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A Giant in the Silver Marches (4)

Twitter: https://twitter.com/ThatSlowTypingG
previous threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Silver%20Marches


>Character sheet / Dramatis Personae
https://pastebin.com/gwX9Vmp3

You are Ulf, a Giant from the Stillwater plains. Among the tallest of the stone kin, your kind tower above any of the smaller races. With stone or bow you can lay waste to enemies from afar.

In the past you put your natural abilities to good use as a mercenary, working as part of
a siege regiment in the south. This past spring you headed into the yet untamed wilds of the silver marches, the lands north of the nearly impassable starlight mountains. Through the Tyrese gate you ventured heading for the dwarven city of Silver Mantle, the main outpost of civilization in the north. There you hoped to find greater wealth as sellswords are in high demand and money flows more freely. The prospect of being able to test your skills has also been a welcome one.

You've made plenty of friends in the lands surrounding Silver Mantle and beyond. Many of your fellow sellswords, both giants and the smaller folk, are known to you now. You've met strangers from distant lands, encountered some oddities from both near and far while making a suitably giant sized fortune in the process.

As the snow flies with the ending of the season you set your sights on the long term. You'd hoped to eventually find a place for giants to call their own in the north. You're not the first to have such an idea and the ruins of the former Shining City would seem to fit your goals. The downside is the need to defend it against increasingly threatening orcs from farther north. At first glance the ruined Giant stronghold would seem too good to be true, but threats to it are evident to nearly anyone. Holding it will be a fight.

A battle with the orcs pales in comparison to what you found at a placed called the Pillar of Lightning. An army of undead still fighting the old war between Gods and Titans. A conflict most had already considered long over more than a thousand years ago. Ancient weapons, magical armor and possibly even their forges are a tempting reward to whoever can break the siege.

The stone kin, giants and dwarves, once fought for the Titans. Since then much has been lost, especially for your people. Reclaiming one of the five elemental pillars would do much to remedy this.

Preparations are underway to tackle both opportunities in the spring. The Shining City could serve as a launching point for an expedition to retake the pillar of lightning if all goes well. In either event your distant relatives in the Iron Hills far to the south could make for some welcome reinforcements.
>>
Silver Mantle and the surrounding lands are still hard at work finishing repairs in the wake of a recent airship raid that hit the area. You did your part of course. Along with the other giants Vaft and Sétanta you helped defend outlying homesteads and crippled a smaller airship. This forced their mothership to conduct recovery operations, limiting what cargo they could make off with.

Some grain stores were stolen and people kidnapped but far less than they might have otherwise. Compared to some orc raids over the years the damage to the homesteads wasn't that bad. Aside from construction work things are most of the way back to normal.

A pair of Mithril Gauntlets will soon be ready for you, made using scrap from an aircraft you helped down. The dwarves promise the rest of the items you'd placed orders for will be done by mid to late winter.

The question now is, when would be the best time to head south? Most caravans have already long departed but one or two late season fast caravans were delayed by the raid. They'll be heading out soon and would likely pay for an escort. You're not the only one thinking of heading south. Argen is now thinking of visiting the Typhon Fire Peaks to likewise recruit additional giants. That's a longer trip that yours so he'd prefer to leave sooner rather than later if you want to team up.

On the other hand Councillor Marsten thinks all of the necessary pieces needed for the river boat will be done in two or three more weeks. That is going to need an escort south to Lansdowne where the boat will be assembled over the next few months. Given how much money some of those parts would go for on the black market an escort would be wise. If you're not available the dwarves would likely hire some of the other giants, that'll just mean less profits for shareholders like yourself.

>Did you want to head south as soon as you can, or delay to help provide escort?
>>
>>4928015
>delay to help provide escort
>>
Rolls in the Silver Marches quest.
Available roll types will be impacted by your training in a skill range. You're an archer and as such any sort of roll involving aim will be best of 3.

Untrained rolls will use an average of at least 3 rolls. If you feel that an archer appropriate skill should be used for a particular roll feel free to argue it with an explanation.

1d20 is generally used for combat
1d100 for certain types of abilities and out of combat actions

Roll ranges are: (d20 example)
(1)Crit fail / 2-7 fail / 8-12 average / 13-19 good / (20)crit success

Your Adamant Poisoned Golden Tree Bow allows you to crit on an 18 or higher.
>>
You decide it may be best to delay to help provide escort for the river boat parts when they're completed. Argen is going to leave with the next fast caravan to set out and begins making sure he has everything he'll need. Mostly that involves supplies for himself and double checking the wagons have what they'll need should they get stuck in snow and mud. They're still getting ready for departure when your gauntlets are completed.

When picking up the new gauntlets you're met by Councillor Loredrak. Aware of your plans she's wondering if you'll be wanting to take some of your gold south to help with recruitment efforts. She has a few bars that have recently been cast and stamped from the dragon's hoard you helped bring in.

"I'm willing to bet you'll have an easier time convincing your kin folk there's money to be made up here if you have some actual money to show for it. That fool Myron was in such a hurry to head south we didn't have time to finish a full accounting of the exact weight that you brought in. Turns out there's a bit more than we thought."

An easy mistake to make given the quantities involved and the improvised casting of ingots the party did out in the field. You'll have to make sure the others know.

>Did you want to take a few bars of gold along with you to help spur recruitment?

[ ] Yes, your cousins could use the money
[ ] No, we have enough gold in coin
[ ] Yes, also give some to Argen
[ ] No, but we could give some to Argen
>>
File: Spoiler Image (546 KB, 662x655)
546 KB
546 KB PNG
I was nearly finished a proper calendar for the setting and the text file it was in is gone. That was a lot of work gone.
>>
At any rate you have some time to kill before everything is ready to go for the river boat. Most of the other giants right now are helping to speed up construction work with the moving of larger stone blocks. Enidon's new shop could use the help to finish reconstruction more quickly. Pay won't be the greatest but the sooner it's rebuilt the sooner he'll be able to buy and sell new gear.

There's also that remaining stockpile of gold buried across the river near the mountains. The city council doesn't want any large parties causing trouble with the tribes across the river. If a party came in from the north though it might be something that could be done quietly. Especially if the gold was transported using magical assistance rather than a couple of hastily thrown together wagons.

If neither of those are of interest the hiring hall needs some local work done.

>Smuggler Tunnels (SLVT)
Smugglers are still operating several tunnels leading outside the city. The dwarves are moving in to clear them and will be sending up flares from wherever they reach the surface. Jib Jab would go with the dwarves to keep you updated on their progress. Your job is to swoop in along with some riders and catch anyone fleeing topside.

>A Lucky Man (IND/Admin)
A homesteader has been named the heir to a fortune in the recent reading of a will. City administrators would like them escorted back Silver Mantle before this becomes public and anyone attempts to kidnap them.

>Claim jumpers (RBLD)
Squatters have taken control of a mining camp that had been shut down for the season. They're believed to be fortifying the site and the owners want them removed before that becomes more difficult. They're willing to pay extra if this can be done without killing anyone.

[ ] Help with repairs
[ ] Sneaking mission for gold
[ ] Smuggler Tunnels
[ ] A Lucky Man
[ ] Claim jumpers
>>
>>4928100
>>4928184
Heading out to work in a bit. I'll post later tonight when I get back and I'll be running through the afternoon tomorrow.

Not sure what times I'll be running on saturday yet because I have to attend a funeral.
>>
>>4928100
>[ ] Yes, your cousins could use the money
>>4928184
>[ ] A Lucky Man
>>
Back and resuming.
>>
>>4928184
Smuggler tunnels.
Thought you were dead.
https://youtu.be/VTSqQFIA83s
>>
You make sure to deposit the bars from Councillor Loredrak at the bank before anything else. It's made abundantly clear to the bankers that you'll be needing those bars back in a few days time.

Most of the giants see off Argen when he departs with his caravan. You joke that if they go too slow you might overtake the group when you finally head south. Argen thinks this is funny.
"Don't run too fast. Might find yourself surrounded by trouble."

"We'll all stay out of trouble until you get back," Flora assures him.

Once they're away you get back to finding some work.

With weather now hanging consistently below the freezing mark most days Jib Jab has opted to stick to the city from now on. Kobolds may not be cold blooded but even with warm clothes he doesn't care for frosty conditions. School, training and the occasional job in the undercity will be occupying most of his time for the winter.

That doesn't mean you don't see or hear from him. Usually at least once a day he'll test out the link amulet ear pieces he bought for the two of you. He may not entirely believe that someone sold him such a miraculous pair of magic items and didn't sabotage them somehow.

At the hiring hall you accept the job to head out and escort a young man back that's inherited quite a bit of money. You're introduced to a grizzled looking veteran by the name of Morrison who informs you he's actually a lawyer responsible for seeing that the family's will is carried out.

"I've only met a few lawyers in the south and they looked more like scribes than warriors."
"I wasn't always a lawyer," he replies, "and I've met a few paladins over the years who retired in a similar manner rather than become healers."

Fair enough.

"I am a lawyer though so there's a matter of pay to discuss. This shouldn't take two long but there is a risk so standard sellsword rates apply. Most of you Giants are pushing for three times regular rates these days, not that I blame you. It's going to have an impact on things though.
If you take regular pay I can afford to bring on four more people. If you insist on your higher rates that only leaves enough for two."

>cont
>>
>1) Will you go for higher pay or more party members for backup?
[ ] Standard Merc pay [2 Gold] +4 party members
[ ] Giant pay [6 Gold] +2 party members
Or somewhere in between?

>2) Who did you want to fill out your party?
Currently Recruitable:
>Cleric
Argigoth (Orc M Cleric)[PaladinS][SLVT]
Ferith (Human M Cleric)[PaladinS]
Jacques Fosse (Human M Cleric)[RBLD]

>Mage / spell user
Orlan (Half-demon M Mage)[SLVT]
Urshul (Orc F Spellblade)[RBLD]*
Charlotte Weaver (Human F Spellblade)[RBLD]*

>Mild magic
Aman Rosales (Human M Bard) [Rancher]
Kossia Skaled (Human M Bard) [Luth]

>Martial
Urdrenn Ghinir (Orc M Ranger) [Rancher]
Kal'al Indus (Human M Ranger) [Luth]
Roth AKA Laeroth Balsys (Southern Elf M Ranger) [RBLD]
Dayer Havashaw (Human M soldier) [Luth]
Gimira Hardfall (Dwarf F Barbarian)[RBLD]
Neia (Centaur F Soldier/Barbarian)[SLVT]
Arix (Centaur M Soldier/Barbarian)[SLVT]

Tim (Halfling M archer) [SLVT]
Annika Dam (Human F Archer)[RBLD]
Mithel (Ice elf F Rogue)
Bayern (Half-Elf M Rogue)[RBLD]

*= can only be recruited in a pair
>>
>>4928898
>Standard Merc pay [2 Gold] +4 party members
Ferith
Charlotte Weaver
Aman Rosales
Kal'al Indus
>>
>>4928854
>Thought you were dead.
I was way out of it for awhile.

I think it was a combination of burnout from running several weeks in a row while I was off work, combined with vaccine side effects. Both shots absolutely wrecked my ability to concentrate for quite awhile after. The most I've been able to get done is a bit of work on the H&D wiki.

I wasn't back to something approaching 100% until about a week ago.
Which means I'm immediately back to plotting the downfall of my employer but that's neither here nor there.
>>
I'll be resuming early afternoon tomorrow board time.
>>
>>4928898
>[ ] Giant pay [6 Gold] +2 party members
>Urdrenn Ghinir (Orc M Ranger) [Rancher]
>Jacques Fosse (Human M Cleric)[RBLD]
>>
>>4928898
Supporting this >>4929038
>>
You consider a larger party at first, briefly considering asking Urshul if Charlot could go without her on a mission. That might be to much trouble though, and this should be over and done quickly.

Instead you ask Urdrenn Ghinir and Jacques Fosse along. A small party and better pay seems the way to go. The three of you plus the lawyer should be more than enough to get this done quickly. More would just draw attention. Not that the presence of a giant won't.

The party heads out to the south west. You haven't been out this way since searching for that deserter earlier this year. Sure enough a few hours later the party ends up passing a familiar looking local inn and tavern located at a crossroads. A few people stare at you as the group passes but no more than usual. If anyone that attacked that platinum shipment is still in the area they must be keeping their heads down.

Another hour on the road sees you pass several more farms. There are signs of damage on a few that have been boarded up in places. Probably a result of the raid. People are still living here though.

"This should be the place," Morrison tells you, before turning down a laneway from the southern side of the road.

Halfway down the lane the lawyer speaks up again.
"I've never actually met this fellow, all I know is the name -Bira Daystar- and that he's from out west somewhere."

"So he's part orc then," Urdrenn concludes. "Daystar is normally a translation of an older orcish surname."

Morrison confirms this.
"That or a Paladin aspirant that's trying too hard. I can't pronounce the orcish version but both forms were listed in the will. Apparently it caused some trouble a few generations back. Not our problem. Our immediate concern is that people find me rather intimidating and may not want to talk to an old soldier that's showed up on his doorstep.
I'd appreciate it if one of you would convince him to come back to the city to see to the estate of his great uncle."

You're rather wishing one of the bards like Aman were along now. If someone thinks the lawyer is intimidating what will they think of you?

"A smile and a few kind words can go a long way," Morrison points out.

Jacques is quick to add his own input.
"That and giants ain't known for lying,"

[ ] Jacques is both local and a cleric, get him to do it
[ ] Speaking of locals maybe Urdrenn
[ ] No point beating about the bush Morrison
[ ] Fine, I'll do it myself (What say?)
>>
>>4929553
>[ ] Jacques is both local and a cleric, get him to do it
>>
>>4929553
>Jacques is both local and a cleric, get him to do it
>>
"Jacques, you do it."

The human glances up at you in disbelief.
"Woah, hold on, cleric's supposed to stay behind the people that can block shots."

Urdrenn laughs at this.
"Good thing we come in peace then. Be all diplomatic and you probably won't get shot."

Morrison doesn't seem to care who does it. He asks you and Urdrenn to keep an eye out for signs of Bira making a run for it if he misunderstands your purpose here. You kind of wish Jib Jab was here. You could put him on the roof and let him watch the back door to the place.

Jacques waves for all of you to stay back once the others have dismounted and he approaches the front door. A younger man who looks human to your eyes soon emerges and it doesn't take the cleric long to convince him you're not all there to kill him. Not that he thought he had much of a chance with a giant present.

To say that he's not terribly broken up about the death of his relative is an understatement. He practically whoops for joy in fact. Morrison is introduced, showing him some of the legal papers. Bira invites Morrison inside to look over the papers in detail, promising he'll be quick about it.
"I'd offer everybody something hot to eat or drink but that's gonna take too long. Be right out."

It doesn't take long and they're back outside, Bira retrieving a horse from the barn. It seems he's the only one home at the moment. Any other farm hands are gone for the winter.

"Didn't care much for these relatives of yours?" you ask once on the road.

The young man shakes his head.
"Last I'd heard about them they'd disowned my side of the family because my grandfather was half-orc. Made them look bad politically what my mother said."

"Surprised they'd do that," Urdrenn comments. "You're from coast right? They normally don't care about that sort of thing."

Bira doesn't know many of the details just that it had more to do with wealthy families moving up from the south and political alliances.

>Anything you wanted to ask him?
>>
>>4929688
>Anything you wanted to ask him?
Do you know who was expected to be the heir?
>>
"Do you know who was expected to be the heir?"

Bira shrugs.
"No one I ever met. All I'd heard was they wanted to marry off to some of the rich families from the south. Maybe that didn't turn out."

Jacques says that he'd heard there was supposed to be some kind of merger among some of the shareholders of one of the mercenary companies some years back. It had fallen through for one reason or another. A divorce was rumored to be involved but that was already more than a decade ago.

Urdrenn is more interested in what the the young man is going to do with his inheritance.

"Buy some of the surrounding property so my homestead can sustain a few families. Get enough water rights or a proper well for cattle? I haven't looked over the rest in detail yet."

"A lot of the money is tied up in assets," Morrison warns him. "You'll want to take some time to get it all sorted. Until then mister Daystar the city will want to make sure you have an escort."

The young man grimaces.
"Just call me Chuck, or Bira if you have to, none of this "mister" nonsense please."
"As you wish."

You trade looks with Urdrenn. It's likely the two of you have just as much if not more gold than whatever Bira inherited. You haven't seen the city rolling out bodyguards for each of you. Then again most people probably don't know just how much the two of you are worth with most of that wealth secured in the undercity.

The sun is sinking fast as you make it to the crossroads on the return trip. There's quite a few more people present now with music coming from the inn and a few patrons hanging around outside that look to have had too many drinks. One of the men closer to the road recognizes Bira and waves to you all.

"Eh Chuck! What are you doing out this late? These city folk ain't giving you trouble are they? Wait a minute, I know you, you's a bounty hunter! You stop right there. Boys!"
Morrison curses under his breath as a dozen men and women nearby turn to look.

"Are these here bounty hunters giving you a hard time Chuck?"

Bira shakes his head and gestures to Morrison. "Nah he's supposed to be a lawyer."

The slightly inebriated man guffaws.
"Is that right? Because I know he's hauled a few men off to prison."

"And I've put more than that in the ground, but I'm retired now. Bira, let's keep moving," Morrison urges.

"Now just hold on, I think you ain't retired at all. This is some trick! We'll bail you out Chuck, just give the word."

>Did you want to put your foot down? Either figuratively or literally?
Your orders?
>>
>>4929852
Politely tell him everything is fine and he has nothing to worry about.
>>
Rather than watch this continuing spiral you calmly step over to the drunkard, lean down and gently pat him on the shoulder.
"Everything is fine friend. He has some business in the city so nothing to worry about."

He tries to waves you off, stumbling slightly.
"Eh, layoff you giant... giant you. What business it of yours?"
"Just keeping him safe."

"Look, I'll be fine Bacc," Bira eventually assures him. "I might be a couple days."
"You sure Chuck? We got your back otherwise."
"I'm good. Oh, warn Nestor when you see him that I saw a fox out his way this morning."
"Aww fine, I'll warn him to watch the coops. You watch your back with those city folks."

He promises to do just that though he thinks having a giant keeping him safe will help more than that.

The rest of the trip to the city goes without incident but Morrison hurries you onward all the same. With sunset so much earlier now it's after dark by the time you arrive at the gates. Morrison sees to it that Bira is given secure lodging as they set to work with the legalities of his inheritance. That's the immediate part of your mission taken care of. From here you can just take your pay and go.

Morrison would like to keep a few people on as additional guards for the next few days. There's unlikely to be any action and the pay will be less but it is money for what's effectively standing around for eight hours a day.

At the very least it would pad out some of your time waiting for the boat to be completed.

>Y/N?
Or look for other jobs?
>>
With the time remaining there's no way you'd be able to make a run to the east for the remaining gold now. Another group has formed up to tackle the claim jumpers.

According to Jib Jab the guard are still interested in employing the pair of you to help with the Smuggler Tunnels. So that's an option as are helping the others around town or some guard duty.

Or did you have anything else in mind to occupy your time while the dwarves are getting things ready? Spend some time putting in more dedicated advanced bow training? Close combat training with Sétanta?

[ ] Smuggler Tunnels
[ ] Guard duty (optional, Skip to departure)
[ ] Help with repairs (Skip to departure)
[ ] Training?
[ ] Write in

I'll be resuming later tomorrow but I don't know how long I'm going to be held up with the funeral.
>>
>>4930122
Guard him, at least for a small amount of time.

Training. Yes, if theirs time.
>>
>>4930272
>[ ] Training?
>>
>>4930272
>bow training
>>
You'll give them a couple of days at most but after that you have some training to do. Everyone seems fine with that.

In the off hours you talk with a few people at the hiring hall about enhancing your bow training. With colder and occasionally snowier weather each day things have quieted down a lot. The open central courtyard of the hall has shut all of the larger inward facing doors. Hardly anyone or their horses are outside for long unless they're preparing to head out right away.

There are exceptions of course. Some others have the same idea as you, using the off season for training. A few people have set up braziers outside in the assembly field where some are sparring. You'll have to use the fields outside the city walls for archery of course. Towards that end Cellica has some ideas for you to help each other. She or others wanting to get practice or experience with illusions can provide targets. It will certainly make things more challenging.

On the second day of helping guard Bira Daystar several of you end up being dragged in to help move chests with family treasures.

"The hell are in these?" Urdrenn asks.
The chest you're carrying is far heavier than it should be for its size.

"Prospecting samples from the west coast supposedly," Morrison answers. "Though the contents of a few are listed as being for family eyes only."

Once they've all been moved Bira decides he needs to see what's in them and the reason for the secrecy. When Morrison asks if he wants the rest of you to leave he shakes his head.
"The letters left with each of these chests read more like mad ramblings than a list of what's inside."
He kicks the heaviest chest that you'd helped move.
"This one my uncle is going on about not telling the dwarves about the family treasure."

He opens it up revealing a statue and a solid ring shaped necklace, both made of a dark metal. Apparently such a neck ring is a symbol of status out in the west. An older tradition from before the most powerful mages declared themselves to be in charge of the western marches. Bira isn't sure if it's really worth wearing such a thing but picks it up to examine it regardless.

"Ulf, did you warm up this entire chest on the way over? I didn't think giants were so hot blooded."
You exchange looks with the others then shake your head."I don't think so."

Bira hands the ring to Morrison who frowns.
"Metal shouldn't be this warm unless it's just been forged."

He passes it off to you in turn. Sure enough it's warm to the touch. The surface has various runes inscribed into it, most likely magic in nature. Some look similar to the ones on your armor. It's possible its warmth could be magical but you have heard of a thing called heat metal in passing.

[ ] It should be fine.
[ ] Maybe hide it away.
[ ] Get it checked for curses.
[ ] Write-in
>>
I'll see about posting in the morning before work.
>>
>>4931541
>Get it checked for curses.
We have the money.
https://www.youtube.com/watch?v=HkZ-Z0u5eGc&list=PLbJE2f8Bl_gRq7g69Z4xfHV7Je-WWvpdJ&index=25
>>
>>4931541
>[ ] Get it checked for curses.
>>
>>4931541
>[ ] Get it checked for curses.
>>
File: StoneTalus.jpg (143 KB, 1280x720)
143 KB
143 KB JPG
You frown at the strange metal hoop.
"I have a bad feeling about this. Maybe you should get it checked for curses?"

Bira doesn't seem to believe you at first. "Curses? Are you serious?"

Morrison considers this.
"Might not be a bad idea. The last person to own it is dead after all. How many people have had these before you?"
Bira isn't really sure of the rest of the family after the split. It could have easily been several people that these have been passed down.

"Whatever the cost would be for getting a cleric or mage to check them, it's bound to be worth less than your life."
You hand the ring back to the young man who places it back in the chest and closes it up again.
"Maybe I'll do that."

With that taken care of and the last of the inheritor's property now secure you wish them luck and get back to training.

With the land owner's permission Vaft makes a back stop out of a few rows of pillars along the one side of the field. This should let you shoot at moving targets more safely without having to worry about high flying arrows poking through people or houses.

The second day into your dedicated training the mage Orlan shows up wanting to practice some protection magic. He'll need to be able to stop your arrows if his magic is going to be of use against things like ogres in the future. The best he's able to do at first is stop your first hit on a target from demolishing it. Though in some cases he's unable to even pull that off. He gets better at it though.

Orlan and Cellica eventually attempt to combine their efforts, trying to create illusions that can resist damage. This proves more difficult but they keep trying. It's deffinitely giving you more difficult targets to hit and track, either when you or the objective is moving. Ultimately you'd like to get better at hitting things that are moving while you yourself are doing the same. Skadi thankfully taught you a few tricks that are helpful in that regard.

An older long bearded mage from the city eventually hears about Orlan and Cellica's attempts to combine magic types and shows up one day to observe. After an hour he marches up to them and without much preamble launches into a theory discussion about how they're trying to brute force the problem.

You give them a few minutes and when it becomes clear the old man isn't going to stop talking any time soon you head over to interrupt.

"Pardon me, but you're tying up my target casters."

The old man stops long enough to sigh and roll his eyes in annoyance.
"Fine, here is an opponent for you!"
The mage draws an item from his robes and throws it far into the field. The ground where it lands begins to shake, larger rocks soon erupting from the frosty ground cover and assembling into a rough figure. It's a stone golem, but bigger and wider looking than any you've seen or heard of before. This thing is as tall as you are!

Cellica immediately expresses concern.
"Ulf, that's a Greater Stone Golem!"

>How do you intend to engage it?
>>
>And 2) Will you use any of your enchanted arrows?

>Current arrows
Lightning S-Bolt (AoE): 1
Ice (AoE): 1
Piercing (AoE): 1
Sonic/Thunder (AoE): 1
Spirit (AoE): 3
Ice (Improved): 2
Fire (Improved): 1
Spirit (Improved): 2
Spirit (Basic): 1
Wind (Improved): 1
Wind (Improved): 1
Earth/stone (Impr): 3
Enfeeblement(Impr): 1
Conventional arrows: 50
>>
Gone to work. Probably wont post until tomorrow afternoon.
>>
>>4932066
Shoot the limbs of
Try conventional arrows first, if it doesn't work try earth arrow
>>
>>4932093
Support.
>>
Awwww yeah we are back! Time to get caught up.

This new captcha system hurts my brain. Took me 7 tries to get one.
>>
>>4932066
Start with standard arrows first, see if its legs can be damaged. If not earth arrow or basic spirit to see how they hit.
>>
https://www.youtube.com/watch?v=J_Nlw1PTNpk [Charge Assault]

Drawing a brace of conventional arrows you charge across the field, trying to put some distance between yourself and the others. Better they're not in the area if the golem starts throwing bits of itself at you.

Determined to draw it away at the same time you open fire, targeting joints, limbs and especially its legs. If an arrow halts it -accidentally or otherwise- at least that will buy time to inflict further damage. Even while on the move most of your shots hit, each impact like the blow of a pickaxe. Some knock out bits of rock, others embed themselves and remain stuck for awhile.

From behind you come complaints from the elder mage that your friends conversation has gone completely off topic. How terrible for him.

The lumbering rock monster winds up to attack. An overhead smash that it easily gives away, allowing you enough time to move out of range. Despite being a safe distance away the fist shaped boulder shakes the ground enough that you're nearly thrown off your feet. If any of your friends had been nearby they might have been sent flying.

Conventional arrows are having an effect but it's going to take quite a few to cause any serious damage without extremely well placed hits. As the golem steadies itself and begins to stand upright once again you draw one of the improved earth arrows and aim for a spot on its arm that's already chipped and cracked.
This one hits with enough force that cracks spiderweb out from the point of impact. As it turns to head towards you once more, the impacts from each step cause more of the remaining rock to break off. Soon that entire arm cracks and breaks free.

The faceless golem stops to consider its missing limb. It seems to glance back and forth between it and you a couple of times before leaning down to pick up the broken remains.

[ ] Concentrate on its legs while it's distracted
[ ] Shoot the other arm while it's exposed
[ ] Wait to see what it's doing with the broken arm
[ ] Write in
>>
>>4934339
>Shoot the other arm while it's exposed
>>
>>4934339
>[ ] Shoot the other arm while it's exposed
>>
>>4934339
>[ ] Shoot the other arm while it's exposed
>>
>>4934339
>[ ] Concentrate on its legs while it's distracted
>>
While its left arm is exposed you hit it with another enchanted arrow. This blasts a good sized chunk out of the arm and damages some of the surrounding area but doesn't completely break it. A few more good hits with conventional arrows should do the job if last time was any indication.

The golem isn't idle of course. It grabs its fallen arm and rather than try to reattach it simply sends it flying in your direction. This isn't some single boulder but more like a spread out string of them. Diving to the side and protecting the bow you're still struck in the left side and hip, the impact sending you tumbling.

That wasn't great but it didn't hurt nearly as much as you'd worried. Between the armor, the angle and your own natural toughness combined with the Amulet of Protection that wasn't so bad. Without all of that you'd rather not hazard a guess as to how hurt you might be.

Shaking off the hit you climb back to your feet as the golem charges toward you. With it trying to close to melee you could keep backing away or run circles around it, all while whittling it down. With only one arm its a bit unbalanced.

Will you take it remaining arm down before trying to immobilize?
Take advantage of its unbalanced state to dodge and shoot out its legs?
Or do you want to try and get behind it and target its core? You still have a trio of cannon balls.

[ ] Arm first then legs
[ ] Dodge, shoot legs
[ ] Dodge, target its core
[ ] Write-in
>>
Schedule for this week. Intermittent posting most days. Running the entire day saturday barring emergencies.

Late for work!
>>
>>4935068
>[ ] Dodge, target its core
>>
>>4935068
>Dodge, target its core
>>
With the golem off balance due to its missing arm now might be the best time to try for a finishing blow. Readying a cannon ball you wait until the golem closes in for another melee attack. When it does you dash to the side. Though its stone fist hitting the ground is just as jarring as before you still manage to get behind it.

While the monster attempts to steady itself you pummel its upper back with a cast iron ball. The hit does just as much if not more damage than your enchanted arrows, blasting out chunks of rock and cracking its surroundings. That shouldn't be a surprise really, but you'd been treating this lump of moving rock more like an opponent than mobile fortification.

Treating this more like a castle that can move you set to work. Over the next few minutes you play keep away with it. Avoiding the worst of its swings, staying out of range and waiting for the best moments to hammer away at it. Whether with cannon ball or bits of stone it's left behind you keep hammering it until something breaks.

Eventually something gets through to the focus stone at its core and the golem instantly collapses. It leaves behind a pile of rubble that will take some time to clear.

Did you want to try saying something to the mage again? Or will you wait until he's done talking to Orlan and Cellica?

