[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: skycol1.png (512 KB, 720x479)
512 KB
512 KB PNG
You watch the coffin slowly being lowered into the muddy grave. The symphony of rain drumming against the ground, various umbrellas, raincoats, and the wooden lid of the coffin drowns out the small crowd of mourning people. Instead of being with relatives and friends, you stand separate, with a few of your fellow crewmates. One of them produces a bottle of some outlandish-sounding drink, as well as a few glasses, pouring all of you one and loudly toasting to your former captain. The liquid burns as it rolls down your throat, leaving behind an oddly earthy, yet sweet taste.

As the congregation slowly disperses with the storm clouds drawing near, you stay behind to share one last moment with your former superior and old friend. Yet, as you stand there, looking at the black wood down there in the small puddle of mud, another person draws near, taking the spot to your side.

The person is shrouded in a long coat with the insignia of one of the many ministries of the crown, but most notably, they wear a black, featureless mask, with dark tinted glass set into the eyes under the hood of their coat. "Another good captain lost, a true shame.", their voice was muffled, yet uncomfortably deep and raspy, inhuman, "But, today, another captain has my attention." You throw them a glance, the masked official had turned towards you, their emblem now fully visible. What could the Crown's Ministry of Curiosities and Exploration want from you, a Captain now in the reserve?

"This could be a great opportunity for Crown, country, and you. I await your visit. Be on time. And prepared for the occasion. " Clasped by a black glove, a letter is handed to you, the crown seal made of blood-red wax weighing heavy on the back. You quickly take the letter and shelter it from the rain by sliding it into your coat's inside pocket. When you look up, questions on your lips, the official has already taken off, making his way through the wet soil of the crowns graveyard - A place for those who died in their Majesty's service, the last effort to recognize a life spent in servitude to something greater than themselves.
You look back onto the grave, as the storm approaching lets out a series of thunder. There was nothing left to be done here. Time to go. [1/3]
>>
With the storm raging outside, slinging wind, rain, and magical aether, you have retired to your townhouse in proximity to the island's harbor. While enjoying the comfort of your study, you review the letter that had been given to you. When you finish the letter, you need a second to collect yourself, before reaching for the liquor cabinet. On your desk lies a reassignment and redeployment order, with "Confidential!" stamped onto the document, in shining-red letters.
Apparently, due to the military having used all kinds of available resources of other ministries in the last campaign against the Crystalized, said ministries have now begun to demand replacements. Yet, with the military now having their forces spread thin after driving home such a costly victory, they have resorted to recalling the reserve. As such, it seems that you have drawn the proverbial short stick. This is not how you envisioned your last days as a military skyship captain.

According to your orders, you are to prepare an expedition, with the goal of establishing a new colony in the name of the Crown on one of the newly discovered islands, far beyond the storms of the southern skies. Of course, once your plans have been reviewed by the ministry, you will be tasked with the execution of your plans. Here, the order gets even more interesting: Once established, you are to oversee the colony as its de facto Gouverneur - and of course, payment fit for such a position. Still, this does pose a problem: To anyone's and particularly your knowledge, there's nothing beyond the southern Veil, the storms separating the many regions of the skies. This, however, seems to have changed, yet the writing simply states that all the needed resources for your planning efforts are to be picked up at the Ministry of Curiosities and Exploration at a time of your leisure. You finish your drink and retire for the evening.

The next day you return from the bureaucratic hell that are the ministries, packed with confidential maps, scouting reports, ships available to the ministry, and a box of personnel files for a crew, pioneers, and officers for you to choose from. Finding yourself back in your trusty study, you begin laying out the different documents. First, you were working through the new maps and reports, expanding on the known skies, after all, your expedition should be tailored to what you think will expect you on the other side of the southern storms. Reading through the reports on the newly found islands, you take notes on various different properties and discrepancies, plotting routes of travel while evaluating your possible destinations after ruling out some rocks fully unfit for colonization. [2/3]
>>
>Choose a destination

>The Island of the Singing Mountain
An expansive island with a climate most suitable for colonization. According to the report, the island consists of sprawling forests and meadows, winding creeks, and a mountain in the middle of the island. While this would be your first choice, it seems to be rather remote with neighboring smaller islands and rocks being quite far away. In addition, there is something rather peculiar written in the original report - something about the mountain “singing”. You chalk it up to the winds playing a trick on the explorers, the stone hasn’t been singing for centuries.

>Island of the Dark
While the topside of the island is rather small, the underside is said to house a large cave system with several open spaces. With limited soil to grow food on or forests to exploit for wood, gathering resources might rely on the exploitation of neighboring islands. On the flip side, the rock is reported to be rich in minerals and should provide a source of trade goods. If you are not afraid of whatever might be hidden in the dark of the caverns, this island might prove to be a very profitable venture.

>Island of the Sands
Unusual climates of isolated islands are not uncommon, yet this island caught your attention: A savannah spans this island, with large rock formations sticking out of the dunes and fine sand flowing like rivers from the inner island outwards, forming what the explorers dubbed “sandfalls”, seemingly carrying rocks and other debris with them. Weirdly enough, the explorers never managed to fly over the island due to sandstorms raging in the inner land, which did not die down for the entire time the crew spent around the island. Settling in such an area might pose a challenge, but the different climates can harbor rare fauna that is unable to be cultivated elsewhere. Still, you are intrigued what the storms shield from curious eyes, and what these sand rivers carry with them.

>Island of the Mists
Having been dubbed thus for its everlasting fog hanging over the sprawling wetlands, according to the preliminary explorers, new and exotic fauna and flora call the mists home. While this might provide a solid basis for building up a healthy trading economy, the report does not mention the explorers venturing further into the thick fog, citing a lack of equipment. Still, you wonder what the fog might hold for riches, as your colony will, without a doubt, be venturing further into the island's thicket in search of stable land and building materials.
>>
>>5543998
>The Island of the Singing Mountain
>>
>>5543998
>The Island of the Singing Mountain
>>
>>5543998
>>The Island of the Singing Mountain
>>
>>5543998
>Island of the Sands
>>
>>5543998
>Island of the Mists
>>
>>5543998
>Island of the Mists
>>
>>5544002
>>5544006
>>5544007
>>5544011
>>5544030
>>5544031

After some hours of plotting courses, deliberating over the different challenges of the island to be colonized and working yourself through their respective scouting reports, you have chosen your destination: The Island of the Singing Mountain. With the knowledge of where you’d be going, you open up the next box of files and reports: Various vessels, available to the ministry, requisitioned from all sources imaginable. As you pour over the files, you begin to sort out any vessels unfit for the task, slowly narrowing down your choices.

You return to your study, teacup in hand, after another couple of hours of work. The earthy smell of the tea clears and relaxes the strained mind, as you sit back down at your desk. With your head refreshed, it was time to choose the ship that shall bring you, your crew, and the pioneers deep into the southern skies.
>>
>Choose a vessel.

>Barrington-class
Even tho the ship design still uses a wooden frame and hull with metal reinforcements and armor plating, the Barrington-class is a ship to be feared, even today. While being nimble on the battlefield, these ships come equipped with a forward-mounted “Devastation” artillery cannon. This allows the Barrington to dispatch most similarly sized ships in a single well-placed shot with a wide variety of shells. The broadside weaponry is less impressive in comparison, yet the 12-shot cannons on each side of the ship are most certainly serviceable. In the same vein, the ship's capacity of cargo is average and should suffice for your one-way trip at the very least. This, however, does mean that the ship's designers had to cut down on under-deck facilities, with one major component taken out: The Barrington only features a small engine component integrated into the suspendium generator powering small maneuvering propellers that are to be deployed for precision movement. The main mode of propulsion lies in the three-sails. While this makes the ship uncannily silent while moving about, the dependency on wind makes for inconsistent travel speeds, while being a major target for enemy fire.

>BlueBack-class
Named after the bulky cloud-whales, the BlueBack-class sports a thick belt of armor, guarding what the sailors have dubbed the “Stomach” - A massive singular cargo hold situated in the lower half of the ship. While that leaves the ship with large amounts of space to spare, this does come at both the expense of weapon and propulsion systems. While by far not unarmed, the BlueBack only features a topside twin-turret and an underside aft-turret to deter any want-to-be pirates, in addition to being able to soak up most damage thanks to the armor belt. Yet with the mass of a heavy metal hull, the BlueBack most certainly moves like a whale as well - taking a long time to accelerate to top speeds and being very slow to maneuver.

>Magnus-class
What was once a cutting-edge arcane warship is now a scout refitted for explorations beyond the Veil. The Magnus’s arcane engine feeds off ambient magical aether, allowing it to reach top speeds inside the many raging storms, cutting down on time spent in such dangerous places. On top of that, the ship sports a sizable onboard laboratory, allowing for on-the-go research in the many fields of the current sciences. However, with the new arcane technology, the refit had to cut corners somewhere: Expecting for the crew to count at least a few skilled magicians to summon familiars, fling fire missiles, and the occasional lightning bolt, the ship does not come with much in terms of armaments and only limited metal armor. While the lightweight of the ship in conjunction with the advanced engine makes for a very fast and nimble combatant, the harpoon guns usually used to tether the ship to an anchor point have been buffed in strength, should the ship encounter an opponent that cannot be outrun.
>>
>>5544043
>>Magnus-class
I want to research the singing stones
>>
>>5544043
>>BlueBack-class
>>
>>5544043
>Barrington-class
>>
>>5544043
>Magnus-class
>>
>>5544043
Magnus class
>>
>>5544043
>>Barrington-class
>>
>>5544048
>>5544050
>>5544061
>>5544068
>>5544070
>>5544076

The Magnus-Class it shall be. It’s specialized loadout will aide you in your quest, that you are sure of.

Satisfied with your choices, you recline in your seat, watching the aether droplets slowly drizzle down your studies window, winds raging beyond the harbor. Slowly but surely, the drowsiness of a day spent at your desk over heaps of documents sends you off to a dreamless sleep.

The opening of a heavy darkwood door reels you back in from the realm of Hypnos. As the muffled noise of the ministry returns to your ears, you right your old uniform before getting up. A small figure has emerged from behind the dark lying behind the door, fixating her gaze on you. “Captain?”, the address is short and snappy, as she motions towards the office behind her. You nod, securing a map and folder of documents under your arm, and enter.

The office of the masked ministry official is bathed in a gloomy light, as sunbeams struggle to penetrate the tinted glass. Behind an imposing desk, free of clutter and kept neat as if one's life depended on it, the officials mask stares you down. “Please - Have a seat.”

A gloved hand points out an uncomfortable-looking chair, which you reluctantly seat yourself in. Everything tells you, this official is not expecting you to stay long, yet you thank him. He points out the documents you have brought - nearly letting a hint of amusement blemish the atmosphere of the office - And asks you to present your findings.

Gladly, you start explaining your results, being sure to keep your explanations concise, only expanding when asked to. Once you finish, the official folds his gloved hands on the table in silent contemplation, before his secretary opens the door behind you. “Would you bring our esteemed Captain a cup of tea?”, the deep voice behind the mask addresses her, she nods and swiftly vanishes again.

“Now,” the official untangles his fingers and produces a few documents from behind the desk, “There is only the matter of who will embark on this journey with you.” The documents are placed, one by one, onto the desk. “Do not worry - The ship will be crewed by capable sailors, provided by the Ministry of Extraction and Distribution. I simply want you to decide what kind of people you think is suited best for the task.” As you inspect each document, careful to not disturb the order established by the masked one, you feel as if the mask is smirking at you - Is this a test as well, seeing how you will decide, how close your heart is to the Crown, really?
>>
>Choose who will be your many hands and boots on the ground.

>A small group of known personalities.
You recognize most names, half of them you have met somewhen in your career. Sons and daughters of captains, explorers, sanctioned magicians, soldiers of renown, minor royalty, and distinguished people of the public. No doubt these people have their skills, but you can’t shake the feeling a good portion isn’t on this list out of the lust for adventure. This is a power play for most, you have no doubt.

