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142119 No. 142119 ID: d1210a

[ Previous thread: http://tgchan.org/kusaba/questarch/res/83524.html ]

It took five days for me to lead Arkus and the Premen followers back to the Drazken Clan, laden with what we salvaged. Upon our return, the camp burst into greater levels of activity, as the makers swarmed about under the leadership of the four makers that returned with me. Igloos start to swell as support beams and scaffolds begin to see use, and the village walls swell with stone. Some simple huts are made with the few pieces of preserved wood that were salvageable, the hides from the tents now used solely as insulation. Our salvage run of the ruins has brought significant change to the village, and it could be some time before the totality of that is reflected.

Mingsk seems to have cemented his leadership rather firmly in my absence, all the shamans now treating him with respect. I also find several rubies waiting for me with the shamans, perhaps a half pound in total, some eight gems in all, which Arkus stores carefully along with the strange stone from the forest. Even better, Mingsk has been working to teach the budding magic-based language to the shamans, and their contributions have seen much of Premen shamanic magic integrated into the language, greatly increasing it's viability.

Thanks to Mingsk's monopoly on power amongst the shaman, as well as the help of Oggroth The Mountain, Lorgk had enough support to keep the suitors completely in hand, and the tribe has swelled in my absence. Evidently even more suitors arrived some time ago, and several were accepted. Only some twenty suitors are left, the rest having either been accepted or already left. Fekk has joined the shamans at Mingsk's insistence, and has demonstrated considerable change, now working under Mingsk, if somewhat begrudgingly, but much less unwilling than I would have expected.

Jojo and Oggroth The Mountain both have been accepted into the tribe, and since my return Oggroth has stuck by my side. Jojo has kept his tent outside of the village, and while he has not yet said why, he has been much more open (if not cordial) with others of the Drazken Clan. In addition, a warrior named Ugrokk arrived shortly before we returned, and was the last accepted suitor, noted for displaying surprising speed and flexibility in combat. Oggroth has been noted to say the newer clan member 'fights like a tiny child'.

The mines have continued to be prolific, and with many warriors performing shifts in the mines now that the tribe is not as small, the output has grown even higher. Bronze weapons can bee seen all about, with several sporting some worked armor as well, intermingled with the yeti bone armor still in use. Several weapons, Lorgk's strange sword in particular, have been adorned with rubies, and I can feel a greater sense of weight amongst the enchanted blades.

In recognition of my contributions and aid to the Drazken Clan, the reclaimed mine and village about it have been named in my honor, now titled Mordreden. After a day of celebration, morning dawns to find the village finally returning to normalcy, as I take stock of Mordreden.

[DAYS 39-45 ELAPSED]

Mordreden
Defense: Stone/Wood/Ice Wall, Guards
Resources: Ruby/Bronze Mine , Magic Language Thinktank (Small)
Notables:
--Lorgk, War Chieftain
--Delro, Peace Chieftain
--Mingsk, Head Shaman
--Sugro, Elder Shaman
--Fekk, Mingsk's Assistant
--Oggroth, Elite Warrior
--Ugrokk, Elite Warrior
--Jojo, Magic User
Population:
--39 Premen Shamans
--16 Premen Veteran Warriors
--74 Premen Warriors
--92 Premen Makers

Population total: 228


I have completed that which I set out to do before venturing off in search of more allies for my foundling empire. Arkus has packed away his books and supplies, and I have topped off my bronze rations. I am ready to leave whenever I feel it time.


What should I do? I recall that I planned to try and convince the remaining suitors to come with me in my march away from the mountains, but what should I say to them to sway them? I also imagine that Oggroth The Mountain would leap at the chance to come with me, given how much admiration he has for me. Or should I do something else, like meet Ugrokk, and take measure of him?
853 posts omitted. Last 50 shown. Expand all images
>>
No. 155537 ID: 427807

Lets not forget when Bob said that the roll for this event would cause something very good to happen... perhaps if we interacted with the old man we could gain something important?
>>
No. 155553 ID: 9462ad

>>155534
Man we have no idea the strength this guy possess. He could be similar to Kyorto or Lenryt(unlikely though...)and just bypass all our runes and screw over our existence. Remember, soul graves were MADE to be controlled, that means that if we meet a strong enough mage, he/she could overpower our will and take over.
In any case. Never underestimate an opponent.
>>
No. 155577 ID: e31d52

Jesus christ the old man is motherfucking Magneto. He pulled the iron from a man's blood for christ's sake!
>>
No. 155582 ID: d1210a

>>155394
I re-activate the lone rune amongst those replicated from Dulu's staff that I have yet found a use for, the one which when shining masks my magnetic field, and appraise what I can sense with my now heightened Magnetomancy. ....And after a careful and thorough appraisal of my own form, I can still not detect a trace of my own magnetic field, and no amount of effort puts it under my grasp whilst the rune is active.