[ ] Interrupt (What say?)
[ ] Pick up the mage, you are displeased
[ ] Wait just in case he has stronger magic
[ ] Write-in
>>
>>4935849
>[ ] Wait just in case he has stronger magic
>>
>>4935849
>[ ] Wait just in case he has stronger magic
>>
>>4935849
>Wait just in case he has stronger magic
>>
>>4935849
>[ ] Wait just in case he has stronger magic
>>
The others are visibly relieved to see you're alright. Rather than risking another confrontation with the mage you let them keep talking and simply recover any arrows that survived. After that you sit down on the remains of the golem to catch your breath. Maybe stopping for lunch after this might be a good idea?

Not a minute later Sétanta rushes out of the nearest gate clearly ready for battle. His cry of "Glory!" soon dies on his lips as he sees you sitting on the rock pile. Stomping over at a more subdued pace he asks what happened and you give him a quick rundown.
"The cannon balls were the biggest help," you conclude.

He agrees they're among the best way to deal with stone golems.
"They prefer to keep mages safe far behind the battle lines in my homeland. Not enough of them to spare. Some send out golems to contribute to battles. Their oppnents will normally grab any cannon from the siege train in order to down them.
Some mages even started making them with actual carved stone, joints and armor rather than loose rubble held together by their magic. Those make for a terrific fight!"

You didn't encounter any of those farther north. Golems were mostly rare. You'd seen a few spell duels between mages from a distance though.

"How much is that wizard charging to summon a golem like that?" Sétanta asks.

It takes a second to catch onto his meaning.
"He just summoned it because I was interrupting his conversation."
"...your mages in the north are mad."

You're not about to disagree with him on that.
>>
With the others still talking you and Sétanta eventually get down to some training of your own. From throwing rocks to fist fighting it's a good workout to while away the time. The land owners poke their heads out during a lull in the fighting to express their dismay at the state of their field. You promise to make sure the rubble pile is cleaned up one way or another when you're done.

Eventually the magic users split up and the older mage takes up a position farther back, watching expectantly.

"Is your strategy planning committee done yet?" Sétanta questions them.

"We're going to try it." Cellica answers. "Get ready, we'll start simple."

Working together the two of them conjure a simple illusory cylinder for a target on top of the rubble pile. Your fellow giant seems unimpressed.
"That's it? That's the result of all that magic talk?"
"We've never done this before! I said we'd keep it simple."
"I wanted a basic object I could project a hit box around," Orlan explains.

"It's fine," you assure them, then turn to Sétanta. "They're learning give it time."

It's not much but after a few tries to get it right the pair are eventually able to create targets that can resist an arrow hit. It takes a couple of days until they can get the hang of moving targets. By then not only have you cleared the rocks and debris from the field but some of the other giants are taking turns training.

The oldest among you has taken to the routine with the greatest enthusiasm. Since the last outing to the Shining City the old stone druid Vaft has been feeling good. Better than he has in years apparently.

"I think the time outside the city to stretch my legs is just what I needed. The midwinter festivals aren't enough. I need to see more of the north again! This brisk weather and wide open spaces, I've been missing them more than I knew."

You don't mind the cold and snow too much per se, but its clear the northern giants like it a good deal more. This is their homeland after all.

At last the day arrives when the dwarves are ready to send the ship components south. Lansdowne may only be four days travel but Sétanta is eager for any excuse to head south into a warmer climate.

Vaft laughs at this.
"With the way the river valley funnels the wind Lansdowne may be colder than Silver Mantle."

Marsten is there to see you as the loaded wagons are prepared at the southern gate. Everything is tied down and secured though you can see the occasional piece of brass or silvery metal poking out in places. Even those are soon covered over with tarps. All of it is quite valuable, if only for the raw materials.

"It's a bother but certain high tolerance pieces needed to be made outta mithril if they're to have any longevity. It's perfect for the thin fine pieces needed. Hence why they use it on airships."

That's also why this entire convoy is going to be a target.
"You're sure the shipyard wont be attacked after we leave?" you ask, and not for the first time.
>>
Marsten shakes his head.
"No can't be sure, but the lake settlement has been promised more business in the future if this works out. They could become an important location for river trade. More than they already are."

That just leaves the matter of the escort. You and Sétanta were going to be heading south anyways while Vaft has been contracted to help with some work around the shipyard. As a shareholder you could hire on the other giants if you wanted. There are 7 equipment and 2 supply wagons, each with drivers and bowmen, plus 4 others on horseback.

>Did you want to hire more escorts?
[ ] No, 3 giants is enough
[ ] Hire all the giants!
[ ] Hire additional escort (See below)


Recruitable
>Giants
Flora (GiantF Spellblade)
Cirus (GiantM Soldier)
Rinda (GiantF Paladin)

>Paladin/Cleric
Gegor E Uller (Human M Paladin) [PaladinS][SLVT]
Argigoth (Orc M Cleric)[PaladinS][SLVT]
Ferith (Human M Cleric)[PaladinS]

>Mage / spell user
Evren Mataraci (Human M Spellgun) [Air Corps Scout Division]

>Mild magic
Cellica (Half Elf F Bard)[SLVT]*
Ocette (Harpy F Druid)[SLVT]*

>Martial
Kal'al Indus (Human M Ranger) [Luth]
Roth AKA Laeroth Balsys (Southern Elf M Ranger) [RBLD]
Gimira Hardfall (Dwarf F Barbarian)[RBLD]
Tim (Halfling M archer) [SLVT]
Bayern (Half-Elf M Rogue)[RBLD]

*= can only be recruited in a pair
>>
>>4940654
>>[ ] Hire additional escort (See below)
>Cellica (Half Elf F Bard)[SLVT]*
>Ocette (Harpy F Druid)[SLVT]*
>Ferith (Human M Cleric)[PaladinS]
>>
Deciding you already have enough giants with this group to serve as protection, a few more party members based on utility are added. Cellica, Ocette and Ferith. Together they have a fairly broad balance of skills. Having a healer will allow the giants to take greater risks. Ocette can help scout while Cellica's increasingly useful illusions might let you bluff your way through some situations.

The other giants are there to see the group off. Flora hopes you'll be successful in convincing more of your kin to come north. Even if you or Argen don't it will at least be a good chance for a family get together.

"What will poor Cirus do all on his lonesome with only two giant women to help him through the winter?" Rinda jokes.

Having completely missed any subtext Cirus points out that Vaft will be back in a couple weeks. Rinda shakes her head and chuckles.

"Your spirits seem to have improved," you point out. She's come a long way since arriving in the city near half dead.

The woman merely shrugs at this.
"Laughing's better than crying aye?"

>Any last minute farewells?
>>
>>4940839
>>Any last minute farewells?
"Make none of you turns into an icicle."
>>
"May none of you turn into an icicle in this cold."
Vaft and Rinda both answer that it's not even cold yet but everyone thanks you regardless.

Jib Jab waves from atop the city walls as the caravan heads out and you wish him well. He promises to keep saying hello through the link amulet every day or two.

The caravan moves quickly. The horse drawn wagons are fairly fast for the weight they're carrying and some of the drivers have passed along this road hundreds of times before. They know what to watch out for when it comes to irregularities.

While Cellica has been enthusiastic about the job Ocette quickly becomes bored. The harpy would rather sit on top of the wagons, puff her feathers up against the cold and go to sleep. After poking her awake a few times Cellica manages to get her friend working. She'll scan the road and surrounding land ahead a couple times a day, but mostly work while its dark out and few of you can see as far. This agreement seems to be fine with the wagon crews.

At the end of the second day with the sun fast setting Ocette spots unusual activity farther south. Far from any farms or settlements some people in the forest are working on what might be portable barricades. They're near to a point where the road takes a fairly sharp turn east for a bit. Enough cover is in the area to make an ambush easy.

The caravan is already stopping for the night so you wouldn't have reached them until early in the morning. It's close enough you could reach them well inside of an hour if you wanted to deal with them tonight. You, Cellica and Ocette are the only ones who can see in the dark.
Or would you rather wait and investigate at first light? Alternatively Cellica could increase the apparent size of the escort using illusions when you pass so they'll be less likely to attack.

[ ] Those with night vision investigate now
[ ] Investigate now, others use torches
[ ] Recon in force at first light
[ ] Illusions of more escorts
[ ] Write-in
>>
>>4940936
>[ ] Those with night vision investigate now
>>
>>4940936
>Recon in force at first light
>>
File: Road_Ambush.png (77 KB, 773x565)
77 KB
77 KB PNG
It would probably be best if those of you with night vision investigate now. If you give these unknowns the entire night to themselves who knows what they may get up to?

The three of you follow the road to a point a stones throw back from the bend. There Cellica dismounts and the three of you head into the trees, using them to cover your approach. Much of the forest has lost their leaves though a few still stubbornly cling to their branches in places. Fortunately there are enough evergreens and thick tree trunks to provide cover.

Cloud cover mostly lifts allowing some moonlight through. Enough light that the other giants might have been able to find their way. All of you stop when hearing a sound echoing through the trees. Ocette does a quick check and finds that you're not far from a camp. With most of the trees asleep for the winter the most she can do is look through some of them. Even that tells you all quite a bit.

Cellica is also quite stealthy when she wants to be, sneaking in closer for a quick look. Between the two of them they think there's at least twenty bandits. They're assembling a number of anti-cavalry obstacles and the noise is from pieces being hammered together. Some are watching the road, others are clustered around a camp fire farther in among the trees.

An AoE arrow of any kind would certainly cause plenty of chaos for those around the fire. Your sonic arrow would deafen half the camp and might send them running. Or one of the more lethal variety could take a good number out of the fight.

You could of course simply try to drive them off, or have the half-elf deliver fair warning via illusion that they should find another line of work. Or else.

What is your plan for dealing with the bandits?
>>
>>4941098
illusion warning
>>
>>4941098
Fie off one deadly arrow as a warning.
>>
Cellica sneaks closer to the camp again, taking cover behind a birch tree before sending out an illusion to stir up trouble. Meanwhile you ready your arrows in case things go sideways. Ocette is ready to help out one way or another. Her ring of stonefist seemed to work well once before.

Illusion Cellica strolls through the trees and into the open area around the camp fire. She speaks up loudly enough that even you can hear her through the trees and snow.

"Hello, it looks like you're preparing to blockade the road! Would you like a helpful suggestion?"

There's shouting and commotion after this and a good deal of running around happening. A few of the shouting men demanding to know who she is.

"I'm just someone here to deliver a warning that you should find a different line of work. If not I'm sorry to say that your ambush isn't going to end well for many of you. Especially since the city guard knows where you are now."

A few voices sound rather disheartened to hear this but others are not so easily intimidated.
"What's to stop us from just taking you hostage?"
"A bit of pay is better than none," another agrees. "Those traders aren't so far south we couldn't hand you off."

Cellica laughs at this.
"I'm sure you'd like to believe that a lady would just walk right into your camp, but you see, I'm not really here."

"I'm over here," calls out another illusion.
"Or maybe I'm over here!"

While sending evil sounding laughter echoing through the trees the real Cellica quietly pulls back to your position.
"Should I tell them they have a minute before artillery starts to hit them?"

>1) Final warning?
1A) Sounds good
1B) Nope, you're firing now

>2) Lethal or non-lethal AoE?
2A) Lethal (Piercing)(Lightning)
2B) Non (Sonic/Thunder)(Ice)
>>
>>4941216
>1B) Nope, you're firing now
>2B) Non (Sonic/Thunder)(Ice)
Sonic
>>
>>4941216
>1B) Nope, you're firing now
>2A) Lethal (Piercing)(Lightning)

Only good bandit is a dead bandit.
>>
"You've given them plenty of warning."

With that you stand back and lob the sonic enchanted arrow over the trees and into the encampment. All of those who had rushed over to help surround Cellica's illusionary self are hit with a deafening blast, strong enough to send people flying and splinter small trees if they're close enough. Even from your position it's a bit on the loud side.

When the worst of the echoing subsides you can make out screams and panic while the shouts of a small few are clearly trying to restore order. You lob over an ice arrow for good measure and to show this will not be an isloated incident. Anything but a direct hit shouldn't be fatal since most will be dressed for the cold. Being pelted with blasts of magical ice while running about in a deafened panic probably doesn't help their morale though.

Ocette takes to the air and watches. When she returns it looks as though more than half the men are fleeing the area with whatever horses weren't spooked by the noise. Anyone left has retreated to the south side of the road with some of the completed anti-cavalry obstacles in tow.

With the northern camp abandoned Cellica sneaks in and recovers your arrow heads along with at least one man's pack then retreats once more. It's unlikely (though not impossible) that the remaining bandits won't have the manpower to risk attacking the caravan.
Thanks to your magic ear piece you can contact Jib Jab and he can alert the guard forces back in the city to the presence of the bandits. They can then task a few people to clearing them out. Or would you rather head across the road now to make sure anyone left disperses?

[ ] Return to the caravan, alert the guard
[ ] Make sure all the bandits are on the run
[ ] Do a quick sweep in the morning
>>
>>4941388
>[ ] Return to the caravan, alert the guard
>>
>>4941388
>Return to the caravan, alert the guard
>>
Schedule for this week.
I'll be running through the day wed, thurs, fri, and sun. Possible family interruptions on thursday though.
Intermittent posting for the rest.
>>
>>4941388
>[ ] Return to the caravan, alert the guard
>>
>>4941388
>[ ] Return to the caravan, alert the guard
>>
Rather than trying to deal with any stragglers by yourselves the group heads back to the caravan. Figuring it's not late enough that you'll be waking him up you contact Jib Jab and let him know to warn the guard about the bandits. He has some difficulty with this but eventually gets the message to someone who will believe him.

In the morning the caravan makes a cautious approach to the site of the planned ambush. Once close enough Sétanta rushes the ambush point backed up by Cellica and a handful of illusions. You and Vaft stand by to provide fire support or protect the caravan if anyone comes at it from another direction.

There is little to be found. It would appear everyone is long gone, the camp already looted of any valuables. Ferith doesn't think anyone was killed but he finds signs of wounded. A few of the wooden barricades were all that was left behind. Those that are intact are loaded onto two of the wagons. They might be useful later.

With little lime lost the caravan rolls on through the day still making good time. What little snow is on the ground isn't enough to have much impact. In the rare instance where a snow drift is encountered you or one of the other giants kick a path through it.

Ocette spots groups of trappers and the like in the woods on her patrols. There are tracks from larger groups on horseback but she sees no sign of active bandits. If any are still in the area they're regrouping.

>cont
>>
>>4944686
At Lansdowne the presence of the bandits are reported to the town guard and Air Corps Scout Division. They don't seem particularly surprised.
>>
>>4944689
A group of refugees from the south arrived late in the season and have been a problem ever since.
>>
>>4944694
The township would normally make sure to grant plots of land along with some grain for new arrivals to get settled.
>>
>>4944696
Unfortunately it was well into fall by the time of their arrival. There isn't much they've been able to provide because of this. Since then some of the men have turned to banditry to make ends meet.

Hopefully more jobs for shipwrights in the region will help remedy that.
>>
It takes another full day to follow the river to where it empty's into eastern corner of Birchhead lake. There was some debate about where it would be best to build the river boats. Some supported Lansdowne itself with its stronger fortifications, but the river has a few difficult sections. Subsequent steam boats might open up that run in the future when they're more experienced. Or it might not if there's enough resistance from fur traders who run the river in smaller boats.

Many of the locals from the small trading post of Eamont's Landing come out to see the arrival of the caravan. It must be the most exciting thing they've seen in weeks. Chilling wind that had whipped at you on the way down the valley has let up, replaced with comparative warmth around the lake.

A few ne'er-do-wells try to cause trouble, poking around the wagons for anything shiny they can make off with, but are quickly dealt with by Cellica or one of the giants. Vaft picks one up and puts them on a rooftop making sure anyone else gets the message.

It only takes two days to help get the shipyard sorted. All the parts are readied so they can be shifted over by winch once the hull is sufficiently completed. A team of dwarves will stay on to help with machinery assembly, security and eventually operation of the engine. Your contribution is mostly made up of moving heavy things or reinforcing the structures to be more defensible if attacked.

Vaft will be here another week to make sure things are running smoothly. Sétanta feels he's done enough and is preparing to head south. With temperatures slightly above freezing thanks to a temporary warm spell now would seem the time.

The locals are anticipating that their trading post is going to swell in numbers with a shipyard and are wondering if you could stay for a few days to help set up better defenses. Right now all they have is a blockhouse to use in the event of a raid. That and the reinforced boathouse for the shipyard.

"We're not asking you to help build a whole city or anything, just a few outer barriers would help so we have a head start."
You certainly have the experience from your time fighting in sieges in the south to know what would be useful for defense. So would Sétanta for that matter.

>Will you stay and help or be off for the south?

[ ] They'll be fine with the fortified shipyard
[ ] Stay an extra day or two to help
[ ] Try to convince Sétanta to help as well
>>
Jesus Christ. 4chan kept thinking my post was spam. Had to re-write each of those 1 sentence posts repeatedly until it would clear them.

Resuming tomorrow!
>>
>>4944704
>[ ] Stay an extra day or two to help
Only if they are willingly to reimburse us for our efforts. We are offering professional giant advice.
>>
>>4944704
supporting: >>4944742
>>
>>4944704
>[ ] Stay an extra day or two to help
>>
"I'd be willing to stay for an extra day or two, but-" you hold up a hand to forestall any comment, "I feel some compensation would be in order."

The locals don't have much in the way of actual silver but they do have a few things for barter. Food, a barrel of good wine along with a fur cloak and leggings to ward off the cold all seem like a fair enough trade.

Come sunrise Sétanta departs wishing you luck while you and Vaft wish him a safe journey.
"I'm hoping for an unsafe journey. You've been taking all the fun Ulf."

That day and the next are spent working with a few of the locals. A few ploughs are used to break up the surface, one being horse drawn while you use another. Your previous experience with earthworks in sieges comes in handy.

A number of raised mostly triangular shaped barriers are set up so archers behind either one can cover the others blind spots. You make a point of ensuring everything is built up well above the local ground level. Trenches would collect water which would need drainage and that's a whole mess nobody wants to deal with in winter. The defenses aren't anywhere near finished but by the time you're done they have a good starting point to build off.

If a couple days work moving earth was all a good barrel of wine cost you might have stayed in the south doing similar work! You share some with Vaft and a few of your friends that evening. Cellica warns that the wine should probably be diluted somewhat.

"I don't know, I think it's pretty good!" Ferith exclaims.
Before he can drink any more the half-elf mixes the rest of his wine with half a cup of water.
"There, before you get fall down drunk."

"It is a bit on the strong side," Vaft eventually agrees. "Good though."

[ ] Wine this fine is meant to be enjoyed as it is
[ ] Maybe water it down, if only to make it last
[ ] Write-in
>>
>>4945369
>[ ] Wine this fine is meant to be enjoyed as it is
>>
"Wine this fine is meant to be enjoyed as it is. Though I'll understand if you want to keep our cleric sober."
Ferith admits that the watered down spirits are still quite good.

Though some of you are being more careful that others with how much they drink everyone enjoys themselves before turning in for the night.

Rising at first light you feel well rested and ready for the long road ahead. A little bit buzzed still too but that's more a minor inconvenience. You'll probably shake off any lingering effects soon enough.

Of course nothing is ever simple. You've just gathered your things and are about to wake Vaft to say goodbye when you hear a woman's scream from outside. Rushing out of the boathouse you've just in time to see a dark scaled Drake on all fours, clambering over the unfinished earthen walls and out of the settlement. Despite the long shadows from the rising sun you thought you saw it carrying something in its mouth.

The woman's screaming from a nearby timber house starts to become a bit more coherent until you can finally make sense of what she's saying.
"Help! Someone please! A drake took my baby!"

A pair of armed men rush out into the cold only partially dressed. One throws a hand axe after the beast but doesn't have enough range. Even with the new earthworks it only takes a few strides for you to get the draconic spawn back in sight. Bow in hand in an instant, you soon notice your aim is feeling a little fuzzy this morning. At twenty feet long you're certain you can hit it, but where to shoot is the problem. Especially if it's carrying off a kid you might risk hitting.

[ ] Head/neck
[ ] Chest
[ ] Grapple to get kid out of its mouth
>>
>>4945445
>[ ] Grapple to get kid out of its mouth
>>
>>4945445
>Chest
>>
Stowing the bow you charge off after the small-ish wingless dragon. Building up speed with each step you vault the earthworks, overtaking the two humans. Shouting from the trade post intensifies as first the drake then you reach the treeline.
"How big is it?"
"Looked twenty feet, not that big!"
Anything else is lost amid the crashing of branches.

Aside from the occasional pine most of the trees here are birch or poplar, providing nothing in the way of leaves for cover. The drake weaves this way and that through them but in the case of the smaller ones you crash right through them. It tries its best to run faster but you're wide awake now and it's not going to beat you in straight line speed.

Changing direction it bounds off the side of a large oak tree. Changing course is a little more difficult for you but even with a bed of leaves tripping you up it's not getting away. Before it can get away again you get hold of a leg and pull. Both of you go tumbling but you manage to get your other hand into the corner of its mouth. Not the safest place for anyone to put their hand but it allows you to let go of the leg with the other and yank its jaws open.

The child goes tumbling free. There didn't seem to be much blood on their clothes but you don't have time to worry about that right now. The Drake is still alive and trying its best to claw at you with all its legs. It continues its attempts to bite down on your hands too for good measure. Small miracles that you'd put your new gauntlets on this morning in case of trouble on the road.

As it tries to wrench its head free you hear what sounds like it's attempting to hock up phlegm.

[ ] Evade (Roll 1d20)
[ ] Slam its mouth shut (Roll 1d100)
[ ] Write-in
>>
Rolled 67 (1d100)

>>4945580
>[ ] Slam its mouth shut (Roll 1d100)
>>
>>4945580
>Slam its mouth shut
>>
Rolled 49 (1d100)

>>4945580
>[ ] Slam its mouth shut (Roll 1d100)
>>
Before anythihng else can happen you slam its mouth shut. Strands of viscous black liquid spray out of any gap in its mouth. Anywhere droplets land they seem to hiss and burn what they touch. Most of the drake's spit seems to be trapped in their mouth though.

Making sure you're a safe distance from the child you hold the beast over near a snow drift where it won't matter as much if any more of its spit spills out. The drake continues to thrash but every moment it sounds more and more like the thing is starting to choke. Its death isn't a quick thing but you're eventually able to brace it against the ground and pin it with a knee against its neck. A few throat punches later and it goes limp.

Cellica, Ferith and a few others from the village catch up about this point. You gesture to where the child fell and they immediately rush over to help.
One of the local hunters warns you not to let the drake go until it's been run through.
"They'll play dead, even if it means a bad wound if they think it will keep em alive."

Once Ferith signals that the child is alright you look back to the pinned drake. Wisps of smoke are still escaping from the edges of its mouth in places.
"Can they be killed by their own breath attack?"
"An acid spitter? Only if they're real dumb."

The hunter drives a spear tip into the back of its jaw to help pin it closed, which elicits a minor response.
"Yeah it's still alive. Barely."

[ ] Let's fix that
[ ] Wait. What would this thing be worth alive?
>>
>>4945718
>[ ] Let's fix that
>>
>>4945718
>[ ] Wait. What would this thing be worth alive?
>>
>>4945770
>>4945727
Any chance of a tie breaker?
>>
>>4945718
>Let's fix that
No remorse.
>>
You pull out your knife and take aim at the drake's vitals.
"Out of curiosity, what would one of these be worth alive?"

The man you'd seen throw an axe at it earlier arrives having since put on warmer clothes. He rushes over to the now healed child and scoops them up.

"You're not thinking of keeping it alive are you? Thing damn near ate my daughter!"

The hunter you'd been talking to shrugs.
"I know there are standing bounties for brown drakes to be taken alive. They use them to make glue. Black drakes are usually too dangerous to bother with, but we've got this one and it's not going anywhere. I'm sure someone in the south would buy it."

His friend kicks it in the side.
"Bet a rich noble bastard would probably use it in one of those damned arena fights."

None of that then. You have a hard enough time ignoring the local slavery issues let alone whatever goes on in the south. Doing what you can to make it quick you stab it through the heart. The hunters shrug at this but the parent that nearly lost a child along with a few others breath sighs of relief.

"That's that then."

Letting the others lead you drag the carcass back to the settlement, leaving something of a trail behind you. The hunters carefully set to work butchering the beast outside of the earthworks, making sure to empty the venom glands where no one will get hurt.

Much like the wyvern it's going to take time to skin then cure the meat from the drake. Time that you could be using to head south to see your kin.

>1) Stay or go?
Did you want to further delay your departure to get hold of some drake meat and leather, or will you strike out right away? You haven't lost much of the day after all.
1A) That wyvern was tasty... will drake be as good?
1B) Enough time wasted, get moving!

>2) Cross country
Because of where Eamont's Landing is located you could cut cross country south and reach the main road, saving time. You might even catch up with Sétanta as long as you don't delay.
2A) Stick to the road, less unknowns
2B) Cross country to catch up
>>
>>4945914
>1B) Enough time wasted, get moving!
>2B) Cross country to catch up
>>
>>4945914
>That wyvern was tasty... will drake be as good?
>Stick to the road, less unknowns
>>
>>4945914
>1B) Enough time wasted, get moving!
>2B) Cross country to catch up
>>
>>4945914
>1B) Enough time wasted, get moving!
>2B) Cross country to catch up
>>
https://www.youtube.com/watch?v=3VF-p6Z_-q4 [FFIX - The Disappearing Mist]

Enough time has been wasted already, you need to get moving! You ask a few questions about the terrain to the south, making sure there are no impassable canyons or the like. After quick goodbyes and promises to see everyone in the spring you head out.

The terrain isn't bad and with most leaves gone from the trees you can see far enough ahead to plan your course. Once away from the lake it gets colder but isn't the strong blowing cold you'd faced on the way in. That or you're headed more with the wind this way.

Sticking to the south south-east bearing you reach the main road in two days. You've shaved at least a full day of travel time off. It only takes 2 more days to reach Ballidon, this time well before sundown. You've only just missed Sétanta who left late in the morning.

You stay long enough to say hello to the local commander Havershaw who is glad to hear you're doing well for yourself.
"Glad the kobold worked out too. That goblin made three escape attempts."

The scout division mage Largah has apparently been training the kobold magic user you captured earlier this year. They're making progress towards becoming a useful assistant with support spells.

After a quick lunch you head out again catching up to Sétanta just after sundown. He's starting to think there's a conspiracy to keep him away from the best fights in the north. You promise there's bound to be some good fights in spring. Either with the orcs or at your other objective.

With nothing but the prospect of more cold until south of the mountains the two of you reach Ivanish ahead of schedule. There aren't any caravans, they've long since passed through the gate, but there are a few people wanting an escort on the way south. Its just a few riders carrying mail but sticking together along the way earns you some silver.

At last you see the Tyrese Gate for the first time since spring. The border between the kingdoms of the south and the Silver Marches. Sétanta wishes you luck, he'll head for Hennessy to ride out the winter in the port city. There's work to be found there and he'll be able to keep watch for anything interesting headed north into the marches.

"I may even hear of what happened to those pirate airships after their raid."
You wish him luck.

Was there anything you wanted to purchase here at the gate? Any supplies that the dwarves could work on gathering and have ready for you when you head back north?
>>
>>
>>4946507
>Was there anything you wanted to purchase here at the gate? Any supplies that the dwarves could work on gathering and have ready for you when you head back north?
I can't think of anything.
>>
Sorry guys I've been getting tied up with family stuff as I'd worried about.
>>
Heading out from the gate you follow the road south only a short ways before turning east following the curve of the mountains. Even here it remains cold with winter snows blanketing the land. Strong winds occasionally howl down from the starlight mountains. The occasional small airship can be seen in the distance making runs to the gate but a few more days east and they disappear from view.

Much of the land near the mountains is uninhabited or sparsely settled. Wolves, bears and other beasts are just as much a danger here as in parts of the north. No dire wolves though, at least none that are foolish enough to cross you. The giants in the iron hills must be well known enough that most predators give you a wide berth in your travels.

14 days out from the gate you enter into a more settled stretch of land. Some of the locals wave at you from a distance. Others that look to be soldiers from farther south arm themselves and look like they're expecting you to attack at any moment. They don't chase after you or anything, merely preparing to defend their guard towers. Hopefully your cousins haven't been getting into too much trouble.

Despite this you reach the iron hills less than a week later without incident. It doesn't take long to meet up with some of your kin. They of course demand to hear stories of your exploits and the others that spend time as sellswords share some of theirs from the south.

Ogres are rare this side of the mountains and few have encountered them before. Tales of their wrestling matches seem to intrigue your cousins and uncles the most.

"But what are the ogres actually like?"
"Very punchable. Almost like they were made to be punching bags. It's... a bit off-putting."

The story of fighting the Wyvern gets the most cheers and attention. Especially from those who are used to you and most of the others from the plains preferring ranged combat.
"We have to toughen you up so you can take on dragons next Ulf!"

Speaking of dragons, you pull out one of the gold bars you brought along as a gift. A bit of spending money for the families living in the hills will be useful to acquire things giants can't make themselves. Also to show that there is money to be made and as something of a down payment for those going north with you.

The bar looks... different from when you got it from the dwarves. The fine and sharp seal and markings that had been stamped into the front face have filled in somewhat as though you'd kept it too close to a fire at some point along the way. Testing the weight it doesn't seem any lighter than when you left.

[ ] Probably put your pack too close to the camp fire
[ ] This shouldn't look like that, have it checked
>>
Family is calling I have to head out for a bit.
>>
>>4946634
>[ ] This shouldn't look like that, have it checked
>>
>>4946634
>This shouldn't look like that, have it checked
>>
It's an odd question to ask you'll admit but you try to find out if anyone knows how to check for curses or problems with metals. You'd brought back gold as a gift but it shouldn't look like that. One of the elders -Elder Tyern- has a few things that might work and cracks a smile as they lead you toward a building used to store trade goods.

