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Archived threads in /qst/ - Quests - 428. page

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You, the players, are in control of the great nation of Valornia, a state founded by the Skorupi and Yanma tribes long ago. In this world, Pokemon are the only sentient beings and as such, civilization grows on their backs. These days however, the time of the guilds of yore and small separated towns are long gone, replaced by kingdoms and empires ruled over by a king or queen, casting stability over the land with power, might, religion and politics. One of your main goal is to ensure the continuity of the state, prosperity of its people and the security of its land through those very same measures:

Military might, political savvy, economic power and stability of the nation.

The Counsel State of Valornia has, by this point, through politics and conquest, gained the northern half of Root Island as its own land, which is starting to be called "Ostrov of Srdnatosti" or Isle of Valor by the populace. Your other goal's as of now, however, is to unite the Haven Isles under your banner. First Root Island and eventually, the Haven Island.


Thread Archive - Read here to understand - http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Pokemon%20civ%20evo
General Civ. Stats - http://pastebin.com/B4bgBxNn
Military Stats - http://pastebin.com/K5ydbEM8
Twitter - @Artic_Kobold

Recap: The Steam Engine had been invented, kicking off the Steam Age, a situation has cropped up in the Halzæ Peninsula and the siege of Hasglow is going well. Along with all this is the news of a large continent to the west ripe for the picking.

[1/2]
25 posts and 5 images submitted.
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>>492786
[2/2]

TECH -| Ballistic Pendulums - 1
TECH -| Strange Vehicle, Decipher - 3
MILITARY -| Research Remoraid - 0
MILITARY -| Howitzer - 2
POLITICAL -| Political Survey - 4
POLITICAL -| Contact, Meriden and Molkasia - 1
SOCIAL -| Youth Organization - 0
ESPIONAGE -| Culture Spread, Karovia - 3

The research on Remoraid has been completed. Designs for a new attachment, a sniper scope, to the Láska-Stárek Bolt Action and Kolar-Kasun is now available for development using a Military slot. Also available is the Water Cannon, which may be used to wash walls, fight fires and disperse protesters whenever needed.

The new 'Young Monster Caretaker Association' has been created to aid the development of young monsters and to inspire them to do great things while teaching them skills like carpentry, welding, leadership and such. Another benefit is that through this program, young minds will be easier to keep a hold of and become loyal members of the state- something that hasn't been made public.

---
http://suptg.thisisnotatrueending.com/qstarchive/455605/#p482857
http://suptg.thisisnotatrueending.com/qstarchive/455605/#p483133

"Hmmm..., we'd like to learn more about the situation in these lands before making a formal decision. Things are still open to discussion however and we hope to have future dealings with all of you."

The response was vague enough to assure Mihael and Pavli that Valornia isn't that willing to jump in headfirst. Krištof is okay with the decision, hoping Valornia would wish to talk later on.

The parties in the room give their permission for the envoy to continue searching for Groudon and are given special permission to cross their borders, as long as the deal is kept.

---
With the announcement of a new continent, the government has been working hard to try and figure something out. It wasn't long ago when they found Rulona, or rather, rediscovered it considering they possibly migrated from that land... presumably.

Although Valornia has colonized before, it was only minor islands to the southwest but another continent is a different story. One suggestion that has been making rounds is the idea of making an official charter of colonization, detailing how colonization may work. A large proponent is advocating that within this charter, the local populace of tribes and such are to be left alone for now, something that is agreed on. It was only 100-200 years ago that Valornia was a mere tribal state itself.

But the charter will need more than that, some other things must be evaluated:

>Resources - How much does the colony keep? 20% or 40%?
>Trade - Should Valornia handle a colonies trade or let them handle it?
>Should the colony be governed directly or have it's own sub-governence?
>What rights do the colonists have over there? Are they full citizens of Valornia or are citizens of the colonial state?
>Should the colonial state be able to pass its own law or must it go through Valornia first?

Choose one answer for each.
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>>492885
-In the beginning, the colony gets to keep 40% with the expectation to lower 20% after things are settled
-trade should be handled by valornia at first, with partial transition after
-governed directly until at least 1 major port+major city are created
-full citizens of valornia, but acknowledge that they will become "colonials"
-go through valornia for now
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>>492924
actually, change the percentage from 60% to allow ample growth to 30% later

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Hello, and welcome to Imperial Knight Quest. A few months ago I wrapped up a long story that I was writing on /tg/ and was asked to consider making a quest and have finally got around to doing so. This quest takes place a few years after my last story concludes so you may want to read it. (First thread: http://suptg.thisisnotatrueending.com/archive/27693404/ Other threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Knight%20of%20the%20Realm ) So without further ado, welcome to Imperial Knight Quest.

