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The Silver Marches

It has been 141 years since the Stonefall. The destruction of the great Dwarven hold of the Tyrese chasm. Some have claimed the Dwarves became too greedy, and with their incessant digging stuck a fault line. Others hold it was an act of the gods. Whether fate or providence the hold fell, the great chasm collapsed in on itself, and where once had been a city was now sky and rubble.

Against all odds many survived. Within a year Silver Mantle was founded by the survivors who trekked north into the vast untamed wilderness now known as the Silver Marches. Great untapped riches were to be found not far below the surface. Silver, platinum and other metals that are easily worked. Though skill and determination -and no small measure of luck- they have survived and even thrived.

Those who had fled south from the hold's hall eventually returned to Tyrese in the hopes of rebuilding. Only then did they realise the destruction of their home had opened a pass through the mountains. Some of the tallest in the world, the starlight mountains and the airless plateau had always been impassable by airship until that point.

When word reached them of their surviving kin and the untapped resources of the marches, their course became clear. The remaining Dwarves of Tyrese would rebuild not just a city but a great airship gate. Eventually the Empires to the south would want to lay claim to the riches of the north and they would be ready for that day.

It has been 140 years since the founding and the lands between the Tyrese Gate and Silver Mantle are little changed since then. Hundreds make the journey each year with the caravans, hoping to start a new life or escape from their old ones. Men and women from a hundred nations risk life and limb just on the journey.

Orcs, goblins, monsters and demons are a constant threat to the caravans and those foolish enough to strike out on their own. Despite this more arrive every year. From craftsmen and settlers to sellswords, vagabonds, thieves and ne'er-do-wells, all hope to carve a future for themselves. All make the trek, from the surrounding lands, or port of Hennessy some 300 miles south of the gate.

As the Dwarves predicted airships have begun to arrive at the gate but few are risking the journey north to Silver Mantle. The Marches still pose risks and with no infrastructure in place there is little chance of replenishing lost gas cells if they take damage. Only the occasional shipment of platinum is worth the risk at this stage. Some day that will change there is little doubt, and it may be soon if prospectors can find what is needed in the north.

You have found yourself in this dangerous untamed land. Drawn here or stranded by fate as many others. Who are you, and how have you found yourself in the Silver Marches?
>>
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Character Creation

There are many races to be found in the Marches these days. A steady influx of the so called "Civilized" races streams in from the south, and more rarely the lands of the March Counts on the storm coast.
The Savage races are the title given to those already inhabiting these lands, mostly Orcs and the like. Ice Elves are included among their number as they have long lived in these lands.
Rare races can be from either civilized or savage groups and are simply among the least numerous.

NOTE: Each race has a class restriction. For one reason or another their people are simply unable be trained in a particular class.

>Civilized Races
Dwarf
Restriction: Mage Dwarves lack the ability to become full mages.
Since the Stonefall Dwarves have been hard at work building up the Gate and Silver Mantle. Many can be found prospecting for future mines and other resources, as well as keeping watch for raider threats. Whole generations have grown up in the marches since the founding and are most likely to be familiar with the terrain.

Human
Restriction: Stone Druid Humans lack the ability to commune with the stone.
One of the most numerous races of the south, humans have been rare in the marches until recently. Most were only found on the storm coast forming the small kingdoms of the March Counts and would not travel inland.

Halfling
Restriction: Barbarian Halflings lack the physical strength and bloodlust needed.
A diminutive sort, the half sized men are often compared unflatteringly with goblins. It was thought for many centuries they were the result of experiments by mages of the south but these have since been disproven. Halflings are often quite clever and use their small size to get places they are not wanted. Despite their lack of strength the dwarves appreciate their creativity and they are often employed as artisans and fine metal workers.

Southern Elf
Restriction: Ice Mage Often attuned to the element of fire, southern elves lack ice magic.
The dusky southern elves are as quick and lithe as any of their kin. Their affinity for fire magic is in high demand, reason enough for travel to the north. Dwarven smithies have much need for clean burning foundries, and airships will have similar needs if they ever plan to make regular visits. On the other hand sellswords and mercenaries always appreciate the addition of firepower.

Half-Elf
Restriction: Paladin Half-Elves are shunned by both the human and elven gods.
The Marches are home to more half elves than anywhere else in the world. In the south the mainstay human religion considers them to be an abomination. Rumor has it a group of exiled ice elves are trying to raise an army of half elves in the marches. If so they've been tremendously unsuccessful, leading only to a bunch of adventure seeking youths that are unlikely to grow out of their condition any time soon.
>>
>>4604478

For House and... wait this isn't H&D?!

Time for a new story!

As for character, can we get some choices please? Unless I'm just being an impatient bastard.
>>
>Savage Races
Orc
Restriction: Spellgun Orc can't seem to master this arcane art.
Orcs are among the most numerous of the savage races in the north. They frequently conduct raids against other tribes, as well as caravans and settlements. Most have by now given up on attacking Silver Mantle itself. Despite their reputation for being bloodthirsty most are willing to conduct relatively peaceful trade. Rather problematically this includes trading of slaves which has attracted the wrong sort of attention from the south.
More recently small numbers of Orcs from the southern isles have begun to arrive while among human mercenary bands.

Goblin
Restriction: Soldier Goblin fighting is too chaotic to be used in tight well organised formations.
Though tribes of goblins exist in the marches, most act as a subservient or slave race for the orcs. This has its benefits as they can rely on orcs for protection. They are frequently used as scouts, archers or as a disposable wave of skirmishers by orc raiders. Occasionally Orc tribes will underestimate their intelligence and goblins have been known to defect to other tribes in the middle of a battle.

Kobold
Restriction: Druid
Seen as little more than pests by some, Dwarves see lizard like diminutive beasts as a serious threat to their mining operations. Kobolds like to dig and mine, though often with little direction or sense of safety. They are exploited by some orcs and driven out of caves and mines by others. Large numbers of kobolds can be dangerous and are often a sign someone or something else may be exploiting them.
Despite their small size they won't hesitate to attack caravans or groups of prospectors if they believe they have the advantage.

Centaur
Restriction: Rogue
Though the north has many forests, marshes and bogs, there are regions of vast grasslands and plains. Tribes of Centaurs are known to frequent these areas all but unchallenged. So far there has been minimal contact with them, though there is hope of establishing trade.
Rumors from scouts speak of some orcs using captured centaurs as mounts.

Ice Elf
Restriction: Fire Mage Ice elves are almost completely attuned to their native element and cannot use fire magic.
The ice lakes of the airless plateau are home to many cities of Ice Elves. Protected by the perilous heights of the starlight mountains few have had regular contact with them. The exception has been the Dwarves of the Tyrese chasm through their tunnels. Despite half a century of disruption after the stonefall trade has resumed.
Some scattered Ice Elf settlements and nomads are believed to exist in the south west of the marches. These groups are out of contact with their kin on the plateau.
>>
While I probably shouldn't be including these I feel I have to for completeness.

>Rare Races
Gnome
Restriction: Spellblade
Gnomes are a rare race believed to be hybrids of Dwarves and halflings. Much like Half-Elves they are poorly regarded because of this.

Giant kin / Ogre
Restriction: Bard Giants singing should be avoided at all costs.
Giant kin are a diverse lot found in many north lands throughout the world. Most live off the land and are nomadic. Though not easily riled they are very dangerous if angered, able to hurl rocks the size of wagons.
It is a common misconception that giant kin are simple of mind. More accurately it is difficult to get them to care about anything complicated that may not impact them directly.

Demon
Restriction: Cleric
Demons, though rare, are more common in the north than many expected. Though there is no proof of their origins Imperial scouts have devised a working theory. The March Counts on the storm coast are theorized to be descended from powerful mages that fled north to experiment in peace. It is possible they have been releasing demonic entities into the wilds rather than simply disposing of them. Orcs are usually absent in areas where demons are present.
The Silver Order has placed a substantial bounty for the capture of any demon in the north.

Snake kin
Restriction: Druid
Hailing from the tropical regions of the deep south, Snake kin are frequently master manipulators and polymaths of great skill. It is believed they control the south seas slave trade. With the orcs penchant for slavery and willingness to trade few regard their arrival as a good sign. Were it not for the money and knowledge they bring with them Silver Mantle would have turned them away.

Harpy
Restriction: Ranger
A race of "bird people" incorrectly believed by commoners to be made up entirely of females. They are a rare sight in the north, though small numbers of harpies have begun to find their way to the Tyrese Gate following caravans north. They are frequently employed by the Imperial Air Corps and others for scouting, as well as delivery of mail and small packages. However they are also infamous for heckling almost anyone if bored.

Dragon
Restriction: Archer
Dragons are enormous and powerful beasts capable of flight and breathing fire. They are present in many parts of the world. While there haven't been any sightings in the north all travelers are warned to be on the lookout for them. The Imperial Air Corps offers a bounty for accurate information on their location so that future routes can be plotted away from them.
Rumors and hearsay that some dragons can take on human form have been widely dismissed.
>>
>>4604484
Not sure if voting is ok now.
Goblin.
>>
>>4604490
>can we get some choices please?
All race choices are up now. Working on the classes.
>>
>>4604484
I'm not overly fussed as to the race as long as we're not yet another mage, diplomancer, or sneaky bastard. As such, I'll throw in for
>Dwarf
>>
>>4604478
I am a Harpy prostitute seeking to build up my hoard of shinies by servicing wealthy traders arriving to the Marches.
>>
>>4604478
Good to see you. It's nice to catch you at the beginning of a quest instead of having to catch up to hundreds of threads.

I feel we should wait for the classes before voting on race.
>>
>>4604497
Goblin
>>
>>4604484
Kobold
>>
>>4604484

Dwarf or Human work for me.

Joke vote Snake Kin
>>
For House and Domin...? no that's wrong

>>4604484
>Southern Elf
>>
>>4604484
>>4604497
Human, or Elf/South Elf or Half Elf.
>>
>>4604484
>Dwarf
>>
Not dead this is just taking forever.
>>
>>4604484
>Human
>>
>>4604484
Since everyone is voting
>Human
>>
The class list is going to seem a bit odd because it's supposed to be a circle.

Soldier
The Soldier class emphasizes training, professionalism and working as part of a larger whole. They work best in groups and can make the most of combined arms warfare. While an individual soldier might be trained in different weapons or even shields, they know how to make the best use of that weapon in a group.

Ranger
Masters of the wilds, Rangers are trained in a mix of melee and ranged combat. They can survive in the wild for weeks at a time, helping to track game or enemies. They are a vital part of scout groups in the north lands. Though not as strong a combatant as soldiers or barbarians their utility and versatility make up for this.

Archer
Dedicated archers can be among the most dangerous of ranged combatants, seeming to posses unnatural aim. Able to move more quickly than heavily armed soldiers they are a favourite of scouting parties and ambushers. Most homesteaders and settlers will posses some skill in archery if only to help put meat on the table.

Bard
Possessing not just the power of song, most bards have some skill with minor illusions and archery. While their skills tend to earn them more pay in civilization, they can be useful in the field as distractions or to help raise morale.

Spellgun
Those with a hint of magical talent but not enough to cast actual spells often end up as a spellgun. In the south many of these are employed by the Imperial Air Corps as pilots or gunners. Those unfortunate enough to be stuck on the ground are often equipped with the Spellgun their class is named after. This is essentially a type of magic wand.

Mage
Mages comes in all shapes and sizes with a variety of specializations. Some only have an affinity for elemental spells, others for enchanting and creation of magical artifacts. The latter are much sought after by foundries, smithies and for airship components.

Stone Druid
Those who can commune with the stone are well respected among the Dwarves who are by far the best at this. They can see and feel the rock as though it were part of their own body. A useful skill for builders, miners and prospectors. With enough concentration Stone Druids can summon pillars of stone and other objects from the earth for attack or defense.

Druid
While rangers usually master nature to overcome it, druids seek to work in harmony with it. Theirs is often a subtle art, though one with noticeable effects. In forests and marshland they can turn the wilds against foes causing them to become lost or ensnared in difficult terrain. They can be powerful scouts able to see through local wildlife.
>>
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Cleric
Seen by some as little more then healers, clerics are often powerful warriors in their own right. Some wield powers gifted by their gods while others use more mundane magics. Nearly all will have some knowledge of the arcane and how to counter spells, curses or drive back demons and undead. Many are simply retired paladins who can no longer take on front line fighting, though that does not make them weak.

Spellblade
Those with limited magic potential often choose to focus their talents into enchanted weaponry or armor. These are spellblades and they can be quite deadly. Not all spellblades are those forced into it by lack of magical capability. Some battle mages prefer the simplicity of channeling their magic through weapons and armor.

Paladin
A holy warrior with an emphasis on damage dealing, they are seen as paragons of virtue taking on impossible tasks. Paladins who have shown no magical potential whatsoever often find themselves given the ability to heal or inspire. A gift given by whatever patron deity they may follow for their honor, devotion or piety.

Rogue
Masters of stealth and the sneak attack, rogues are skilled at finding ways into and out of places they are not wanted. They are a diverse lot, using their abilities for anything from pick pocketing and theft to outright assassination.

Barbarian
Barbarians are about might and overpowering an opponent. They can perform feats of strength that can easily surprise those unfamiliar with them. Barbarians are often used as line breakers, scattering weaker opponents to allow allies to pick them off.
>>
>>4604725
In order of preference.
>Paladin
>Spellblade
>Ranger
>>
>>4604524
This is me.
Goblin spellgun.
>>
If there aren't any questions about the particular classes or races at this time let's get a vote going.
Please link this post if possible to make vote tracking easier. No I'm not using surveymonkey, fuck those guys.

1) Race
>Civilized Races
Dwarf
Human
Halfling
Southern Elf
Half-Elf

>Savage Races
Orc
Goblin
Kobold
Centaur
Ice Elf

>Rare Races
Gnome
Giant / Ogre
Demon
Snake kin
Harpy
Dragon

2) Class
Soldier
Ranger
Archer
Bard
Spellgun
Mage
Stone Druid
Druid
Cleric
Spellblade
Paladin
Rogue (luthien
Barbarian
>>
>>4604749
1) Race
Human
2) Class
Paladin
>>
>>4604749
Giant
Archer
>>
>>4604743
>Goblin spellgun.
Me Yesterday:
What class would it make the most sense to restrict from the goblins? Spellgun? Nah, they would totally use a spellgun. Let's do soldier. There's a reason they had to change the orcs and goblins to be more upright in Return of the King.
>>
>Human
>Soldier
>>
>>4604749
Kobold
Barbarian
>>
>>4604749

Dwarf/ Soldier

or

Human/ Mage
>>
Does anyone a program they would recommend for fantasy maps? I've done up a rough map of the region in CAD over the weekend in order to get the distances right. This is only the area between the gate and silver mantle. Lots more out there to explore.
>>
>>4604749
>Giant
>Archer

I want to see Hawkeye Gough come once more. Surely there is demand for living artillery?
>>
>>4604758
Is this a Dark Souls thing? I feel like this is a Dark Souls thing.
>>4604859
Okay yeah it is.
>>
>>4604749
Dwarf
Cleric
>>
>>4604749
Human
Spellgun/Spellblade

I would be cool if our full title was Human Stone Ranger Druid Spellgun, or something to that effect.
>>
>>4604858

inkarnate or hexographer?
>>
>>4604859
I would be ok with this.
>>
>all these interesting races and losers want to be boring human
you people are fucking basic
>half elf
>spellblade
>>
>>4604933
>complains about being basic
>chooses a halfbreed and spellblade, the most generic options possible
>>
>>4604933
Human's a blank slate. Lots to work with there.
Ever hear that Human fighters are built by either super new or super experienced Dnd players?
>>
>>4604933
>omfg guis yur so boring

>doesn't pick something cool like a kobold barbarian
You ever seen a three and a half foot tall lizard bodyslam a full grown man into a puddle of blood? Get outta my face.
>>
>>4604783
+1
>>
>>4604749
>Harpy
>Archer
>Really feminine looking male for lulz
I’ve always wanted to be a flying crossbowman
>>
>>4604749
swap
>>4604768
for
>Giant
>Archer
>>
Since this thread is so divisive why not just make a party QM? Then we can all just make our own dudes
>>
>>4604966
>three and a half foot tall lizard bodyslam
Possible, I'm not saying it's a good idea.

We're getting quite an array of votes. Seeing a lot of support for Human followed by Dwarf, Giant and maybe Goblin?

>>4604988
Kobold as well now. Keeping things interesting.

>>4604989
>Really feminine looking male for lulz
People do tend to have a hard time telling harpies apart already.

>>4605013
It's not a terrible idea. I would still like a main character to base the group around.
>>
>>4605020
>We're getting quite an array of votes.
No offense, but you offered way too many options for there to be any kind of agreement. And then you doubled the problem by adding a second vote with almost as many options.
>>
>>4605034
This is true. For H&D I didn't really give anyone a choice, you were playing a Human, that was it. Back then I felt it was necessary for an entirely unfamiliar setting. Admittedly I went a bit overboard this time.

At the very least my expectations as to what people might vote for were thoroughly subverted.

Let's narrow it down to the finalists! We'll figure out a class in the morning.

A) Human
B) Giant
C) Dwarf
D) Kobold
E) Goblin
>>
I'll be running probably from noon to midnight EST tomorrow. Cant make any promises for the following day but I should be running Saturday.
>>
>>4605041
>A) Human
>>
>>4605041
>D) Kobold
Fuck it, small, scaled, and angry.
>>
>>4605041
>B) Giant
or
A) Human
>>
>>4605041
Kobold.
>>
>>4605041
>D) Kobold
Kobold spellgun seems fitting
>>
>>4605041
>B) Giant
UUUU
>>
>>4605041
>D)Kobold
Replace gun with wand and you’ll have our MC
>>
>>4605041
Can we please go with giant
>>
>>4605041
>D) Kobold
>>
>>4605041
>>B) Giant
>>
>>4605041
>B)Giant
Manlets not allowed.
>>
>>4605041
>A) Human
>>
>>4605041
>B) Giant
Go big or go home
>>
>>4605041

>B) Giant
Better to be big then small.
>>
What about a half-giant?
>>
>>4605041
B) Giant
A wanderer, here to see the world, and kill whatever's in it for coin. I'm thinking one of the most expensive mercenaries on the market.

Kinda like the Dogs of War from Warhammer fantasy- Ludicrously expensive specialist units that princes and cities buy to get in their armies for a campaigning season or two.
>>
>>4605041
Kobold, fuck yeah!
>>
>>4605041
B) Giant
>>
Despite a good effort on the side of team Kobold it looks like we're going to be playing a Giant.

Time to pick a class next. Though I suspect it's not going to be much of a contest, just what you choose could have an impact on how you've ended up in the north. I've removed the ones that have had zero support so far.

A) Soldier
B) Archer
C) Spellgun
D) Mage
E) Cleric
F) Spellblade
G) Paladin
H) Barbarian
>>
>>4605404
>C) Spellgun
Become Heavy Weapons Guy
>>
>>4605404
>E) Cleric
>>
>>4605404
May our kobold find his way in this world elsewhere. Anyway,
>D) Mage
>>
>>4605404
>F)Spellblade
Yes, I am basic.
>FFTA2
Good taste, QM.
>>
>>4605404
>B) Archer
>>
>>4605404
>B) Archer
>>
>>4605041
>A) Human
>>
>>4605404
>B) Archer
>>
>>4605404
>C) Spellgun
>>
>>4605404
>B) Archer
>>
Settle in for another 10 year quest boys.
>>
>>4605404
>B) Archer
>>
As entertaining as a Giant Spellgun may have been, it looks like we're going with Archer.

Giant kin are a diverse lot found in many north lands throughout the world. Most live off the land and are nomadic but not all. Some find the idea of the towns and cities of the smaller races fascinating. Others are genuinely curious or hope to find a way to acquire tools, weapons and other items for trade.

With scouting parties and prospectors now venturing the marches, some have made peaceful contact with giants. In other cases mercenary companies heading north from the gate have on occasion brought with them a giant or two from other lands.

Are you a marcher by birth and thus familiar with the wilds? Or have you followed friends, allies or the promise of riches through the Tyrese Gate?

[ ] Silver Marcher born
[ ] Recent arrival
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
[ ] Silver Marcher born
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>[ ] Silver Marcher born
>>
>>4605508
[ ] Recent arrival
New land to wander, a legend to grow
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>Silver Marcher born
>>
>>4605508
>[ ] Silver Marcher born

>>4605493
doubt that since a h&d sequel is already in the works
>>
Rolled 3 (1d6)

>>
>>4605508
>[X] Recent arrival

I see a QM asking for a tie breaker and I help, simple as
>>
>>4605597
Thank you very much. I do need to return the favour more often.
>>
>>4605508
>[ ] Recent arrival
>>
>>4605508
>[ ] Recent arrival
Got no time for spreadin' roots, the time has come to be gone...
>>
https://www.youtube.com/watch?v=S0WpcnIk-b4 (Inquisition The Descent)

Archers are hardly rare in the lands of the south but Giants are far more so. With bow or stone you are a threat not just to formations of soldiers but to small keeps and castles just on your own. With these skills you've started to earn your way in life when the call comes in for work in the north.

Prestigious mercenary companies like the Red Blades and Silver Talons have set up shop in the distant city of Silver Mantle. Some of their groups are finding themselves woefully undermanned in the wilds, covering teams of prospectors, caravans and settlers. No doubt your skills and strength would come in handy, not to mention ability to cover long distances. It doesn't take much persuasion from the other sellswords you've worked with.

And so you have found yourself ascending the mountain pass a few days travel north of Hennessy. There were no other Giants that you saw on the way but that means little. It wouldn't take much to miss one of your distant kin. Only a day's delay here or there and they would be gone about their business.

Even to one such as you the great edifice of the partially completed Tyrese Gate is impressive. Rock and stone and metal bridge the gap with castle turrets dotting its length. Far too high up even for you to hit from the base. Not that you wouldn't mind the challenge.

A few small airships float past carrying loads of cargo on their underside. Off to the west side of the pass about a mile back from the gate is the silvery bulk of an Imperial warship. A trio of anchors keep the spade shaped vessel from drifting far. Spellguns and other implements dot its underside.

