRAGIC PAST instead)
>>
>>4194256
Upstream
>>
Rolled 2 (1d3)

>>4194256
It wasn't ever really a question. You needed to head upstream. It's more dangerous, but you can handle it. Right?

====================
Time on the road passes
====================

It turns out that "Nearby" is relative. You didn't pack any food, as you thought that it would be under a day's walk away, you didn't pack a tent for the trip for the same reason. You're also flat broke. The academy paid all your expenses, and the fines for the basement dungeon debacle took all that you had.

But, you see lights up ahead.

>2d6
>>
Rolled 3, 4 = 7 (2d6)

Rolling for FREEDOM
>>
Rolled 3, 4 = 7 (2d6)

>>4195602
>>
>>4195640
>>4195678
As these are exactly the same, I'll just take it.

>2 - Stationary
>3 - Land party
>4- Lawful unfriendly
>>
Rolled 1, 3 = 4 (2d6)

>>4195602

I hope it's gonna taste good
>>
>>4195716
It seems to be a small caravan, Of what, you don't know. But what you do know, is that they have a fire, you can feel it, and you've been subconsciously using Aeromancy to waft cooking smoke towards yourself, so they have food.

As you come upon them though, they don't seem to eager to share fire nor food.

They've told you to scram, and there's a good few of them. About 20 all told, most of those being noncombatant, 3 of which seem to be hired guards, and another 2 wagoners with sturdy cudgels hanging loose at their belt.

Cudgels their hands are moving towards.

>Do as they say and move on through the night.

>Do as they say, but passive aggressively camp nearby.

>Beg

>Fight(Mention how. You've several very dangerous blacksmithing implements, a pyromancer's lantern, and an aeromancer's staff. All of which work in different ways.)
>>
>>4195867
>Do as they say, but passive aggressively camp nearby.
>>
>>4195867
>Do as they say and move on through the night.
Make sure to audibly grumble something about FREEDOM as you walk past.
>>
>>4195874
I like this
Put the fire out with our magic or something
>>
>>4195867
>>4196032
>>Do as they say, but passive aggressively camp nearby.
or just make our fire really big.
>>
>>4196179
Support. We can use our pyromancy to do this.
>>
wtf one of those quests and it didn't die after 3 updates fuck yea
>>
>>4196179
+1 but i say let's mix fire and air, there's nothing more passive aggressive (and free) than a fire tornado + if they come to us telling to put it out we can say that it's just our techinique to catch and roast bats since we're so hungry and they were so mean :(
Plus we might really catch some bats
Damn we could even make a whistle sound with our aeromancy to be more passive aggressive and lure more bats
>>
Rolled 3 (1d3)

>>4195867

You're gonna leave all right, but you're gonna be a dick about it.

You set up camp not 20 feet away with a roaring fire, and a bed of moss. It's probably infested, but you don't particularly care. After all, you can just burn/wash them off of you later. Not to say that's a good idea, but it most certainly is one.

You make sure to periodically flare their fire up, they're going to have some singed beards.

They don't notice it's you.

==============
The night passes
==============
It's a New Day! And you are no less hungry! And just as uncomfortable!

ONWARDS!

>2d6s
>>
Rolled 6, 3 = 9 (2d6)

>>4197394
>>
Rolled 3, 3 = 6 (2d6)

>>4197394
>>
Rolled 6, 5 = 11 (2d6)

>>4197394
>>
>>4197407
>>4197544
>>4197557

>Coming Upriver
>Large River Party
>Unlawful Friendly


Friendly neighborhood smugglers/River pirates
>>
>>4197644
Friendly Smugglers and River Pirates?

Considering they're friendly i'll guess that means that they probably wouldn't care that much about a lone weirdo walking when their goal is to attack ships and smuggle stuff.
>>
>>4197644
The Caravan's already moved on. Good.

========================
Some time on the road passes
========================

You hear something analogous to this coming upriver, complete with accordion, accompanied by the rhythmic grunting of pulling oars.

https://www.youtube.com/watch?v=2XUS0JyYNHo

You turn around and see what looks like a Merchant ship, but... Something's off. Not too off, just a bit.

The Airflow's wrong. That's it.

As they come alongside you, the music cuts.