"Spending too much time with the dwarves? So miserly with your gold that you need me to check it?"

You shake your head at the joke.
"I have a bad feeling about this."

"You're too young to be so serious yet Ulf. Then again I wish your cousins would be a bit more serious at times. Always finding trouble those ones. One of them has it in their heads to visit the fire peaks to bring back hearth skinks. Their mother told them if they set fire to the Myrce lands they'd have to spend the rest of their days helping out the smaller folk."

Checking the gold using an old but well maintained scale, the elder frowns.
"The weight is off."

Oh boy here we go,you think to yourself. Is this gold going to up and vanish or did someone pull a switcheroo during the airship raid?
"How much less?"
"It's not less, it's more than they've stamped it. More than any dwarf I've met would allow from a simple mistake. Where did they get it?"
"A dragon."
"It's hoard?"
"Not... exactly."
Asking Tyern to keep it quiet you explain about the statue of a dead dragon. How your party chopped it down into ingots to bring back to the great northern city.

"Ulf dragons are creatures of magic. Among the most powerful that exist. You're sure the dragon was dead?"
"It was solid gold," you point out. "Gold is just a metal. Isn't it?"

Tyern considers it for a long moment then shrugs.
"The dwarves would know better than I. All I can say is these bars are heavier now than when they were stamped, some two months ago you'd say?"
You nod.

Tyern pats you on the shoulder then begins packing away the weigh scales.
"Either I'm wrong about it and you've been given an extra windfall of gold, or something is odd about your gold. It's up to you what to do about it. Would it be such a bad thing if the gold you've taken really was growing in some way?"

[ ] Just ignore it, you got some extra gold out of it
[ ] Maybe you could use this to your advantage?
[ ] Contact Jib Jab, start asking hard questions
>>
>>4947048
>[ ] Contact Jib Jab, start asking hard questions
>>
"And it's not cursed?" you ask Tyern, just to be sure when leaving the storehouse.
"No obvious signs of a curse I could see. I'm no mage but I can tell when something is obviously cursed. Usually."

With that out of the way you call up Jib Jab. He's learning more words, or at least getting a little better at using them. According to his tutor he's far from the worst student she's ever had and is picking some things up quite quickly. Her tolerance for his "kobold nonsense" is a bit on the low side though. Oh well.

It takes a few hours but Jib Jab gets hold of Marston. He doesn't talk to you long, just enough to get a description of what you're seeing then promising to send a message in response as soon as he can.

An hour after sunrise the next day you're alerted that the dwarven Councillor needs to speak to you.
"Ulf, is this thing working? Can you hear me? Terrance, I don't trust these things. I swear the elves are just using them to keep tabs on the rich. Hello?"

"I can hear you," you assure him. "What's going on with the gold?"

"I've got some good news and bad news. Good news is, the gold isn't technically cursed."
You're waiting for a "but" to quickly follow that up.

"What's the bad news?"
"That part is a bit complicated. It's a sort of magic that older dragons have over gold they've taken from the earth and claimed for themselves. With their magic they can cause it to grow their hoard. Kept that way long enough it will keep growing even if taken far away. Mages and alchemists can use it for all sorts of things.
According to Terrance there's rumors the main elven kingdoms were built by harnessing the stuff. It's powerful an' dangerous, but there's a trick to it usually."

"A trick?"
"You kill the dragon that made it and the magic stops. It's just regular gold after that."

That would have far reaching implications you imagine. Especially if a kingdom was relying on that magic for weapons. Weapons that might suddenly no longer work. Or they might simply be less effective, who knows.

Something about all this is bothering you though. The kobolds seemed quite certain their dragon was dead. If that's the case what dragon does this gold belong to?
"We'll try an' figure that out. Worst case? If that dragon statue was technically alive it could just keep its magic forever."

"Would that be a bad thing? Will the world be buried in gold ten thousand years from now?"
"Not bloody likely, the economy would break long before that. The Empire, Ulf. They'll take that gold from us to use in their weapons. You should bring those bars of yours back before they escape out into the wild. Unless you had any ideas?"

>What say?
>>
Resuming tomorrow.
>>
You're at a loss, though others may have some ideas.
"Marsten, if you could fix this somehow what would you do?"

"Hmm, if it were up to me? I'd find a way to kill it. Now that might sound short sighted, and you'd be right, but at least it'd be a fixed variable then. No magic to get in the way."

"What do Jib Jab and Terrance think?" you ask.
There's no response for a minute then the dwarf resumes.
"Eh, Jib Jab says to find a "good" dragon. Whatever that is. Maybe they can make the magic theirs, control it somehow. Sounds dangerous to me.
Terrance has some preposterous ideas about mass producing this gold and selling small quantities to the elven kingdoms. That and threatening to destroy it all if the Empire makes a move to take it. Use the magic in the gold to destroy the gold."

Those are certainly options. You wonder if someone already familiar with the situation might have more input.
"Where is Myron? He took Orichalum for study, did he take any of the gold?"
"That trouble maker? Yes, he has some of the gold but not much. Traded most of it for mithril and gemstones. He'll be somewhere in the trade cities in Freis."
Though relatively close that's still 30 days travel away from you over land. At least he's not farther south. Going after him might be wasted time though, especially if he's planning to return for a second expedition in the new year. Then again he's bound to talk if he notices his gold multiplying.

>What do you think should be done about the magic gold?
[ ] Find a way to break its magic
[ ] Try to find a "good" dragon to help
[ ] Mass production / threat of destruction
[ ] Wait until Myron returns to the north
[ ] Silence Myron and keep it secret
[ ] You have other ideas / Write-in
>>
Yes that was me.
>>
>>4947616
>[ ] Try to find a "good" dragon to help
>>
"Maybe Jib Jab has the right idea?"
"What."
"We try to find a "good" dragon to help."
"Be serious Ulf. I know it's less an issue for Giants but dwarves haven't the greatest history when it comes to dragons."

You didn't think dragons had great history with anybody really but there have been tales of more benevolent ones. They're rare though as most fortune hunters generally don't care how nice the scaly beast protecting a mountain of gold is.

"And just where are you going to find a dragon? That statue is the first dragon ever heard of in all the north. All the ones in the south are in hiding or have made deals with nations."

You don't really know yet. You've only heard of 3 dragons by name and you think at least one of those uses their wealth as a bank. The closest is Aril, a rust dragon of the fire peaks, and they're rather infamous for being a terror on the region. Probably not your best bet.
"I'll look into it," you eventually answer. "You work on a few options and I'll look into others."

"Good luck then Ulf. Try not to tell the first dragon you meet we've got a great heap of magic dragon's gold."

Fortunately you still have plenty of regular gold to at least provide some form of gift to your kin. You have at least 100 gold, not counting those bars. How much did you want to give to the giants of the iron hills as a combination gift, and down payment?

[ ] 2000 silver (12.5 gold)
[ ] 25 gold
[ ] 50 gold
[ ] 75 gold
[ ] Give them the gold bars, but warn the elders to keep quiet about them
>>
You take the time to enjoy the vacation of sorts in the iron hills. Your kin, cousins and other giants from the hills hold the winter solstice festival. It brings plenty of people out despite colder weather than usual. What's left of your barrel of wine gets used up quickly. Fortunately a few people from the eastern hills are good brewers so the festival doesn't lack for spirits.

There are snowball fights, races, archery competitions. Everyone wants to try out this ring wrestling that the ogres apparently introduced to you. All good fun and hardly anyone is badly hurt.

There's hard work to be done too of course. Everyone pitches in to make sure there's food and drink aplenty. Sometimes that means a few quick hunting trips first thing in the morning. Archers like yourself are of great help for that, saving the longer treks afield for later in the season.

"Ulf, you seem tougher than I remember," your cousin Walvar notes. "You've been taking hits in some of your wrastling that would have knocked you out of the running before. Even without your fancy new armor."

You eventually admit that yes one of the magical trinkets you picked up makes you even tougher.
"How's about you take off that amulet if you think you can put up a real fight!"

>2)
[ ] Nah, I'm an archer, I need all the help I can get.
[ ] Accept his challenge, you need to toughen up.
>>
>>4947704
>[ ] 50 gold
>>4947778
>[ ] Accept his challenge, you need to toughen up.
>>
You know what? To hell with it, you need to get tougher and its better to do this sort of thing with family rather than rivals or enemies. Predictably compared to your often brawling cousins you've not quite as well prepared as them. Walvar puts you firmly into the ground, making Ulf sized snow angels in the process. Even his younger brother Warzar, who is still slightly shorter than you are, manages the same feat.

You turn the tables on them during one of the ogre style wrestling matches though. Walvar's height acts against him and you manage to use a trich you'd seen before to get low and put him outside the ring.
"That's using your head cousin!"
Of course pulling that same trick off again is nearly impossible but you do manage it later on.

Eventually all of you get yelled at by your aunt for a lost list of reasons. Most of them revolve around not being able to go a quarter hour without any fighting.
"Once the festival is done the lot of you may need to stretch your legs. Going on a long walkabout might cool your heads."

"Yes ma'am!" the group of you respond in unison.
"And before you even think of it, no you're not to go bringing any hearth skinks back to the hills."
"I don't even know what those are," you admit.
"They call them glow dragons out west. Your great grandparents used to call them hand dragons because they'd fit in the palm of your hand."

Nothing like a kobold by the sounds of it, maybe you'll have to look into that at some point.

When it comes time for gift giving you present the elders with 50 gold. It will help them in their trades with the humans and dwarves in the region. They're not always so willing to barter when it comes to items giants find most useful. It will be a big help in the coming year they're sure.

When things quite down after the holidays one of your other cousins Farom asks about your plans to return to the north. Aside form the occasional drake he doesn't find the Iron Hills challenging enough and wants to go north with you. 5 others are prepared to go with him, not all are direct relatives.

"I'm sure Walvar and Waziar are interested in going too. I don't have as fancy a bow as you do Ulf but I've been learning about tracking and other useful skills. I'm just reluctant to leave until the weather gets warmer and the food stocks are in better shape. Closer to spring proper."

It would take just shy of 40 days to reach Silver Mantle based on your own speed. Enough time for the north to warm up a bit you hope once spring starts here. That's still a few months away.

Did you want to start looking into information about dragons? You don't need to say why you're trying to find some but word will likely spread the more you ask.

[ ] Keep talk of it among the giants
[ ] Only so far as the locals villages
[ ] Ask in the closer trade hubs like Hennessy
[ ] Try to find Myron in the major trade hub of Freis
>>
>>4947908
>[ ] Keep talk of it among the giants
>>
>>4947908
>Only so far as the locals villages
>>
You have plans for your winter in the south, namely finding dragons. You'll try to keep talk of it among the giants for now but if necessary you're willing to try the nearby local villages if the other giants will vouch for them.

"What's all this about Ulf?" Waziar asks.

"There are fortunes to be made in the north but some of them may be dangerous."
Nobody seems surprised by this statement so you continue on.
"Dragons put some kind of magic on their gold. I think we need another dragon to break it or who at least knows what kind of trouble it could cause. The dwarves will try to figure out other ways of breaking the spell. They'll leave any dragons for me to handle."

Some of them aren't certain you can be serious but enough think you know what you're talking about to put some thought into it. Marion who is a fellow archer is the first to speak.
"So dragons that won't just try to eat us, burn us, or take our gold the moment we show it to them. Is that about right?"
"About," you agree.

Walvar laughs.
"Ones that don't act like they have a pike stuck in the hindquarters all the time then. A tall order cousin."

You admit that it is but anything at all would be helpful. Some of the giants have heard of places where dragons are more common. There are stories of course, and if it were by stories along the fire peaks would remain the best. Most of those stories don't end well. Two places where those among you know for sure dragons have been sighted are in Skåne and Narbonen.

Skåne is to the west of Hennessy along the coast. Giants used to live in that region but eventually migrated elsewhere. It's a rough place supposedly, with the locals frequently fighting barbarian raids from the islands off the storm coast. Not to mention the pirates that frequent the white sea trying to hit ships from the trade cities.

Narbonen is a bit more inconvenient a place to look. It's not far off the trail to the Stillwater Plains, just closer to the Arverna mountains, but it is solidly in elven territory. Elves have a tendency to ask questions about people coming and going from their lands, or those of their vassals. You're a little worried they might take an interest in the gold bars you're carrying. At the same time any dragons you might encounter there are more likely to attempt diplomacy first.

Farom promises to talk to some friends in a nearby village. A few humans that have retired after years of running around what they consider to be the north. He returns two days later with a bit off information. His friends know of two areas where dragons might be found.

The Midlands are an expanse of territory between the Arverna mountains and the Fire Peaks. Several major rivers flow through the region from both mountain ranges, then north to the Trade Cities and the White Sea. At present there are no major wars going on between the Bituri and the other kingdoms, which is a rarity. The Blue Coats as they're called are usually at war with someone.
>>
Lastly are the Gothic Kingdoms. Specifically the northern most edge of the kingdom of the Auramite Goths. You'd have to cross at least four borders just to get there unless going by sea or air. Any of those would be dangerous and you'd likely be late for the first expedition to the Shining City in the spring.
A very tiny part of you sort of wishes you'd gone in on that airship idea with Trilah Lylth.

Skåne is the closest to the airship gate and the most uncivilized area. More hiding places for dragons, but less people to spot them and point you the right way. The Midlands and Narbonen are both fairly civilized regions with all the positives and negatives those entail. Narbonen probably has more bureaucracy to deal with but is closer to the gate for a return trip.

>1) Did you want to investigate any of these areas or risk expanding your search?
[ ] Skåne (Travel Time=30 days)
[ ] The Midlands (Travel Time=29 days)
[ ] Narbonen (Travel Time=31 days)
[ ] Gothic Kingdoms (47-50 days?)
[ ] Expand search for information

>2) Did you want to risk having Farom bring in additional help?
Y/N?
>>
>>4948124
>[ ] The Midlands (Travel Time=29 days)

>2) Did you want to risk having Farom bring in additional help?
No
>>
The Midlands. It's a broad area for a search but there should be good roads, bridges, even guilds. Though still not a full member you've built up a strong reputation with the Silver Talons as an associate. They may have resources you could gain access to for a price. It's unfortunate that the MMRC is largely restricted to the north. Despite that your standing there plus long history of slower steadier employment in the south should give you an acceptable level with most other review boards.

Comparing old maps the group makes plans. This expedition could serve as a potential warmup for action up north but you make it clear that nobody has to follow on this one. Really you can't even promise any pay with it being winter and all. Caravans will be minimal.

The younger Waziar opts out. He'll stay and help the family around the hills through the winter then meet you at the gate. Two others Avlan and Delosa consider doing much the same but Delosa is in too much need of a better weapon. She'll have a better chance of finding one on this trip than anywhere else.

After a week of prep work and helping rebuild any stocks depleted by the festival the group heads south. You and five other giants will be quite a sight. Clearly the humans think so because you don't even make it half way to the Down river before a bunch of cavalry sallies out from a garrison demanding to know what mischief you're up to.

A balding grey mustached solder addresses the group.
"It's the wrong season for campaigning giants, go home. We've had enough of your trouble."

You frown at this.
"What trouble?"

The rest of your party turn to glare at Walvar in response who shrugs.
"It was just a bit of harmless fun. No one was hurt."
"What did you do?" you ask.
"Pinching livestock. Knocking down a barn with a brawl."
"Hey, we helped rebuild that barn," Walvar protests.

The lead soldier rattles off a list of misdemeanors pranks and trouble making. Putting horses on roof tops is one that stands out for you.
"Those are just the ones we know about."

>How do you intend to defuse this situation?
>>
I'll post in the morning before work.
>>
>>4948269
Apologise for our cousins behaviour and offer compensation for their unslightly behaviour.
>>
>>4948311
Supporting.
>>
>>4948269
supporting: >>4948311
later talk to Walvar (and to a lesser extend to group) about telling such things BEFORE they become issues
>>
>>4948311
supporting
>>
"Cousin you really have to be more careful. Smaller folk can't just brush off a tackle like we can."
"I know that Ulf, it's not like we've hurt anyone."

Judging from the burning glare of hatred from the human he clearly isn't about to laugh off their previous antics. Time to be diplomatic.

"I'd like to apologise for my cousin's behaviour and offer compensation for damages they may have inflicted. I'm sure I can convince them to pay off any remaining debts through mercenary work we'll be conducting later in the year."

The man gives you a questioning look.
"Are ye' trying to bribe me?"
"No. I'm hoping you'll be able to get money to any of the farmers and other locals that impacted by my kins antics. We have business in the Midlands then in the north. We don't have the time to track down every person they may have wronged right now."

Eventually the human agrees.
"Alright, if you're taking them far from here where they can't do any more harm go on about it. I'll take ten gold to see about fixing things up with the locals for now."

Five weeks pay for a normal mercenary isn't a small amount but if it settles things then it's undoubtedly worth it.

"Don't think this makes things square with the locals Walvar. We're keeping extra soldiers in the region until you and yours stop acting a threat."

Back underway you talk to the others, suggesting it might be a good idea to mention these sort of troubles before you run afoul of the constabulary. Or at least apologize and make reparations to the farmers before it gets bad enough to call in soldiers.

"It was just a bit of fun Ulf. I said we didn't hurt anyone. Just some livestock here and there. Why do the rest of you always act like you've never had fun at the smaller ones expense once and awhile?"

"Because it's not a smart thing to do!" Delosa berates him. "Some humans still talk about the ancient wars like they should have finished off all the stone kin back then."
"What are they going to do, poke me with a pointy stick?"
"Mages exist," Farom reminds him. "So the Iron Hills are too much of a backwater to bother sending magic users most of the time. If they ever did we'd be in trouble."

Walvar grumbles for the rest of the day but promises to be a little more careful.
"Don't forget to find out what you and your brother owe the rest of the farmers once we get paid in the north."
Or maybe sooner depending on how things go.
>>
A few horsemen continue to follow the group until you reach the Down river. From there the roads become a bit more proper and there are a few horse drawn carrieges and caravans that you could potential get escort work for. Talking to the small local equivalents to hiring halls you manage to find potential jobs that will pay along the way.

One leads to the capital of the Franci territories and pays better, but will add 4 days to the trip. All told you'd earn about 6 gold each.

A more direct route is possible but there's less paying work along the way. You might be able to earn 2 to 4 gold each.

Walvar in his infinite wisdom has a better idea. "Head straight for the fire peaks first, then down to the midlands."
The others already know where this is going.
"Your mother told you no!" Delosa reminds him. "No tiny hearth dragons."
"We can catch or trade for some with the giants there and sell them in the midlands. It would more than make up for anything I have to pay those human farmers. Winter is the perfect time to do it."

Farom shakes his head.
"It would add at least two more days travel time, IF we're not forced to hunt around for these things for a week. There's no guarantee of making money."

[ ] More days but more pay (+4 days)
[ ] Fastest route but less pay
[ ] Playing with fire (+2 to 9 days)
>>
>>4948716
>[ ] Fastest route but less pay
>>
>>4948716
>More days but more pay
>>
>>4948716
>[ ] Fastest route but less pay
>>
>>4948716
>[ ] Fastest route but less pay
>>
Got a longer set of posts I've been working on, bit of a heat wave happening here so that's been somewhat distracting.
>>
Resuming tomorrow. I'll be heading over to my relatives to take advantage of their air conditioning.
>>
You argue for the faster route even if it means less pay. Out of the 3 remaining weeks travel time the group manages to get escort jobs for 2 of them. You expect the last week in the midlands would end up seeing little demand for your services but it's quite the opposite. Instead it's the Myrce lands have the least work. Or perhaps the least means of paying people for work. There's a bit of a low level rebellion ongoing and the lords or whoever is in charge is unwilling to spend money on such temporary contracts as yours.

Winter or no, once into the Midlands things change quite a bit. Roads are better kept and travelled, bridges over the larger rivers more common and sturdily built. Distance between towns and settlements are much closer together, though off in the distance you can still see larger forests around rougher terrain. Speaking of which you can just make out the faintest hint of mountains to the east.

"My friend Argen is from the Fire peaks. He was also planning to rally some of his kin to head north in time for spring."

Farom chuckles when he notices what direction you're looking.
"Those aren't the fire peaks, just a closer ridge line. We're too far away to see them. We may still see your friend along the way. Most of the trails out of the giant strongholds exit through passes to the midlands and this area will have the best roads to the northern port cities."

Possible, but you suspect Argen will stay away from the more heavily populated areas. The Bituri are suspicious of large giant movements as you've seen in the past on the edges of their borders. A few centuries back they made a push to capture the fire peaks with the help of the Dawnbreaker Order. When it failed the order moved on, since pushing into the Savia region of late after it was weakened by blood mages.

According to your cousin and his friends there have been attempts this century to annex order holdings by various countries but all it did was drive the paladins to join the imperial army. The current Emperor quickly put a stop to it all, even instructing the Bituri to compensate the order the cost of any lands and funds seized. The Giants were even to be returned some of their territory to prevent a future conflict. This nearly caused a war but threats and maneuvering quickly prevented it.

With the Bituri already sandwiched between multiple enemies, adding yet another foe especially an elven one to that list would seem a bad idea. The Elven kingdoms are not to be trifled with, especially considering the might they can bring to bear. Wielding imperial authority with a light touch can make the human kingdoms forget there's a reason the Emperor is an elf.

Because of the Empire's enforced truce you and any paladins should be free to move around the country with little trouble. Your kind may still be watched but you should be free to go about your business.

>cont
>>
With the help of your kin and fellows the group manages to reach the important crossroads city of Matrici. It's an important center of trade and commerce. The local rulers have rebuilt the city a few times fires have swept through with wider streets and taller buildings. Most of the major mercenary companies have a presence here, the Silver Talons among them.

Though seeming to not as well established locally as you might have expected the Talons do turn out to hold sway over much of a city block. A number of buildings protect a courtyard from view where they can muster away from prying eyes. A few banners hanging above the entrance and one office building are the only outward sign.

The arrival of so many giants gets plenty of attention. Eventually an officer appears, wearing much the same pattern of armor as those you've met up north.

"Name's Rowland Dorsey. If all of you are here to sign up I'm afraid you're far from where the heaviest action is right now. Try about fifteen hundred miles south west on the other side of the Medhelanon. Not that I wouldn't appreciate hiring you but we can't afford to pay giants to march that far. Verey little action at this time of the year too."

"My name's Ulf, I'm an associate member of the Talons," you explain. "We're hoping to buy or trade for information."

"Ulf... I think I've heard of you. You used to be with one of the associate siege regiments?"
"Yes, and I spent last year in the north. I've done a lot of work for the Talons out there."

"I'll double check it to be sure. What are you hoping to find out?"
"We need to see some dragons."

This gets a laugh out of Dorsey.
"Still the wrong season for it. We'll start having trouble with youngling drakes and wyverns east of here come spring mark my word. Every spring a bunch of them pop up like weeds not matter what we try."

You shake your head. "Not drakes, we're looking for dragons."

"Dragons. Actual dragons? That's going to be a bit more difficult. And you said you're willing to pay?"
"That's right. Pay or trade. I'm sure there is some work in the area you need done that would cover the cost of information."

The officer frowns considering options. After a minutes thought he answers that it won't be quick or cheap but he'll see what he can do. Much of the party splits up after this, some heading out to investigate other parts of the city for work, supplies or potential lodgings. Delosa goes with Walvar to ensure he stays out of trouble. You stay at the Talon's base of operations to wait, trading stories with some of the locals around a fire, seeing if anyone has seen one of your targets in the region.

>cont
>>
There are plenty of stories to share. One of the older sellswords was part of a rather substantial band sent to drive the dragon Aril back into the mountains once.
"I should say we were sent to kill it but nothing we had with us could touch the beast. We pieced it together later that so many groups had been deployed through the lowlands that we were making hunting annoying for it. I guess that meant the old red couldn't take its time like it wanted so it went home."

Well you're not looking for any ancient dragon like Aril. Or at the very least not one with its penchant for cruelty.

It's close to sundown when Rowland Dorsey returns, pulling you away from the locals he lowers his voice. He says he'll be able to get you some information on known or suspected locations of dragons. Mind you plenty of mages, bounty hunters and even dragon cultists want that information. Because of that he expects the price to be on the high side.

Dorsey checks who else might be watching or listening before he continues.
"Now you said you need to see a dragon. What'd you mean?"
"Talk to some. Try to find one that's more interested in doing some good. Even if it requires some compensation."

"Alright Ulf, I looked you up. You've got a good reputation with the company so I'll tell you what I can. More than a few dragons that are smart enough will figure how how to disguise themselves. Some go into business since they're usually good with magic and smarter than a fox to boot. They're more likely to talk but that doesn't mean they're going to be the nicest folks or willing to get up and leave whatever they're working on. Point is, we've got contacts that can set up meetings if you like. As long as you promise not to fight them.

Or I can try and point you toward ones that might be out in the wild still. They tend to be young ones still out causing some trouble in the wilds or on the roads but they're not all bad. What'll it be?"

[ ] Meet with more civilized ones
[ ] Take your chances in the wilds
[ ] Write-in?
>>
>>4952801
>[ ] Meet with more civilized ones
>>
>>4952801
>[ ] Meet with more civilized ones
>>
>>4952801
>Meet with more civilized ones
>>
"I'd rather try my luck with the more civilized ones first if it's alright with you."

Dorsey takes a deep breath as though to steady himself.
"Alright, I'll see what I can do. Your crew are free to use the northern most stable overnight to get out of the cold. Shouldn't be any horses or anything in there."

Most of the city around the Talon's block of buildings are awoken at daybreak by birdlike screeching. Scratch that, it sounds like a bird that's been drinking little more than hard liquor for a few decades. Stepping outside you spot a harpy woman that looks just as old as Ellsworth and Astoria perched on the highest rooftop announcing her presence. A growing number of protests from the courtyard eventually quiet the woman and she throws a small satchel down to one of the Talons officers.

"Morning air mail, that'll be thirteen fifty!"
"You're paid monthly."
"Express delivery, enculé!"

It's not long after the arrival of the express mail Dorsey heads out to the stable to see all of you. Holding a quick meeting here lets everyone take part while also providing some privacy.

"I have three people who are willing to meet with a minimal party, so don't all of you show up together. You'll have to meet with each individually. Dragons don't exactly hang around one another often."

The names he provides are Sara White, Rezart Ibarra and the important sounding Donat Alexandre Lefebvre.

To most Sara White is a human ice mage that has somewhat recently started into the magelock industry. It's a lucrative one and she's probably making far more money than most realise. Given how new she is at the trade she's a bit distrustful of strangers. She was a full time member of the Talons until an incident some years ago revealed her identity. Despite this they've remained on moderately good terms with her.

Rezart Ibarra is a cleric, ostensibly with the Dawnbreakers, who runs charity clinics for the destitute. His efforts have prevented the spread of minor plagues in a few cities. Numerous merchant houses and nobles have tried to hire him, but he's frequently infuriated them with high asking prices. Apparently he charges more depending on the person's wealth. Those who have little pay little to nothing, except what they can spare.
Little else is known of him and the Talons wont say how they know he's a dragon.

Rezart would seem to fit your definition of a "benevolent" dragon, though considering the pile of gold you may need his help with the asking price might turn out to be rather steep.

>cont
>>
Donat Alexandre Lefebvre is a powerful earth mage who has made a name for himself in the construction industry. He's well established about a day's travel up river from here. He has a reputation for being tough but fair in negotiations, and even employs dwarves. Most dragons have difficulty tolerating them.
He's another one that might cost quite a bit but he already knows how to deal with dwarves, that might help.

"Just three?" Walvar asks. "There must be more than that around."
"Are these all the dragons you know of?" you ask, reiterating your cousin's question.

Dorsey sighs.
"There's the Beaumont family. They're jewelry traders but you don't want to deal with them. Never make a deal with those ones or at best you'll live to regret it."

Noted.

>1)Who do will you attempt to recruit?
[ ] Sara White
[ ] Rezart Ibarra
[ ] Donat Alexandre Lefebvre

>2) Did you want to split up the party to try their luck with one of the other dragons, or see if they can get a job in while you're busy?

[ ] Split up, try to meet with 2 dragons
[ ] Others can work while you diplomance
[ ] Ask the others to simply stay out of trouble
[ ] Write-in?
>>
Back tomorrow.
>>
>>4953292
>Rezart Ibarra and Sara White.
Split up, try to meet with 2 dragons.
See if Rezart knows of our stash.
>>
>>4953292
>[ ] Donat Alexandre Lefebvre
>[ ] Others can work while you diplomance
>>
>>4953292
Supporting this >>4953418
>>
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>>4953292
[ ] Donat Alexandre Lefebvre
[ ] Others can work while you diplomance
[ ] Ask the others to simply stay out of trouble
Since this is a trade city and the other giants probably haven't got much experience in dealing with city folk, let them know about the smaller ones trying to rip giants off with less pay. Tell them about giant pay up north, but down here that's probably less likely as they have more hands to help.
Are the kig-yar from halo just larger futuristic kobolds?
>>
>>4953418
Supporting
>>
>>4953669
The hell did they do to the Jackals since the last time I played Halo? Last I'd seen they were making them more and more dino-bird like with each iteration. That just looks like they tried to import them into Doom. I don't know if that's an unpopular opinion, didn't care for 343's stuff.

It would be more accurate to say that Rovinar are closer to larger futuristic kobolds. Though they lack horns.
The hell did fandom do to their wiki page design?
>>
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>>4953826
I think it's widely accepted that 343's games aren't as good and they've taken the series in a much different direction. I always thought of the Rovinar as Hirogen or Tosk from star trek, if they had tails and were more reptilian. I'm still catching up in H&D, currently reading through early 2015
>>
It would be best to split up. There's no telling how long any negotiations might take or if it might be necessary to raise additional funds. Farom and Delosa will head up the second team along with Walvar. The two more responsible giants should keep him out of trouble.