About two years ago, you distinguished yourself in the service of your King and the Imperial Realm. As a result you were awarded a rare honor, the opportunity to become a Knight of the Imperial Realm. Located in the North of the Realm, the Royal Academy of the Knights of the Realm is housed in a large keep, surrounded by strong walls. To the North and West of the keep streaches the town that supports the academy and its students. To the South lie the training grounds, including a small mock city for practice. In the East the Verun river flows south to the sea.

After extensive training and testing you have finally come to the conclusion of your long journey. Take a moment to reflect on how you came to be here. Who are you? What part of the vast Imperial Realm did you come from?
>Decisions will be made by general aclaim or by vote in case of a near tie.
250 posts and 63 images submitted.
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>>492236
OP, I'd rather you make those choices yknow.
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>>492236
So let’s start with race. What are you and where did you come from?
>Human – No real advantages or disadvantages but notably are the tallest race in the land. The majority of the Imperial Realm’s population is humans and they tend to be able to adapt to any environment or region with ease. Humans tend to come from two regions of the Imperial Realm, the Realm itself or Omrachena Zemli to the Northeast, however they can come from any region, including the Kingdom of Pommes to the South.
>Elf – Graceful and elegant, but often on the frail end, elves stand a full head shorter than humans but often can live about twice as long. Representing a minority in the Realms, they never the less are considered to have substantial political sway amongst the nobility due to the large number of elven family members in the Imperial Royal Family. The extent to which this is true however may vary. Elves tend to come from Albero Città or its surrounding environs, however on rare occasion may originate elsewhere.

>Dwarf – Stout and powerful, but usually lack some degree of finesse, dwarves are a head shorter than even the elves but share similar longevity, living about one and a half times a human lifespan. While the decision of the Dwarven Clans to maintain a degree of autonomy from the rest of the Imperial Realm has hurt their standing amongst the nobility, the talent and skill of their craftsmen have won them friends throughout the land, particularly amongst the merchants who trade their goods. Most Dwarves come from Hammerburg, the largest dwarven city state in the Realm, although other holds are certainly present.

>Other – These three are not the only races to live in the Imperial Realm. There is plenty of variety to choose from, although without being a major population, they may not be looked on fondly by those unfamiliar with them.
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>>492257
>>Human – No real advantages or disadvantages but notably are the tallest race in the land. The majority of the Imperial Realm’s population is humans and they tend to be able to adapt to any environment or region with ease. Humans tend to come from two regions of the Imperial Realm, the Realm itself or Omrachena Zemli to the Northeast, however they can come from any region, including the Kingdom of Pommes to the South.

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Welcome to the beginning of a new cultural evolution hosted by the Grass Philosopher of the original hosted by Richard.

The first three to claim a tribe are the leaders, the leader will make a decision as to how the tribe will culturally evolve and what action they will take per turn. If the members of a tribe are unhappy with their leadership they are encouraged to split off from the tribe to form a new one. The new one will share most characteristics of the original tribe but will gain new ones. I will moderate this so it is not abused.

Genetics will be allowed to an extent. For example if tribe A breeds with tribe B their offspring will share characteristics of both tribes and will gradually blend with the home tribe.

Every tribe will begin with a height of 5'5 and a weight of 70kg to begin with, diet and cultural evolutions will effect this. This will also be taken into consideration when breeding. Nobody currently has any cultural traits.

Now for the leaders choose a place on the map to settle and name it, please don't name it anything autistic like Winterfell, please try to be creative. More of the map will be revealed through exploration.

Have fun.
327 posts and 51 images submitted.
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Here are the three tribes to choose from currently. More will be revealed through exploration.
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>>490812
I'm the blue guy
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>>490812
I'll set up in the most north and to the right. Right where that river is.
Named it Sea Hold.
Anything else I need to know, or do?

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In the last chapter, Zheng Li meets with a triumphant Sun Jian and treats him with a banquet. Emperor Ling passes away, and Zheng Li decides to take advantage of the situation to further himself. Dong Zhuo takes over the the Imperial court, a coalition against him is called out. Raising troops and recruiting the warrior Song Qian, Zheng Li heads to Chenliu. There he meets with Yuan Shao and secretly allies with him.

--------

This quest is an RPG-styled game following the Three Kingdoms period of China and the novel Romance of the Three Kingdoms by Luo Guangzhong. You play as a fictional character following through the events of the Three Kingdoms and hopefully rising to become an important player of with the famous figures. You will start off as a no-name, average character who can rise up through effort. Most of the characters and story will follow the events of the novel first, history second, the RoTK games third, and only a very small part will come from the Dynasty Warriors games (Mostly character personalities if suitable).

The goal of the game is to create an interesting story more so than win. While this game will not be harsh, mistakes and carelessness may result in the loss of your faction and even the death of your character. Sometimes circumstances may be unfair as not even Zhuge Liang could not save his kingdom after Shu lost Jing province. Still, thinking and common sense should get you through. Whatever the case, my goal is to hopefully see you create an interesting story more than conquering the entirety of China.