>>155386
>>155389
>>155469
>>155527
Possibilities abound as I consider the scene Ugrokk viewed. While it seems reasonably likely, given what he saw, that this aged individual is capable of Magnetomancy, as the manipulation of the metal armor and what sounds like the drawing of iron and other metals from the bandit's blood both sound like advanced applications of Magnetomancy, I am unsure as to what affiliation the individual could have, given the response he had to the bandit's arrival. Though the bandit had to have brought him word of Verther's demise, and coupled with the old one's skills, it seems likely he could have trained Verther. I begin to consider what seems likely to be true about this mage.

-Likely a Magnetomancer.
-Likely trained Verther in Magnetomancy
-Likely more capable than Verther in the realm of magnetomancy
-Possibly seeking something in Rogo & Sons through bandits
-Possibly too high profile to move openly, thus why bandits are used/Verther was trained.
-Possibly aligned with Mortal Coil

There are many questions here that I feel I would find greatly illuminating to answer, but to do so would risk ruining the element of surprise should the old mage prove hostile (which seems likely), and while I cannot pierce the protection the rune offers me, there is no guarantee I would be safe from a true Magnetomancer, as I fear this individual may be. However, I still find myself severely intrigued by what could be learned or gained from this individual's existence, and the possibility of either learning from him or feasting on his soul piques my curiosity.


What should I do? Should I trust the rune to keep me safe and go investigate the old mage? Or should I track down the other bandits to the South? Or should I stay here any continue teaching Arkus what I know of Magnetomancy as we await Derkin's return? Or should I do something else?
[First choice to get three votes behind it is chosen]
>>
No. 155587 ID: e31d52

>>155582
We will NOT seek out the old man. Just because he can't grab you doesn't mean he can't do all sorts of crazy shit. Leave him the FUCK alone.

Hey, can you make yourself fly yet?

Votan for teachan Arkus. MALE BONDING YAY :D
>>
No. 155589 ID: 1ac39d

>>155587
slap some armor on him and HE can fly above us as some kind of scout, figure out invisibility from Jojo and we have a perfect early warning system.
>>
No. 155590 ID: e31d52

>>155589
Not to mention how funny it will be the first time.
>>
No. 155596 ID: 2d86c2

I am with them on studying with Arkus. It may give some insight to him. I also suggest sending out a war party (lead by the Premen) to eliminate the leftover bandits unless Dulu is with them or that they outnumber ours.
>>
No. 155599 ID: 2cf657

>>155582
Talking with old mage without non-magnetic backup (considering that this guy can manipulate iron in human blood, thats a tall order) and fully charged Amaranthine Annihilator is simply too dangerous.
Derkin could know something, so lets wait for now.
>>
No. 155606 ID: 632862

I would like to point out that if the old mage is allied with the bandits, he's going to try to move against us later anyway. Better to go meet him now when he's not prepared.

Visit the old mage.
>>
No. 155611 ID: abead8

old mage
>>
No. 155617 ID: 4b28de

Training, Male Bonding damn it.

Also, let us talk to Ozmand's followers. Find out what they think of us, what's happened, and if they wish to follow us.
>>
No. 155667 ID: 2aaaf1

I'm pretty against facing the optional secret boss underleveled. Yes, if we win we'll gain a HUGE advantage over anyone looking to pick a fight with us. But the odds do not look too good for us, even with all our new stuff.

Personally, my vote is for training with Arkus until Derkin comes back. But if everyone does have their heart set on interacting with this shady character, then I suggest we prepare a few things before we even get near his house:
1. Instead of making a tree sized wooden javelin, make a wooden spear for Ugrokk to chuck at this guy while Ugrokk waits in the trees.
2. No matter what course of action we take, whether we kill him on the spot or decide to talk to him, pre-emptively charge and activate the IG's second function.
3. Be ready for GODDAMN DULU, because the golemslayer is slowly becoming the Gary Oak of golem quest.
>>
No. 155672 ID: 903f16

Male bonding can wait. This mage is a serious problem, and if not dealt with will continue to cause issues for Hletwa. He would have blasted the city to pieces in the process of stealing Del Roga's axe. There's nothing to keep him from coming back and trying again if we let him go. He may be powerful, but he must be stopped.
>>
No. 155679 ID: d1210a
File 127000748767.jpg - (181.12KB , 1416x2265 , Arkus Axe From Del Rogo.jpg )
155679

>>155587
>>155596
>>155599
>>155617
[First to reach three votes]
Ultimately, I decide to leave the mage well enough alone, preferring to not risk running afoul of such a potentially powerful Magnetomancer. I choose to leave the mage well enough alone, and spend the day awaiting Derkin's return as I continue to discuss Magnetomancy with Arkus while pacing about the camp.