For those who haven't been to many big cities the rest of you warn them to be careful. Smaller ones may try to take advantage by overcharging or paying less for work. You mention that up north the giants have made a practice of charging more than regular mercenaries. With their manpower shortages a giant's strength means a lot more up there. Here that may not be the case among the teeming masses.

Marion along with Tristal, your party healer, both ask to go with you to meet Rezart Ibarra. Tristal is interested in seeing this healer and figures it could be helpful to have someone along that could do a bit of work at their clinic while you talk. A bit of good will can go a long way.

On the one hand you're interested in seeing if Rezart is aware of your wealth at some level. On the other, any dragon you convince to help is going to end up seeing some or all of the enchanted gold eventually. How up front you should be given his reputation could be tricky.

Rezart Ibarra is a day and a half's travel roughly down river while White is off to the north east. When you arrive in a city recovering from a plague outbreak it isn't hard to find the healer. Many are quick to point in the direction of the quarantined district and just as quick to get out of your way for fear anyone headed there may be sick themselves.

According to a few guards the sickness has been mostly cleared up, they're just controlling the flow of people until the clerics have given everyone a clean bill of health. On hearing your party has a healer of sorts you're allowed in, though you're warned to stay away from buildings marked to be burned later.

"If you see any looters trying to poke through the marked buildings shoot them. It's better than restarting the plague."
You hope that won't be necessary.

Rezart is found working among a few other healers near the river. The sturdy stone buildings show signs of having been burned out recently and hastily repaired. Tristal excuses himself and moves to help the other healers, asking where he can do the most good. You and Marion end up assisting a few masked individuals in putting a new roof on one of the warehouses that the cured are being directed to for shelter.

>cont
>>
By late afternoon you've fixed up two buildings that people are moving beds into. With things now under control the healers send Rezart to speak with you.

"I'm grateful for your assistance giants. I've seen enough people try to hire me over the years to know when I'm being sought out. Few would help first without being asked. You are either smarter than some believe of your race, or are true of heart. I hope it is the latter."
He raises one finger as though to hold your attention.
"I make no promise of aid with whatever trouble may be facing you but I will give you a fair hearing. What would you ask of me?"

That is the question isn't it? Do you intend to obscure your true objective in some manner, or risk giving away both valuable and dangerous information? Or would you tantalise with the gold but leave its source unsaid? After all, if told to the wrong person the knowledge of its origin could potentially start a war.

>What say?
>>
>>4953919
We know Myron has a lot of the gold, lots of people probably know Myron has a lot of gold by now with how loud he seems to be, it probably won't be long until the story of a wealthy eccentric mage makes it way to town.

"We were hired for a job by a mage, we were paid in gold, and there's something wrong with it, we were told you might be able to help."

Keep the details as brief as possible. All of it is true, but I think keeping the "I've got two bars of your cousin in my pack" part quiet for now would be the best idea.
>>
>>4953919
supporting: >>4953951
>>
>>4953951
Supporting.
https://youtu.be/5eBZMRDCZBs
>>
You trade looks with the others. This is going to be a dangerous play but hopefully being mostly up front with the man -dragon- will help somewhat. That doesn't make you feel any less uneasy when you shuck your pack and reach into its depths to draw one of the bars of gold. A moment of consideration is given to scratching out what's left of the dwarven markings that haven't filled in.

No. No point. He'll know soon enough one way or another. Myron isn't likely to keep his mouth shut much longer.

"We were hired for a job by a mage who paid in gold, but there's something wrong with it. We were told you might be able to help."

You hand the bar over to the healer who looks at it curiously. It doesn't take long for him to realise what he's holding.
"Oh my. I could tell you carried magic items with you but didn't notice this. You didn't seek me out for the reputation of my healing talents."

You shake your head.
"No."

He glances at each of you, maybe considering his options or sizing you up for a fight. Though appearing a bit more wary of your presence he turns the bar over in his hands a few times, turning his attention back to examining it.
"While I would be curious to know who sent you my way that is a less important question right now. A more pressing one is whose hoard is it from?"
"I was hoping you could tell me that."

Rezart chuckles.
"That is not a service I can provide. I'm in the business of life. Death dealers are better at finding people from their belongings. That couldn't be the only reason to bring something so valuable or dangerous to me. You must have some inkling of what this is don't you?"

"I have a general idea. What do we do about it?"

"Sell it to the elves. They should buy as much as you have."

More of less Terrance's idea, though the dragon probably doesn't realise just how much you or the dwarves have. More than any one nation would be willing to pay money for when you can just have an army take it.

"Is there no way to transfer the magic? To remove it?"
"Remove it?! Why would anyone ever want to remove it? It's not as though it's a curse. Men would kill to possess such treasure! Even I-"
The healer stops himself, looking down at how tightly he's clenching the gold bar.
"I have answered by own question haven't I?"

Looking crestfallen Rezart turns and walks a short distance away until he finds a piece of rubble to sit down on.
"I have devoted myself to healing while many of my kin are more prone to destruction. I've restricted my greed to whatever is useful to aiding my goals rather than trying to fleece every man woman and child. Despite this I never once would I have considered removing such magic. Reducing an item's value. What does that say about me?"

"That you're a business savvy philanthropist?" Marion suggests.
This cheers him up a bit. "Perhaps."

>cont
>>
Standing Rezart returns your gold bar then leads you farther away from the docks.
"You wish to remove this magic, there should be ways. Firstly how it is created. It's often by accident when a dragon tears gold from the earth itself with nothing but their own strength of limb and mind. It can become a singular focus when dragons are in the grip of a gold frenzy. When they are that focused their magic can bleed into it.
I suspect you've seen or heard some of what happens to this gold. It's magically potent, useful for enchanting, but it can also affect the minds of those who hoard it. Especially dragons. I've heard dwarves are actually immune but it's hard to tell. Maybe all stone kin are?"
"What does it do to people?" you ask, worrying that you might have been endangering your kin this whole time.

"It makes them greedier and more prone to hoarding.
I don't know if its possible for a dragon to enchant gold like this in any other way but I've never heard of it. As for stopping it, killing the dragon that created it will wipe out its magic. Beware that some dragons are protected to prevent this very thing.
Simply waiting a thousand years should also exhaust the magic. Most of the obvious side effect should be gone by then."

"There's no way to dispel it?" Tristal asks.
"In theory sufficiently high level dispel might work. Ironically you'd probably end up using the magic of an entire bar just to dispel another. I can see why nobody bothers."

That's annoying.
"And you can't hijack, or bleed off the magic in it?"

Rezart isn't sure, it's not his area of expertise. It might be possible but he's never tried before.

[ ] "I need you to help us prevent a war"
[ ] We should be able to dispel it in theory
[ ] Terrance's plan to sell it slowly might work
[ ] Maybe there's another way / Write-in
>>
>>4954191
>[ ] We should be able to dispel it in theory
>>
>>4954191
>Terrance's plan to sell it slowly might work
>>
The information that it should be possible to dispel the gold may open up new avenues the dwarves hadn't considered yet. Even if you just end up going with Terrance's plan at least there will be a fallback in case that doesn't work out. Once you find someone to do the actual research that is. That may still end up being a dragon but Rezart is less likely to be that person.

With gold returned to its hiding place and pack slung you turn to the dragon.
"Thank you for your help."

"And all of you for your help giants. I don't supposed any of you could be convinced to spare donations to my ongoing work? You've contributed much already today so you're under no obligation."

You've been burning through gold coin here in the south but you still have plenty of silver.

>Make a small donation Y/N?
>>
>>4954359
>Make a small donation
Yes
>>
While the gold reserves are depleting, a small donation of silver is something you can part with. You wish each other luck but before departing Marion tells the healer that he can let your people in the Iron Hills know if he has any relatives that need to be beat up.

"I'll consider it. Thank you again."

When you return to Matrici the others report that they've been able to convince Sara White to investigate the mystery of your gold. With her history of making enchanted items along with other magical studies she should be able to figure out how to dispel the magic if that's your intention. They left the details a little vague but Farom got the impression she'll play hardball when it comes to her actual price.

What they did tell her was that there would certainly be a growing market for her ice magic in the north. She won't be leaving immediately, intending to take time to pack and make arrangements. After that she'll be making her way to the gate, most likely by airship.
One condition of hers was that one of you be there to act as an escort from Tyrese up to Silver Mantle. Hopefully she isn't waiting too long for your arrival. Or the other way around for whichever unfortunate giant that end up on guard duty.

You've seen at least a dozen airships of one kind or another floating around or near Matrici. They're sometimes difficult to spot through the cloud cover but one or two are landed, busy unloading cargo on the north east side of the river. Two of your party that stayed behind have been helping them with heavier cargo. Apparently the locals are going to miss their presence as some of the cranes for heavier cargo don't work very well.

With one dragon recruited and information obtained from the other it's mission accomplished. There's a short discussion about trading silver for gold pieces here in the south where better rates can be found but that's about it. Unless you wanted to try and recruit Donat Lefebvre.

Was there anything you wanted to do in the area? Items or equipment to look for at while you're in a trade hub? Or would you like to see about taking on jobs for the Talons on your way north?
>What do?
>>
>>4954419
Would an airship support all of the giants we have coming north with us? If so, that could shave some time off our travel and give us some time to do more in the North before we go on our expedition to the shining city. If not, we may be able to stop by another giant village and take a few more north with us. We should look at getting a kind of blunt arrow, something that would have helped if we had run into any of the looters in the quarantine zone, without having to use our sonic arrows and deafening half the city but I have a feeling even a blunt arrow fired from our bow would kill a human at close range. Maybe a present for jib jab? Last we seen him he was still in furs and leather, we could get him a piece of armour if he hasn't commissioned some already. Maybe give him a call and ask if anyone has requests while we're in a trade hub. We should also try and gather as much information as we can here, grease the right palms. We could trade trade info up north to someone better suited to use it. Also ask around about Argen, maybe someone has seen him, and going north with our giants and his would be safer.

I'd back off from taking a job with the silver talons going north, it would give us more free time to explore and get used to our new friends, unless the pay is enough that the other giants couldn't say no.
>>
>>4954624
>Would an airship support all of the giants we have coming north with us?
Maybe, it would need to be a big one. A flight to a major port like Hennessy or the trade cities will be easier to find than one directly to the gate. That might be a once a month thing.

As for the cost for a human (or 2-3 smallest ones in a big coat) it would be around 2.5 gold or 400 silver. Which you can actually afford! However, you're all quite a bit larger. There are 2 ways to get around this. First is to make an agreement with a captain to be transported cargo class. It's still going to cost more and it'll be uncomfortable, but you'll make it. It's within the budget but you shouldn't make a habit of it.

Or arrange to borrow some magic items that could shrink giants down to half their size. It would also be uncomfortable but you'd mostly fit. The Air Corps might be convinced if the items were to be handed over to their people up north. It would give them some options in future operations.

>give us some time to do more in the North before we go on our expedition to the shining city.
Keep in mind it'll still be winter. But you'll stand a better chance of making back the money spent on air fare.

>I have a feeling even a blunt arrow fired from our bow would kill a human
That's a safe bet. The tear gas arrows can be quite useful but generally only for driving people away.
A quick check for non-lethal options will be made.

>ask around about Argen
The fastest route out of the mountains would take him about +300km north east of your current location. If you went back on foot your paths should cross about half way to the gate.

>we may be able to stop by another giant village and take a few more north with us.
The Typhon Fire Peaks and Iron Hills are the closest. Both the Stillwater Plains and Bjorn's Ice Falls are far out of your way. I have been working on an expanded map but it looks rather terrible.

>1) Transport
[ ] Return north on foot, meet up with Argen
[ ] Pay for Airship travel cargo class
[ ] Make a deal with the Air Corps for temp shrinking

>2) Gifts and Intel
Suggestions go here.
>>
>>4954753
>2-3 smallest ones in a big coat
40 kobolds in a biggest coat sneaking into our camp side quest when?

On second thought, Giants crammed on to an airship may not be the best idea until we build a giant shark airship and start salvaging

Voting for
[ ] Return north on foot, meet up with Argen
But I'm happy to go with the shrinking too if someone wants that. At the very least we'll have a good story to tell the others up north.

As for gifts, grab something small for jib jab, an amulet or ring, he has 1 of each so shouldn't matter which. I'm thinking silent movement would benefit him and give him more job options. Or we can save our gold and get that back in silver mantle, unless its stupidly cheap here. I'd like to get something for Vaft but I'm not sure what he'd appreciate. A book on the histories of the South? Maybe grab Argen a compendium of "A Giants guide to banishing Demons"
A few barrels of local wine to take North for everyone to share. We need to get a few horses and carts next time we go on a big journey like this.

As for Intel, we should ask around for trade rumours first, we can either trade them to someone up north for some quick silver or keep them in mind when the shining city is in better repair.
>>
>>4954753
>Return north on foot, meet up with Argen
>>
>>4954753
>[ ] Return north on foot, meet up with Argen
>>
>>4954753
>[ ] Return north on foot, meet up with Argen
>>
Best to return on foot perhaps. That would be an ignoble end if anything went wrong. Giants falling from the sky. Someone would think it a terrible joke.

Better instead to use that money to buy gifts for your friends up north. The group of you invest in a portable hole lined bag. They were far too useful in the north to pass up the chance to get one at a lower price here. It has enough space to accommodate almost as much as you could each carry individually.

There are spices, oils, all sorts of trade goods available at better prices than any of the merchants would dare offer in Silver Mantle. A few small sacks or vials of these would be appreciated by almost anyone as a gift. As would bottles or barrels of local wines.

Farom brings some cloaks to your attention that can render the wearer nearly invisible, blending in with nearby terrain if they remain still. They're especially useful in forests and don't give off obvious clues for magical detection like true invisibility items do. They're nearly useless for giants but some of your friends might appreciate them.

A book for Argen about demon slaying techniques is one item that stands out. It takes time to locate but you bring the book to the local Silver Order temple to see if it's genuine. While there you ask if there's anything they would like delivered to their temple far to the north. That and suggestions for what to get one of their members as a gift.

Hearing you've travelled from the far north the local commander asks to see you privately, wanting some clarification on what's happening up there. He's not certain about sending paladins so far away when there are so many minor issues to deal with locally.

>What will you tell the commander?
[ ] Give them full details about the undead army
[ ] Undead have armor from your order's predecessors
[ ] If you have their request for aid I can't say more
>>
I have parts made up for a couple more posts. I'll put them up after work.

I'm off tomorrow so I'll be posting through the day. Intermittent posting on the weekend.
>>
>>4955299
>[ ] Undead have armor from your order's predecessors
>>
>>4955366
supporting
>>
>>4955299
>Undead have armor from your order's predecessors
>>
Scratch that plan, it's actually been getting even hotter in my place since sundown. I'm going to GTFO and see if I can figure something out elsewhere.
>>
The short and less detailed version is that undead have armor from their order's predecessors.

"But our order wasn't preceded by anything," the older paladin tells you. "Just founded by survivors from the old legions. Armies from the ancient war."

Considering the implications and the possibility of recovering relics of war with the titans he agrees to send at least 5 paladins. It's the most he can spare locally, but they'll each be able to draw on lower ranked recruits from temples along the way. They'll accompany you at least part of the way but may need to split off to gather support.

"The more the merrier," is your response.

With that it's back to the shops.
While trying to figure out what to get Jib Jab (aside from maybe one of those cloaks) you run into a few items of interest.

A helmet shaped for a kobold is claimed to be made of adamant, supposedly having additional magic to protect the wearer from injury. It's nearly indestructible. Downsides are that it is quite heavy, maybe too heavy for Jib Jab. A Kobold Babarian would make better use of it really. The price is also rather steep despite being on sale. Maybe it would be worth reselling.

There are some boots of silent movement. A few amulets of the sort that the Air Corps uses to survive falls from their airships. Wands, rings of stone skin, mostly things you've seen in the north, but are cheaper here.

An item that stands out from some other knickknacks you're looking through claims to be a lesser immovable rod. Above it is a damaged empty shelf with a crossed off label that you think once read greater immovable rod.

As you carefully shuffle to avoid stepping on anyone or anything in the shop the proprietor raises their voice.
"Attention customers, all items are now cursed with 30% off for the next hour only."

"Is that a real curse?" Walvar asks from the store entrance.

Delosa turns to him.
"Are you more inclined to buy pointless things simply because they're cheaper?"
"Maybe before you pointed it out."

"Look, look through my emporium. I have wonders from half a world away."
"And cheap enchanted rings from around the corner," one of the other shopper grouses.
"Pay no attention to this hypocrite," the owner tells the other shoppers. "He's looking for items to later resell at his own shop."

>Interest in any of these items?
>>
>>4956056
>boots of silent movement
>>
>>4956056
One of the cloaks and the boots of silent movement. I'd consider the helmet for resale but I think the only kobold barbarian we've seen was back at the blockade going north, where we picked up Jib Jab, so we likely won't find a buyer. The rod could be interesting, probably something we could sell to the mages up north if we don't make use of it, snag that if its cheap enough not to hurt our reserves too much. As long as we can move it. what happens when you put a greater immovable rod in a portable hole? Sell it to Myron and he can find out.
>>
>>4956411
Sounds good to me
>>
You grab the boots, one of the cloaks and just in case pick up the immovable rod. Maybe you can resell it? Enchanted arrows are a bit cheaper here too but the only ones large enough for giants are being marketed as exceedingly rare, or meant for siege weaponry. Those prices aren't great.

The others see about picking up a few things with what little money they have. Marion being a fellow archer grabs an amulet of night vision. Walvar and Tristal some tough bracers.

Delosa is becoming frustrated because she knows she has some magical potential.
"The more we look around these stores the more I can tell I must have some talent. I can feel the magic off some things."

Going through mage testing would be a lengthy process. It might be best to wait until you get up north, but that might make things more expensive. Then again it might be easier to come to an agreement with a local mage in Silver Mantle. Usually that means carrying spirit magelocks around for them to charge up.

Speaking of you can get an improved spirit magelock here for 100 silver less than up north. You'd still need to lend her 6 gold to pay for it.

>1) Did you want to give/loan Delosa 6 gold for a spirit magelock?
[ ] Low/no interest loan
[ ] Make it a gift
[ ] Hold off, a mage could provide one if they want magic

>2) There's no time like the present to keep an eye out for money changers with good rates.
Roll 1d20 for finding a good silver to gold exchange rate.
>>
Rolled 4 (1d20)

>>4956587
>[ ] Low/no interest loan
>>
You hand 6 gold over to Delosa and tell her she can pay you back later. Arriving in the north with a spirit magelock already filled to the brim should make negotiations smoother.
"Thank you Ulf."
"I just hope your testing goes well. A few gold are worth it if it makes that easier."

You don't have much luck with local money changers, only offering 4 extra silver per gold. You'll have to keep an eye out on the way north. If not you should be able to find someone to trade at Hennessy.
We'll see if anyone gets better rolls.

The group at last sets out north along with the group of paladins lead by Hadrien Page. They've brought extra horses and a wagon with them for any recruits they pick up along the way. Barring delays you figure that the group could reach Silver Mantle in just shy of 60 days. You may have to stop at the gate for the dragon to arrive but other than that there shouldn't be any major delays.

The first few days keeps you near the river passing through floodplains. A bit of a thaw has started but it might only be a temporary thing. Much of the main channels of the larger rivers didn't completely freeze over this far south. The farther you get from the larger cities the more reports of bandits on the roads. Your group is never harassed by them though it's little wonder why.

Nearing the border the paladins split off to visit two different temples that are a bit farther west from your route. They'll meet up again either at the crossroads of Engel or work to catch up to you. Your route meanwhile is set to ensure you cross paths with Argen and his group. With luck you'll be able to hear from locals if they've already passed through.

Asking around at a few stables and inns along the roads it sounds like they haven't been spotted yet. Argen's timetable should be similar to yours for the return to the north so there's a good chance they may be through soon. Your search draws the attention of what you initially take to be sellswords, or perhaps some bandits that are trying to pass as some.

"Greetings Giants, I am Johan Mathar. I wonder if we might be of some use to one another?"

Your cousins wonder if this is going to be another classic case of smaller ones trying to get you to do stupid shit for them for as little pay as possible.

"Please giants I mean no offense. My brothers and I are members of the Dawnbreaker Order for the Manumission of the Captives."
"Abolitionists," says Farom.

>cont
>>
"Indeed. As you may be aware slavery is illegal in the Myrce lands. Of late there have even been laws passed stating that any slave setting foot in the country must be freed. There has been resistance of course. Myrce pays tribute to the Bituri and Franci and may not interfere with caravans belonging to their merchants. Because of this some merchants under their banner continue to cross our country to avoid their rival nation, often bringing slaves illegally.
One such caravan will soon be headed north into the Silver Marches. We hope to find allies to sieze this caravan and free any slaves they're transporting. You would of course be compensated. They are bound to have trade goods intended for the orcs.
Will you help us?"

>What say you?
>>
[ ] Suggest they wait until caravan is in the marches to attack it
[ ] Accept, but Abolitionists pay up front
[ ] Accept but only free the slaves, traders keep their belongings
[ ] Refuse. The north needs the trade right now.
[ ] Report them to the authorities
[ ] Write-in
>>
>>4956727
>[ ] Refuse. The north needs the trade right now.
>>
You shake your head, much to the surprise of a few of your fellows.
"No. Whatever the moral implications the north needs the trade right now. If the orcs choose to spend their people in such a way that is their business."

Not to mention if you let the traders live it wouldn't take a genius to figure out what giants were involved.

Johan is rather let down that you won't help them. They'll continue their efforts in the border regions and hope that you won't report their activities.
"We don't intend to waylay every caravan and traveller like common bandits. Don't think that little of us. I wish you all safe travels and hope that we meet again in peace."

So much for that. A few of Johan's compatriots don't look to share his sentiments about meeting in peace but others appear indifferent. For now you need to resume your trek and find your friends.

At one of your stops someone gets the idea to ask the mail carriers that wing their way across the countryside if they've seen any other groups of giants. Sure enough one of the fliers spotted a group a couple of days behind. One of them even had an enormous sword that was on fire. Clearly some among them must have an affinity for fire which would make sense.

For a few silver you have a message sent along saying how far ahead you are and to watch out for Johan Mathar and his crew.

Argen catches up leading a group of 11 giants, all appearing well armed. Or at least all carrying metals weapons. Your kin are not nearly so well off.

"Side effects of fighting the Bituri for a few years," one of Argen's kin says. He's the one carrying the big flaming sword on his back.
"Had to get serious about forging steel before they poked too many holes in us."

"Is so many of you leaving going to cause problems?" Delosa asks him.

"Nah, things have quieted down. If the fat landers start anything our kind will hold them off long enough for the elves to stomp their kingdom. The name's Nemarod by the way."

It'll be interesting to see Nemarod go up against Setanta.

By the time you reach Engel the paladins have caught up now seven stronger. They're not the only ones who have joined the loose procession headed north. A number of horse drawn wagons are now following not too far behind. Dropping back to see what's going on you find that most are settlers heading north. Some are from the various kingdoms closer to the white sea, others refugees driven from the former Luthienite lands.

Did you want to keep going and let them follow along as they will, or did you want to try and organise things into an actual caravan to help protect them?

[ ] Yes
[ ] No
[ ] Only if they provide some compensation
>>
>>4956876
>[ ] Yes
>>
If they're going to be nearby then it would be best to at least give them a bit of protection. The Paladins are of great help with this, having experience with guarding caravans before.
"Just make sure any of your directions to the giants are suggestions," you tell them. "Some giants don't take well to being ordered around by smaller folk if they're not being paid by them."

Wagons roll along with the occasional airship seen in the distance. The would be settlers and their children are singing songs to keep their mind off the long trek. Some are rather ridiculous ones about the supposed riches of the Silver Marches. Some claim that precious metals are so common one just has to turn over a rock to become rich. Others that it rains wine and snows cotton candy.

With back and forth fighting between some of the city states, or overcrowding in others an increasing number of people want to go north to leave the lands of the empire behind. Some of the trade cities in Fries are actually encouraging people to emigrate. In other places people are being forced out over religion or threatened with death.

After a couple days in the full caravan Walvar bring up the songs.
"You haven't mentioned any of these fantastical things some of the children are singing about Ulf."
"Because they're too impossible to be true?" You hope none of the giants actually believe them.

The next day you're put in a rather awkward position. While passing a wagon one of the children in the back shouts up to you.
"Mister giant! Is it true we won't have to worry about the fighting between the kingdoms any more?"

On the one hand you'd prefer to dispel any illusions the settlers might have about how much work it's going to be for them. Because it's going to be a lot of hard work to get ready for the next winter. On the other do you really want to dash the hopes of their kids?

>What do you intend to tell the settlers?
>>
>>4956954
You won't have to worry about kingdoms, but the land land is untamed and if you anger a nearby orc tribe, you're going to have a bad time. However if you work hard there's plenty of opportunity to make a good living.
>>
In the middle of some things. Next post is going to be a bit. Probably later tonight.
>>
>>4956954
supporting
>>4956981
I'm sure if there are skilled craftsmen they can find some kind of work, and with some of them being Luthienites, the Free Luthienites might want to take some of their own on for work. Tell the kids they'll have to pitch in, get them helping to make and break camp if they aren't already. Prepare them for a life up north.
>>
You're well aware that the eyes of several nearby families are on you, waiting for an answer. Might as well speak up loud enough for them to hear.

"You won't have to worry about the big kingdoms from the south sweeping through, though I certainly haven't seen wine or candy fall from the sky. The land is untamed, mountains thick with trees and clear streams as far as the eye can see, plenty of game animals too, but there are dangers also.
If you anger a nearby orc tribe, you're going to have a bad time. Most of those close to Silver Mantle are allies with the city, but you still want to stay on their good side.

Some of it may sound scary, however if you work hard there's plenty of opportunity to make a good living. You kids will have to pitch in and help your parents too. If there's one thing in the Marches there isn't enough of its helping hands. Any skilled craftsman will find plenty of work."

You drop back and give the Luthienite refugees a pep talk. You've met some of their people in the north already, settling in and getting work done last season. With luck they'll be ready to help out more of their people this year.
This is reassuring news for them. According to them any surviving leaders and soldiers fled their homeland immediately after their defeat. The north was one such place they hoped to establish themselves for any who followed.

There are questions about everything from the city and other settlements to how well crops grow. You can't answer those but there are people who will know when they arrive.

Argen had hoped to bypass Hennessy to save a day but with the settlers and their wagons that isn't going to be possible. When your caravan arrives at the city gates the locals are all on guard, panic having set in at the sight of so many giants approaching. Even from half a mile away you can hear Sétanta laughing from the city gates.

"They were willing to pay me a chest of gold if it meant I'd hold the gates from an attack by other giants. I told them I'd cost 10 gold up front, even if it was a false alarm!"

Once he's calmed down from a fit of bellowing laughter he turns to the soldiers.
"Sorry men, but I knew from the start that they were never going to attack. We're headed north to fight the black tongue tribes."

Somewhat perturbed, the city leadership doesn't allow any more giants into the city. That's fine with you, there's too many of you for that to be anything but a disaster waiting to happen. Paladins and those from the caravan are allowed to enter and buy supplies though.

>cont
>>
When setting out for the gate the next day Sétanta is accompanied by four heavily scarred men. Three orcs and an elf who's had his ears cut. Hennessy being a port city has a small but active fighting arena. Not only did Sétanta make money in a number of bouts that were mostly for entertainment purposes, but he worked out deals to free the four former slaves, finding them to be good fighters.

"Practical fighters mind you. They can do a bit of show, enough for an arena but I can tell they'll be good in a real fight. I teamed up with them in several shows."

>1) Any input/questions on this?

>2) We're still waiting on a couple of 1d20 rolls if anyone wants to overnight.
>>
Rolled 2 (1d20)

>>4957508
>1) Any input/questions on this?
Do any of the orcs come from the north?

Will they just be following Sétanta around or is he planning to station them at silver mantle or potentially Shining City?

Were there any other potential recurits from the arena?
>>
Rolled 16 (1d20)

>>4957508
>>
Rolled 20 (1d20)

>>4957508
>>
>>4957508
>>1) Any input/questions on this?
Talk to them about what to expect up north, beside what Sétanta told them
>>
>>4957687
You managed to get a decent trade in for your silver, picking up gold for use in the north.

>Do any of the orcs come from the north?
All of them technically, mostly due to the city's location near to the gate. One of them is from the storm coast and was captured by pirates then sold down through Skåne. The others were given up as tribute for one reason or another then ended up in the hands of the traders that come through Silver Mantle each year. As freed men they're eager to return to the north, no longer beholden to any particular tribe or chieftain.
The elf is a criminal that was branded and exiled from the airless plateau. He has a variety of skills.

>Will they just be following Sétanta around or is he planning to station them at silver mantle or potentially Shining City?
They've pledged to help him through the campaign season, though they'll still expect to be paid. For now they've been equipped with a few weapons the giant won during matches through the winter. Their gear is a bit lacking though so he anticipates taking on a few jobs with them to at least get them squared away.

>Were there any other potential recruits from the arena?
"Many I'm sure, but I knew I would only be able to make arrangements for a small few. Some had been signed to lengthy contracts, others were spoken for. Far more had less potential."

>Talk to them about what to expect up north, beside what Sétanta told them
The big brawler has told them a fair amount. About an old giant city built into the side of a mountain you intend to resettle and defend. They didn't believe it, thinking Sétanta was just full of hot air and bluster until they saw how many giants had appeared. Now it's more believable. How well it's going to work is another matter.