The only way through the gate on foot looks to be strictly controlled by the dwarves. Dozens of guards seem to be barring the way forward, though large numbers of people seem to be passing through after a few words with them. The Dwarves are thorough but quicker than you expected. A covered wagon large enough that you could sit in it is waved through and you find yourself at the front of the line.

A sturdy Dwarf whose helmet stubbornly refuses to stay on straight shouts for you to halt. He doesn't even come up to the height of your knee but that doesn't deter him in the slightest. Glancing up he takes a step back and then another, holding his helmet on as he looks upward at you. With his free hand he waves a thick stack of parchment while shouting up at you.

"All of ye headin into the Marches gotta sign immigration forms! I need yer name, yer sex, an yer business in the marches! I dont give a woolly owl's hind what bits ye got on ye, answer truthfully!"

>What is your name and sex?
>>
>>4605672
Name: Rewto Fluckbarg
Sex: Female
>>
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There was supposed to be a map with that.

Cant say I care for hexographer much. I'm going to try a few others.
>>
>>4605672
Name: Ulf
Sex: Male
>>
>>4605672
Flora Wintergarden
Female
>>
>>4605691
+1 to this
>>
>>4605691
support
>>
>>4605691
Simple. Direct. Easily pronounceable with a tiny mouth.

Backing.
>>
>>4605672
this: >>4605694
>>
>>4605694
support
>>
>>4605694
Sounds lovely.
>>
>>4605691
Good name, support.
>>
>>4605691
support
>>
>>4605672
This works:
>>4605691
>>
>>4605672
supporting >>4605694 Because the idea of a very 'proper' giant amuses me
>>
>>4605672
supporting >>4605691
>>
"My name is Ulf. Sex is ma-"
"Thats it? Just Ulf?"
"...my name is Ulf."

The Dwarf looks to one of his fellows who shrugs in response.
"Fine. 'An the rest?"
"Male. I'm going north for mercenary work."
"Sellsword eh? Fine. Sign ere!"

The immigration officer grips the paperwork with both hands holding it as high above his head as possible while you make your mark on it. Hopefully it didn't go through too many pages.

After you're waved through one of the other guards points out various merchants that have set up stalls off to the east. It looks like they're selling supplies that might be needed for the trip north.

"How many miles is it to Silver Mantle?" you ask one of the guards.
"Miles?! It be twelve hun'red proper Dwarven kilometers to the Mantle."

Your look of confusion draws the attention of a few humans nearby. A blond haired fellow who's a bit taller but slimmer than his companions speaks up.
"Don't mind the Dwarven folk and their fancy mathematics. It's about 750 miles give or take."

That's actually quite a distance in wild lands to cross. There's no doubt in your mind you could do it, it'll just mean being prepared and perhaps taking longer to hunt and forage along the way.

[ ] Thank the human(s)
[ ] Set off north, there's no time to spare
[ ] Investigate the shops
>>
>>4605825
>[ ] Thank the human(s)
>>
>>4605825
>[x] Thank the human(s)
>>
>>4605825
>[ ] Thank the human(s)
>>
>>4605825
>[x]Thank the human(s)
I doubt the shops would hold much more than trinkets for one of our stature.
>>
>>4605825
>It's about 750 miles give or take."
That's a long way to travel on foot, even if our steps are rather larger.

>[ ] Thank the human(s)
Being polite costs nothing.
>[ ] Investigate the shops
We need to take rough stock of what we've got in terms of equipment and supplies.
>>
>>4605825
>[ ] Set off north, there's no time to spare
>>
>>4605825
>[ ] Thank the human(s)
>[ ] Investigate the shops
>>
Deciding to get off on the right foot you thank the humans for the information and give them your name. Their leader gives a mock salute in response, introducing themselves as Kossia Skaled.

"My group are headed north, we're just trying to figure out if it would be best to hire on with one of the caravans or not. The pay wouldn't be great but it would be something, and despite moving more slowly there's strength in numbers."

One of the other humans who looks better equipped for surviving in the wilds speaks up.
"It's rare for orcs to hit caravans coming up from the south these days but it does still happen. I've been working in the marches for eight years now and I've seen it a few times."

You look among the rest of the group who seem well armed if your experience as a mercenary farther south is any indication. That they've teamed up with a ranger right away is a good sign.

"What brings you out here?" you ask. "I assume mercenary work?"

Kossia gives a good natured laugh.
"Something of an enforced retirement from our homeland. We're all Luthienites. Well, most of us."
He glances at a tough looking soldier towards the back of the group.
"Some overzealous worshipers of the Dawnbreaker have driven our kind out of a couple of the smaller southern countries so we're headed north to try and start over."

Human gods. You never paid too much attention to them, just that some favoured silver and others gold. As long as they still paid in gold and silver it was fine with you.
"Which one was Luthienite again?" you eventually ask.

"Luthien is the goddess of luck, the favourite of Rogues and Bards, such as myself." At this he gives an over exaggerated bow.
"I wish you luck in the marches Ulf. We'll be near the caravan that is gearing up if you decide to join them."

Now to decide on is the matter of hitting the shops, the caravan or the road. You have some small measure of supplies. Enough food for a few days and water skins that can be easily refilled from streams or rivers. You're a good hunter with your bow, able to kill a deer or a bear from range. The only real supply issue on that front are your arrows. They're more like ballista bolts meaning you can only carry so many before they become awkward.

Right now you have 6 arrows the size of a javelin, a custom built long bow only a giant could wield, light armor and a small amount of coin.

Anything you wanted the check the shops for?
>>
>>4605913
A horse. Something to help us make the journey faster.
>>
>>4605923
What the fuck kind of horses do you think they breed up here gat damn boah. Ride a mammoth not a poor mare.

Unless you want it as a pack animal. In which case just get a mule. Much cheaper.
>>
>>4605923
You might be thinking more a wagon, and even then I wouldn't recommend it.

>>4605926
>Unless you want it as a pack animal.
That might be an idea.
>>
>>4605913
A proper sharpening stone for our woodcarving sword, to cut new arrow shafts. Can't be unprepared, and we will need to restock those somehow. Extra carrying sacks, naturally, to hold spare supplies.
>>
>>4605913

Look into getting additional ammo for our bow as well as a means for making more of our own. Also see if there is a map of the area ahead if possible?
>>
>>4605913
we might as well see if they happen to have giant's arrows, and if they're at a decent price maybe pick up one or two.
>>4605943
>Unless you want it as a pack animal.
>That might be an idea.
Might as well see what's on offer on that front as well then.

>>4605983
>as well as a means for making more of our own
A lot goes into fletching. So much so that its an entire profession in its own right.
>>
>>4605986
>A lot goes into fletching.
Fortunately fletching isn't strictly necessary if the bow is tuned properly, though it does help a lot. Or at least that's what I'm reading.
>>
>>4606041
To create an arrow, you first need seasoned, straight wood, which you have to cut down to straight shafts with no knots or other defects. You then need consistently-sized feathers that can be symmetrically trimmed to size. You then need some sort of glue and a jig to hold the trimmed feathers to the shaft without damaging or misaligning the feathers or shaft.
Then after all that, you have to source arrowheads (likely from a blacksmith), trim the head of the shaft to size, and finally glue the arrowhead on.
All of this has to happen while making sure everything is aligned and balanced.
>>
>>4606064
This is all true. I am seeing quite a few videos on bow tuning where they're not using any fletching and if the bow is tuned right it flies just as true. Not saying there wouldn't be problems but you are shooting a javelin.
>>
If need be we can just huck pebbles. Because pebbles for us are full sized rocks for manlets. And even a small rock can kill a man if thrown right.
>>
Being prepared is the name of the game. The sharpening stone for your knife has seen better days and you'll need it sharp if you need to cut some arrow shafts in the field. You're good up for salt but could use more carrying sacks, arrow heads if possible and a decent map. A pack animal could be useful, though you might not have enough money.

At your approach a few people at the shops run and hide, taking cover in wagons or making for the nearest permanent structure. Those more experienced in dealing with giants laugh at them and get back to work.

A Dwarven merchant in a bearskin cap and a beard so thick only his nose is visible seems to be carrying a good portion of what you need. He has no shortage of sharpening stones and is quick to find one large enough for someone of your stature.

The matter of "arrow" heads is a more tricky. You're basically using javelin heads and these are more expensive. Fortunately they should be easy to recover in the field even if the arrow shafts break. Fetching is going to be more difficult, though there are some cheap fins intended for ballista bolts. They're not terribly study though.

Getting a bit low on funds you acquire a map. It only shows the lands between the gate the Silver Mantle, but it does have a good layout of the course the road follows. The road descends from the mountains, cutting through an escarpment and curves off to the west by a good five or six miles if you're reading it right. There are marsh lands to either side of the road in places and only one river of any importance that needs to be crossed.

Three settlements are marked at intervals along the route. The last of which is a bit farther east. The road then swing back west around another marshland closer to silver mantle. If you get lost there are two major rivers, one of which isn't that far from the third settlement.

When it comes to a pack animal any that are available are well beyond your price range. If anything the price of mules are higher than that of horses here. They must be in high demand. All you have left are silver and the merchants want several gold bits.

"Hey. Big guy."

Glancing around you spot a halfling that looks dressed for winter. You didn't think it was that cold out. Still well above freezing. Maybe he's from farther south?

"Yes, me down here, I'm talking to you. You look like you need to make some money. Interested?"
"Would it be enough to purchase a pack animal?"
"Probably not no."

[ ] Not interested.
[ ] Might as well hear them out.
>>
>>4606126
>[ ] Might as well hear them out.
Worse case scenario, we make new gloves out of the halfling's clothes.
>>
>>4606126
>Not interested.
A smallest one in a coat seems shifty.
>>
You're uncertain about whatever shady proposal the halfling might have. If there's time you might come back and hear him out before departing.

Speaking of departure it's time to decide how long you're going to spend just getting to the end of the road.

1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.

2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.

3) Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
Getting the lay of the land, especially if our primary employment is going to be ranging it, is our top priority. Being as conspicuous as we are, and as well developed mercenary infrastructure is here, finding work in the Mantle won't be hard- it's the experience that's valuable.
>>
>>4606213
Well thought out. +1.
Finding employment cal be later perhaps?
>>
>>4606208
What is our objective? We're already at the gate.
Are we in a hurry?
>>
>>4606064
See this is why I wanted spellgun it’s difficult making GIANT AMMUNITION.
>>4606213
>+1 take a nice tour
>>
>>4606290
>What is our objective? We're already at the gate.
The real work in the region is in Silver Mantle. The mines, the jobs, the prospectors and the mercenary companies hiring out to protect it all. Silver, platinum and other precious metals are known to be there so that's where people are going. It's not quite a gold rush. In fact there has been a distinct lack of gold found so far, but what's there is valuable.

It's late spring so you have more than enough time to get there and get some work done before the threat of winter setting in. Things are certain to slow down to an extent in winter but there's always work available in the north.
>>
>>4606310
>GIANT AMMUNITION
I'll say it again

GIANT

SLINGER
>>
>>4606311
Ok, so we're trying to get there before winter, but we've got plenty of time.

>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
It'll be good to be familiar with someone once we get there. And it's always a little safer to travel with a group.
>>
>>4606208
>Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
Honestly what's our rush?
>>
>>4606208
>Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
>>
>>4606290
>Are we in a hurry?
>>4606382
>Honestly what's our rush?
Just the chance to earn more money during the prospecting season is all.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>1) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.
>>
>>4606208
>) Strike out alone. It will be more work foraging for food but you'll make better time with your long legs than any group save for riders on horseback.
>>
>>4606208
>2) Find a faster group to accompany. This will be harder and they probably wont be as fast as you might like, but a group of sellswords will move at least a third faster than any caravan.

Strength in numbers, we may be a giant and able to handle a number of things on our own. But it's always better to have more people along with us.
>>
>>4606208
>>3) Sign on with a caravan. This will add a lot of time to the journey but you'l make some money and maybe some potential allies in the region.
>>
https://www.youtube.com/watch?v=hHAP7NvBOU0 [The Ring Goes South]

After considering your options you decide to strike out alone. It'll be more work for you along the way maybe, but faster by far than having to stick with a caravan. In the time between when you arrive and the caravan does you could probably have worked jobs that would earn you twice as much as guarding a slow moving band of merchants and settlers. That should mean more options by the time winter hits.

It might have been worth while to team up with a faster group but the benefits of going solo outweigh the negatives in your eyes. You're not a proper ranger but you can look after yourself in the wild. Plus you get to see what's different in this part of the world compared to forests elsewhere.

You wave to the group of sellswords you'd talked to earlier and head out north. The trail has seen work in recent years. There is plenty of lose stone and rubble to be found, signs of a landslide in the past. The Dwarves have made good use of it creating ramps leading down into the north side of the pass that might have required longer switchbacks for the caravans.

With your long strides you're soon making good time, despite having to watch the speed of your descent. A few travelers you pass are startled by your sudden appearance but soon enough calm themselves. By the end of the day you're still in mountainous terrain but are down into areas with more trees.

Over the next few days the road descends through an escarpment and into ever deeper woodlands. A few logging camps were closer to the escarpment along with a small watchtower and contingent of guards. Nothing impressive, but enough to sound an alarm and cover the retreat of any loggers in an attack. You could probably collapse the main door with a few well placed boulders but actually demolishing such a structure would be hard work even for you.

Into the deeper woods you take a few hours to scout off the trail at the end of each day. It's a good time to test out your archery and hunting skill. On your first and third hunting attempts you land solid hits on a sheep with an impressive set of big horns and then an Elk. The second attempt was less successful, not only resulting in a clean miss but your arrow completely shattered a dead tree making enough noise to scare everything in the area.
Once you get it free the arrow head is in rough shape.
>>
By the end of the fifth day you've reached a bridge over a small river, along with the town of Ivanish. 150 miles by your reckoning. That caravan probably hasn't even made the escarpment yet.

There isn't much to the town of Ivanish. It's really more of an outpost or small fort with most of the buildings clustered together. A single guard with a halberd stands watch of the bridge and waves in greeting as you get closer.

"Ho there big fella! Any word on when the caravan is due? They were running late last we'd heard."
He's not terribly happy to hear they were still preparing to set out when you'd left, but he's hardly one to blame you for it.
"See the tanner if you want to get rid of some carcasses."

At the very least that might pay for some drink and a place for the night. Which would probably mean a barn.

>1) Horns & Hides
1A) Sell hides for silver
1B) Trade for tanned hide

>2) Get a smith to fix your arrow head?
2A) Yes
2B) Not right now
2C) Always yes

>3) Accommodations
3A) Barn, warmer than outside
3B) You're fine with the outdoors
>>
>>4607427
>1A) Sell hides for silver
>2B) Not right now
A slightly blunt giant arrowhead will probably still absolutely obliterate most targets.
>3A) Barn, warmer than outside
Also don’t want to get pickpocketed by tinies
>>
>>4607427
>1A) Sell hides for silver
We have no particular need for leather at this point.
>2A) Yes
We may not always have the funds or time to get all wrecked heads fixed up.
>3) Accommodations
Check if they'll charge for the barn, and if so how much. It's always nice to have a roof, but not if they're gonna scalp us for it.
>>
Well this doesn't inspire confidence.
>>
>>4607435
If you mean the posting rate I was busy today and will be for most of the day tomorrow as previously stated. Figured I'd get a travel post out of the way.

>>4606137
>A smallest one in a coat seems shifty.
>>4607430
>Also don’t want to get pickpocketed by tinies
This bears asking: do we have a thing against the smaller folk?
>>
>>4607437
I should hope not, seeing as it'll make interacting with almost everyone out here more difficult.
>>
>>4607427

>1B) Trade for tanned hide
We can play merchant and sell this for a profit the next town over. We just need to check the exchange rate to make sure it's good before going through with it. We can get by without a barn tonight anons, come on.

>2B) Not right now
We can handle ourselves for now. Next stop I say we repair it.

>3B) You're fine with the outdoors
Let's save our money and trade up next town over so we actually get a good nest egg saved up.
>>
>>4607437
Some of them are good enough to pay on time. Others think that we're a little slow in the head, just because we are so much larger than them.
However, the last small ones to not pay regretted it sorely. Although our lessons in getting things stolen from us while we slept was one that repeated a couple of times.

People are people, and we recognize it. Thieves and honorless ones exist across all races. The tale of someone stealing a giant's stuff is definitely a thing of folklore, I'd imagine.
>>
>>4607456
And by "Thing of Folklore", I mean something a lot of idiots probably hear about and try to do to show off in a tavern.
>>
>>4607437
>This bears asking: do we have a thing against the smaller folk?
Probably only insomuch that they're literally just smaller and weaker. It's not their fault. But pitiable nonetheless.
>>
>>4607431
>Check if they'll charge for the barn, and if so how much.
Just some copper bits. (Of which you have none, you're just carrying silver.)
One silver if you want fresh hay to sleep on.
>>
>>4607427
>1B) Trade for tanned hide
>2A) Yes
>3A) Barn, warmer than outside
>>
I'll see about posting in the morning before work. Otherwise I probably wont be making any posts until after 9pm tomorrow.
>>
>>4607437
No real problem with them, met many who were kind and many who weren’t. It’s simply the fact that we are in new lands and have big pockets around small people.
>>
>>4607427
>1A) Sell hides for silver
>2B) Not right now
>3A) Barn, warmer than outside
>>
>>4607427
1B) Trade for tanned hide
2C) Always yes
3B) You're fine with the outdoors
>>
>>4607437
>This bears asking: do we have a thing against the smaller folk?
I don't see why we would plus based on our actions so far we seem to be generally pretty amiable.
My take is that we're sensible enough to recognize that people are people no matter the size and therefore are also sensible enough to not going looking for trouble where there doesn't have to be any
>>
>>4607427
>1A) Sell hides for silver
2A) Yes
3A) Barn, warmer than outside
>>
>>4607427

>1A) Sell hides for silver
>2A) Yes
>3A) Barn, warmer than outside
>>
It doesn't take long to find the local tanner and hand of what's left of the two beasts you'd hunted. It nets you a bit of money allowing you to pay for a place to sleep for the night. A barn is warmer than staying outside, and with any luck none of the locals will get any ideas about stealing your stuff while you sleep.

One advantage to staying in a village is a timely wake up call. You're awoken just before day break by the crowing of roosters. Well, some consider it an advantage. By the time you step outside and head for the blacksmiths shop at least a few of the locals are up and about. One is shouting angrily at a rooster that has continued its efforts to announce the new day.
"Shut up, we get it already! I swear I'm gonna have my brother kill that thing."

[ ] "I could take care of that for you." (Eat the rooster)
[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
They might not mean what they said.
>>
>>4608318
>[ ] "I could take care of that for you."
Only eat it if the guy doesn't express outrage at the idea. We're planning on working in this region (if not a fair ways away), so antagonizing the locals seems like a bad idea.
>>
>>4608318
>[ ] "I could take care of that for you." (Eat the rooster)
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>[ ] Just get ready to leave once your arrow head is fixed.
>>
>>4608318
>Just get ready to leave once your arrow head is fixed.
Don't rock the boat.
>>
Laughing to yourself about the locals and their problems you hand over the arrow head to the local smith.

"This shouldn't take too long to fix. What'd you do to it?"
"Missed a deer, hit a tree."

The smith glances between the arrow head and you a couple times then shrugs and gets to work. As he'd said it doesn't take long and soon he hands it back to you.

"If you're headed for Silver Mantle you might want to ask the dwarves there about weapons that hold up better. Heard they'll be getting set up for producing mithril and other exotic stuff soon enough. Still no word of gold though. Darnedest thing."
The smith shakes his head.
"Best of luck to you! Mind the land off the road once it turns due north. The blasted marsh critters keep flooding different areas year to year. The road itself should be high and dry but cant promise anything far off it."

Thanking the smith you head out. Fog from the nearby marshland is still clouding the area. The prospect of fog sticking with you is a bit worrying as it's clouding the ground enough that even you're a bit wary of your footing. By the time you reach the turn in the road the sun has burned away most of the ground level obscurement leading to a nice sunny day.

Mixed forests, hills and the occasional clearing are the worst you encounter for the next three days. There is little in the way of fog and flooding in the surrounding lands isn't bad as you might have worried. Perhaps they'd had a dry winter?

Making excellent time you're on track to reach the next town of Ballidon on the 6th day. Perhaps even the end of the 5th day if you push yourself for the last two.

Roll for perception 1d20
>>
Rolled 4, 14 = 18 (2d20)

>>4608391

Lets see what our eyes see.
>>
Rolled 1 (1d20)

>>4608391
Peer into the distance.....
>>
Dice rolls in The Silver Marches quest.
Rolls will be impacted by your training in a skill range. Any sort of roll involving a skill you are trained in will be best of 3. (Though there may be hidden modifiers depending on just how skilled, or because of your race.)
Untrained skills will use an average of (at least) 3 rolls.
>>
Rolled 16 (1d20)

Oh my God, I'm not blind!
>>
Rolled 17 (1d20)

>>4608391
>>
As the now winding road begins to curve back to the east ever so slightly you start to run into issues with heavier branches from overhanging trees. They wouldn't be a problem for wagons, even heavily loaded ones. For a giant however they're well below the height of you head which is annoying.

Heading off the trail farther east where the terrain is rougher you manage to get clear of the worst branches. There are even some clearings which make the going easier. Too rough for a wagon but no problem at all for a giant kin.

Keeping an eye out so that you dont get too far from the road isn't difficult. Once it gets closer to sundown you can swing west for a little bit if you do lose sight of it.

You break through into yet another clearing only to find that this one is occupied. A group of orcs, goblins and kobolds are scattering, dropping logs and other supplies. They'll be ready for a fight soon enough!

Right now you're about a dozen paces away. Close enough that some of their archers might be able take clean shots at you if they're given the chance.

What's your plan of action?
>>
>>4608462
Do we know for sure if they're hostile? If not, hide and take some time to observe them. If yes, take a shot at whoever looks to be in charge.
>>
>>4608466
>hide
They are clearly aware of your presence. You'd have to retreat from the area in order to do this. Probably back to the road unless you wanted them to follow your footprints.