>A large group of “undesirables”.
This sizable list carries the stamp of the Ministry of Public Decency - Who would have guessed. The censors of the Crown see this whole colonization effort as a prime opportunity to “resettle” a few of their most recent opponents. Going over the names, you see some familiar as vocal opponents of the crown, others as sorcerers labeled as unsanctioned, and others bring up no memory of yours at all. Still, it is unsurprising the people listed here prefer settling far away from any brewing tensions over a stay in a sanatorium or worker camp. Not everyone listed here seems to have professions applicable to the task of settling a new world, but many hands surely will make quick work of most problems you might face.

>A moderate group of well-suited indentured servants.
The Ministry of Extraction and Distribution has amassed a contingent of people willing to work off a debt, together with their families - Even if that means besting the raging storms of the Veil. The families seem hand-picked, all with useful professions and backgrounds when trying to boot up a successful outpost. Even so, something seems fish - Like an invisible catch, hooked into every name listed. Why would a ministry give up such a contingent of valuable workforce, in addition to a crew for a ship your size? Your stomach tells you - this one will tangle you up in the politics of the ministries.
>>
>>5544094
>>A large group of “undesirables”.
Magic Australia
>>
>>5544094
>A large group of “undesirables”.
>>
>>5544094
>A small group of known personalities
>>
>>5544099
>>5544115
>>5544123

Locked in and writing. It'll be the last post for tonight as well.

Magic Australia here we come!
>>
>>5544094
>A large group of “undesirables”.

Pseudo-'Murica here we come.

I'm a bit torn since dealing with known rivals of ours or dipping our toe into the politics of the setting actually sounds interesting, but some part of me will always say "don't bother with that shit".
>>
>>5544099
>>5544115
>>5544123
>>5544187

You squint, light bombarding your eyes. The sound of birds squawking, crew shouting at each other as they load cargo, and the murmur of the many newly mint “pioneers” waiting patiently on the dock fills you with a warm feeling - The skies will have you back soon enough. As you are observing the busy mess of people, a person clad in a black leather coat comes up next to you. You need not look at their insignia to know, Public Decency has sent their eyes and ears.

“What a wonderful morning for the Crown, wouldn’t you agree?”, the censor muses, hidden behind a smiling mask, carved from a delicate, white wood. They wait for no answer and simply continue, “The Crown is happy to see themselves rid of these… “brave pioneers”. We want you to know as much - And leave these capable people in your care.” You turn to see past the censor: five uncharacteristically maskless and plainclothed men and women stand in line. You are not deceived, their posturing, immaculate presence, and stare that could drill holes into the mind of the Crown’s enemies betray them as part of Public Decency.

“Watchful Eyes?”, you snort ironically, but the Censor winks at you through the mask, “A gift, dear Captain. Bright minds, magically gifted, trained, and - most of all - loyal. They will heed your word, be your eyes and ears, and protect you - should it come to it.” You give them another look, before thanking the Censor. That you don’t have a good feeling, having the eyes of one of the most feared ministries on your back, will not be mentioned. The five bow and do their best to disappear into the crowd of sailors and passengers. You ask the censor if the ministry requires anything else of him, but he shakes his head. “All you need to do now is to have safe travels, and bring glory to Country, Crown - And yourself.”

Finally, you are left alone again - The Censor vanishes back into the crowded harbor streets. Your mind wanders back to one last task on hand, before you may leave on your journey: With its new calling, it is custom to christen the Ship under a new name - It would be bad luck to leave the harbor without one, and sailors can be one superstitious bunch…

>Write-In Name suggestions!
>>
>>5544211
>Swansong
>>
>>5544221
I like this
>>
>>5544221
Why not
>>
>>5544221
Just a first name? what about Swansong Swanson?
>>
>>5544221

This isn't bad, but what about something like "Redeemer" in light of our crew?

This also sort of communicates our intentions to the crew - we believe that their prior "crimes" of are of no importance beyond the Veil.
>>
>>5544625
I don't think ships normally have surnames
>>
>>5544627
That's a good way to lose points with the crew.
>>
>>5544637
oh shit i thought we were naming ourselves
>>
>>5544627
Could work, but better to let our actions demonstrate our intent in that regard, imho.
>>
>>5544221
>>5544260
>>5544494
>>5544625
>>5544627

With a new name in mind, you gather crew and passengers in front of the walkway, positioning yourself halfway up. You begin a speech, about the difficult journey ahead, the opportunities that lie beyond the Veil, and the hardships you will have to overcome - together. Thus, you announce the ship's new name, in line with its new calling: Swansong. The crew chants the vessel's new name, and some of the passengers join in - A show of good faith and ritual that is supposed to bring luck to the vessel and crew.

Satisfied with your speech, you announce your plan to wrap up preparations and have the Swansong taste the currents of the winds in a few hours. The crew immediately begins to busy themselves and the pioneers begin to shuffle onto the ship, personal belongings in tow. You spend your time getting acquainted with the officers as they ensure the Swansong is ready for the expedition to come.

The head arcane engineer tries her best to explain the minutia of the advanced engine, but your limited understanding of the arcane sciences underlying this marvel makes it hard to wrap your head around. She still appreciates your will to try.

Your quartermaster has barely a minute to spare, as they direct passengers and crew around the cargo hold, checking off lists and documents handed to them by a deckhand overloaded with bags overflowing with folders. You give him a sympathetic smile as the quartermaster simply pushes a stack of papers into his hands in order to more accurately direct the stacking of crates.

The sanctioned sorcerer is busy setting up shop in one of the labs. The old man unloads cases full of reagents, scrolls, and books, ensuring you he will have an ambient aether measurement report transported up to the bridge soon enough. You leave him to converse with a case of curiously blubbering solutions.

On your way to the Bridge, you encounter both the cook and surgeon, one trying to convince the other they need “some skilled with a blade”, to prepare food over in the mess hall. You need little time and words to convince the rotund cook to recruit a deckhand or two, much to the relief of the surgeon, who simply reports on the already completed state of his station - You are glad to have someone as well prepared as him on board.

Lastly, you familiarize yourself with the bridge and its personnel. Overlooking the deck of the sleek ship, crewmates relay information and orders around the ship, and compile reports for you. Meanwhile, your navigator is already instructing a very young-looking pilot on the course you had planned out. After the usual spiel of letting everyone know they need not stand attention and should resume their tasks, you take your seat, observing the crew readying the ship. A smile creeps onto your face - This feels right to you, and soon you will be back in your element again. [1/2]
>>
With all stations reporting all tasks done, passengers and cargo stowed and secured, the ship in perfect condition, and no aether storms on the horizon, finally you give the pilot the go-ahead. The engines rumble to life, the anchor harpoons are loosened and retracted, and a small audience of friends and family waving goodbye to sailors and passengers alike, the Swansong pulls out of the harbor. Steadily climbing into the clouds, you leave the large capital city behind, a grey and green gem in an ocean of white and blue. Soon, the cloud currents sweep you up, as the engine throttles up. Your journey has begun.


The next days pass with no problem, but the ordinary things: Crewmen squabble, Passengers complain about the lack of space, and Officers voice their dislike of carrying such “cargo”. Especially the Quartermaster is quick to remark as such, citing slowly rising tensions between some of the rowdier customers and the crew. You acknowledge the problem, but there is little you can do now - After all, the ship is filled to the brim with people, their belongings, and what is needed to survive both journey and arrival in foreign lands.

Yet, the Swansong cuts through clouds like a warm knife through butter, making good on time, taking you here: A wall made of black and grey clouds, lightning snaking in between, illuminating the constant storm. Winds have already picked up, even hours away from it, and the engine is purring eagerly, soaking up the excess aether being expelled by the Veil.

After contemplating the mesmerizing force of nature of the ever-raging storm, you have a short announcement played on all deck, warning everyone that the first leg of your travels has been bested, but the hardest part is yet to come, and that everyone should brace for the veil. You take a deep breath, before telling the pilot to take you in and through.

As the Swansong is swallowed by the black clouds, the windows are pelted by waterdrops as big as marbles. Winds shake the ship, as the engine does its best to keep her steady. The engine room reports that the arcane aether condensers are running in overdrive, allowing for greater speed. Eager to leave the torrent behind you, you order the pilot to give her all she got. A smirk has crept onto the pilot's face, visible in the reflection of the windows as a lightning strike illuminates the skies. Soon, you can feel the ship accelerating further, and Swansong weaves her way through storm clouds, aether showers, and thunderclaps.
>>
Minutes become hours, as everyone keeps a close eye on all reports and bridge instruments - solely the pilot seems to be having a grand time. But soon, someone tries to get your attention, a crewmate brings you a telescope. “Two o’clock, Captain. It’s a ship!”, they explain, the others strain their eyes. You barely make it out, but there it is: Sleek, black, propellers pushing through the rain. You are unable to tell who this ship is aligned with, but their mere presence here is peculiar, and potentially bad news. You quickly deliberate which order would be wise…

>Have the Sorcerer try to contact the ship. They may be in need of assistance - or can render it, should they have knowledge of this part of the Veil.
>Have the pilot steer out of sight. They might have yet to spot us.
>Steer closer. You’d like to know who you are dealing with before making any rash decisions.
>Steady as she goes. The Crown’s Ministries won’t be the only ones who have learned of the Islands south of here. It would not surprise you if you just met a fellow traveler here.
>Write-in?
>>
As a heads-up, this might be my only update today, depending on when I get back from the Pub. Cheers! [/spolier]
>>
>>5544784
>Steer closer. You’d like to know who you are dealing with before making any rash decisions.
Swansong got the speed
>>
>>5544784
>>Have the Sorcerer try to contact the ship. They may be in need of assistance - or can render it, should they have knowledge of this part of the Veil.
>>
>>5544784
>Have the Sorcerer try to contact the ship. They may be in need of assistance - or can render it, should they have knowledge of this part of the Veil.

We can always run if things go bad.

Question QM. Can we still contact them if we move out of sight but know their position?
>>
>>5544802

Backing this - send them an aetheric hail but keep the ship on course for now. Advise our pilot to prepare to run if it comes to it.
>>
>>5544813
Right now, the Sorcerer would have to attempt the aetheric equivalent of shouting at the ship, hoping they hear him and respond. Long range communication requires artificial amplification, time to prepare and knowing the specific aetheric resonance you are trying to reach.
>>
>>5544822
>>5544813
>>5544802
>>5544800

You have the Sorcerer come to the bridge, to facilitate communication with the unknown ship. The old man arrives, clutching a crystal ball in his arms. “This will take a moment…”, the sorcerer mutters, wiping off the navigators charts off a table to carefully nestle the milky sphere inbetween some books. Placing his wrinkly hands on the sphere, he begins to channel aether into the object - You can feel the static this produces on your skin, causing momentary goosebumps. Then, with a silent pulse, the sphere illuminates the the bridge with pale light, and a cold shower crawls its way down your spine. “Well, thats that - Now all they need to do is respond.”, the sorcerer croaks, releasing a small coughing fit.

It takes a moment, but the sphere lights up once more, the eyes of the sorcerer widen, “Ah! We got a call coming in… Let me see…”. Once again, the air fills with static, as a link is established by him.

“This is the Captain of the Stormchacer, proud Vessel of the Stormlords of Tempest - Unknown vessel, identify yourself, or change course to not interfere with our mission!”, a stern voice echoes inside the room. Crap. You had hoped the Stormlords would take a bit longer to send ships into the Veil from their own storm-ridden territories in the north.. While not an active adversary of the Crown, relations have always been strained with the Stormlords of Tempest, ever since the resolution of a few border disputes.

Still, it is weird to see a ship of the Stormlords crawling along in weather they should be used to - more or less. Their sorcerers are some of the most skilled, bending aetheric winds to their will, allowing the Stormlords to use such weather to their advantage. Still, the sleek ship rocks back and forth in the gale, while lightning strikes barely miss the ship.

The sorcerer motions you to speak freely, while you consider your response…

>Identify yourself, asking if the Swansong can assist the Stormchaser.
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.
>Excuse yourself and order the pilot to change course, in order to avoid the Stormlord’s ship.
>Write-in!
>>
>>5546011

>Identify yourself, asking if the Swansong can assist the Stormchaser.

