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Inspired by two similar quests running this winter.

You were born in the fiercest fires of the mountain, forged plate by plate under the hammer of a mage smith -- one of the few that exist. When you were complete, you held no will of your own, made only to serve the king to whom you've been gifted. Decades passed as you did exactly that, accomplishing various requests, travelling the lands to defeat your lord's foes.

Everything changed with the pivotal mission which would become the last one for you. Sent to accompany a party of adventurers to defeat a dragon and seize the ancient being's riches, you faced its hellish breath, and should have met your end, melted under the extreme heat. However, this was only the beginning.

The magic that bound you wouldn't shatter so easily. Years passed, and slowly, but surely, your deformed, rusted body came together, with one difference. A mixture of draconic flame and weakened ancient sorcery gave birth to something unexpected: a soul. You were free now, not bound by ethereal chains to the whims of your master. New feelings you've never experienced before now invaded your mind. What to do about them is yet to be decided.

Standing up, you look around, and realise that one of the parties that came after yours succeeded, evident by the dragon's remains and missing treasure. You drag your battered form towards the exit of the cave you're in, and take in your surroundings. You're standing amid the snowy slope of the mountain where the dragon dwelt. To the north, there's a little village on the shores of the sea. To the west, a long road winding between the hills and forests. To the south, a castle at the foot of another mountain, seemingly abandoned, with a tower already collapsed. To the east, more mountains.
>Head towards the village. Perhaps there's a blacksmith who can fix you.
>Follow the road. It may lead you to some kind of town.
>Investigate the castle. Maybe there's something valuable there.
>Write-in
>>
>>4985519
>>Investigate the castle. Maybe there's something valuable there.
>>
>Head towards the village. Perhaps there's a blacksmith who can fix you.
>>
>>4985519
>Investigate the castle. Maybe there's something valuable there.
>>
>>4985519
>Investigate the castle. Maybe there's something valuable there.
>>
>>4985519
>Head towards the village

A blacksmith and a living suit of armor? What better friendship could there be?
>>
>>4985519
>Investigate the castle. Maybe there's something valuable there.

Heyy, I remember this queest.
>>
>>4985519
>>Investigate the castle. Maybe there's something valuable there.
>>
>Head towards the village.
>>
>>4985519
>Investigate the castle. Maybe there's something valuable there.
>>
>>4985519
>nvestigate the castle. Maybe there's something valuable there.
>>
>Investigate the castle.
You descend into the coniferous forests that make up the lower level of mountainous flora, and walk towards the castle. After a trek through the woods, you approach the decrepit structure, its gate long broken, fallen apart. Having entered the castle, you notice patches of ash here and there, and stones making up the walls blackened by fire. It seems that it was abandoned long ago due to the dragon's attack.

Taking a look around, you see two buildings to your right; if you'd take a guess, they should be an arsenal and living quarters for the soldiers formerly stationed here. To your left, there are stables and two towers, one of them collapsed, the other giving off an eerie feeling when you look at it. Finally, in front of you is the keep itself, probably where the commander of this place lived. It is covered in a suspiciously large amount of spiderwebs.

Judging the barracks and the stables to probably hold little valuables, you enter the arsenal first. Inspecting the various weaponry and armour left here, you see that most of these are rusted, useless. You do, however, find some weapons that have withstood the relentless march of time.
Which of them did you pick up?
>A two-handed sword
>A one-handed sword and a shield
>A two-handed mace
>A halberd
>Write-in

Where do you go next?
>The keep
>The tower
>You've obtained what you came here for, leave the castle (if you choose this, specify where to go next)
>>
>>4986709
Sword and shield, as God intended
>>
>>4986709
>>A halberd
polearms are GOAT
>>
>>4986709
>A halberd
>The tower
>>
>>4986709
>Sword and shield
>Take the mace as a back up

>Keep
Strongest part of any castle.
>>
>>4986709
>a two-handed sword
Acquire the Bass Cannon
>>
>>4986709
>A two-handed mace
Fuck everything, this will be perfect since we're not a frail fleshbag.
>Keep
Let's claim the throne and assert dominance over the giant spooders.
>>
>>4986778
+1
>>
>>4986778
Fuck it, supporting this instead
>>
>>4986709
>A halberd
Coolest Weapon, bar none.

>>4986778
>Keep
>Let's claim the throne and assert dominance over the giant spooders.
Hell yes, we shall be the Lord of Spiders!
>>
>Sword and shield
Armor alone is never enough.

>Keep
>>
I was ready to call the vote, but it seems like there's a tie between sword and shield, and two-handed mace. I'll give anons 1 more hour to break it, and if it isn't decided by then, I'll roll.
>>
>>4986709
>>A two-handed mace
bonk
>>
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>Two-handed mace
You decide to pick one of the heaviest options, a two-handed mace. It is a mighty weapon, capable of crushing both bone and armour, but a slow one. Should you meet a nimble opponent, trouble is certain to come.
>The keep
With your newly acquired mace on the shoulder, you leave the arsenal behind and approach the keep. It is simple, yet sturdy, evidently constructed by a master mason. Its walls smooth, with stones carefully joined together; the tall windows offering an excellent view over both the inner yard and the surrounding landscape, but... is that something moving beyond their frames?

Opening the great doors, you emerge into the main hall, and your suspicions are confirmed: it is a giant spider den. Although there is no truly huge matriarch among the arachnids, there are a lot of them, at least a dozen, skittering along the walls, weaving their webs between the columns supporting the partly collapsed roof. Besides, with your metallic skin stained by quite a bit of rust, their mandibles may hold enough power to crush you, and it would seem they're intent on doing exactly that, approaching you to banish the intruder from their lair.
>Attempt to scare off the spiders by clanging your plates and taking an intimidating stance
>Crush a few of them; the others will run in the face of overwhelming power
>RUN
>Write-in
>>
>Crush a few of them; the others will run in the face of overwhelming power


We're here to kick ass. Let's put this this weapon to good use.
>>
>>4986988
>Crush a few of them; the others will run in the face of overwhelming power
Establish dominance by crushing whoever seems to be the "alpha" of this pack, we shall be the Lord of Spiders yet!
>>
>>4986988
>Crush a few of them; the others will run in the face of overwhelming power
>>
>>4986988
>Crush a few of them; the others will run in the face of overwhelming power
Stay near the entrance so they can't completely surround us.

Should we meet a nimble opponent, infinite spin attacks are certain to come.
>>
>>4986988
>Crush a few of them; the others will run in the face of overwhelming power
Splat
>>
>Crush a few of them; the others will run in the face of overwhelming power

These creatures only recognize and fear strength, I intend to show them that I have it in ample supply.
>>
>Crush a few of them; the others will run in the face of overwhelming power
Alright, roll 1d100 Bo3, DC: 65
>>
Rolled 30 (1d100)

>>
Rolled 33 (1d100)

>>4988040
Oh dear.
>>
Rolled 5 (1d100)

>>4988040
>>
>>4988043
>>4988046
>>4988053
Uh oh
>>
Rolled 95 (1d100)

>>4988057
Don't worry, we can't die because we were technically never alive.
>>
>33 - Failure
You grip the mace tight and launch your assault against the spiders. Sometimes your weapon finds its target, and an arachnid dies with a loud "CRUNCH!", however, most of your attacks miss, dodged by the beasts. One unfortunate swing makes you lose your balance, and the moment you fall, the spiders are upon you, trying to ensnare the intruder in their sticky, strong nets.

After an intense battle on the floor, you finally manage to stand up, but one of your forearms is missing, destroyed by the enemy. A single arm is insufficient for your two-handed weapon, and so you flee the eight-legged monsters' lair. While their numbers have been thinned, it is probably not a very good idea to visit the keep again before getting yourself repaired.
Where do you go now?
>Eerie tower
>Village by the sea
>Follow the road you've seen from the mountain
>Write-in
>>
>>4988066
>Village by the sea
>>
>Village by the sea
I miss the smell of the sea's salty breeze...
>>
>>4988066
>Grab the sword from earlier and enter the eerie tower
We're not leaving until we run out of arms.
Not like we can pay the blacksmith anyway.
>>
>>4988066
>Grab the sword from earlier and enter the eerie tower

Get our damn arm back
>>
I was ready to call the vote, but there's a tie, again. I'll wait an hour for someone to break it, then roll if it's still undecided.
>>
>>4988066
>Grab the sword from earlier and enter the eerie tower
It's too early to leave, we must explore all the things.

On a different note, if we come across other sets of armour I want to try and see if we can infuse them with a part of our soul. Not enough to give them sentience in the same way we have, but enough to give them agency and allow them to be commanded in the same way we were before the dragon fire gave us a soul. It'd be pretty sweet to command a platoon of living armour.
>>
>Grab the sword from earlier and enter the eerie tower
You return to the arsenal and pick up another weapon -- a sword. Without a shield you're not as protected, but it's better than fighting with your bare hands or an unwieldy mace in one.
Having acquired a weapon, you enter the tower and begin you ascent to the upper floors. The smooth stone steps lead you first onto a floor housing great piles of ash and book remnants. Sometime in the past, before the dragon's attack, this most likely was a grand library. One has to wonder who would need such an expansive collection of literature. The next floor answers this question: it is a workshop with strange contraptions of glass and metal, now broken apart, but surely having served their share in a mage's experiments. There is little useful here, as well.