It is midday when Derkin and the Reaver escorts that went along with him, the mangy donkey now replaced with a powerful oxen, the cart now larger and of a better make, all riding in the cart as Derkin commands the oxen, a sack upon the cart bed amongst their number. I cease my conversation with Arkus as I listen to Derkin's update.

"Ok, I managed to get some decent coin for all that stuff, the news of the bandit king's near attack on the town made many parties interested in self defense, and we managed to sell everything, at pretty good prices once people were encouraged to understand how close danger came to their homes. Anyway, got... eh, give or take about a hundred fifty Duran marks, about average size gold coins.... I guess about the worth of some fifty head of prime cattle? Anyway, plenty money for the moment, I figure."

I acknowledge Derkin's report as the group re-enters the camp, and continue speaking with Arkus as the day wears on. By the time night falls, I feel Arkus has started to gain a grasp of how Magnetomancy works as far as I use it, and a rough sense of how I tap my Will to power spells. But by the time he retires, he is no closer to being capable of Magnetomancy than he was this morning. I continue pacing about the camp in my bid to charge the Amaranthine Annihilator as swiftly as I can.

[DAY 57]

The sixth day since I made my agreement with Del Rogo finally begins, and I send out Arkus with several of the Premen to collect the equipment promised, and Askeladd goes along with them, seeking the promised bounty on Verther. We agree to meet on the road skirting the northern border of Duras that I had trekked along when I first intended to slip through Duras and ran into the Steel Fists, close enough to the borders that I could leave swiftly after claiming what I seek.

Ozmand's disciples seem intent on following me for the moment, and trail along as I lead the other Premen and the Reavers Askeladd did not take with him to the new destination. I make note of the fact Oggroth seems to have managed to mount the war beast taken from Verther, and though he still guides it very roughly, he manages to keep it going in the right direction as we march. It is past midday when Arkus, Askeladd and the others return, now managing two carts, both packed with carefully wrapped bundles, and Askeladd carries a heavy sack. The group walks up to me and take their turns reporting on the situation, Arkus first.

"Ah... okay, well, the second cart was free with the equipment, I had to get another oxen to pull it, but otherwise we got everything right here, as requested, a full set of twenty-two customized suits of arms and armor. Ah, and Del Rogo put an axe in the pile, with a note saying.... well, let me just read it out to you, that'll be easiest.... *ahem* 'This Axe's for yer runt apprentice. The gems in it can do the normal pissant magic shit, make spells stronger, yada yada, and the pipsqueak can actually be useful in a proper up close fight. Tell him to shut up and take it. Rest of your shit here as promised. The hammer is for the big feck, supposed to attach to that ball and chain he got. Rest is straightforward if you ain't stupid. Now don't bother me again.' ....So yeah, apparently I have an axe now."

"Well, on behalf of the Reavers Of Nibelhiem, who the town of Hletwa now knows slew Verther alongside a mage named Mordre, I accepted the bounty of five hundred Duran marks, which I have here. So, how are we going to divvy this up?"

At the mention of the bounty, I see the disciples of Ozmand perk up.


What should I do or say?
>>
No. 155686 ID: e31d52

>>155679
50/50 is 250 to each group, but seeing as Ozmand bought the farm I think his group deserves greater compensation. 300 of Ozmand's men, 200 for Askeladd's. But only if they agree.
>>
No. 155693 ID: 427807

>>155686
we are not giving away the entire reward. lets take 300 for ourselves, and 100 to each of the two groups. ja?

off to the azelhaedran state then, i guess
>>
No. 155694 ID: 903f16

>>155679
Well, I think it is only just to split some of our share of the money to Ozmand's men. They lost more than any of us during the battle and they deserve it.

Before we leave though, we need to warn Del Roga about the mage. If we aren't going to go out and kill him, we should at least warn him. Send out Derkin with message to be delivered to Del Roga about the mage with as much detail as we can about him and his last known whereabouts.

Once all of that is done and we are all suited up with out new gear we can leave. We might want to invite Ozmand's men with us to fight, they seem rather aimless with their leader gone. We could also attempt to trade contact information with the Reavers Of Nibelhiem, ask for the location of outposts we could reach them at and so on. It'd be a terrible shame to lose contact with potential long term allies once they've fulfilled their contract on us.
>>
No. 155696 ID: a6ca77

>>155694

Definitely agree with the warning about the mage. We should tell him our suspicions also...