Seems best to start friendly, no?
>>
>>5546011
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.
>>
>>5546011
>>Identify yourself, asking if the Swansong can assist the Stormchaser.
>>
>>5546011
>Excuse yourself and order the pilot to change course, in order to avoid the Stormlord’s ship.
>>
>>5546011
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.

Don't play nice, we've gotta get some things straight. If we've had border issues in the past then we need to make it clear that this is our god damn sky and they better get the fuck outta here unless they've claimed some other nearby island. 'Cause we ain't sharing. Not to mention when we report how we handled incidents like these it is probably for the best that we have us being forthright and communicating our expectations clearly on the record. Both for the folks at home and for international relations.
>>
>>5546011
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.
>>
>>5546011
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.
>>
>>5546011
>Identify yourself, proclaiming that you are on your own mission, and the Stormchaser should not interfere either.
Getting the feeling we'll see them again, but may as well not start things off agressively
>>
>>5546020
>>5546028
>>5546041
>>5546051
>>5546075
>>5546229
>>5546407
>>5546447

“This is the Crown’s Swansong - Stormchase, we will not be changing course!”, you respond, with confidence ringing in your voice, “We are undertaking a mission for Crown and Country ourselves. Do not interfere yourself, and we should be on our separate ways..” You won’t lie - Telling one of the Stormlord’s lackeys to get stuffed in the most polite way still feels good. However, the other captain doesn’t seem to be done yet. “Swansong, I don’t think you understand!”, there seems to be more urgency in his voice now, “Change course now or-”

He doesn’t get to finish his sentence. “Captain! Something is heading for us! Six o’clock! And fast!” You whip around to get a look at whatever is barreling towards you. Within the short timeframe, you cannot fully see what it is, but something seems to be breaking through the storm. Clouds whirl out of the way, lightning strikes pelt the unknown object as it is headed straight for you. The bridge quiets down, and the stress is palpable, with everyone awaiting your command.

>Emergency Evasive maneuvers! Everyone, hold onto what they can and get us out of here, full speed!
>Fire the anchoring harpoons at the Stormchaser and use them to reel the ship out of harm's way!
>Pilot, get the ship out of the way as bey as you can - then brace for impact!
>Write-In
>>
>>5547030
Woe is me - Of course, it should be
>Pilot, get the ship out of the way as best as you can - then brace for impact!
>>
>>5547030
>Emergency Evasive maneuvers! Everyone, hold onto what they can and get us out of here, full speed!
Stormchase could atleast have told that the mission was something that could attack
>>
>>5547030
>Emergency Evasive maneuvers! Everyone, hold onto what they can and get us out of here, full speed!
>>
>>5547030
>Emergency Evasive maneuvers! Everyone, hold onto what they can and get us out of here, full speed!
>>
>>5547030
>Emergency Evasive maneuvers! Everyone, hold onto what they can and get us out of here, full speed!
>>
Sorry for the lack of an update today, the QM curse struck a bit close to home - More updates are coming tomorrow!
>>
>>5547043
>>5547125
>>5547129
>>5547715

You shout the order for evasive maneuvers, and everyone scrambles to get ahold of any kind of support - Tables, railings, consoles. The Sorcerer displays speeds you did not think possible for such an old man, as he grabs the crystal ball and dives to the floor. A brief warning message blares throughout the ship, just as the pilot janks the controls. The Swansong quickly begins to pivot and dive into the storm below. A few loose items begin to cascade off the tables and consoles, before abruptly plummeting to the ground, as the Ship stabilizes again.

Before you can demand reports from all stations, you and the crew watch in awe, as a ship breaks through the thicket of clouds: A jet-black ship, rivaling bigger cargo ships in its size, outfitted with various arrays of antennas, gizmos, and gadgets. As they absorb one lightning strike after another, it seems like the storm clears in its wake, leaving a channel of calm winds behind. The small scout ship drops into this passage, following the larger ship.

Snapping out of it, you receive the first reports: No major damage to any station, but a few injuries across the decks, including a couple of passengers. The cook complains that he’s short a few pairs of plates now as well. You let out a sigh of momentary relief, that could have gone worse. However, a familiar pulsating light catches your attention. “Looks like we are getting a call…”, the old man coughs, finally emerging from below the desk and placing the glowing sphere back onto the wooden surface.

“Swansong, this is Magos Galen the Storm Caller, in command of the Cloudbreaker. Please excuse the unfortunate first impression we have made.”, his voice sounds exactly like you would’ve imagined a Stormlord to sound like: Condescending, proud, and in the full knowledge that you are wasting his precious time. “Please, let us both be practical about this: I have no interest in sparking some political outrage. Allow us to ease your journey through the Veil with our superior arcane technology.” You do your best not to let the distrust you have for the Magos slip through: “And you want in return?” - “Oh, Captain. I simply wish we forget this unlucky meeting. Including our reports. You understand, I assume.”

You look up from the sphere, at the small passage of calm winds stretching out above you. Flying in their wake would most certainly be safer than besting the storm yourself - But this would also give the Stormlords a good pointer as to where your journey is going…

>Promise the Magos to omit this meeting from any reports, and allow yourself to be escorted through the Veil.
>Decline the Magos’ offer, opting for finding your own way.
>Write-In
>>
>>5549555
>Decline the Magos’ offer, opting for finding your own way.
>>
>>5549555
>Decline the Magos’ offer, opting for finding your own way.
>>
>>5549555
>>Decline the Magos’ offer, opting for finding your own way.
>>
>>5549555

>Decline the Magos’ offer, opting for finding your own way

"Thank you for this gracious offer of assistance, Magos, but we have been well-prepared for our mission by our government - go on without us! No doubt we shall cross paths again in the future."
>>
>>5549555
>Promise the Magos to omit this meeting from any reports, and allow yourself to be escorted through the Veil.
>>
>>5549555
>Promise the Magos to omit this meeting from any reports, and allow yourself to be escorted through the Veil.
Guy probably doesn't want us reporting that the Stormlords don't live up to their own hype
>>
>>5549555
>Decline the Magos’ offer, opting for finding your own way.

It'd probably be more interesting for the story to have them know where we are going, but I'm confident we can make our own way.
>>
did this quest fucking die?
>>
>>5552457
Nope, the Curse just took me out for a few days. Update is in the works!
>>
>>5550191
>>5549811
>>5549605
>>5549604
>>5549580
>>5549576
>>5549574

"Thank you for this gracious offer of assistance, Magos, but we have been well-prepared for our mission by our government - go on without us! No doubt we shall cross paths again in the future.", you reply - No need to get mixed up with the Stormlord already, especially if they are headed south themselves.

A sigh is audible through the aetheric connection - You are unsure if it’s relief or annoyance, “Very well captain. Until we meet again - May the storm flow to your will.” With that, the connection breaks up, the Sorcerer confirms they have moved out of range as well. Soon after, the tunnel of calmness above collapses, as dark clouds rush back in to fill its place. No need to remain here any longer - You tell the pilot to get back on course, and he obliges gladly.

Hours become days, and even with the high speeds of the Swansong, it will take some days still, until the Veil is pierced. Yet, tensions rise below deck: Noone is happy to be cramped into the bowels of the former warship, as the Swansog is being shaken by the gales of the Veil. Especially the passengers have begun to be cranky. Not being able to see the sun, get on deck to breathe some fresh air, and, most importantly, get away from the mass of people blocking every room and hallway, has taken its toll.

Moral hit an apparent low point when a brawl broke out in the mess hall, between a couple of especially patriotic deckhands and a few self-proclaimed freethinkers. A discussion about the societal problem, a culture of secrecy and fear perpetuated by the squabbling ministries, and a Crown, that's all too happy to profit off all of it by waging unpopular wars, ended in wasted food, broken plates, and bruises wholesale before crew and cargo were able to separate both parties.

The Quartermaster picks up their teacup after summarizing these events to you, making sure not to spill the precious liquid onto the interior of your quarters. Scanning the written reports on the matter, the deckhands admit to throwing the first punch but claim to have been provoked by the freethinkers. They, on the other hand, feign innocence, claiming they were unjustly attacked and simply defended themselves. You sigh and sip from your own cup. What a right mess. “Something needs to be done about this, Captain.”, the Quartermaster pipes up, “Our journey is long still, and we can’t expect everyone to just get along, not after this. The Veil may be pierced in a day or two, but it will be a few more yet until we make landfall. ‘Till then, we need to make sure no one gets thrown overboard.”
>>
You nod. A few options come to mind, how you could handle this precarious situation…

>Punish both groups. The freethinkers can help the cook in the mess hall, while the deckhands will take over the next few top deck inspections. Fitting punishments for those who can’t behave.
>Punish only one group, with a fitting punishment. [Choose either Freethinkers or Deckhands]
>Establish crew- and passenger-only hours in the mess hall. If the two groups don’t mix well, they shall be kept separate.
>Issue extra rations of alcohol - including to the passengers - to ease everyone's nerves, as long as there won’t be more incidents. This will strain the ship's supplies in the long run.
>Do nothing. Their bruises are lesson enough - Crew squabble, and if the passengers think they can hold their own, so be it.
>>
>>5553318
>Punish both groups. The freethinkers can help the cook in the mess hall, while the deckhands will take over the next few top deck inspections. Fitting punishments for those who can’t behave.
>Establish crew- and passenger-only hours in the mess hall. If the two groups don’t mix well, they shall be kept separate.
>>
>>5553319
Supporting
>>
>>5553318
Support >>5553319
>>
>>5553319

Supporting this as well.
>>
>>5553319
+1
>>
>>5553319
+1
>>
>>5553318
>>Do nothing. Their bruises are lesson enough - Crew squabble, and if the passengers think they can hold their own, so be it.
>>
>>5553318
>>Punish both groups. The freethinkers can help the cook in the mess hall, while the deckhands will take over the next few top deck inspections. Fitting punishments for those who can’t behave.
shouldn't keep them separate, since we will have to eventually have them live together as a unified colony. Creating two separate groups without any intermingling will only lead to a greater divide in the long run.
>>
>>5553319
>>5553382
>>5553406
>>5553675
>>5553693
>>5553751
>>5553843
>>5554280

Your decision is made quickly, and the quartermaster agrees with some enthusiasm. Not much later, the two offending groups are gathered before you on the bridge, where you give both a stern lecture on how you want your ship run. Neither group is happy about their punishment but accepts it in contemplative silence. In addition, you have a ship-wide announcement made about your plans for the mess hall. Until further notice, crew and passengers will be eating at different times.

You watch the deckhands fight the strong winds on the top deck from the calm and warmth of the Bridge. Strapped into their safety harnesses and tethered to the ship's railings, they comb over the metal hull to detect any damages. Since your ruling, the reports have returned to an acceptable level of shenanigans. The crew appreciates having some space at mealtime, away from crowded corridors. The cargo, however, didn’t take that decision as lightly. Complaints about regimented mealtimes and a perceived bias towards the crew were raised with officers, one particularly motivated individual even tried to discuss this issue with you. In the end, you made your position on the matter clear and sent the fellow on their way. Thankfully, you have yet to hear more about this particular issue since.

As the deckhands begin to retreat under deck, a couple of them nearly slip and fall, when a remarkably playful gust of wind rocks the boat. Held upright by their tethers, they make it back inside safely, but dripping wet and shaken from the experience as well. It should be their last inspection in such conditions if the Navigator's calculations turn out to be right. It needs no empath to feel the tense mood on the bridge - everyone is more than ready to leave this storm behind them. The explosion of excitement is therefore even greater when, a few hours later, the storm begins to wane. The constant torrent of rain thins out into a drizzle, then into a mere mist. The Wind stops pushing you around, the clouds’ shade lightens up, and finally, the Swansong breaks through the wall of grey once again. [1/2]
>>
You have to shield your eyes for a moment, as they get used to sunlight again, before congratulating the bridge crew on besting the Veil. In no time, people emerge from under deck, rejoicing in the cloudless blue stretching out in front of the ship’s bow. Together with the navigator, you instruct the overjoyed pilot on your next course, before taking a moment for yourself. You can’t help but feel relieved at having arrived in unknown skies, beyond the Veil, with your destination closer than ever.