The final floor is the mage's study and living room. There's a wooden bed, its mattress long left unused, a desk stacked with all kinds of dusty papers, and bookshelves sheltering some manuscripts. Oddly enough, the room was left untouched by fire, perhaps due to a preemptively constructed protection spell, perhaps due to sheer luck. Regardless, what attracts your attention the most is a ghost floating about. It seems the residual magical power from experimentation has caused one of the souls to get anchored to this place. "Must... work... dragon... dead... guard..." -- it murmurs in an ethereal tone. Noticing your arrival, the revenant approaches you. "You!.. get... out!.. my... watch..." -- it angrily declares. The ghost is a magical being, as such, regular weapons won't work on it. However, you magic-imbued plates are sure to deal some damage to its blurry body. Alternatively, you could try channeling the energy within yourself into the sword, although without magical knowledge this is a risky affair.
>Attempt to reason with the ghost and put the tormented soul to rest
>Try to channel the energy into your sword and attack the ghost
>Smash the ghost with your bare fists. This will, most likely, work, although there's a higher possibility of sustaining damage as well.
>Write-in
>>
>>4988439
>Slowly step back to show you mean no harm
>Attempt to reason with the ghost and put the tormented soul to rest
>(If possible) Ask if it could help you get your arm back

We can help the ghost, not like we have better things to do.

Since we don't have to worry about eating, sleeping and nonlethal injuries, are there any downsides or weaknesses to being a living armor?
>>
>>4988439
>>4988474
+1, he's probably still lingering around because he thinks the Dragon is still alive. Proof that the Dragon is gone is probably all we need to free him.
>>
>>4988474
While you are very resistant to physical damage, magic can still hurt you, especially since you're a magical being yourself. Also, you feed on magic power flowing throughout the world, most of the time it's enough, but if you overexert yourself, you may need to rest for some time and regain lost strength. That's about it I guess.

To be completely honest, I haven't really thought about this in depth, so anons may as well vote if they want harsher drawbacks to make the quest more interesting, and if they do, then I'll ruminate on it a bit more.
>>
>>4988474
I concur. Time for deplomacy.


Downsides definitely include rust, and inability to feel pleasures of the flash
>>
>>4988565
Hoard the mana and stab the mages, got it.
Can we collect other armor pieces to fix our body? That'd be amazing.
>>
>>4988439
>Attempt to reason with the ghost and put the tormented soul to rest
>>
>>4988474
+1
>>
>Attempt to reason with the ghost and put the tormented soul to rest
We've taken enough damage already, now's the time for words.
>>
>>4988439
>>Attempt to reason with the ghost and put the tormented soul to rest
>>
>Attempt to reason with the ghost and put the tormented soul to rest
Roll 1d100 Bo3, DC: 70, it's kinda high because this is literally your first time speaking ever
>>
Rolled 5 (1d100)

>>4989420
Can't wait to lose another limb.
>>
Rolled 91 (1d100)

>>4989420
best of 3, here we fucking go
>>
WE ARE BASED LIKE THAT, LET'S FUCKING GOO
>>
Rolled 79 (1d100)

>>4989420
nat 1
>>
>91 - Success
"Ghs... Gohs... Ghost, list'n t' what I have to say" -- your voice is unwieldy, hissing, echoing around your inner hollows before coming out. -- "the dragon iss dead. You need not maintain your watch any longer."
After a brief astonished silence, the revenant replies: "What? Show me... I have to see... with my own eyes."
It takes a while to get back to the dragon's cave, but it's better than exchanging blows with a possibly dangerous spectre. Upon confirming that the great reptile is, indeed, dead, your companion lets out a relieved sigh.
"Thank you... I can finally rest..."
"Wait!" -- you exclaim. -- "My arm... can you do something about it? Return it to me somehow?"
"No... I can only lend you my power, whatever remains of it. This is my thanks for your kindness..." Torrents of magical energy emit from the ghost's outstretched hand and form into an ethereal one right where yours is missing. It flashes once, and then dissolves into thin air. You feel a surge of power within.
[You have gained a one-time spell: Ethereal Hand. You may invoke severe fatigue, or death for lesser creatures, by touching them with an ethereal hand.]

Returning to the tower, you look through the manuscripts on the bookshelves. While you do not understand any words since you've never been educated in writing, several books stand out to you. One, with drawings of fire, water, earth, and wind. The other, with depictions of some complex arcane patterns. The third, with pictures of armour covered in glyphs and some kind of semitransparent strands. You take all three of them with yourself, putting them into your inner hollows. Perhaps there's something to learn here in the future.
Where do you go now?
>The keep. You want revenge for your arm, damn it!
>The village by the sea. Vengeance in this decrepit state is sure to fail.
>Follow the road somewhere.
>Write-in
If you choose either the village or the road
>Do you exchange your weapon for the mace or keep the sword?
>>
>>4988638
>Can we collect other armor pieces to fix our body?
Yes, you can. A blacksmith can, theoretically, forge a few parts for you to absorb. There is, however, a limit to how much you can attach to yourself, so you can't go around collecting parts and become a steel monstrosity yet.
>>
>>4989509
>One, with drawings of fire, water, earth, and wind. The other, with depictions of some complex arcane patterns. The third, with pictures of armour covered in glyphs and some kind of semitransparent strands
Cool, we found some dank magic tomes. We must teach our dumb ass to read so we may become a Mage Knight in the future.

>The village by the sea. Vengeance in this decrepit state is sure to fail.
>Do you exchange your weapon for the mace or keep the sword? - Yes
All credit to a cool big mace, but unfortunately we're not Sauron at the moment and can't one-handed smash with one. The sword will let us have a way to defende ourselves on the way to the village.
>>
>>4989509
>The village by the sea. Vengeance in this decrepit state is sure to fail.
>Do you exchange your weapon for the mace or keep the sword?
Keep sword.
QM, can we can carry another weapon on our back? What's our strength like?
>>
>>4989509
>>4989523
I just realized that I'm retarded and I meant to type "Yes, keep the sword", not just "Yes".
>>
>>4989509
>The village by the sea. Vengeance in this decrepit state is sure to fail.

>>4989514
Shit QM I can imagine a steel katamari rolling around everywhere.
>>
>The village by the sea. Vengeance in this decrepit state is sure to fail.
I really want to go to the sea.
>>
>>4989541
Yes, you can, your strength is on par with a trained human fighter, maybe even more. Magic keeps your body together and sends commands to your limbs, but its power has boundaries just like with regular muscles.
>>
>>4989562
Voting to carry the mace on our back until we can make use of it once more.
>>
>>4989562
>>4989568
Yes, if we're allowed to bring the Mace on our back I'll support it too.
>>
>>4989509
>The village by the sea. Vengeance in this decrepit state is sure to fail.
Since we were built to be in service to a kingdom, lets ask around to see how it's been doing. Probably been awhile.
Also keep the sword
>>
>>4989509
>The village by the sea. Vengeance in this decrepit state is sure to fail.
I'd go with keep, but it's too late for that vote.
>Do you exchange your weapon for the mace or keep the sword?
Keep the sword and strap the mace to our back. Changing weapons is more efficient than reloading.
>Look around for abandoned armors

>>4989514
Fucking fabulous. We're gonna look rad with different armor pieces matched together.
>>
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>The village by the sea
You return to the arsenal, and after wrestling with the mace for a while, you manage to insert its pole between two plates on your back. Looking around, you try to find some armour to possibly repair yourself with, but those pieces that you find are either in worse condition than you, or made of leather and cloth, likely meant for footmen, not knights. Besides, these are mostly wide plates meant for torso protection, no gauntlets to replace your missing arm.

Having taken a last look around the building, you leave the arsenal behind and begin making your way towards the village. Sunset colours everything red and orange by the time you finally enter the streets. Passing by rows of little, sturdy wooden huts and workshops, you see that your arrival has not gone unnoticed. An elder human with a white beard approaches you, accompanied by a small crowd of onlookers.
"Greetings... ah... Knight? What brings you to our little village? You arm is missing, your armour rusted; do you require aid?"
"Hail to you, elder. I do need your help, indeed. My form is battered, deformed, as you see. Is there a blacksmith here who could fix me?"
Your ethereal, hollow voice stuns the people around you. Murmurs spread among the crowd. "A monster!", "Drive it away" are some of the things you sense at the edge of your hearing.
"What... are you?" -- the village elder responds after regaining composure.
"I am what you see -- an armour, nothing more, nothing less. I mean no harm, unless your people are hostile to me." -- you answer, deciding straightforwardness to be the best approach.
The elder thinks for a moment, and replies with a shade of steel in his voice:
"Well... If that is true, you are welcome to stay as long as you wish. However, we will be watching you. I hope you won't bring any trouble to us, either." -- he relaxes a bit. -- "Come. I will show you to the blacksmith."
Following the elder, you notice that people are, nevertheless, wary of you, hiding their children and avoiding your path.
What do you make of it? Your soul stirs...
>It is best to be patient. In time, they will understand that you don't pose a threat.
>It is best to be wary, as well. You can never know when their fear of unknown will turn them against you.
>Write-in
>>
>>4989746
>It is best to be patient. In time, they will understand that you don't pose a threat.
Remember our purpose. We have fought to protect the realm of our Lord for decades, which would most likely include these villagers. They might not understand us, but to even think about turning our weapons on those we are sworn to protect invalidates our whole existence.
>>
>>4989746
>Be patient. In time, they will understand that you don't pose a threat.
But also
>Stay vigilant
We will eventually prove ourselves to be a bro, but for now someone might want to try and disassemble us when we're not looking. Just be aware of that.

We should ask the blacksmith if they have any arm plate/gauntlet outtakes, since our form doesn't rely on how tough or shapely the plates are for survival. Also grab some straps to attach our mace and sword. No need for sheath since we literally can't cut ourselves, lmao.
>>
>>4989746
>It is best to be patient. In time, they will understand that you don't pose a threat.
>>
>>4989746
>>It is best to be patient. In time, they will understand that you don't pose a threat.
>Stay vigilant
Dumb people do dumb things.
>>
>>4989840
>ince our form doesn't rely on how tough or shapely the plates are for survival
Makes me wonder, could we just glue some lumps of metal onto our arm if we really needed to? No hand, just a fat iron club.
>>
>>4990017
hidden blades
>>
>>4989746
>It is best to be patient. In time, they will understand that you don't pose a threat.
It's not like they can hurt us.
>>
>>4990121
Hey, we can become a porcupine. How far can we go with wacky "body" modification do you think? Add on two arms and legs, become a spider. That'll show those overgrown house pests.
>>
>>4989746
>It is best to be wary, as well. You can never know when their fear of unknown will turn them against you.
>>
>It is best to be patient. In time, they will understand that you don't pose a threat.

