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971193 No. 971193 ID: 55dc57

You are a Bergman, a standard-bearer of your lord's castle. Or at least you were one.
Your last regal employer was caught in some less than loyal business, and you didn't survive the lordly break-up.
Now without a job, or a roof over over your head, you assess your future employment.
Expand all images
>>
No. 971194 ID: 6c9030

>>971193
See about getting a job in management of a mine, mister bergman?
>>
No. 971195 ID: d63ea8

What skills do you have?
>>
No. 971196 ID: 55dc57
File 159362167227.png - (434.60KB , 2405x1573 , bmq_1.png )
971196

>See about getting a job in management of a mine, mister bergman?
Getting a job at A mine could be an option, management however is an entirely different matter. And it's "miss", btw :^) she gets that a lot tho
You come from a long line of paupers. Your father was serf and his father was a serf, as was his, why not go back to your family's feudal lord. No.
You could find another castle to be a bergman at? You're sure that there are plenty of space for a job like yours.
You could join a nunnery like your sister? You were too materialistic and tied to your flesh for that. Besides they had rules for EVERYTHING. What to wear, when to wear it, when to sleep, how to sleep, how to pray, what to pray for, etc. Just too much.
You keep weighing your options as you go through the town square.
>>
No. 971198 ID: e7c7d3

Know anything about these other castles and lords?
>>
No. 971199 ID: 55dc57
File 159362718234.png - (185.27KB , 1005x657 , bmq_2.png )
971199

>skills
Aside from farming, standard-bearing duties, and the recipe for your mother's hawk-eel stew, you couldn't really recall any marketable skills. But that just means you're a blank slate that anyone can hire! Right?
From across the square, opposing a town hall you see a building bearing the goldenrod arms. And not just that, but a merchant's beret resting on a dagger! This wasn't just any guild, an Adventurer's Guild! imaginative, I know
Your co-bergmen - ex-co-bergmen - would tell tall tales of their totally real uncles collecting bounties, slaying witches, and rescuing damsel in distress. Finding another landowner could wait another day!
>>
No. 971200 ID: 470289

checking out the adventurers guild is at least something to do while you think about the future. Worst case it's not for you and you just kill an hour or so.
>>
No. 971202 ID: 094652

One job could set you for life. Of course, the odds of dying are high. But you've got nothing better to do and you know it.
>>
No. 971203 ID: 55dc57
File 159362887240.png - (334.26KB , 1500x981 , bmq_3.png )
971203

>Know anything about these other castles and lords?
Other than your family's landowner and your recently passed employer, you do not. Really you were just picked from a glorified lottery. You may inquire about other lords, or the ones who took over the former lord's land later.
You burst through the guild doors and are met with a beauclerk holding a piece of paper... written on it are illegible runes and characters.
Oh yeah, you're completely illiterate! Bergman training never really prepped you for this one. Not to worry, this is a progressive Adventurer's Guild, you are given a beauclerk to guide you through registration.
After fingerprints and various crosses, you now need to provide the final part of the contract. The signature.
>WHAT IS YOUR NAME?
>>
No. 971204 ID: 9876c4

Obviously Ingrid
>>
No. 971205 ID: d63ea8

>>971204
YES
>>
No. 971206 ID: 094652

Scrabble
>>
No. 971207 ID: ce39da

We seem like the type to let our actions do the talking for us, not our bearing; something humble like Ingrid seems appropriate.
>>
No. 971213 ID: 55dc57
File 159364050895.png - (306.30KB , 1205x788 , bmq_4.png )
971213

>Ingrid
A beautiful name! How could you forget your own name! (Your family was never one for family names, though)
With the contract now signed, you're now an official (junior) Guild member.
Your reading-support beauclerk, Henry, gives you four solo bounties to choose from. (He will be alongside you in this quest to report and evaluate your progress).
>NORTH
A village up north has a nasty problem with infestation, and they're requesting the guild to send someone to deal with it.
>EAST
A Lord's son has been kidnapped by a terrible beast and every man he has sent has returned either empty-handed or simply not all. He has grown desperate enough to commission the Guild for a member (or members) to rescue his heir.
>SOUTH
A mineshaft has been re-opened after a sudden collapse, and the owners want a Guild member to investigate the goings-on reported by the miners.
>WEST
A witch has settled near a town and the residents want her gone, believing her to be the origins the strange happenings that have occurred since her arrival.
>>
No. 971214 ID: 55dc57

>>971213
>MORE INFO
For any of them
>>
No. 971215 ID: e7c7d3

Visit the witch of the west
>>
No. 971216 ID: 467733

The witch! It's important to maintain standards around town.
>>
No. 971234 ID: 9876c4

/INFONORTH

Infestation of what?
>>
No. 971241 ID: 094652

South - Easy yet capable of giving a huge payout.
>>
No. 971271 ID: 55dc57
File 159368056813.png - (191.01KB , 1205x788 , bmq_bat.png )
971271