After besting the Veil, traveling the Souther Skies feels as natural as a bird's flight. Besides the occasional cloud bank, short shower, or light breeze, nothing of note happens. Crew and passengers get along well enough, now with ample space on deck to keep each other out of their respective hair. However, after days of passing nothing but the occasional barren rock, tension and uneasy excitement to finally have solid ground under one’s feet builds once more.

It is then, when a nervous crewmate disrupts your early evening spent in your quarters. At first, you expect to arrive on deck with a crowd of people cheering toward land in sight - But instead, the crewman has you brought up to the bridge. “There.”, your navigator says plainly, pointing out the port-side windows, handing you the telescope. It takes a moment for you to spot what they mean in the evening sky turning all clouds orange: A very strangely shaped cloud, dark and puffy, thinning out quickly. “Smoke?”, you ask, they support your suspicion with a silent nod. You sigh. Not again. Another look through the telescope, but you are unable to spot any ships thus far.

“If there is anyone out there, they might spot us.”, the navigator remarks, “Or try following our cloud-wake.”. Indeed, it is a possibility. However, your nimble ship could make the course corrections necessary to obfuscate its path well enough - Plus enforcing a black-out during the night will keep you hidden amongst the night sky - With the downside of slowing the ship down. You ponder your options…

>Smoke alone makes no sky-ship. Stay on course, keep an eye out, and make sure we make landfall as soon as possible.
>Keeping the way to your destination hidden. Enforce a black-out and have the pilot change course to avoid leaving an obvious trail.
>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>Write-In
>>
>>5554899
>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>>
>>5554901
>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>>
>>5554901
>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>>
>>5554901
>>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>>
>>5554901
>>Smoke means something of interest. A detour may pay off - Set course, and keep your eyes peeled!
>>
>>5554905
>>5555008
>>5555106
>>5555300
>>5555475

“A detour can’t hurt - Pilot, change course!”, you decide after some contemplation. “Adventurous - I like it!”, the pilot laughs, as he guides the ship on a gentle curve toward the source of the smoke. Both the crew and you keep a close eye on the darkening sky, but it takes no telescope to spot the cause of the smoke: Fires twinkle like the Far-Stars above through the night. Soon after, the top deck reports noise - the gentle breeze carries the faintest of music and merriment.

Your suspicions are confirmed when your keen eye spots color near the smoke and fire: Patchwork balloons, painted in dazzling murals, are being illuminated by fires set up on a larger rock. Around it, half a dozen small ships are anchored to both the floating bolder and each other, forming a circular web of rope bridges and anchoring tethers. You have seen vessels like these before, but a crewman is faster in putting it into surprised-sounding words: “A zephyrian Nomad-Clan? How did they make it out here?”

Indeed, you are not surprised by the fact you have encountered these nomads - After all, the unclaimed territory must have been an irresistible opportunity. It is more that you found a clan this early into your adventure. You relax a little, handing back the telescope to your navigator. “Certainly, an interesting opportunity…”, they comment, either bewildered or slightly amused. You, on the other hand, weigh your options.

The Nomad Clan doesn’t seem to have noticed your ship yet or, at the very least, they haven’t tried to contact you. From previous interactions with the Nomads of Zephyr, you know they are proficient traders, roaming the skies in search of valuable resources. Only the oldest clans hold down any permanent territory in the Northern Skies, meaning they are unlikely to contest the claim you have on the nearby island. Not that they would be able to either: Most clans avoid the business of war, and only outcasts shunned by the Clan Council would occasionally turn to piracy.

>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>Contact the clan, announcing your claim on this region. They better pack up and stay away from your island for now - No need to juggle another ragtag band of people who don’t belong anywhere.
>Traders, usually under-armed, far away from any civilization. It would seem, that their goods would be better employed in the duty to Crown and Country - They can hand them over willingly, or at gunpoint.
>Write-In!
>>
>>5555771
>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>>
>>5555771
>>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>>
>>5555771
>>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>>
>>5555771
>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>>
>>5555771
>>Contact the clan with friendly intentions: They might know more about this region of the Southern Skies and be open to trade - Especially once you have established your colony.
>>
You alive QM?
>>
>>5559227
Alife after a weekend bender. Writing as we speak!
>>
>>5555778
>>5555796
>>5555818
>>5555821
>>5555853
You order the Sorcerer to send them a greeting, in case anyone can hear it before you arrive at the rock proper. It takes a while for the nomads to respond to your hail and another for you to realize you won’t be receiving an aetheric answer - A light signal coming off one of the ships clues you in that the nomads are awaiting your arrival.

You have the crew prepare for ship-to-ship anchoring, while the pilot skillfully sets the Swansong next to one of the larger skyships, where a group of nomads is already expecting you. Deckhands throw ropes across to the other ship, securing the metal hull to the ragtag-looking ship before a rope bridge is hung in between. In the meantime, you retrieve a gift from your cabin - A zephyrian custom you are familiar with, the exchange of gifts between meeting clan elders as a sign of good faith.

With a brick of tea under your arm, you are met by a gathering of curious passengers, deckhands, and officers standing around the precarious-looking rope bridge. On the other side, a similar group of men, women, and a few children hiding behind crates or adults, has formed. At the foot of the bridge, a young man with simple garments is waiting for you - Only after a double-take do you see him holding a small wooden box, the present to be exchanged you presume. You had expected someone far older to be the clan’s “elder”, yet you begin climbing across the rope bridge, as he does the same.

Halfway, the two of you meet, slightly swinging from side to side in the evening breeze. The elder greets you in a zephyrian dialect you are not fully familiar with, but the elder quickly changes into Arcanum Standard with the common Zephyr accent when you do your best to answer as would be the tradition. “The ‘Southwinds of the Emerging Clans’ greet you, Captain!”, he smiles, “Please take this gift of the clan, for that the spirits bless our meeting to be fruitful!”

You exchange the brick tea for the wooden box. A quick look inside reveals carefully packaged leaf shreds, with a nearly overwhelming earthy smell. Smokeleaf, a traditional zephyrian tobacco variant, is already valuable in the northern regions, but this is probably one of the only boxes currently beyond the Veil. You thank him for the excellent gift.

With that out of the way, the clan elder invites you, crew and all, to join the nomads in celebration. “The spirits of the wind have blessed us with this rock, to rest and recover, before we venture further.”, he explains, as you join him on the nomad ship. The smell of smokeleaf pipes, the bonfire off on the rock, as well as the noise of song and dance, convince the first brave crewmen to cross over as well. “But what brings you here, with your metal ship, Captain?”
>[1/2]
>>
The two of you sit down at the bow of the ship, in sight of your crew being greeted by their nomad counterparts, as well as the celebrations around the fire. You explain to him your mission for Crown and Country, in vague terms. The young elder nods, understanding your cautious way with words. “Our shaman has heard as much from the spirits of this region's winds - That there’s land not too far away from here.” He looks at more and more of your passengers emerging from under the deck. “You are no scout ship, I presume?”, he chuckles, “Do not worry, Captain - We may be looking for the same land, but with different intentions.”

Turning towards the rock, the two of you watch as the first crewmen are invited to sit with the nomads, as the traditional dances and songs around the fire continue. “We are but a humble, young clan. Truth be told, we are trying to restock our dwindling supplies, before moving on to scout the region further.” You ask him for how long the clan has been south of the Veil, the elder thinks for a moment. “A good month. We are looking for new lands, new wonders, and new goods to trade with whoever we come across, of course.” A long time - that must mean, the nomads have known of what lies beyond the Veil for longer than you have - longer than the Crown even, perhaps. You weigh your words in your head, before steering the conversation further.

>Offer to trade some supplies still left for various goods they might have on board. Zephyiran Nomads are known for their keen eye for trade goods - Maybe there is something valuable you could haul back home at some point.
>Ask for information on the region. They may not have been beyond your destination, but there may brother interesting things further down the way they came.
>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
>In the most respectful way, tell him that the nearby island is off-limits as its the Crown’s property. They may trade for what they need once you have set up.
>Write in.
>>
>>5559300
>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
>>
>>5559300
>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
>>
>>5559300
>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
They might become regular traders in the region, so getting good relations early would be good
>>
>>5559300
>>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
>>
>>5559300
>Offer to guide them to the island. In return, you ask the elder for his clan’s help and expertise in setting up the colony, while they replenish their stores before setting out again.
>>
>>5559300
>Ask for information on the region. They may not have been beyond your destination, but there may brother interesting things further down the way they came.
>>
>>5559301
>>5559303
>>5559308
>>5559406
>>5559462
>>5560269

After thinking about how to word your offer to the clan elder, you explain to him how you have a good idea of where the isolated island lies, and are willing to take the clan there for restocking their supplies if they agree to help you set up your base camp in the meantime. “Your information could shave a few days off our search…”, the elder muses, scratching his stubbles sprouting from his chin, “I will bring your offer before my people, but I expect little opposition to your offer - I take it, your people are here to stay, then?”

The question is more of a rhetorical nature, as the two of you exchange a grin and a hearty chuckle: “It would be good to know of a friendly place to tie down the balloons for a few days, whenever we come through this region. I’m sure I don’t have to tell you, how little land there is around here.” You ask how long it has been since they have seen anything bigger than this rock. “The next bigger Island we left behind, maybe a good week ago, maybe a little more.” Knowing that zephyrian ships aren’t known for their speed, the Swansong should be able to reach such a destination in a week or less, given you don’t encounter anything unusual on the way.

A slight commotion coming from your ship grabs the attention of both of you. Your quartermaster is on deck, arguing with a passenger and a deckhand, in the process of hauling a barrel toward the rope bride. You excuse yourself for a moment, before reaching the ship's edge. Leaning against the railing, you shout at your quartermaster what the fuss is about - “Captain! These two miscreants are in the process of stealing valuable ship rations!”, is the reply, once the small figure of your quartermaster makes their way towards the Swansongs railing. “Oh, You- Captain, Sir!”, the deckhand addresses you, before the passenger interrupts him, “We were simply going to share an already opened-up barrel in the spirit of the celebrations - A diplomatic act, you could say!” [1/4]
>>
The deckhand is quick to nod, further supporting the explanation. You can’t help but smirk. “Let them have it - Fostering good relations is an admirable cause to which we should donate this barrel.”, you tell the quartermaster and the two ‘thieves’, however, once they are out of earshot, you let the quartermaster know to have both of them scrub the top deck the next morning - While this may be a special case, order must be restored once the celebrations are over.

The elder and you spend the rest of the night swapping stories, of before your journey to the veil, of the veil itself, and what has happened since your crossing. Yet, at some point, with the moon high in the sky, the need for sleep catches up with you, and you excuse yourself to retire for the night.

The next morning, you are informed that the clan will be following you to the island and lend as many hands as they can spare - as agreed with the elder. Happy with this news, you order the departure of your small convoy, and back on course toward your destination.
You need no deckhand to alert you, as you can hear the commotion reverberate through the metal hull. Hurrying out of your quarters, a stream of crew and officers takes hold of you. “Someone spotted it!”, an excited deckhand reports, once you manage to grab one by the shoulder, asking for what this commotion has started. You need to elbow your way up to the top deck, where a mass of people tries their best to catch a glimpse at what lies ahead. Finally, you manage to find your way toward the bow of the ship, where your officers wait for you. A telescope is thrust into your hands, and a quick look through the apparatus confirms your gut feeling.

Through the clouds emerges an immaculate emerald, heralded by the snow-topped peak of a mountain. Streams of crystal-clear water rush off the edge of the grassland, trees that haven’t known the tender touch of an arborist's axe wave in the rhythm dictated by the breeze tugging at the balloons keeping your entourage afloat. [2/4]
>>
It takes not more than an hour or two, before anchoring harpoons pierce the delicate earth of this virgin ground, the first brave sailors make their way down the hull to drive metal stakes into the rock for your companions to tie down. Soon after, bridges make contact with the grass, boots eagerly trample the luscious green, and celebrations are tempered only by the knowledge that the work has just begun.