>>4989840
>No need for sheath since we literally can't cut ourselves, lmao.
What about protecting the edge of the weapon to get dull?
>>
>>4990748
Fair enough, but it is not absolutely necessary in case we can't pay for it now. Only in the long-term.
This made me think about something more important, though. We will have to get a hooded cloak to protect our entire body from rain, unless we want to become one rusty fucknut.
I sure do enjoy planning around unusual character needs.

We should use our visit to the blacksmith to ask the elder if he has any mercenary work that needs to be done. That will help avoid extra interaction with locals for now. Also mention the castle that we visited, maybe they knew about the spectre or will find interest in the tower's remaining documents or something.
>>
>It is best to be patient. In time, they will understand that you don't pose a threat.
People naturally fear that what is unusual. You decide not to hold any resentment against them for it. Perhaps a bit naive, but kind and considerate.
Even from some distance, the loud blows of a hammer against metal reach your hearing. The workshop is a bit away from the village; the blacksmith's craft is dangerous, should fire break out, it is best to contain it in one building, away from the main body of the settlement. Entering the smithy, you see various tools hung on the walls, both agricultural and metalworking, illuminated by the fire roaring in the furnace. The blacksmith himself is a burly man, as is right for someone of his profession. Sweat rolls down his face as he hammers away at something fiery red on the anvil.
"Alexander," -- addresses him Elder Wulfric, who offered you his name on the way here. -- "our visitor here requires your aid. Don't be surprised, it's a living armour suit. Could you do something about all the rust and his missing arm?"
The big guy stops his work and frowns at these words. He studies your form for a while before responding.
"A living armour, eh? That's interesting. My trade's mostly tools, but I reckon I could do something about it. My master taught me a thing or two about weaponry and armour. How's he going to pay, though? I don't imagine there's coins rolling in that hollow body of yours?"
"I have no money on me, indeed." -- you reply. -- "Is there some work that needs to be done here?"
"Well... you could always help me around the smithy for a two weeks or so, that'd be enough considering how badly wounded, so to speak, you are. There's a better offer, though. Judging by your weapons, you're a warrior, right? There's been some bandits skulking around the nearby forests, robbing travellers. Traders pass rarely here now, and I'm always short on iron 'cause of that. Deal with them, and I'll consider your debt paid. You up for the task?"
>"Sure, that's right up my alley"
>"Actually, there's a castle back there, I could search it for valuables and bring them to you."
>Write-in
"Also," -- the blacksmith continues. -- "I didn't quite catch your name. Do you even have one?"
>"Just "Armour" is fine"
>"Not really. Do you have any suggestions?"
>Write-in
>>
>>4990885
>>"Sure, that's right up my alley"
To the elder may have some men that could support us in this task?
>"Not really. Do you have any suggestions?
>>
>>4990885
>"Sure, that's right up my alley"
A questin' we go
Also, when we first 'woke up' we saw a dead dragon. Maybe that could be used as a name?
>>
>>4990885
>"Sure, that's right up my alley"

"Also," -- the blacksmith continues. -- "I didn't quite catch your name. Do you even have one?"

>"Perhaps you can name me after your old master so that his spirit can live on".
>>
>>4990885
>"Sure, that's right up my alley"
>"Not really. Do you have any suggestions?

Also, planning on getting back to the castle after bandits to get back that piece of arm; maybe we'll learn how to rocket-punch it.
Also, we need to learn to read.
Staying in this village for a short while can sound like a plan
Making this village our base of operation and turn it into a flowing megapole is my endgame
>>
>>4990885
>>"Sure, that's right up my alley"
>Write-in
Bob
>>
>>4990885
>"Sure, that's right up my alley"
>"Not really. Do you have any suggestions?"

>>4990976
[Spoiler]We need to reclaim the castle and refurbish it so it can act as our Headquarters, and also learn Arcane Magic so we can awaken more living armour bros to aid us in our quest of turning this city into a world power. Surely nothing can go wrong with this plan.[/spoiler]
>>
>>4990885
>"Sure, that's right up my alley"
>"Not really. Do you have any suggestions?"

>>4990976
We need to reclaim the castle and refurbish it so it can act as our Headquarters, and also learn Arcane Magic so we can awaken more living armour bros to aid us in our quest of turning this city into a world power. Surely nothing can go wrong with this plan.
>>
>>4990885
>"Sure, that's right up my alley"
>"Not really. Do you have any suggestions?"
>>
>>4990885
>"Sure, that's right up my alley"
Other anons already made the choice, but we should definitely go back and loot that castle later. It's free money.
>"Wolfgang"


Assisting the blacksmith for a day or two would help our PR and teach us a thing or two about maintaining our plates. Maybe make him like us a bit? It's worth considering after we return.
>>
>>4991084
We'd make a pretty solid smith. Heat has almost no effect on us and we don't fatigue in quite the same way as a person does. Sure we can't just leave our hand in the furnace but sitting next to the thing would do fuck all to exhaust us.
>>
>>4991094
Yeah, another reason why it's a good idea to boost our status easily. Alexander would probably appreciate if we let him take some time off.
>>
>>4990885
Sure on the bandit part.

How about Letholdus. It was the name of the first knight over the walls of Jerusalem during the first crusade. Maybe the smith or the elder can find that name etched onto one of our armor plates.
>>
>>4991401
Or Ludolf. His name was also recorded as Ludolf of Tournai.
>>
>"Sure, that's right up my alley"
I'm down for some corpse looting.
>"Sure, that's right up my alley"
>>
>"Not really. Do you have any suggestions?"
>>
>>4991414
>>4991420
You doing okay there pal?
>>
>"Sure, that's right up my alley"
Alexander smiles at your response.
"Great. I'll get right down to fixing you, then. Although with this amount of damage, it'll probably take this evening and tomorrow's morning to repair."

>"Not really. Do you have any suggestions?"
"Hmm... Armour... Armour... Amor... How does Amur sound?"
>"Why not, I believe there's an eastern river of the same name?"
>"On second thought, I like Wolfgang more."
>"On second thought, I like Ludolf more. I think there was some famous knight named like that?"
>"You know, I woke up in by a dragon's remains. 'Mordragon' -- 'dead dragon' sounds nice."
>"On second thought, I like [write-in] more."

"I'll need some help if I am to defeat the bandits, though." -- you continue. -- "Elder Wulfric, could you perhaps give a few villagers to back me up?"
"I don't see why not. However, your squad won't be too big, 5-6 is likely the best number. Else the bandits won't attack you out of fear of meeting significant resistance."
With this settled, the elder departs, leaving you in the company of the blacksmith. He gets to work, preparing an anti-corrosive solution and cleaning the rust off your plates. It takes until deep night to complete this task, and Alexander heads off to bed immediately after finishing it. The night ahead is long, but you've waited for years on end while in the king's service, so this isn't too much for you to endure. When the first rays of morning sun touch the workshop, the blacksmith returns. and fires up the furnace. Piece by piece, he takes you apart and reinforces your armour, shaping it from half-melted remains littered with holes into proper, strong plates. With this done, he wishes you luck on your mission, and sends you off, giving you the straps you requested for holding your weapons in place.

It is past noon by the time you leave Alexander's smithy. Elder Wulfric is waiting for you, accompanied by 5 villagers equipped with hidden weapons and false bags supposed to imitate goods that the merchants are carrying. With your squad formed, you depart to the forest, and after two hours walking along the road, you are met by your adversaries. A dozen men in leather armour and armed with various looted weaponry are blocking the way. One of them steps forward and addresses you.
"Hello there, travellers. This road is under our protection. Naturally, anyone passing here has to pay a toll for maintaining our guard. Would you kindly give us a part of what you're carrying?"
>"Of course. Come, and we'll give you what is due." -- attempt to deceive the bandits into approaching you, so that you can reach them with your weapons.
>Throw the sword targeting one of the bandits and charge forward with your mace. The element of surprise will be on your side.
>Write-in
>>
>>4991883
>Why not, I believe there's an eastern river of the same name?"

>Throw the sword targeting one of the bandits and charge forward with your mace. The element of surprise will be on your side.
>>
>>4991883
>"Why not, I believe there's an eastern river of the same name?"
>>4991883
>"Of course. Come, and we'll give you what is due." -- attempt to deceive the bandits into approaching you, so that you can reach them with your weapons.
>>
>>4991883
>"You know, I woke up in by a dragon's remains. 'Mordragon' -- 'dead dragon' sounds nice."
>Throw the sword targeting one of the bandits and charge forward with your mace. The element of surprise will be on your side.
>>
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>>4991883
>"You know, I woke up in by a dragon's remains. 'Mordragon' -- 'dead dragon' sounds nice."
Ludwig Wolfgang Mordragon, the Hollow Knight
Amor is related to love and cupids so I'm not feeling it.

>"Of course. Come, and we'll give you what is due." -- attempt to deceive the bandits into approaching you, so that you can reach them with your weapons.
Let's open with mace to the head and follow with our sword for the close combat. Spiked ball is deadly, but will be unwieldy if we can't swing it.
>>
>>4991981
+1
>>
>"You know, I woke up in by a dragon's remains. 'Mordragon' -- 'dead dragon' sounds nice."
>"Of course. Come, and we'll give you what is due." -- attempt to deceive the bandits into approaching you, so that you can reach them with your weapons.
Roll 1d100 Bo3, DC: 75 since your voice is odd and you look intimidating
>>
>>4992408
>>
>>4992431
Great, gues I can't use dice on my phone
>>
Rolled 83 (1d100)

>>4992408
>>
Rolled 74 (1d100)

>>4992408
>>
Rolled 70 (1d100)

>>4992408
Ignore the tinny voice. We're just shorter in the armor. Yes. Clearly.
>>
>83 - Success
"Of course. Come, and we'll give you what is due." -- you respond to the bandits.
"Always a pleasure to be doing business with someone sensible. Resistance only brings dissatisfaction for both parties in the end, don't you agree?" -- followed by others, the leader of the group you're facing approaches you, smiling at your words. -- "You have a strange voice, though. Everything okay, my frie-"
You pull the mace off your back and swing at the enemy's head in one swift motion, instantly cracking his skull and killing your opponent. Before they can come to their senses, you make another swing, and the chest of the second bandit caves in with a loud crack. Villagers pull out their hidden weapons and join the fray, facing off against the ten remaining enemies, while you drop the mace and start slashing at them with your sword, a much swifter weapon.