"How do you feel about fighting the black tongue tribes?"
"My tribe already resigned itself to becoming their vassals," one answers. "Would be good to prove them wrong. Glad we only follow the big giant for a year though. May need to retreat south if they're too tough."
>>
Gone to work. I'll see about posting tonight.
>>
Once more approaching the great airship gate, temperatures that had been getting warmer each day plummet back to below freezing. A spring blizzard blows down from the mountains but with giants leading the way no snowdrift is insurmountable. When the cloud cover breaks to reveal the yawning chasm of the gate most everyone is in awe. One of its doors have been completed, blocking some of the wind coming through it.

As more of the snow relents you at last make out the airship berths to either side. There are more present compared to your other transits of the region. All of them secured to their moorings against the powerful winds. Many of the children have never had a chance to see an airship before let alone so many. Air Corps battleships, fancy filigree covered liners and smaller cargo ships are just a few.

The dwarves on guard duty are at first apprehensive at the sight of your caravan. That all changes when a few officers let out a cheer. An army of giants to secure the north? An army that doesn't belong to the Empire marching through their gate? Hell yes.

The same inspector wearing his fur cap goes down the line, getting paperwork filled out and seeing that the settlers will have shelter until the weather turns for the better. No one is permitted through the gate at the moment due to severe storms. You and the other giants could ignore this at your own risk, but the dwarves aren't keen to have the upper trails littered with dead settlers. They're to wait.

Before high winds grounded air traffic your gold "expert" Sara White arrived. She's been creeping out the dwarves by spending an unhealthy amount of time outside during some of the worst of the storm. Her claims of finding the weather to be invigorating is starting to draw attention. Officially according to her papers one of her grandparents was an ice elf.

Understandably she's asked to speak to you. It's after sundown when you find her on the landing of an outer staircase on the northward facing side of the gate. Wind and cold make you doubt the caravan will be leaving soon.

"You carry a fair bit of magic with you giant. I take it you're Ulf?"
"I am. You're Sara White?"
"Yes, well met giant. Your kin piqued my curiosity with their questions about gold with strange magic on it. Similar to but not quite a curse. You understand my asking price will be expensive, but its better than you being stuck with gold you can't do anything with."

You admit to having spoken to another expert who suggested some alternate options, though they have problems of their own. Either should be well within her capabilities if her reputation is anything to go by.

"Do you have any of this gold for me to examine?"

[ ] Let her look at one of the bars
[ ] Wait until we get to Silver Mantle
[ ] Write-in
>>
Gone to work!
>>
>>4958966
>[ ] Let her look at one of the bars
make sure no one else is close enough to make out what's going on
>>
>>4958966
>Let her look at one of the bars
>>
>>4958966
>[ ] Let her look at one of the bars
>>
After making sure no one else is nearby you pull out one of the gold bars and hand it to her.
Taking the bar she stares at it dumbly for a few seconds until her features twist into a toothy inhuman grin. Seeming to forget that you're there she continues to stare at it with eyes that turn to slits. Teeth and fingernails slowly lengthen into blades as she looks on in glee at what she's holding.

"You know what this, don't you giant?" Sara asks, voice having dropped to a deep rumble.

"I've been given a basic explanation," you admit.

The mage -the dragon- hunches over, the back of her robes bulging somewhat.
"Oh, you have no idea what it takes to maintain this ludicrous form. To walk around in weak flesh over spindly bones rather than taking wing or prowling the earth in unmatched strength and splendor. How others can stay like this for years at a time I will never understand."
Tearing her gaze away from the bar Sara closes her eyes to focus and her body returns to roughly human norms.
"It was all worth it if it means someone willingly bringing me dragon's gold. Quite a risk on your part. Don't worry giant I have no intention of telling any others of this. Not when I might ask for some of this as the reward for my help.
You wouldn't have brought me all the way out here for just a few bars. How much do you have? Tell me!"

This last bit is all but shouted at you with manic intensity. Glancing around you see that no one else appears to have noticed her raised voice over the wind whipping past.

[ ] You'll see soon enough
[ ] Enough to keep you busy
[ ] Tell her how much your share is
[ ] Tell her how much you think is in the city
>>
Schedule for this week.

Running through the day tuesday, wed, thurs. Possibility exists (as always) for family interruptions.
Intermittent posting today, Fri, Sat, Sun
>>
>>4960160
>[ ] You'll see soon enough
>>
>>4960160
[ ] You'll see soon enough
I got a bad feeling
>>
>>4960160
>Enough to keep you busy
>>
Thinking it over you eventually decide it might be best not to give the whole thing away just yet.
"You'll see soon enough."

Sara turns away, letting out a noise of frustration. Looking out the north she curses the weather.
"Damn these storms! I could be there by now if not for them."

You tilt your head quizzically.
"What do you mean? Haven't you only been here a few days?"

Turning back to you Sara explains.
"As much as I may like the cold, snow and wind I doubt the inhabitants would respond well to a dragon swooping down on their city. I'll just have to wait until the weather clears and airship traffic resumes."

"There's no regular airship traffic north of the gate," you take a turn explaining. "They're still building up the means to repair them. Only vital flights to transfer precious metals like platinum and mithril visit the north, and then only in secret."

The realisation that a quick transit (possibly in luxury) is not an option slowly sets in.
"Are you telling me you're, we're going to have to- to walk all the way north? That's hundreds of miles!"
"Twelve hundred kilometers, and the giants will be walking. Most humans take horses or wagons."

The dragon begins to sputter, perhaps not having prepared for this eventuality.
"You- you... I'm going flying after this conversation! I will not be looking forward to weeks of being stuck on the road in coaches and wagons. Especially not in untamed wilderness."
Realising she's still holding the magic'd gold she clutches it to her chest protectively.
"As for this bar of gold, I'm keeping it. Consider it a down payment if you want. I'll already need to spend a small fortune on a suitable carriage for a journey that will take weeks. Unless you're volunteering to provide me one? A good one mind. I have standards."
[ ] "Keep it." Getting it back would be too much trouble.
[ ] A coach and carriage fit for a lady, how hard could that be?
[ ] Suggest she fly. Meet her beyond the city with a carriage.
[ ] Write-in
>>
I had hoped to post this earlier today but I was called into work early and didn't have time to finish.
>>
>>4960929
[ ] "Keep it." Getting it back would be too much trouble.
She has already made it clear that she will want some of the enchanted gold as her payment.
>>
>>4960929
>"Keep it." Getting it back would be too much trouble.
Dy2sm
>>
>>4960929
>[ ] A coach and carriage fit for a lady, how hard could that be?
>>
After a moment's grumbling you relent. "Keep it."
You would be giving her some of the gold eventually, this will just give her some extra time to study it along the road north.

Sara once again grins, toying with the bar.
"Giant... Ulf, I believe we're going to get on famously."

When the storm eventually lets up it's only another day until warm weather moves in. Just above freezing at the gate means the snow is melting from the trails lower down. Sara White waves to you from the window of a stagecoach that has been modified to her specifications. It doesn't look like much but a few others inform you there's been more than a little magic put into it.

The settlers aren't sure what to think of the dragon posing as a mage. The giants by now are all aware of what she is as giants do talk. You think everyone has managed to keep that information to yourselves though, preventing a scare among the smaller folk. Especially among the dwarves. Someone calling out "dragon" would have caused every last one of the stout folk to take up arms.

With weeks ahead on the road there are going to be questions. It would be best to get out ahead of them.
"I already have a story Ulf. My magic is useful for ice enchantments. If this Silver Mantle is enough of a backwater that they don't even have airship travel yet, I suspect they'll have dire need of my services."

Two more of your cousins arrived from the Iron Hills before the caravan set out. They've accepted some work from the dwarves to help build more stage posts along the upper trails. One being a stone druid this is unsurprising, and it's good initiative on their part.

They've had their own ideas about additions to what's been asked for. They're building structures more suitable for sturdy stables and inns of course, but have also been constructing other structures. Standing stones, similar to what you saw marking giant villages of the north are erected.
According to Avlan he and his fellow stone druids have had traditions about them passed down over the ages. The sets of stones he's erecting with Waziar's help are meant for temporary use by travelling giants, rather than a permanent village.
A "Giant's Rest" he calls them.

"I don't remember seeing standing stone in the Iron Hills," you point out.
"They've been buried over the years, except in a few places the druids use. You're not a Druid Ulf so we've never invited you. Sorry."

You slap the two of them on the shoulders.
"At least it means there's something you can be doing to keep out of trouble whenever you return south."

These Giant's Rest are actually a good place for those of you not on watch to get a good night's sleep. Argen's kin seem to like them too and those familiar with the stone spend a great deal of time on the road discussing differences in tradition between the various strongholds.

>cont
>>
Roads are wet much of the way north but the dwarves who laid them down knew what they were doing. The wagons really only have issues coming down from the mountains where remaining snow pack, mud and rocks make things more difficult. Taking your previous warnings about orcs to heart the lot of you are ready for trouble. You've nearly made it to Ballidon before any fights break out and that ends up merely being roughhousing among the giants. They're told to take it farther away from the camps to avoid damage or injury to the smaller folk, and to keep from scaring them.

You've been putting off what precisely to tell the dwarves in Silver Mantle about the expert you've recruited. They need to be told of course but you're wary of how they'll respond. A good number of them won't tolerate a dragon being allowed into the undercity, let alone anywhere near their gold reserves. You've heard some say that asking forgiveness can be easier than getting permission. Revealing what she is once you're already there will no doubt anger some but it would get her in the door.

[ ] Tell them now so they can get ready
[ ] Tell them when you get there
[ ] Wait until she's in the undercity
[ ] Write-in
>>
>>4961776
>[ ] Tell them now so they can get ready
>>
You contact Jib Jab and tell him he'll need to get hold of Marsten. Once contacted you bring him up to speed regarding the expert you've recruited. It's easy to tell he's paying attention.

"Keeper of secrets preserve us! You brought a dragon through the gate!? And it didn't try to attack the vaults?"

Well no, she was more concerned with catching an airship flight, though you can certainly understand that concern. That Sara might be able to do something about the magic in the gold given her innate familiarity isn't lost on the dwarves. Though you have concerns regarding her temperament she seems determined to learn what she can about the magic. If only for the prospect of her payment.

Even talking to what might be considered a "good" dragon that bar seemed to have quite an impact. If one thing's for sure that same greed is likely to drive the dragon you've recruited to do everything in her power to acquire more. You think that will mean carrying through with your agreement.

Marsten promises the dwarves will draw up an airtight contract for her that will hopefully satisfy both parties. With any luck they'll have it done by the time you arrive. Until they can trust her not to break her word though they may need to hire some of the giants as additional protection.

"In human form a couple of giants might be able to put a dragon down before they can fully change back. I'm sorry Ulf but it'll mean less giants available for your march north."
With a priority on those that can resist ice magic no doubt.

With the dwarves getting down to business on their end Jib Jab is given back his earpiece.
"Ulf, idea! Help dragon make friends with settlers!"
The Kobold has been getting a little bit better learning the southern tongue over the last few months, but you're at a loss as to what he's on about.
"Okay, but why?"

"Dragon makes friends, proves they won't smash and steal gold. Maybe doesn't need to be watched all the time?"

He might have a point. The dragon is a bit on the haughty side though so it might not be the easiest thing. Then again a reputation can be worth more than money. Her magic could be helping out the settlers in their trek along the road. More than a few have noticed she hasn't exactly been pulling her weight, preferring to stay in the coach presumably doing research while the drivers handle things.

Did you want to encourage her to help out, even if there are ulterior motives, or bring up the idea of a PR campaign after reaching the city if at all?

[ ] Suggest she help out the settlers to improve her reputation
[ ] Tell her about people in the city she'll need to befriend
[ ] Leave her be to do research
[ ] Write-in
>>
>>4962021
>[ ] Tell her about people in the city she'll need to befriend
>>
>>4962021
>Tell her about people in the city she'll need to befriend
>>
If she's going to be around the city and expect to get anywhere in her work Sara will need to make friends with some key people at the very least. Not just the dwarves who will already have likely formed an opinion.

The shopkeepers will be especially important if she intends to set up a business. So will some of the more important officers, sellswords and well-to-do. Agatha Balavin in particular has a stake in the local enchanters and the sellswords so she'll want to be on very good terms with her.

"Give some thought to talking to the local branch of the Talons. I don't know all your history with them but they're important."

Sara sags against the window frame of her coach.
"Ugh, I was hoping to be done with them once I'd gained enough experience with offensive magic. You may have noticed I have a temper."

You hadn't said anything about it to your knowledge but yes.
"Burned some bridges?"

"No my breath- er, yes sort of. I mended things for the most part by mail after I left but some things can't be fixed. I'm just glad the Talons were willing to sit on an IOU from me as compensation for not sending hunters my way."

The ones up north have been pretty good from what you've seen. Most of the sellswords you've worked with are professionals.

"That's reassuring at least, thank you Ulf. I'll try to be civil with everyone you've told me about. Or at the very least avoid being a complete dolt."

At Lansdowne some of the settlers split off, managing to secure land near Eamont's Landing. You quietly warn them about the drake that you dealt with so they'll have some idea of a worst case scenario. Hopefully they'll keep their kids close and have some luck.

Numbers aren't really that much lower on the last leg. A few local traders decide to follow your group rather than go on their own. You've also picked up what you think are more of the refugees that had come north too late last year. Though it's most certainly spring the weather remains tumultuous with the occasional frost or snowfall at night. Things are definitely improving though, with more and more warmth through the day.

>cont
>>
You're greeted back to Silver Mantle not by any of the local farmers, guards or even bandits but by a party of orcs charging across the road. A group of them are chasing a herd of wild boar that don't leave any tracks in the earth or remaining drifts of snow. The things didn't seem to cast a shadow either.

Shouting for the other giants to hold fast the caravan grinds to a halt as you head to the front. A slightly thinner older looking orc halts his horse on the road, waving the rest of his people across. He's quick to recognize you.

"Ulf and Argen!" Chief Uzbek calls out, pulling back a fur hood. "You returned with an army I see, that's good. I'd stop and greet you properly but my people are busy hunting ghost boar! If you see any don't let them escape or they'll destroy the crops. Pesky things. The road should be clear ahead. Best of luck in the north if we don't see each other!"
With that he rides off in pursuit of his men.

Turning to the startled settlers you explain that those were orcs from one of the allied tribes. You're not sure what a ghost boar is but the orcs seem to have the situation under control. A few minutes later you spot Ithica Rilynn, Aman Rosales and a few other farmers riding across some of the more distant fields, headed in the same general direction as the orcs. Looks like they have things under control.

The city itself is a more confused jumble than usual once you roll through the gates. The city administration of course was ready for the arrival of settlers and everything that they'd need. Most of the general populace didn't seem to get the memo that twenty giants would be showing up though. Flora soon calls the others out to help show the new arrivals around town.

How the city is supposed to handle so many giants is quickly a matter of some debate. The Big House can only take ten. Avlan and Vaft quickly formulate a plan to put up another Giant's Rest, first outside then inside the walls once they have permission.

With plenty of things to keep everyone occupied through the day it isn't until the next morning that you're able to offload some of the trade goods you picked up in the south.

Roll 2d100
>>
Rolled 42, 26 = 68 (2d100)

>>4962200

First roll in a while. Lets see what by luck is like.
>>
Rolled 73, 16 = 89 (2d100)

>>4962200
https://youtu.be/2i2GcrI3jc0
>>
You make a profit off the trade goods picked up in the south, some more than others. Never as much as you would have hoped but one of the littlest things sell best. Spices are in especially short supply in the area and you're the first such delivery for the season. That makes up for any shortfalls in other areas. Combined with the previous silver exchange you're back up to 49 gold.

Jib Jab is thankful for your latest gift and is glad you're back safe and unharmed. The same goes for many others. You picked up a few minor things here and there, especially for your friends who have never been south of the gate and the mountains.

With the spring thaw in full swing the river boat constructed over the winter has begun its trial runs at Birchhead lake. The fur traders are a little concerned it's going to threaten their business, but for now it's mainly going to be busy preparing for military expeditions. Within the next week or two the crew and escort will be seeing how far down river they can go without incident before heading to the north trade post. Once they've made it that far everything should be ready to kick off the drive to the Shining City.

Two or three weeks. Time you'll end up spending a great deal of working things out between Sara White and the city administration. General Joryik Hillyern meets with you in private wanting to find out what the dragon's capabilities are. Just how big of a dragon is she? You're honestly not sure as you've never seen her outside her human form, just when she was on the verge of losing control of the disguise.

"Defense of the city when everything goes ta' hell is my responsibility Ulf. The council is probably right 'bout two giants being able to handle her, but I need to know what to have ready if they fail. For now that means big guns and ballista. If we need more I'll need to be certain to justify the budget."

[ ] They won't fail
[ ] They won't be needed
[ ] Arrange a situation
[ ] Worry more about other dragons
[ ] Write-in
>>
>>4962470

>[ ] Worry more about other dragons

"Prepare for the worst. Hope for the best." I assume it takes an army or five to take down a Dragon that is of equivalent to DND Adult Sized Dragon. Maybe more if they are an ancient dragon.

But if dragons here are like dragons in DND. There is a good chance that her being here with Dragon Horde gold could very well attract other dragons looking to claim it for themselves. So maybe while planning out ways to deal with her. Maybe also plan for possibility of more dragons coming to challenge her or the city for the gold.
>>
Resuming tomorrow.
>>
>>4962470
Supporting this >>4962485
>>
>>4962470
>[ ] Worry more about other dragons
>>
>>4962470
>Arrange a situation
https://youtu.be/m36Ls6rFZgk
>>
"Prepare for the worst. Hope for the best. She doesn't seem that old but who knows for sure. I'm more worried about other dragons."
"Other dragons? Who else got told while you were recruiting?"

"Nobody that would talk."
It's doubtful Rezart would ever risk the inevitable bloodshed that would result if he spoke of it to anyone.
"You met Myron at that council meeting though. Marsten warned that he could be a problem, even back in the new year. Now that we have a dragon here others might think to challenge her or the city for the gold."

Hillyern curses in dwarven quietly enough that you can't make it out.
"This is why I avoid anything to do with dragons. More trouble than they're worth. Also why we vet people before they're allowed into the undercity. You fought a dragon yet?"

"I fought a rather large Wyvern. Enchanted arrows were less of a handy benefit than they were an essential."

The General resolves to get weapons more powerful than simply an enchanted ballista ready should they be needed. He doubts the administration will be happy with the expense but it's better than being caught unprepared when a bigger nastier dragon shows up.
"More than a few legends of dwarven holds being caught unawares by a single dragon and falling. That's not going to happen to this city if I can help it."

Speaking of being prepared various enchanted items that the collective has been working on through the winter for you have been completed. An enchanted quiver that can hold many arrows and will always have the one you need ready to go. Light weight mithril greaves to protect your legs from sword or bow. These will come in handy.

Knowing that giants would be arriving in force, arrows have been produced in bulk. A whole shipment is ready to be delivered to the Shining City when the boat is available. (Along with other supplies.) The Enchanters Collective have also produced arrow heads with a variety of enchantments ready for purchase through Enidon. Rinda reports that she's done some testing and they seem to work out.

Lightning resistance items have also been mass produced as planned. Or as close to mass produced as possible. 16 have been made that should provide enough protection to survive the lightning strikes at the pillar of lightning. Another 5 are nearing completion. The ENC will continue to expand the stockpile until forces are established at the Shining City Once that's done the main force of Paladins will take the river boat up to combine forces with you.

>cont
>>
Delosa has finished her magic testing. As with most stone kin she doesn't quite have the capability of becoming a full mage. She could handle wands or airship grade spell guns. This will need some training which will take awhile, as would acquiring suitable weapons.

The city should have an airship grade spellgun or two salvaged from vehicles shot down in the raid. Of course they probably want those right now to protect against dragon attacks. Then again a giant could move a heavier gun like that around more quickly.
Some of your dragon's gold could be used to aid in the manufacture of such a weapon. That would lower the cost considerably.
Or she could come to an agreement with the city herself to help pay for a new weapon over time.

>1) Weapon acquisition
1A) Ask the city for salvage. More mobile heavy gun
1B) Use some of your dragon's gold to build a gun
1C) Delosa can make her own deal (You could co-sign it.)

>2) Training in the field or in the city?
2A) She can get training in the field from a fellow spell gun
2B) Stay in/near the city, help protect against dragons
2C) Write-in
>>
>>4963056
>1A) Ask the city for salvage. More mobile heavy gun
>2A) She can get training in the field from a fellow spell gun
>>
>>4963056
1A) Ask the city for salvage. More mobile heavy gun
Boom
>2B) Stay in/near the city, help protect against dragons
Always be prepared.
>>
>>4963056
>Use some of your dragon's gold to build a gun
Stay in/near the city, help protect against dragons
>>
You make the case that one of the formerly aircraft mounted spellguns would find better use in the hands of a giant. Delosa can bring the weapon to bear more quickly than a team of dwarves or Air Corps scout division. Besides, you've seen spellguns in use and they tend to rely on being quick on their feet.

The dwarves agree with your points in principle, but want it made clear that the weapon itself belongs to the city. They're far too valuable to just hand out. It will be up to Delosa if she wants to buy it from the city eventually. Because of that they intend to have some say in where she goes with it.

"I was hoping she could help hold the Shining City while a good number of us are off at the pillar of lighting," you suggest.

This gets some grumbling. They had intended to assign one of the guns to the river boat when the expedition heads out. The boat wouldn't be able to weather an attack like a mountain stronghold could so the extra firepower would be quite useful. They didn't plan to to dismount it for use at the ruins.

Maybe it would be better for her to stay in or near the city to protect against dragons in that case.

As for tutors the Air Corps will be responsible for that front. If things don't work out for whatever reason you'll ask Trilah for help.

Delosa shrugs off any inconvenience assignment to the city might carry.
"Too bad I won't be able to take a look at these old ruins you've talked up Ulf. Oh well, learning to use magic is more important, not many giants get to do it."

Ammunition is going to be a problem but a visit to a certain farm south of town solves that to an extent. The contents of a fully charged spirit magelock helps pay for some of the appropriately sized shells and a low powered practice wand insert. Mr Silvesa expects she'll be firing off harmless colured lights from the practice wand in a few short weeks.
"Return it when you're done and we'll buy it back."

News reaches you that the river boat is on its way. They've been delayed by the west road bridge which is a bit too low, but they'll be through soon enough. The messenger also reported that the centaurs are on their way back into the north, headed for the city as previously planned. By the time you get out of meetings between Sara and the dwarves the first few of the horse people are already here.

>cont
>>
File: Smashed Centaur by Red.png (562 KB, 1018x566)
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562 KB PNG
If the locals had thought twenty odd giants showing up all at once were an issue then clearly they hadn't considered how much trouble centaurs could be. Especially given their numbers. Neia and Arix are quite well behaved if a bit stern. Many of their kin turn out to be less so. Especially when they get hold of a wine shipment that's just been brought in.

Flora and Vaft come to get you and your kin for help once the townsfolk have had enough. By then things have devolved into something of a riot. Walvar and his younger brother both think it looks like they're having a fun time and predictably want to join in. Fortunately enough of you are nearby to talk them down.

"I thought centaurs could handle liquor better than most?" Farom asks, looking to both Flora and Neia.

Neia shakes her head in annoyance.
"The idiots stole a wagon of wine that hadn't been diluted yet. Most of them aren't used to anything that strong and over did it. I'm helping to lead the sober ones out of the city."
With that she gallops off to the south side.

"Okay, the middle of town and the bars are overrun," Flora explains. "Centaurs are too dangerous for humans to drive out and risk getting their head or a limb kicked off. It's going to take the dwarves too long to get a shield wall topside, that leaves us. We're kicking them out of the city, try not to kill anyone."

You know from experience that you can pick up a centaur and there are plenty of giants here stronger than you. Working as a group it shouldn't take too long to clear them out. There might be other ways though. Enidon should have a stock of tear gas from the druids. He set aside space for it in the new store.

Did you want to just charge in and use your size and toughness to deal with the centaurs, try using tear gas, or did you have anything else in mind?
>>
>>4963234
>try using tear gas
>>
>>4963234
>>4963240

Try and get them to disperse normally if they get rowdy or try to fight. Then use tear gas.
>>
>>4963253
Support.
https://youtu.be/OV3iK7VethI
>>
"Let's make for Enidon's first. He has some things we could use," you advise.

The group cuts through the tanners district, where panicking merchants are packing up everything they can inside of the sturdier buildings. Reaching the shop it doesn't take too long for the shouting of giants over the general din to get the gnome's attention. He waves Cirus and Flora inside while promising to get you all of the tear gas.

Nearby centaurs are fighting, shouting, drinking and breaking windows. A few turn over a wagon seemingly for the hell of it. Walvar picks up the nearest one and takes their wine bottle.
"I'll take that."

Flora and Cirus emerge with a mixed pile of shields that are handed out. You soon have a crate of glass bottles ready for throwing.

"If they weren't breaking windows this would be a pretty good party."
Walvar mentions, heading for the gate to get rid of his cargo. He's already downed the contents of the bottle.

"Don't drink on the job!" Flora snaps at him.
Three of your fellows form up into a shield wall with a few behind. Others head to the next street to do the same there. It doesn't take long to move up. Some of the rioters see you and run, others are half passed out or drunk enough to think they can take a group of giants head on. Those of you behind the wall take turns grabbing whatever centaur is closest and carrying them to the eastern gate.

When the group reaches the center of town the situation is much more chaotic and the looting is worse. A few centaur men are trying to carry off women and you can smell smoke.

"Stop," you warn the others. "I'm going to use tear gas!"

Judging where it will do the most damage you lob a few of the vials down the street to land near the bars and potion shops. As long as you don't move north you shouldn't get caught in it. Though not as badly affected by the clouds of gas as you'd expected enough are spooked by the reactions of others that many begin to flee. The streets around the atrium soon enough begin to clear out.

The group advances as far as they can, helping humans stumbling out of the gas clouds to reach water. Once the nearby centaurs have fled a powerful gust of wind blows away the worst of the remaining clouds. Erjia the potion maker has emerged from her shop, the snake folk is carrying a staff and flanked by a pair of goblins armed with wands. She informs you that there are still centaurs making a mess around Holding and the Financial District.

With Erjia's help you should be able to use tear gas regardless of which direction the wind is blowing.

"If they smash open holding any slaves or criminals there will escape," the potion maker warns.
"True, but do you want to risk the Centaurs robbing the banks?" Cirus points out.

[ ] Get to Holding
[ ] To the Financial District
>>
>>4963351
>[ ] Get to Holding
>>
>>4963351
>[ ] Get to Holding

Keep the prisoners from escaping. Fine the Centaurs for lost/ stolen gold after this.
>>
>>4963351
>Get to Holding
>>
"We need to get to Holding, now."
The group begins moving at speed, only slowing down enough for the potion maker to clear more of the tear gas.

"Who cares if a few slaves escape?" questions Cirus.
"I don't, but there are prisoners. Like the ones from the airship battle."
"Oh right the air pirates."
"And centaurs loaded down with gold and silver will be easier to track than dozens or more smaller folk plus the centaurs."

Once you've cleared enough of the bars and taverns to get line of sight on the ugly squarish prison, you throw more of the tear gas into groups of centaurs. They're quick to break and run, starting a small stampede towards the west gate. Others flee down side streets or try to make off with as much plunder as they can.

A few humans stumble out of a cloud as you close in on the holding building. When he clears his eyes he panics the moment he recognizes you, trying to run away. Erjia clears the nearby smoke away to show that one of the outer holding area gates has been torn off and prisoners are trying to blindly grope their way through it.

"Prisoner escape!" You shout, loud enough for anyone at the hiring hall to hear you.

Cirus moves in to block the damage gate with his shield while the rest of you snatch up anyone that managed to get out. At least one of these are pirates, that you're certain of. Things get a bit confused as all of you spread out. Erjia can't be everywhere but she does what she can, clearing away the worst of the nearby clouds and helping to tie up some of the escapees with her tail.

"Damn this gas, I think I got some in my eye!" one of the other giants complains.
"Put your head in a watering trough," you suggest.
It's about all that can be done right now.

Cries of prisoner escape echo through the western half of the city. You catch up with a lost and confused centaur and carry them to the western gate to make sure of where they end up. Here the city guard are out in force but they would have hard a hard time pressing into the heart of the riot without leaving the gate undefended. You don't blame them for holding fast here. The good news is that they've managed to tackle any prisoners that got past you. Your warning helped on that front, they were too dazed from smoke and in a hurry to get out to bother with disguises.

With the path between Holding and the western gate clear any sellsword with a shield is given a truncheon. Between them, the guard and the giants you perform a sweep of the city topside. Centaurs and other looters are driven out, the wounded seen to and order restored.

>cont
>>
The centaurs on the south side of the city reorganize themselves in short order but those that have fled out the other gates scatter. Groups that head out after them to find any who might have stolen valuables find plenty that have been abandoned. Usually those in the form of bank notes, records and other papers the horse folk decided that didn't care about.

Neia, Arix and the small number of other centaurs who have settled here permanently are equal parts enraged and mortified. They'll have to deal with the fallout of this mess unlike most of those who actually caused it. For now most of the city folk are more concerned with getting back anyone who was kidnapped. Which to be honest is a more familiar routine. When the allied orc chiefs hear of this they think the entire thing is hilarious. Laughter aside they'll still help waylay centaurs carrying off anyone who isn't supposed to be.

"With friends like these who needs enemies?" Delosa wonders. "Are you sure you're going to be okay in the north depending on that rabble as allies?"

>What say?
>>
>>4963614
I've dealt with worse at family get togethers.
https://youtu.be/B2Ekay-yXHE
>>
>>4963614
Have you ever tried taking care of giant children?
>>
"I've dealt with worse at family get togethers," you admit. "Have you ever tried taking care of giant children?"

Delosa shrugs.
"There's a reason my family lives on a different hill from yours. Probably the same reason your parents live out on the plains."
She's not entirely wrong on that count.