-------

Character info: http://pastebin.com/yDvYKdAk
Force info: http://pastebin.com/0e7vF6mZ
Market: http://pastebin.com/YwtG4Bjm
twitter: https://twitter.com/RainsArpeggio

Last thread: http://suptg.thisisnotatrueending.com/qstarchive/455722/
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The coalition force has been broken up. The capital city of Luoyang has burned down. Already you hear news that the other lords of the realm are gathering troops and preparing to attack one another. The last vestige of Han power has waned and the time of lords at hand. You make your way back to Chen commandery with your remaining troops and Zhang He in tow.

Lu Fan sighs along the journey and he is saddened by the failure of the coalition.

“The reign of the Han that has long since prospered, and to whom's bounty we have enjoyed has finally come to a close. Decades of ancestral tombs and knowledge have been desecrated by Dong Zhuo. All things must come to an end, but what a pain to see a long dynasty tumble down.”

“But it is by this opportunity that new heroes may arise,” Hao Xian says. “Though the end of an empire may be a tragedy, the fires that burned it down create a new place of growth. We can be the seeds to a new, better dynasty.”

What do you say on the matter?

>the Han was weak and corrupt, no sympathy
>we must all mourn the passing of a great empire
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>>493273
Hey, just read through the archives for this quest.

I also participated in the original TKQ back in 2014 and glad to see that there's a new version.
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>>493273
>>we must all mourn the passing of a great empire

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You are Trash, she's Snacks, you are at the gym-staurant, you a waitress, she a dishwasher, and the shift barely started.

Wut do?
16 posts and 2 images submitted.
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>>499975
Waste time by talking to Snacks and not doing our work. Also, avoid Cross Boss.
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>>499978
As some bald guy aims the fork to its spaghetti you take the dish from him and leave without a word, go to the kitchen, and empty it in the trashcan in front of Snacks. You hear someone cursing behind you, getting closer.
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>>499991
Hide in the broom closet. With Snacks. Possibly do /lewd/ things while hiding.

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Welcome to the world of the Iron Kingdoms! A land full of magic, war, and adventure. This land holds many secrets and wonders, but be warned, the iron kingdoms are unforgiving. Together we will create a brand new story, you the posters will control exactly what happens to your hero or villain. You may find yourself being a powerful mage known as a warcaster with the ability to command large steam powered robots known as WarJacks. Perhaps your more in it for the coin, you like to be knee deep in the shit of things, and come out clean and rich on the other side. Maybe your just working your way through the army one corpse at a time. The choices are yours, who you are is your own design, but who you will become is all up to Iron kingdoms.
In this first part, players will have the chance to vote for their characters items, race, and background. Each choice will decide the roads you may take and where they lead.
Actions will also be determined by a roll of 2D6, 1's will take 3 points off the final number.
I will be online for many many hours today, if interest seems high enough we can have many sessions. About me, I am a D&D dungeon master who has been hired by Wizards of the Coast many times to professionally DM for conventions. This role play is based in the world and on the game Warmachine&Hordes by privateer press.
30 posts and 13 images submitted.
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>>498392

Sounds interesting. Whats up for vote first?
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Your first choice will be the nation you are under, to keep things simple we will go with the basic ones. Your nation will determine you starting career, your initial loadout, and a good place to start.
Cygnar: A nation rich with resources and tech, they invented the key component to make warjacks function, as well as perfect tesla technology. Cyganr may be wealthy in its roots but its histroy is soaked in blood, and you dont get where you are today without burying a few people along the way.
Khador: With their origins set deep in Russian lore, they are a proud but poor nation, they are highly resource starved in a cold place. They make up for the losses in proud culture, strong men, and a will to survive
Menoth: In a world where god is a known fact, the protectorate of menoth follows and worships their god with absolute unshakable faith. The menite church believes the true path for men is to be cleansed in holy fire.
Cryx: A nation led by a dragon named Toruk, they are a diverse and powerful nation, unfortunately most of the nations inhabitants are undead thralls. But some find themselves working for the cryx with their souls intact.
Mercenaries: Outcasts of other nations, their loyalty is kept in hard cold iron and gold, they are led by powerful leaders and hold a honor code among themselves, but life for a mercenary is never easy, getting your hands dirty is just part of the day.
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>>498452

Mercanaries

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ON THE GRIMDARKNESS OF THE FAR 41 MILENIUM THE GOD EMPEROR OF MANKIND NOSE ITCHES, EVEN THOUGH IT HAS FALLEN A THOUSAND YEARS AGO;