>Do we know for sure if they're hostile?
You wont know for certain until after their archers have readied their bows.

Do you want to attempt diplomacy? You dont speak orcish but one of them may speak enough of the giant tongue to get by.
>>
>>4608476
Let's get our bow ready but keep it pointed down so long as they do.

And yeah attempt diplomacy, we're no looking for a fight yet and if they were moving logs about they might just be woodsmen
>>
>>4608476
> Do a friendly wave and crouch down.
>>
I am more wiped out from work than I thought I was going to be so I'll be resuming tomorrow as planned.
>>
>>4608426
Do crits override?
I hope not. d20s crit incredibly frequently

>>4608462
Prep our bow, but keep it at low ready. Tell them we don't got anything worth taking.
>>
>>4608510
>Prep our bow, but keep it at low ready. Tell them we don't got anything worth taking.
Sounds like a plan.
>>
>>4608462
this: >>4608510
>>
>>4608487
+1
>>
Writing.
>>
You draw your bow along with a pair of arrows and quickly string the weapon. Once it's ready though you dont draw but instead shout out in the giant tongue.

"I wasn't looking for a fight and I have nothing worth taking."

The four largest orcs look between each other trying to figure out how to respond. That doesn't stop the goblins from taking cover behind trees and taking aim with their bows. Any of the orcs with ranged weapons quickly finish getting ready, but seeing you haven't raised your bow are reluctant to make themselves the first target.

Eventually you start to pick out the occasional word in giant being spoken among the leaders. They must be a bit rusty and are trying to get straight what they intend to say

"You Giant. You sound like a southerner."

Not the greatest start but it's a start nonetheless.
"Giants wander far. I have been many places, even the south. Today I wander north."

The leader, or at least the designated translator asks carefully.
"You are not here to stop us?"

Presumably they're just logging so no, you're not about to stop them.

The orcs exchange a few more words and an older one towards the back shakes their head.
"We go our way, you go your way. No conflict. Agreed?"

[ ] Agreed
[ ] Push for more information (What say?)
>>
>>4608914
> Agreed
Passing through, do not bother me and I will not bother you.
>>
>>4608914
>[ ] Agreed


>"You are not here to stop us?"
That...probably means they're bandits of some type. Oh well. We'll pass word on at the next settlement; we're not equipped to take on an entire encampment by ourselves.
>>
>>4608914
>[ ] Agreed
>>
>>4608914
>Agreed
>>
>>4608930
We'll deal with this problem..... For Money! As long as there's a paymaster, at least.
>>
>>4608914
>[ ] Agreed
>>
"Agreed!" you answer. Your voice echoes through the clearing loudly enough that it sends the goblins and kobolds into hiding.

Switching your bow and drawn arrows to your left hand, you give a quick wave with your right then begin walking. For good measure you give the party a wide berth following your side of the clearing.

The orcs for their part watch for a moment making sure you're not trying anything. Once satisfied the truce isn't a trick they begin directing the others to pick up the logs and other gear they were carrying. It looks like they're headed for the road.

That might be worth mentioning to the next settlement.

It might be possible for you to reach Ballidon today if you move fast enough. That's going to take some effort and it will probably be after sunset by the time you get there.

[ ] Hurry and get to Ballidon today
[ ] Don't rush, you'll be there tomorrow
>>
>>4608994
>[ ] Hurry and get to Ballidon today
>>
>>4608994
hmm, the safety of sleeping in civilization, or not straining ourselves?
Isn't it a common thing for gated settlements (as such an isolated community inevitably will be) to close the gates at sundown?
>[ ] Don't rush, you'll be there tomorrow
I'd rather not need to sleep outside the gates if my suspicions are right, and we've been moving pretty quick so far.
>>
>>4609023
>Isn't it a common thing for gated settlements (as such an isolated community inevitably will be) to close the gates at sundown?
Yes. Though a giant banging on the gates will generally bring a lot of attention.
>>
>>4608994
>[ ] Don't rush, you'll be there tomorrow
>>
>>4608994
>[ ] Don't rush, you'll be there tomorrow

The settlement will be there in the morning.
>>
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>>4609053
>The settlement will be there in the morning.
Inviting disaster there friendo.
>>
Realizing there's no real rush since the gates to the town will be closed at nightfall regardless, you take your time and keep a closer eye out for hazards. If any other groups of orcs are to be found along the path you'd like to spot them before running into them. Also it means more time to search for food along the way.

Plenty of planets you dont recognize from the south are quite common here, along with odd creatures that seem to be knocking down trees and damming streams with them. Despite their skittishness you manage to spear one of them. They taste alright but are a bit tough with the amount of fur on them.

Close to mid day you arrive at the next settlement. Ballidon is more a fort than a town, with watch towers at each of its four corners. One is made of stone similar to the one you saw at the escarpment, but with a better protected gate. The rest of the outer walls and towers are made of logs driven into the ground.

There are no signs of any damage and people are going about their business. If any other bands of orcs are in the area they haven't bothered with this place yet.

A group of town guards and carpenters are busy trying to fix the gate. When one of them notices you he waves a hand in greeting.
"I dont suppose you could help us for a moment? If you can hold that gate while we're fixing the hinges there's a free lunch in it for you."

[ ] A free lunch is a free lunch
[ ] You need to talk to their commander immediately
>>
>>4609097
>[ ] A free lunch is a free lunch
But we'll want to keep it short, and speak to the commander after.
While we're holding the gate, we might as well ask why its in its current state.
>>
>>4609102
+1
>>
>>4609102
+1
>>
>>4609097
>>4609102

support
>>
>>4609097
>[ ] A free lunch is a free lunch

>There are no signs of any damage
>busy trying to fix the gate
non-combat damage?
>>
>>4609102
+1
>>
You set over to help brace the gate for them.
"A free lunch is a free lunch, but I do need to speak to the commander after."
"I'll get them for you as soon as we're done."

The carpenters and guards struggle with the hinge getting everything in place while you keep the door out of their way.

"What happened to your gate?"
"A horse got spooked and crashed a wagon into it at a bad angle," answers one of the workers.

You may be less familiar with their actual construction, but most gates are meant to resist things like battering rams.
"Sounds like an awful weak gate."
"When they're properly locked and braced they're stronger than the walls."

For the sake of the townsfolk you hope they're telling the truth. It doesn't take much longer to finish getting the new hinge into place the gate settled. While most of the humans sit down to take a breather one guard runs off to get their commanding officer. They return a moment later followed by a Dwarf with a rather short cut beard. What looks to be an orc wearing the blue-green uniform of the Imperial Air Corps rushes to catch up.

"Names Havershaw, what's the problem?" the Dwarf asks.

You relay your encounter with the orcs and how they seemed to be either engaged in a good deal of logging near the road or were up to something close by. At least a half dozen orcs plus twenty or more goblins and kobolds. Those are just the ones you saw.

The orcish fellow leans in closer to the dwarf.
"I told you they was organizing."

The dwarf shrugs to his compatriot.
"It's not that I didn't believe you, I just need more than that to act on it."
"I'm scout division, that's literally my job."

Taking a deep breath as though he's about to launch into an argument Havershaw instead turns to face you.
"Right. First of all thank you for telling us about this. We'll send some riders to check it out."

One of the guards protests that they don't have enough people if they run into that many enemies, causing the commander to roll his eyes in annoyance.
"Fine!" Turning he addresses you once more. "Mister... I didn't catch your name?"

"Ulf." you simply reply.
"Ulf, I dont suppose you would be available for hire to assist a few of my men in securing the highway?"

>What say?
>>
>>4609191
>"I've got time, if you've got silver."
>>
>>4609191

If they have the coin, then sure why not. While we wait for the guard to get men and horses ready. What does he want us to do to assist his men?
>>
>>4609191
>?
>Can do. When will you want to set out?

Besides the bow, do we carry any melee options? A knife or something maybe?
>>
>>4609222
>Besides the bow, do we carry any melee options? A knife or something maybe?
A knife, through most other races would consider it a sword given its size. It's mostly of a utility knife but it's more than capable in most other roles.
Also some "small" rocks.
>>
>>4609191
>What say?
Work out a contract for the job
>>
>>4609222
Just get iron-plated boots.
>>
"I've got time, if you've got silver," you rumble out your reply.

Havershaw nods.
"One piece of good news. Standard offer, you'll get payment for the job and bonus for enemies cleared out if it should come to combat. Keep in mind that clearing the road is the priority, not chasing after the local tribes and letting them draw you into an ambush. That happens enough in a decade."

One of the guards waves a hand that's missing a finger.

You pull out your bow and check that the string is still good.
"How do you want me to assist? I'm an archer."

"Given our lack of professional manpower the best strategy is to hit them hard from the outset. Shock them enough that they break and run."
Havershaw claps the orc on the shoulder.
"Largah here will go with you. Use some magic to really put the fear in them. Keep hitting them from range until they withdraw. The rest of my men will make sure to deal with anyone who gets too close.
I'll stay here and get the militia ready in case it turns out there's a larger force waiting for you. If that's the case run the hell back here and be quick about it. Sound straight forward enough?"

>What say you?
>>
>>4609277
Sounds fairly reasonable to me.
Mention to them our limited ammo, and request we either get replacements or repairs as needed on any expended gear.
>>
>>4609277

Works for me also >>4609287 as said, ask for more ammo.
>>
Before setting out you ask the all important question for someone of your position.
"Got any spare arrows?"

"Blasted archers always begging for arrows," Havershaw mutters thinking it over.
"Uh, nothing that will be quite large enough for you but I may have some ballista bolts stashed away. I'll bring them out while the others are getting their horses ready."

Within the hour everyone is ready to set out and the Dwarven commander rushes out to the gate handing off a bag full of ballista bolts. Inside are 6 made entirely of steel and another 8 of wood with steel heads. You should be able to make use of these.

As you head out south again the orc Largah pulls his horse up next to you.
"Worked with giants farther north few years back. Those of us on horseback should be able to keep pace with you. About 65 kilometers a day. Which would meaning having to stop for the night before we clear out the road later the next day."

You also intend to carve a few extra arrow shafts for yourself along the way, but you can do a bit of that while walking. Before that you have a question though.
"What's with this kilometers business I keep hearing? Why not just use miles?"

The orc sighs in resignation.
"I dunno. You can blame the Dwarves and the Imperial Air Corps for that. They have a bunch of reasons. You get used to it after awhile."

[ ] Might as well start trying to use it
[ ] Keep converting stuff into miles for now
>>
>>4609331
>[ ] Might as well start trying to use it
>>
>>4609331
>[ ] Might as well start trying to use it
>>
>>4609331
[ ] Might as well start trying to use it
>>
>>4609331
>[ ] Might as well start trying to use it
VIOLENTLY british dwarf soldier when?
>>
And let's get a roll of 1d20 for number of spare arrow shafts carved up along the way. Hopefully some of them will be good enough to actually use.
>>
Rolled 14 (1d20)

>>4609365

Dice rolling take 2!
>>
Rolled 9 (1d20)

>>4609365
>>
Rolled 4 (1d20)

>>4609365
>>
>>4609331
>[ ] Keep converting stuff into miles for now
>>
A night is spent camping off the road with a watch changing off every few hours for safety. Only a few travellers are spotted heading south and they're warned of potential danger ahead. It's a good thing the caravan you saw heading out from the gate is probably moving less than half your speed.

As your group resumes their trip south the next morning Largah begins to grow concerned.
"We should have seen riders carrying messages from the south by now. The road may already be blocked. I wish I had learned observation magic."

Approaching the area where you had returned to the road the group slows at your suggestion. If the orcs did decide to block the road or set up an ambush it should be in the next mile or two. Kilometers. Whatever. Not very far ahead.

Did you want to try and make contact with the orcs again in the hopes of convincing them to leave the area?
Or would you rather use your height to help scout out their position so you can attack?

[ ] Try to diplomacy
[ ] Scout, prepare for attack
[ ] Other?
>>
>>4609420
>[ ] Scout, prepare for attack
Also, ask if any of the people who came with us are adept at scouting as well, as a backup.
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609420
>[ ] Scout, prepare for attack
>>
>>4609428
>>4609433
>>4609436
>>4609439
Roll 2d20 long range observation.
>>
Rolled 20, 20 = 40 (2d20)

>>4609488

They're taking the Hobbits to Isengard!
>>
File: radgif.gif (2.99 MB, 600x338)
2.99 MB
2.99 MB GIF
>>4609500
Bro
>>
Rolled 7, 8 = 15 (2d20)

>>4609488
>>
Despite the heavy tree cover that had convinced you to stay off the road in the area you do manage to see through a few gaps in the foliage. Soon enough you spot a pair of kobolds dragging a log across a clearing. They're being prodded to move faster by a spear armed goblin much to their displeasure. It doesn't look like they've seen you yet.

Following their line of movement you catch sight of log barricades. They must have completely blocked the road. Not good.

Largah scrambles back from the road, quietly waving for everyone to pull their horse back. He's seen something as well. Crouching down behind a tree for cover you compare notes. The scout spotted a few goblin archers hiding in some of the lower trees but doesn't think they saw him in return.

Right now you have the element of surprise on your side.

You can get a clear enough line of sight to attack the barricades directly from quite far away. Do you have a plan you'd like to propose?
>>
>>4609530
How much damage can we do to that barricade? Is it haphazard construction, or does it look well made? Don't want to waste ammo on something they will have an easy time rebuilding.
>>
>>4609558
>How much damage can we do to that barricade?
If you start throwing rocks, quite a bit. Your arrows wouldn't do a whole lot, it looks sturdy enough to weather a barrage of those. Those would be put to better use if you wanted to take down orcs.
>>
>>4609530
Try to take out the goblin archers as quickly and silently as possible, then attack the barricade with rocks.
>>
>>4609530
What spells does the mage know and how many of the small folk are also ranged fighters?

Also as a thiught: if we can find a large roundish boulder we can probably use it like a bowling ball on those barricades
>>
>>4609588
Against goblins your shots might have a risk of overpenetration. Well against most targets really. Your attacks might not be terribly stealthy.

>>4609591
>What spells does the mage know
Area of effect fireballs, 1 casting of chain lightning and a much weaker staff lightning attack, though he can do a few other minor spells with prep time.

>how many of the small folk are also ranged fighters?
One is a ranger the other two are soldiers with polearms. If you wanted the ranger could try to silently take out the two closest goblin archers to give the rest of you a shot at the barricade

>Also as a thiught: if we can find a large roundish boulder we can probably use it like a bowling ball on those barricades
Possible, though you'd have to get much closer than hurling several smaller ones would require.
>>
You propose two of your plans to the others. Both sound promising, though the ranger isn't completely certain he'll be able to take out the second archer unnoticed. Then again as long as they're dead or out of action it shouldn't be a big issue

One of the soldiers, Kevin, asks why Largah couldn't just stand on your sholuder and hit the barricade with a fireball from here. That should startle everyone, though it would certainly give away the presence of a mage. That might be a good thing if it caused them to retreat.

Would you really be okay with a bunch of magic being blasted away from that close to your head?


A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.

B) Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.

C) Blaster casting from altitude.
>>
>>4609611
>Against goblins your shots might have a risk of overpenetration. Well against most targets really. Your attacks might not be terribly stealthy.
If that's the case, try to maneuver ourselves to line up as many as we can to kill them all at once.
>>
>>4609651
> A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.
>>
>>4609653
>>4609660
>+1 to both
We are a mobile ballista, killing large groups of archers would be best.
>>
May have to leave this for monday as I am busy tomorrow.
>>
Since I keep forgetting it, I would appreciate it if anyone had suggestions for fantasy setting music. From games, movies whatever. I find it helpful for writing particular scenes.
>>
>>4609744
How about a round of Gwent?
https://youtu.be/UE9fPWy1_o4
>>
>>4609651
>Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.
>>4609744
https://www.youtube.com/watch?v=E4PM-4cRTx0&list=PLD6E4985C2AA8AA00&index=19
>>
>>4609651
>C) Blaster casting from altitude.
>>
>>4609651
>B) Long range rock bombardment of barricade. Largah and humans move up into casting range while they're distracted.
>>
Back, just waiting for a tie breaker and we'll get rolling.
>>
A) Quietly clear out archers for a direct attack on the barricade. Use heavier rock(s) as a bowling ball.
Guess I'll tiebreak then.
>>
It takes longer than you'd like to find a suitable rock but there is still plenty of daylight left. A bit of knapping using smaller stones helps to round it out somewhat. Enough to get it moving quickly, though once you let go it's questionable how long it will keep rolling. Once back on the road with the boulder and a few smaller spares, Largah gives the signal and everyone begins moving up.

The ranger moves from tree to tree using them for cover and getting into position. As much as you'd like to help deal with the goblin scouts you really need to keep this rock moving if there's any hope of crashing it into the barricade hard enough to destroy it.

The first goblin is hit without much noise, at least until it falls out of the tree it had been perched in. The delay is enough for the ranger to get a second arrow off. Though the arrow strikes true the goblin isn't immediately killed, making some noise as it collapses.

It's hard to tell if the noise has alerted the orcs and soon enough it doesn't matter. The rumbling of the boulder you're rolling towards them is getting loud enough someone will be noticing soon.

As you round a bend in the road the barricade comes clear into view. It certainly looks strong enough that a caravan would never fight its way through. Neither could horses jump it due to its height. Lowering your head to duck beneath tree branches you push harder, stomping along as fast as you can before giving the boulder a mighty heave.

The Orcs and their smaller subordinates scatter as the rock bounces down the road at speed, blasting through the log barrier and sending wooden shrapnel flying in all directions.

Largah and the others run to catch up with you, the mage preparing a fire attack. Those closest to the barricade are still picking themselves up while you can hear shouting from either side of the road. How do you want to attack any additional enemies?

[ ] Start throwing smaller rocks
[ ] Bow with conventional arrows
[ ] Bow with steel ballista bolts
>>
>>4611627
>[ ] Start throwing smaller rocks
Welcome to baseball, shorties.
>>
>>4611633
>>4611627
+1, let's save our bolts for now.
>>
As much as I'd like to wait for at least 3 votes I'm moving ahead.

>>4611633
>>4611644
Roll 3d20 for stone barrage
>>
Rolled 4, 4, 17 = 25 (3d20)

>>4611658
>>
Rolled 19, 2, 3 = 24 (3d20)

>>4611658
>>
Rolled 8, 8, 8 = 24 (3d20)

>>4611658
>>
Rolled 5, 20, 1 = 26 (3d20)

>>4611658
>>
>>4611668
Neat
>>
Grabbing some of the rocks you'd picked up you unleash a barrage of thrown projectiles. Some batter the remains of the barricade, further smashing them to pieces and injuring orcs on the other side. Others send groups of kobolds flying that must having just arrived to help secure the road.

Largah directs the fireball attack he'd been preparing into the remains of the fortifications. Anyone that had still been hoping to use it for cover are engulfed in a conflagration strong enough to make even you feel uncomfortably warm.

With the spreading flames consuming destroyed logs you're left without a clear shot. Largah tells everyone to back off slightly and watch the sides of the road. A quick shout from the ranger draws your attention to the east. A handful of arrows shoot through the gaps between some trees, a few striking you hard enough to poke through your leather leggings.

Crouching to get a better view you let lose your last throwing stone, striking an older orc that looked to be in the middle of casting a spell. You cant see or hear any more orcs but the goblins and kobolds are making their presence known through shouts of fear and panic. Quite a few of those noises are now headed away from you, east into the forests and clearings you'd passed through before.

[ ] Cease fire
[ ] Parting shots
[ ] Pursue far enough to be sure they're leaving
[ ] Attempt to capture stragglers
>>
>>4611700
>[ ] Attempt to capture stragglers
>>
>>4611700
>Pursue far enough to be sure they're leaving
>>
Lost of posts for rolls but not for votes.

Reminder: I cant actually get anything done if nobody votes. If I can get votes within 30 minutes there is a slim (but still possible) chance that I can manage 1 story post per hour.
>>
>>4611700
>[ ] Attempt to capture stragglers
>>
>>4611703
>>4611741
+1
In the arms of a giant.
don’t answer if you want to leave it open, but I would guess we are about 24-30ft tall? Or are we actually closer to 12-16ish? 30ft+?
>>
>>4611772
Between 15 and 17 feet tall is roughly what I figured.
>>
With the road on fire, who knows how many orcs dead and most of their subordinates, now fleeing now seems like a good a time as any to try and capture some of them.

"Where are you going?!" Largah shouts, as you begin to head into the forest.

"Catching some of them," you reply.
Ducking under a heavier branch you head after the enemies that had been accompanying the orc mage until you'd hit them. Though quick and nimble the smaller ones can't outrun a giant hot on their trail. Or not all of them can.

Seeing your pursuit a few of the goblins throw their weapons at some of the kobolds, tripping them up. Another who tries to do the same ends up in a shoving match with one of the scaly creatures long enough that you catch up with them.

You return to the road carrying three kobolds and one goblin. It looks like the rest wont be back for some time, if at all. The fire on the road is still burning, having caught up at least two trees that the barricades were anchored to. It doesnt look like its spreading too quickly though. The area is a bit too wet.

One of the soldiers, Kevin, looks at your strugging cargo.
"Please tell me you're not going to eat those. I know giants eat crazy stuff but I'd just as rather not see that."

>What say?
>>
>>4611779
This wasn't for cooking but for information.
>>
>>4611776
That's a lot taller than I thought, would have thought they maxed out at like 12 feet.
>>
>>4611808
Was trying to strike a balance between "that's not a giant that's a mountain" and "taller than average NBA player" sizes.
>>
"Not for cooking but information."
You raise the goblin and kobold that had been fighting one another up to your eye level.
"You can talk can't you? Maybe not giant or the human tongues but someone will know enough orcish for you to speak."

Largah drags a badly wounded orc out of the forest from the west. The captives arm looks to have been shattered and he has burns in quite a few places.
"I doubt the goblin or kobolds will have much information, but this one might if he survives."
The mage works to tie a tourniquet around the broken arm, then with the help of one of the others slings the prisoner over one of the horses.

The ranger returns with a few sacks of supplies looted from the enemy camp. There was one human found dead farther south. Nothing to identify them save for their description.