Crew and passengers alike haul crates, sacks, and barrels offboard, your quartermaster doing their best to direct their efforts, while the nomads do their best to lend hands wherever they can. Your sorcerer keeps a weary eye on the shamans disembarking, chanting ritualistic songs to bless the spirits of this land, for allowing them and you to use this Island for your needs.

Not long after, a tent city emerges from the dark soil, bustling with men and woman doing their utmost to convert whatever had been in storage for weeks into usable material. Striding through the upcoming basecamp fills you with pride that not many captains can admit to having felt. A central bonfire, surrounded by the mess tent, stockpiles, and officer lodgings marks the heart of the camp, with tents big and small radiating outwards. Quickly, the dark green grass converts into trampled paths between the neat rows of provisionary housing.

Once night falls, the festivities begin proper. Nomads and Arcanians alike celebrate the finding of the Island of the Singing Mountain, combining various traditions to create one fury of dances and songs around the bonfire at the center of the camp, while the cook and a group of busy women and men make sure everyone’s belly is filled with food and drink. [3/4]
>>
You sit a few paces afar from the bustle of the camp’s heart. The elder, a shaman, and your officers have joined you in a more solemn celebration of today's event. “So, Captain,”, the elder breaks the silence of your brandy-sipping companions, “Have you already decided on the next day's project? There is much to do, as far as I can tell.” He’s not wrong. The Quartermaster, in between shouting at people and chugging something that smelled vaguely like coffee, has been pestering you with various projects you could put the newly minted settlers and parts of the crew to. You think over your options, before discussing them with the present audience - In full knowledge that the more projects you tackle at once, the less likely you have the skills on the job needed. After all, this band of misfits is hardly made for booting up a colony.

>Choose any number of projects. You have a large number of hands ready to tackle them - but know: The more you choose, the more thinly spread is the lackluster competency of your settlers.

>Explore the Island. Beyond the clearing your camp is situated on, lies uncharted forests, streams, and hills. If possible, you need to find a route toward the mountain - Any number of riches may be hidden along the path or under the rock itself.
>Clear land in preparation for fields of crops. You have been outfitted with a small variety of hardy plants that should be able to feed the colony in due time - The land does need preparation by many hands - few of them skilled, however.
>Begin to lay down the foundations of a permanent settlement. Trees need to be cut down and sawn into logs and planks, land must be allocated for huts and halls, and builders need to start assembling the first permanent residences and workshop you will need over the months.
>Write-in!

“Bah!”, one of the deck officers brings you out of your contemplation. “First and foremost, we need a name for this wonderful new home!” A few others chuckle at the brash suggestion, but right he is. You will think of a fitting name…
>Write-in a Name for our new colony!
>>
>>5560498
There really is too little info to decide. How much food supplies do we have? Will there be a cold season, and how cold? Can airships only moor at the edge of the island, or further inland? We need answers to at least these questions before we can decide anything.
>>
>>5560498
>Explore the Island. Beyond the clearing your camp is situated on, lies uncharted forests, streams, and hills. If possible, you need to find a route toward the mountain - Any number of riches may be hidden along the path or under the rock itself.

Normally in most civ quests starting agriculture right away would be a no brainer first task to be completed. However, unless this vote is a vote for a months long action then I see no reason to get immediately started on planting. We should have enough supplies to sustain us for a while, or else this expedition was doomed from the very start. Better to situate ourselves upon the best plot of land possible, somewhere on a river near fertile land, preferably near to a forest so we can send timber downstream to our settlement, maybe the same for any future quarries, etc, etc.

I guess a more minor settlement near our landing site would be good to service and orient the Crown's vessels, or any other friendly ships. Or to give us warning of an attack before they reach further inland.

Name...
>*InsertMCname*'s Landing
>Swan Lake
>Virginia
>Arcadia
>Hope

The first for our initial landing site if we go with my idea or anons vote to settle permanently here on our landing site. Swan Lake for any lake settlement. The others are just some more generic names. Maybe we can go with music related names to go with the whole 'Singing Mountain' thing, I dunno.
>>
>>5560498
>Explore the Island. Beyond the clearing your camp is situated on, lies uncharted forests, streams, and hills. If possible, you need to find a route toward the mountain - Any number of riches may be hidden along the path or under the rock itself.
Check the land first, there may be a place that's better for planting other then the landing zone
>>
As for a name, something about a new life or new beginnings? I can't think of anything right now
>>
>>5560504
Ask, and you shall receive!

>How much food supplies do we have?
You have enough rations for a good two weeks at least - more with strict rationing, but no one will enjoy hardtack and salt bacon for that long, especially when landfall has been made.

>Will there be a cold season, and how cold?
Not as far as the report you have read is concerned. The climate is temperate, and it's not uncommon for islands to not have seasons in that sense, but it's possible for this one to have a cold season.

>Can airships only moor at the edge of the island, or further inland?
The Swansong can anchor anywhere, where the anchoring harpoons can dig into. The best would be something stationary, with a surface not too hard - but the beefed-up canons you have should have no problem digging your harpoons into straight-up rock as well.
The nomad's airships on the other hand... That's a different story. Without harpoon cannons like you have, their best way of tieing down is getting someone onto the place they want to stay, driving a few meal stakes into the ground, and tying the ships to them via rope.
>>
>>5560498
>>Explore the Island. Beyond the clearing your camp is situated on, lies uncharted forests, streams, and hills. If possible, you need to find a route toward the mountain - Any number of riches may be hidden along the path or under the rock itself.
>>
>>5560498
>Explore the Island. Beyond the clearing your camp is situated on, lies uncharted forests, streams, and hills. If possible, you need to find a route toward the mountain - Any number of riches may be hidden along the path or under the rock itself.
>>
>>5560520
Then
>Explore the island
How quickly do our crops grow?
>>
>>5560965
You have a wide range of seeds suited for this climate, but the first yields can be expected in about a month, meaning the settlement will have to forage for food unless you wish to enact strict rationing policies.

>>5560506

As general info: Votes will occur not when a fixed timeframe has passed, but rather when something requiring your input happens. So, if you pick two projects to work on concurrently, the next vote will see one of the two projects completed, with whatever consequences may arise from that - unless I want to throw in a random event or something.

In any case, I'll get to writing an exploration update!
>>
>>5560965
>>5560857
>>5560824
>>5560520
>>5560515
>>5560506

After some discussion with the officers present, you make your case for organizing a few scouting parties to fill in the blanks on your map - After all, you are still working with what the preliminary report told you, and what you were able to see yourself when approaching the Island. The Nomad Elder nods approvingly, stating that would be the best course: “There is little use in a colony when it doesn’t know of its surroundings.” Even the Quartermaster begrudgingly agrees.

Finding a name for the place, however, proves to be more difficult. Many different suggestions are voiced, but none find a majority or your full approval. In the end, you decide to postpone this decision until you have a clearer picture of your surroundings.

On the dawn of the next morning, you have your officers round up a few volunteer settlers. You explain their job, divide them into groups, and have the quartermaster assign rations and tools necessary for the task. In addition, each group is reinforced by a nomad scout or two, sent by the elder. Now much more confident in their own success, the newly-minted pioneer scouts set off into the wilderness.

In their absence, the camp finishes setting up rudimentary amenities and emptying out the last of the cargo - Much to the approval of the crew, happy to no longer be squished into the metal hull like fish in a can. In addition, a few settlers left without a task begin to scrounge around the edge of the woods. With the help of the nomads, they identify a few edible plants and return triumphantly with berries, leaves, flowers, roots, and tubers. “Learning how to live off the land is an important skill.”, one of the nomads tells you, sorting through a weaved basket full of forage, “We are happy to help your fellow settlers, captain. Just be sure to give the spirits time to recuperate, otherwise, the land will be barren before long.”

It takes another night and day for your first scouts to return, and the other groups trickle back into the camp over the next day as well. They all report of the dense, luscious forest: Trees so thick, they must have stood here for generations, bountiful forage spots for the discerning eye, even small game can be found all over - Flying, climbing, jumping, crawling. One group, in particular, has spotted a popular watering spot for local fauna along a river to the west, about a day’s worth of careful walking away. In the same vein, another group found a grouping of hills further east, with a wealth of wild grains and berry bushes sprouting between the trees.
>[1/2]
>>
File: map_v1.png (283 KB, 908x800)
283 KB
283 KB PNG
However, a third group has made a very different discovery. “I’m telling you - It was the hand of a golem, laying there, slain in combat!”, one of the scouts tries to describe their find, but the others shush them, evidently annoyed. “An odd stone formation.”, one corrects the shushed scout, “Only looking like a hand. Sure, weird thing to find, weirder still it pointing towards the mountain - but, by the Gods, it’s not a farking golem.” The latter is clearly addressed at the other scout, now sunken together, murmuring to themselves about the many other huge boulders in the vicinity. After hearing all these reports, you have your navigator compile a map with these new points of interest marked.

In the late hours of the evening, the navigator seeks you out in your tent, map under their arm.”It may look a little basic still - ”, they confess, as they roll out the parchment over a desk, “But I’ll gladly work on it further.”

>The map will be updated, as new landmarks are introduced. Locations of note currently are:
>Base camp [Tent icon, northern clearing]
>Animal watering spot [Bear, western river]
>Foraging hills [Berries, eastern hills]
>Odd stone formation [Monolith, southbound woods]

With your new map, you begin to plan out your next project - Besides the previous suggestions, you make note of a few new ideas that come to your mind.

>Choose any number of projects.

>Set up a foraging camp in the eastern hills. A steady output of local forage will spare your supplies - plus, the nomads should be able to teach your settlers to make use of the land much more efficiently.
>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.
>Set up a quarry at the strange stone formation in the southbound woods. Stone bricks would make for sturdy housing and better roads, should you plan on laying any soon.
>Send another scouting mission further south, equipped with enough rations for them to make it to the mountain. They will be gone for a good while, as long as there are not well-traveled paths on their way.

>Old Project ideas:
>Clear land in preparation for fields of crops. You have been outfitted with a small variety of hardy plants that should be able to feed the colony in due time - The land does need preparation by many hands - few of them skilled, however.
>Begin to lay down the foundations of a permanent settlement. Trees need to be cut down and sawn into logs and planks, land must be allocated for huts and halls, and builders need to start assembling the first permanent residences and workshop you will need over the months.

>Write-In!
>>
I hope you enjoy the map I slapped together! If anything is unclear, just give me a shout.
>>
>>5561406

>Set up a foraging camp in the eastern hills. A steady output of local forage will spare your supplies - plus, the nomads should be able to teach your settlers to make use of the land much more efficiently.

>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.

Do these while our friends are still here.

For those in camp:

>Begin to lay down the foundations of a permanent settlement. Trees need to be cut down and sawn into logs and planks, land must be allocated for huts and halls, and builders need to start assembling the first permanent residences and workshop you will need over the months.
>>
>>5561406
>Set up a foraging camp in the eastern hills. A steady output of local forage will spare your supplies - plus, the nomads should be able to teach your settlers to make use of the land much more efficiently.
>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.
Food and water are the immediate concern, once that's done we can start planning for the future.
Also it makes use of the nomads skills while we still can
>>
>>5561406
The spot north of the watering hole is good for a permanent city site - because it has plenty of water.

>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.
>Move the main camp to the site north of the hunting camp and start clearing the land for the fields
This will at the same time provide us with wood for future city building.
>>
>>5561406
>Set up a foraging camp in the eastern hills. A steady output of local forage will spare your supplies - plus, the nomads should be able to teach your settlers to make use of the land much more efficiently.
>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.

>Begin to lay down the foundations of a permanent settlement. Trees need to be cut down and sawn into logs and planks, land must be allocated for huts and halls, and builders need to start assembling the first permanent residences and workshop you will need over the months.
>>
>>5561406
>Set up a foraging camp in the eastern hills. A steady output of local forage will spare your supplies - plus, the nomads should be able to teach your settlers to make use of the land much more efficiently.
>Set up a hunting camp in the western woods, by the river. Your colonists are by no means skilled hunters, but taking advantage of your guest’s knowledge should allow you to make good use of that watering spot.