You return some of the tear gas to Enidon telling him to charge the city for "civil defense" for the rest. The few remaining you'll take with you north.

The gnome tells all of you that the shields Cirus and Flora handed out were ones the two of them had been working on building and stockpiling over the winter. They're for any of the giants who need them. Especially those lacking decent armor, which are quite a few from the Iron Hills.

Though she wants to have a look at the Shining City herself, Flora is determined to stay here and help the 4 new giants that will be assigned to guarding Sara. Vaft is heading out for the north river crossing along with a good sized group to meet up with the boat and check its seaworthiness. They'll have supplies for the boat to take with them and will establish a dock as close to the new city as possible.

"There's too many giants to go all at once. The boat will need 3 trips, plus a 4th for the paladins."
Unless you plan to take a group over land that is. It will take longer of course, 12 days compared to 4 by boat.

There's also the question of who else you want to recruit for the expedition to the pillar. Rolf Longgrove is being sent to study the city along with a small team. They'll continue to document everything they can up there to try and recreate glowstone. That should fund much of the city startup for a few years, with support from other dwarven holds in the south.

Aside from giants what friends or contacts among the smaller folk do you want to recruit?

>cont
>>
Several people you know and would like to recruit are already assigned to the mission. Gegor and Argigoth are working with the larger group of Paladins. Rolf Longgrove has recruited the rogue Mithel again due to her experience with traps and the like. A few people from the Scout Corps will be helping out in establishing defenses and signals at the city. They've also hired on a harpy scout you're all but certain took part in the raid against your first platinum run.

Kossia Skaled has expressed an interest in seeing if the area would be good for some of his people to settle. He's aware of the risks but they're really not so much worse than what some of his people are facing farther south. Especially if the city is being defended by giants. He and some of his best fighters are available for hire.

You spot Trilah Lylth looking for some basic day to day jobs. He and his friends aren't interested in anything that will take them away from the city unless you want to make a run at that stash of gold on the other side of the river.
"Let us know if you catch any bison this season. We'll buy them off you if you can get them to our ranch first."

Who would you like added to the giants and paladins already slated to accompany you?

>Current party
Ulf
Jib Jab (Kobold M Ranger/Rogue)
Cirus (Giant M Soldier)

>Recruitable
>Paladin/Cleric
Amedee Heiroris (Southern Elf M Paladin) [PaladinG][RBLD]
Ferith (Human M Cleric)[PaladinS]
Jacques Fosse (Human M Cleric)[RBLD]

>Mage / spell user
Aeson (Ice Elf M Mage)
Ama Botha (Human F Blood Mage/Healer)
Charlotte Weaver (Human F Spellblade)[RBLD]
Orlan (Half-demon M Mage)[SLVT]
Trilah Lylth (Southern Elf M spellgun) [Rancher]
Urshul (Orc F Spellblade)[RBLD]

>Mild magic
Kossia Skaled (Human M Bard) [Luth]
Cellica (Half Elf F Bard)[SLVT]*(1)
Ocette (Harpy F Druid)[SLVT]*(1)
Liliana Vaněk (Human F Druid) [Luth]

>Martial
Tara (Dwarf F Ranger) [Dwarven Scouts]
Roth AKA Laeroth Balsys (Southern Elf M Ranger) [RBLD]
Kal'al Indus (Human M Ranger) [Luth]
Dayer Havashaw (Human M soldier) [Luth]
Radek (Human M Barbarian) [Luth]
Gimira Hardfall (Dwarf F Barbarian)[RBLD]
Neia (Centaur F Soldier/Barbarian)[SLVT]*(2)
Arix (Centaur M Soldier/Barbarian)[SLVT]
Garn Ironmane (Dwarf M Archer / Soldier) [Dwarven Scouts]

Tim (Halfling M archer) [SLVT]*(2)
Annika Dam (Human F Archer)[RBLD]
Emile (Human M Rogue) [Luth]
Bayern (Half-Elf M Rogue)[RBLD]

*= can only be recruited in a pair (1)(2)
>>
>>4964233
Ama Botha (Human F Blood Mage/Healer)
Cellica (Half Elf F Bard)[SLVT]*(1)
Ocette (Harpy F Druid)[SLVT]*(1)
Neia (Centaur F Soldier/Barbarian)[SLVT]*(2)
Tim (Halfling M archer) [SLVT]*(2)

That should have us covered on most fronts, should be a big enough party, and I want to find out what Botha has been up to since we gave her that blood sample.
>>
>>4964233
supporting: >>4964261
>>
Ama Botha is still alive despite the ongoing low level feud with some of the people in the area. She's been doing a lot of work around the area with the healers and potion makers. Mostly isolating diseases to develop cures for them. Finding ways to refine better quality potions for specific races and so on. She'll see about having a few potions ready for the giants by the time you leave.

The departure date for your group slips due to delays charting parts of the upper river for the larger boat. Also the dwarves have been working on something through the winter they want you to take up to the Shining City with your group. It's supposed to be a surprise but a few people have let slip that it involves parts from one of the aircraft you shot down.

Cellica, Ocette, Neia and Tim round out the party since you'll already have plenty of paladins for the second leg of the expedition.
The half-elf has continued to work on her illusions through the winter. She and Orlan are able to use some of their combined illusions to help the other giants get advanced practice in before they depart. Of course that devolves into a competition between Nemarod and Sétanta who are quite evenly matched. They would have preferred to duel but most of you put a stop to that before anyone can be seriously injured.

Ocette has worked hard through the winter, saving up all of her money and borrowing some from Cellica for a magic item she heard about; the so called Harpy Helm. Apparently against her better judgement she asked the old hecklers Ellsworth & Astoria about items to giver her an edge in battle and it is the best. After the incident with the Wyvern she didn't want to be stuck hiding on the side of a mountain again.
Unfortunately there was no way to get hold of the real thing but she's substituted a couple of weaker items. One allows her bursts of speed, the other protects from damage with a magic barrier.

"I don't want her to try combining them to knock people over yet," Cellica warns.

Neia and Tim are glad to be getting back out there. The Centaur would like to spend some time away from the city after the riots, and beating up any of her people that caused them. Tim has been reassuring her that the rest of the populace aren't holding it against her or the other local centaurs. Anyone that does is just an asshole.

Neia has mostly been doing work through the winter to get supplies ready for her people's arrival. For all the good that did. Tim has been doing fairly boring indoor or delivery work in between getting archery practice in. He's fully loaded up with enchanted arrows and spare heads.
"You should probably bring as many as you can Ulf. We'll have plenty of regular arrows to choose from."
>>
File: 47arrowsYOUTUBE.png (1.57 MB, 1280x720)
1.57 MB
1.57 MB PNG
>Current enchanted arrows
1 Lightning, Steel-Bolt (AoE)
1 Ice (AoE)
1 Piercing (AoE)
1 Sonic/Thunder (AoE)
3 Spirit (AoE)
2 Ice (Improved)
1 Fire (Improved)
2 Fire (Basic)
2 Spirit (Improved)
1 Spirit (Basic)
1 Wind (Improved)
3 Earth/stone (Impr)
1 Poison (Improved)
1 Enfeeblement(Impr)

On the topic of arrows the Paladins and enchanters have been doing a great deal of research into the best weapons for use against the undead at the pillar of lightning. The enchantment trying them to their arms and armor would seem to be too strong for spirit weapons to do any lasting damage. It does have immediate effects of course, but pound for pound blunt impact seems to be the most effective. Earth and bludgeoning enchantments would seem to be the best choice for your larger arrows.

That doesn't mean they won't make blessed arrows available to you. They're normally extremely effective against undead, but these wouldn't permanently down an opponent here.

>Earth/stone- Gives arrows greater strength and mass at impact (Incompatible with lightning bow)
15s (Basic)
30s (Improved)
(AoE)

>Lightning- Grants additional lighting damage (Incompatible with druid/stone bow)
17s (Basic)
34s (Improved)
85s (AoE)

>Fire- Grants additional heat/fire damage (Incompatible with ice bow)
18s (Basic)
36s (Improved)
90s (AoE)

>Ice- Grants additional ice/cold damage (Incompatible with fire bow)
18s (Basic)
36s (Improved)
90s (AoE)

>Wind- Grants additional wind damage/accuracy in windy conditions
13s (Basic)
26s (Improved)
65s (AoE)

>Spirit- Grants additional non-aligned magic damage
15s (Basic)
30s (Improved)
75s (AoE)

>Piercing- Grants additional armor penetration
12s (Basic)
24s (Improved)
60s (AoE)

>Bludgeoning / Smashing
28s (Improved)
70s (AoE)

>Binding
30s (Improved)
75s (AoE)

>Sonic Arrows
100s (AoE)

>Holy
40s (Improved)
100s (AoE)

>Poison / Toxin Arrows
11s (Basic)
22s (Improved)

>Annihilation (Requires Dragon's Gold)
2 piece (Improved)
10 piece (AoE)
>>
>>4964403
>Earth Improved x2
>Spirit Improved x5
>Bludgeoning AoE x1
>Bludgeoning Improved x5
>Holy AoE x1
>>
>>4964416
I'll back this.
>>
You add 14 new enchanted arrows to your arsenal. Combined with the others, the steel bolts and 50 odd regular arrows, your new Quiver is only about half full. How you know this you can't tell, the interior can't be seen except for whatever arrow is being drawn or put in. Spooky.

Work on the dwarven device and associated parts are at last completed and are being loaded for transport to the north crossing. A good chunk of the Paladins have already left and everyone in your group is in a hurry to get moving. One of the grey beards Terrance is overseeing loading when Marsten comes running sounding distressed. He changes course when he sees you.

"Ulf! We just got a message in from Sandra Carlisle. I asked her keep an eye on Myron. Somebody attacked him."

"Did they at least kill him?" you wonder. That would remove one of your problems.
"Nah, but they wrecked a city block with their mage battle. Sandra thinks some of Myron's gold and orichalum got taken in the confusion. Ulf that was nine days ago."

"Who attacked him? I bet it was the Elves!" Terrance butts in.
"Quit it before ye start a street brawl," Marsten grumbles. "Nobody knows who it was. Looked like they were wearing silks and finery from far away east."

It could be worse, it could have been the Empire. Or a dragon.

"Or a Southling," Ama adds. "What are we talking about by the way?"
Right, the rest of your party is here ready to depart. The others are looking on curiously.

"Important city business," Marsten summarizes. "Whats a southling anyhow?"
"They're a type of sea dragon that likes to eat gems and precious metals. Most of our gold trade is inland from the western coasts because of them."

"Sounds terrifying. Anyway Ulf I know you're ready to set out but we're going to have a gap in our defenses until the Generals armament request is filled. Can you hold off for a few days? The extra giants would help."

"I've already been delayed quite a bit," you point out.
"I know, but the Shining City ain't going anywhere. There's a good force of giants in place already plus engineers and some centaurs. We'd need you here a week tops."

[ ] We've delayed enough, we're needed in the north
[ ] Give it a week so the General can better prepare
[ ] Write-in?
>>
>>4964573
>We've delayed enough, we're needed in the north
>>
You shake your head.
"We've delayed enough, we're needed in the north. Sorry."
You ask the others if they can think of anything that might be of help to the city in the week or so after your departure.

Cellica speaks up.
"Get another illusionist working with Orlan."
With fake targets that can take a hit enemies are more likely to think they're facing a stronger opponent. Or at least a numerically superior one. It will have to do, you have places to be.

The trip to the crossing is uneventful, just passing a few of the local orcs who dont do anything to harass you. They've repaired a number of outposts near the river for their patrols. Mostly ones that were destroyed by that mad ogre.

Though the boat is a bit late it's not by much. The aft section has three built up decks and a round spinning set of paddles to push it through the water. The lower deck and forward area are for cargo, with enough room at the front for giants to sit down underneath an overhang. A pair of metal tubes run from the floor of the main deck and upward, occasionally letting out steam. Whatever engine is driving the boat must be below deck.

So far the crew have only had some navigation difficulties. Sand bars, rocks and things that Vaft helped clear out to make a more regular channel in places. The closest to hostilities were some of the ogres at the trade post hollering for the giants to challenge them in the ring. That has almost sidelined the expedition each way. The only solution has been to stop and let a few of the giants test their might o the last run. Since then it hasn't been an issue.

Your party reaches "Port Coruscant," as someone has named it, 6 days after setting out from the city. It's just a temporary dock that Vaft and a few others have built out of stone, but it's one mark of civilization. From there to the mountain isn't far and you can already see signs of repairs. A number of furrows that cut the main staircase into separate sections have been patched up.

When you get nearer you at last begin to make out individual giants. Most are working on moving rocks to help build up a ring of fortifications. These will protect the lower square that makes up the trading center of the former city. They halt their work as the sun begins to set.

"At last they arrive!" one of the dwarven engineers calls out when you reach the ramps. Tim is quick to ask if they've missed all of you.
"Less you than the package you've brought along."

"So what is it?" You ask, once the tarps are removed to show a jumbled mass of magelocks and other items stuck together. A number of other parts including wheels are in a nearby wagon.

"This used to power an aircraft. Now it's going to power what's called an inclined elevator. There are too many stairs for smaller people to use all the time. A few people begged the council for it, figuring the city wouldn't stand a chance of growing otherwise."

>What say you about this gift from the dwarves?
>>
I'll see about posting before work tomorrow.
>>
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>>4964825
"A useful invention, for you small ones. If you need to get up there quicker, us Giants can toss quite far."

A bit of light ribbing with the dwarven engineers. unless...

"If that aircraft elevator thing can haul supplies up there faster than we Giants can, I'll be surprised."

A challenge for them and ourselves. Should help speed things up for a few days and help us bond with the small ones if we make it a competition, and dwarven engineers could be good allies. As long as nobody breaks anything valuable.

We should probably make sure any Giants that overhear us know not to pick up or toss the small ones.
>>
>>4964825
>"Port Coruscant,"
https://www.youtube.com/watch?v=FRQzKP5MAGc
The Dwarf's technology and ingenuity always astounds.
>>
"A useful invention for you small ones. If you need to get up there quicker, us Giants can toss quite far."
"Now none a'that," the engineer who introduces himself as Dernem tells you.
"Yer kin already been helpful enough on that front. A few giants decided to carry some people up one time and then your cousins started gettin smart."

Oh no.
"Smart how? Nobody got hurt did they?"
"Let's just say if it happens again yer cousins are the ones getting hurt."

Okay, good news bad news but it could be worse.

The engineers set to work assembling the equipment to make this elevator thing. Some slept on the boat so they could work through the night on it. They hope to begin basic testing the following day. It's not going to be very big. Maybe large enough for a dozen humans or dwarves at most.

"If that aircraft elevator thing can haul supplies up there faster than we Giants can, I'll be surprised."

This gets a laugh.
"This won't compete with giants no, it'll just give us smaller folk an option if none of you are around or can't be bothered."

Most of the camp is down here at the base of the mountain to avoid having to haul too much in the way of supplies to the top. Tents have been pitched with the Paladins taking up their own little section. There's a lot of work to be done still, here and in the upper city.

Most of the stone druids are hard at work finishing off changes to the water supply up top, making sure it's still clean. That is soon becoming one issue to tackle. Days are fast becoming longer and warmer. The only water sources are at the top of the mountain or one of the nearby creeks. Groups usually fill up their water skins for the day at one or the other. A few giants have been bringing some down from the upper city.

A debate is going if it would be a good idea to dig a well here for the markets or to avoid that as it could be captured in a siege. Another option would be to establish an aqueduct that could bring water down from the upper city a little bit at a time. It could then be cut off up top if necessary.

[ ] Leave it for now, this setup worked for the old city
[ ] Dig a well for the markets, they'll need the water
[ ] An aqueduct could take awhile but is more secure
[ ] Write-in?
>>
>>4965182
>[ ] An aqueduct could take awhile but is more secure
>>
>>4965182
[ ] An aqueduct could take awhile but is more secure
May as well go big. If both is possible in the future it may be a good idea so the upper city isn't run dry over time.

The picture in my mind of the shining city is pretty much Minas Tirith if it had only the top plateau and the foot of the mountain with no tiers inbetween, little to no walls and no mountain behind us, and a much bigger top plateau where the city proper is. Is that about accurate?
>>
>>4965182
>[ ] An aqueduct could take awhile but is more secure
When in Rome.
>>
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>>4965197
>the shining city is pretty much Minas Tirith if it had only the top plateau and the foot of the mountain with no tiers inbetween
Pretty much. The parallels didn't occur to me until I started thinking about the water options.

The upper city is on a plateau on the south-south east side of the mountain, but there is more mountain that continues upward. Caverns at the back have been cut into the mountain but don't extend too far upward.
>>
Lot of things going on starting early tomorrow so next full post hopefully sometime late tomorrow or sunday morning.

I'll be running Monday, Friday and Saturday this coming week.
>>
With the threat of orcs in the area, keeping the water source secure in the upper city seems the most wise, regardless of the inconveniences. Building an aqueduct though could solve that problem providing both security and access for those down below. It shouldn't need to be too big.

Dernem agrees that it won't be large. It'll mostly just take time to extend an aqueduct so far down the mountain out to the west of the stairs.

"Can't you build off of the stonework already in place for that elevator?"
Even during your earlier visits you could see where the track had paralleled the stairs until both had been damaged in the past.

"No, we don't want water anywhere near that thing. It's going to be trouble enough without adding another potential source of washout."
They're the experts.

A trio of the local northern giants lead by Estla of the Adarak clan arrived shortly before you did. A different group of those with an affinity for ice have spent much of the winter traversing parts of the north, warning other giants of the threat of the latest orc warlord. Rinda has checked with them to make sure they've visited a few places she knows about near the coast mountains. It sounds like they warned who they could before returning home for the season.

Skadi has apparently been learning what she can about the pillar of lightning from the old goblin druid that guards it. She's there now helping to get a camp ready for when your army arrives. Estla is quite impressed with the number of giants who came north. She wasn't expecting so many. Certainly not Argen's kin in their heavy armor.

There are concerns about how effective that armor is going to be against the undead army. They were using enchanted arrows and its not clear how well the metal will hold up. Nemarod and a few others have had their armor warded to protect against spells. That should help somewhat but in a lengthy battle most of you will be in trouble. Even your armor will only take so many hits.

The Paladins, Clerics and lower ranked Silver Order soldiers now number around 200. That's one of the largest contingents of southerners the locals have ever seen north of the roaring river. Oh they've heard the tales of the Red Blades when they first came north but that was quite a few years ago now, and they stayed in the city once the siege was lifted.

Right now, combined with some of the centaurs scattered throughout the area, the forces at the mountain may be the largest armed group in the plains. It remains to be seen how thinly the black tongues will spread themselves in their initial forays of the season. Or how they'll respond to your presence. They can undoubtedly muster far more, but with so many giants on your side most seem to think you can decisively win any one battle. Strategy will still need to be worked out as the centaurs collect themselves after their migration.
Regardless the engineers are making getting defenses prepared a priority.

>cont
>>
That night you talk to some of the other giants about the Shining City itself. By now many have spent more time here than you have. It was built by a giant as a city for giants, not for anyone else. Even in ruins it isn't like other places out there in the world.
It's surrounded by plains and after seeing that tornado last year it's not so different from home for you. Though that's down here at ground level. It might be a bit weird living up above.

The Iron hills are mountains in their own right but with such a slow rise most don't realise it. This must be more of a switch for your cousins.
"I think I would have been more at home in that range of mountains to the south of the river we passed," Admits Walvar.

"Those mountains are full of ogres, orcs, goblins, kobolds and maybe even dragons," you warn.
That only makes it sound even more like a fitting challenge to some of your kin. Not all of them. Farom for instance thinks this place has real potential.
"It's... I think odd is the best word. Odd, but I like it. A mixture of extremes."

Nemarod seems to see where he's coming from.
"In the fire peaks we live more like dwarves. So much time in the tunnels, either looking for lava tubes, ways to reach the glaciers and so much mining. That's a mix of extremes; fire, ice, stone and sky. Here at least they get along instead of fighting one another."
"Peaceful," Argen agrees.

You think the tornadoes might disagree but the other giants may find them just as exhilarating as you do. The giants of the fire peaks have never seen a tornado before and its hard to do one justice with just a description.
>>
I am falling asleep. Will hopefully get something up to actually vote on tomorrow.
>>
In the morning one of the centaur chiefs Ende arrives with a few of his people. He's been making it clear that their tribes will not be allowed to return to Silver Mantle for some time because of the incident. As a result those with business with the Shining City are to be on their best behaviour. Settling the mountain will be for nothing if the alliance immediately falls apart.

Apparently some centaur bands have already started skirmishing with orc scouts. They're reporting few of the actual black tongues themselves. They seem to be using orcs from other tribes they've taken as tribute, possibly testing their loyalty. For now the scout parties are small but it might not take long for actual war bands to begin appearing.

Centaur non-combatants have begun to move east of the mountain. In the next few days they'll begin to bring supplies to the shining city to stock it for a siege or to supply raiding parties. Hopefully the latter.

A war council is called among those present. The centaurs and northern giants are understandably most concerned with the orc situation. The Paladins and a good chunk of the dwarves are more interested in securing the pillar of lightning. Sending too large of a force to deal with the pillar at the wrong time would leave the city and the plains in a precarious situation. At the same time committing too much force to fight the orcs might leave you undermanned when you do go after it.

Francis Bastire, leader of the paladins, is for once partially kitted out in the ancient mithril armor of his order. You've seen him around Silver Mantle before, usually dressed as a cleric and helping with healing or talking with the city guard. Easily dismissed as another old healer, here dressed for battle he cuts an imposing figure. Understandably Bastire wants to get things underway quickly.
"We should secure this pillar as soon as possible. It will provide the best weapons and armor to help resist the orcs. Not just for the men and elves, but for centaurs and dwarves too. Who knows what ancient weapons could be found there for the giants also?"

Dernem representing the dwarven contingent agrees the weapons would be a tremendous help, but thinks right now isn't the best time.
"We can't leave the shining city undefended. We'd need to wait 'til the walls are in place to defend the lower city. Even with giants helping my engineers need time."

>cont
>>
Nemarod clears his throat to get everyone's attention.
"Why not go on the offensive against the orcs? Take some of them by surprise now. That would buy time."

The centaurs are worried that revealing the presence of giants in the area too soon will tip off the black tongues that something else is going on. Estla agrees that it's unusual to see more than a handful of giants together at a time.

"More than three and questions start to be asked. If we show up working with the centaurs they're going to figure out eventually we have an alliance, for good or ill. If we anger the orcs too much they may try to move against our villages."

It's a good thing the centaurs will be able to scout most paths between the Palace of Bone and the giant villages then. They should be able to provide ample warning if an army large enough to threaten an entire village begins to move. Estla looks like she has additional concerns about this but keeps quiet.

Which course of action would you back? Going to the pillar of lightning now, waiting until the walls are finished, or preempting the orcs to buy time for the engineers?

Or did you have other suggestions to discuss with those present?
>>
[ ] Go ASAP, you'll need those weapons
[ ] Wait for more defenses to be built
[ ] Hit the orcs to buy time
[ ] Write-in
>>
>>4968879
>[X ] Go ASAP, you'll need those weapons
I really hope the pillars can be secured without destroying it.
>>
>>4968879
>[ ] Go ASAP, you'll need those weapons
>>
"I agree with the Paladins. The sooner we go the better. Whatever the outcome we will have more time to deal with the consequences."
Most of the other giants agree with you on that.

"At least leave a few giants here," Dernem pleads. "We won't have the forces to hold otherwise."

That was inevitable really, only some giants are immune to the effects of lightning. A woefully small number it turns out, just four. An affinity for earth or fire are much more prevalent. Of course you'll need plenty of backup to keep the undead army off you if your group of lightning immune go into the ruins.

Estla and her group are staying here. That's what they agreed to since last year so that's what they're doing. They want nothing to do with the old ruins, they're just hoping to help the centaurs and slow the advance of the orcs. Recovering some of your people's legacy by rebuilding the shining city is enough. Going after the pillar is too ambitious by their reckoning.

Vaft is interested in seeing the pillar for himself but he's aware his skills will be desperately needed here for a time. He will not be going but he'll make up a few things to aid your kin before they head out.
"What sort of things?"
"A special stone armor. It's lighter and stronger than you would think. Not to be worried about if it's destroyed either. I can just make more later. There's already a few wagons loaded with some."

Currently it looks like at least 4 giants will be staying here. That would leave you with a force of 20 giants. In your time in the siege regiment you never heard of so many giants being present for a single battle. Then again you might be facing a difficult fight.

Should any others stay here to help defend the city and engineers?

[ ] These numbers are good
[ ] Leave 2 more
[ ] Leave 5 more
[ ] Write-in?
>>
>>4969066
>[X] Leave 10 more.
They need to build up the defences.
>>
>>4969066
>[ ] Leave 2 more
>>
>>4969068
>>4969077
Is 6 a good in-between or will we wait for a tie breaker?
>>
>>4969119
>Is 6 a good in-between
yes
>>
With 6 more to help defend the mountain the forces here might even be able to help out the centaurs with their raids once the walls are completed. Finding 6 Giants willing to stay isn't the easiest thing. Two of Argen's kin, then Avlan from the Iron Hills and finally Rinda volunteer to stay. Cirus and Argen want to go with you since they know what they're up against.

A few wonder if Sétanta should stay but he refuses. He wants a fight against a tough opponent and has had to listen to stories of the place longer than any of your kin. Nothing's keeping him from this battle however it may go.

Nemarod says his people will figure out someone else to stay, maybe through a contest. Your own kin try to figure things out themselves. Waziar seems like he'll have the least important skillset due to his druidry but he's quick to protest this decision.

"I can make arrows for the archers, set up plants that could slow enemies or help hide smaller folk behind. I want to be part of an adventure cousin!"

Well it's him or Marion, except she has night vision and is nearly a good a shot with her bow as you are now. Either would be useful in terms of utility to your party, or to helping around the Shining City.

Cellica who has been talking to some of the other giants overhears your difficulties. Another one of the giants from the Fire Peaks could be convinced to stay but you or your cousin would owe them a favour.

[ ] Waziar stays behind
[ ] Marion stays behind
[ ] Trade favours
>>
>>4969207
>[ ] Marion stays behind
>>
>>4969207
>Marion stays behind
>>
Since Waziar is going to kick up such a fuss over it you ask Marion to stay behind. She's not pleased about this but any animosity seems to be directed at you cousin. You think. It's hard to tell sometimes.

It takes another day and a half to finish getting supplies ready for the journey east. Dernem will make sure the river boat and a team will try to go a bit farther up river and from there link up with you. It will be a few days before the boat returns so they'll be a little behind but the extra support could come in handy later.

Vaft has spent the time helping produce extra armor and helmets for any giants that are lacking in that area. That includes you, despite protests that it will ruin your hearing. He promises that he'll poke holes in it after. Fitting consisted of all but hitting you over the head with a block of clay to get the dimensions right, then walking off and returning with a finished piece a few minutes later. Rather than dull brown clay it looks like he's just pulled smoke blackened ceramic from a kiln.
"Paint it if you want, I don't have time now Ulf."

Thanking him you test out the helmet. Not as heavy as steel but it feels like it could take a hit. It looks to be a lighter version of one that he hands to Walvar a few minutes later. Yours and the other archers also have different ear holes for better hearing. Your cousins are of course already seeing how much punishment the helmets can take.

"Don't go getting yourselves killed like a bunch of louts," Rinda tells you.
You promise to try and bring everyone back alive, and to make sure anyone supposed to be dead stays that way.

Rolf Longgrove has been agonizing over accompanying your group or staying here and continuing conservation efforts. Things in the upper city are going to be rebuilt to provide housing for giants and others but in the process might threaten useful artifacts or writings. He's saving everything he can in the hopes it will lead to lost knowledge. The dwarves are especially interested in reverse engineering glow stone.

"If you can get into the pillar of lighting, please Ulf try to save any knowledge you can. I'll follow as soon as I'm able but it could be weeks or months I'm stuck here."

You have more portable storage space now to hide away any things you encounter. So does Jib Jab. The elven thief Mithel has also been showing the kobold a thing or two about traps, so he hopes to be able to help out in that regard.

>cont
>>
FFS I keep getting interrupted.
>>
As the army sets out a half dozen centaurs accompany you, both to act as guides for the fastest routes through the plains, and to keep in contact with the rest of their people. Neia heads off right away to give one of them a hard time about the riots. The rest of your group takes up a position on the left flank of the column of Paladins. Most of the other giants get the idea and similarly help guard the front or flanks.

By noon Gegor and Argigoth have moved up to join all of you. Both have slightly modified their armor over the winter, now carrying extra flasks with healing potions, or additional chain in spots. They're excited to be out here, though Gegor is concerned about some of the less experienced members.

"Everyone here is determined, this is volunteer only, we even had to turn some away so the temple would still be protected. I'm worried that won't be enough for some of the kids we have with us."
Some near the back of the column have the look of trainees. Well equipped trainees but ones that would seem to lack experience as Gegor is worrying about.

Argigoth has hopes they'll perform well and gives reasonable odds that they may even survive. They've certainly prepared enough potions and the like. Training the last few months has focused more on working as part of a larger group, supporting and protecting the healers to keep them in the fight. They even have a few mages.

All of that seems rather basic to you.
"Doesn't your order already train for those things?"

"Less than you might expect," Gegor answers. "Especially in the north where we might only go out in very small numbers, or even without any other members of our order present. Often we train to fight against multiple opponents, or focus on single powerful enemies since demons don't normally work together. Large formations aren't needed often."

While that might have been a mistake in hindsight, as long as the trainees are still moderately competent in single combat they should be able to pull their own weight. If this ends up being a deadlier then normal team building exercise at least they'll come out of it more ready for future battles.