"At least it wasn't one of the regular mail carriers. We know most of them."
"Any signs of letters?"
"No, if he'd had any they must have been burned. Either by us or the orcs as kindling."

It seems the orcs had carved up the mans horse and cooked it already, so there is some horse meat left over. You call dibs on a remaining haunch.

As the sun begins to set the humans help you secure your prisoners to one of their horses. With them out of the way the mage asks for your help trying to limit the spread of the remaining fires. Getting out a book the orc draws a few crude magic circles raising walls of loose earth in places. You simply rip out sections of turf from the nearby clearings and use it to smother flames.

In the morning there is still smoke hanging in the air but things are cool enough to clear a proper path through the debris. You pick up a few of the nicer throwing rocks and stow them for later use.

With everyone rested up and no sign of the orcs and their allies returning there is talk of what to do next. Returning to Ballidon is a given, but sending word to Ivanish is also important. Then again the obstruction is cleared so the caravan shouldn't have anything to worry about.

Largah is of a mind to send two south on horseback to pass on what's happened. Unless you would have any interest in doing so?

>Do you have any input?
>>
>>4611839
>>Do you have any input?
Send the riders, we continue going north
>>
>>4611855
+1
>>
You're happy continuing north once again. With that figured the ranger and one of the soldiers mount up and head for Ivanish. The rest of you get the captives ready and begin marching at a considerably slowed pace.

It would be nice if there were more regular outposts along the road. Then riders could be stationed with fresh horses to deliver messages and warnings.
"It was tried before. The first time the dwarves tried to attract settlers. Most were isolated and burned down in raids decades ago. Only settlements large enough to support a militia survive."

Stopping the next night Largah and Kevin do what they can for the wounded orc they have tied up. The arm will almost certainly need to be amputated but neither of them have the skills to do so themselves. For now they're just trying to keep it from getting too badly infected before you reach Ballidon. Once there he can be treated and hopefully convinced to talk.

Is there anything you wanted to ask either of your traveling companions while there is time?
>>
>>4611891
Ask for some local history/stories.
>>
>>4611891
this: >>4611898
>>
On the road again you ask if either of them know some local stories or history of the region. Largah gives a short huff before replying.
"There was the time my parents tribe thought it was a great idea to attack Silver Mantle to drive the dwarves out of the region by themselves. That went well."

This earns a quick response from Kevin.
"If they hadn't you'd be squatting out in the bush somewhere."
"Probably."

With the orc clamming up after this Kevin decides to keep the conversation going.
"We had a big herd of bison get lost following the river one year and wandered into town. Okay maybe not the town, but the surrounding farms. We finally had to call in a druid to get them to leave so they wouldn't eat all our crops. Domesticated a few of them that stuck around."

At that one question immediately springs to mind.
"Do they taste good?"
"It's a bit sweeter than beef."
You might have to try that

"Lived in the marches my whole life. Haven't seen the Gate since I was little though. Silver Mantle is the biggest city I've ever seen. Huge walls of stone blocks. I expected more dwarves really but maybe they live underground?"

"Three quarters of the city is below ground." Largah points out.
"I thought the city was split up into five or six parts?"

The orc sighs. "That's just the surface parts of the city."
"So there's really eight or nine parts?"
"Kevin, Ulf asked about history."
"Ooh right. Sorry about that! Three winters ago we had so much snow that people had to put their wagons on sleds. The mail had to come by way of dog teams on much smaller sleds. I guess they use those up north."

After suffering through Kevin's history of weather reports you eventually convince Largah to start talking again, if only to shut the human up.

Apparently the largest raids conducted against the dwarves and the settlers started around fifty years ago and ended after about a decade. So many of the orc leaders were killed in attacks on the city that the tribes fell to infighting. Around that time a force of nearly three thousand mercenaries with the Red Blades arrived. They attacked each tribe separately, routing them or forcing their surrender.

"There have only been small attacks since, usually on caravans or prospectors. The remaining tribes went back to trying to establish their hold over others that had been weakened. Things have been more or less normal since. Normal for the marches that is.

They capture some people, we capture some of theirs or those from another tribe and trade prisoners. Those who have any regular contact with Silver Mantle these days are starting to trade in goods more than people finally. That doesn't stop some young bloods from trying to capture rich travelers for ransom."

[ ] Ask how he ended up in the Air Corps
[ ] Probably a touchy subject
>>
>>4611990
>[ ] Ask how he ended up in the Air Corps
>>
>>4611990
>[ ] Ask how he ended up in the Air Corps
>>
>>4611990
>[ ] Probably a touchy subject
>>
"How did you end up in the Air Corps?"

"Wasn't my choice. The tribes that surrendered in the last attack on the mantle were held by the victors, hoping to exchange them for settlers that hadn't made it to the city in time. There were none. The settlers outside the walls were butchered by one of the old chieftains to make sure the humans and dwarves would never come back."

Largah takes a deep breath before continuing.
"So the slavers came from the south. They paid for reconstruction and the grain needed to replace the lost harvest. All in return for the prisoners. The Air Corps didn't want the slavers getting hold of mages though. They didn't have the pull to keep the slavers out but they could save some.
I was born in the prisons. I was tested and found to be a worthwhile investment by the mighty Imperial Air Corps! So they raised me to use my magic and to act as a scout for them here in the marches. You'll probably meet others who have similar stories."

>What say?
>>
>>4612022
Are you hopefully for the future of the region?
https://youtu.be/mVYdLR_e33w
>>
File: Shark Ship.jpg (1.11 MB, 2500x1250)
1.11 MB
1.11 MB JPG
Ayyy TSTG, you ever see this?
>>
>>4612022
I feel like giants, being very wild, nomadic, and aloof to the small peoples, would really despise slavery.
>>4612031
+1
>>
>>4612059
I most certainly have not and I'm a little concerned that the deviant art it's from has the exact same ship class name as the one from H&D.
>>
"Are you hopeful for the future of the region?"

Largah shrugs.
"As much as I hate to say it most of the major tribes are playing by a similar set of rules these days, making negotiation possible. These orcs were just a small band, probably acting without permission of their overlord. If they weren't acting alone we need to know about it and soon.
There are supposed to be more caravans from the south in the coming years. Enough that establishing more outposts again might start to look like a good idea."

"Do you think ending the slave trade in the region might be possible?"

Largah shakes his head.
"Not unless the orcs are convinced to do away with it first. If that were to change the slavers would stop making so much money. Without bribe money the leaders of Silver Mantle might finally drive them out."

Approaching Ballidon you're met by a rider who speeds back to the settlement, informing them the militia can stand down. Havershaw is happy that things went as smoothly as they did. After an explanation of events Largah and Kevin haul the wounded orc captive off to a healer.

"Thank you for your help Ulf. I owe you at least two gold pieces plus a cut of whatever was recovered. One of my people are going to see if they can determine the identity of the rider who was killed from what they were carrying. They're quite good at it, should be done by morning.
There are two out outstanding matters to work out, the prisoners and my ballista bolts. You can keep the regular bolts, but as they haven't been touched I'd really like the steel ones back unless you intend to buy them. They're hard to get hold of out here and it could be a month before I could get more in."

[ ] Return steel bolts
[ ] Buy them
[ ] Intimidate: You should be more grateful
>>
>>4612106

Just buy a few return the rest.
>>
>>4612115
+1
>>
Sorry was reading up on ancient economics and not finding the data I need.

>>4612115
>>4612165
Should be roughly 40 silver each for the steel bolts. Which is actually rather expensive. More than I was expecting.

Havershaw thinks parting with half the bolts is fine, giving you the remainder of your pay. You should still have a bit more coming in the morning.

"Be mindful of that gold piece." The dwarf warns. "Officially and as far as the banking guilds are concerned a gold piece in most lands is worth 160 silver. Or about a pound of silver. The thing is we have no gold mines up here. Leastwise not yet. That's going to be worth more the farther north you go, but dont try and pull that with a bank. Trust me they'll make you regret it."

Next Havershaw turns and heads over to look at the rest of the prisoners. They've been getting water and a bit of food but not much so they're thoroughly miserable at this point. The commander says a few words in orcish to the goblin who seems to curse back at him. He takes a few steps back then dodges wad of spit hurled in his direction.

"Goblins are dangerous. Too smart for their own good and will slit your throat if you look at them wrong. Or that's been my experience.
Kobolds are more like dogs in a way, that doesn't make them dumb though."

Turning around Havershaw looks up at you.
"You arrived on your own so I'm guessing you'd like to get to Silver Mantle in a timely manner. If you want I can trade this lot to the next caravan to pass through. It'll only cost you a 10% cut to pay for me holding them until them."

Do you intend to trade in the prisoners you've taken or will you risk taking them along with you?
>>
>>4612192
>trade in the prisoners
Honestly we have no real use for them
Maybe hang on to one of the kobolds do they make good pets?
>>
>>4612200
>Maybe hang on to one of the kobolds do they make good pets?
The dog analogy is maybe closer than I realised in some respects, but these are still thinking sapient beings. Ones that have probably been orc slaves up until this point. Any step up from that would likely be seen as an improvement.
>>
>>4612215
Then let's try to figure out which of them looks healthiest/seems friendliest and keep it. Having a little helper and a traveling companion could be nice.
>>
Closing for the night. Please discuss what you guys would like done. I may post tomorrow/Tuesday but I will be running through the day. on Wednesday.

Cant promise when I'll be resuming after that as I have dental surgery later in the week and I dont know how fucked up on pain killers I'm going to be.
>>
>>4612192
Trade in. It will be difficult to look after them on the road.
>>4612059
>>4612064
Does Tstg know about the Darius series?
https://youtu.be/YLzxVYyxIF0
>>
>>4612192
>>4612215
>>4612249
Probably go for a kobald (or two!). Goblins seem more intelligent, if more wild and savage; but kobalds sound like they have a better work ethic, are braver, and if we can find one who is autistic enough to horde shinys and not spend then then we just found a new purse holder or middle man we can hand our money off to at the checkout counter, so we don’t have to aggravatingly fumble with the tiny coins ourselves.
If the goblin seems to be possessed of a particularly valuable trait(s), personality, and/or set of ambitions, then we should of course go with the gob then.
Thing is kobalds just seem lovable, plus maybe we can raise it into a kobald barbarian like the 2nd highest amount of voters were after. Personally I’d hope for a kobald ranger or stone Druid though.

Finally: we never really interrogated them. Even if they don’t know much, we should still do so and use it as our interview of them for the position of pocket knife/Swiss army small folk. We won’t be doing it to find out the circumstances of the surrounding tribes, which they might not know much about, but to figure how they are and what amount of everything they say is really just a reflection of them.
inb4 they’re all smarter then us and just hide their plots behind their justifiable surface level fear anger and poor ability to speak giant or the common tongue
>>
>>4612376
Bro, pocket kobold. You're fighting some scrubs and out of your coat jumps a lizard with a knife. They'll never see it coming. Then we give it snacks. Best pet.
>>
>>4612406
>childhood catching lizards intensifies
>>
>>4612192
the kobold minion idea sounds fun
>>
>>4612059
To reiterate I think it looks amazing.
The last couple years I've been looking at getting stuff together to publish H&D as well as get plastic ship models made, maybe some merch like t-shirts and whatever. Was actually talking with a guy about making a 20cm tall Dante gunship. I find the legal ramifications of doing so to be fucking terrifying however. Especially given the amount of knockoffs I see where I work.

>>4612315
>Does Tstg know about the Darius series?
Never heard of it. Heard of Gradius and R-type along with a few others like it. Haven't really played that type of game since the 90's.

>>4612249
Okay I had my dates wrong, I actually have surgery tomorrow. Glad they always call the day before. So may not be running tomorrow or the rest of the week. We'll see.
>>
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The prisoners are secured in one of the sturdier stalls of the local stable. A few members of the militia nail some extra boards in place to make sure they wont escape. Once Largah returns from dealing with the captured orc he assists you in interrogating the smaller ones. Mostly just in the form of translating.

You explain that you can't take all of them along with you but there might be room for one. Finding out what they're skilled at would be a good start. Providing information about the tribe they had been with might earn them goodwill with the locals too.

The goblin speaks up first, apparently knowing a bit of the more common human languages. They just weren't going to have anything to do with the dwarf. Asking why just earns you a long string of curses.

Largah fires a small lightning bolt into the ground nearby causing the goblin to halt its tirade.
"Speak if you're going to speak. What are your skills?"
The goblin is one of several with their tribe responsible for keeping the kobolds under control and working on what needs to be done. Sometimes that means carrot or stick or otherwise finding ways to boost morale and productivity.

"She's a goblin equivalent to a bard," is how Largah interprets it. "Probably a shitty one if you caught them fighting one of the kobolds."
"Oi! I can use wands too ya' fuck!"

Next is the kobold that had been fighting the goblin. Getting a better look at them together, this kobold appears stronger than the others. He mostly has experience as a woodcutter and can cut down a tree far faster than their kin. Largah thinks this one is a Barbarian.

The next one has mostly seen use as a scout for the orc mage you killed. Normally they're quite good at staying hidden but had panicked when their master was killed. They're probably a rogue.

Lastly is another kobold who had belonged to the orc mage. This one had mostly been used to help sort through captured equipment and carry certain items for their master.
"What is that you're carrying?" Largah asks, pointing to a necklace they're wearing.

The kobold hands it over, explaining in orcish that their master would borrow it from time to time. Largah tightens his grip around the unimpressive looking stone and it begins to glow. Turning, Largah gives you a look of disbelief.
"This is a spirit magelock. This kobold is a novice mage and the orc was siphoning its magic, probably to use in the casting of more powerful spells."

The orc hands the necklace back to the last kobold, then makes you an offer.
"I'll pay you to free this one."

[ ] Accept
[ ] Accept, but he has to pay for the magelock separately
[ ] Wait to determine which you're taking first
[ ] Free the kobold mage (You do not get paid for them)
>>
>>4612757
>[ ] Accept
>>
>>4612757
>Accept, but he has to pay for the magelock separately
Preferably in some uniform or insignias our savage little friends can wear that will let people know not to knock them over.
Also, how could you do this to us QM?!?
>sassy goblin gun qt
>hearty Kobald brobarian.
Both of these would look great in our pocket!
We can’t just take one!
>>
>>4612757
>Accept
>>
>[ ] Accept, but he has to pay for the magelock separately
>>
You accept Largah's offer but you want to find out what the magelock is worth before deciding if it should be sold to him separately. The last thing you want is to be tricked out of a fortune in your first weeks in the marches.

"Fair. One of Havershaw's people will better know whats its worth on the market these days."

As for the mage, a normal kobold itself wouldn't be worth much on the market, but a magic user would be several times more. This one isn't trained which drops the price again.
Largah will pay 975 silver for him.

"If you ever end up doing business with a slave trader, be warned they'll charge more if they think you're going to simply free whoever or whatever you're buying."

You'll keep it in mind.

That leaves you with which of the others you might hang onto. If the goblin can use wands they could probably be trained as a spell gun. That would be expensive and there are loyalty concerns.
A Kobold Barbarian is a bit odd but might be useful in certain situations. Dropping one on top of an unsuspecting enemy, or tying up close combatants so you can shoot them come to mind.
Having a small rogue to scout for you or sneak into places you cant reach because of your size are also appealing.

A) Goblin Bard / spellgun?
B) Kobold Barbarian
C) Kobold Rogue
>>
I have to head out so see you next time!
>>
>>4612889
>C) Kobold Rogue
>>
>>4612889
B) Kobold Barbarian
>>
>>4612889
>B) Kobold Barbarian
>>
>>4612889
>Kobold Rogue
>>
>>4612889
>Kobold Rogue
Seriously we're a sniper/artillary combo and they were basically made to be a spotter
>>
>>4612889
>B) Kobold Barbarian
rule of cool
>>
>>4612889
>C) Kobold Rogue
>>
>>4612889
Kodak’s Barbarian or the Goblin Bard.
Sneak thieving is for small folk we don’t like!
>>
>>4612891
take care op. Went to the dentist for the first time in 9 years last year, had some minor surgery done too. Embarrassing it took that long but the point is you’ll be fine, feel better then you think you would from it, good luck!
>>
>>4612889
>>4613006
Correction: Kobald Brobarian AND the Goblin Bard.
We need the small folk to entertain each other/keep each other in check while we do giant things.
It’s good to keep pocket pets with friends too!
>>
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Current status: Not on painkillers.

I've been working on proper dress uniforms for the H&D wiki since I got back. They need some work still along with additional decorations but I think they're coming along.
>>
>>4613922
>H&D Wiki
What’s that?
>>
>>4614079
https://houseanddominion.fandom.com/wiki/HouseAndDominion_Wiki
>>
>>4614142
Noice. Btw, Glad your off the pain killers atm! Good sign lol.
>>
Looks like we're tied right now for Barbarian and Rogue, probably gonna need a tiebreaker.
>>
>>4614232
Looks like I’ve returned to this quest at the right time.
>>4612889
>C) Kobold Rogue
>>
>>4612889
B) Kobold Barbarian
Tie it again?
>>
>>4614232
>C) Kobold Rogue
As much as I like the barb I feel like he will die rather quickly and a spotter/ scout can save our ass
>>
>>4614712
this
>>
Brobarian bros...
>>
>>4612799
>Also, how could you do this to us QM?!?
It was the dice I swear. I did have to do a re-roll though because everyone came up mage or spellgun the first time.
>>
BROTHAS

Do not despair. For in our journeys we will certainly come across more tiny pocket pets that we may adopt. Some day we will have an entire cave's worth of critters. Of this I am sure. For dreams come true so long as you never give up.
>>
>>4615321
The lack of brobarianism and brobarian accessories has me reeling brother, just moments ago I even cross posted most shamefully & erroneously ITT.
I can now only kneel and make the most of our current choices...
>>
Trying to draw as much economic data as I can on buying power of silver from Rome and other sources. The problem is the Denarius underwent a lot of inflation and most of the data I can find is either from the time of Caesar or in the late 300'sAD. So they're wildly different figures and there aren't always good comparisons of buying power.
Tried looking at D&D but their figures are fairly ridiculous.
>>
Carefully considering your options you decide it would be best to have someone that can act as a scout. Unseen and unheard when they need to be and with any luck one that will be grateful for taking them away from the orcs.

You point at the Kobold Rogue.
"You. I do not normally like the idea of little ones sneaking around near me, but you could be helpful."
The tiny critter looks between the others and lets out a squeak of fear. Clearly the language barrier is going to be an issue. Largah translates and asks questions of the Kobold. Eventually he figures out that there are some common words it knows that you should be able to speak. Enough to get by until each of you learn more.
"A few words in orkish and kobold are similar to certain stone giant dialects."

Stone tongue is not easy on the ears being even more harsh than the common giant language. You grumble out a few words which sets everyone nearby on edge and causes a few babies in the settlement to start crying.

"Maybe the two of you can talk more after you set out?" Largah diplomatically suggests.

After that performance the kobolds are uncertain which of them is getting the better deal. The goblin spits in your general direction.
>>
The next morning the commander pays for the goblin and kobold that will be remaining behind, minus his cover cost. Together with the silver for the kobold mage and the rest of your pay for helping against the orcs, you're developing quite the war chest.

The body of the dead horseman has been tentatively identified. Some of the money that had been on their body has been used to pay for return of a personal item to family in the south. The rest is being split up among the team. It's not much, working out to only 100 silver apiece.

After getting the money Havershaw hands you an envelope. Looking at it curiously you gingerly take it from him.
"My endorsement," he explains. "It's not much but show that to the mercenary board in Silver Mantle. Completion of your first official contract in the region."

"I've done mercenary work in the south before this."

"And did you bring paperwork from whatever company you'd been with?"
"Uh... um..."

What Merc company have you done work with?
>Note: This will impact your hiring reputation.
A) It was an independent company (+10 IND)
B) It was an associate member of the Red Blades (+10 RBLD)
C) It was an associate member of the Silver Talons (+10 SLVT)
D) It was a support company for the Imperial Army (+10 Army/AirCorps)
E) It was a support company for the Silver Order (+10 PaladinS)
>>
What's the focus of each of the merc companies?
>>
>>4615832
>C) It was an associate member of the Silver Talons (+10 SLVT)
The idea of airships using giant archers like canons to broadside eachother is just too good
>>
>>4615832

As >>4615860 asked, can we get more info on these companies?
>>
>>4615860
>What's the focus of each of the merc companies?
Good questions.

Small independent companies of mercenaries exist in many parts of the world. Some are simply a band of friends and confidants, others later become associate members of larger groups. Regardless of the reason there is frequently demand for sellswords that are unaffiliated with any existing organization. Less risks of information leaks or it can be easier to clean up loose ends. Independent contractors are needed in the north as anywhere.

The Red Blades and Silver Talons are competing companies from the south and are quite well known.

The Red Blades are known for being fairly conventional if a bit rough around the edges at times. They have been known to buy criminals on occasion for use on more dangerous jobs, though this is rare. They were the first major mercenary company to set up shop in the north and thus have a slight edge in available contacts.

A later arrival the Silver Talons are working hard to establish themselves as the primary competitor to the blades. Though hardly unique the talons are known to cast a slightly wider net in terms of the races they try to hire from. They rather infamously employed a small unit of harpies for harassment attacks that helped break a siege. Their willingness to consider unconventional resources are allowing them to catch up.

The Imperial Army tries to remain as mobile as possible in order to compete with the Air Corps when conducting operations. Because of this and other limitations it is sometimes necessary to augment their forces on deployment, especially for siege work. Support companies are mercenary units formed expressly for this purpose. Theoretically the Army and Air Corps use a shared reputation hiring system.