MEANWHILE ON A PLACELESS TIMELESS MOMENT IN THE WARP DEPTS TZEENTCH COMES TO NURGLE SEEMINGLY HAPPY.
-NURGLE, I HATE YOU AND EVERYTHING YOU STANDS FOR
-BUT PHANTOM ITCHING IS PROBABLY THE BEST THING YOU EVER INVENTED!
NURGLE WHILE MIXING HIS EVERPLAGUEFULL SOUP RESPONDS
-SOOON ENOUGH
-THE ANATHEMA WON'T STAND
-THE SUCCULENT ITCHING...
*SLUURP*
-IN HIS DECAYING BODY ANYMORE.
CRAVING TZEENTCH COMPLETES
-AND THEN HE'LL EXPLODE, DESTROYING MANKIND AND THEN HE WILL JOIN US AS A NEW CHAOS GOD!
-JUST AS PLANNED!
-NYE-HEHEHEHEHEHE!
OUT OF NOWHERE SLAANESH
-OOOOH!
-All this excitement and torment is getting me
-SO DAM HORNY
[inhale]
-Anyone of you, please ram this chainaxe deep inside me and rev it as hard as you can!
...
-Who in the everliving MOTHERFUCKING COCKBISCUITS STOLE MY CHAINAXE!?!?
SCREAMS KHORNE

SOMEWHERE ELSE IN THE GALAXY HYPER ZEALOUS WARBLORDS FIGHT BECAUSE WHY NOT? THEY WANT GRACE WITH THE GODS

THE RULES:
YOU ROLL 2D100, ANY DUBS OR 50+ RESULT IS A HIT
YOU HAVE ONE WOUND, IF SOMEONE HITS YOU YOU DIE
POST YOUR NAME AND GOD, DON'T ROLL UNLESS YOU ARE ATTACKING SOMEONE, YOU CAN'T ROLL YOUR ATTACKS BEFORE SOMEONE ATTACK YOU. YOU CAN ATTACK SOMEONE ON YOUR FIRST POST OR WAIT TO BE ATTACKED, IF SOMEONE ATTACKS YOU YOU ATTACK HIM BACK ON A NEXT REPLY, IF SOMEONE SURVIVE OP WILL GIVE HIM A EXTRA WOUND. FIRST WITH FIVE WOUNDS BECOME A DEMON PRINCE AND WIN.

CHOOSE A NAME:
PICK YOUR GOD
TZEENTCH(JUST AS PLANNED): YOU ARE IMMUNE TO DUB ROLLS, NO DUB CAN HARM YOU, DON'T MATHER THE NUMBER, JUST AS PLANNED
NURGLE(DEAD INSIDE): YOU HAVE ONE EXTRA WOUND BUT YOU NEED 6 WOUNDS TO BECOME A DEMON PRINCE
SLAANESH(DICKFIGHTING MASTERY): YOU HIT ON 40+ OR DUBS
KHORNE(TRIPLE WIELDING): YOU ROLL ONE EXTRA DICE
THE EMPEROR(ATHEISM): YOU IGNORE EVERYONE ELSE RULE, THE 40+ HIT ON SLAANESH, THE BEST DICE FROM KHORNE, THE DUB IMMUNITY FROM TZEENTCH AND KILL NURGLE WITH ONE LESS HIT
84 posts and 22 images submitted.
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ALSO KEEP IT CIVILIZED, NO TWO PEOPLE CAN ATTACK THE SAME PERSON AT THE SAME TIME, ONLY THE FIRST CHALLENGER WILL BE VALID.
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HERE, OP STARTS, I'M HELENA, WAIFU OF DADDY NURGLE. 2 WOUNDS OPEN TO CHALLENGE
>>
Rolled 6, 21, 88 = 115 (3d100)

Graak the Ripper

KHORNE(TRIPLE WIELDING): YOU ROLL ONE EXTRA DICE

>>497174
BURN! MAIM! KILL!

(Sorry QM, the blood must flow, it was either you or me)

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Today's your fifth birthday celebration. The whole household is bustling with joyous laughter. It's the afternoon, a cake is on the dining table for you to enjoy. Your Father, Mother, Brother and Sister are too sited at the table Smiling at you.

"Well what are you waiting for Len? Make a wish. We want to enjoy the cake too!" Your older brother says frowning at you, but not convincing in the slightest.

You look at the candle. Think about your those around you. About your Father, Delfor Lord of Iwis. Your Mother Lady Hiera, the epitome of Motherly Love. Your Brother Quell , Heir to the Lordship. Your Older Sister Viona, Who's Already betrothed and will leave in a few year. The Kind servant who were by your side, and the lack of friend you have.
And Finally you think about yourself,Lennerick, Last born of the family, even at your age you realize that you have no destined path like your family, you wont get any land, and your family can't afford a huge Academy for you to learn in,but maybe fate will provide you with opportunity.

The Flame of the Candle flicker before you. You blow the candle.

What do you wish for?
35 posts and 1 images submitted.
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>>494293
Power.

Wishing vaguely is always a good idea.
>>
You don't know what the Future hold, but weakness would surely not be allowed, so you Wish for Power, it can come in many form, but you just hope that a time will come where you have enough of it.

A year passes quietly.