Roll 1d100 Bo3 to decide how much damage your group sustains DC: 50 for no deaths, no damage, 30 for you sustaining damage and several villagers injured, below 30 one villager dies and everyone else is injured
>>
Rolled 77 (1d100)

>>4992565
>>
Rolled 96 (1d100)

>>4992565
>>
Rolled 35 (1d100)

>>4992565
>>
>>4992594
To be fair, a giant suit of magical armor with a fuck-off huge mace is probably overkill for some highway bandits
>>
>96 - Full Success
Slash. A bandit's throat is ripped apart, and he falls, dispersing blood all around himself like a grotesque fountain. Slash, slash. Another enemy's hand falls down, followed shortly by the head. Slash, slash, thrust. Your first two attacks are absorbed by another opponent's armour, but the third one impales him, and he slides off your sword, falling onto the ground. You are ruthlessly effective in your combat, and one by one, the highwaymen fall under your and your companions' blows until only one remains. He turns and runs into the forest to escape your blade.

Letting him get some distance, you send the villagers after him. While you may have more endurance, stealthy pursuit isn't exactly your speciality with all the noise a running armour suit makes. After a while, your companions return, reporting the location of the bandits' hideout. There's about 15-20 more people there.
>Attack immediately, before they have an opportunity to prepare.
>Walk back and gather more villagers. There is strength in numbers.
>Write-in
>>
>>4993186
>>Attack immediately, before they have an opportunity to prepare.
They might not be all active at the same time.
Before that, let our villagers get better equipment... If looting the dead is not a big No-no in the setting
>>
>>4993186
>(If it's not considered sacrilege) Loot the bodies for valuables/weapons
>Walk back and gather more villagers. There is strength in numbers.

>>4993204
Us 6 vs 15-20 bandits on their turf? No way.
Agree that our companions could use some armor, but getting damaged shit off of the dead bodies while the rest can jump us at any time is much riskier and less beneficial than returning to village for a solid preparation and a few more people.
>>
>>4993208
>Us 6 vs 15-20 bandits on their turf? No way.
Agreed, while we might be a tough nut to crack, I doubt we'll come out without casualties on the villagers side if we engage now. However, if we leave them and go to the village chances are they'll pack up and relocate. Best plan would be to split party, send half the villagers back for reinforcements while we and the other three remain to keep tabs on the bandits.

>>4993186
>Write in - Send half the group back to gather reinforcements whilst you and the other stay and observe the bandits.
As the OP said, we're not really built for stealth so we'll be hanging back, but we'll be as close as we possibly can to the bandit hideout so we can jump in if the villagers are discovered and give them time to withdraw.
>>
>>4993186
>>4993212
I agree

Changing my vote (>>4993208) to:
>Send two villagers back for reinforcements
>Tell them you will be moving into a different spot
We don't want to be in the way if bandits decide to return here in bigger numbers, so yeah.
>(If it's not considered sacrilege) Loot the bodies
Maybe we can get some gold or find a better sword?
>Relocate and use the remaining 3 villagers as feelers while you sit back and wait for developments
Tell them to stay as far away as they can while still being able to see the bandits' actions, since they're not exactly skilled rangers. This will also allow us to get away more easily, if necessary.
>>
>>4993186
Supporting >>4993230
>>
>>4993186
>Attack immediately, before they have an opportunity to prepare.
While also sending the villagers back so they are not killed.
We are a big suit of armour without any fleshy bits inside to stab. We are effectively immune to anything other than a large and determined group swarming us, or a very powerful foe.
These bandits will turn tail and run the moment their leader's skull is crushed under our mace.
>>
>>4993245
>We are effectively immune to anything other than a large and determined group swarming us
Coincidentally, there are at least 15 grown-ass men in there and all they have to do is disarm and immobilize us. Hell, they could probably just knock our limbs off if they wanted.
>>
>>4993255
15 grown men whom are only here to rob meek peasants, and who absolutely do not expect what is basically an undead aberration to run at them with a giant mace.
>>
>>4993186
>>Walk back and gather more villagers. There is strength in numbers.
going head first is stupid, reinforcements probrobly wouldnt arrive in time, and peasants are not good fighters, considered next to hardened bandits.
>>
>>4993212
>Write in - Send half the group back to gather reinforcements whilst you and the other stay and observe the bandits.
I agree with this strategy. Get help and knowledge from the village elder, and let the remaining 3 villagers scout out weaknesses in their defense.
>>
>various write-ins
You decide to loot the corpses first, after all, equipment is of no use to them anymore. The villagers put on the leather armour of the fallen, bolstering their defensive capabilities. Your interest lies primarily in the arms that the bandits used. You notice some crudely made spears on a couple of them, most have short swords, one has a bludgeon. They aren't quite as good as the weapons you have, so you decide to leave them.

With looting sorted, you decide to split the group, sending two villagers for reinforcements while maintaining watch after the bandits with the remaining three. Having received the report of the escaped comrade, they check the site of the battle, stripping the corpses of anything you've left behind and hastily burying them in the forest. With that finished, the enemies return to their camp and double the amount of guards. It seems they are considering the possibility of your group attacking them. Too bad they don't notice the arrival of reinforcements; a mob of 30 men armed with both proper and makeshift weapons come to your aid. With this number of allies, the overwhelming advantage is on your side, and the ensuing battle ends in
>Automatic success

Your squad encircles the hideout before rushing in all at once with roars of fury echoing through the forest. Several villagers are felled by the bandits' arrows, some more by the enemies blades', but overall casualties are kept low. Leading the attack, you take the brunt of hits upon yourself. Little do the bandits know, any attacks landing on you are fruitless in bringing you down. Like a raging demon, you crush the heads and bodies of several adversaries with your mace, and after an intense battle, victory is yours, with most bandits wiped out, and three taken prisoner. As the organizer of the assault, you possess the final word on their fate.
>An eye for an eye. They have killed some villagers and, doubtlessly, several peaceful traders, it is only right to put them to the sword as well.
>They have stolen what belongs to others. Thieves should have their hands removed.
>Send an escorting party to a town down the road and have them judged according to local laws.
>Write-in
>>
>>4993935
>They have stolen what belongs to others. Thieves should have their hands removed.
Absolutely halal
>>
>>4993935
>An eye for an eye. They have killed some villagers and, doubtlessly, several peaceful traders, it is only right to put them to the sword as well.

Making handless beggars won't help us. We don't need the law or authority of a rival town to bring shade to the new center of the world. We'll get proper law and execution once the village becomes a town
>>
>>4993935
>Send an escorting party to a town down the road and have them judged according to local laws.
>>
>>4993935
>Send an escorting party to a town down the road and have them judged according to local laws.
It's not our job and leaving them to the villagers will probably boost our PR.
Better grab some coin so we can get a sheath and a cloak.

Good job at merging all the choices there, QM. I feel like most anons got what they wanted out of this one.
>>
>>4993935
>Send an escorting party to a town down the road and have them judged according to local laws
We are an animated armor that was designed to protect the kingdom from threats. These bandits have been apprehended and are no longer a threat. We don't need to bother ourselves with these ethical dillemas that trouble mortals. Is death a suitable punishment? Dismemberment? Let the men who uphold the law decide.
>>
>>4994046
Yeas, but money for the equipment and reading lessons is also important.
>>
>>4993935
>>Send an escorting party to a town down the road and have them judged according to local laws.
>>
>Send an escorting party to a town down the road and have them judged according to local laws.
It is not your responsibility to judge -- your task was only to eradicate the threat that the bandits posed to the trade going through this forest, and you successfully achieved that. Leaving the judgement to judges, you send the captured highwaymen down the road, accompanied by an escort of volunteering villagers.

With the captives dealt with, you loot their hideout of any valuables. There's a supply of grain raided from local fields and meat of various forest creatures, a chest of gold pieces, which you split with the villagers, taking about 100 for yourself, and, finally, a stash of weaponry, which, in contrast with crudely made arms wielded by the first group, are actually quite good, perhaps belonging to an elite core within the bandit hierarchy. You consider switching one of your weapons with what lays here.
>Exchange [write-in] for a bow and quiver of arrows
>Exchange [write-in] for a spear
>Leave your weapons as is

After the hideout is pillaged of all valuables, and the enemies' corpses buried somewhere in the woods, you return to the village. It is dusk by the time you're reporting the success of the operation to Wulfric.
"It's a shame some lives were lost, " -- he responds with a frown. -- "but there are bound to be casualties at war. You did a good job back there. Your debt to Alexander is fully repaid... Now, before you head off somewhere, would you mind telling me about some of the men and beasts you've defeated? It is not every day that you meet a walking armour, you see. I feel like it'd be a loss to my experience as an elder to just let you go."
You indulge the old man's curiosity, narrating about the time you defeated a strigoi -- a deformed, degenerated vampire -- assaulting the locals of a distant village. You tell him about when you spearheaded the attack on an enemy castle's walls, cutting through a small army alongside your human allies. Some more stories are shared, the elder listening intently. After you finish, he remains silent for a while, his eyes reflecting the licks of flame in the fireplace of his house.
"It must be wonderful to live a life like that, devoted to a single cause. Now that the kings you've served are dead, now that you've obtained free will, what will you do?" Your soul stirs...
>Write-in
>"I don't know yet, I will walk the long roads and see where they take me."
>>
>>4995082
>"Perhaps I shall wander the lands in search of other beings like me, who might have awoken recently."
>>
>>4995082
>Take the bow in place of sword
>I will try to build something my own to defend
>>
>>4995082
>Leave your weapons as is
None of these, but I'd love if we could get throwing knives somewhere down the line. Ranged, deadly and don't require letting go of melee weapon.