The Silver Order is one of the two main Paladin orders (the other being Order of the Dawn Breaker.) They have dedicated themselves to dealing with demonic threats, though they are also something of a chivalric order. As the order itself is rather lacking in siege equipment they will often look to hiring support companies if they can be found. Most mercenaries tend to be a little bit quieter after serving alongside the order for any length of time.
>>
>>4615900
>>C) It was an associate member of the Silver Talons (+10 SLVT)
+1
>>
>>4615900
>The idea of airships using giant archers like canons to broadside eachother is just too good
To be clear, none of the merc companies have their own airships. At least nothing that could be considered a warship.
>>
>>4615832
>C) It was an associate member of the Silver Talons (+10 SLVT)
>>
>>4615909
>the silver order
We were known even beyond our auxiliary company for being grim and wordless.
Since retiring, that seems to have eroded, as evident by our travels north and chats with the small folk.
Now out of retirement, though honestly mostly as an excuse to sightsee the new shiny region.
>>
I'd be interested if there were any ideas on where to put a wiki up for this game. Fandom is too unpredictable with their constant changes and something like github isn't ideal because it's difficult for others to edit.

I'll see about posting in the morning and then probably around 8PM once I'm back from work.
>>
>>4615832
>D) It was a support company for the Imperial Army (+10 Army/AirCorps)
>>
>>4615832
> C) It was an associate member of the Silver Talons (+10 SLVT)
They were the only non-racist employer
>>
>>4615832
C) It was an associate member of the Silver Talons (+10 SLVT)
Unconventional Resources? Signed us on!
>>
You may not have brought much in the way of paperwork with you but the Silver Talons tend to remember allies. Especially ones that can hurl boulders large enough to batter gatehouses.
"My company was an associate member of the Silver Talons."

"Oh good! The paperwork will probably catch up from the south then. The orders and companies up north like to know as much about their people's hiring history as possible. Part of the reason they set up the Mantle Mercenary Review Commission. Look for the hiring hall, most people should know the way, and show that to them."

Largah comes to see you before departing. The spirit magelock is worth perhaps 4 gold, and that's only if you could convince a mage in Silver Mantle to take more than a casual glance at it. Most would probably dismiss it as tribal garbage and send you away. Despite this it's worth more than the kobolds and goblin put together.

Do you want to let him keep it, charge him for it, or take it with you?

A) Let him keep it
B) Give him a good deal (2 gold)
C) Hold out for as much as you can (3.5 gold)
D) Try to sell it in Silver Mantle
>>
>>4616320
C) Hold out for as much as you can (3.5 gold)
Don’t see why not
>>
>>4616320
>B) Give him a good deal (2 gold)
>>
>>4616353
+1
>>
>>4616320
>Let him keep it
>>
>>4616320
>B) Give him a good deal (2 gold)
>>
>>4616320
>B) Give him a good deal (2 gold)
nice to have a friend like Largah
>>
As much as you'd like the extra money finding another buyer would be hard. Better to give the orc a good deal. Maybe you can work together again some day?

Finally on the road again you wait until you're a safe distance down the road before trying to talk in stone tongue to your new companion. The kobold, who goes by the name of Jib Jab, starts out riding in a sling hanging from your side, though this quickly turns out to be untenable.

"I hope you're not afraid of heights because now is the time to grow out of it if you are."
With that you place the kobold on your shoulder and tell him to tie the sling to your shoulder strap.
"You'd better say something if you need a water break or I'm going to be quite cross."

Jib Jab gives a high pitched chirp that you take to be an affirmative before you get back underway. There is some traffic along the road causing you to stop using stone tongue to avoid scaring people. The two of you are trying to learn short hand means of communicating important information. As stone tongue is more uncomfortable for the small one he has an increased impetus to learn quickly.

Once the two of you have a few words down that should make it easier to talk without waking the dead, you start to consider hunting. As a test of his skills Jib Jab could quietly locate something nice and big for you to shoot.

Did you want to try this out, or wait a few more days until you're more certain of each other?
>>
>>4617013
Wait a few more days. We don't know if he'll try to run off or not.
>>
>>4617013
Send him to scout, and let him know that he can have his pick of the meat, since whatever he takes wouldn't make any real difference to us and our needs. Let's start this of cordially.
>>
>>4617098
+1
Big Ulf and JJ put some respeckk up on dat name.
>>
>>4617098
This let's build some rapport
>>
>>4617098
>+1, he can have as much as can fit in his little belly
>>
>>4617098
Makes me wonder if giants really notice anything short of extreme differences in texture when they eat. I mean gristle isn't really a concern when you're eating an entire haunch in one go. Maybe giantish cuisine involves ludicrous amounts of spices and herbs as well as throwing literal gravel into the mix to get that good crunchy feel.
>>
>>4617335
I would think bark is the more natural crunchy texture.
>>
>>4617013
supporting: >>4617098
>>
>>4617349
Perhaps it depends on where the giants originally hail from? If you're in a place with sparse trees you'd probably use it for more than eating and replace it with something a bit more common to the locale.
>>
>>4617013
>wait a few more days until you're more certain of each other
>>
>>4617098
+1
>>
>>4617098
I like this idea.
>>
While concerned that the kobold might run off into the forest never to be seen again, it's better to get some practice in now.

You want a big target, preferably one that the kobold could never take down themselves. If successful he'll get whatever parts of the creature he wants. Particular sections of meat, bones, antlers and other bits, whatever. While you can certainly appreciate a difference in taste and texture yourself ultimately it make little difference when you're hungry. Smaller ones seem to care more about that sort of thing.

Once this is communicated Jib Jab thumps his chest in acknowledgement. He's going to try.

Roll 2d100 (first one is the important one)
>>
Rolled 81, 3 = 84 (2d100)

>>4617582
Rolling
>>
>>4617599
>(first one is the important one)
Thank god the second roll was the flop
>>
Rolled 46, 64 = 110 (2d100)

>>4617582
>>
Rolled 76, 95 = 171 (2d100)

>>4617582
>>
Rolled 2 (1d4)

>>
Jib Jab returns inside of an hour, nervously looking over his shoulder. Enough time has passed that you were starting to get worried he might not come back at all. He chatters at you in his notive tongue then stops and thinks of the right words in stone or southern tongue.

["Wolves!"]
Wolves? They're not that big.
["Big wolves! Two of them. May have followed. Tried to lose trail in stream."]

Readying your bow you pick up the kobold and put him on your shoulder to point the way. It doesn't take long to reach the area he'd spotted them from. Jib Jab signals you to slow down or maybe to make less noise. Two dire wolves are in the middle of tearing apart a deer.

One way or another they'll notice you soon enough. From here you could land a shot with a bow, though the second would almost certainly get away. Some of the humans you've worked with have talked about trick shooting using more than one arrow, but you've never done it before.

Will you try to take them down one at a time with the bow, attempt to trick shot both of them, or did you have another idea?
>>
>>4617676
shoot one, eat one.
deer is after meal snack
>>
>>4617676
Could we throw a big enough rock in each hand? Giant arrows are expensive, but rocks are free, and we kept a couple from the ambush
>>
>>4617676
>trick shot both
>>
>>4617698
+1, no time like the present to practice.
>>
>>4617694
>Could we throw a big enough rock in each hand?
I guess so? There's going to be a substantial loss of accuracy and power since you wouldn't be able to wind up for a solid throw like doing it one handed.
>>
2 votes for attempting the trick shot.

Roll 2d20
>>
Rolled 17, 14 = 31 (2d20)

>>4617735
>>
Rolled 8, 8 = 16 (2d20)

>>4617735
>>
Rolled 20, 17 = 37 (2d20)

>>4617735
Slip and fall.
>>
Drawing two arrows you set them in place and draw back your bow, spacing them ever so slightly apart. It takes a bit more effort and concentration than you're used to just to keep from dropping the pair of arrows. You can almost hear one of the old supply officers that would yell at you and the other mercenaries during a bombardment job.

"Ulf, you're being paid to shoot, not to fuck around with my arrows."

Taking your time you carefully line up the shots. Then only when you're reasonably certain both will hit do you loose them. One of the wolves turn their head at the sound of the whistling projectiles just before they hit. That one takes a solid hit but the other punches clean through the second ones leg, only wounding it.

Charging forward to a better position you draw and fire a third arrow as the wounded wolf tries to its best to escape into the woods on three legs. Though still surprisingly quick with its wound, the drop in speed is enough that your next arrow is a clean hit that kills it.

Perhaps you'll practice that against some trees or other targets before trying it again.

Hauling the remains of the dire wolves back to camp you set to work skinning and gutting them as the sun sets. Jib Jab rather excitedly points out what bits he would like, though you suggest he wait to cook the meat before eating any of it. If you're going to be out in the wilderness a lot out here in the north it might be worthwhile to get a bag of ice holding. That would let you keep meat longer.

In the morning before setting out Jib Jab asks if he could get a wolf pelt for use against the cold in the winter. Given his size one of the dire wolf pelts would be much too big. You'd have to trade with a tanner for a smaller one.

[ ] You'll get him one after trading these in
[ ] You'll get him one closer to winter
[ ] He'll get proper winter clothes if he earns his keep
[ ] Other?
>>
>>4617795
>[ ] You'll get him one after trading these in
>>
>>4617795
>[ ] You'll get him one after trading these in
>>
Lansdowne is the next major town along the highway. The region approaching it is filled with ridgelines that run from the south east to the north west. Not the most difficult terrain, but even you have to keep a close eye out when venturing off the road.

There are increasing signs of habitation anywhere the road crosses streams. Trails that seem to lead off into the wilderness and places where water had once flooded the terrain but has since been cleared are becoming common. Hunters and trappers have perhaps been working to keep the road clear of flooding by those dam building creatures you saw before.

Jib Jab says something about this which you don't entirely catch.
"A what?"
["Southerners call them beavers."]
"Do they taste better cooked?"

Jib Jab isn't certain.
["Trapped for fur. Good furs. Orcs sometimes trade."]

Good to know. If work is slow enough in the winter you could maybe move furs and other goods faster than anyone else could hope to.

The ridgelines and pine forests open up into a valley with a numbers of farms. Even here the land isn't the best, as evidenced by the amount of rock that has been heaped into a crude stone fence line near the road. Or even onto the road itself to level it in places. With earth like this it can't be the most popular place for new settlers.

Why anyone would bother rather than moving elsewhere soon becomes clear. To the north of the road there is a rather formidable outcropping of rock which overlooks the next river crossing. It's a more pronounced ridgeline than the others you've been passing through but is part of the same formation. At its peak are a pair of castle turrets linked by battlements. A switchback leads off the main road and up the face of the ridge to a fortified gate.

"I guess shelter is reason enough to keep living here."

With sunset fast approaching you head up the road to the gate. There you're met by a larger number of guards than at either of the previous towns. A soldier that looks too tall to be a dwarf but too stocky to be a human readies some parchment. After welcoming you to Lansdowne they ask the usual about name and business, all of which are fine.

The Soldier points a quill Jib Jab.
"That kobold looks feral. Is it going to be a problem?"

>What say?
>>
>>4617900
>>What say?
I'm training him. If he makes trouble, I'll deal with it.
>>
"I'm training him. If he makes trouble, I'll deal with it."

The soldier pauses as if he's about to say something in response to this, then thinks better of it and changes his mind.
"Just try to keep it out of trouble please. Have a nice evening."

The hilltop settlement of Lansdowne itself is walled in by a mix of stone and wood palisades. Wood only seems to have been used on the side facing north where the drop off of the cliffs to the river seemed to be more severe. With the heavy walls facing the road you expected a proper castle keep to be present but the towers and walls seem to be it. There are more than a few sturdy looking stone buildings but they're definitely not intended to act as any kind of citadel.

Finding a few traders still open you swap out your pelts and some of the most recent catch for cured and smoked meats that will keep longer on the road. Jib Jab gets his wolf pelt, which seems to make him look even more savage. Might have to see about better gear later. At the very least you get him a few odds and ends. His own satchel, water skin and so on.

Predictably there are no inns suitable for a giant. Eventually you track down a human willing to provide shelter for the night. Rather than a barn it's one of the town warehouses.

"You keep an eye on that thing hear me? As much trouble as it could cause I'd rather you spend the night in the warehouse than risk the livestock. We dont let kobolds near our animals. I hear tell they drink their blood or somethin. That's what happened off the Norrington place, lost three cows cause of that."

That doesn't sound right to you. Kobolds dont seem to be that discerning about what they eat but drinking blood on its own is almost certainly right out.

"Do you get any big bats here like they do on the south?"

"Bats? Look mister, Silver Mantle up the road puts up with all kinds. Most people around here are either humans, dwarves or those damn elves trying to lay everybody in sight. Don't know anything about any bats."
>>
Come morning you're still alive with no signs of being short of blood. Jib Jab is also intact.

Did you want to see about buying or trading before moving on to Silver Mantle?

Current savings:
2 gold
1669 silver
>>
Correction: 3 gold

Can't delete my posts because we're in autosage unfortunately.
>>
>>4618057
>Did you want to see about buying or trading before moving on to Silver Mantle?
I can't think of anything
>>
>>4618057
>Did you want to see about buying or trading before moving on to Silver Mantle?
Do they sell any specialties we can resell up north?

Otherwise is anyone selling any maps or any javelin tips in case we break our arrows again?
>>
Rolled 51 (1d100)

>>4618127
>Otherwise is anyone selling any maps or any javelin tips in case we break our arrows again?
It's actually difficult to get detailed maps of the surrounding area. The trappers might not want more competition and thus would rather keep new arrivals out of the smaller waterways. There are a few maps that show more of the major rivers and roads though. There is a note that the road leading west from Lansdowne is quite rough in places and not suitable for caravans.
A few javelin tips are easy enough to acquire.

>Do they sell any specialties we can resell up north?
There are a lot of trappers in the area so fur prices should be lower here than in Silver Mantle, though certain things could impact that.
1) The mantle is the major trade hub of the entire region. (Even if it is a weeks travel away for most.)
2) You are a giant and merchants may think they can get away with overcharging you.
>>
>>4618174
>Rolled 51
Jib Jab thinks there may be something worth buying here to sell up north but you're having trouble communicating well enough to figure out what.
>>
>>4618174
Maybe just buy some emergency rations and call it a day.

I don't think medicine would be worth it due to our size as well.
>>
>>4618043
>Did you want to see about buying or trading before moving on to Silver Mantle?
Get some dried food as emergency rations, kobolds probably can’t last as long without food.
>>4618179
Give Jib Jab some money and tell him to point towards what’s worth buying.
>>
>>4618174
No winter coat for Jib jab?
https://youtu.be/fcotTRJhQ44
>>
Sorry guys got distracted doing research.

>>4618421
He has a good wolf pelt now to fill that role for the time being.

>>4618343
>Give Jib Jab some money and tell him to point towards what’s worth buying.
Giving the kobold some silver and using him as a direction finder for valuable things you wander around the markets which have now largely opened for the day. When he starts making an insistent noise and pointing you stop to see what the fuss is about.

"Wood."
Jib Jab nods.
"Really? Wood?"

Looking between the kobold and the stall he's pointing at, you're rather perplexed by this particular choice. There are strips and blocks of various shades and types of wood here, a few you're not familiar with.

One of the men nearby finishes moving a crate and steps over to help you.
"In the market for some timber? These are just samples, the stocks are on the other side of the river for seasoning. Oh, an archer are you? I know I guy who makes composite bows but I'm not certain what woods would be best for a bow your size. Maybe iron root but I doubt I could get hold of enough."

>Investigate? / questions?
>>
>>4618472
“The wood in this land seems different, any interesting qualities?”
>>
>>4618472
Any idea what a Kobold would want with your wood?
>>
“The wood in this land seems different, any interesting qualities?”
"We've got a lot of the usual mixes like oak, pine and fir. Then some ones that I had never seen before coming north, like red maple, golden tree, I even hear they have these huge breed of trees out to the west called Sequoia. Haven't seen them yet."

"Any idea what a Kobold would want with your wood?"
"Huh?
He looks down and notices your companion.
"Oh a kobold. Uh..." he glances around then spots a few of his samples. "Probably after the cherry wood. It's popular for all sorts of things but especially furniture. Smells nice too. The river north of Silver Mantle is about the cut off for how far north they'll grow but even that far out they become less common.
I guess kobolds must like the smell too. I think I've heard of kobolds stealing anything made of rosewood but we only get that in from the south."

If Silver Mantle is a becoming a big city you could probably buy cherry wood here cheap and sell it to carpenters there at a profit. Especially if its harder to find farther north.
>>
>>4618550
>INVEST
>Change occupation from Mercenary to Wood Trader
>>
>>4618550
Buy some cherry wood, make sure to wrap and it up for transportation.
>>
I N V E S T
>>
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>>4618282
>>4618343
Additional rations.

>>4618592
>>4618640
>>4618699
You should be able to carry 1 gold or 160 silver worth of cherry wood without issue.

>INVEST
>I N V E S T
Or were you thinking additional investment like a wagon?
>>
>>4618711
>I N V E S T
A wagon would just be a big unstable bag for us. Might as well make one of those backpacks for carrying losse wood for a giant and just strap it on.

Horses or draft animals should be quite expensive to buy and obtain as well.
>>
>>4618726
Agree on these points, was concerned about it slowing us down as well. This is best left as a casual venture for the time being.
>>
>>4618726
>Might as well make one of those backpacks for carrying losse wood for a giant and just strap it on.
That's basically what you'd be doing with the 1 gold worth amount.

>Horses or draft animals should be quite expensive to buy and obtain as well.
Indeed. The only horse for sale in town is going for 3 gold.
>>
>>4618726
A wagon with a tarp would probably be less expensive than a giant backpack funnily. As for slowing us down, probably a bit, but if we ever hit super rough terrain we could just pick it up for a while. Still less than ideal for staying truly mobile though, I know.
>>
I'll check on discussion tomorrow before work then resume tomorrow evening.
>>
>>4618711
>160 silver worth of cherry wood
>>
>>4618711
>Buy the cherry wood and put it on a wagon
I’m assuming we’re taking the road to Silver Mantle, so the cheaper wagon won’t slow us down too much. Besides, it’s easier to drag a wagon than carry a backpack.
>>
"What is a golden tree?"
"They've got a lot of names but you'll know it when you see one. They have leaves that look just like gold. Bark and roots are as strong as iron. Maybe there's magic in them I dunno, but dont ever try to knock one down. The Druids will be out for your blood. The trees will shed some bark occasionally and the druids know some trick to get them to grow roots that later break off or something? All I know is if it's loose help yourself, if it's still attached to the tree back off before some crazy tries to stab you."

"Are druids a problem in the north?"
"No? Half the loggers are druids seems like. A lot of orcs are druids too. They tell us which ones to cut to avoid washouts, landslides, unbalanced forest spirits."

Deciding to buy some cherry wood to sell up in Silver Mantle you spend 160 silver on the wood itself and a tarp to keep it dry. Asking how you expect to transport it you explain you intend to backpack it.
"An external frame backpack would probably work quite well. I know somebody who should be able to throw together one for you in a hurry. Get it made for you for... oh 25 silver to make sure its sturdy enough."

Given your size that sounds like a deal.
"How much would a wagon cost?"
"Considering they're not so quick to put together that'd be going on 300 silver or thereabouts. Mind you, you'd be able to sell it in Silver Mantle for about the same price so it's not like it'd be at a loss."

And you could carry a bit more wood.

A) Wood and backpack (160+25)
B) Wood and wagon (160+300)
C) Wagon + more wood than you had previously planned 250+300
>>
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Back sometime after 7PM.
>>
>>4619462
>A) Wood and backpack (160+25)
Make an extra pocket for Jib Jab to sit in
>>
>>4619462
>A) Wood and backpack (160+25)
>>
>>4619462
>B) Wood and wagon (160+300)
Damn man really fucking the people involved in making backpacks with that price. Trapper, tanner, tailor. Unless hides around here are so piss cheap it may as well be free. Or if they aren't treating the leather at all to expedite it. Tanning does actually take a while.

Now I suspect a racket of some kind involving this guy's buddy who can make such a dirt cheap humongous backpack. Or perhaps it's safer to assume someone is demanding extortionate rates for lumber labor. Wood guilds must be overthrown. What are we arguing about?
>>
>>4619462
>Wood and backpack (160+25)
>>
>>4619462
>A) Wood and backpack (160+25)
>>
>>4619462
>A) Wood and backpack (160+25)
>>
A) Wood and backpack (160+25)
>>
>>4619529
I've been learning a lot about ancient costs of some things. Wagons have traditionally been expensive and basic leather cheap. I actually dropped the cost of the wagon by a fair amount because it seemed unreasonably high to me and multiplied the backpack cost because y'know giant.
>>
>>4619974
Based.
Wood + Wagon + Backpack.
>>
In just a few hours a carpenter assembles a frame and calls over one of the leather workers to get the necessary strapping together and affixed. Once that's done and you've tested that it fits it's just a quick trip across the river to load up with cherry wood.

For the rest of the day you take it easy on the trip along the road, careful to avoid damaging the new pack. Once the cargo is sold at the city you can afford to do more tests and find out how sturdy it is.

You continue to work on improving your communication skills with Jib Jab. He has a few ideas regarding the backpack, or maybe future upgrades to it. These include the addition of a rope he can use to swing down from it with. Also some rings and other attachment points for your armor that he can secure himself to more quickly and safely.

"We'll talk about it. You keep working on your scouting and we'll practice working together."

On the first day north of Lansdowne you initially see more terrain like that just to the south of it. Ridgelines that may have been carved out by ice in the distant past. Streams and minor roads used by the trappers and loggers. According to your map there is a great deal of marshland to the east which most likely drains through the Lansdowne river.

Jib Jab thinks hunting here would be a bad idea because of the risks of ending up in the marsh. Tomorrow you should be far enough north that it wont be an issue.

While you have more than enough supplies right now, did you want to do any more hunting practice with Jib Jab before reaching the city?
>>
Best not to risk it. Let's just head onwards.
>>
>>4619974
Fukken ancient wagon racketeers. I'll invent a time machine and fix that horse shit.

>>4620060
Nah. We're caravaneers now.
>>
>>4620060
Move on.
>>
Not wanting to stop and hunt when you're this close to your objective you head onward, moving as far as you can each day before nightfall. On the third day you pass a sign on the road stating you've entered lands claimed by Silver Mantle. Any settlers who wants to establish themselves must seek permission from the city.

"See city administration for land grants?" you read out loud. "Are they actually giving away land?"

That sounds too good to be true. If its anything like the kingdoms to the south they'll make settlers pay a portion of their crop each year for defense.

