[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Janitor applications are now being accepted. Click here to apply.


[Advertise on 4chan]


File: wintersedge.jpg (111 KB, 509x435)
111 KB
111 KB JPG
Now is the time of deepest gloom, when the night stretches out for hours like a dragon grasping upwards to the moon. The air crackles and snaps from sharp cold and frost, reminding the people of Karn that the cycle of the seasons must begin anew.

It is the time to journey to the edge of winter to chisel a fragment of sweet spring and bring it home...

Welcome to a casual one shot quest fantasy quest. I hope to churn out a post every 2 or 3 days.

It's time to go on a journey!

You...

>Defend and obey, wielding sharp blades of blessed bone and resilient cudgels of holy wood in defense of the young mistress...
>Tend to the sacred flames that keep the dark at bay, singing the songs of blessing and spinning tales of wonders...
>Pull the sledge forward; the yoke is light to someone gifted with strong legs and a strong back but how you long to see the end of your service...
>Bleed for all, the old master decided send you out on the journey to shoulder all wounds if it's necessary....
>Minister to the needs of the young mistress and party, you also hold the key to the coins and other valuables for everyone...
>Travel along with the group as a mere servant; you've always longed to see what lies outside the village...
>>
>>6291043
>tales of wonders...
>>Pull the sledge forward; the yoke is light to someone gifted with strong legs and a strong back but how you long to see the end of your service..
>>
>>6291043
>Defend and obey, wielding sharp blades of blessed bone and resilient cudgels of holy wood in defense of the young mistress...
>>
>>6291043
>Bleed for all, the old master decided send you out on the journey to shoulder all wounds if it's necessary....
>>
>>6291043
>Minister to the needs of the young mistress and party, you also hold the key to the coins and other valuables for everyone...
Butlerquest is go.
>>
>>6291043
>Travel along with the group as a mere servant; you've always longed to see what lies outside the village...
>>
We are... all over the place...
>>
>>6291051
>>6291070
>>6291075
>>6291089
>>6291102
since we don't have a consensus I'll roll for it and start writing
>>
Rolled 1 (1d5)

>>6291652
>>
You pull the sledge forward; the yoke is light to someone gifted with strong legs and a strong back but how you long to see the end of your service...

The contract signed by your father to the old master is for fifteen long winters.

As fat flakes of snow land in your hair and melt into water, the wet chill is a harsh reminder; only four winters of service have flown. There are still eleven more to go.

You double-check the yoke upon your shoulders; the heavy leather and wooden contraption is solid and brand new. The old one shattered last winter when you pulled the supply sledge too hard while being chased. The pilgrimage to find spring was a miserably hungry one that year. The old master was both annoyed at the expense of crafting a new yoke and pleased to have under his command such a swift runner.

The performance of that winter deemed you worthy of pulling the sledge upon which the young mistress Aurelia will ride. They keep saying it is a great honor for a runner, but to you, she is nothing more than another passenger.

You blow out an impatient sigh, watching white vapor curdle in the dark air. The darkness is lightening a little. Somewhere past the horizon, the sun is rising. Which means the scheduled hour of leave taking has long since passed. You take a quick glance at the well-lit village square where the journeyers are to depart from.

A crowd of well-swathed passengers mill about aimlessly, shivering under their wraps while continuing endless ceremonies of farewell and good-bye to family and friends. The most prominent is the old master in his fine fur cloak, kissing his granddaughter goodbye.

You should have known better. It is as the older runners have said; the journey to chisel free spring never starts on time.

"Drink up, you'll need it!" A harsh old voice cuts through the air to your left. As you turn to the voice, someone thrusts a clay tankard of something warm into your hand. The sharp smell of alcohol rises from the steaming liquid and you drain the cup. The burn of alcohol at the back of your throat is a welcome bit of heat to your inside.

"Thanks Sage. What is going on? I'm used to late starts on the journey, but this is taking far longer than my aunt trying to strike a bargain."

The tankard is empty; you stare at the bottom in the vain hope it'll fill up again before giving up and handing it back to your fellow runner.

"Well that old coot is taking his sweet time because his favorite granddaughter took on the task as the seeker. By the gods, the way that miser carries on. I never expected him to cry over anything but his coins and treasures."

You look around at your fellow runners at their sledges; twenty in number and all freezing as the upper crust slowly finds the resolve to depart. There is a slow trickle of movement as the passengers finally waddle their way over. The runners scramble to their station and strap their yokes upon their shoulders.
>>
>>6291776
You catch sight of Lady Aurelia and her bodyguard and butler. These three passengers are to ride your sledge and some of their baggage. Heavy loads for a normal runner... except you are not a 'normal' runner.

Thou art touched by the gift of Tarn the Swift,
thy feet never sinks in the snow and ice,
thy legs never tires from exhaustion,
thy back never breaks from heavy burdens.
Run beloved child of the wind! RUN!


So the old bruja declared on the tenth winter of your life.

The passengers are aboard your sledge. Young lady Aurelia remains standing and calls out to the party a prepared speech.

"Take up your yokes and pull onwards to the rim of winter. To the promised season of green forests, rich harvests and gentle rains. By my own hand, I shall bear the shard of sweet spring and plant it in our lands. Let us go seek it out!"

Lady Aurelia glances down from her perch on the sledge and looks upon you under yoke and ready to run.