>/INFONORTH

>Infestation of what?
Though not a difficulty individually, the pygmy shelled snow-bat can quickly become a problem species if not sent back to its natural habitat due to their high brood number, omnivorous nature, and relatively high intelligence.
They are distinguished by the bizarre feature of their hominind-like faces. As the name suggests, the wingspan tends to range from 20-40cm, and usually weigh up to 35g. Curiously however, apocryphal stories claim of encounters with snow-bats with wingspans as long as 2m, but such stories are rejected by the chiropterological community.
Some researchers suggest eusociality with snow-bat nature - rare for mammals - but evidence for this is spotty, at best.
>>
No. 971272 ID: 9876c4

North sounds easy enough, if they'll furnish a sling or a bow. We may need explosives to finish things off though.
>>
No. 971281 ID: ce39da

SOUTH, I say. Simply solving a mystery should be nice and safe.
>>
No. 971282 ID: 55dc57
File 159369936173.png - (352.06KB , 1205x788 , bmq_5.png )
971282

>WEST
You've given some thought towards north and south but you ultimately decide to go west.
You feel with the presence of a witch needs to be dealt with, and to get to the bottom of the needs. (You tell yourself that there was probably nothing in the mines and that the lord's son was probably ugly, anyway).
>>
No. 971293 ID: 55dc57
File 159370347212.png - (433.27KB , 2405x1573 , bmq_equip.png )
971293

Along with the polearm and food that you came with, the Guild issues you with you with their own rations, a Guild-issued dagger, Guild-issued medicines, Guild-issued anti-witch paraphernalia, and a Guild-issued map and compass. Henry has his own supplies
Now how will you travel to town?
>ON FOOT
>CARAVAN
>>
No. 971297 ID: 9876c4

Dodgy Caravan
>>
No. 971303 ID: d186fc

Do you have any padding under your chainmail? Do you have chain gloves and boots? Does the mail cover your entire body, or do you only have the coif (probably should tuck your hair and ears into the coif btw, so they dont get cut off.)?

What kind of polearm is it? (like spears, pikes, halberds, bec de corbins, warscythes, svardstaves, billhooks, etc.)
>>
No. 971309 ID: 470289

Caravan
>>
No. 971365 ID: 55dc57
File 159379517094.png - (303.98KB , 1234x788 , bmq_chainmail.png )
971365

>chainmail
Your only chainmail comes in the coif and the leggings under your boots and cloth, everything else is just cloth and leather
>polearm
You call it a "polearm", but it's more like a flagpole you took when everything from your old lord was up for grabs. You hope (keyword) it will be useful in your mission.
>>
No. 971369 ID: d186fc

>>971365
You are kinda screwed if you get into any real combat. You should see if you can take out a loan for a weapon of some sort (maybe a mail shirt, mail mittens, and a helmet as well). Given the flagpole you took didn't have a blade or bludgeon at the end of it, it is probably decorative and will break if you try to use it as a weapon.

--

We should probably go with a caravan if we can find one that isn't sketchy, but we should get some essential supplies before we leave.
>>
No. 971389 ID: 55dc57
File 159381218910.png - (293.97KB , 1205x788 , bmq_6.png )
971389

>essential supplies
Henry recognises concerns with safety and your survivability in this commission and decides to take you to the best blacksmith he can afford. Better safe than sorry, I suppose
>>
No. 971396 ID: 55dc57
File 159381543315.png - (312.72KB , 1205x788 , bmq_7.png )
971396

You and Henry tell the blacksmith, Gail, of your situation and what you need. Henry, a regular customer, is taken to the back to see what she has.
>>
No. 971398 ID: 9876c4

(Noooo the exposed ears were cute.)

you don't seem like you have the physique for plate, so get a hauberk and demi-gauntlets. Depending on the local fashion, a sallet or barbute may be helpful too.

Since you won't have 20 friends, , maybe convert your flagpole into a partisan.
>>
No. 971413 ID: d186fc

>>971398
(they definitely were, but we should keep them safe)

Agree with the hauberk and demi-gauntlets, although we should get some chain mittens (or gloves if we can afford them).
>sallet, barbute
Given that there are many more types of metal medieval helmets than just these, lets just say a metal helmet that protects the top, sides, and back of your head and can be worn over your coif. Having a visor, or the ability to add a visor, is a plus.