Sure enough their are increasing signs of settlement along the road. Small farms and the occasional hamlet or block house are interspersed with logging operations. Traffic is increasing and you catch up with a small caravan at a road marker at sunset. It shows the distance to Silver Mantle as 30 kilometers. Someone has carved the distance in miles beneath it but it's been crossed out.

As with many people you tend to encounter those in the caravan are initially startled at your approach but quickly calm down once it turns out you're not a threat. They had been warned ahead of time that there are giants and other strange folk in the city and nearby but hadn't met any until now.

They're also less worried about giants than they are ogres. Rare in the south, ogres are technically giant kin, not that any giant would ever admit to such. Rumor has it there may be entire tribes of them in the north.

"You don't say."
Sounds like there should be plenty of work for a good archer.
>>
You're up at first light and are soon stomping along down the road as usual. To your surprise the last caravan are actually keeping pace with you once their wagons are ready. It looks like they're using horses and more lightly built wagons than the big heavy ox drawn ones you saw at the gate.

Unlike the terrain a few days walk south the land here isn't the thin rocky soil held in place by pine trees, this looks to be good farmland. Workers are out tilling fields of black earth. This is the kind of place people leaving the south will want to settle. Depending on how harsh the winters are of course.

The road starts to climb again and the terrain gets a bit rougher leading up to the city. Cresting a ridgeline filled with more pine and conifers at last the walls come into view. Great blocks of stone, each probably as tall as a dwarf make up the lower half. Work above that is more rough and thrown together looking in places. Most likely done by humans or the result of hasty repairs.

The southern wall of the city is made up of 5 towers that you can see, not counting the gatehouse. From this far out you can see the rooves of taller buildings, perhaps a temple, and taller than any of them are two smokestacks. What you'd thought was an angry cloud in the distance is actually black smoke from one of them and white smoke from the other.

This place is like the more heavily defended cities you've seen in the south. Ballista positioned on the towers and gatehouse. Walls far too tall even for a giant to scale. The gate is even tall enough that you wouldn't have to stoop to pass through. Guards wave you through the gates after the usual checks and warnings about Jib Jab.

A broad avenue leads north, up hill and away from the gate, disappearing around a slight bend to the north east. Off to the right hugging the south wall are pens for the holding of animals and where wagons from caravans are parked. To the west is a smallish field where children are playing, bordered by a wooden fence on this side and the western city wall on the other.

Where do you wish to go first? Will you try to find the hiring hall Havershaw mentioned, or will you explore the city to get the lay of the land?
>>
I wont be making any story posts tomorrow as I'll be getting material together to run on Tuesday. I will answer questions anyone has though.
>>
>>4620389
If I dropped a quarter from fifteen stories up after calling in a fake threat at an airport with a burner phone bought from Radio Shack how many Chinese babies will the CCP harvest for organs on next Tuesday?

Oh wait, did you mean quest related? Hm. Would the local ogre tribes see a giant as larger kin or as a threat? It may open routes for us through ogre territory if ogres in general don't hate giants like giants seem to hate ogres.
>>
>>4620388
go to the hiring hall Havershaw mentioned, just to check the quests, and to get some directions for a place to sell our wood
>>
>>4620388
>find the hiring hall
https://www.youtube.com/watch?v=nl-g1u7Kuoc&list=PLVDDl9QjMbTKH9_ldpS141l7glMuwJQUQ&index=10
>>
>>4620388

Track down the hiring hall, even if it's only to get our bearings and let them know we're in town, then start sourcing a place to sell all this wood.
>>
>>4620388
Find a place to sell the wood
>>
>>4620703
this
>>
>>4620703
>+1 time to make profit
>>4620401
You need to give a few more details on the babies. Male or Female? Also what race, Han Chinese are much less likely to be harvested than Uighurs.
>>
>>4620388
Head to the temple to pay tribute to the gods for our safe journey.
Ask them if they know where to sell our wood and if they need a job done and a giant to do it.
Then head to ye old job center Havershaw pointed us too.
>>
>>4620457
>>4609897
Thanks for the music.
>>
As curious as you might be about where everything is, you have business to take care of. Finding the hiring hall and a place to sell the cherry wood are the priority. Careful to take your time and avoid stepping on anyone, you head up the slight hill that the center of town seems to be built on.

Though a bit muddy, the streets seem to be built on stone, or at least have a base of it. The wide avenue gives carts going to or from the center plenty of room to maneuver around one another, or pull off to the side to offload goods. Most buildings seem to be made of timber with stone foundations. Not the best in a siege. Given enough time you're certain a Giant like yourself could flatten half of it.

Around the first bend what had been a mix of houses and shops transitions into almost entirely shops on the east. Then again some might have housing on the upper floors, tending to be two or three stories tall. The west side has taller more permanent looking stone structures, many of which have banners or crests mounted on the front.

About halfway down the street a sharp voice cuts through the general din of carts and horses.
“-I'm sorry, I don’t speak Orcish!”
The comment is followed by a harsh shrieking sound you eventually recognise as cackling.

Getting closer you spot a pair of harpies perched above the entrance of what appears to be a government building on the west side. Their attention quickly turns to a well armed looking human who rides up. After dismounting and tying up their horse they head for the door building.

"Well if it isn't the captain of the light horse," says the left most harpy.

The right one soon pipes up.
"If he keeps spending time in the city he's going to be captain of the fat horse!"
Both of the bird people resume their high pitched cackling.

The captain stops on the sidewalk and points at them. "Piss off. I do important work around here."

At this the harpies stop their laughing long enough to reply.
"You're right, you're right. Your contribution to the city has never been more felt then it was last week."
"I was at the west crossing last week."
"I rest my case!"

The captain makes a rude gesture at the laughing bird folk and heads inside.

Continuing on north the buildings start to get a bit taller until you see a few at an intersection with doors tall enough even you could walk through. Glancing through a window you spot at least two giants who seems to be drinking. You'll have to stop by later.

An intersection between the main streets seems to be as close to the highest point in town that you can see. To the east you easily spot stacks of logs being fed to a sawmill. To the west near another gate are two dozen armed individuals you quickly recognize as sellswords. The hiring hall must be near there.

Rather than blunder into a crowd of armed strangers while carrying excess weight, you head for the sawmills.
>>
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There seems to be clash in the layout of the city. Some of it is aligned north south, other parts are offset at a different angle. It's almost as if they were using two different compasses when laying out the streets. This far north the sun doesn't tend to set directly west either, it changes through the year. The smaller folk dont always seem to realise it.

Asking around the sawmills you're pointed to a few people that are loading wagons with finished boards.
"Cherry wood you say? I'd need to inspect it but we could always use some."

Taking a look at the contents of your pack the man nods in approval.
"Quite a few board foot here. I'll give you a hun'red for it."

You frown.
"I was given the impression that not much cherry grew this far north."

"That's right. We get most of it in from the south."
"Also that it is much valued for carving." you rumble.
"Hey now I'm a middleman, I've gotta make a profit too."
"How much would you get for this much cherry wood?"

"Well I've gotta hold it and store it and more sure its seasoned properly before I pass it on and make sure it goes to the right people."
The man begins to gesticulate more as he tries to talk faster.

[ ] "I asked how much you would you sell it for." (Intimidate)
[ ] "Who would you sell it to?" (Intimidate)
[ ] Go to the other sawmill
>>
>>4622305
>[ ] Go to the other sawmill
>>
>>4622305
>[ ] Go to the other sawmill

That will teach him to make a fool of Ulf.
>>
>>4622335
+1
>>
>>4622305
>Who would you sell it to?" (Intimidate)
>>
Standing up you grab your pack and head over to the next sawmill. There you're received by a dwarf who looks a bit hesitant to interact with a rather annoyed looking giant.
"Yes? Can I help you?"

"Selling cherry wood. Already dry. Your competitor is offering me very little. I would like to hear a better offer."

You think the dwarf curses under is breath while glancing in the direction of the other mill.
"Alright, but we're doing this by the book."
With that he pulls out a sturdy looking measuring tape. Checking the dimensions and the amount he does some quick calculations.

"I'll give you 181 silver for the lot."
That isn't a huge profit margin, but it is more than what you'd paid for it.

[ ] Accept
[ ] Ask (politely) if he knows anyone in town who might pay more.
>>
>>4622388
>[ ] Accept
>>
>>4622305
>[ ] Go to the other sawmill
Ulf no fool
>>
>>4622388
>[ ] Accept
ask about valued items
>>
Despite the paucity of the markup you decide to take the dwarf on their word and accept. You dont know the locals well enough to go looking for a better price just yet. If you were to make a job out of this it would be a slow if steady income.

With a now empty pack you head back across town towards the hiring hall. The building is more like a rectangular ring of structures linked together with a courtyard in the middle. Between it and the western gate are open areas that look like they're used for marshaling troops. There are stables and behind them a few three story apartments.

Looking around you notice that on the south side of the road similar stables and barracks surround another open area. It looks like it serves the same purpose for the local garrison.

Mercenaries of nearly every type you've seen before are hanging around the entrance to the hall. So are merchants and other rich looking people for that matter. Some are laughing and joking or making mischief. Most of your fellow sellswords step out of the way to let you pass or give a good natured wave.
"Glad to have another Giant in town!"
"Maybe Flora will stop overcharging us now."

Heading inside the complex you're directed straight ahead into the courtyard and then to a taller building at the back made up of brown and red brick. Though this brick structure does have a door tall enough to admit you it looks like it's shut at the moment. Down at ground level are partly enclosed stalls of sorts with cloth awnings and a window at the back. A few people are standing outside talking with those at their respective windows.

A guard belatedly takes notice of you and bangs on the main door, telling someone to check the upper window. A few seconds later an upper window slides open at about your shoulder height and a well dressed halfling waves to get your attention.

"Welcome to the Mantle Mercenary Review Commission! Our organisation is responsible for grading mercenaries based on their reliability, as well as arbitrating contracts and payouts from customers to limit damage from disagreements.
We're proud to say that the MMRC trading complex is the largest non-governmental office in Silver Mantle, providing offices for most mercenary companies in the region. If you're looking for work or need dangerous jobs done, the MMRC is the first best stop you'll find."

The MRC agent takes a deep breath before continuing.
"How can I help you today?"

>cont
>>
You introduce yourself as Ulf and hand over the letter from Havershaw.
"Ooh, we dont get many completed contracts from Ballidon! I hope master Havershaw is doing well?"
"Small orc problem."
"I see."

The agent goes over your paperwork, asking about previous experience. As the merc company you were with in the south was an associate member of the Silver Talons the agent sends an information request off.
"It will take a few days for verification but as long as everything is as you'd said I estimate you'll have a reputation ranking of ten with the Silver Talons. They're always glad for more allies.
The work done for the Ballidon garrison has awarded you with 1 point each for the Air Corps, MMRC and Silver Mantle administration. I'm afraid that you wont have access to certain jobs yet until you build up your reputation, but there are always employment opportunities for giant kin."

Well that's good news.
>Did you have any questions?
>>
That post was a lot longer than I wanted it to be.
>>
>>4622535
>>Did you have any questions?
Any quick jobs in town? (Get to know the town while getting paid)
>>
>>4622535
any job for Ulf?
>>
First the agent hands back some paperwork with your current rating.
REPUTATION
0=IND (Independent Contractor)
0=RBLD (Red Blades)
10*=SLVT (Silver Talons)
1=Army/AirCorps
1=MMRC/ADMIN
0=PaladinS (Silver Order)
0=PaladinG (Order of the Dawn Breaker)

"Any quick jobs in town?"

Pulling over a book made with metal rings the halfling agent begins paging through it.
"Let me take a look. Over on the wall near the entrance to the courtyard there are long term and other open contract standing jobs that available to anyone.
Diplomatic missions to make friendly contact with giants in the region is a big one, if you'll forgive the pun. The Silver Order has standing bounties for the capture or confirmed kills of demons. A number of groups are willing to pay for the capture of Bison or Buffalo for domestication. That one's been up for awhile now. Also I think this book hasn't been updated."
Jumping down from their stool the agent shouts that he'll be right back.

Jib Jab takes a moment to wave to another kobold in the courtyard, striking up a conversation with them.

A few minutes later the MRC agent returns dropping a different ringed book on the counter.
"I skimmed the available jobs on the way up but there aren't many that are close by. Most are at least a day's travel from here. These three jobs are the closest I can find."

>Intercept and kill a wild herd (Independent)
There is very little information here which unfortunately is something you'll have to get used to with independent contracts. According to the person that filed this their livelihood is endangered by encroaching herds of wild beasts he cant deal with on his own. See Adrast Banorn for more information.

>Destroy Abandoned Fortification (Army/Guard)
Scouts have reported the sudden appearance of an incomplete fortification 80 kilometers down the west road. Cavalry conducted a thorough search of the surrounding area but found no enemies of note. As the guard lack the manpower to garrison and complete it themselves a request has been made for its demolition. Manual labour with the risk whoever built it might come back and interrupt.

>Horse Thieves (Army/Guard)
A farm responsible for breeding horses has reported they were raided during the night. Groups able to move quickly are requested to investigate and track down the thieves. You're certainly fast enough over land to qualify for that.
>>
>>4622612
>>Intercept and kill a wild herd (Independent)
Maybe we'll get something good from hunting them.
>>
>>4622612
>>Horse Thieves (Army/Guard)
>>
>>4622612
>Intercept and kill a wild herd
>>
>>4622616
>>4622649
Checking this out it would seem.
>>
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You ask the agent about the job to kill a wild herd. He doesn't know everything, just what was necessary and to send interested parties to see Mr Banorn. You're handed a piece of paper with the address.

"You should be able to find him in the tanner district this time of day. It's near the south east gate. Supposedly the job pays two gold, which is quite a lot for hunting."

Across town you go again, after making sure Jib Jab is done his conversation first. Adrast Banorn is a shady looking fellow if you've ever seen one. Adorned with rough hides and bits of gold jewelry he strikes an odd appearance. With an office overlooking most of the district, really that entire side of town, you get the impression that this must be someone with a few connections.

One of his subordinates informs him that you're here about the job, and he's glad to see the piece of paper you're carrying.
"Good, good, new blood, just what's needed to help solve my latest problem. You can call me Mister Banorn, or better yet don't call me anything at all, we haven't met and if anyone asks you didn't do this job for me."

"I am Ulf. This is Jib Jab," you point to the kobold on your shoulder.
"Great, fantastic, you ready to earn some gold? One of my competitors has finally convinced somebody to answer that stupid job posting about bringing in Buffalo for domestication. That's going to seriously endanger my livelihood if they're successful. If they can be held off until fall or even the next year it wont be so bad, but right now is the worst possible time."

"So... what do you want me to do?"
"I want you to assassinate those buffalo. Here."
He hands you map.
"This is one of the farms they'll need to stop at before reaching the city. Nobody else out there has anything but oxen and horses so no chance of mixing them up. I dont care how you do it but they end up dead and you dont tell anyone I sent you."

>What say?
>>
Or alternatively, accept the job?
>Y/N?
>>
>>4622744
Accept the job.
>>
>>4622744
Don't accept.
>>
>>4622793
>>4622826
In the event you do decide to go through with this you'll need to decide whether to take out the buffalo yourself, or do something more stealthy like using Jib Jab.

There are other jobs available back at the hiring hall of course. They just tend to take a bit longer than the 3 that were listed earlier. Also there is work around town that a giant could certainly help with. The MRC just tends to have rather more dangerous ones.
>>
>>4622744

>N

We're pretty noticeable, and even if Jib Jab does the deed for us, pretty sure people will remember seeing a Giant near the farm before all the buffalo came down with a sudden case of death.
>>
"No."
"What? They really don't look like oxen or horses. They look like someone stuck fifty mops to the front of them."
"I mean I'm not doing it. People would notice a giant."
"Oh really? Well- uh. Maybe not at night! It's a brilliant plan I tell you. Things go stomp in the night, it's why people bar their doors."

You promise not to speak of Mister Banorn's plans to anyone so that at least the secrecy of his operation isn't compromised. It's unfortunate that you wont be building reputation as an independent contractor today. Returning to the hiring hall you inform them that you had to turn down the job.

"That's too bad. Hopefully it doesn't become a recurring practice. A lot of the independent contracts tend to be very cloak and dagger, but sometimes there are things a giant could help with."

Did you want to sign on for one of the other two jobs you've seen, or are you more interested in the larger list?
>>
>>4622983

>Destroy Abandoned Fortification (Army/Guard)

A bit risky if the owners come strolling up, but it can be taken down from a distance by hurling boulders at it. A simple enough job.
>>
I have to be up for work so I'll be stopping here for the night. Hopefully people have decided something by the time I get back tomorrow.
Probably resuming around 6PM.
>>
>>4622991
Yeah let's do this one destroying a building should be pretty simple for a giant
>>
>>4622983
>>Destroy Abandoned Fortification (Army/Guard)
>>
>>4622612
>>4622983
>Horse Thieves (Army/Guard)
>>
>>4622983
>>Destroy Abandoned Fortification (Army/Guard)
>>
>>4622983
>>Destroy Abandoned Fortification (Army/Guard)
>>
>>4622983
>Horse Thieves (Army/Guard)
Ulf goes to investigate!
>>
If someone needs fortifications smashed you're the giant for the job. It pays the equivalent of two and a half gold. Wages for a small team to demolish it over the course of a few days. By that metric the wages are not terrible but not great either. Maybe you'll have to think about putting your rates as that of a small team?

Technically you are a team of two. Jib Jab will certainly be helpful for keeping an eye out for enemies. Especially if whoever built the thing decides to return in the middle of the night.

If it's still available you'll have to see about joining a group for the horse thief search when you return. A skilled ranger will be needed for any sort of tracking.

It's starting to rain the next day when you arrive at the partially built fort. Sure enough someone has been piling up larger rocks and trying to overlap them as much as possible to help strengthen it. No real masonry at work here, but if it were packed with additional dirt afterwards the result would be sturdy.

They also clearly had a plan in mind for a set of walls allowing coverage of the road in both directions. As there is a bit of traffic, with the occasional wagon or party of sellswords on horseback, you end up dismantling most of it by hand. Having a group of armed individuals stumble upon a giant hurling boulders at a structure tends to bring up all sorts of questions.

Breaking it all down is easy work, just time consuming. Laying out the stone along either side of the road you consider the prospect of burying them or adding them to the road bed. It would make it more difficult for anyone returning here to resume their work. Then again you're not being paid for extras.

Did you want to delay your departure until the next day to make sure the stone is harder to re-use?

A) Scatter the rocks and go
B) Delay, bury stone
C) Delay, add to roadbed
>>
>>4623892
>C) Delay, add to roadbed
>>
Picking out some rougher spots in the road and watching for any traffic, you set about disposing of the spare stone. This turns out to be easier than you thought. By the time you've finished and have packed it down with some earth, the result is hardly any different from any other sections of road you've seen. Worst case scenario that's another potential avenue of employment if the mercenary thing doesn't work out.

Quality aside it still took a lot of time and with the sun now below the horizon it's far too late to set out for Silver Mantle. As with the night before you and Jib Jab take turns on watch, paying attention for anything or anyone that might be in the area.

Roll 1d100
>>
Rolled 84 (1d100)

>>4623971
>>
Past what must be the middle of the night Jib Jab wakes you saying that he hears something approaching. Or more accurately several somethings. Readying your bow you relocate behind a thicket of long leafed shrubs, trying to remain as quiet as possible. Fortunately Jib Jab gave enough warning to do this before whoever was approaching got too close.

Staying as still as possible you wait and watch, listening for whoever or whatever is making such a noisy approach. Even you can make out several people crashing through underbrush with little care for noise. Three people break through the cover of the bushes and small trees near the site of the former fortification. A fourth appears slightly closer to you, limping slightly. All of them halt just next to where there had been a wall when you started.

Then a much larger object breaks through the tree cover behind them. You can't see it well due to the darkness but it looks like an enormous skeletal spider. An ork with a staff is riding on top of it. He brings the creature to a halt then begins shouting at the four but pauses suddenly. When his shouting resumes it sounds much angrier.

The four on foot look to be a human an ork and maybe two elves but you're not absolutely certain. They dont seem to be moving quite right though. When the ork riding atop the spider points and orders they obey almost instantly.

A) Attack
B) Retreat
C) Diplomacy
>>
>>4624038
>Retreat
>>
>>4623103
>>4623130
>>4623179
>>4623213
>>4623302
Honest question. Would I get more players if I ran overnight instead of during the day?
I mean I would legitimately kill myself eventually because I cant handle night shifts, but it would be good to know.
>>
>>4624038

>B) Retreat

Probably let someone in town know what's up. That way, we can get paid for dealing with it too.
>>
>>4624039
>>4624133
As we're clearly not getting any more votes we'll be running away. Did you want to just bolt for it, try to quietly get some distance, or throw a rock as a distraction? Or did anyone have a better idea?

A) Just run for it
B) Quietly get some distance first
C) Distraction pocket sand rock
D) Write in/suggestion
>>
>>4624158
>Distraction pocket sand rock
>>4624127
I'm at work now. So voting is hard for me.
https://youtu.be/586dnVr1xfs
>>
>>4624158

>C) Distraction pocket sand rock

A boulder a day keeps the necros at by.
>>
>>4624169
>>4624181
Roll 1d100 for distraction
>>
Setting aside the bow you grab one of your throwing rocks and hurl it skyward towards the west. It crashes down through a few small trees causing the magic user to turn their skeleton spider towards it and begin to move to investigate. Once you're certain they're underway you bolt, moving as quickly as you can.

The movement of a giant may be swift but despite your best efforts it still makes some noise. Enough that the spider rider turns back. Already two dozen paces down the road you hear a shout. It's followed a dozen strides later by a bright green bolt flashing past close enough to cause a burning sensation in your left ear. Another misses while a third hits you in the back on your right shoulder blade.

Jib Jab yells in panic but it doesn't look like he's been hurt.
"Just hang on small one."

Continuing to sprint full out you're soon protected from further attack by a slight dip in the road. The mage will have to reach the crest of the hill before he can fire on you again and by then you're already around the next bend headed north east.