>Offer to stay for a while and help the blacksmith to get some insight into metalworking
Just for a few days. We could also get a sheath and a cloak here, if possible.

Other than that:
>"I don't know yet, I will walk the long roads and see where they take me."
I like the idea of Mordragon enjoying his freedom at last, exploring the world and doing merc work from time to time to get coin for maintenance/repairs.
>>
>>4995082
>Leave your weapons as is
>"I want to return to the castle and explore, but first: I have found these magical tomes that I cannot read. Is that anything you can assist with?"
>>
>>4995175
Supporting
>>
>write-ins
"I do not know for sure yet." -- you respond. -- "I will travel the world. Perhaps I will meet someone like me, another magical construct possessing free will. Perhaps I will find something to protect. Perhaps I will just wander the roads and explore."
"Hmm, so that's how it is... My friend, let me give you a word of advice for your travels. Be careful who, or what, you decide to protect. There are no absolutes in this world, no pure good or evil, so consider carefully on whose side you find yourself, especially so for beings with free will. They are the most multifaceted, the most uncertain. That is all I can tell you, Mordragon."
You remain silent for a while. To the past you, the king's word was absolute, but now that you think about it, was he, indeed, perfect? Probably not, if what Wulfric said is true. Now that you have the freedom to help whoever you want, to serve whoever you deem worthy of your support, it is paramount that you are not mistaken in your choice. But, what is there to guide you in these choices? Only more questions remain.
After listening to the crackle of the fireplace for a while, you ask a favour of Wulfric:
"I have found some tomes which are of interest to me, however, I do not know how to read. Could you teach me, elder?"
"Reading is a noble pursuit, I am glad that you are eager to learn. I could educate you, of course, but not today. Come tomorrow morning, and we will begin."
With the conversation over, you bid farewell for today, and emerge into the night. The coming mornings will be occupied by learning, but is there anything else you want to do?
>Spend some time helping Alexander around the smithy and learning about basic metalworking
>Have the local tanner and carpenter make a scabbard for your sword and sheath for your mace
>Return to the castle. Now that you're repaired, you feel ready to take on the spiders.
>Write-in
>>
>>4996329
>Return to the castle. Now that you're repaired, you feel ready to take on the spiders.
My vote goes to the spiders again. I don't see what we would need from the smithy, we can hardly repair ourselves. And even if we lose our weapons we still have that ghost touch ability.
A scabbard and cape could be useful, but I don't think we desperately need it. In a tie I'd lean towards that option.
>>
>>4996329
>Have the local tanner and carpenter make a scabbard for your sword and sheath for your mace
What about the cloak OP? Are we not gonna rust from rain?
>>
>>4996411
Ah, I forgot about that one. You can add it with a write-in.
>>
>>4996329
>>Have the local tanner and carpenter make a scabbard for your sword and sheath for your mace
>Adding a cloak to the mix
>>
Just so anons know, since you're not pressed by time, you can pick any number of actions, really, not only one.
>>
>>4996442
>>4996428
>Return to the castle. Now that you're repaired, you feel ready to take on the spiders.
>>
>>4996364
>>4996411
>>4996428
>>4996469
Then let us get that scabbard and cloak and return to the tower.
>>
>>4996329
>>4996582
+1 this

>>4996420
Nice, thank you.
>>
>Have the local tanner and carpenter make a scabbard for your sword, a sheath for your mace, and a cloak
>Return to the castle.
Your studies progress swiftly, reading is a simple endeavour, especially compared to learning proper grammar and handwriting, which would've certainly taken far more time. On the first day, you memorise the alphabet. On the second, you learn to pronounce the text by syllables. The next days are spent enhancing your speed, with which the elder's little collection of books immensely helps, and learning common letter patterns. Once, your lessons are interrupted when Wulfric is asked to resolve some kind of domestic conflict, but otherwise they progress smoothly.

While learning, you place an order for a cloak, a sheath and a scabbard, at the tanner's and carpenter's workshop for the cost of 15 coins in total. These are ready by the time you finish your lessons with the elder. While not particularly amazing in either quality or beauty, they serve their purpose, protecting your weapons and your body from water and other natural dangers.

With your business in the village finished, you return to the castle once more, this time prepared for the spiders' attack. Entering the keep with your mace firmly in hands, you are greeted by a familiar sight of giant arachnids moving to banish the intruder. Your armour is more than enough to repel them, however, you may still take some damage from their mandibles.
Roll 1d100 Bo3, DC: 20 for not taking any damage
>>
Rolled 92 (1d100)

>>4997605
Let's get our arm back. We might be able to rocket punch it
>>
Rolled 53 (1d100)

>>4997605
Clean them out, vengance for the lost arm!
>>
Rolled 11 (1d100)

>>4997605
>>
Rolled 56 (1d100)

>>4997605
>>4997618
Replacement arm, fuck yes.
Let's grab our 2H mace, too. I wanna see it in action, even if just temporarily.
With the maul in hands and sword and mace strapped to our body, we're ready to go to fucking war.
>>
>92 - Success
You are an untouchable whirlwind of steel, bringing down your mace upon spider after spider, until all that's left is a small group huddling in the corner of the main hall, likely guarding their brood. You decide to leave them alone, instead exploring more of the keep. The old lord's rooms are distinctly different from the austere weapon halls of the arsenal and the plain look of the barracks. While few in number, there are tapestries and frescoes adorning the walls, and the broken, burnt furniture bears a shadow of taste and exquisiteness.

Going past the lord of the keep's living quarters, you finally reach the most curious part of the building -- the vaults. Here, there should be at least riches, at best magical artifacts. Sadly, it seems you weren't the first one with the idea to loot them, for there is barely any coin left. You manage to gather about 50 gold pieces, and notice by pure luck a forgotten amulet in the shape of an eagle's head. Putting it on, you feel safer, more protected. You can't pinpoint the exact effect, but the amulet seems to bear a ward of some kind. Perhaps a mage can explain it to you in detail?
With the castle looted, it is time to move on.
>Visit the village once more (for what?)
>Go down the road winding through the forests and hills
>Write-in
>>
>>4997731
>Go to the tower library and look through the books and papers, maybe you can find something about wards or amulets
Also we can now determine what's in there in general.
>>
>>4997731
>>Write-in
Get our goddamn hand back
Adopt the brood as a pet swarm
>>
>>4997731
>Go down the road winding through the forests and hills
Let's see where life takes us.
>>
>>4997777
+1 for quads
>>
>>4997731
>>4997739
Suporting
>>
>>4997811
Haven't noticed, my first quads
>>
>>4997777
+1 and good digits
>>
>>4997777
The gods have decided
>>
>>4997777
Your hand wasn't taken, it crumbled into rusty pieces. Besides, you got a new one from the blacksmith.
About spiders, sorry to be a wet blanket, but you can't just walk up to them and become buddies, especially after killing more than half of the arachnids. Also, it'd be otherwise if you could wield magic that allowed you to subjugate other creatures, or you had the facilities & food to raise them, but just taking the brood and carrying them inside yourself isn't going to work.
tl;dr please reconsider
>>
>>4997946
Okay, but, picture this: Living armor, but it's filled with fucking spiders.

We take an egg sac, wait for it to hatch, buy/capture some small furry creature and toss it in for feeding time.

Pic semi related
>>
>>4998023
or just don't be seriously gross wtf
>>
>>4998155
It's either this or we install a cannon into the chest cavity
>>
>>4997739
>>4997731
Supporting, combing through the arcane library now that we can read to ensure we don't miss any goodies is a good plan.

>>4998218
>It's either this or we install a cannon into the chest cavity
A contingent of musket wielding dwarves could fit in there nicely.

In all seriousness though, filling ourselves with the eggs of giant spiders is an excellent way to never be welcome anywhere ever again. A very stupid idea if I ever saw one. As animal companions go, I feel we should aim for either a War Hound or a Falcon for the coolness factor. Or both, if we want to go overboard. Maybe we can learn how to talk to animals later.
>>
>>4997777
>>4997946
Ok, let's go to the library instead.
I'll found an other way to get us the mighty rocket punch
>>
>>4998288
just get our fuckan maul back
>>
>Go to the tower library and look through the books and papers, maybe you can find something about wards or amulets
You return to the tower and look through what few books have been preserved in the mage's study. For the most part, these are complex manuscripts touching advanced magical topics, of little use to you, as are a couple of books you find that are meant for recreational reading. There are none about amulets or wards either. Those you picked out initially, "Fundamentals of Arcane Transformations", "Common Elemental Magic" and, to a lesser extent, "Armour Enchantment" are the most beginner-friendly. However, while looking around you stumble upon "Alchemist's Handbook", which is a list of common alchemical operations, as you glimpse by flipping through the pages. Determining this one to be useful as well, you add it to your collection.
With the search through magical library finished, what do you do next?
>Return to the village once more [for what?]
>Follow the long road winding through the hills and forests
>Write-in
>>
>>4998715
>Follow the long road winding through the hills and forests
Time for ADVENTURE
>>
>>4998715
>>Follow the long road winding through the hills and forests
Let's go to an adventure, get some loot, then back to the castle and fix it and make it our home
>>
>>4998882
Supporting
>>
No update today, but I'd like to hear feedback about the quest so far, what you anons liked, what you didn't, maybe suggestions or expectations, questions etc. Any input is welcome.
>>
>>4999619
Really like it so far.
The BO3 rolls is good to make us feel heroic, but feel free to crank up the difficulty of the rolls.
I really liked the fact the story advanced and giving us 2 choices at a time (eg : chose weapon then story path)
What I didn't like : not being able to get the gauntlet back for rocket punches, but I haven't got it crumbled to dust.
>>
>>4999619
Quest is amazing, boss. Although knowing that this is a reboot I'm a bit worried about it getting abandoned like last time.
Main thing I have to say is, please be honest with us if you don't want to go a certain path rather than write yourself in a scenario that doesn't interest you and lose interest over time. All players would rather abandon some ideas than lose a quest.