You are sparing with your Brother, holding a small wooden sword. Your started to train with the Sword shortly after your previous birthday.
Your are quite gifted with it, as if the sword was a part of you, you already causes huge headache to your brother even if his 10 years older than you. You can't harm him, but you're agile enough to touch him.
Araan, the Master-at-Arms is standing to the side, watching your duel, a smile on his face.
After another couple of minute he intervene.
"Alright Warriors, I think it's enough for today, go wash yourselves before you mother start lecturing you."

Happy with your stand-off against you brother. You go merrily to the Bathroom.In the Bathtub you keep on thinking about Power, you think you've found the Path you'll walk on, the Sword.

Another couple of year goes on, During this time your prowess with the sword keep on improving, 8 years old, and now only the Master-at-arms is able to stand against you evenly. The Sword has become a part of you, you dream about it. And sometime you stare at Forged sword for hours. You long for one, but inexplicably, none of those you take in hand seems to fit you, after a few round with any, you just feel uncomfortable.

Your father ,one day, come talk to you:
"I know that you're a smart kid, and i see that you dedicate yourself fully to the Way of the Sword. And you also know that you'll hit a wall sooner or later if you stay here, but i can't pay for any Military Academy, the Household can't afford it."

You look at your father in the eye, determination in your heart, you know he wouldn't come here without an idea.

*Sigh*
"But indeed they are other way. The Easiest would be to get yourself sponsored by another Family, you have talent, and surely some mightier Family would pay for strong warrior. I have a few friend in the capital that could introduce you to those kind of family. But you'll have to know that if you get accepted, you'll be forever tied to them, if you ever leave, then your Honor, and Loyalty will be questioned, and your Reputation ruined... The Harder way would be to travel through the wilderness, hunt treasure, and hone your skill through hardship, You already are strong enough to defend yourself against commoner, but the Dangers of the Wilderness is beyond what you've seen before. but at least you'll keep your freedom."

You ponder the word of your father, not sure of the decision you should take.

"Nothing is urgent, take your time to think about it, But no matter your choice, i'll help you with the best i can do."

Looking through your bedroom window, you wonder about the outside.

What path to take?
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>>494337
>The hard path.

Let's become an adventurer!

There's more loot that way.

(Welcome! First off. This is a surreal, survival/apocalyptic modern day Quest. It has a heavy focus on progression and RPG systems, you get better at things the more you do it.)

Slowly, you awaken. Feeling the cool dirt beneath you, arms quite tightly wrapped around what feels like wet moss. Faced with quite possibly the strangest hangover you’ve ever endured, battling with your body for what feels like a solid minute before regaining sight in its dazzling glory of what one could only liken the sensation to ‘a bukakke of sunlight’. Squinting as to not go blind, slowly eyes readjusting and able to focus again. You have indeed spent the night spooning a log of rotten wood and hopefully nonpoisonous moss, slowly readjusting yourself against the log for a better chance to gather your thoughts.

Well, you tried at least anyway. But whatever you had taken last night must have done a number on you, as trying to remember anything, even your name at this point was a bit of an effort. However, something that withheld at least a tiny bit of panic is that you know the memories are there. But trying to find them is like attempting to set one’s self on fire with a glass of water.

So, you at least try to remember your name. What is it?
37 posts and 5 images submitted.
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>>494273
Huh?where the fuck am i? Im Ace
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>>494273
Alice.
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>>494273
Freddie

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Welcome to Life of a Bastard Quest! You take the role of Lucerys Waters, the captain of the Free Company of Andals and First Men. In the last thread, you captured the daughter of a Myrish tradesman, foiled the machinations of a notorious pirate, discovered the son of your employer sought to have you killed, rescued a little girl, and decided to do some shopping.

Pastebins are here:
https://pastebin.com/2MeUTRPg
https://pastebin.com/v5S90MAg
https://pastebin.com/7ReMAKUp

And the archives are here:
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Life+of+a+Bastard+Quest
99 posts and 17 images submitted.
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Arriving in the market, you extract from one of your saddlebags a long list of items which you've set out to find. Your first stop is bladesmith just off the market square which Ser Cedrick vouched for as the most skilled in all of Lys. His workshop is little more than a long wooden shack set up in an alleyway between two much larger buildings, but stepping inside the quality of the steel on display is undeniable. Everything on display, from the farmer's scythe hanging near the front of the shop to the enormous flame-bladed greatsword hanging behind the brick forge, possessed an undeniable quality.

You're greeted by an apprentice shortly after stepping into the shop, a boy perhaps fifteen or sixteen years old in a soot-stained apron who stinks of burnt hair. Drawing forth your current blade you lay it out on a counter and explain that you're looking for a replacement, your bastard sword having served well for the past few years. The apprentice ask you a few follow up questions, whether you want something made custom or would content yourself with some of their preexisting work, and after a time he vanishes into a back room.