Not letting up until daybreak you slow only for water and to ask your kobold companion to check your injuries. Jib Jab reports that your clothing and armor are burned through by the bolt to the back, leaving a blackened wound. The tip of your ear is also black, both injuries continuing to sting. You may have to see a cleric.

Mid morning you encounter travelers on horseback along the road and warn them of the threat. Taking a look at your injuries they decide it best to turn around, urging their horses to keep up.

Reaching the gates in mid afternoon you ask to speak to the highest ranking officer present. A human with the city insignia on the chest plate of their armor is called out to see you and hear what happened.
>Any embellishment you'd like to add to your retelling of events?
>>
Rolled 24 (1d100)

>>4624184

Sorry, got distracted by other shit downstairs.
>>
>>4624339

>additional embellishment

Bring up the fact that it shot out necrotizing bolts, showing the wound on our ear and back. Other than that, the bare facts should be enough.
>>
>>4624169
>>4624350
It happens. I'm just glad for anyone responding at this point.
>>
You give them the rundown of your encounter out on the road. Then point out your injuries.
"That mage was using necree... necruh... necro? Necrotizing bolts! Should I see a cleric about these because they really hurt."

The officer calls for a cleric and soon a dwarf appears, telling you to sit down so he can treat you. What feels like tendrils of energy rush into you around the wounds, first surrounding then tearing at the infected tissue. To say that it hurts would be something of an understatement. It takes the cleric longer than you would have expected to finish ripping whatever was in the wound out and heal it.

Once done the cleric talks to the officer.
"No doubt about it. Strong necromantic magic at work there. Enough solid hits like that would kill even a giant."

The cleric turns back to you.
"I'd recommend some proper spell warded armor but a giant has a lot more area to cover. I don't charge for healing that definitely needs doing, but I know the Temple of the Stone always appreciate donations."
You promise to consider it.

Once you're back on your feet the officers more properly introduces himself as Daral Riordan.
"I hope you are feeling better. Under the circumstances I can understand that you might not want to go anywhere near that part of the road again but I intend to take riders out tomorrow at first light. I intend to post an emergency request in the hiring hall for skilled people to accompany me. Would you be interested?"

>What say?
>>
I'll see about posting tomorrow morning, otherwise see you friday.
>>
>>4624473
Take care!
>>
>>4624468

"If there's coin for us, we'll be glad to help out." Getting our revenge on a necro is sweeter when you're getting paid to do it.

>>4624473

Right on, take care out there.
>>
>>4624468
I think we should take them up on that offer. Should pay well and it wouldn't do well letting this mage attack other giants if its still trying to find us.
>>
>>4624127
They blocked 4chan at work so I haven't been able to keep up like I used to.
>>
>>4624468
Take up the offer.
>>
>>4624468
>What say?
Ulf is a mercenary, if you have coin I have time
>>
>>4624468
>>What say?
get revenge

>>4624127
I live in Europe. I'm sleeping for most of the time you run.
>>
>>4624512
>>4624468
>"If there's coin for us, we'll be glad to help out."
>>
>>4624468
>"If there's coin for us, we'll be glad to help out."
Give good money, get good guard.
>>
>>4624468
>>4624946
+1 anon here

also eurofag
>>
"I Ulf am a mercenary. If there's coin for us, we'll be glad to help out. Also looking forward to payback."

Officer Riordan seems gladdened by this.
"Good. Meet us here before sunrise... wait a moment, us?"

You point to Jib Jab who waves.

"Oh." Riordan glances back and forth between you and the kobold while asking: "Do you have any relevant skills I should be made aware of?"

Jib Jab chitters a few words in kobold.
"Scouting? Very well, I'll try to keep that in mind."

With things concluded at the gate you head through to the hiring hall to collect your payment. The same halfling as before meets you at the upper window. This time you find out their name is Tenn Duskarm.
"That is quite a name." you state.

Tenn shrugs. "My father was some sort of assassin. I think he just made up a family name for himself when he arrived in the marches to sound menacing."

Paid for the completion of the contract, you're awarded 400 silver, plus a bonus of 80 for finding out who was responsible for construction of the fortifications.
"I did not realise there was a bonus."
"Jobs don't always say when there's a bonus. Sell swords have this tendency of going out of their way to pin a problem on anyone convenient in the hopes of extra pay. For instance, Necromancy is technically not illegal but there are tons of legal hoops that have to be jumped through to not get in trouble for it.
Just like how there's an actual demon that runs a shop over on 4th, but the silver order paladins aren't allowed to smite them as long as they follow the rules."

All sorts of strange people around here it would seem. Before departing you tell Tenn that you'll be taking part in a mission the next day with some of the guard and other mercenaries.

"Glad you're getting work. You can get jobs from some of the other mercenary companies or group around town without going through the hiring hall. Just be aware there can be risks regarding the withholding of payment so always get paperwork. You'll have to turn in jobs with us for official registry if you want other organisations to be aware of your increased standing."

You promise to keep it in mind.

Is there anywhere in town you wanted to visit before resting for the night?

[ ] Tanner District, get your armor repaired
[ ] Visit the Temple of the Stone to donate and pay respects
[ ] Talk to some of the other giants in town
[ ] Try and get an estimate on cost of "proper" armor
[ ] Other/write in
>>
>>4625180
>[ ] Visit the Temple of the Stone to donate and pay respects
>[ ] Try and get an estimate on cost of "proper" armor
>>
>>4625180
>[ ] Visit the Temple of the Stone to donate and pay respects

Maybe look for someone to repair the armor, if we have time.

PS: OP, no need sweat this game. If you don't wanna post at night then don't.
>>
>>4625180
>Try and get an estimate on cost of "proper" armor
>>
>>4625180
>[ ] Tanner District, get your armor repaired
>[ ] Try and get an estimate on cost of "proper" armor
>>
>>4625180
>[ ] Try and get an estimate on cost of "proper" armor
>>
>>4625180
>Visit the Temple of the Stone to donate and pay respects
Ulf always pays his debts
>>
File: img_3763.png (4 KB, 226x278)
4 KB
4 KB PNG
Good news everyone!

I finally finished figuring out everything necessary to calculate costs of iron, steel and mithril. It was starting to look like mithril armor might cost millions of gold. Which wouldn't work for a number of reasons. Needless to say, even with those numbers fixed, it would still cost a ridiculous amount to get such armor made for a giant.
>>
>>4626123
So the financial system is rigged then?

Just like real life indeed...
>>
First stop is to visit the temple. Most of the human temples are off near the edge of the financial and administration district where there will be soldiers nearby to protect them. Dwarves and giants are children of the stone, their temples will be near the mason district.

The temple itself is small and austere, lacking in almost any decoration. Despite this something about it feels right to you. The archway leading inside is more than tall enough for you to enter. The main chamber is little more than a tall open topped dome over an outcropping of rough rock in the center. A few dwarves are here paying their respects, both literally and figuratively. Placing donations in a collection box and pausing to rest their hand on the stone.

Jib Jab you realise is being as quiet as possible, trying to stay hidden and using his wolf pelt to look like he's part of your clothing. Any Dwarven miners present may not respond well to having one of their hated rivals present.

Taking your turn you drop some silver in the box and put your hand on the stone. Though you are no druid by any means it's almost as if you can feel that this rock is part of something larger.

"This is a mountain." Your voice echoes through the chamber.

"Silver Mantle is a mountain."
Looking around you spot an older cleric who approaches.
"To all appearances it is little more than a hill, but the stone here reaches deep. Remains of lava tubes tell us this place was once a mighty volcano. It gave us shelter in our time of need. Has given us riches in metals and stone, and cave systems to grow fungi year round.
Those of us who survived the Stonefall of Tyrese could not have asked for a better home. All who respect the stone are welcome here."

>What say?
>>
You thank the cleric for their time and wish them well.

While it's still open for the day you visit the tanner district once more in the hopes of getting an estimate on costs of armor. One of the biggest problems you expect to face is the amount of raw materials required for a giant. The armor you've assembled over the years is a patchwork of materials picked up from whatever could be scavenged. Heavier strapping was the only thing made specifically for you.

Seeing as your armor is already toward the lower end of the spectrum in terms of quality it's best to see what the upgrade options would cost. Finding someone that has done work for the other giants in town doesn't prove that difficult.

For a good sized human the cost of well fitted leather armor would be 60 silver. 70 with additional hardened sections. Some that prefer light armor have managed to get hold of golden tree bark from the druids. As its more difficult to work with the cost is 2 full gold pieces, but it's arguably better than anything made of steel.

Good strong steel armor either in Plate or a Brigandine styles range anywhere from 6.5 to a whopping 40 gold depending on the quality of craftsmanship. Chain isn't really any cheaper which is a surprise, costing at least 7 gold.
"Chain is usually cheaper in the south."

"Yeah you're right about that, but manpower is an issue up here in the north. We can't spare the people to assemble all the links except for in the winter. Because of that custom order are more expensive.
Based on the costs of fitting the other giants I reckon those prices will need to be about 12 times higher for a fella like yourself."

That's a lot of money.

4.5 gold for well fitted leather armor
5.25 gold for reinforced leather armor
84 gold for chain/mail armor
78g to 560* gold for Brigandine or Plate armor in steel
15,576 to 15,979* gold for Brigandine or Plate armor in mithril

The armorer does have another suggestion. A mixed armor of leather and mail. It's still expensive but less expensive than the others and is preferred by other giants for its protection and flexibility. At present it would work out to about 56 gold, though that price should go down during the winter months when more manpower is available.

Then again, do you really need protection like a front line combatant? You are an archer after all.

*craftsdwarfship is of the highest quality
>>
>>4626557
My preference reinforced leather armour with golden tree bark reinforcements if possible.
Lets hope getting rid of the necromancer pays enough.
>>
>>4626557

Yeah, agreeing with >>4626561 for getting leather with golden tree bark reinforcement if we can help it. We may be an archer, but we are a rather big target. Being able to turn aside counter-fire from other archers or potential casters will give us survivability against our biggest threats. Any smallfolk melee people we can just outrun with our massive strides, provided they aren't mounted.
>>
>>4626561
>>4626566
>golden tree bark
Be aware that you'll have to be on good terms with the druids in order to get hold of any. That or knock down a golden tree which is a thing you've been explicitly told not to do.

Though the various druid groups don't bother to represent themselves with the MMRC, you can still build up reputation with them.
>>
>>4626573

Alright. We can probably go with reinforced leathers for now, with aims to get the bark when we improve relations. Will they be a bit more fond of us when we cut down that rogue necromancer? Since it's subverting the natural order for it's own desires after all.
>>
>>4626574
We'll probably need to do jobs for them specifically.
>>
>>4626574
>Will they be a bit more fond of us when we cut down that rogue necromancer?
Potentially.
>>4626575
Mostly this.

If anything on the mysterious individual can be found that is an actual threat to the druids or their charges then it would for sure.
>>
Paying out: 5.25 gold (840 silver) for reinforced giant leather armor.
This will take a few days to assemble and may require additional adjustment after the fact. This unfortunately means it wont be ready for the mission in the morning.

>Confirm Y/N?
>>
>>4626592
Yes.
>>
>>4626592

>Y

Sucks it won't be ready in time, but we'll make do.
>>
>>4626592
>Y
expected that
>>
Paying the armorer you ask him to begin work on it as soon as he can. With plenty of jobs still available you'd like to be adequately protected as you're a big target. If he knows of any ways to get hold of golden tree bark for even better armor you'd appreciate it.

"I'll put out word for it but be aware that could take awhile. You're a new arrival and people aren't just going to hand over high quality material like that to someone they dont know. Same goes for stuff like mithril. If you get in good graces with the right people they might cover the material costs. That'd come with quite a few strings attached though. Like a commitment to jump to it when whoever you got in good with demanded it."

You'll keep it in mind.

"Oh! Before I forget! Hardened leather sections are sturdy enough for warding. Magical sigils and the like for added protection. Now I can't do any of that myself but there's a crapload of alchemists, enchanters and whatnot arriving to kick local mithril production into gear. It's expensive but you should be able to make arrangements to get wards put on armor."

After taking a hit from that necromancer or whatever it was you can certainly appreciate the need for magical defenses. It might be worth setting aside funds for that later.

Had a longer post typed up but figured I'd better ask. Is there anything else you'd like to get before departing in the morning?
>>
>>4626638
Assuming we'll be operating out of Silver Mantle for a while, some medium/long term lodging?
>>
You spend the night at an inn specially built for larger people like yourself called "The Big House." It might have been built more like a barn but the interior is closer to what you expect an actual inn for the smaller folk to be like. Still being somewhat weary from the long day on the road you turn in early, for now avoiding the other giants in town who might lodge there. You'll meet them sooner or later you wager.

In the morning there's just enough time to grab a quick breakfast for you and Jib Jab then get to the west gate before the sun creeps over the horizon. The officer Riordan is busy arguing with a half-elf spellgun user who clearly wants to accompany the team. They're wearing one of the air corps scout division uniforms like Largah had but with a slightly different cut to allow easier access to their weapon.

"You're staying here and that's the last I'll hear of it. You're only to take a second unit out if we're overdue, at which point I expect the captain of the light horse be leading a full company. Now return to your post."

With that Riordan heads in your direction.
"Glad you're here on time Ulf. This is Tara our ranger," a dwarven woman in a deep green cloak waves at you.
"Aeson who has already mounted up is the resident mage."
The extremely pale looking elven male already on their horse bows slightly.

"And I'm here too!" adds a rather young looking human.
Riordan lets out a sigh of exasperation. "This is Ferith. He's the only cleric I had available today. Aeson should be able to block most offensive magic coming from that mage you encountered. If that doesn't work, Ferith should be able to repair any injuries we sustain."

You of course say your hellos as well as pointing out Jib Jab. Tara grimaces but otherwise nobody has anything negative to say about the kobold's presence.
>>
>>4626668
Guys I just realised we need to get Jibjab some proper gear as well
>>
https://www.youtube.com/watch?v=z2-nLS_bfmI [To Ilus]

Setting out on the west road you follow slightly behind the others. Ferith must not have much experience with giants as he seems quite surprised that you're able to keep up with everyone's horses. The young man pulls back slightly so that he's riding along side you.

"I haven't really talked to other giants in the city, I'm usually busy learning different methods of healing. Are all giants as fast as you?"
You shrug, startling Jib Jab slightly. "I don't really know. I know my mother was just as fast."
"How far can you shoot?"
"With my bow I can easily shoot more than 500 yards, but not very accurately. If hunting I try to get within 200 yards."

The exuberant youth continues to ask questions about giants through the day until eventually the others yell at him to stop.

You strike up a conversation with Jib Jab, trying to teach more of the southern languages. Tara helpfully points out a few more loan words to speed things up but eventually even she has to ask for a break. The grating noise of stone tongue combined with the volume of a giant is rough on the rest of your companions. This despite them keeping a few dozen yards ahead on the trail.

Coming up on sunset the group has made good time with minimal rest breaks. You should only be a few miles away from the bend in the road which the native marchers confirm. The others dismount and move a short distance off the road to a more concealable position.

Riordan gets everyone's attention asking to speak but requesting that everyone (especially you) try to make as little noise as possible.

"We're within striking range of where this Necromancer was last sighted. They may only be coming out at night or they could have changed the way they operate since Ulf destroyed the fortifications. I want to hear opinions. Do we scout out the wrecked fort at night in the hopes of encountering them, or wait for daylight to try and follow any tracks they might have left?"

>What say you?
>>
>>4626684
>Guys I just realised we need to get Jibjab some proper gear as well
I was wondering if anyone would mention this. I would have brought it up again eventually.
>>
>>4626714
Track them in the daylight.
https://www.youtube.com/watch?v=80ydJxzCi68&list=PL0E4ueLAW1Nd2dAh7IuoM7wgZK5uRpkf6&index=71
>>
>>4626714
>wait for daylight
>>
"We should wait for daylight. I can not see as well in the dark and most humans can't either to my knowledge."

"Neither can most dwarves," Tara adds. "I have a magic item that lets me see at night but that would mean only two of us would be at our best."
"Kobolds can see a bit in the dark," you point out.

The ranger shakes her head.
"Between the language barrier and lack of equipment, he's more a liability right now."

Riordan nods. "I tend to agree. If there are no other objections we wait for daylight. Two hour watch rotation."

You look to Jib Jab. "We need to get you some proper weapons and gear eventually."

At first light the team breaks camp, but leaves the horses where you'd slept, proceeding on foot. The others move up towards the site keeping to the cover of the forest while you hang back slightly along the road. Once they're certain the fort is clear Riordan signals you to move up.

It looks like the Necromancer didn't make a lot of progress since you left. There are signs that he had his followers tried to dig up some of the rock you buried but made little headway. A new pile of rock that hadn't been there before is sitting near where you last saw the giant spider. Aeson reports that there are lingering traces of magic on the rocks in the pile.

You dig out one of the rocks you'd buried and hand it to the elf to inspect. After a few seconds Aeson shakes his head.
"If there was magic used on it I can't tell. It may have been too long."

Riordan frowns.
"So he brought the rock for the fort with him. Was there no quarry nearby? This is far less than a portable hole like those used by smugglers could contain."

Despite the amount of trampling the area has seen Tara easily finds sets of tracks coming in and going out. Some are a bit odd, looking more like someone had repeatedly stabbed the ground with sets of scythes.
"Tracks came in from north by north west and they head out almost due west running parallel to the road."

"You think he's going to build a new fort, elsewhere?" Ferith wonders.

"I hope not," says Riordan. "I'm wondering if we shouldn't cut to the chase and talk to the local orcs. There's a friendly tribe near here that trades with the city. They might know of any dissidents."

"Mostly friendly." Tara stresses.

>Which course of action would you argue for?
A) Stick near the road, see if you can follow the tracks to their destination
B) Visit nearby Orc tribe
C) Write in
>>
>>4626872
>B) Visit nearby Orc tribe
>>
>>4626872
>Visit nearby Orc tribe
https://www.youtube.com/watch?v=cjnllliXQT4&list=PLfR6C-Jk1bWtftxu684TTFha_CrH0XqDt&index=5
>>
>>4626872

>B) Visit nearby Orc Tribe

Probably not the ones we fought off on the way here, and may even be rivals to them. Plus, one of the zombies was an Orc, and if they're from there, the tribe may want revenge on the necromancer.
>>
>>4626896
>Probably not the ones we fought off on the way here
Considering that was more than 650 km away it's probably a remote chance.
>>
>>4626911

>650km away

Straight up forgot how much distance we travelled so far to get here. Yeah, unless there's some serious diaspora going on, should be fine to deal with them.
>>
"It these orcs are our allies then perhaps they will be angry one of those being controlled by this necromancer is an orc."
"Perhaps," admits Riordan. "I hope they'll respond well to a giant. Some of the tribes can have complicated history with giants in the marches."

Collecting the horses to set out for the nearby tribe, you ask what is complicated exactly.
"Unlike orcs in the south those in the north don't have as much experience in siege warfare. Any time there's been an attack on Silver Mantle directly they've needed to bring in Giants or Ogres to damage the walls. Giants don't always want to get involved in small person problems, right?"

This is true.

Heading north Tara takes the lead, explaining the situation with the tribes.
"The Stag Horn Clans occupy most of the lands within... a hundred kilometers of here. Nearly everything between this side of Silver Mantle and the river. The specific tribe we're going to are the Broken Horn. They used to make the best horn and bone weapons in the north."

"Used to?"
"They lost a lot of people in the last war. Orcs have moved on to iron smithing since then. Some of it learned from captured prisoners we think."
>>
Passing through increasingly dense forest until Tara finds a deer trail, it takes most of the day for the party to reach the Broken Horn tribe. A hill fort protected by palisades, the tribe are well warned of your arrival.

An older heavily scarred orc with no trace of hair left on his head stands outside the village gate. A group of four warriors are arrayed behind him, waiting to see what your group wants.

"Chief Uzbek." Riordan address the older orc, bowing slightly in respect.

The chief says a few words in orcish to his fellows then turns back to your group, speaking in an accent fairly close to that of some southerners.
"Daral Riordan, I swear we are not responsible for any kidnapping."

The human exchanges glances with your party ranger but lets the chief continue.
"My granddaughter just got a little bit carried away and the young man is only restrained so that he doesn't worsen his injuries while we treat him. My Shaman assures me -assures me- he'll be back on the road by morning.
No need for any kind of diplomatic incident that could impact trade relations. I would appreciate any help you could provide in... smoothing things out with the city, making sure nobody gets the wrong idea."

Your presence may have added an additional inadvertent layer of intimidation to the party's presence. This orc really doesn't want trouble. Or maybe he's trying to talk his way out of a problem he didn't count on.

"We're not here about any farmers sons who cant keep it in their pants Chief Uzbek. There may be a Necromancer in the area trying to block the west road."
Riordan explains the situation as best as able, calling on you to provide details. The more he hears the less happy Uzbek seems. Finally he snaps at his men who immediately head back through the village gate looking for someone.

After perhaps a minute or two Uzbek loses patience, asking that you all wait for him here. When he returns a half hour later the old chief is bleeding from a new cut on his face.

"Our tribe has something of a history with horn and bone as you may know. One of our shaman Gidjuvon hoped to find a way to reclaim some of that glory through the bone of the dead. I told them to stop and I thought they did, but instead they taught others. Now I have a hunt to organize."

"Do you know the name of who was responsible?" Riordan questions.
"Probably Uzakon. Bit of a hothead. His sister is the one I'm worried out. She'll probably head for the Palace of Bone and join up with one of the really nasty tribes up north. Doubt we'll catch her before she gets there."

Aeson speaks up. "We found traces of magic on the rock they were bringing in to build a fort. Do you know where Uzakon could be bringing it in from?"

"He's digging rock? I think I know exactly where you can find him."

The chief points to a location on a map Tara pulls out. It should be 30 kilometers to the west of here.
>>
"Good luck on your quest. I have to set my tribe in order and find out if I'm sitting on a coven of Necromancers."

Heading back inside the village the gate is soon slammed shut. As your group is preparing to set out again the gate opens once more and the chief drags out a mostly naked young human man by the arm. He seems to be covered in quite a few bruises.

"I'd appreciate it if your cleric could heal up this young man and send him on his way as I don't trust my shamans very much right now."