Also, if you can, engage in player conversations regarding new topics to clarify things that we don't know. For example: we really didn't know whether you'd care for such details as swords and armor rusting without protection from water and I still don't know if we could carry mace, sword and use 2H maul to fight.
ReptoidQM clarifies things like these and it helps make players feel more comfortable and confident in their choices, knowing that QM will clarify misconceptions and provide context if necessary.

Please don't let that one anon put spiders in our chest cavity.
>>
>>4999677
Ye, I'm always worrying about many things regarding the quest, one of them is the quest getting stale, that's why I often accelerate the story and include 2 choices in one post. Rocket punches are a bit far-fetched, but you could probably have a dwarven engineer make you a rocket hand if you really wanted.
>>4999749
In all honesty, I didn't think about details such as rust from rain until anons brought it up, and then decided to just roll with it. I'll try to communicate better in the future.
Also I see anons mentioning some 2h maul while there never was a maul in the first place, you had a 2h mace. If you're simply talking about possibilities, you could carry both a mace and a maul, but they'd weigh you down somewhat along with the books already stacked inside.
>>
>>4999806
What about... Arcanic rocket punch?
>>
>>4999806
The reason why I used term maul was to avoid saying mace over and over again. But yeah, our 2h mace is what I meant by it. You could've mentioned it earlier lol

>>4999819
Unearned super upgrades feel unearned. I'd rather see organic growth with what the world throws at us rather than pursue one weirdly specific engame upgrade before we even established the fuck to do.
>>
>Follow the long road winding through the hills and forests
Deciding there is nothing more of interest in this place, you descend to the foot of the mountain and begin following the road. Several days pass as you walk, sometimes in the shades of the trees, others under the summer sun, which rays find you even between the hills. Navigating the numerous crossroads, you keep to the shore for now and meet the occasional traveller. One of them is alarmed by your voice and excuses himself after a brief exchange, others, likely seasoned ones, are entertaining your questions about the world. You learn that you are in Neruem, one of the human kingdoms. Although you served the king of a different state, you've heard this name before. It is situated on the southern coast of the Sun Sea, and is known for its few, but populous cities and silver mines. Neruemian coins are a currency widely accepted in most of the kingdoms on this side of the sea.

After five or six days of walking the roads and passing through various minor settlements, you find something catching your attention. While passing over the bridge of a wide river, you notice that to the south, further inland, a trail of blue smoke rises above the trees of the deep forest. Deciding to investigate who could have wandered this far, you make your way along the river shore, and soon enough happen upon a camp occupied by a single human. His hair is long and black, his attire simple and a bit worn. By his side lay an impressive, if a bit crude, staff and a large backpack, in which you glimpse strange herbs and minerals. The source of blue smoke you've seen over the trees is a fire amid the camp, mostly burning wood, but with some kind of addition that colours it and spreads the smoke like a mist over a wide area, both between the trees and over the river.
>>
>>5000948
As you approach the human, he hears your footsteps and turns to greet you.
"Hey there, stranger. What's your name? What brings you here?"
"Hello to you as well. I am Mordragon, a simple traveller. I happened to see the smoke above the trees and decided to check who dwells here." -- you respond.
"It's a pleasure to meet you. I am Argo, a druid. If you wish, sit and let's talk. But before that, what's with your voice? It sounds wrong and twisted to me."
"Ah, that." -- you answer, sitting down by the fire. -- "It so happens that I am a construct, a living armour that obtained a soul of its own. That is why my voice is so strange."
You get a better view of the human now. He's probably in his thirties, with bristle covering his open face. An inquisitive stare studies you before he responds.
"Interesting. I've seen my share of magical creatures during my life, however, it's the first time I've met a construct obtaining free will."
"How is your work going?" -- you inquire after a short silence. -- "It's the first time I've met a druid, as well."
"There's not much to tell, at least, nothing that could interest an outsider. We travel, communicating with the spirits of the land, helping them, solving their problems. We protect nature in various ways, sometimes curing the spirits, sometimes outright eradicating them, like an ill tree in the forest. Although a lot of times, we simply can't understand their foreign reasoning. In the past week, I've communed with the spirit of this river, listening to his worries of humans not giving him proper homage for how much they use him, accepting his messages to be carried to other spirits. Nothing out of the ordinary, really." -- Argo answers, adjusting the firewood so that it lasts longer.
"Can I talk to the spirit of this river? I am curious what he could tell me."
"Sure. In this mist, the spirit world is open to us. Come to the shore, and call upon Aeniqr, and he will answer."
Do you want to ask the druid something?
>Write-in
>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
>On second thought, you're not really interested in what both of them have to offer. Continue on your way.
>>
>>5000950
>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
>>
>>5000950
>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
>>
>>5000950
>>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
>>
>>5000950
>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
>>
>Ask if there is some kind of task you could do to help him
>Proceed to call upon the spirit.
"I don't have anything to do right now." -- you continue. -- "Do you need help with anything? Your cause sounds noble."
"Hmm... Yes, I suppose. There's another forest south of here, beyond the plains. It has been showing signs of neglect, abandonment. Neither animals nor birds dwell there anymore, and the trees, while ancient, aren't as lively as they were. Talk to the spirit there, and see if anything troubles it." -- Argo searches his backpack for a while before handing you a little pouch. -- "Here. This is planescrossing powder. Throw it down, and you'll be able to cross into the spirit realm for a while."
"Alright... Is there some kind of reward for this job?"
Argo chuckles, and responds:
"What was that about a noble cause? I hoped you were really a volunteer. Oh well. There's not much I can give you, all my supplies are valuable to me. Although... I guess I could offer a mana stone, I have a spare one anyway. It attracts magical energy, you could probably use it to fuel yourself, if you feed on manaflow, that is."
The druid gives you a polished pentagonal gem with some kind of currents swirling inside. As you take it, you already feel a little reinvigorated.
"Thank you. I'll set off right away after talking to the river spirit."
"Good luck." -- as you stand up and approach the river, Argo remains by the fire, watching the flames spreading the mist all around the camp.
Having arrived on the shore, you cry out: "Aeniqr!", and the moment the name rings across the water surface, the river begins to swirl. Some minutes later, out of the waves comes an ethereal blue figure with glowing turquoise eyes. It is tall, at least three meters in height, its higher body resembles a human, but the lower part is a slithering snake tail. Its voice is similar to yours, hissing, echoing, deep:
"Ah... A fellow magical being, I see. What brings you here, stranger? What do you want from me?"
>Write-in
>>
>>5001991
>Compliment his tail
>Say we can represent the humans in paying him homage, ask what he needs
>Remove our hand (or peek under our armor) to see what our spiritual form looks like

We should've told the druid that we're plates for hire upfront. That being said I'd be willing to help him without demanding payment.

One thing OP - try to always provide some choices to the players. Leaving only ">write-in" can be really discouraging to some.
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>>5001991
>Ask it about itself, tell him that we are wandering the land, and if we can help it in any way.
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>>5002000
>try to always provide some choices to the players.
Ye, I know that, I usually do, but this time I thought I'd give the players more agency in where they steer the conversation. Wanted to encourage creativity, perhaps spawn some philosophical topics, questions, etc.; I'd end up as the only one controlling the dialogue if I provided limited options and everyone picked only those.
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>>5002027
Yeah I get it, but it doesn't work like that for some reason. Options form baseline and vital foundation for any player creativity and without them it's hard to come up with anything at all. Mind is blank. Even in my write-in you can see, that I basically just held onto the information available to us (tail, what the druid has told us, that mist makes spirits visible), since there are no real questions I have for water spirits and have no idea what Mordragon might have on his mind.