It's some few minutes later that the boy emerges with a scabbard in hand, the leather inlaid with gracefully swirling lines of silver. The sword's hilt is largely unadorned save for its wrapping of fine black leather. Drawing the blade forth the white metal gleams brilliantly in the warm light of the forge and testing its edge against a plucked hair you're pleased to find it splits the silver thread with apparent ease.

Satisfied you pay the boy four dragons, the price being reduced by the sale of your current sword. That done you briefly affix the new blade to your hip before turning towards the shop's doors. It's on your way out that you notice the thin, graceful blade hanging on the wall. It has a basket hilt and a supremely practical design, the only true decoration being an enormous fire opal which serves as the sword's pommel. The orange gemstone glitters prettily in the firelight, and you're reminded of Sereya's earlier admission that she quite missed the blade she wielded before being captured by your mercenary band.

On a whim, you purchase the dancing blade in addition to your own, the cost negligible compared to the vast sums of wealth you've accumulated over the last few months. You likewise purchase a scabbard for the blade, decorated with a spiderweb of gold across its wooden surface. With the dueling sword likewise strapped to your hip, you make your way into the marketplace and begin to wander in search of your next destination.

(1/3)
>>
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You asked after the tailor from which Ser Mathis ordered your current outfit, in all its flamboyant glory. Much as you might not like the style, the quality was undeniable. Finding the woman's shop is a matter of but a few minutes and you spend perhaps an hour discussing what you'd like with the proprietor or getting measured for any number of various articles of clothing. In the end you purchase five new outfits and pay six dragons for the lot. It would have been five, but you paid extra to ensure she'd have them ready come tomorrow afternoon.

Stopping at an inn just off the market you take a somewhat early lunch, enjoying a manner of pastry stuffed with peppery sausage and melted cheese. It's hot on the tongue but the chilled wine you ordered to accompany the dish, a golden Lysene vintage, does much to soothe what heat it possessed. Asking around the common room for the most skilled armorer in town, you're surprised by how unanimous the answers are. Each and every man in the inn points you towards a shop some few blocks from the marketplace where a man by the name of Marten has his shop.

Making your way through winding streets and narrow alleys, you shortly find yourself standing before a truly grand workshop just off the marketplace as the inn's patrons described. It is perhaps three stories tall, and the ring of metal striking metal rings through the air even over the hum of the constantly bustling crowds. Stepping inside you find yourself in a surprisingly well-appointed sitting area, the walls decorated with all manner of curios and novelties. You see a severed eye floating in a jar of some foul smelling concoction, and the enormous skull of a dragon dominates the desk opposite the doorway. It's no small wonder that a guard stands at the entrance to ensure the safety of what are no doubt priceless treasures.

A servant bows low as you step into the room proper, and after explaining your desire to commission a masterwork he vanishes into one of the man corridors branching off the room in search of his master. You're only left waiting a few minutes, and the various curiosities filling the room are more than enough to occupy your time. In fact you're caught unaware by a companionable slap upon the back, and whirl around to find a short, bookish looking fellow staring up at you with a wide grin. “Hello! Vyren said you wished to commission a piece. What sort might you be interested in?”

You found it odd how eager the little man seemed, practically bouncing up and down at the prospect of work. It's clear he didn't want for money, and everyone you've spoken with saw fit to mention his immense skill. You were expecting a weary old man, burdened by an immense backlog of orders. “I require a new suit of plate, my current set being some few years old and quite battered.”

(2/3)
>>
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The man you presume to be Marten strokes his beard contemplatively, assessing you with a careful eye. “What sort were you hoping for? Something purely of practical make, or perhaps a little more decorated? Something regal and commanding, or frightful and intimidating? Anything specific in mind as to its appearance?”

>You want something dark and intimidating, to strike fear into your enemies.
>You want something shining and regal, that you might inspire admiration in your men.
>What are you, some kind of prancing faggot? A plain suit of armor will do, the best he can manage.
>Write-in

>Anything specific in terms of decoration?
>Yes (Write-in)
>No

Not going to be posting too often in this thread, but I'll probably post one more time tonight and intermittently throughout the week.

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You are a young cadet currently on Her Majesty's Ship Sapphire, pride of the Kalisian Navy and flagship of the South Fleet. You consider yourself very lucky to serve on such a modern vessel, sporting a bright green paint job and some of the most powerful guns afloat. The technology level is roughly that of World War I, with limited magic.

Relations with Kalisia's age-old enemy, the coastal city-states comprising the Toraten Alliance have been steadily deteriorating, hence the South Fleet's deployment to Toraten's shores as an intimidation tactic. Everyone on board is excited for the inevitable war declaration, ready to prove themselves loyal to the monarchy.

First off, what are you doing aboard ship? There are three different career paths you could be taking:
>Deck Officer: These men and women handle steering the ship and commanding gun turrets. Seen as the most prestigious ratings, they are mostly upper-class and from families with extensive Navy backgrounds. The highest rank you can attain is Admiral.