We should just divide the bounty fairly between the three groups...with ozmand's group getting a slightly bigger slice...
>>
No. 155700 ID: 445c48

Split it into three equal portions, then give Ozmand's group a quarter of your share.
>>
No. 155704 ID: 45be60

Guys guys guys, the spoils of this conflict are 500 from the bounty PLUS 150 from selling the loot. That's 650 split three ways.
Go for a 220, 220, 210-plus-the-carts split, see if there is negotiation from there.
>>
No. 155721 ID: 6834bc

>>155704
I'll agree with this and second inviting Ozmand's men to join up with us. And the Reavers, if they feel like it; but I doubt they'd quit the mercenary business to putz around with us.
>>
No. 155745 ID: 2cf657

>>155693
>>155696
>>155700
We can also spit it per men we have at the begining of battle, that a five golds per one, right? Then let every group to sort rest internally.
Ozmand's : 165
Reavers : 210
Us : 125
>>
No. 155792 ID: 275a5d

So...

Why have we not offered Ozmand's remaining followers a place with our growing army? The new leader, in particular.

I would think that since we are now the new residence of there former master's immortal soul, they would be amenable to such a proposal. Then it becomes easy enough, because their share becomes further incentive to join us. After all, who knows what loot abounds with a force strong enough to rout a 500 man army with less than a hundred men.

Extending similar offers, or at least offers of later employment, if interested, could be directed towards the Reavers. We could at least get a way to contact them if we need muscle to hire.
>>
No. 155855 ID: 9462ad

I'd like you all to not forget that I said the mage was going after Del Rogo and Sons because we don't know if there is anything of greater interest around here.
But yea, It would be good if you could tell him about the mage. If it all turns out square, then he owes us one, if not then not.

As for dividing the money... I don't have a good solution.

Yes. Offer Ozmands men a chance to have their leader lead them again.
>>
No. 156005 ID: 903f16

>>155855
I'm not basing that asumption off of anytyhing you said, I'm basing it from something that was stated by Ozmand and Askeladd in a previous post.
>>152388
>Ozmand looks troubled, his eyes distant as he thinks, but Askeladd wastes no time in responding.

>"Crap. If Verther's heading North-East, he has to be going for Hletwa.... and that explains the cannons, real handy when attacking fortified locations. Well shit, even at four hundred, if a Magnetomancer is guiding the bombardment, that could still be enough to attack the city.... but not enough to hold out when more than just the local garrison show up. So he can't be looking to take the city, so-"

>"Rogo & Sons!" Ozmand blurts out, a worried look spreading over his face, his nearly constant cavalier attitude subsiding in the face of this realization.

>"....Shit. That makes way too much sense to not be it. Bust up the local garrison, raid the smithy, and get as many new toys as he can get his hands on before more of the Duran army shows up. ....I commissioned something from Del Rogo once, no way am I letting anyone get their hands on his axe, that would lead to too many problems down the line."

>"The same for me. ....Well Mordre, if you really think you can drop them swiftly, then yes, do what you can to end the closer group here and now, but I figure Askeladd feels the same as I, that we can't let Verther pull this off," When Askeladd nods in confirmation, Ozmand continues.
>>
No. 156026 ID: 8af6b8

Doing some quick math, based off remaining members of all three bands after the battle with Ozmand's Warband amounting to 3x the actual rate, due to the loss of Ozmand and considerable losses to life and limb we could divide the wealth as thus:
Ozmand's Warband: 288
Reavers Of Nibelheim: 220
Premen/Funds: 138
With about four gold as a bonus to one group - I'm favoring Ozmand.

Another calculation, with the Premen numbers only counting one-third due to the premen not needing new arms and armaments and the fact that we have a gosh-darn Ruby Mine:

Ozmand's Warband: 259
Reavers Of Nibelheim: 336
Premen/Funds: 53
With two gold to a group, again I'm gonna suggest Ozmand's.

However, it would be best to discuss amounts the groups what the division should be. I don't want the Reavers to feel slighted - I like these guys and hopefully we can put them on retainer once we take over this place - and Ozmand's Warparty needs reconciliation for their losses no matter what happens. Ozmand was a true warrior, an ideal warrior, and to be struck down by a lowly wizard as glorious Mosmordre was is an affront to our senses. I would remind everyone that we do have funds we can reclaim – our Ruby and Bronze mine - and there is nothing stopping us from attacking more thieves and raiders when we continue our journey to gain more funds.

As for what to do, divvy out the weapons and armor - I want at least half a day of training for everyone.
Next, send someone to Del Rogo to tell them about this Magnetomancy magus. Also telling the actual city about him might be a good idea too, as they'll be the ones that will have to deal with him soonest.
Also! Ask Askeladd what the leaders of Hletwa actually said - If it is possible that we can make friends here, or even make these people believe that having a Soulgrave as controlled by a wizard and his army as protectors is a good idea, let’s go for accidentally our first city.
Lastly, speak with the new leader of Ozmand’s Warparty. I want to know this Ozmand Reborn.
>>
No. 156086 ID: d1210a

>>155694
>>155696
>>155855
>>156026
A multitude of different methods of determining who gets how much of the collective wealth gained through this venture, and considerations to the heavy losses Ozmand's disciples play a critical part in this calculation. Ultimately I offer up what seems reasonable to me, after rounding values to less obtuse numbers.