From what he's seen of paladins here and in the south Sétanta is confident the younger ones will prove their mettle.
"I've seen your kind do great things. Anyone simply playing at being a paladin will fail but the rest will shine as bright as any star."
Ama agrees with this. "Their superiors need to show their faith in them."

Cellica is a bit more worried about making sure they'll have support from the older more experienced warriors.
"That would give them help and keep them safe wouldn't it?"

>cont
>>
This is something troubling Gegor it would seem. Despite being in his thirties he's never taken on a true apprentice. Working with Cellica and Ocette has been similar but not the same as teaching someone to take the risks he does. To draw the enemy's attention from the rest of the party in a battle, or get up close.
"Admittedly any time we've worked together you've drawn most of the attention Ulf. That doesn't mean I want to see a kid get killed following my example."

"Wouldn't that make you even more determined to watch out for them?" Cirus suggests.
Gegor isn't sure.

Ocette glides down having heard her name mentioned.
"Can they help or can't they? I couldn't help against that Wyvern so I had to go get better."

[ ] Have confidence, the trainees need it
[ ] Reassure, we'll try to keep them safe
[ ] They can pull their weight or they cant
[ ] Write-in
>>
>>4969604
>Have confidence, the trainees need it
https://youtu.be/DzbTSVgczgc
>>
>>4969604
>[ ] Have confidence, the trainees need it
>>
>>4969604
>[ ] Have confidence, the trainees need it
>>
You end up agreeing with Sétanta and Ama. The trainees need to gain confidence in themselves and their abilities. Without that they'll hesitate and that can be just as dangerous.
"That starts with having confidence in yourself Gegor. You've leapt into a melee between giants and a Wyvern before to heal Cyrus. You even walked into the heart of that undead army to talk to them. You're a Paladin, you're awesome, you can do this. With a bit of help so can they."

That seems to have boosted Gegor's morale. When the army stops for the night he helps put the trainees through their paces with renewed vigor.

With the sun setting another harpy that Ocette knows catches up to you, looking completely exhausted. She's brought news and messages from Silver Mantle.

Sara White is now considered one of the lesser concerns when it comes to threats to the city. Other dragons are in the area.
A flying silver scaled, orange maned serpent like dragon attacked Silver Mantle. It did the usual thing, demanding the dwarves surrender their gold and other valuables. Instead of the usual arrangement of wings and limbs it had no wings and six legs on its unusually long body. Flying over the city using magic, it destroyed two of the ballista on the city walls in short order.
Around this time a gold scaled southern dragon appeared suddenly out of the middle of Silver Mantle and attacked it. The two dragons fought briefly before the long dragon retreated to the south east. Both have since vanished leaving little trace.

Sara was on the surface at the time but didn't participate, figuring if she had to get involved the situation was already screwed. One of her bodyguards did overhear her mention that both dragons were larger than her. The dwarves are now considering her a "tolerable" risk by comparison.
The city remains on high alert, with checks of everyone entering or leaving through the gates. This may be for naught as someone with enough magic could bypass them in some form or another to get inside.
Whatever happens they're going to speed up Sara's work on the gold. If necessary they'll dispel the lot of it, even if it costs half the gold reserve to do it.

Jib Jab is going to be a dad.
It's a good thing he got out of town when he did though. Apparently unfertilized kobold eggs have a lot of medical uses. Which is something of a problem when the female in question he hooked up with is owned by a wealthy merchant. Said merchant wants to be compensated loss of several months business at the very least, though he'd prefer to have Jib Jab's head on a pike as a warning.

>Were there any messages you want sent back to the city?
>>
>>4970058
congratulate Jib Jab and have him collect rumours about who the golden dragon is hiding as
>>
>>4970064
>have him collect rumours
Jib Jab is in your active party at the moment.

He's been working on a trick thanks to another item he picked up that would let you throw him and use the new cloak you got him to glide down onto trees to watch targets from. Out here on the plains it's not that useful but he's hoping it comes in handy.

Gone to work!
>>
>>4970058
Could we get his kids and or girl released?
>>
I've been called into work for saturday so that sucks. Only have friday now.

I just remembered, there was a letter from Bira Daystar, known to most people as Chuck. He was the inheritor of a not small fortune.
The prized statue he inherited was indeed cursed, bleeding heat metal dust that killed everyone else who owned it. It has been donated to the Enchanter's Collective for the study and containment of dangerous materials.
Ten gold will be waiting for you back in Silver Mantle as a thank you for the warning.

>>4970618
The kids should be easy because of the local laws. Freeing Jib Jab's paramour would be far more difficult. Something the Kobold is unlikely to accomplish on his own, even with the stupid amount of gold that belongs to him.

That doesn't mean others would be so troubled. You and Jib Jab send a letter to Trilah and Urdrenn. They know people and the orc is sympathetic to the anti-slavery movement. They know both of you are good for an IOU of whatever it costs.

When the harpy messenger sets out the next morning with their new cargo of letters it includes one from Tim and Neia. The two of them split off with Waziar to help mark a few potential locations where the river boat can drop off the additional dwarven team. They're able to catch up the following day.

Aside from some issues with water supplies and a spring that had been poisoned needed purifying, the march to the valley containing the pillar of lightning goes without incident. Skadi is there waiting for all of you. She's done work getting shelters and supplies ready, but not only that.

Additional stone has been brought in, marked with wards and built up into defenses. Wooden posts have been driven into the ground to restrict movement. Together they might be able to help slow an attack by the undead if the barrier sealing the valley fails. Some other giants and the goblin Briar have helped mash everything together so it should work.

Skadi has also been making detailed observations of the army and their movements. The local giants haven't staged any additional attacks but she thinks there are a number of barracks structures with reserves of undead that will appear when needed. Someone or something inside the ruins will fling the occasional boulder out at the patrols. When they get a lucky hit a few undead will be taken out. The gaps in the patrols are filled within 10-18 hours for the outer ring as you've seen, or 2-4 hours for the inner ring by undead from the reserves.

Scouts or perhaps dedicated scavengers recover weapons, armor and remains from the fallen and bring them to the small keep to the north.

"I thought the magic dragged remains towards it?" you ask.
"It will, but that does take time. They would appear to rely on that particular trick more for bones that have been smashed into dust."
>>
As the Paladins get settled in, the commanders and some of the giants climb the ridge line that runs along the south side of the valley. From here everyone can get a rough view of the ruins and besieging army of undead. Trees have grown up around the other edges beyond the rings of patrols but most of those inside the patrol area get cleared out. Barricades facing the ruins look fairly well maintained explaining where any chopped down trees go.

On the south east side a redoubt has been built up on an outcrop that overlooks the ruins. Skadi claims that undead manning that position will fire magic into the ruins. This is usually answered with a barrage of stone or bolts of lightning that fly like arrows. These exchanges don't happen very often. So far she's been unable to see who in the ruins is returning fire but it has to be a giant.

This raises questions. Are there giants inside? Survivors or descendants of the old war, or more undead? You knew that was something in there that the flying undead commander was trading shots with.

Another war council is held that night. Francis Bastire would like to take a small contingent to go talk to the leaders of the undead army. Gegor said he would return with him and so he has. He could then attempt to negotiate passage for a strike force through the siege to enter the ruins. Allowing giants through will be a hard sell.

The alternative is to attack in force, use the majority of the Paladins and giants to open a hole for the strike force to reach the ruins and get inside.

As you've seen the longer a battle goes on the more the undead will wake up and the more formidable they'll become. This was an army made to fight giants. Hopefully they'll be less prepared for fighting other men and elves.

There are some obvious disadvantages to each plan. By talking to the undead Bastire may be able to open a path but the entire army is likely to be put on alert, waiting for the moment the pillar's defenses to go down. As soon as those periodic lighting bolts stop they'll attack and try to destroy the place. That could leave the strike team trying to hold them off.

Attacking instead will mean the strike team has a limited window to act before the undead hits the Paladins and giants in force.

Trying to sneak someone in would be difficult due to the undead ability to see through magical invisibility. Difficult but maybe not impossible.

>Did you have any alternative plans to present?
>>
I got nuthin.
>>
>>4971356
No alternatives here either.

I guess I support the diplomatic way. Hopefully they are more forthcoming with Francis.

And on the offchance the undead somehow get freed and continue to exist after the pillar is destroyed, we wouldn't want them to start chasing us down.
>>
You don't see any alternatives. Attack or attempt to get through using diplomacy.

"Why don't we tell them the war is over?" A young man, a boy really, asks from among the Paladins.

"I told them that," Gegor answers him. "As far as they're concerned it's still going and as long as they're still kicking they haven't lost."

"Okay, but that's pointless. It doesn't mean anything anymore."
"You're free to explain that to them," an older Cleric jokes.

The boy nods solemnly.
"Alright, I'll do it."
"Don't actually do that," Gegor is quick to warn him.

"Back to the matter at hand?" Nemarod prompts. "I want to know what plan we're going for so our people can do practice fights. Those of us from the fire peaks have fought smaller folk before. It's good to know how our allies will respond."

>1) Plan?
1A) Let the Paladins talk
1B) Surprise attack
1C) Attempt infiltration
1D) Write-in

>2) If attempting diplomacy, give the kid a shot at talking to them too?
>Y/N?
>>
>>4972252
>1C) Attempt infiltration
>>
>>4972252
>2) Attempt diplomacy
> Y
>>
>>4972274
+1 this plan.
>>
>>4972252
>Let the Paladins talk
No.
>>
>>4972252
1A) Let the Paladins talk
>2) If attempting diplomacy, give the kid a shot at talking to them too?
Y
>>
>>4972252

>1A) Let the Paladins talk
>2) N
>>
Typing away at what feels like a never ending wall of text people will TL;DR.
>>
Gegor did say he would bring his superiors to talk with the army commanders. Better to give them a chance at diplomacy first then you can change plans as needed.

Bastire sets about determining who to take with him. No more than a dozen, with the majority waiting outside the valley so as to avoid any accidental engagements. A few scouts will keep an eye on their progress though. Jib Jab remembers the layout of the area from last year and will help the other scouts with hiding places.

The Paladins ask Tim to go with them. There aren't any halflings among their number and the old armies were known to always have some about. Commanders of the old legions might find his presence reassuring.

Tim jerks a thumb towards the rest of you.
"Want to include a few more party members from our group? I know Ulf cant help here but Neia, Ama or Cellica could."

Ama turns from a conversation she'd been having with the Briar.
"Actually I would rather stay back to focus more on healing matters. I'm not very well practiced with undead."

Tim shrugs, "okay, the others though."

By this point one of the older clerics is shaking their head.
"We have no records, stories or notes of any kind about how the centaurs were regarded in ancient days. As for half-elves, well..."

Cellica sighs at this.
"I understand. We're considered an abomination by most southerner religions."

Bastire is quick to assure her that isn't a universal thing.
"I have never subscribed to that particular belief. I'm sure the same can be said for many of those who make their home here in the north, regardless of any personal feelings regarding Eilinel they might have."

Cellica clears her throat and gives a minimal bow.
"Thank you, that means more than you know."

"Still, you can't accompany us. We know the old legions held far stronger views regarding the half-elven than the more zealous members of our counterpart order do today."

Without many friendly faces aside from Gegor, Tim is understandably reluctant to go with the paladins now. Despite this he eventually agrees, if only to keep an eye on what's happening inside the fortified tower. He'll try to figure out ways of sneaking in and out if possible.

Once Bastire and his party set out the next morning the rest of you continue to discuss other ways of getting into the ruins. Whatever you come up with can be bolstered with Tim's findings when he returns. The experts decide that the only ways of infiltration are on foot or by air. Both have issues.

With their magical detection capability someone going in on foot would be noticed by one of the two lines of patrols and scouts. After Rolf and Ocette were nearly shot down last year it's clear that direction is fraught with its own risks. Distraction attacks would seem to be needed for either angle.

>cont 1/3?
>>
With their magical detection capability someone going in on foot would be noticed by one of the two lines of patrols and scouts. After Rolf and Ocette were nearly shot down last year it's clear that direction is fraught with its own risks. Distraction attacks would seem to be needed for either angle.

On the ground the army could tie up the patrol lines allowing someone to sneak in. Jib Jab or one of the other scouts with a cloak of obscurement would be the obvious choice. Of course this would make for a very small team getting in.

Sétanta thinks a large enough bombardment with throwing stones from the upper edge of the valley could provide cover for someone to go in by air. It might be best to do that at night. Again the party size would be a small one. In this case both in terms of numbers and the size of the individuals going as Ocette can only carry a halfling or kobold. Someone jokingly suggests Briar go as well only for the elderly goblin to kick them in the shin.

Neia has another idea. The first time the group visited the Shining City fellow party member Mithel had suggested using a portable hole to help move party members to the top. Rolf had been against the idea but it could work here to counter the reduced party size.

"One of the Paladins brought a larger portable hole for supplies. I watched them use it earlier, it has a metal spring so it unfurls itself."

Cellica sees where she's going with this.
"Ocette drops it into the ruins, it pops open on its own and a team jumps out."
"Yes. Not me I would rather fight, but for any of you it might work."

You head over to the supply train to take a look. One of the younger clerics are in the middle of dragging a sack of supplies out of it. This one is larger than you expected. Large enough you might squeeze a giant through! Wouldn't that be a funny sight.

Or a horrifying one.

Really you could use it to carry some of the smaller party members in relative safety if charging through the lines yourself. After a bit of prompting a few of the mages soon begin discussing how long a few people could be safely kept inside such a container. The most immediate problem is air, though traditionally mages have worried more about "space time warping" of living matter inside a portable hole.

Hopefully the Paladins will make some progress and it won't be needed. The extra support the dwarves were supposed to be sending should arrive in another 2-3 days if you need to wait.

When Bastire and his party return they seem weary. Tim doesn't look particularly happy you note. As expected the undead army doesn't want giants, even supposedly loyal mercenaries, anywhere near the ruins. Their commander was a bit more open to the idea but the mage who may be responsible for the magic that holds them here is not.

>cont 2/3?
>>
"They may all be one army stuck together in death, but they're anything but united," Tim explains.

Bastire agrees that there seems to be some division among the upper ranks of the army. The commander, the mage and another that had the look of an assassin have differing views on their eternal vigil. They're all agreed that they want to win, and almost any cost would be acceptable.

Wyck "The Mage" is responsible for the creation of the curse holding the army here. He will settle for nothing less than the destruction of the city and the pillar of magic it rests on. He simply wants the Paladins to open the way into the city interior. With the way open and the lightning defenses disabled, the army can destroy the pillar by themselves. This is still worth all of the army's mithril armor and gear once completed.
If you and the other giants weren't involved this would seem reasonable enough. It's a lot of kit on the table. Enough to make or break a nation.

Ohtar "The Commander" is a formidable warrior even without his flying suit of armor. He may not like it but is willing to entertain the possibility of a giant or two entering the ruins. Ultimately he doesn't care what it takes to win, so long as they win. If that means surrendering any weapon stockpiles inside then so be it. He'd prefer to see the pillar destroyed or at least neutralized, but a victory is a victory.
His main problem is that he's managed to alienate the other two over the years making agreements difficult.

Traya "The Assassin" is an elf that's in charge of the scouts. Though prone to disagreements with the other two, still appears to maintain a mostly civil relationship with the mage. Tim managed to get a conversation in to gain some additional insight. Though committed, Traya not only wants to win but to walk away at the end when the dust has settled. With this in mind Traya is more open to alternatives. Possibly even working with the giants.

When Tim brings up the possibility of working with Traya and some of the army not passing on it's met with disdain by the Paladins. Undead do not belong in the world and need to be laid to rest. Even the moderates are against leaving any to wander the north.

"It's rest in peace, not race in perpetuity!" shouts one of the paladins that came north with you.
It looks like you won't have many of the paladins onboard if you try to make a separate agreement with the Assassin. At the very least they won't be happy about it.

>Who did you want to approach with an offer? Or will you try to get more than one on side?

[ ] Wyck "The Mage"
[ ] Ohtar "The Commander"
[ ] Traya "The Assassin"
>>
>>4974195
>[ ] Traya "The Assassin"
>>
>>4974195
>Traya "The Assassin"
https://www.youtube.com/watch?v=J67LoKUmDUU&list=PLhHcMbVmbwCfkF2qaeovJvIjp8ODwf1xh&index=4
>>
While it may damage relations with the Paladins, or even force some of them to withhold aid, discussing options with the Assassin seems like the best route for the giants. This place may be the legacy of your people. Or an enormous stack of weapons and armor only giants and dwarves could use. Either would be fine really.

One thing you make clear to Bastire and the other leaders present is that regardless of the outcome they'll at least be compensated. You want to go your separate ways at the end of this in peace. Or even continue to help defend the people of the north together.

"Don't put the cart before the horse Ulf," Gegor reminds you. "We have work to do first."

True but you didn't want to set off a dispute because of the possibility of making a deal with Traya.

Tim and Jib Jab are sent to make contact with the scouts, carrying a message for Traya. With luck they'll bring it to their superior rather than the army commander, or worse the mage. The message says little, just a request for a meeting somewhere near the valley edge.

Just who to have show up for this meeting could make things easier or more interesting.

[ ] Just Tim and Jib Jab
[ ] The small ones (Humans, elves, etc)
[ ] Full party (include Giants)
[ ] Write-in
>>
>[ ] Full party (include Giants)
>>
>>4974342
>The small ones
>>
>>4974365
>>4974387
Alternate option. Mostly full party, but have any giants hang back and wait to see if the others can get the okay for you to approach? Jib Jab can keep you updated by ear piece otherwise.
>>
>>4974513
I like it.
>>
>>4974513
Sure.
>>
>>4974342
>>4974513
yes
>>
>>4974513
Sounds good.

Nice read so far TSTG.
>>
The rest of the party will meet with this Traya while you and other giants hang back some distance. If possible they'll get permission for you to approach. It will be at night, closer to the valley entrance

A few of the party members have concerns meeting with someone who has "The Assassin" as an epithet. Gegor and Argoth will go along with the other small ones to provide some backup if necessary. Much to Neia's annoyance Ocette has been allowed to land on her back so she won't be flying around, potentially being shot at.

Nemarod wants to be part of the giant contingent but his flaming sword would give away your position. Argen will go instead along with you, Cirus, Skadi and Sétanta. If he hears any fighting Nemarod will come running along with a good number of the remaining giants. Sétanta wants to be present so as not to be left out of the loop.
"I want to be where history is being made Ulf."

Traya proves to be frighteningly punctual, appearing as if from nowhere in front of the others at the appointed time. Getting right to the point The Assassin wants to know what's stopping her people from simply taking the group captive and dragging them before The Mage for interrogation. It's at this point the small ones find themselves surrounded by a superior number of undead scouts that must have similarly been invisible.

"Because we're not stupid and we brought backup," Cellica answers, covering while Jib Jab gives the signal you're to come help.

The sudden and rapid advance of five well armed giants doesn't go unnoticed by Traya's people. They ghost back a short distance so they can't be caught between your two groups. Traya holds but readies into a loose fighting stance as you and the other giants come into view. Both you and Skadi have bows kept low and ready but do not take aim. All of you slow your advance and take up positions to support the rest of the party.

From here you can see that Traya maintains a ghostly outline of elven features they must have had in life. It's much the same with the others. Despite this it's easy to make out empty eye sockets of the scouts in the moonlight.

Traya gives the assembled group a hard look, sizing them up for strengths and weaknesses.
"Most people from this legion would question the intelligence of having giants for backup. Most not all. Are these the fabled giant mercenaries the Paladins spoke of?"

"Some of us are more mercenary than others," Sétanta replies.

This causes Traya to smirk.
"Truely? Some of you taking after the dwarves more than you used to?"

"Some of us are more worried about protecting our homes and families," Skadi answers. "We have lived nearby for hundreds of years and what happens here matters to us. Others have come from the south either to aid the Paladins or for the promise of gold."
Skadi looks to you in confusion then back to Traya.
"Wait, how is it possible for us to understand you? Only one of us speak old... Aurellian was it? Or was that Aenean?"

>cont
>>
"One of many artifacts I carry called a stone of many tongues."
While holding up a small pendant the skeletal elf continues to evaluate your group.

"Hmmf. A halfsie, a green skin, horse lord, deep southerner, eagle scout, stone poisoner and a bunch of giants. Quite the collection you've brought."

"That's what the north is these days," Neia says. "Usually less giants."

"Strange but these are strange times."
Traya begins to pace, staying a safe distance but trying to get a better look at each of the party members in turn.
"Some of you have given indication of what motivates you, not all. What do each of you want from this place? That's a far more interesting way of seeing who I would be brokering a deal with. Not who are you, because I don't care, but what do you want?"

There's a myriad of answers from the party.
"Fame and fortune," Sétanta answers easily.
"Weapons to help protect those who can't defend themselves," is Gegor's answer.
Argigoth's is a bit more confrontational; "To help lay the dead rest."
Cellica and Ocette both answer that they're doing this to help their friends.
"If I can get paid to help my friends? That's an A+ job," Tim seems to think.
"Giants dont have much," Argen grumbles. "Need a bit more to be safe."

Cirus is feeling wordy. "It would be good to earn some respect for the giants. If we can use this place to help others that would do it."
Skadi has already said her bit.

What do you want?
>What say?
>>
Gone to work!
>>
>>4976136
learn about history (partial answer, needs something else)
>>
>>4976136
To learn about the history of my people and to find old stuff (Relics, but can't say that aloud.).
>>
"And you?" Traya asks.

"To learn about the history of my people and find things they left behind. Tools, weapons, anything that help us, teach us so we can learn from their mistakes."

The Assassin stares at you for what feels like a few long moments then moves on to Neia.
"Hose Lord, what is your answer?"
"The orcs threaten my people with slavery, death or the conquest of our home range. We need strong arms and stronger allies."

"And you think these giants will be your allies?"
"The giants, the southern Paladins, any of them, all of them."

Traya paces back to her starting point in front of her people then gestures to you and the other giants.
"All of you really have no fear of the greater stone kin? Are giants little more than aimless wanders these days? What the hell happened!? Why aren't you the terrors of old that would grind people's bones into powder for their gristmills? Commit cruelties I hesitate to even name. Ones I saw with my own eyes. What happened to the race that killed the Elven Star?!"

"A-are you saying what happened in the old stories is true?" Cirus asks. "We really killed a star?"
"Yes!" Traya replies emphatically.

Cirus shakes his head in disbelief while beside him Argen chuckles.
"Ha, told you."
This comment earns Argen glares from the rest of you. Not the best time for laughter.

As far as most of the party is concerned giants generally aren't seen as a threat to nations. Dangerous yes, especially when angered but anyone stupid enough to intentionally anger a giant gets what they deserve. Ogres are treated more as the scary monsters of old and even they can be reasoned with on rare occasions.

"I can't tell if you're all fools or if this is a cosmic joke. Either way I don't see any signs you're lying. Clearly my shot was on the mark when I said these were strange times. Maybe we can work with that.
You should know what I and my followers want from any agreement. I'm... I was an elf. I'm supposed to be immortal and would have been if not for the war. I want that back, or to stay undead. Give us that and something that could be considered a victory over those inside the ruins and I'm willing to make concessions."

"What sort of victory?" you ask.
"I don't care if it's just a formal surrender. This Legion needs it said somewhere for all of history that we won. How we won and what's left over doesn't matter at this point. Can you agree to this?"

>Is this acceptable or do you want more exact terms?
>>
Schedule this week. Planning on running today, wed, thurs. Not 100% sure about friday. We'll see how long the thread stays on the board.
>>
>>4977325
>Is this acceptable
yes
>>
>>4977325
Acceptable, but the pillar doesn't need to be destroyed.
>>
Arranging some sort of surrender sounds better than destroying the place. You'll try and go that route if possible but even if it doesn't work out you'll at least have more time to loot the place if things do sideways.

The party accepts.

"Can you get us inside? Or at least past the patrols?"
"Not easily, and it will be next to impossible for the giants. If you've been watching the patrol routes someone sharp enough might have noticed a small gap in the scout coverage. I put that there, it's a trap."

Jib Jab thinks he noticed the gap in the outer patrol ring but wasn't certain. He's still learning a lot.

"Of course my people could simply escort someone through that same gap as long as they're dressed appropriately. A dark cloak will do. No more than 6 people though."

You have 21 amulets with protection against lightning. That's a good deal more than can be moved through the patrol in one go.
"Could you make multiple trips to move a larger group?"

Traya thinks no more than 2 crossings could be accomplished in one night. Not without giving things away. Keeping it to one would be best. You really wish there were a way to get the giants through just in case the lightning protection doesn't work as well as advertised.

"How strong are these lighting defenses?"
"Strong," Traya assures you. "I made it inside and almost disabled the runic wards on the third set of inner doors before it killed me."

That had to have been a bit disconcerting. You try not to push too hard for information on that topic for now.

Ama speaks up.
"If you can only move a few people through one time why not try your other infiltration plan? You know, the crazy one."

"Flying in?" Ocette asks with a mix of nervousness and enthusiasm.
Ama shakes her head.
"No, using the portable hole magic. You could even just have Traya or one of their people carry it across."

Traya agrees it sounds simple and straight forward enough. You're not entirely sure any of it is a good idea really. Either way The Assassin has things to get ready. You have 2 days to work out who or what you'll be sending inside, then another day for final preparations. So 3 days to get a team fully prepared.

When the dwarven reinforcements arrive the next day Tara is there leading them. She's already familiar enough with the area from the last outing and the city admin wanted to minimize the number of people knowing just what was going on. She's relieved to hear that you may have a way inside and that the undead are willing to negotiate.

>cont
>>
"What's the plan?" Tara asks. "You do have a plan right?"
"Send six or so smaller folk with lightning protection in, or risk using portable holes to sneak a larger party across the lines."
"There's no third way?"

"Not unless you know someone with enough magic to shrink a few giants," Cellica tells her.
"Or ask a stone druid to dig!" Jib Jab adds.
"Distraction," Argen thumps his shield. It would need to be a big one.

Gegor frowns deep in thought.
"Cellica, could you make the giants look smaller?"

The half-elf shrugs.
"Maybe, but if the undead have magic that can see through invisibility, it will work on illusions too."
Traya could clear enough of a gap of scouts to make it work in theory.

Tara reports that they did bring a stone druid but any kind of tunnel is going to be a tight squeeze for giants. You'd have to crawl the whole way.
"Remember, it's possible to dispel some stone magic. If that happens while you're in a tunnel like that... uh, it'd be bad."

As for a distraction attack that might be a hard sell for Traya. It would also put the rest of the army on alert.

[ ] Small party (6 poeple)
[ ] 2 Parties (12 people)
[ ] Portable holes (3 giants + 12 people)
[ ] Illusions for cover (3 to 4 giants + 2 to 3 people)
[ ] tunnel, a boring job (??? multiple giants & others)
[ ] Distraction attack (Full party)
[ ] Write-in?
>>
>>4977478
>[ ] Portable holes (3 giants + 12 people)
Let's fill some holes.
>>
>>4977478
>[ ] Portable holes (3 giants + 12 people)
>>
You, Cirus, your cousin Farom and Lettey from the fire peaks are the only giants among you capable to handling lightning. Being one of the best healers from among Argen's kin Lettey says she'll stay behind in case someone is needed to go in and save your asses later.

The others work among themselves to figure out who should be accompanying you into the ruins. As expected the dwarves want one of their number counted. Some of the Paladins may want to help and Neia doesn't think she'll be as much use inside or in the ruins.

While that's going on working out options with the Paladins to use their storage device for smuggling stone kin commences. They're understandably worried. Both about damage to an incredibly valuable magical storage space and to anyone that might get trapped inside.

"You're getting a mage."
"We're what?"
"One of our mages will accompany you," Francis Bastire explains. "They'll make sure the interior of the storage space won't vanish into nothingness if anything goes wrong."
"Does that mean you can make it connect to the entrance of another portable hole? I think I asked about that once before."

"Certainly not! I'd only attempt that is a last resort," a nearby elf exclaims.
He's introduced as Raemear and hopes these sort of questions won't be a recurring thing. You make no promises.

With that taken care of you get to work. There's plenty to do as the supplies were supposed to last the Paladins for months if necessary. Having several giants to help speeds things up with the heavier cases.

Actually getting into the blasted thing proves to be interesting. For loading and unloading a short ramp had been set up allowing the smaller folk to just walk right in. Provided they weren't that tall. Someone like Gegor or Argigoth would have to stoop to get through. That means at its widest the hole is smaller than the width of your shoulders.

"That's not bad Ulf," Waziar assures you. "No worse than squeezing through that oakvine hedge on the east side of the hills."

Your somewhat shorter cousin demonstrates this, being the first giant to get into the the portable hole. Getting out proves harder because he ends up knocking over the ramp and metal tripod masts that were holding it all upright. You and Cirus eventually set the thing down flat on the ground, using Farom to grab Waziar and haul both of them out.

"We're going to need rope," the druid decides, clearly undaunted by the situation.

Raemear thinks all of you are mad but Gegor tells him to just roll with it.

>cont
>>
Waziar, Ocette and a few others working together manage to get enough rope made up for both of the portable holes that will be used. The one you bought in the south is large enough for the smaller party members to fit inside.

A practice run doesn't go well for either Raemear or one of the Silver Order "specialists" accompanying the others. Everyone is able to get in and out relatively safely. Even the mage who was in danger is being crushed by the three giants he was riding along with.

It turns out that changing the orientation of the portable hole, affects reality inside in ways that aren't easy to understand. Things stay put, even if their up should be down and vice versa, right up until they don't stay put. Like when the hole is opened and someone reaches inside. You're one way one moment and then all of you are in an entirely different orientation the next. It messes with the head a bit.

All of this made the specialist, a rogue that had joined the Order for one reason or another, go a bit crazy. He's out of action for the foreseeable future. When you go to check on his status you find the clerics have restrained him to so he doesn't get hurt.