Ferith sets to it as the chief heads back inside. The rest of you discuss options with Riordan speaking up first.
"We're faced with the same problem as before. Do we risk a night battle or wait until closer to daybreak?"

A) Night attack
B) Delay until sunrise
>>
>>4627075

A) Night attack

If we wait too long, they'll either go to ground or cover up their trail. Strike while the iron is hot.
>>
>>4627075
Night attack
>>
>>4627090
>>4627082
Can I get a 1d100 for trying to not sound like a giant crashing through a forest.
>>
Rolled 32 (1d100)

>>4627102

Here goes.
>>
Rolled 98 (1d100)

>>4627102
Let's do better.
>>
Rolled 7 (1d100)

>>4627102
>>
>>4627126
That is clearly the noise made by an errant elk no giants here
>>
"Night battle. The more time we give him to prepare or escape the worse it will get for us."

Tara looks over her maps.
"If this is the area I think it is we might be able to position outside at the top of the ridgeline. Raining rocks and arrows down will put things in our favour. Your kobold and I could spot for fall of shot if we do engage at night. Which I'm still not in favour of."

Aeson may not have any fire magic but he can ready a few spells that could help out at night if there's no immediate action when you arrive.
"Better to get there and survey the situation as quickly as possible. Depending on what we find we can adapt our plans appropriately."

Riordan is a bit reluctant but holds the opinion of the mage in some regard.
"Fine. Let's move."

The young farmer, once healed, is sent packing and the group gets moving following more deer trails farther west. While the sun is still up Riordan urges everyone to cover as much ground as possible. Even if you engage at night there's not reason to wait forever and pass up a chance to scout the area.

It's is a few hours after sunset when the group slows. As you're getting closer to the ridge the others decide to dismount and urge you to be as quiet as possible. Within a minute you've managed to knock over a tree that must not have been too healthy, much to your consternation. Nobody dares move for several long moments until the shrill cry of an Elk snaps everyone out of it.

Tara shushes everyone and moves on ahead. You put Jib Jab down then begin ever so slowly moving forward. Once she's reached the edge of the ridge the ranger signals the rest of you to stop. She, Aeson and Jib Jab move to begin scouting for enemies.

Riordan and Ferith stay back with you and the horses, taking them over to a small hollow. Once that's done the soldier pulls out a dark blanket to cover his armor. Less reflection from star and moonlight, even if it is only a waxing crescent.

Shortly after midnight Tara comes scrambling back to your position followed soon after by the others.
"They're here I saw it. The skeleton spider. They're on the more south facing side of the cliffs. We can get into position and rain fire on them."

Jib Jab asks if you should demand the Necromancer surrender first.

A) No, they attacked us already
B) No because it would spoil our sneak attack
C) We could bluff and say they're surrounded
D) A+B
E) Write in
>>
>>4627193
>No because it would spoil our sneak attack
https://www.youtube.com/watch?v=pe1Aqy79YoY&list=PLpgyiRk-edat93ezdeCuHEc0hEe5E5P_k&index=8
>>
>>4627193
>D) A+B

They've already proven to be hostile and they're planning to attack travelers on the road. I believe that's a good reason as any to take them without warning.
>>
>>4627193

>B) No because it would spoil our sneak attack

The best sneak attack is when they aren't expecting it. A few heavy-ass rocks as an opening salvo should help sway the fight in our favour.
>>
>>4627196
>>4627197
>>4627222
You shake your head and talk as quietly as you can.
"They attacked us already and are preparing to attack others. Talking to them now would spoil our sneak attack."

"Quiet," warns Aeson as everyone begins to move.

Moving toward the southern cliff edge to get into position you begin checking for loose rock. Nothing much is available it would seem. You only have a couple of throwing stones in your pack. Fortunately you're still well stocked on arrows and have three steel ballista bolts.

Crawling to the edge you catch sight of movement down below. An orc riding a spider creature is definitely there and a few shambling bodies are moving rock you think.


>1) What are you targeting?
1A) Mage
1B) Spider
1C) Undead?

>2)What weapon are you opening up the attack with?
2A) Rock (x2)
2B) Bow and steel bolt (x3)
2C) Bow and conventional bolt (x28)
>>
>>4627257

>1B) Spider

>2C) Bow and conventional bolt (x28)

Hit them hard, and try and knock out their mobility in one fell strike.
>>
>>4627257

>1B) Spider
Larger target for us to hit. Also a chance to hit the mage riding, albeit a small chance but it is there.

>2C) Bow and conventional bolt (x28)
>>
>>4627257
>1B) Spider
>2C) Bow and conventional bolt (x28)
>>
>>4627257
>Undead?
Rock (x2)
>>
Roll 2d20
>>
Also stopping for the night.
>>
Rolled 10, 13 = 23 (2d20)

>>4627308

Spider bones
>>
Rolled 3, 7 = 10 (2d20)

>>4627308
>>
Rolled 20, 19 = 39 (2d20)

>>4627308
Night.
>>
Rolled 4, 1 = 5 (2d20)

>>
Rolled 6, 7 = 13 (2d20)

>>4627308
>>
What the fuck nobody sells wireless receivers anymore?! How the fuck else am I supposed to connect my desktop to my modem without a 30 fucking foot cable??!
>>
>>4627731
If running a cable is viable do it (use a flat cable if necessary)
If you have coax near your modem and computer use moca adapters
otherwise use powerline adapters
the only legitimate use case for wifi is portable devices
>>
File: percussive_maintenance.gif (1.81 MB, 480x368)
1.81 MB
1.81 MB GIF
New hardware acquired. I'll get a post up at some point tonight.

>>4627748
Bell messed up a bunch of the cabling ages ago so using the wireless was the simplest solution. I've been meaning to get it fixed so I can make use of the new fiber bundles that were put in on my street just before the outbreak.
>>
Gently tapping your nearby elven companion to get their attention, you make a hand gesture to the mage that you intend to target the spider. Aeson tells you not to attack until he's finished his opening spell. He then alerts the others to the plan.

Ferith is directed to stay well back from the edge of the cliff where there's no chance of him being hit. Riordan and Tara flank to the right, presumably to catch the enemy in a crossfire. Enough of the cliff has crumbled off to that side that they could also descend to engage in melee if they wanted. Jib Jab positions himself midway between the two groups, taking cover and making it difficult for anyone to spot him.

Tapping your shoulder to make sure you're ready, the elf begins casting. The temperature begins to drop slightly and then he stands, loosing a beam of cold into the spider. As the elf drops back into cover you're already standing and firing. The javelin sized arrow hits the spider center of mass, the impact causing the frozen construct to break and shatter.

You don't see exactly what happens next, due to ducking back behind the cover the of the cliff while drawing another arrow. Aeson finishes his next spell raising a magic barrier. It's soon tested by the necromancer as the same green bolts you were hit by a few nights ago impact the magical defenses. Much to your relief none of them penetrate.

Rising once more you fire again, the arrow passing through the barrier without issue and striking the orc. There's a bright flash of light from the orc's clothing as the impact of your arrow hurls him backward, limbs flailing as he tumbles. Despite a solid hit it looks like the arrow failed to pierce him. A smaller projectile fired by Tara meets similar resistance, shattering with a crackle of energy.

"Warding runes!" Aeson shouts. "Keep hitting him and they'll fail!"

The Necromancer stumbles to his feet narrowly avoiding your next arrow and shrugging off Tara's next shot. Giving a command to their followers three of the four zombies charge toward the cliffs. The puppeted body of the elf raises their hands and begins casting fire magic.

Your third arrow seems to break the remainder of the Necromancers defenses, as well as an arm. Before you can draw again you're distracted by a rather large fireball hitting the magic barrier. As the shield collapses and flame starts to get uncomfortably close Aeson raises his arms, summoning a new barrier made of ice.

>cont
>>
Readying another arrow you move to the left, trying to take aim around the ice wall. Steam and vapour are billowing from the walls edges but you manage to catch sight of Riordan. He's been making his way down into the quarry and leaps the rest of the distance, beheading one of the undead and smashing into the next with his shield.

Toward the back the orc is trying to take aim at the human, struggling to bring his staff to bear with his left arm. Before he can get his weapon on target he finds himself with a two inch wide arrow shaft pierced through the center of his chest. You follow it up with a second one through the heart for good measure, pinning him to the ground.

While you've been busy Tara managed to hit the undead mage with an arrow to the eye socket. Though this hadn't completely stopped it, it did buy time for Riordan to carve his way through the others and decapitate it.

Keeping your bow raised you cover the downed enemies until the human officer can inspect the corpse of the Necromancer.

"It is over yet?" Ferith asks, sticking his head out from behind the rapidly vanishing wall of ice.

Riordan, Tara and Aeson are spending a great deal of time checking each of the bodies, the ranger mostly just holding a torch for the other two. You've recovered the arrow that missed and the smoking remains of those that struck the magical defenses. For now the others have asked that you leave the other two in the Necromancers body just in case.

Ferith is the last to join all of you down in the quarry and looks to you and Jib Jab.
"What do you suppose they're doing?"

>What say?
>>
>>4628855
Collecting stone to rebuild?
>>
>>4628855

Probably checking the bodies for identifiers before getting ready to put them in the ground. See and cross-reference in case it was people who went missing, so that they can give the families closure.
>>
>>4628855
Making sure they're dead-er? I dunno don't know much about zombies other than they don't redie easily
>>
I'm going to be busy for a good part of tomorrow and monday. Hoping to run through the day on tuesday.
>>
>>4628855
checking for signs the necromancer wasn't working alone
>>
>>4628855
Looting the bodies.
>>
You consider the young man's question then answer that they're looting the bodies.
"Really?"

You laugh.
"No. They're probably making sure these bodies stay dead, or maybe figuring out magic used on them. There may also have been reports of missing persons that the bodies need to be checked against to notify families."

"Those make sense. Thanks for answering."
"No problem small one."
Taking a moment you consider a question of your own.
"You're a cleric, shouldn't you be the one helping these undead pass on?"
"I'm still very new at this. I can only do healing and the removing of disease and poisons. Those sort of things are left for more experienced clerics, and I suppose some mages."

It's hard to tell with elves but having see Aeson at work he seems old to you. Careful. Odds are good he's seen quite a bit in terms of magic and that's the real reason he was brought along.

Once the trio have finished their investigations they collect the heads of those killed in a fairly mundane bag and prepare to burn the bodies. Some drift wood is piled up into a small pyre but it should be large enough. The Necromancers body is thrown on top of the pile last, head removed and placed near their feet.

Before they can set fire to it all you consider the orc's clothes. Their warding runes held back even your arrows, if only briefly. Did you want any of his stuff or will you let it burn?
>>
>>4630492

Let them burn. The damage from the arrows will probably make them only good for rags. The runes probably came from the necromancers spells, rather than anything in the clothing itself.
>>
>>4630492
Let it burn who knows what other spells might be woven into them
>>
>>4630492
ask if our kobold want them, if not let it burn
>>
>>4630652
+1
>>
>>4630492
>let it burn
no magic clothes from sketchy sources
>>
>>4630652
+1
>>
"Jib Jab, do you want any of that orc's clothes? They're far too small for me but you're a bit closer in size."

Thinking it over the kobold nods seeming to like that idea. One of the Necromancers bracers could be used as a chest piece with a bit of work.

"Hold," you call out. "I want part of his armor for Jib Jab."

The others consider, Riordan eventually shrugging and looks to Aeson. "I dont see why not. Will the mages magic linger? Could is still be a threat?"
"That is one concern of mine, though a lesser one. The magic in them is broken but these runes could be replicated or repaired by an enchanter. Perhaps without even realizing that they are necromantic runes."

"Is that bad?" you ask.
"Not in the strictest sense. Just if they proliferate it will make it harder for the guard and the Paladins to track the work of other Necromancers. There may also be side effects to such magic I don't know yet. It could be nothing."

So as long as you dont sell the rune patterns to anyone shady it should be fine. It will just mean paying a bit more to whichever mage repairs it. Then again there might be a market for such protection.

A) Sell pattern to an enchanter to have a duplicate rune made cheaply.
B) Pay to have it quietly repaired for Jib Jab. (No copies)
C) On second thought you'll find other means of protection. (Burn it.)
>>
I suppose you could also just have the rune destroyed and use it as a piece of conventional armor you don't have to pay for.
>>
>>4632605
>don't have the rune repaired
>>
>>4632705
>>4632728
I'm going to count this as
>D)
>>
>>4632605
D.
https://youtu.be/2QX5UeM-ZzY
>>
>>4632605
D
>>
"Won't bother with the rune. It should work well enough just as a piece of leather armor for someone his size."

"Very well." With that the elf removes the least damaged bracer from the corpse and tosses it to the kobold. He seems quite grateful for the additional equipment.

With the pyre lit everyone backs up to a safe distance.
"Nothing else shiny on him?"
"Not really," answers Tara. "Just some dye, mineral pigments and other junk only a mage would find useful. Aside from the armor the only other thing of value is the staff."

Aeson soon answers what is to be done with the Necromancers weapon when he breaks it in half. Sickly green sparks of light and smoke start to spray out of the broken ends before fading a short distance away. The elf hurls both pieces into the growing flames which flare bright with the added fuel. As the staff burns the flames coming from it turn a brighter shade of green before it collapses into ash.

When there are no signs of bodies reanimating the group heads back to the top of the cliffs to collect the horses and set camp. Everyone gets a few hours sleep before sunrise.

Heading east the party returns to the Broken Horn tribe and informs Chief Uzbek of the Necromancers death. His description matches that of the missing Uzakon. He doesn't know who any of the others were. It looks like Riordan recovered a pair of flimsy metal medallions from two of the bodies. After leaving the village you ask about them.

"Registration tags. The Imperial Army uses them in the south but some of the larger mercenary groups are starting to use them to help identify bodies of those killed in battle."

Tara speaks up. "Only because it makes it harder for someone to commit fraud."

Riordan continues.
"The human and the half elf were with the Red Blades. The southern elf should be easy to match up with mages reported missing. I have no idea who the orc is."
"Freed slave most likely," Aeson speculates.

This concept hasn't really occurred to you before. You're a giant and would be fairly easy to identify. For small folk who are much more numerous that would be more difficult. Maybe you should think about getting Jib Jab registered as a mercenary with the MMRC?
>>
>>4632931
>Maybe you should think about getting Jib Jab registered as a mercenary with the MMRC?
after another 2 or three jobs (or 1 long job)
>>
>>4632940
+1. Let him build up some renown first.
>>
>>4632931
Don't register Jib.
>>
>>4632964
>some renown first
My intention is for him to become more loyal to us so he doesn't leave us to make his own career
>>
Travelling along deer trails for the rest of the day the party stops for the night some 30 kilometers from Silver Mantle. You're at the edges of the land claimed by the city for settlement. There are a few farms this far out but not as many as along the south road. Proximity of orc tribes, even friendly ones, seems to be enough of a deterrent to most settlers.

With the sun up and roads clear the team reaches the city gates in just a couple of hours. Riordan thanks you for your help. That would have been a more difficult fight without your bow.
"I hope to work with you again in the future Ulf. Both of you. With any luck it will be in less dire of circumstances."

The officer gives you paperwork to pick up your payment from the MMRC. It's equivalent to 4 gold. Not a huge payout but most mercs would consider that to be a month's wages. It's enough to bump you back above 1800 silver.

Before you can look up any other jobs you hear a noise from far above. You and many others look up into the sky trying to trace the source of the steady high pitched whine. Then breaking through the patchy cloud cover you spot it, a small airship. Small by airship standards that is. It still looks to be a fair bit more than 100 feet in length.

With a cigar shaped central body and smaller outriggers with engines linked by wings, it's a type you've never seen before. It's also moving quite quickly, circling the city once before beginning to descend towards the center of town.

Did you want to investigate or see about what other jobs are available?
>>
>>4633125
>Did you want to investigate
Sure, why not?
>See about other jobs
No.
>>
>>4633125
>investigate
later make friends with some other giants
>>
>>4633125
>Investigate
>>
Curious given what you've heard about airships wanting to avoid the north until it's more developed, you decide to investigate. Heading away from the hiring hall and heading east along the main street, you watch as the airship continues to descend. You're not the only one. The rare sight is drawing large numbers of onlookers.

You catch an older shopkeeper out on the sidewalk speaking to a few others.
"If they're looking for a landing pad inside the city walls they're out of luck."

That doesn't seem to deter the crew as the craft comes in to hover over an open area you've passed a few times. There's an open square located midway between the foundry, sawmills, tanner and shop districts. You thought it a bit odd that most of it was an empty walled off section that descended some distance, but hadn't bothered looking to see how deep it was.

"It's heading for the atrium!"
"Don't let them land in it, they'll crash down into the lower city!"

Passing a few shops and a large billboard advertising potions you get a good look into the square. The "Atrium" it seems goes down quite a few levels into the dwarven built parts of the city that are underground. From your current angle you can't actually see the bottom but it was at least four stories.

Coming in above the square the pilot reverses engines, still descending. There is a great deal of noise as the propellers change speed, slowing the craft to the side somewhat so as to avoid the gaping hole in the ground. Still drifting slightly it extends landing legs and sets down mostly over one corner, the bulk of its supports touching down on hard earth.

Both engines are quickly wound down allowing a deafening silence to settle over the square compared to the noise the aircraft had produced previously.

https://www.youtube.com/watch?v=sb2GH-9c0h0 [FFIX - The Play Begins]

Though you cant quite see it you certainly hear the sound of a hatch or other similar sized piece of metal slamming down on the street. Suddenly a dapper looking fellow leaps down from the airship, accompanied by illusory flashes of colour and music. The human removes a pair of goggles and waves to the crowds.

"Thank you, thank you! Another impeccable landing by the daring, the astonishing, the death defying Baku Atys!"
He bows to those nearby, a few people clapping in excitement at the magical fireworks.

Behind him another man more carefully descends the ladder, this one wearing the dark red robes of a powerful mage. They certainly look the part, with a long white and grey beard that extends almost to their knees.

"I don't have time for this Baku, I have mithril to forge!" The wizard exclaims.
Once down on ground level he begins looking for something or someone. That someone soon finds the pair of them. A contingent of dwarven guards from the lower city soon arrive.
>>
The dwarves to not appear happy with the improvised landing location.

"Remove your airship immediately. You're posing a danger to the lower levels of the city by landing here!"
"I am Tavolk," the older wizard declares. "Either get out of my way or show me to the forges, I'm a busy man."

The dwarven captain has half his men escort Tavolk to the lower city while the rest try to disperse the crowd. They don't meet with much success as more people are arriving to see what all the commotion is about. Eventually they do convince Baku to at least reign in the illusion magic he's using to entertain people.

By the looks of it there's some kind of problem, and though you can't tell what they're saying, it looks like Captain Atys is unable to move his ship for now. Guards from other parts of the city are slowly arriving and begin setting up a perimeter. With people continuing to pour in at this rate the entire city may turn out. You spot a few of the other giants in town arriving from the direction of the sawmills.

Was there anyone you wanted to search out or talk to? Or would you rather visit other parts of town while all eyes are focused here?
>>
>>4633296
Meet with the other giants for now and watch the situation unfold.
https://www.youtube.com/watch?v=cPQ31dlO1Zg&list=PLEE9B8E4750CB344A&index=16
>>
>>4633296
Get more equipment for JJ, maybe a weapon.
>>
>>4633296
talk to the other giants
>>
Deciding that you've put off meeting with the other giants in town for too long you attempt to move in their direction. Despite the crowds many of those gawking are starting to find better places to look from so that traffic can resume. Able to move once more you soon greet the trio of approaching giants.

"You must be the new fella!" says the woman among the group, speaking up before either of the other two get a chance. Her voice rings out louder than the smaller folk nearby probably appreciate.
"I'm Flora, this is Cirus and Argen."

Cirus gives a curt nod.
"Always good to have a few more giants in town. What's your weapon of choice?"
"Stone or bow," you reply.

This gets a deep bellied laugh from Cirus.
"Finally. Get some proper giant combined arms going in this neck of the woods."

Flora grabs the more balding of the two giant men by the shoulder giving him a bit of a shake for emphasis.
"The quiet one here is Argen."
"Hate demons." he growls out.
"He hates demons, that's his thing. He's been training to be a Paladin. Cirus is the soldierly type and I'm a spellblade."

You look between the trio.
"Are there many more giants around? It's not often there's so many of us in one place."

"The only other giant in these parts is old Vaft," Flora explains. "He's a stone druid that likes working with the dwarves, but isn't one for crowds."

Cirus seems to disagree with part of that.
"He's not the only other giant out here. I've heard there are a few giants across the river to the north."

>What say?
>>
>>4633414
How has this neck of the woods been treating you?
>>
>>4633414
"I found the Big House already, any other places like that I should know about?"
>>
"I found the Big House already, any other places like that I should know about?"
Flora frowns.
"Eh, not many I'm afraid. There's only one bar big enough for us that will put up with our kind. It's easy to find. The other one kinda caught fire after an incident with an elemental. I suppose we can still technically visit the two brothels but then you have to deal with people thinking you're the hired entertainment for the day."
She shakes her head at that.
"Small folk can be weird."

Cirus speaks up with a few more places of importance.
"Saw mills and masons can always use some extra labour in the off season. Make sure you know where Holding is located. It's near to the guard barracks."
"Holding? The pens by the southern gate?"
"No, no, the slave holding. Most giants do not care for it, but the tribes take prisoners in raids and trading hostages is less bloody."

Yes, you'd been told about that. At least you'll know where it is.

Flora tries to think of what else might be immediately useful. You've already visited an armorer but getting on the good side of the dwarves can help with cutting costs.
"We generally don't need it but the potion shops can be useful too. They're right around the corner here on this island in the road. Fork in the road? All the best ones are right here."
She points to a cluster of buildings just west of the atrium. They seem more sturdily build than most others.
"It's for when they explode, so they dont take the rest of the block with them."

>How has this neck of the woods been treating you?
Argen actually speaks up first this time.
"It's nice. Not many demons. Could still be less demons though."
He gives a hateful look in the direction of a particular shop.

Cirus gives Argen a reassuring pat on the shoulder then tur