I'd prefer to make our settlement around that clearing south of the animal water spot, in between where the river forks. Though I guess it doesn't matter, we'll have this whole island settled eventually.
>>
>>5561411
>>5561414
>>5561554
>>5561817
>>5562066
I think we have a consensus on setting up both the Foraging and the Hunting Camp.

However, I'd like to get a better picture of where our camp should be, so please
>Vote for one Option.

>Move the Camp north of the hunting camp
>Move the Camp south of the hunting camp, into the clearing
>Do not move the camp and begin laying down the foundations of a permanent base
>None of the above - keep the base camp as is
>>
>>5562356
>None of the above - keep the base camp as is
This is a good place to make an eventual port, and that's important for a colony.
We can always make more settlements when our population increases later on.
>>
>>5562356
>Move the Camp south of the hunting camp, into the clearing
>>
>>5562356
>Do not move the camp and begin laying down the foundations of a permanent base

Same logic as >>5562364, except imo better to get people into more permanent accommodation soonish.Living out of tents beyond the short term isn't going to be very good for morale.
>>
>>5562356
>Move the Camp south of the hunting camp, into the clearing

>>5562364
>>5562378
Water my dudes, a big town needs a lot of water.
>>
>>5562389
And a colony needs a port to even become a big town in the first place.
Unless we are waiting until everyone has children and they grow up, we are going to need to receive imigrants. Also the grow will likely demand that we export goods eventually.
>>
>>5562395
That's why I asked where the ships can moor. And the QM answered that they can moor inland. Meaning we don't have to establish the port on the island's edge.
The main port will naturally become the biggest settlement for a long while, and a lack of water will be felt quickly. If we establish the port next to the river, we'll avoid that issue.
>>
>>5562402
Oh yeah, I forgot we are in a sky island.
>>5562364
Changing to
>Move the Camp south of the hunting camp, into the clearing
Hope it doesn't spook the animals away from their watering hole

Also, I noticed some random clearings in the map. They might be designated settling spots.
>>
File: clearings.png (305 KB, 908x800)
305 KB
305 KB PNG
>>5562410
Dropped my pic.
>>
>>5562402
Ok then,
>Move the Camp south of the hunting camp, into the clearing
>>
>>5562410
Yeah, that is what I thought about the clearings too.
>>
>>5562374
>>5562389
>>5562410
>>5562418

Alright, we'll be moving the base camp south of the future hunting camp!
>>
>>5562374
>>5562389
>>5562410
>>5562418

After disseminating your plans, the base camp still bathed in morning light comes to life. Much is to be done today, as the first tents are broken down. You watch the two expedition groups vanish beyond the tree line, headed toward their new temporary homes. Luckily, you were able to negotiate for help from the Nomad Clan in turn for a cut of the forage and game gathered by your outposts - Their skills should quickly transfer onto your eager colonists.

The next project however takes most of the next days: As quickly as the base camp sprouted out of the ground, just as quickly it disappears once more into the bowel of the Swansong. Only some dirt mounds hiding trash and a latrine pit, as well as trampled grassland and small ash piles, are evidence of your stay. Soon after, the harpoon guns retract their payload from the soil, and the ship lifts off. Together with your companions, you quickly locate the forest clearing indicated on your map: A meadow dotted by vibrant bushels of flowering herbs. A blabbering river holding back the denser forest. And, a good view of the snow-topped mountain to the south.

Motivated by the new vista, the settlers get to setting up the new camp right away. Once more, tents sprout out of the ground, crates are moved, and nomad ships are tied down. By the midday of the third day, the base camp is back in full operation. Spirits are high, as the river supplies fresh water without the distinct taste of the wooden barrels it had been stored in for weeks. Even better, some enterprising colonists have set up a washing tent downstream: Finally, the camp's inhabitants stop smelling like, well, colonists who had to not waste a drop of a precious resource. In the evening, you manage to secure yourself a booth in the grater tent, with freshly heated water. Afterward, you feel much more like a civilized man again.
>>
In the next days, the good news keep coming: First, the hunters return to the base camp, packs filled with meats of various animals in all sorts of styles: smoked, dried, fried to a crisp, even caked in preserving herbs. In addition, they have brought hides, fats, bones, and sinew. Together with the nomads, the colonists quickly learn how to properly dry these hides, and what to do with the meat and other materials. In the evening, your hunters describe their experiences to their fellow colonists, who listen to the stories with a certain awe.

Second, and only a few days later, the trek sent out to the foraging camp returns. Baskets are filled with berries and sacks with native grains. While their stories are less exciting than the ones of the hunters, they do seem to have a much better grasp on traversing the woods. Their nomad liaisons make a point of educating both fellow nomads and other colonists about the varieties of plants they found.

Even with the cut taken by the nomads, your Quartermaster reports that supplies should last you longer than they initially calculated, three weeks without rationing - and water is no more a concern. The Nomad Elder seems happy with your arrangement as well, as his clan members are eager to set out to the camps once more, while others appear to have comparable success on their own as well. “We should have most of what we need soo, Captain.”, he confesses while enjoying some tea in your tent, “We will be staying a few more days, a week at most, before the wind spirits will guide us to new lands and curiosities in this region.” You express some sadness to see your guests going ‘this soon’, however, the Elder does promise to return: “There is much more to this island - it takes no shaman to sense that. But, that will be your task for now - Our destiny lies beyond these lands. And once we found something worthwhile, we will haul it back to you!” He winks, and you can’t help but chuckle.

With your base camp resettled, and the outpost camps set up, you wonder what projects you should undertake next…

>A part of your population will be returning to the camps, to ensure a steady flow of game and forage to be brought back.

>Choose any number of projects:

>Set up a quarry at the strange stone formation in the southbound woods.
>Send another scouting mission further south to reach the mountain.
>Further explore the forest around the base camp's new location.
>Clear land in preparation for fields of crops.
>Begin to lay down the foundations of a permanent settlement.
>Write-In!
>>
>>5562574
>Set up a quarry at the strange stone formation in the southbound woods.
>Begin to lay down the foundations of a permanent settlement.
>>
>>5562574
>Set up a quarry at the strange stone formation in the southbound woods.
>Begin to lay down the foundations of a permanent settlement.
>>
>>5562574
>Further explore the forest around the base camp's new location.
>Clear land in preparation for fields of crops.
>Begin to lay down the foundations of a permanent settlement.

Not worth quarrying what may be a monument, we'll set up such things when we reach the mountain. For now lets begin to settle in.
>>
File: map_v2.png (285 KB, 908x800)
285 KB
285 KB PNG
Also, here's the updated map, as it is now. Next update will be tomorrow!
>>
>>5562580
Switching to
>Clear land in preparation for fields of crops.
>Begin to lay down the foundations of a permanent settlement.
>>
>>5562574
>Clear land in preparation for fields of crops.
>Begin to lay down the foundations of a permanent settlement.
Not only that stone hand might be an actual hand, we also don't have a good way of hauling the stone back (unless we use the ship)
>>
>>5562577
>>5562587
>>5562616
>>5562630

The camp is alive with the sound of the beginnings of a settlement. The quartermaster has been marking down future streets and houses, while a good portion of your settlers toils away in the meadows. The knee-high grass falls quietly to a few eager scythes, sicles, and many eager hands cutting away with knives. Their victims are gathered, bound into bushels, and stacked for further use elsewhere. Close behind these busy workers, pickaxes, spades, and hoes break the dirt, and rid it of rocks and roots, before readying it for the seed patiently waiting in sacks back in the storage tents.

This comparatively quiet work is punctuated by loud noise ringing out from the woods around the camp’s meadows, culminating in the occasional yell for caution, fleeing wildlife, and the thunderous falling down of a tree. Their trunks are being dragged back into the camp by burly volunteers, where more axes and sawblades await.

Quickly, many more sounds join the symphony of industry - before a crashing sound from the camp has many workers finish up their tasks, lay down their tools, and slowly congregate at the mess tent. Lunch time. Peering into the large mess tent, you see many exhausted faces caked in dirt, chatting with their peers over the first fresh meat in weeks. Sure, it still may be stew, but it is a welcome meal for all. With most of the settlers not having been used to hard labor, mealtime is a highlight of the day. And while you feel some pride in their recent accomplishments, there is a large portion of work ahead of them. Soon, the mess hall empties out once more, and the song of industry returns to the camp.

Even the end of the day has changed in the camp. While the first evenings were loud and celebratory, with many campfires and hours shared sitting around them, now the blanket of the night also drowns out most noise. Instead of long nights spent socializing, your settlers prefer to return to their tents to sleep on a hard day of work. You enjoy the tranquility, that allows you to relax as well, as glowbugs glimmer in the late-night breeze.
>[1/2]
>>
This peace would not last, however. “Captain!”, someone wakes you, and you scramble out of your cot. Usually, the early morning hours, when the sun struggles to illuminate the nearby mountain, are a grace period for you to get up at your own pace. Everyone is still waking up and nothing of importance happens. Not so today. An uneasy feeling begins to surface in the back of your mind. An officer, clearly just as sleepy as you, stands in front of your tent. You do your best to be friendly and ask him what requires your attention this early.

“We found it like this.”, the settler explains in a very matter-of-fact way. The tent before you, which would house about three people, is empty. You ask when was the last time anyone saw the tent's occupants, but the present settlers, crewmen, and officers look rather clueless. Everyone was hard at work the day before, one explains, and fast asleep at night, another adds. Perfect. You instruct everyone not to spread any rumors about this until more is known and dismiss everyone but the officers.

A sigh escapes you, as you massage your nose bridge. The uneasy feeling has moved on to the pit of your stomach. Best case, these pioneers took whatever they had stashed and bolted for the woods under the cover of night. Worse case, they are somewhere on a nomad vessel, hoping to disappear in the coming day. Worst case - Well, somewhere, unused fertilizer lies around, soon to bloat up and stink to high heaven. You contemplate your options…

>Have your officers organize a search party, discreetly ask around the camp and see if they can find your “missing” exiles.
>Have a search party fan out into the surrounding woods. No matter where they went, they will have left some sort of trail.
>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
>Do nothing but dismantle the tent and carry on - If they want to die out in the woods, they can be your guests. In the meantime, you have a colony to run!
>Write-In
>>
>>5563706
>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
>>
>>5563706
>Have your officers organize a search party, discreetly ask around the camp and see if they can find your “missing” exiles.
>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
I hope it has nothing to do with the singing on the report, and the stone hands. Some kind of siren gorgon monster would make settling difficult
>>
>>5563706
>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
>Have a search party fan out into the surrounding woods. No matter where they went, they will have left some sort of trail.

Can't have unsanctioned sorcerers or opponents of the crown escaping to other populous lands. And if they merely escaped into the words or were lured away then there will be a trail, going about asking 'discreetly' will likely only raise alarm or encourage people with similar aspirations.
>>
>>5563706
>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
>>
>>5563706
>>Have a search party fan out into the surrounding woods. No matter where they went, they will have left some sort of trail.
>>Visit the Elder, and ask if any of your settlers have come on board their ships - With, or without his knowledge.
>>
Quick status update, no update today - New posts will happen tomorrow!
>>
>>5564082
>>5564055
>>5563722
>>5563716
>>5563714

You tell the officers to be on stand-by as you’d be seeking out the Elder, to see if he knows anything first. The waking camp’s air fills with subdued chatter and the smell of freshly made breakfast. Aching workers sit in small groups, with bowls of grain gruel in their hands, discussing today's docket.

As you approach the tied-down ships of the nomad clan, you see that your guests are much more active already. Ships are being inspected for damages one last time, supplies are being stowed away in cargo nets and attached to hooks and loops, and a small field kitchen is prepping food for their people. It takes some asking around before a teen barely of age leads you onboard the largest ship of the bunch. There, the Elder is discussing details of their imminent journey with a group of what you assume are the captains of the individual ships, and a few shamans.