Personally I have no need for philosophical debates in a quest (sorry), just want to self-insert into an armor and make coin for military grade equipment until we can challenge the world boss. Might need a bit more substance and perhaps a narrative to turn what appears as mindless wandering into something more serious (no offense).
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>>5001991
>Helping you. I heard you lack hommage, would setting up a few shrines help?
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>>5002092
I see, thanks for the feedback, guess I need to guide you anons somewhat after all. Regarding philosophical debates, I'm not really pushing hard for them, it's just that solving others' issues for rewards gets stale after a while imo, and to liven things up deeper conversations would be good, that's all. I'm still piecing together what kind of narrative I can introduce and how to incorporate some interesting themes for these conversations into it, so it may appear that you're mindlessly wandering for now, but I'll offer plot hooks for lengthier quests eventually (I think).
>>
>>5002275
I think the philosophical debate part needs to be guided by the QM really. I like that sort of thing but it'd be difficult for me to talk about that sort of thing unprompted.
You're doing a good job with this quest, so keep going!
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>>5001991
>I've recently awakened with a soul, and now that I'm free and sentient I decided to wander to world, hekping wherever I go.
>I wanted to talk to a being whoose nature was closer to mine, and one that had a better understanding of mystical matters.
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>>5002275
Yeah, I never wrote quests myself, but from what I observed, QMs need to assume players are like stupid children and, as you said, guide and prompt things themselves.
As other anon said, you're doing a great job so far, just need to figure out some things.
>>
>write-ins
Marvelling at the creature for a while, you respond after looking over the spirit:
"Your tail is beautiful. It looks strong and mobile. I am impressed."
The spirit laughs at your compliment.
"Well, thank you. It is not often someone pays close attention to my form. However, this isn't something you seek from me, is it?"
"Right. Tell me about yourself. I am wandering the lands, and meeting a creature such as you is novel for me."
"About myself, huh?.. There's not much I can tell you. I was born when the spring which flowed here turned into a river, many years ago. Ever since, I have been guarding its waters from threats, helping those animals and humans that use it. I am the river myself, in a way. I feel it when some part of it is polluted, I can influence its flow and spring floods. Most of the time, however, I spend in slumber, for there is not much work to do. I awaken when someone needs me, when people ask for my blessing, or when the druids are visiting my shores. Sometimes, I give them requests to deliver some message to other spirits, or fetch one for me. It gets boring when you don't know about the outer world. I wander myself, sometimes, but the river needs my presence to live and keep flowing, so these travels are rare."
"I see. You are a powerful being. As a spirit myself, I hoped you could offer me some mystic guidance." -- you respond after a brief silence.
"What to you want to ask of me?" -- the spirit answers, its eyes flickering with a hint of curiosity.
"About myself... Are we, spirits, immortal?"
"We can be. I, for example, exist so long as the river exists. My being is directly tied to it. If the river doesn't dry out or gets disturbed, I will live for a very long time. Your lifespan is likely tied to the strength of magic with which you are bound. It will probably dissipate, slowly, but surely, so you need to reinforce it after a while if you wish to remain intact. That doesn't need to be done anytime soon, though. The sorcery binding you together is powerful, even I can see that. It will take several centuries, at least, to whittle it down. However, if some mage were to accelerate your ageing by damaging your inner structure, the reinforcement would need to be done sooner."
"Can I wield magic?"
"Of course. You are a magical being, after all, your very existence is magic in itself. However, there are some limits to what can be taught to you. I, for example, could learn fire magic, but it'd be weak due to my natural disposition to water. It is, most likely, the same for you. If I had to guess, earth magic would work excellently in your hands, while casting spells dealing with nature would be harder."
>"There is another question I'd like to ask..." [write-in]
>"Do you need any help? I heard from the druid that the humans haven't been paying proper homage to you."
>>
You may have noticed I didn't include all the write-ins, but I'll incorporate them in the next post or two. Also, I'll try waking up earlier to start pushing out 2 updates per day again, so the next one will probably be in about 12~ hours.
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>>5003097
>So that would explain why I felt better when consuming that mana stone
>"Do you need any help? I heard from the druid that the humans haven't been paying proper homage to you."
>Do you know any spells of earth that you could teach me? I know that your nature is attune to water, but even a weak or simple trick is a good first step.
>>
>>5003097
>where you around long enough to see the empire I was apart of die?
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>>5003097
>"Do you need any help? I heard from the druid that the humans haven't been paying proper homage to you."
>"Were you around long enough to see the empire I was a part of die?"
>"Do you know any spells of earth that you could teach me?"

Don't mind me, just poaching anons' votes.
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>>5003185
Support
>>
>write-ins
"Do you know any spells of earth that you could teach me?"
"Sadly, I don't know any." -- Aeniqr replies, his eyes suggesting a frown. -- "Spirits such as myself usually have innate magical abilities, which are enough to get us through our lives. Besides, learning a spell is not a light undertaking, do you even have the groundwork of manaflow manipulation?"
"No... no, I do not." -- you respond. Perhaps one of the books you've taken from the library could help you with learning the basics of magic?
"There is another question I'd like to ask." -- you continue. -- "The kingdom which kings I served, Erslied, what has happened to it? Does it even still exist?"
"Oh, it does indeed. However, from what I hear, it's glory days are past. I've also heard that its line of kings changed in the past two centuries, but that's where my knowledge ends. If you want to learn more, you'll have to talk to spirits nearer to Erslied, to the east, beyond the mountains, or historians, if they'll accept your request."
"I see... Before I depart, is there anything I could help you with? I heard from the druid that the humans haven't been paying proper homage to you recently."
"Ah, that, Argo already promised to deal with it, so there' s no need for you to worry about it. It's not that big of an issue either way, I don't really suffer or become weaker from them not making offerings to me, it's more a matter of respect. When someone uses you or something you own, you expect some kind of payment in return, don't you? This is the same." -- the river spirit pauses for a while. -- "However, if you truly want to help, I could have a task for you, albeit a lengthy one. You see, one of my daughters, a nymph, desires to travel the world. She has always been an adventurous kind, never content with playing on the shores of the river for long, and has already journeyed through various kingdoms in the past. Nevertheless, I don't want to let her roam the lands without protection, and you look like quite a skillful guard, and a wanderer to boot. Would you be willing to let her accompany you for a year or two?"
>"Why not, I could use a companion."
>"No, that's too big of a responsibility."
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>>5004232
>"No, that's too big of a responsibility."

Bros before hoes, let's find a second armor instead.
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>>5004232
>Why not, I could use a companion."
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>>5004232
>"Why not, I could use a companion."
No reason not to, besides her insight may be useful eventually
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>>5004232
>"Why not, I could use a companion."
Mahical beinga stick together.
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>>5004232
>"Why not, I could use a companion."
If it's a water spirit she might be able to morph into a water armor?
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>>5004232
>>"Why not, I could use a companion."
And she could hide inside of me. as I am a hollow man.
>>
Well played, QM.
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>"Why not, I could use a companion."
"Great. I'll get her right away, then. Wait a bit while I talk to her." -- the spirit responds before disappearing into the waves.
While you wait, you decide to see what your spirit form looks like. Peeking under your chest plate, you see a vast and chaotic net of arcane strings, contracting and twisting with each movement you make. At the middle of you chest cavity, connecting it all, burns a little blue flame -- likely, the place where your soul rests. As you attach the plate back, Aeniqr emerges from the water once more, accompanied by a girl. She has long, wet auburn hair and hazel eyes, looking you over with curiosity. Her lithe, thin form is not covered by any kind of cloth, she is completely naked.
"Be acquainted, this is my daughter, Eos. And this is... " -- the spirit freezes for a bit, pointing at you.
"Mordragon." -- you offer your name with a curt bow.
The spirit spends some more time saying his goodbyes and warning his daughter of the outer world. Soon, however, it is time for you to depart.
>There are some final questions you'd like to ask Aeniqr... [write-in]
>Bid farewell
While not challenging in the slightest to a nymph living in the river, the fact of her nakedness may be difficult to explain to villagers in the settlements you're likely to be passing a lot.
>Offer Eos your cloak
>Ask Argo if he has any spare clothes
>Let her walk as is, for now
>>
>>5005728
I am not dead yet. Some irl stuff happened that left me a bit tired so I decided to post in the early morning rather than the evening.
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>>5006043
>Are there any particular care or dangers I should watch out while travelling with your daughter? I do not wish to accidentatly put her at any risks that could be prevented.
>Offer Eos your cloak
>>
>>5006043
Supporting >>5006147
>>
>>5006147
This
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>>5006043
>Are there any particular care or dangers I should watch out while travelling with your daughter?
>Bid farewell

>Ask Argo if he has any spare clothes
If he doesn't
>Offer Eos your cloak
>>
>"Are there any particular care or dangers I should watch out for while travelling with your daughter? I do not wish to accidentally put her at any risks that could be prevented."
>Offer Eos your cloak
"Don't worry." -- Eos chimes in, wrapping your cloak around herself. -- "I may look human but I don't require any sustenance or anything. Only really need to come into contact with water sometimes -- once a week is fine. If you're concerned with me falling ill or something along these lines, rest easy. My spiritual nature prevents most illnesses, except some magical ones."
"It's as she said." -- the spirit agrees. -- "...Well then, this is farewell, I guess. May luck be with you, Mordragon."
You walk in silence for a while, making your way through the woods and towards the plains that Argo mentioned. Soon, however, Eos addresses you:
"Mordragon, frankly, it's my first time meeting a living armour. Mind if I ask you something dumb?"
"Go ahead."
"How do you feel? I mean, how do you see with no eyes? How do you hear?"
"No idea, honestly." -- you answer, puzzled. -- "Never really thought about it. Just the way I am, I guess? Magic? Something along these lines."
"Hmm..." -- she seems to think for a while.
You break the silence this time:
"If I may ask something as well, could you tell me about yourself? What does a nymph do? Do you wield magic?"
"What do we do? Play, for the most part, although it gets boring quickly. Sometimes we help dad with some minor issues, like rescuing an animal stuck in a stream, or directing the fish towards the fishermen nets if they need the river's blessing. Small things like that. As for magic, we have some, though it's not very powerful. I can manipulate water, freeze it and temporarily turn some parts of myself into water as well, though I usually do that only when in danger; it takes quite a bit of strength away. What about you? Can you do anything magical?"
"No, not yet. I'm more of a fighter type, as my frame may suggest. Although I have some books on me from which I could probably learn some spells."
"Books, really? I like reading, learned it right away during my first trip around the lands. Somewhat alleviates the boredom. Shame that literature rarely winds up on the shores of the river. I usually take whatever the druids can offer when they visit us once a year or so." -- she pauses for a while. -- "Where are we going, by the way?"
"I agreed to help Argo with a forest spirit, we're heading towards where he dwells."
"Ah, I see." -- Eos replies, and silence once again takes hold.
>Ask Eos something [write-in]
>Keep the silence while you seek the forest that Argo mentioned
>>
>>5006694
>"How do you feel? I mean, how do you see with no eyes? How do you hear?"
Wait, can we actually see 360°?
>during my first trip around the lands
Can you tell me mire about your first trip?
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>>5006694
>Ask Eos something [write-in]
>Tell me about your fist trip. Where did you visit, what you saw, how far it was, and if also have company.
I was more worried if we had to hide her nature, or if there were any groups that hunted magical beings such as her, or even rivals to Aeniqr who would want to harm her, but knowing she can't het ill and can defend herself a bit helps.
>>
>Tell me about your fist trip. Where did you visit, what you saw, how far it was, and if also have company.
"My first trip? It was rather short, but there's a lot of stuff I saw. Off the top of my head, I talked to a lot of other spirits, it was refreshing to see how others manage their lands, some getting involved more, others spending most of their life in slumber. A cleric taught me how to read, so I guess that's where my interest in books appeared. I also participated in various festivals, helped around the villages I was passing through. A lot happened, but a lot also slips the mind now."
"Really? I thought such an event would leave a lot more memories." -- you respond.
"We spirits of nature think and remember a little differently. We forget, or, rather, our memories become bleak quicker. Otherwise it'd have been hell to live with our long lifespans -- wouldn't you get bored of doing the same things over and over for centuries?"
You mull over Eos' words for a bit while walking. Now that you think about it, your way of thinking is different from human, too. You don't remember feeling excitement or worry when battling the bandits and spiders. Perhaps there is no boredom for you, as well? The night you spent at the blacksmith's workshop while he was resting passed by quickly for you, even though you weren't doing anything. There is a kind of veil of perpetual calm over your mind. Whether it remains like this or changes remains to be seen.