"Of the total 650 Duran Marks we gained, I suggest 220 marks for the Reavers Or Nibelheim, 290 marks for Ozmand's disciples, considering their losses, And 140 marks for my own funds. Does this allocation sound agreeable to you?"

While the disciples of Ozmand seem distracted by varying degrees of shock at the amount of funds I am throwing their way, I see Askeladd nod approvingly at the gesture before he replies.

"Yeah, that sounds more than fair. You are the one who actually killed Verther, so I find no issue with this allocation, and I thank you for the payment."

[MORDRE WEALTH IN COINAGE: 140 MARKS, DURAN]

"Of course, I found you Reavers to be quite competent coworkers, And you should be rewarded accordingly for your services. Now, I know Arkus discussed the mage we found in the woods with you, Have you informed the Hletwan military and Del Rogo of the danger posed? Further, I am curious, how could I contact you to employ you myself?"

"As to the mage, I told the military and the Rogo smithing company both about the issue, and I made sure to explain that odds are good this individual was related to Verther's attempted attack, so they seem to have taken my words to heart. Short of taking over the city and reforming it's defenses yourself, I don't think they could be treating the mage as any bigger of a potential problem, and I doubt they would like you butting in, what with the Soul Grave stigmas and all. And in case you were wondering, no, I sincerely doubt that even if you could convince them that you are the mage in question that helped kill Verther, that they would let you in when you use a Soul Grave as your faux-body. ...Yeah, they REALLY don't like Soul Graves.

As to contact, that's easy. Over the years we've managed to get a fair number of contacts in the Mortal Coil, enough so that any message left at a Mortal Coil outlet will find it's way to us rather promptly. Just as a personal request, please only use this method of contact for actual job offers, as it does take time and effort to get the message to us. ...And if you don't want some Mortal Coil mage taking credit for your findings, you might not want to mention any particularly sensitive information in the message, if you catch my drift. Well, whenever you feel ready to leave Duras, we'll be ready, as we still fully intend to complete our initial contract and escort you out of the territory before we part ways."

I order the Premen to begin suiting up, and spend some time familiarizing themselves with their armor. For now all I can tell is that every piece of metal unpacked has a dull gleam and a polished surface, no imperfections visible in their crafting. Ozmand and Ugrokk both have sizable packages, though Oggroth's is largest by far. I leave them to adorning themselves with their new belongings as I face Ozmand's disciples.

>>155792
I was awaiting an appropriate moment to broach the subject to Ozmand's disciples that they may follow me, and through me Ozmand's soul....

Such as now, after they have gained wealth for their troubles, and have such an example of possible gain under my command fresh in their minds. I see them distributing the Duran marks between themselves as I approach, and the one garbed in Ozmand's gear stands to address me.

"...On behalf of the Disciples Of Ozmand, I want to thank you for what you offered us. It was our choice to follow Ozmand.... you didn't need to give this to us, but it will help a great deal. ...Ah, sorry, we haven't spoken before, my name is Ozrick, I am now the.... leader, I suppose, of the Disciples of Ozmand, by dint of having picked up our fallen master's hammer in battle. ...So, is there anything you need?"


What should I say, considering I am trying to convince the Disciples Of Ozmand to join my forces? And after speaking with them, and giving the Premen some time to don and familiarize themselves with their new equipment before we march, what should I do before we depart Duran territory?
>>
No. 156110 ID: 2aaaf1

>>156086
"I hope you can forgive me for my failure in this battle. In my rage to outmanuver Verther, I neglected my surroundings. I should have known Verther would try something like that, but I was too focused on crushing that bastard. It's my fault that Ozmand died, and by my own weapon. Well, if it would pose no insult to you, I ask that you join us. I understand if you resent me; I am but an old man in a tower, too frail, too afraid to fight his own battles. You are free to go your own way as well, finding a new purpose may be for the better. You need not decide immediately, walk with us to the border, a resolve can be found there."
>>
No. 156162 ID: 427807

>>156110
we're admitting we are weak, and expecting them to join us? that makes no sense.

unfortunately, i cannot offer any positive advice right now...
>>
No. 156270 ID: 445c48

Inquire about their plans. Offer employment. Offer a ride on your magical unicorn.
>>
No. 156323 ID: 582d28

Actually instead of joining us, I think that we should send them on with Ozmands blessing. I have a feeling that this will make them stronger than if they came with us.
Instead of "following their master" they can forge their own way, make their own path with a zeal that could only be born from the loss of someone they care about. It's time for the birds to leave the nest and the student to surpass the teacher.
If it all works out well they will be powerful allies in the times to come. I think that it is what Ozmand would have wanted.
>>
No. 156329 ID: a6ca77

>>156323

This also lets us avoid the issue of how to further conceal our true autonomous nature from them....
>>
No. 156337 ID: 445c48

>>156323
Oh, yes, aye, second. Offer to help if they ever need a hand, as well.
>>
No. 156355 ID: 4b28de

>>156270
Also Offer Harmony, Harmony, Oh yeah.