The teen announces your presence in their native tongue, before giving you a cheeky grin and disappearing down the ship's ramp. The other captains and shamans size you up, as the Elder approaches you, welcoming you onto his ship again. “What brings you here this early? Did you want to say your goodbyes already?”, he asks, with some humor in his voice - which evaporates once you explain your conundrum. He speaks a few words to the assembled captains, to which they give seemingly negative answers.

“Noone has sought out refuge with us - Not that we would accept any of your settlers. They are friends and welcome guests on our ships, but not as permanent additions to the clan.”, he explains, before turning back once again, instructing the captains in a few short phrases, which lead to the group dispersing towards their respective ships. “I asked them to check their ships for any stowaways. If they snuck on board, we will find them.”, he then points towards the ramp, “Meanwhile, enjoy breakfast with me and the clan?”

You have enough time to enjoy a small portion of flatbread made from foraged grains together with some berry preserve cooked from the recent berry harvest, together with a herbal tea made from flowers of this meadow. It is then, that a nomad comes up to the field kitchen and seeks the Elder and you out in the small gathering of people. Together, you make your way back to one of the ships, where you are led under deck. In the back of a cramped cargo hold, hidden between cares and barrels, one of your absent settlers cowers, sobbing and shaking. A shaman is already there, burning incense and chanting what you think is an invocation of healing powers. The two of you wait for the man covered in tattoos to stop, before asking him what is wrong.
>[1/2]
>>
The shaman, either unable or refusing to do otherwise, only speaks in the nomad's tongue, so the Elder translates for you. “They just found him here, like that. Your man refuses to speak coherently, our shaman is convinced that your settler was trying to escape a malevolent spirit he encountered in the local dreamscape. He says he can exercise whatever force has influenced him, but cannot promise his full recovery soon.” You nod, not sure what to make of this, before asking if you could try to talk to the man.

As you approach, the man doesn’t react at first - Only when you address him, he snaps out of his quiet sobbing and looks at you with abject horror. “No!”, he begs you, as he scrambles further into the gap between the cargo, “You can’t make me! You can’t make me go back!”. You do your best to get more out of him, but you only get more jibberish: “He can’t take me here! The crystals sang my name! I- I can’t go back!” This, of course, make no sense to you and seeing his agitated state, you tell him you’d leave him for the time being. As you return to the shaman and Elder, the quiet sobbing continues. You scratch your chin - It’s not uncommon for people to buckle under the stress of being far away from home, in an unfamiliar situation, with no hope of returning anytime soon. Yet, this doesn’t feel like your normal case of someone mad with homesickness.

You could leave him in the care of the shaman until the nomads decide to leave - but you have doubts as to his method. Shamanism is not recognized as a sanctioned art of magic in the Kingdom of Arcanum, but is tolerated when practiced in the Nomad Clans. Yet, you can’t shake the feeling that your laboratory would be the better place for your sorcerer to take a look at this poor man. And - As a last option, you do have operatives of the Ministry of Public Decency. If the rumors are to be trusted, they should have little problem extracting more information from a mind potentially twisted by supernatural means. However, you should not expect your man back in good condition after this “extraction” has happened.

>Ask the Elder to treat the settler to the best of their abilities.
>Have the sorcerer treat the settler onboard the Swansong.
>Find your Public Decency operatives and have them get you more info on what has happened.
>Write-In!
>>
>>5566824
>Have the sorcerer treat the settler onboard the Swansong.
>>
>>5566824
>Have the sorcerer treat the settler onboard the Swansong.
Magic should be our specialty
>>
>>5566824
>Have the sorcerer treat the settler onboard the Swansong.
>Ask around to determine if this was one of our men that first discovered the stone monuments. If not then determine where this man has been the past few days or how he has been behaving prior to this event.
>>
>>5566824
>>Find your Public Decency operatives and have them get you more info on what has happened.
>>
>>5566824
>Have the sorcerer treat the settler onboard the Swansong.
>>
>>5566824
>Ask the Elder to treat the settler to the best of their abilities.
Probably not the best time for it, but how about Blessed Breeze for the settlement's name?
>>
>>5567876
Seems like a decent name.
>>
>>5567876
>>5567444
>>5567358
>>5567098
>>5566848
>>5566845

Also, I really like >>5567098 Write-In, so I'm tossing that in as a freebie.

After the Sorcerer manages to cast a sleep spell on the agitated settler, the Elder and a few Crewmen are more than happy to carry him over to the Swansong’s laboratory. As you leave, you can feel the disapproval in the shaman's stare, but you rest easy in the knowledge that you will be providing the settler with the best care currently available on the island.

“It will take me a while to run my tests,”, the old magician tells you, while he rummages around in his collection reagents, ”But I’m confident I will find out what’s wrong with this poor fellow”. You ask him if he can already comment on a possible cause, with what both the settler and the shaman have told you. “It could be anything from him being a victim of unsanctioned magic to an illness of body or mind. Time and tests will tell, captain.”, he stops with a beaker in hand and gives you a stern look, “Now, unless you want to assist me, I would - politely - ask you to leave me to my work.”. Seeing how you have no intention of getting mixed up in crafts you know little about, you give the old man the space he wants.

Leaning on the railings of the Swansong’s top deck, you can oversee the efforts of the settlers clearing the meadow and laying the first foundations for a handful of huts. Progress may seem slow, but steady altogether. This gives you an idea. Quickly you organize a small group of deckhands, explain their task, and send them on their merry way into the camp.

A few hours pass, in which you hear reports from your rather satisfied-looking quartermaster about the ongoing effort to set up the first fields. “The first seeds are in the ground and watered. I expect the first crops in a few weeks, with further harvests staggered in the months after that.”, they report, looking over a ledger of inventory of the set-up fields before handing it to you for inspection. As you hand it back, expressing your approval - to the delight of the quartermaster - your deckhands return with reports of their own: Your sick settler was not part of any scouting efforts but has spent his time in camp, helping with both the recent relocation and current projects around the clearing. Other pioneers have said that he hasn’t been any different than most - but wasn’t fond of his new tent-mates and spent his evenings with others around campfires until later in the night.
>[1/2]
>>
You thank them for their reports and dismiss them, letting the info sink in - One of them, however, tells you the Sorcerer is ready to see you as well. “Unsanctioned magic.”, said Sorcerer announces, looking pleased with himself, as he dumps out a murky solution for a few test tubes into a waste collection barrel, “But not cast by him - Imagine it like burning yourself by standing too close to a glowing hot oven for too long. His mind got cooked due to exposure to someone channeling over a period of time. Probably over multiple days - or nights, explaining his disappearance during one.”

You ask the Sorcerer if he can tell you what the caster was trying to do, but he shrugs, while mixing together a new concoction, “Cloud have been anything that interferes with the subconscious mind. Someone scrying, using aetheric projection, or trying to summon something from the immaterium. All things an unsanctioned amateur should never attempt.”. When he’s done mixing the potion, he saunters over to the patient and pours the liquid carefully into his mouth, making sure the barely conscious man drinks it instead of inhaling it. “He should be right as rain in a few hours - This’ll erase his memory of the last nights, and replenish his exhausted body and mind. I’ll debrief him when he wakes, and give him something for the next couple of days, to heal any residual aetheric effects.” You nod and leave both to their devices.

Once you make your way back to the top deck, you seek the solitude of the bow, to think. It's highly possible that you have one, possibly two unsanctioned practitioners of magic out there somewhere. Worse, they have been channeling their powers into some project of their own, leaving a third settler in a sorry state. You consider your options…

>Put together a search party, made up of your loyal crew, to track down your unsanctioned problem out in the woods.
>Get in contact with the Ministry Operatives. Together with some officers, they need to make sure no one is hiding your problem candidates somewhere in the camp.
>Try to enlist the help of the nomads - even though they are most likely to leave by the end of the day. Maybe their shamans can help you locate the missing settlers.
>This will be a problem you must solve later - Other things are more important than two missing settlers, especially when they are a danger to anyone who might find them.
>Write-In
>>
>>5567876
I like it - I'll note down that suggestion for later when I put up the Settlement's name for a vote again.
>>
>>5567944
>Put together a search party, made up of your loyal crew, to track down your unsanctioned problem out in the woods.
>>
>>5567944
>Get in contact with the Ministry Operatives. Together with some officers, they need to make sure no one is hiding your problem candidates somewhere in the camp.
>Put together a search party made up of our loyal crew, have them look for the two missing people while we search for the culprits.
>>
>>5567944
>Put together a search party, made up of your loyal crew, to track down your unsanctioned problem out in the woods.
>>
>>5567944
>Get in contact with the Ministry Operatives. Together with some officers, they need to make sure no one is hiding your problem candidates somewhere in the camp.
>>
>>5567944
>>Get in contact with the Ministry Operatives. Together with some officers, they need to make sure no one is hiding your problem candidates somewhere in the camp.
>>
>>5567974
>>5567975
>>5568560
>>5568561
>>5568701
Unless someone wants to tie-break this, I'll be opting for doing both a search of the camp and the woods. I'll give it another half hour and then get on with my writing.
>>
>>5567974
>>5567975
>>5568560
>>5568561
>>5568701
After contacting the eyes and ears of the ministry, you organize a meeting away from prying eyes with them and your trusted officers. Quickly, you explain the situation and as expected, the agents begin laying out plans to gather information and direct your officers to possible individuals who may be connected to your sanctioned sorcerer problem. While your officers do not seem thrilled about working with the ‘lackeys of the ministry’, as they would say, they recognize the importance of the task and set off.

Having made sure you would find any threat from within, you have another few officers gather loyal crewmen for a search of the surrounding woods. Together you divide up the woodland into chunks to be searched by different teams, and have them grab any equipment they need to best the underbrush of the denser forest further out. You tell them to send word should they find anything - and not try anything stupid, as unsanctioned magic can be rather dangerous. In no time at all, the men and women arm themselves with supplies, divide up into different groups, and head for the edge of the clearing.

A few hours later, with the evening approaching, an officer leading the search inside the camp finds you in your tent. “Beyond the odd bit of ‘contraband’, we have found no clues towards any unknown unsanctioned sorcerers, Captain.”, your officer explains, revealing a few books that have been forbidden by the Censors of Public Decency, some ‘alchemical ingredients’, and a trinket or two that may have been enchanted. You have him secure the contraband in a locked chest in your tent - you will deal with these small offenses in due time.

The two of you go over a few more unimportant details before you both hear a commotion from outside. Stepping out, you see a few men rushing through the path between the tents towards the Swansong, carrying someone via a couple of coats. As you make your way towards the ship, see settlers whisper, with confused shock on their faces - something about grievous injuries. Barely arriving at the ship's ramp, the leader of this particular search team catches up with you and you demand answers. The man makes little sense, trying to speak between gasps for air. Once he catches his breath, you manage to press the distraught-looking man for more coherent information.
>[1/2]
>>
They found them, both. Further south, near the southbound river fork. You ask where the other one is, and your man loses a little more color from his face. “Dead.”, is the short answer, but you won’t be satisfied by that mere fact, even though the crewman is visibly uncomfortable explaining further what he has seen. “Like someone froze the bastard at the moment a shell ripped him apart. Skin ripped to shreds by the crystal growing out of him. Captain - I haven’t seen anything like it, not in the Great Campaign, not in any of my years in the wind.” You tell the crewman that he and his team did well today, and to take it easy for now, to get some tea for the nerves at the mess tent, before you climb aboard the Swansong.

Near the lab, you see the four other crewmembers, equally disturbed, now that the shock had time to settle in. One even seems like he will be sick - but you have other concerns. Weak vocalizations of pain fill the laboratory, as the sorcerer is doing his best to mend the wounds of a pale-looking settler. You have seen many wounds in your time with the Ministry of Warfare, but not much compares to what lies on the operating table before you. Fingers missing, tendons cut, flesh wounds in gut and torso hastily filled with emergency supplies to staunch bleeding, a cheek ripped open to reveal blood-smeared teeth, and a tongue writhing in agony. Other crewmembers rush around you at the behest of the sorcerer, to grab tinctures and other supplies, before you are ushered out by one in the most polite way possible.