"OY! What're you doing up here without a bedroll!?"

>Trying to find someplace to stay.
>I Got kicked out of the Mages's academy so know I'm headed north.
>I thought "nearby" was within a day's travel.
>Something else.
>>
>>4198487
>>I Got kicked out of the Mages's academy so know I'm headed north.

Perhaps we could try to join this merry band of pirates?
>>
>>4198487

>I Got kicked out of the Mages's academy so know I'm headed north.
>>
>>4198487
>>I thought "nearby" was within a day's travel.
we could probably use Aeromancy to work the sails and get there faster if there's a port.
>>
>>4198487
>I got kicked out of the mage's academy so know i'm headed north
>>
>>4198487

"Yer headed North You say? Without a Bedroll? And I wager without a tent or company as well?"

You nod to each question.

The man who had been shouting at you turns to confer with some other crewmen.

After a few moments of muffled conversation, he turns back.

"Lad, If you wouldn't mind coming aboard, we'll drop you off once we reach home, meager as ours is. So long as you help out while you're aboard, that is."

>Thankyouthankyouthankyou
>Of Course.
>Nah, I'm fine.
>>
>>4199104
>Thankyouthankyouthankyou
We are a very polite gentleman
>>
>>4199104

>Thankyouthankyouthankyou
>>
>>4199104
>>Thankyouthankyouthankyou
>>
>>4199104
Thank these lads, and use magic if they need something like wind
>>
>>4199274
You don't have enough power and skill to do that. You could kick up a small breeze for as long as you like, and a calm wind is strenuous, but not too difficult, for, say 2 hours, but you couldn't make a powerful enough wind to speed them up for more than 30 minutes.

Electricity and more concentrated efforts are easier, as electricity or knocking someone over is one sharp motion, and continuous wind as you suggest most certainly is not.

Think of it as the difference between a punch and pulling a sled.
>>
>>4199104
"Calm down lad, calm down."

"You probably won't be as thankful soon, you're going to need to work. Hard."

"So, what can you do?"

"You look strong enough, N' Magic is almost always useful."

>Tell him everything
>Just the physical stuff
>Just the Magic
>The magic isn't useful in this particular situation, I'm just a big lad.
>>
>>4199414
>>The magic isn't useful in this particular situation, I'm just a big lad.
>>
>>4199414
>The magic isn't useful in this particular situation, I'm just a big lad.
But if they need us to do anything magical tell them to ask us and we’ll see if we can do it.
>>
>>4199414

>Just the physical stuff
>>
>>4199414
Explain to him that your Magic isn't too useful because it's mostly about making metal thingamajigs
>>
>>4199893
Animating them, actually. The making them part is all physical.
>>
>>4199414
>>4199454

"You sure now? Nothing at all useful whatsoever? I guess you did get kicked out."

"Can you fight? That would be useful."

>No
>Yes, but not well
>Yes
>Really only if I use magic
>>
>>4202680
>Yes, but not well
We were also a blacksmith so we could probably hit something, just not well.
>>
>>4202680
>Yes, but not well
>>
>>4202680

"Fair enough."

"Get on the o-"

"Wait a minute. You just mentioned blacksmithing."

"Don't Hold out on me lad, that's going to be very useful once we get to Nevershallow! Especially if you'd do me the favor of taking my orders first once you get set up, lad."

"Now, get on the oars."

"You'll earn your pay yet"

>d100+10
>>
Rolled 93 + 10 (1d100 + 10)

>>4203778
>>
>>4203779
Can I get 2 more rolls, please?
>>
>>4203778
>>
Rolled 55 + 10 (1d100 + 10)

>>4203778
>>
>>4203778
>>
Rolled 75 (1d100)

>>4203778
>>
>>4203778
>>
>>4203779
>>4204294
>>4204509
Utter Chad, post written soonish
>>
>>4204965
It turns out that your line of work lets you handle an oar very well. It also turns out, it HURTS to continuously row. But, You'll earn your keep.

=========================================
Time Passes
https://www.youtube.com/watch?v=m2HN_kptGp0
Time Passes
=========================================

+100 to Kinesthetic sense
+100 to Willpower
+100 to Endurance
+100 to Toughness
+100 to Strength


As you turn in for dinner, the man who welcomed you aboard walks up to you. You're pretty sure he's the captain.