But as much as I love letting the sparrows fly on their own, we need to make them like us enough, first. Letting them see us in action should be enough, so helping them along for a little might be a good idea.
>>
No. 156432 ID: d1210a
File 127008297431.jpg - (346.69KB , 848x1240 , Ugrokk New Equipment.jpg )
156432

>>156323
>>156329
>>156337
An idea occurs to me, a method to maximize the usefulness of the disciples of Ozmand. If I send them off, if I can inspire them to move on, possibly become adventurers, mercenaries, whatever they may choose, they could grow to become powerful allies in the future--and all the while be speaking of a mage Mordre with a Soul Grave as this command, aiding in the dissemination of my cover throughout the populace. The more widespread it becomes, the harder it will be for people to disbelieve it, so this could be highly beneficial to me... that, and if I keep Ozmand's disciples with me, it would mean having to maintain my cover more thoroughly.

"I need to see you thrive, Ozrick, You and the rest of Ozmand's disciples. With Ozmand in this Soul Grave's shoulder, I feel obligated to see you through this moment of sorrow. I will tell you what any deceased master would wish their pupils to know: That if you truly wish to honor him, then simply surpass him: No master could ask for more, from those that follow them. Perhaps I shall see you again, and you can tell me how far you have gotten, eh?"

I elect to go with a more positive image of 'mage Mordre,' on the off chance it can assist me in maintaining my cover. I still have far too little military power to my name to even consider risking my exposure as a free willed, sapient golem.

The kindly words seem to work wonders, and I see tension sliding out of many shoulders, strain easing off of faces. I may have said something they wanted to hear, judging from their response. Ozrick finally addresses me after a long pause.

"..Thank you, for that. I think we all know Ozmand would tell us much the same. .....Well, we are going to stay here for the time being, rest up, clean ourselves up.... and then I think we are going to go looking for work, where we could hone what Ozmand taught us. ....When we see each other next, I hope we will be able to repay the debt we now owe."

I spend a moment playing the part of a thoughtful master wishing well to students, hoping they perform well, both to enforce a positive image, and to attempt to instill greater surety in the surviving disciples, so that they may survive to carry that message rather than be weighed down by doubt. By the time I head back to check on the Premen, now fully armed and armored, I feel the disciples hold no ill towards me for their master's death, and that they think quite highly of me.

The sight of the now fully-equipped Premen is quite impressive. No two suits are quite the same, and no one fidgets with uncomfortably settled weight. The ten Premen with Ugrokk, the taller, slimmer Premen, now wear full leathers with metal studs woven in at regular intervals, a segmented breastplate with pauldrons, leather coifs with metal helmets atop them, all open faced with a latticework of bars to guard nose and eyes. Greaves and gauntlets both adorn the ends of their respective limbs, and with new sets of bucklers, several axes, and a quiver of heavy javelins each, they seem likely the most heavily armed 'scouts' I have ever heard of.

The Premen with Oggroth are a see of dull gray, cleverly segmented plate festooning all of them, each appearing to have been designed to match the individual bearers body in the most utilitarian manner possible, curves and lack of embellishment everywhere.... yet the lack of corners or clear angles will make this armor most vexing to land a solid hit upon, as anything not carefully aligned will simply skip off at an angle. And with the enormous and tall mauls they bear, each larger than Ozmand's hammer, with the reverse end a slightly curved metal spike some two feet long rather than another hammerhead, they may likely be able to harm my own form, which would mean little could avoid their clutches in battle. Between the armor and the heavy weapons, I think they will prove most formidable against conventional foes.

Oggroth's armor has what appear to be over-sized pauldrons with plates running down from them as extra protection to his upper arms, but when I see his weapon I dismiss my puzzlement. He now has a hammer much the same as those the Premen that follow him now bear, simply expanded in size.... with a set of runes emblazoned on it's side. I also note the chain of his original weapon is attached to the base of his new hammer, and that the actual lump of metal, the actual sphere is clapped against his side. But more importantly, even fully armed and armored, his form so cloaked in metal he appears a smaller Soul Grave, were it not for the lack of soulfire about him, Oggroth is still astride the war beast we pilfered from Verther, now managing to guide it with at least some degree of accuracy. To bear all that weight and still move so freely, the creature must be strong indeed.

Ugrokk now sports a surprisingly large Axe, and beneath a heavy pelt, I see plate and leathers both. He seems to be considering how to manage the belts that his new set of some eight axes works, before finally pushing down on a final buckle, and removing his hands to find the assembly hang freely down his back. He lets the heavy pelt fall to cover it as he hefts his new axe, swinging it about as he twists and turns, testing his flexibility. I note several runes worked into his armor, and wonder what purpose they could serve.