>Engineering Officer: They handle the massive turbines and steam engines in the bowels of the ship, as well as maintaining much of the machinery. Most of them have working-class backgrounds in the factories and rail yards of the capital, Kalisia City, and are looked down on by the Deck officers. A good engineering department is essential for a fast, capable ship, but it also has the highest average death rate when not in combat. The highest rank you can attain is Admiral.

>Marine: They are responsible for conducting shore operations, serving as the ship's guards and police force when not in combat and boarding other ships. Formerly drawn directly from the Army, the standalone Marines have only existed for twenty years. They have a well-deserved reputation for toughness, and are the only branch that will accept magic-users. The highest rank is General.
>Decisions will be by vote.
>First careers
>Then races
>Then we get going
Have fun!
45 posts and 3 images submitted.
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>>492962
>Marine: They are responsible for conducting shore operations, serving as the ship's guards and police force when not in combat and boarding other ships. Formerly drawn directly from the Army, the standalone Marines have only existed for twenty years. They have a well-deserved reputation for toughness, and are the only branch that will accept magic-users. The highest rank is General.
>>
First one to five votes wins.
>>
>>492962
>>Deck Officer: These men and women handle steering the ship and commanding gun turrets. Seen as the most prestigious ratings, they are mostly upper-class and from families with extensive Navy backgrounds. The highest rank you can attain is Admiral.
If we can command the battleship, it'll be worth it.

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The fact that you weren’t the only one with chute deployment issues becomes quite clear as your eyes adjust to the bright, violet sun.

You’re lying in some sort of a bog. There’s higher ground up ahead: the predetermined drop zone; you had studied that damned ridge for hours on end back on Drekkar. Something went south during entry, your best bet would be a faulty atmospheric evaluation.
The landing was, to put it lightly, rough. You must've hurt your head because it’s pounding tremendously. You're still wearing your hammerfall-suit on your upper body, the automatic decoupling system must've been overridden by the giant dent located above your right collarbone. Apparently the chestpiece is pinched in place. Your leg-gear, helmet, and gauntlets all came off the way they were supposed to.

The screeching ache in your head steals your attention and you reach for your right temple with your left hand. Although it’s a struggle with the robust armoring, you are able to find out that you are, indeed, bleeding. You force yourself to focus, you have neither means nor time to thoroughly examine your injuries, it’ll have to wait.

You spot two men on the ground, the two tráels that Chieftain Oak assigned to you merely minutes before mission launch. If they are dead or wounded, you can't tell. Further ahead Einar is fighting off the aboriginal, ehm… creatures, for whom you came to slaughter (the Vereingjar aren’t exactly known for their diligent use of euphemisms, nor sympathy). The Cáurr, they’re called. Freakish, blue skinned marsh-people who, for reasons beyond your comprehension, call these forsaken wetlands home.

You never cared much for him, Einar. In truth, you barely even know him. Nevertheless, it would take an idiot to question his ferocity and resourcefulness in battle. At first you thought that he, somehow, managed to get down unscathed. After a second glance, however, you realize that his leg is bent at a right angle. You hope it’s just a dislocated ankle, but fear his shinbone snapped on impact. The Vereingjar men and women are as tough as they come, and have been known to muster through copious amounts of pain while standing their ground.

(1/2)
105 posts and 16 images submitted.
>>
The Cáurr had huddled in their burrows, watching as their attackers fell from the sky like hail, meeting the ground, and their disappointing fate, with equal haste. Now they had brought themselves to action, swarming the bog and piercing the air with foreign war cries.

There are two others standing up, a tráel and an ambátt. You do not know the man’s name, and why would you? They are both slaves, after all. Dana, however, the ambátt shieldmaiden, you do recognize. Remaining oblivious to her reputation would prove difficult after spending more than a few hours on Drekkar, the Vereingjar frigate you’ve spent the last three weeks on. You remember seeing her back on launch bay, boarding the adjacent Sn-3KKJA dropship.

They are holding their own in the marsh, staining it with the discolored blood of their exotic foes. But for how long? They are severely outnumbered. If… no, when the Cáurr get through them, there will be nothing stopping the savage creatures from getting to you.

You snap out of your gaze over the increasingly carnaged landing site, you have to focus on yourself, before it’s too late. Your parachute is still attached to you with titanium-infused paracord, it's going to limit your mobility to all but none. You do have a knife in a thigh sheath, the only tool (or weapon, if worse comes to worst) currently accessible. You could at least cut yourself free from the parachute, but it would probably take a while.

Your outer armor is cooling rapidly but it's still hot from entering the atmosphere; touching it right now with the thin inside of your gloves might melt the fabric and burn your hand underneath it. Most of your equipment is beneath the chestplate and out of reach until the armor has been removed, one way or another. There is a manual explosive decoupling mechanism for emergency use only. You would not have thought twice about it if it wasn't for the hull damage which led to the primary mechanism failing. If the plating has been bent in a way so that the charge is aimed inwards, or even sideways, it could kill you.