"Hey there lad, You having a good day? Hope the oars didn't treat you too badly."


>My everything hurts.
>I've been on the oars all day.
>Just need some sleep.
>>
>>4205162

>Just need some sleep.
>>
>>4205162
>Just need some sleep.
>>
>>4205162
>>My everything hurts.
>>
>>4205162
>Just need some sleep.
>>
>>4205162
He cracks a smile

"Good lad, just as tough as I thought!"

"We'll be in Nevershallow by tomorrow! And then we can get you set up, and you can get to making us some money!"

>Go straight to bed

>Socialize with the crew.

>Go on deck for some fresh air and to relieve yourself
>>
>>4207474
>Socialize with the crew.
>>
>>4207474
>Socialize with the crew.
>>
>>4207474

There's plenty of people to talk to!

So who, is the only question.

>The Captain. Again. Maybe you can clear some things up.
>The guy that's been playing the music and leading the chorus. He's tuning his accordion. he seems interesting to talk to.
>There's a big guy in the corner that's sharpening a sword and talking with some other, only slightly less big guys. Maybe he can give you some pointers?
>>
>>4209308
>The guy that's been playing the music and leading the chorus. He's tuning his accordion. he seems interesting to talk to.
>>
>There's a big guy in the corner that's sharpening a sword and talking with some other, only slightly less big guys. Maybe he can give you some pointers? Time to get sweet gains
>>
>>4209308
>There's a big guy in the corner that's sharpening a sword and talking with some other, only slightly less big guys. Maybe he can give you some pointers?
>>
>>4209308
You decide to talk to the big guy, maybe he can give you some advice.

You walk up to him.

"Who're you?"

>"Insert name here"
>Remain nameless, say you're looking for tips
>A Mage
>A blacksmith
>The guy that got picked up.
>Something else.
>>
>>4211343

>The guy that got picked up.
>>
>>4211343
>The guy that got picked up.
>>
>>4211343
"Oh, You're the new guy."

"What'd you do to piss off the captain? I haven't seen anyone go on the oars that long before, I'm impressed."

>Wait that's not what you're supposed to do
>I do not know
>Acidentally withheld information.
>>
>>4213341
>Wait that's not what you're supposed to do?
>>
Okay, I'm ending the thread here.

It's on page 7 and getting less replies every post, so I'll start a new thread on Monday/Tuesday.

BUT, If you have questions about the mechanics, ask away.
>>
>>4215801
or the setting, of course.
>>
>>4215895
I got a question on the setting. What is the relative technology in the world, is it like the Middle Ages, Renaissance, etc...
>>
>>4215900
Late middle ages/ early renaissance. Guns are a thing, but you have to pick 2 between accurate, powerful, and cheap. Rare is the handheld weapon that can pierce plate, so guns are better served breaking walls as cannons due to gunpowder mainly being made by alchemists, whose services are relatively expensive.

So this way, you can have knights and guns in the same setting.

There's also some microcosms with more advanced tech. For example, steam engines are a thing, though really only mages have them and sell them because they figured out the principles using magic and make the casings and high-quality parts necessary to keep it from exploding using magic, thus making them expensive. This does not apply to dwarves, as dwarves have ready access to high-quality metal necessary, but dwarves don't really industrialize so much as perfect the art of handcrafting with maximum speed. Like using a steam engine to power a hammer for perfect forge welding, n' stuff. But, seeing as you can do the same with waterpower, and you need a ready source of water to do both, steam engines are seen as unnecessarily expensive for most purposes by dwarves. And most humans find them cool, but almost magical, seeing as they were made by and quite possibly enchanted by magic. Elves don't use them because they're living in the forest partying and keeping loggers out from their groves.

Orcs do have steam engines, they're just very low power due to, again, not having the cheap, good metal necessary and not caring much about casualties in the experimentation, as well as that they are usually only used by major orcish powers, of which there are few, only one of which can use them en masse.

You, as an aeromancer, also have the unique opportunity to make an electrical engine to power your creations and do mad science with, in the late game. It will most certainly be of the magical variety, however.
>>
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Minion%20Mage%20Quest

Also, I archived it.



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