>partisan (type of spear, not a politician)
Any sort of weapon we get should probably be something new. The flagpole was never designed as a weapon and we would be better off getting something stronger. That being said, I would say a halberd would be more versatile while still retaining the advantages a partisan would give you.
>>
No. 971414 ID: d186fc

>>971413
chain mittens or gloves to go underneath demigauntlets
>>
No. 971441 ID: 55dc57
File 159386272182.png - (269.71KB , 1330x1508 , bmq_cvte.png )
971441

Ingrid appreciates the compliments about her ears
>>
No. 971442 ID: 55dc57
File 159386398203.png - (117.39KB , 1205x788 , bmq_8.png )
971442

You mull over what sort of armor and weapons you could get, but then you think to yourself,
>How long has Henry been in with that blacksmith
Couldn't hurt to see what they're talking about, right?
>>
No. 971444 ID: 55dc57
File 159386653265.png - (310.42KB , 1205x788 , bmq_9.png )
971444

You go behind the counter and head towards the door Henry and the blacksmith went in.
>>
No. 971451 ID: 9876c4

Is everyone hugging?
>>
No. 971456 ID: 55dc57
File 159388111178.png - (765.79KB , 2405x1573 , bmq_10.png )
971456

You expecting a lot of things behind that door, but this was not of them...
>>
No. 971460 ID: 8fab7a

>>971456
Witch found you first, seems.
>>
No. 971461 ID: 094652

Borrow some equipment, then head in and save the blacksmiths.
>>
No. 971523 ID: 9876c4

Delve that crazy dungeon.
>>
No. 971557 ID: ae9bd9

>>971456
Lets wait a bit longer, say half an hour. This could be normal for them.
>>
No. 971589 ID: 55dc57
File 159407006285.png - (301.77KB , 1205x788 , bmq_11.png )
971589

Looking into the endless staircases, you knew you had to do something. Eyeing up the finished equipment, you reckon borrowing some of the blacksmith's equipment for a rescue mission was justified. Did the witch already catch up to you, or is there something, somehow stranger afoot? Only one way to find...
>>
No. 971598 ID: 094652

duck
>>
No. 971599 ID: 8fab7a

Grab a targe - can be strapped to your arm and used with your pole, and shouldn't be too expensive either if you wreck it and the smith demands reparations.

... could also consider telling someone that the smith's place has been hexed but THAT IS FAR TOO SENSIBLE A PLAN SO FORWARD INTO MYSTERY AND ADVENTURE.
>>
No. 971600 ID: 55dc57
File 159407352359.png - (229.46KB , 1205x788 , bmq_12.png )
971600

With rope as an anchor, a spear in place of your pole, and a targe, you were as you could be for the unknown.
>>
No. 971607 ID: b1b4f3

Alright, time to go. Step into the weird shit, see where the stairs lead you to.
>>
No. 971616 ID: 676b3c

Use your spear to test each step before you step on it.
>>
No. 971790 ID: 55dc57
File 159424465043.png - (206.72KB , 1205x788 , bmq_13.png )
971790

>Use your spear to test each step
The spear latches onto the first flight like a magnet. You hope your boots do the same.
>>
No. 971791 ID: 55dc57
File 159424547441.png - (357.08KB , 1205x788 , bmq_14.png )
971791

One small step for bergman, one giant leap for-
>duck
For what? But then you finally noticed. The all-encompassing beam of light coming towards you.
>>
No. 971792 ID: 9876c4

Cursed photon canards
>>
No. 971793 ID: 55dc57
File 159424726213.png - (461.88KB , 1205x788 , bmq_15.png )
971793

Faster than you can say, "cursed photon canards" your body leaps towards void! Not wanting to take your chances with the mystery beam, your spear, now stuck to the staircase acts as the one thing from you dropping into the abyss.
>>
No. 971794 ID: b1b4f3

So I'm guessing there's no gravity in here. Better take careful steps. You could potentially jump over to another staircase, too, but you'd only want to do that if it seemed like you'd make more progress.
>>
No. 971816 ID: 9876c4

Brace your legs against something (?) then kickjump yourself into a better spot.
>>
No. 971937 ID: 55dc57
File 159449626719.png - (739.30KB , 1205x788 , bmq_16.png )
971937

Good news is the source of the beam seems to have gone away. Bad news, so too has your only entry
>>
No. 971938 ID: 55dc57

Like the spear, you're able to stay on the stairs. Now do you descend or ascend along them?
>>
No. 971942 ID: 55dc57
File 159449963214.png - (221.69KB , 1205x788 , bmq_17.png )
971942

>>
No. 971953 ID: 0fae41

The only way out is further in! Let's go down.
>>
No. 972696 ID: af5961

Oh no I've missed several updates!

Go in and how do you know what a photon is? I thought you were a bergman, not a wizard!
>>
No. 972795 ID: d186fc

>>972696
They don't. Someone just said that line right before that update.
>>
No. 973160 ID: 55dc57
File 159569739474.png - (547.60KB , 2405x1573 , bmq_18.png )
973160

And down you went, and with your going down a new door opens in your path
>>
No. 973161 ID: 55dc57
File 159569803369.png - (357.72KB , 1205x788 , bmq_19.png )
973161

Suddenly, gravity begins to exist again and you find yourself falling towards the door.
>>
No. 973171 ID: df76b1

Welp, time for JAZZ HANDS.
>>
No. 973477 ID: e7c7d3

Grab onto the doorframe so you don't fall onto your face
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