>Trigger explosive decoupler
>Get to work on that paracord
>Call for help, dignity is of no use to the dead
>>
>>492717
>Call for help, dignity is of no use to the dead
>>
>>492717
>Get to work on that paracord

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Absolutely carnage ensues, we kill off 1,390,000 in a well done volley of fire from most of our frontline Riflemen, and then a quick Cavalry charge with our Cavalry, tearing the enemy line to shreds and causing great discomfort to the enemy leaders. The man who is always in the front of these charges, is named Mike Pence, who's ancestors were long time friends of the Trumps, our first kings. Although they target our flanks in this part of the battle, we do lose about 100,000 cavalry, however we take minimal losses from the Raven's teeth, which are only 35,000.

17,260,000(7,465,000 musketmen, 1,990,000 Cavalry, 6,795,000 Raven's teeth, 410,000 Marksmen, 600,000 Swordsmasters)vs 5,620,000

Keep rolling those 2v2s
179 posts and 4 images submitted.
>>
Last thread

>>483771
>>483771
>>483771
>>
Rolled 100 (1d100)

>>492373
>>
Rolled 97 (1d100)

>>492373

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Welcome to A song of Misery and Salt: House Fraser Quest!
You take the role of Hoster Fraser heir of House Fraser, a small House in the Iron Islands. Life has been hard for you and yours, and it promise to become harder in the next few months.

It is currently the 6th Month, in the year 279 AC. Winter is here for at least two years.

Archives: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=House%20Fraser
Link with a tons of stuff related to the setting: https://www.mediafire.com/folder/6sar1o14399xv/SIFRP#q9zyf5tt7fddc
/tg/ homebrew holdings, thanks to Father for making the list: https://docs.google.com/document/d/1qm-psOSbKz_FbT9XpMXcNfwuOLmSRokmevgt9jkMVzo/edit?pref=2&pli=1
118 posts and 15 images submitted.
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The next two weeks quickly pass, you've been helping Melwyn and Jeor in pacifying the few remaining bandits groups active at the outskirts of your lands your presence more to show House Fraser's renewed status to the smallfolk than anything.

Many of those groups surrendered peacefully, preferring forced labor or the lash instead of a watery grave, while a small pocket ran for the lands of Houses Fyrik and Brynsalt in hope to escape justice, though free of relative banditry for now it'll be a long time effort to actually see order set into your lands. Patrols will need to be more frequents and range further from the safety of your domains else all kind of scum will simply walk back into your unpatrolled borders.

Though lacking real combat experience, your infantry unit used this time to coordinate and act as one, for now until they shed blood against an organized force they are used as a peace keeping force, much to the delight of your smallfolk.

Fraserholm though smaller than a castle needs a certain amount of workers for the day to day chores be it cooking, cleaning or washing the various things that need washing and barely had the numbers to do the most basic of tasks. Your decisive actions and your continued efforts brought a great many of the smallfolk begging to enter into the proper service of the House, though many of the most sensitive duty are still done by the senior members of the staff you've found yourselves meeting newer faces more often than not when walking about the corridors.
>>
>>491866
Oh boy
>>
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One of these newest faces is the red headed girl you've met on your hunt for Olyvar, the intense blush that spread on her face after you caught her forgetting her work while she stared at you put you in a mischievous mood and you made a game of making her blush and squeak in embarrassment as many time as you could much to the amusement of her fellow workers and the other males that would look eagerly on her figure.

Your antics where noticed by your captains who would take pleasure in making both you and the red haired girl whose name is still unknown.

>Roll me a 3d2 to see how much bonus your actions earned you in Influence, Law, and Power.

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No one knows how it began and no one knows if it will end.

Some say there were cities once, they say light once came from the sun, that the sky was blue and free.

Now we know these things only by the etchings on the dungeon walls, by old drawings and writings on ancient tomes. None are alive now that remember the day that the sky closed, forever encasing the world in a permanent darkness.

The world is entombed. There is no sky. No light but the precious oil we burn in the dark. No cities but the pockets of civilizations paid with blood, defended against monsters and myth and nightmares made real.

Some talk of gods and magic. Gods there are and magic and prayer too, but nothing without cost. No one sympathizes with our plight. We scratch and claw for our daily bread and water.

But not me. I know there are riches somewhere deep in the dark. I know there are secrets the gods are afraid to tell us. Power and wealth beyond imagining.

And maybe...maybe a way to end this curse.

>But that's a secondary concern, money comes first
>But that's a secondary concern, power comes first
>But that's a secondary concern, there are greater secrets to uncover.
>And I will find that way, whatever the cost
157 posts and 7 images submitted.
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>>491324
>there are greater secrets to uncover as well
>>
>>491324
>And I will find that way, whatever the cost
>>
>>491324
>>But that's a secondary concern, there are greater secrets to uncover

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Read more on this topic here - https://archived.moe/talk/thread/1694/


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