I see Arkus peering over a piece of paper, and frowning at Oggroth and Ugrokk both. I walk up to him, and as he turns to face me I see some measure of relief on his face.

"Perfect, you can speak their tongue fluently, I can barely manage a few words, could you tell Oggroth that his rune activates when he hits the metal ball? It looks like Del Rogo made some sort of weapon set-up for him, made to work with his ball and chain. Lets him accelerate the ball to some pretty high speeds while magically amplifying the mass of the ball. It also makes the chain elastic.... or maybe it grows, not really sure. Oh, but he did make a note we would regret it if we let Oggroth try this when he wasn't on stable ground. Something about needing to anchor the hammer after hitting the ball... really, it took me this long to get past all the cursing and his terrible handwriting. Anyway, that's all I know about Oggroth's rune, but we should probably test it to make sure I got that right.

For Ugrokk, his note says that it activates by pressing both gauntlets to the helmet, looks like the hands should be as thoroughly in direct contact as possible, he wrote 'If the pissant tribal can't get it's feckin hands proper on the damn helmet, won't do shit for the bugger. That why it don't activate when yer stupid tribal's takin the helmet on and off, you idiot!'..... yes, it has been a joy to decipher this note of his. Really. Back to what the runes actually do looks like they take in light, cloak the wearer in shadow, or make him invisible, not sure, but it says it makes the suit get colder and colder the longer it's active. It also mentions that to deactivate, it has to discharge all the absorbed light, which is going to be very visible, .....also looks like it will heat the suit in proportion to the amount of light released. Says should be fine for at least an hour 'unless the tribal's a coward about facing some cold, or dealing with a bit of heat thereafter.' ...Ah, does say the wearer is sheltered from both the light eating and light releasing effects of the armor, in terms of what they see. So they won't get blinded discharging it, I imagine."

Most interesting. I glance over to see Askeladd looking at me, having been patient while I spoke with Ozmand's disciples, but clearly anxious to see us leave as we agreed, it has been some time so far.


What should I do or say, and to what or whom?
>>
No. 156482 ID: 445c48

Tell Oggroth and Ugrokk about the magic in their new equipment. Also ask Arkus if the Axe does anything other than the magic strengthening thing, and ask if it's better than the staff.
>>
No. 156489 ID: 582d28

"Worry not Askeladd, my departure is at hand"

Inform the guys about the function of their runes but warn them not to try in now. Partly because we have to go and partly because I don't want the Reavers knowing what they do. Friends or not, they are mercs.

Take one last look around and get going.
>>
No. 156521 ID: 4b28de

>>156482
Welp, this while we get going. And try and find a way to contact the Disciples of Ozmand if you never need them again - find a way that we can send them a message or whatever. Ask both groups about The Azelhaedran State as we leave, lets see what they have to say. But, mostly, lets montage!
>>
No. 156573 ID: 632862

While talking to Askeladd, make faint meowing in the background. At some point, tell the 'cat' to shush, you're not letting it in the room.

Have the cat noises stop for a few seconds, then continue. Let some irritation sneak into your voice.
>>
No. 156585 ID: 4b28de

Yes. And include more science-noise in the background. Bubbling beakers, sizzling things, some kind of electrical burst.

And,damn it, someone write Cheese and Ham for the Great Mage Mordre! We're gonna loose that ham bonus until we have to talk to normal folk again.
>>
No. 156603 ID: 632862

>>156585
No sciency stuff. We must remain consistent, aside from occasional random happenstance.
>>
No. 156643 ID: 4b28de

Well, we should be pushing ourselves. Pass it off as 'moving closer to our research lab to fend off those bloody pixies'. Just some background stuff we can practice our super ventriloquism on.
>>
No. 156690 ID: 445c48

>>156573
Yes. Tell Mr. Cuddlebumps to be quiet, then have it meow again, be slightly irritated, and then go "No, Mr. Fuzzums, Get off the damn controller, no, damnit, not that but-No, Bad Mr. Fuzzbumps" while performing a series of random actions, possibly concluding in falling down.
>>
No. 156770 ID: 2aaaf1
File 127009452020.jpg - (156.40KB , 800x800 , gentlemen.jpg )
156770

>>156521
>>156585
>>156643
>>156690
You want HAM and CHEESE? I will give you HAM and CHEESE.