In the evening, you have managed to compile a much more coherent report: The search team assigned to the river south of the camp found both settlers there. One barely clinging to life, the other frozen in an explosive death, pierced and partially encased by a crystal not seen on the island before. Both of their supplies were nearby, in a small make-shift camp, but little else is known - The team quickly abandoned their search once they found the injured settler and headed back for the camp. The Sorcerer has reported back that the settler will live - But won’t be awake for days. It is important to find a way to deal with this incident - You can’t have rumors spread in the camp. After all, worried settlers are chatty settlers.

>Send out the Sorcerer with a small entourage, to assess the dead settler, before reporting back.
>Send a group out to retrieve the dead settler. Your sorcerer should be able to find out more about what happened with his laboratory.
>Send out a group of crewmen to destroy whatever insult to nature stands out there. You will have none of that here.
>Ask the Nomads for help. They will have to delay their departure further, but they might have an insight your crew won’t.
>Write-In
>>
>>5569184
>Send a group out to retrieve the dead settler. Your sorcerer should be able to find out more about what happened with his laboratory.
>>
>>5569184
>Send out the Sorcerer with a small entourage, to assess the dead settler, before reporting back.
>>
>>5569184
>Send out the Sorcerer with a small entourage, to assess the dead settler, before reporting back.
>Send a group out to retrieve the dead settler. Your sorcerer should be able to find out more about what happened with his laboratory.
The sorceror can take a look at the crime scene before taking it back for forensics
>>
>>5569184
Supporting >>5569243
>>
>>5569184
>>Send out the Sorcerer with a small entourage, to assess the dead settler, before reporting back.
I dont think we should bring this thing anywhere near camp if it can do this kind of physical and mental damage to us. we should impose a quarantine.
>>
>>5569184
>Send out the Sorcerer with a small entourage, to assess the dead settler, before reporting back.
>>
Quick Heads-Up: No Update today or tomorrow, but our adventure will resume on Saturday. See you people then!
>>
>>5569190
>>5569239
>>5569243
>>5569723
>>5569784
>>5569846

Quickly, you decide upon a course of action and inform the sorcerer of his duty. He promises to set out in the early morning hours for the following day. When the sun finally reaches your camp, the old man and a group of magically gifted crewmen have already set out for the river south of here. “Very eager, he seemed.”, your quartermaster adds, with their usual amount of distrust for anything magical. “There is another point on the agenda for the morning - ”, they continue, while you manage to empty your morning cup of tea.

“It was a great honor, Captain.”, the Elder speaks, loud enough for the crowd that has gathered around the nomad ships to hear, “My Clan is looking forward to returning to a bustling settlement.” You shake his hand before he waves to the crowd as he walks up the ramp to his ship. The people gathered to shout their well-wishes to their new friends on board the nomad vessels, as the anchoring stakes are removed and hoisted back up to the ships slowly floating away. Soon, a breeze picks up the balloons and the clan drifts off southwards, around the mountain. You watch them go, hoping to see them back in good health - and with many stories to tell and much to trade.
The rest of your morning is spent hearing reports from the various foremen of your projects around the camp. The fields have been tilled and sowed, the first harvests are supposed to come in in a few weeks' time, and even the long-term crops are now in the dirt, with only a couple of settlers standing by to maintain the fields till the harvest can be reaped. That frees up many eager hands for your housing project. “Quite a few former artists and intellectuals have found a right calling in lumber work and joinery.”, the foreman proudly reports, “And with the new influx of helping hands, I think we can finish the first huts in just a couple more weeks at most.” You talk some more about the allocation of your new workforce before he leaves to oversee the erection of the first wooden frames.
>>
In his stead, another man enters your tent, asking for a few minutes of your time. “I speak for a few fellow settlers”, he explains himself in a calm manner, “That had to give up a few of their possessions in your officers' search.” You ask him to elaborate further and he begins a small speech about the liberties the Crown would not grant men and women back in the homelands - but how they could live these out, here, far away from the Crown and its prying eyes. “Without the Censors of the Crown, we should need not give up our property without reason, Captain. Therefore, I petition you to release the items held by you and your crew, and return them to their rightful owners. At the very least, release the books - Knowledge is the greatest weapon of the educated mind, Captain.” You set down your tea and think. The man is not wrong - You are far away from the Crown and its influence, many might have expected their contraband to be tolerated at the very least. Still, what the man does not know: You do have the eyes of Public Dencency around. Even if you were to hand back what you confiscated, you wonder what their reports would tell the officials back home. In any case, it may be a good idea to set a precedent for future immigrants.

>Allow the possession of banned books, potentially magical trinkets, and other alchemical substances - You are not Public Decency, nor do you wish to police the people in such a way.
>Return the books, but other controlled items will remain forbidden. Knowledge is power, and you will need as much of it with your settler's capable hands.
>Return nothing. These items are banned for reasons, many good. You will not go back on the Crowns law.
>Write-In.
>>
>>5575776
>Return the books, but other controlled items will remain forbidden. Knowledge is power, and you will need as much of it with your settler's capable hands.
Maybe we should build some sort of library? That way they have access to the books, but we know who is reading what and when.
As for the other items, they will need to be cataloged and identified first. Dangerous or powerful ones will be kept, but harmless ones can be returned. It will take a while though, since the sorcerer is currently occupied with more important matters.
>>
>>5575776
>Return the books, but the other controlled items will be restricted on a 'need to use' basis. Anyone that wants to use such items will need to petition for them, and mist return them after use, but the use in and of itself will not be forbidden out of hand. "Please bear in mind that whether close to the crown or far from it, we are all men and women of good and proper birth and mannerism. Thus, the nature of *public decency* is one that always and inevitably encompasses all peoples of the crown, including myself."

In short, try to give them some leniency and hint WHY we're keeping their stuff away from them.

...besides, I don't want people randomly practicing magic in our backyard. Maybe when we can set up an 'Experimental Zone' or something later.
>>
>>5575776
>>Return the books, but other controlled items will remain forbidden. Knowledge is power, and you will need as much of it with your settler's capable hands.
>>
>>5575776
>>Write-In.
Set up a requisitions list for these Items, so people can check out what they need, and return it when they are done.
>>
>>5575776
Yeah, supporting all of this >>5575794 >>5575837 >>5576330
>>
>>5575776
This>>5575837
>>
>>5575794
>>5575837
>>5576330

Glad to see this many good write-ins! I'll be noting down establishing a library for future projects, as well as that "experimental zone" that was mentioned. Anyway, the update is in the works!
>>
>>5575794
>>5575837
>>5575892
>>5576330
>>5576809
>>5577194

After unlocking your chest to retrieve the books, you explain your idea of handling the other items you had confiscated. The other items will be cataloged and only handed out if their use is logged and the items returned after use - Unless the item is deemed too dangerous for the public, you cannot promise the man more. Handing over the stack of books to the man, you get the feeling he’s pleased with the outcome. "However, please bear in mind that whether close to the crown or far from it, we are all men and women of good and proper birth and mannerism. Thus, the nature of public decency is one that always and inevitably encompasses all peoples of the crown, including myself.", you capstone your explanation thusly, and the man nods, thanking you before leaving with books in his arms.

It is while you are inspecting the progress of the housing project yourself - Watching the former “undesirables” hard at work establishing the first homes evokes a feeling of hope for the future in you - that the Sorcerer and his team return from the site of the incident. “Haven’t seen anything like it, probably not even in the Great Campaign!”, the old man exclaimed, after stuffing his pipe and lighting it in the comfort of your tent - yet his face darkens when exhaling the smoke, “Even with all my enthusiasm, there are a few disturbing discoveries we made.”

As he begins explaining, the Sorcerer has to keep himself from drifting off into musings about such a potential discovery. Still, you manage to get a clearer picture of the scene: It seems the settlers were trying to make camp, before the incident itself occurred. The camp itself wasn’t set up to completion, supplies and various personal items of the settlers were strewn about the small clearing. “I believe, the unsanctioned one was suddenly overcome by the spell he was channeling - unconsciously or unknowingly. In either case, before meeting his violent end, both he and the survivor must have caused quite a scene.”, the old man explains.

You ask if this is how the survivor acquired his injuries, but the Sorcerer doubts this: “I believe, whatever spell this poor fellow cast was successful.” You ask for clarification, while another puff of earthy-smelling smoke is blown toward the tent’s ceiling. “The caster seemed to be unarmed, as was the victim. There were no impact marks, no shrapnel of crystal. Captain - We must consider the possibility that this spell summoned something. Something capable of inflicting such injuries. Something requiring a large amount of aether, that was improperly channeled, ending the unfortunate unsanctioned sorcerer.”
>[1/2]
>>
A moment of silence settles in, as you consider the Sorcerer's implication. He can’t say what was summoned if anything - nor where it went. “The crystal is still giving off a lot of ambient aether - As if someone was still channeling. Even if there was a trail, I would not be able to pick it up.” You sigh - As if the problems never stop coming. The two of you discuss possible counter-measure for whatever may be now lurking out there, but your Sorcerer admits to there being too many unknowns for him to mount an effective magical defense.

“We might be able to gather further clues if we figure out what might have caused this man to channel such a large amount of aether. I would like to gather the needed hands and supplies to bring the crystalized remains back to the laboratory.” He assures you that the crystal is most likely harmless, “The increase in ambient aether might cause some sleepless nights or symptoms of slight sickness in those more sensitive to aether in general, but that’s nothing we cannot treat.” You consider sending out the Swansong to the location of the incident instead, but from the reports you have, the ship would be unable to anchor close enough to the ground to allow the transfer of the crystal.

>Allow the Sorcerer to retrieve the crystal. You need to know more and the laboratory is the best place for your Sorcerer to work on such things.
>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the
>Send out a party of hands with chisels and hammers - You can't have something this potentially dangerous anywhere near your colony. Once it has been dismantled, your Sorcerer can pick through the remains all he wants.
>You would rather have your sanctioned magician close at hand for any eventualities - For now, that hunk of crystalized aether won’t go anywhere. What might have been summoned, however, will.
>Write-In
>>
>>5578302
Need to finish writing out one of the options.

>>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the

that the what?
>>
>>5578305


Thanks for catching that!

>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the Sorcerer will have to deal with an improvised work environment.
>>
>>5578302
>Allow the Sorcerer to retrieve the crystal. You need to know more and the laboratory is the best place for your Sorcerer to work on such things.
>>
Now that everything's clarified:

>>5578302
>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the Sorcerer will have to deal with an improvised work environment.


I JUST said no magic in our backyard. If crazy magic shit is going to happen, do it where, ideally, the explosive aftermath either won't immediately kill us all, or be big enough that just about nowhere would be safe anyway.
>>
>>5578302
>Allow the Sorcerer to retrieve the crystal. You need to know more and the laboratory is the best place for your Sorcerer to work on such things.
>>
>>5578302
>Only allow the Sorcerer to set up a temporary field lab
>>
>>5578302
>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the Sorcerer will have to deal with an improvised work environment.

While he is a sanctioned sorcerer for a reason and thus probably wouldn't do something stupid with the crystal in our lab, and the field laboratory will probably result in sub-par findings, we simply can't risk damaging our only lab, ship, or encampment this early on in the settlement process.
>>
>>5578480
This.
>>
>>5578302
>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the Sorcerer will have to deal with an improvised work environment.
>>
File: Nonsuscrystal.png (227 KB, 567x573)
227 KB
227 KB PNG
A seemingly magic crystal that fucks with the head of people nearby? Hmm im sure it's completely safe.
>>
Also
>Only allow the Sorcerer to set up a temporary field lab. You won’t take any chances of causing more harm to your settlers, even if that means that the Sorcerer will have to deal with an improvised work environment.
>>
Hey people, the QM curse has caught up with me in full force. I already archived the thread and once I'm in health again, I'll sort my notes and get the second thread going.

Thanks for sticking with my patchy update schedule, it's been a blast getting back into QM'ing. In any case, watch out for thread 2 somewhen next week!
>>
>>5585769
Take care of yourself and get well!
>>
>>5585769
Thanks for running and get well soon.
>>
>>5585769
See you around, was fun participating! Take care.
>>
>>5585769
take care



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.