It takes the rest of the day to make your way through the plains and towards the forest that the druid mentioned. It is ancient and inhospitable indeed, several hundreds of meters in, and the branches of trees already create a kind of perpetual night on the forest floor. With few birds singing, there is an eerie kind of silence all around. Judging that you're deep enough into the forest, you throw down the planescrossing dust, opening a rift between spiritual and mortal realms.

After some time, the spirit of the forest appears. With a heavy gait, he walks from the woods, long horns adorning his head catching and breaking the lower tree branches, hooves descending with loud leafcrunching on the forest floor. His green, fiery eyes, apparently, a mark common among the spirits, gaze upon you with tiredness.
"I am Nicoris, spirit of these woods. Why have you called upon me?" -- his voice echoes between the trees.
"I am Mordragon. I was sent here by a druid. Why is it that these woods have become so silent and decrepit?"
"I have grown tired recently. I do not wish to be a spirit of the woods anymore, just to sleep and see dreams. I do not see why I should keep caring about this forest."
>"Isn't it your obligation as a spirit to look after this place? You can't change your nature."
>"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
>Write-in
>>
>>5006717
>Wait, can we actually see 360°?
No, you see about 150-180° in the front, just like regular humans.
>>5006767
Oh, that's what you meant. I guess I can provide this info ooc and write it off as being said during the saying goodbyes part.
There are indeed groups that hunt magical beings, but 1) they're illegal 2) those that aren't illegal are far away 3) those that aren't far away only hunt dangerous spirits, so as long as you don't do bad stuff you should be safe. Aeniqr is a chill guy and is in good or at least neutral relations with other spirits and acquaintances, so you shouldn't worry about rivals. There are some magical beings that leech energy off other spirits, but there's virtually no way to protect against them, so you just have to be careful of mysterious strangers.
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>>5008225
>Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
>>
>"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
>We can help you find an helper or a replacement
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>>5008225
>"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
>Did something happen to cause this fatigue?
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>>5008225
>>"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
>>
>"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
"Did something happen to cause this fatigue?"
"Hmm... I have simply grown bitter of always living in a kind of mist of memory. I look back upon the past, and I see that it has become hazy. I remember my human friends living and dying, but I forget their faces. It all blends together, it all becomes worthless and meaningless." -- the spirit's voice is loud, cracking a bit.
You think for a while about what you can do to help him.
"Can we find you a helper, a replacement then?"
"There is no replacement for a spirit of nature. It is our destiny to be tied to the land from which we were born. As for a helper... I guess you could. However, do you possess the magic to summon one?" -- as you shake your head, Nicoris continues. -- "I thought so."
"Won't you die if you don't take care of the trees and make the forest welcoming to animals and birds? I heard the well-being of the spirits is tied to that of their place."
The spirit remains silent for a while.
"I... I will, most likely. However, how do I live, if I am always forgetting, walking in the swamp of time?"
"Look." -- Eos interjects. -- "I know it's hard, but you only really need to learn to let go. You are nearly immortal, so you can't remember everything quite as vividly as you first experience, your first human friends, the first birds singing among the branches. Not even humans can do that; it's just the way life is. You don't want to die, do you? So adapt."
Nicoris is silent again. The planescrossing powder is settling down, and his form becomes vague. Finally, he answers:
"Fine. I will try to let go. I will try to live on, however hard it may be. Thank you for listening, and for advice. Our time is becoming short; this is goodbye, I guess."
"Goodbye." -- you respond as the spirit dissipates, leaving only a shadow skulking between the trees.
>>
>>5009365
By the time you leave the forest, it is dusk. You let Eos rest for a while and get going in the early morning.
"It's actually a common affliction for the spirits to become bored, lost in their memories. I've seen a few of those affected by it. This one is an easy case, some words of support are enough to take him out of this state, but sometimes you can't just talk and make them change like that." -- she remarks as you walk
"Why are some affected, and some live freely, like Aeniqr?"
"It's about how you treat yourself. What I said there is true: once you learn to let things go, once you learn to go with the flow, you reach a kind of equilibrium, a sense of calmness. At least, that's the most common method."
You keep silent for the rest of the journey. Meeting Argo again, you tell him how the talk went, and ask him if he could create a helper for Nicoris. The druid agrees, and promises to visit the spirit soon.

Keeping to the road, you journey forth. Passing through another village, you decide to order a set of clothes for Eos at the clothier. It takes a couple days and 20 coins to get them, but with the nymph properly dressed, you take back your cloak and continue your wanderings. Soon, you happen upon a city. Entering the gate in its small, but robust stone walls, you walk among the crowds flowing through the streets. The city is grand in comparison to the villages, its tall houses bustling with activity and trade. You make your way towards one of the local taverns, intent on learning what you can occupy yourself with. The owner is initially alarmed by your voice, but becomes amicable as soon as you display that you pose no threat to the establishment.

He tells you that a couple people around here need help. One of them, a priest at the Sol temple, which is rumoured to have lost a valuable artifact. Another, an alchemist working on something day and night. There's also the city's grand mage, who is certain to have some kind of job for you.
>See if you can help find the artifact for the priest
>Visit the alchemist to inquire about the recipe
>Go the mage's tower
>There's something else on your mind... [write-in]
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>>5009366
>Go the mage's tower
>>
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>>5009366
>Visit the alchemist to inquire about the recipe
Hell yes. Wonder if he has anything interesting for our plates.
>There's something else on your mind...
Ask Eos if she wants to do/see anything while we're in the town. Not trying to hit on her, just being mindful.

Sorry if it has been made clear before, but do we have to constantly drag Eos alongside or can she defend herself if we, for example, let her wander around the place? What powers/knowledge does she possess?
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>>5009366
>See if you can help find the artifact for the priest
Sounds like an adventure to me.
>>5009401
I will support asking Eos what she wants to see. She is suposed to be on a roadtrip after all.
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>>5009401
Supporting for Alchemist abd Eos
>>
>Visit the alchemist to inquire about the recipe
>Ask Eos if she wants to do/see anything while we're in the town.
"Do you want to see anything in the city?" -- you ask Eos as the two of you walk out of the tavern.
"Well, I wanted to walk around a bit, see if there's something interesting on display at the shops. Not buying anything, if you're worried about money. Checking out the street performers at the main square would be nice as well. Maybe meeting a couple acquaintances. Small things like that. You want to join me?"
"Well, why not?" -- you respond after a brief consideration.
You spend the day on the streets. Eos is curious, but somewhat detached, if it can be called that. She walks and absorbs everything she sees, everything she hears, but doesn't stop anywhere for too long, always on the move, always exploring. You visit the main square and listen to the musicians playing lute, violin and other instruments. You pass by a tinkerer's workshop, owned by an old friend of the nymph, and he shows you around, displaying various mechanisms and machines he's working on. You explore various shops, admiring the craftsmanship of the items on display, be they pieces of clothing, or weapons worked by a blacksmith, or jewellery and other accessories. Something new awakens inside you as you visit various places. What is it? Joy, excitement, perhaps? Your soul stirs...

It is evening by the time you get to the alchemist's laboratory and shop. Calling out to the owner, you meet a somewhat young man, dressed in bulky, unusual clothing, likely for protection against the various reagents he works with. He has an inquisitive, shrewd stare in his blue eyes; the short cut hair gives an air of discipline about him.
"How can I help you?" -- he asks.
"We heard you need help with some task, something you're working on. Is it true?"
"Ah, yes, yes. Recently, I've been trying to work out a certain recipe, a rare and powerful potion, but to no avail. I know there is a written note on the process in some place, but I can't get it: frankly, I am not an adventurer. Are you?"
"You could call me 'plates for hire'; I am a living armour, as you may have guessed by my voice. I'd take your request, but what's in it for me?"
"A living armour helping me, eh? That's a first one. About the reward... I guess I could do something about the alloy you consist of; strengthen it, make it more elastic, for example. Alchemy is not only about brewing potions, it also deals with metallic transmutations. That sounds good to you?"
>Sure. So, where do I go to find this recipe?
>Actually, I'd like it you taught me some alchemy in exchange. I have a book about it as well.
>Write-in
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>>5009401
You don't have to drag Eos alongside everywhere, she can stand for herself, but it generally depends on the situation. e.g. walking around the city is fine, but getting separated in a dark and dangerous forest is probably a bad idea. She explained her powers some posts ago, as for her knowledge, it'll get revealed gradually on various occasions.
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>>5010535
>Sure. So, where do I go to find this recipe?
>Ask him what he thinks of our alchemy book.
Is it any good, common, etc. General knowledge.
>Ask whether Eos wants to come with us or stay in the town while we search for the recipe.

>>5010600
Nice. Thanks for the info, QM.
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>>5010629
Perfect opinion. Supporting
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>>5010629
Support
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>>5010629
+1
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>>5010535
Supporting >>5010629
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>>5010535
>Actually, I'd like it you taught me some alchemy in exchange. I have a book about it as well.
So we can do the metal magic ourselves, and have the knowledge for later use.
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>>5011302
You need ingredients to make shit, anon. I think we're better off just checking in on alchemist every now and then.