First, cue Arkus into our plan. Start walking over to Askeladd, once you are in range and ready to address him, stop. Use Magnetomancy to "get dragged" into the nearest patch of forest, do this without running over anyone. Once you are out of sight, have the forest explode into that same childish laughter that we made the first time we encountered Askeladd. Pretend to be thrown out of the forest, our mouth full of branches, complete with fuzzy shrubbery eyebrows and a mossy beard. Skid to a halt on our stomach and slowly rise to our feet, ridding ourselves of our wooden visage. Silence Arkus's giggling with a glare, and turn to address the group: "We're LEAVING."
>>
No. 156775 ID: 632862

>>156770
...thank you. That's brilliant.
>>
No. 156778 ID: 445c48

>>156770
Fucking yes.
>>
No. 156791 ID: 9462ad

>>156770
Brilliantly done if I do say so myself.
>>
No. 156792 ID: 9462ad

Wait a minute... when we first encountered the Revers we tried to take Askeladds armor using Magnetomancy. He frowned and took it off before we did anything. I wonder if this is because he felt it start to move unnaturally or does he actually have some prowess....
>>
No. 156801 ID: d1210a
File 127009866911.jpg - (206.74KB , 763x1500 , The Azelhaedran State WarMage Alexander Armstrong.jpg )
156801

>>156489
>>156573
>>156603
>>156643
>>156690
I inform Ugrokk and Oggroth both of the words Del Rogo left on the magics in their belongings, and warn them not to test them just yet, explaining that Askeladd and the Reavers are the rough equivalent of an unaligned tribe: It helped us this time, but there is no guarantee of such in the future, so knowledge is to be withheld. They nod in understanding at my reinterpretation of the actual case, that of mercenaries taking whatever contract they must. I then take a moment to look around, appraising this final campsite in Duras, before I give the order to pack camp, and begin marching, on to The Azelhaedran State..

But first, I hope to imprint the image of the mage Mordre further into Askeladd's psyche... and possibly have some entertainment at his expense in the process. As we collectively march away, bidding farewell to Ozmand's Disciples as the campsite slowly shrinks in the distance, I begin to add a new twist to my ongoing conversation with Askeladd.

"-nd so as I've demonstrated the magne- *meow* ..... The magnetic fields of iron are- *meow* AHEM iron's magnetic fields ar- *meow* NO, I AM NOT LETTING YOU IN THE ROOM! ....................................................*meow?* Fffffhe, heh, hold on one second-"

I create the sound of pacing feat and irritation directed at a pet, a simple human act to give some depth to my false character, as the 'mage Mordre' deals with an insistent cat. Finally a door is opened, and shut again with force, before I bring the footsteps closer and begin speaking once more, the whole while my body marching in a straight line, my head still turned to face Askeladd.

"...My apologies for that. ...And now I have lost my train of thought, wonderful."

I turn back to the rode and do what I can to exude the sense of an old man once more bothered by an obnoxious pet, and Askeladd seems to buy it quite easily, laughing under his breath at my simulated persona.

[+2 HAM points. Total HAM points: 009 Amount required for next reward: 010]

>>156770
>>156775
>>156778
>>156791
After we have marched some distance farther, I see the last bit of forest beside us, the final bit still connected to the dense woods that I spent most of my time in Duras in. I decide to add some more credence to my falsified forest spirits.... and use my Magnetomancy creatively, electing to not bother attempting to tell my own of my plan, as their surprise will play into it's credibility.

I pull myself off into the woods, anchoring myself on some clumps of iron I find in a deeply submerged boulder, and simply pitting our relative immobility against each-other: The rock wins. As I am pulled off into the woods, I make some sounds of confusion and surprise, but keep my body otherwise unresponsive. Once pulled out of sight, I quickly break off some branches and start arranging them about my face, creating a faux beard and brow of leaves while I once more create the sound of laughing children, the same I used for the forest spirits. I then stand atop the rock with iron woven through it, and repulse myself from the rock sharply, sending myself catapulting out and back towards the road. I guide my descent to insure I strike no one, and land in a clump, righting myself to be dirtied and still adorned with my leafy beard, the laughter having cut out before I ever left the woods mid-flight.

I get up, ignoring the few questions posed to me as I run a swift ripple through my form with Magnetomancy, shaking off the dirt and leaves as I once more buff myself to pristine cleanliness, before uttering but one more thing:

"WE'RE LEAVING"

And marching on.

And sure enough, everyone followed, and we traveled, on to the Azelhaedran State.

[+3 HAM points. Total HAM points: 012 Amount required for next reward: 025]
HAM POINT REWARD:

NEW UNIT IN THE AZELHAEDRAN STATE:
THE ARMSTRONG ARMADA,
LED BY COMMANDER ALEXANDER ARMSTRONG
WAR MAGE IN SERVICE TO AZELHAEDRAN STATE,
FROM LONG LINE OF MAGES SERVING THE STATE,
EXPERT AT MORPHIC MAGIC:
THE RESHAPING OF MATTER ON CONTACT
EXPERT AT CLOSE COMBAT
EVIDENCES ECCENTRIC BEHAVIOR


ARC 2: THE COMMAND OF METAL COMPLETE
Next thread soon.
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