The good news is that everyone has a rough idea of how difficult it will be to get out once you're into the ruins. Also how long that will take. Gegor and Argigoth each got a workout helping pull people to safety. Everyone who is not a giant is instructed to practice rope climbing.

Jib Jab and Tim as your scouts, Ama to help with healing, Cellica with illusions in an emergency. Gegor and Argigoth are on portable hole party member recovery. Inside are the three giants, the volunteer paladin contingent, Tara and two other dwarves briefed in as many old languages and traps as possible.

Sétanta thinks the "volunteers" that he brought with him north would help bring your numbers up to full. It would also give them a chance to get hold of weapons and other gear sooner not later. He's eager to have any promised debts repaid so they can choose their own fates.

Nemarod, Bastire and Neia also want to know who they should have prepared in case of an emergency. If your infiltration goes awry people will need to be ready it its going to take awhile for any sort of rescue. Combined forces would stand the best chance of breaking through the lines quickly.
Some of the Paladins think they should stay away from any rescue mission so they can claim deniability. This would let them continue negotiations as they'd still have several lightning proof amulets.

"We could even have the Giants and Paladins appear in two different places as though we're opposed armies," Nemarod suggests.


>1) Include the orcs and elf Sétanta bailed out of the Hennessy arena?
>Y/N?

>2) Active reserve
2A) Just the giants, keep it deniable
2B) As many allies as you can muster
2C) Giants and Paladins appearing as opposed forces
2D) Write-in

>3) Roll 3d100 for potential san loss.
>>
Rolled 24, 79, 55 = 158 (3d100)

>>4977687
>1) Include the orcs and elf Sétanta bailed out of the Hennessy arena?
Y
>2B) As many allies as you can muster

Zealous paladins don't usually try to investigate matters. Usually they would default to PURGE and DESTROY. So not much point trying to claim denialbity if they manage to discover the infiltration team.
>>
Rolled 21, 75, 58 = 154 (3d100)

>>4977687
>1) Include the orcs and elf Sétanta bailed out of the Hennessy arena?
Y
2B) As many allies as you can muster
>>
Rolled 97, 57, 49 = 203 (3d100)

>>4977687
>Y
>2B) As many allies as you can muster
>>
The former arena fighters are given the chance to go along if they want it. So long as they're clear fighting is a last resort in this case. You don't want to accidentally start a battle with whoever in the ruins is capable of throwing lightning bolts.

You and the other giants are much more focused on making sure you'll be able to climb out of the hole you'll otherwise be stuck in as fast as possible.

When explaining the plan The Assassin breaks down in fits of laughter at the idea of giants stuck in a bag. Or in this case a rolled up tarp.
"I admit the thought of shaking up a bag full of increasingly angry giants and throwing them as a problem is an appealing one!"

Raemear frowns at this.
"Do not excessively change the orientation of the tarp once rolled."
"I shouldn't spin it like a baton?" the undead elf smirks.
"Please avoid doing that. It may reduce the effectiveness of the teams."

The night of the infiltration, or maybe more accurately escort though the patrols, is two days after the full moon. Enough light for the party to see by, making things easier on Traya's scouts. Everyone loads up and the mages do what they can to keep the interiors of the other dimensional spaces habitable during your journey.

Jib Jab is still able to communicate with you. Just barely but it's getting through. Once through the outer ring Traya meets up with the group again to get them through the inner ring. Jib Jab is told to be silent until inside the ruins.

You don't hear from them again until they've reached the walls of the ruins. There have been delays, a hole in the wall Traya had hopes to make use of has been filled in within the last day. New traps may be in place behind it so they'll have to wait until after the next bolt of lightning then try to scramble over. This particular hole was chosen because it wouldn't be in line of sight of either Ohtar or Wyck's command posts.

It's a long wait then the next thing you know the orientation in the storage space flips over several times in just a few seconds. You're feeling a little loopy but otherwise okay by the time it stops.
"They had one job!" Raemear protests.

Jib Jab opens the tarp rather than one of the others, having placed it against the remains of a partially destroyed building. Not quite according to plan but it beats climbing. Really this went better than planned, it's great! No ropes necessary.

The kobold is on his own you notice once you're free to look around. The moment you take over helping the others out he opens up the second portable hole, pulling Tim and Ama through. They were supposed to be in the ground team but you feel like this change of plans worked out better.

Together they're able to pull increasingly stronger team members out of their mode of transport, making the next that much easier. By the time everyone is out Cellica, Gegor and Argigoth arrive fron the direction of the outer wall, reappearing from an invisibility illusion.

>cont
>>
"Thank goodness everyone made it," Cellica breathes a sigh of relief.
"We almost landed on a trap. Jib Jab must have sailed over it when we threw him."
"You threw him?"
"Fastest way to get him over," Gegor answers, whispering and gesturing for everyone to keep their voices down. "He dropped a line for us to climb over with."

"You okay Ulf?" Ama asks. "You're, what would the northerners say? Grinning like an idiot?"
"I'm fine, everything's going well isn't it? It's a beautiful night out."

Ama trades worried looks with Raemear who just shrugs.
"Not the worst side effects. It should wear off."

Traya went over maps of the ruins with the party's ground team. They know where to go and what should be the clearest path. With lightning prtection clenched tightly the smaller ones make their way through the ruins following their path while you Cirus and Farom follow whats left of the roads. You're forced to make a zig-zagged approach through burned and bombed out buildings too sturdy to simply push your way through.

This place may not have a big open atrium like Silver Mantle but it does have what passes for a central citadel. In the middle of the ruins looks to be a slight rise, strewn with rubble and pock marked with craters. Cut into the north side of the hill with a partially filled in trench leading up to it is a gate taller than the tallest giant you've ever heard of.

The door is either made of adamant or something close to it in strength. More than that its surface is traced with patterns of glowstone, looking as much decorative as functional. The mages thinks it's part of the protective wards mentioned in Traya's notes. Despite its age it's held up well to repeated attacks. There are marks of discolouration in the surface but a quick swipe of a finger shows that to simply be the leftovers of whatever hit it rather than damage itself.

The Assassin left detailed instructions for how to temporarily disable the wards and open the doors. One of your party members could do it in about 10-15 minutes. Or did you and the other giants want to try opening it? Or even the dwarves?

[ ] Disarm
[ ] Giants
[ ] Dwarves?
[ ] Write-in
>>
>>4979488
>[ ] Giants
>>
>>4979488
>[x] Giants
>>
https://www.youtube.com/watch?v=-ttCJ6uQN_Q [LOTR - A Journey in the Dark]

Traya's instructions could open the door given time but there must be other ways for giants to open them, shouldn't there be? The dwarves can't make heads or tails of the markings on the doors with grime of ages covering them. It's clear someone has been keeping the area just outside them clear so they can swing open.

"I want to try opening them," you tell the others, who back off to give everyone plenty of room.

You should be feeling some trepidation given the supposed strength of the defenses. Either as a result of the warping effects from the bag or your own odd sense of familiarity with this place, it doesn't bother you.

Stalking up to the doors you place a hand on either one, searching for a handhold you can't make out in the dark. You're soon hit with a jolt from the wards. You've taken worse from some wands used by goblins but a human might have been knocked to the ground with a shock that strong.

Thinking back to the steps of the Shining City you recall they were just a bit too big even for giants. Pressing against the doors just above your shoulder height part of the surface begins to give. There's the familiar sound of stone against stone as the material depresses giving way into a pair of handholds with a heavy clank. Grabbing them you heave backwards and the gate opens, a few tiny stray arcs of lightning briefly connecting them.

"We're in," Tara breathes.

The older of the two dwarven engineers clears their throat.
"Nobody touch anything in there, less ye want to get zapped. Don't care how much protection we're carrying."

That same advice does not go for you and the other giants. Once inside you head onward more determined with each step. This is another place meant for your kind. Giants, dwarves, peoples connected to the stone, as well the element of lightning.
Down a hallway covered in dark obsidian with glowstone runes. Murals of dwarves, giants, cyclops and shaggy fur covered elephants? Some scenes make more sense than others. Rolf would likely kill to get a chance to study all of it.

The hall itself isn't that long before you reach another set of doors and an open passage to the right. Unfortunately the side passage is largely collapsed. Broken pieces of murals have been pushed back to keep the main passage clear. These second doors are a bit more complex to get through. One of the engineers read out an incantation Traya provided and soon the runes on this set of doors turn dim, sliding back into the walls.

With that obstacle cleared its down a staircase next, taking giants steps the same height as those at the Shining City. Soon enough it begins a spiral descent off to the left. Smaller dwarf sized steps are built along the inside of the spiral while a more gently sloping ramp goes along the right.

>cont
>>
There are more doors and obstacles of course. Usually with Dwarf sized side passages and guard houses shooting off from a landing as the stairs complete a quarter turn. Some with traps you can disarm simply by opening the doors and others that require assistance. After making it three quarters of the way through a complete loop the stairs level out once more, this time into a more heavily fortified looking position.

The flat area in front of the doors are large enough for 50 dwarves to assemble before charging up the stairs. Also plenty of room for a besieging army to set up battering rams to break down the doors. That seems like a disadvantage but you're sure there's a good reason for-

"Ulf stop!" Raemear calls out.
The moment you put your foot down on the landing there's a sharp crack and multiple bolts of lightning flash across the center span. It's by far the most magic you've ever been struck by in your life. Enough that it whites out your vision and the blasts partially deafen you. Partially because the sound of stone on stone is felt as much as heard, but it stops just as quickly. Shouting from Cirus and Farom break through to you as the ringing and after images from the flash fade.
"Ulf, help! Get it!"
"Give us a hand!"

Turning you see they're holding up a portcullis made of stone that had nearly dropped on you when the lightning trap went off. Joining in you help get hold of it before the other two are exhausted by the weight. It weighs quite a bit. This might have been intended just as much to crush enemies as trap them in. Certainly enough to drop a stunned giant that doesn't belong.

The rest of the party moves quickly to get through while the trap is disarmed. Traya had mentioned always using side passages from here on out rather than risk being spotted in the open area.

Even working together the three of you cant seem to push the gate up high enough to latch back into place.
"We're not tall enough Ulf," Farom tells you.
None of the others can see a mechanism anywhere. If there is one it can't be reached from here. Clearly intended to trap people inside then. Odds are good there are arrow slits somewhere that you haven't had time to look for.
"Should we get inside and drop it?" Cirus wonders.

If you can make contact with whoever is still in here they might be able to reset it after. If not you'll have blocked your way out.

"I could try to jam it in place or freeze it," Raemear suggests, "but freezing it would only last minutes."

[ ] Get inside and drop it
[ ] Jam it open
[ ] Freeze it open
[ ] Write-in
>>
>>4979665
>[ ] Get inside and drop it
>>
"Get inside."
Better you don't lock the door open and risk the army following in force later. That wouldn't make your hosts very amenable to your arrival.

Once positioned the three of you give one final push and let go, backing safely away before the gate slams down. The thunderous impact is strong enough that you're worried people outside might have felt it. At the very least those inside will have.

Looking around you see that everyone is already on the lookout for more traps. Several obvious ones are given away or explicitly warned about in glowstone markings. Walls with a mix of stone and metal are warded in the same stuff. They certainly had no shortage of it back in the day unlike now.

The more sharp eyed among you do indeed find arrow slits far above. They've largely been camouflaged but some are more obvious. A few that are the right size and height for giants.

Doors at the back of this area looks just as tough as the one on the surface but is less decorated. Once the others have searched the area they're down to just those doors or one side passage that Traya had mapped. As that route is supposed to take even longer than what you've already been through the party get ready for the giants to try the big ones first.

It's soon determined that these doors have no weak points that you can find, not even a hidden handle like above. The dwarves begin looking for other hidden features while your trap experts get to work on the secondary route.

Farom meanwhile stops and thinks.
"Friend Dwarves, you have signals for use in your mines do you not? Taps and bangs that carry through stone?"
Tara gets the older engineer's attention and repeats the question.
"Aye what of it?"
"What are your oldest signals? We'll bang them on the door."

Lacking a good hammer Cirus bangs the pommel of his sword against the door in the manner directed by the dwarves. Though made of strong metal the sound carries through the barrier quite well. After twenty minutes of this the dwarves as you all to stop. Signalling the others several of the smaller party members soon have their ears against the door.

"I can hear stone tongue!" Cellica says before backing away, pulling Jib Jab along with her.

Tara being the fastest dwarf soon waves the others away from the doors as well, reporting on what she's hearing.
"I'm only catching one side, giant probably."

>cont
>>
Once the others are safely on either side of the room just in case the reception isn't a friendly one, the three of you take position front and center.

"He's saying something about an elf. Arguing... I think he just insulted a dwarven women's beard!"
"Tara. Focus."
You're sure he didn't mean it personally.

"Right. They're arguing if it's the Assassin, the Mage or the Commander at the door. Get ready."
Tara runs for it and not a moment too soon. The doors slam open accompanied with a loud shout in stone tongue like only a giant can deliver.
["Think fast elf!"]

A spiked metal ball flies out and is intercepted by Cirus and his shield before it can hit any of you in the shins. It managed to put a hefty dent in the shield where it hit too. When you glance up again a fully armored giant far taller than you thought possible is standing there, bow drawn, lightning magic visibly arcing between arrow and weapon. The few places where there are gaps in the armor you can see bone. To be expected really given what's happened to those outside.

The giant's jaw works a bit as though trying for form words.
["Ash of the wastes. Giants. Actual living breathing giants. The elf or the mage would never bother stopping a fastball like that with their illusions. Real giants, never thought I'd see the day. Tell me, are ya winning son?"]

>How will you break the news? Say that the war is over? Just that you're here to talk for now? Trying to save this place or come right out and say that you've stuck a deal with the Assassin?
>What say?
>>
I'll try and resume as early as I can tomorrow.
>>
>>4979804
>We kinda lost and kinda survived (We shrunk).
>Tell about the situation outside.
>We giants don't want the pillar to be destroyed while the spirits can still be released.
>>
>>4979804
Nowadays yes, but the war was lost
>>
>>4979804
>Tell me, are ya winning son?
Almost spit out my water.

>>4980159
Supporting.
>>
"We kinda lost," you admit. "Giants don't have much of a civilization left. Just some villages, old ruins and standing stones the druids keep the secrets of. We survived though, and most giants are happy enough. We must have shrunk a bit too I think."

"Ha! Half that extra height's from the armor. Probably just need to eat a bit better growing up. Not so glad to hear about the rest."

Switching his bow to his off hand the undead giant extends an armored gauntlet. Stepping forward you shake hands with him.
"I'm Athos, son of Asterius. Last of the storm giants by the sounds of it."
You introduce yourself, Cirus and Farom. Before you can mention the others Athos beckons you all to enter.
"You've more news to tell me -and why you're here I'm sure- but lets do so inside."

Holding your ground, you want to make sure the others will be safe.
"We brought friends and allies. Some from what feels like half a world away. Please don't shoot them."

Waving the others over Tara and the engineers are among the first to come into view. Athos seems glad to see the smaller stone kin but any elation disappears when he sees the rest. Now more on edge if going by posture, the Giant's head moves back and forth between the humans, elves and kobold in the group. It doesn't look like he has any problem with the orcs.

["It's a sad day when I find myself welcoming humans and elves into this place but so be it. Best get inside all of you so I can shut the doors. Go on! Next bolt is due soon enough. Have to make it so it doesn't flash fry the lot of you."]
Before moving out of the way to let you in he locks eyes with the three of you in turn. ["These small folk try anything though and its going to take more than the three of you to stop me."]

[ ] They won't
[ ] If they try anything I'll stop them myself
[ ] Just warn the others not to make threatening moves
>>
>>4980307
>[ ] They won't
>>
"They won't," you insist.

Once through the doors you find yourself in a grand hall large enough to hold nearly 40 giants the size of Athos. Much of the room itself shows signs of damage or at least heavy use. Scuff marks, wear from too many feet, dust and bits of left over material. A few balconies higher up by the vaulted ceiling lead into more side passages for dwarves.

The storm giant closes the doors then moves a number of semicircular devices into place to help hold them closed. The door on its own was tough, these would make breaching it seem like a fools errand.

Athos asks all of you to wait here then shouts through another set of doors at the back of the hall. He tells someone named Anvi that they have guests that need to survive the next lightning strike.

A dwarf wearing an intricately carved mask of a woman's face eventually appears. She sets a number of runed metal posts into slots in the floor, cordoning off a box shaped area. Once in place she directs everyone to get inside, even the giants if they can't take lightning.

When you explain all three of you have an affinity for lightning she insists on checking your blood. A quick stab and a few drops of blood later she holds a sample up to a gold edged prism. The prism changes colours a few times before she nods.
["You should be able to take the shock that makes it this far down young ones. The amulets your friends have might keep them from dying but it'll sure hurt like hell for them."]

With that taken care of Athos and now two undead dwarves want to hear more of the goings on out in the world. What brought you all here and how you made it inside. Everyone sits down for a long talk. About the long darkness after the wars, fall of most civilizations and a brief description of what the giants and dwarves have each been up to.

They're not too pleased that much of the dwarves changed sides.
["Can scarce believe it,"] one introduced as Ghent mutters. ["You've really teamed up with the mun's?"]
"The who?" Tara asks.
["He means the elves. You know, because they come from the moon?"]
This proves to bring other conversations to a halt.

"I'm only getting bits and pieces," Cellica admits, "but did they just say elves are from the moon?"
["Do you not even know where you come from?" Anvi questions. "To be fair you might not, you're a half-elf. We helped a few of those during the war that were running from their own side."]

"That makes no sense whatsoever," Raemear declares. "I've seen the moon through magnifiers, there's no life there! It's impossible."

Ghent gestures with a mace in Raemear's direction.
["Someone tell the fire elf to freeze his tips. Elves left the moon a long time ago. It's their fault we're all in this mess, but that's neither here nor there. We need to know what's going on outside now."]

>cont
>>
Right you were getting to that. Your arrival in the north, encounter with Skadi and the visits to the Shining City and here. The locals seem more impressed that your party fought a good sized Wyvern without anyone killed.

"We giants don't want the pillar to be destroyed, while we do want to find a way for the spirits trapped here by the mages curse to be released. Or maybe most of them. That Assassin from the army wants to live forever."

This gets some laughs, from the storm giant especially.
["Of course The Assassin would want to live forever! Wants to have their cake and eat it too."]
When Athos has stopped laughing Anvi speaks up.
["We can break the curse."]

Once Tara has finished translating this news it quickly gets the paladins attention. All of them are listening carefully now.
"How do we get them to pass on?" Argigoth asks.

["That Mage, even one as powerful as him has limits. You have to draw magic from somewhere to keep a curse going for so long, especially one so powerful. Took us awhile to realise what he'd done and by then it was almost too late. His curse is powered by the Pillar of Lightning itself."]

The undead army seemed determined to destroy this place. Do they know what it would cost them, or was the mage keeping that from them?
"If they destroyed the pillar like they planned they'd be killing themselves."
["Certainly would," Athos admits, "but then they'd win."]

According to Anvi they figured out how to get the curse to extend to the remaining dwarves and giant before they could all be killed off. It was a near thing though.
["It took me another century or two to figure out how to do it, but I can break the curse. Of course we haven't had any reason to. It would just kill both sides. Who would that leave this place to? The legacy of the stone kin falling into the hands of the next looter that happened along? Not likely."]

Athos looks to all of you.
["If giants and dwarves are returning to the north once again that changes things. It means we finally have someone to give this place to. If you're worthy of it. I won't see this place fall into the hands of the elves. We can always wait another few generations for others."]

Actually they cant wait that long. Word will spread from the paladins to other parties. Eventually other groups or kingdoms will try to take this place for themselves. A fleet of airships could certainly do a number on this place.

Ohtar clears his non-existent throat and squares his shoulders, the undead dwarf trying to look intimidating.
["Lightning strike soon, time to get serious. What are your intentions for this place? Our forges were second to only the Pillar of Fire in their day. What would you do with them? Finish our war for us? Reunite the stone kin and rebuild our empire? Give the elves a good pasting so they never forget again? Or do you plan to go selling our weapons?"]

>What say you?
>>
Just a few options. With all the new information you might have a change of mind about the previous course.

[ ] Restore lost knowledge, anything else is a bonus
[ ] Help the giants build a new civilization
[ ] An arsenal to protect those who can't defend themselves
[ ] Weapons for short term, an economy in the long term
[ ] That will be up to the dwarves
[ ] Write-in / what say?
>>
>>4980476
>[ ] Help the giants build a new civilization
>>
>>4980476
>Help the giants build a new civilization
>>
>>4980476
>[X] Help the giants build a new civilization
>[X] An arsenal to protect those who can't defend themselves
There is more grey in this world not really two sides. Things can get messy if caught inbetween sides.
>>
"I don't know much about the old ways but if they need us to fight a war that ended more than a thousand years before I was born, then maybe we need to do something new. Help build a new civilization for the giants. Learn from the old, try to make something better. We don't need much. We've all done without for this long."

Farom is the next to speak.
"I agree with you Ulf, as will many of our kin. I'm not so sure Nemarod will though. Not after their last war with the Bituri."
"The Bituri paid for their mistake and their enemies threatened war if they didn't give the giants back their lands. It will be a generation before they change their minds. We can build a lot in that time."

["This is the course you're set on?"] Athos asks, voice sounding stern.

You're more determined now than ever.
"Yes."
["And so the destroyers have become the builders. This certainly is a new age, not the one I was born into. Not one of an eternal war against the sky."]
["At least they have a plan," Anvi points out. "There's a lot to be said for that. Not burn and smash until the other side stops doing the same to us."]

Athos laughs.
["A bit of destruction here and there builds character."]

"That's something our trouble making cousins would say," Farom points out. "They nearly picked a fight with all the Myrce lands by mistake."
["Ha! Are the Myrce still mostly halflings? Whenever we fought there we'd shout; come out and fight, are you men or myrce!"]

A few stories of the lands south of the Iron Hills are interrupted by the next lightning strike. You can feel it through runes and carvings in the floor and walls despite the depth below ground. The posts surrounding the smaller party members light up, runes glowing bright yellow. They stay that way for a full five minutes before fading out.

Anvi has questions for the dwarves before anyone is allowed out of the safe zone. Specifically their involvement in this whole quest, Silver Mantle, all of it. The stone kin here can't ever fully trust the humans and elves no matter what you may think so they're going to be giving a lot of information to the dwarves eventually. Toward that end they're sworn to take an ancient dwarven oath, with a fate worse than death for any who break it.

"You don't need us to swear an oath?" Cirus wonders.
["That's up to Athos."]
The storm giant shakes his head no as the only reply.

Leaving the hall the party heads downwards once more, deeper into the city that once was. Passing an armory everyone is warned to keep their hands off any fancy bits they see unless they want to lose them. Their hands that is, all the protective wards are still active.

"How do you make glowstone?" Tara asks along the way.
["Glowstone? Has everyone gone daft?!"] Ghent asks.
"It wasn't on any of the adamant markers."
["Of course it wouldn't be on any marker. Everyone knows how to make glowstone. We have children make it for crying out loud! Forgot how to forge mithril too?"

>cont 1/3
>>
"No. Mithril is mass produced to make airships," Tara points out.

["Knows how to make mithril but doesn't know how to make glowstone,"] Anvi mutters darkly, heading off into the side tunnels.
You think you catch a muttered curse about "letting dragons into the dwarf holds next" before she gets out of earshot.

She returns a few minutes later having calmed down. The party then takes a lift just large enough for the entire party down into the depths. You're well inside the defensive wards of the city now, though other traps may be in place you don't know about. When you get off it's not far to the forges and their stockpiles.

Anvi hands out a few small ingots of metal which are surprisingly light. Not as light as mithril but getting there.
["Titanium. Racking over there is full of tungsten. Don't drop it on your foot."]

Athos hands each of you a small throwing stone sized ball of tungsten. Just one has to weigh nearly two hundred pounds. Anvi keep moving, walking and talking, explaining things mostly for the other dwarves.

["The Pillar of Fire always had us beat in terms of quantity of manufacture, but we could do a better job of refining the Titan metals, Titanium especially. It can be made as strong as the best steels at half the weight. Takes skill to work in glowstone runes in manufacture to ward off magic. When you get it just right there's little better."]

A quick tour of the forges shows off the basics, enough that the engineers could operate them in the future without much assistance. Doing anything advanced will take longer to learn but there are libraries of books in the city for most of that. Back at the lift shaft a smaller undead dwarf is there armed with a crossbow. He doesn't say anything, merely nodding to Ghent and Anvi before running off.

Next stop is a war room with a planning table. A precise map of the surface, ruins and surrounding area has been built up. It even shows some of the older standing stones the local giants erected at the mouth of the valley to keep the undead contained. Force concentrations and estimates of the besieging Legion's strength all look to be a match to what your scouts have seen. At the center of the map are five markers representing the remaining stone kin.

["We'll be coming up to sunrise soon," Athos informs you. "So all of you may need to rest after being awake most of the night. There are rooms and clean water prepared but we have no food."]
Luckily everyone has enough for themselves.

["Good. It shouldn't take long for us to tell the other survivors what it is you plan, but the sooner we know the sooner we can get things into motion. Some of us have been ready to pass on for a long time."]

>cont 2/3
>>
Anvi informs you that she or one of the others can break the curse with only an hour's notice. That's likely to shut down the entire city along with many of its wards and defenses in the process. Many things will need to be turned back on by the engineers after.
["Or you could let the entire thing slumber, but the Piller of Lightning will still well up with magic of its element. It will discharge on its own at unpredictable times and places. You'd get random lightning storms and strikes anywhere within 50 miles."]

Making sure people learn everything necessary to do that sounds like a priority then. That just leaves the question of how long the dwarves should be given to learn what they can, and what will you do about Traya The Assassin?

Will you just go ahead and put the army out of its misery? Or do you intend to go back outside and speak with them?

>1) How long do the engineers have to study?
1A) As soon as possible
1B) Give it a day or two
1C) 3 days
1D) 1 week tops
1E) Longer?

>2) What to do about Traya The Assassin?
2A) Shut it down. Sorry, not sorry
2B) Go outside and have words
2C) Leave the front door open, speak inside
2D) Write-in?
>>
>>4980766
>1D) 1 week tops
>2B) Go outside and have words
>>
>>4980766
>1F) As long as possible.
>2B) Go outside and have words
>>
"One or more of us will need to go outside and let Traya know that we can end the curse, but not selectively. It's all or nothing."
That someone will have to be you no doubt. Perhaps with Jib Jab's help? Either way you're going to give the engineers as long as possible to study what they can. That will probably be a week tops unless you can get a message through to the Paladins and giants to keep hanging on.

Once everyone is rested you make plans to go back outside. Getting a message to Traya was supposed to involved returning to the insertion point but that may be difficult with the traps and rebuilt wall section. You can throw Jib Jab over the wall of course since he seems to think it was a good idea last time.

Athos has another idea. He knows how to annoy each of the army's leaders the most. Traya will know the timing can't be a coincidence.

["Let's go outside. Your friends can stay here and you can use this ear piece thing of yours to warn them of what we find."]

Back up at the armory Athos swaps out bows then beckons you inside.
"I thought Anvi warned not to take anything from in here."

This gets a chuckle.
["That was for smaller folk. They tend to make things disappear. A bow twice the height of a man being moved around gets noticed. Here try this bow."]

A light metal bow Athos hands you is remarkably springy. He says it was mainly used by scouts and there's no magic in it whatsoever. Trying it out against a target in another room, you find the performance very similar to your own bow but the change in weight and draw would take awhile to get used to. There's no point swapping out your Adabar Bow for it, but it would be welcomed by nearly any other giant.

The other type of bow he has is a proper lightning bow. This one is much heavier and even you need special gauntlets to handle it safely. On the plus side not only does it give any arrow fired through it additional lightning damage, but it can be use to fire just lightning magic itself. Drawing back and firing without an arrow causes a bolt to arc outwards. Athos warns you can only do this a few times a day, but armor like his increases that number to upwards of twenty.

Did you want to equip a Titan Lightning Bow and gauntlets, or stick with your Adabar Bow? You've spent a year training with your current bow and have a variety of arrows for it. The Titan Lightning Bow will do more damage but is heavier and more unwieldy. You won't be able to move and shoot as well.

[ ] Stick with current bow
[ ] Change to Titan bow
>>
>>4980876
>[ X] Change to Titan bow
It's partly what we came here for.
>>
>>4980876
>[ ] Change to Titan bow
>>
>>4980876
>Stick with current bow
Maneuverability is needed.
https://www.youtube.com/watch?v=5lHOihHxe50&list=PL61F0F922BB388418&index=6
>>
I got called into work and dont know if the thread will be here when I get back. Thanks to everyone participating, and thanks to the anon posting music.

If there is enough support for it I'll do another thread eventually, but I've been looking at running another quest. This one has been a struggle from the start and I've found it difficult to stay on task and find sufficient motivation. It's been very different from anything I'd previously done in a lot of ways. Every attempt I've made to try and pick up the pace has instead bogged down and I can only deal with that for so long before moving on to another project.

Watch for updates on my twitter, link in the OP.
>>
>>4981512
>If there is enough support for it I'll do another thread eventually,
You posted about feeling "meh" on the quest earlier before. Really should ask yourself if your "feeling" it or not, also if it's a audience thing. You still looking at other quest sites?
>and thanks to the anon posting music.
One more from my favorite game soundtrack.
https://www.youtube.com/watch?v=B4ajLJ1OYvc&list=PLp_6nrGNo8_nhQ7XzOCYl0-3x2mHY7JSl&index=9
>>
>>4982001
>Really should ask yourself if your "feeling" it or not
That's the biggest part. I wanted to give it a fair try though.
>>
>>4981512
Well whatever you want to run I am sure we will be fine with it.



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