"I'm relying on you to keep me safe. Sorry for the delay."

Apologies are not going to make up for how damn cold you are. You tamp down on your annoyance and answer back respectfully.

"Fear not, young mistress. I shall run to the very ends of the earth if you command me."

"We hopefully won't have to go that far to find spring, Sofia."

The cultured voice of Lady Aurelia sounding your name is a surprise. You didn't think she knew who you were.

You have 50 points! You are by far the most blessed of runners. You can easily outlast and outrun most of your fellow runners if necessary... Luckily, there's no need for that right now.

You get to set the pace for everyone, so you decide to....

>Use 3 points to ward off the cold, you're damn cold right now!...
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers!...
>Use 2 points boost your endurance, it's going to be a long day!...
>Use 2 points to boost your speed, everything is behind schedule!...
>Use 4 points to ensure your fellow runners are at the right pace, no one gets left behind!...
>Use 10 points to boost the speed of your fellow runners, it'll exhaust them though!...
>Use 10 points to boost the endurance of your fellow runners, they'll still be slower than you!...
>>
>>6291777
>Use 4 points to ensure your fellow runners are at the right pace, no one gets left behind!..
>>
>>6291777
>Use 2 points boost your endurance, it's going to be a long day!...
>>
>>6291784
>Use 4 points to ensure your fellow runners are at the right pace, no one gets left behind!...
>>
>>6291788
I can back this. No one left behind and energy.
>>
>>6291784
>>6291788
>>6291944
>>6292541
It seems we're going for both options.

44 points left!
>>
File: hauling.jpg (83 KB, 1073x497)
83 KB
83 KB JPG
>Use 2 points boost your endurance, it's going to be a long day!...
>Use 4 points to ensure your fellow runners are at the right pace, no one gets left behind!...

There's no point in killing yourself and the other runners to make up for lost time. You could bestow a bit of Tarn's gift upon them to lighten their burdens or hasten them but that would be a waste this early in the journey.

You glance upon the disparate runners at their sledges. Several are fellow runners contracted with House Andohar, others are on loan from minor barons nearby and a few are from the city. Fully half of the runners are strangers, you know nothing of their capabilities under the yoke.

"TARN!" You shout out into the crisp air. It cuts the babbling voices of the party and a silence falls. The god's name invokes respect as runner after runner repeats the name of the god.

Coiling within each is the spark of power from Tarn the Swift. Each runner free to shape that gift to best suit the situation. For you, it is to add more to the prodigious stamina in your possession. A rich sweetness flows within the soul and the yoke feels light as a feather.

Leather and wood creak as bone and muscles strain to pull sledges, slowly inch by inch forward.

"Tarn, swift brother, aid me."
"Tarn, give me strength."
"Tarn, oh Tarn, let me race to the mountains."

Then, like ice shattering in the sun, a snap of speed to surge forward. From behind, Lady Aurelia squeaks in surprise from the sudden movement and she falls back into her seat.

A few runners are like fierce wolves, rushing forward at unsustainable speeds. Others are slow and ponderous, unsure of how swiftly they should run and falling behind. The veterans keep a close eye on the situation to assess how hard to pull, but it's a mess of confusion.

Right, better invoke Tarn to rein in the idiots and get the slow up to speed.

A glow of light rises above your head and forms a banner of resplendent red. The wind whips the fabric like real cloth and every eye takes in the sight of the glorious scarlet. It is a comforting sight to see Tarn's own color and the runners adjust to keep close as each feels a connection to the group. The distended line of sledges neatly shrinks to a more compact grouping.

It is safer to travel together, close enough to assist any who is in trouble. This will be important once you leave the safety of the province and into lands that are more dangerous.

You should be able to reach the neighbouring hamlet of Irza by late afternoon at this rate.
>>
File: banner.jpg (4 KB, 177x282)
4 KB
4 KB JPG
>>6292864

Of course, the journey isn't completely without incident. By the time you take a rest to eat and drink, there's some troubles...

>Two runners ignored the pace and raced against each other in some sort of competition. They're exhausted and you haven't reached the hamlet....
>During break, two paired passengers come to blows over something stupid and now they don't want to ride together...
>The bodyguard wants to do some impromptu training in throwing bones while riding in the sledge, you have to pull...
>A runner is barely able to keep pace. Sage wants to discuss in private what to do about him...
>Lady Aurelia is surprisingly stingy when pouring spirits into the grog, she's more like her grandfather than you suspected...
>Everyone hears the cry of the Impundulu bird, the bird of ill omen, sending the Flamebearer into a frenzy...
>>
>>6292865
>During break, two paired passengers come to blows over something stupid and now they don't want to ride together...
>>
>>6292865
>Lady Aurelia is surprisingly stingy when pouring spirits into the grog, she's more like her grandfather than you suspected...
>>
>>6292865
>The bodyguard wants to do some impromptu training in throwing bones while riding in the sledge, you have to pull...
Throwing scraps for wild animals?
If no tiebreaker I'll back >>6292877
>>
>>6292877
>>6292882
>>6292910
I guess we're going to watch two people fight it out...
>>
It's a brief stop to chew on some bread and gulp down grog rather than a proper break. You wipe as much sweat off with a dirty cloth but feel the cold wind cut through like a knife. There's barely any talk among the runners as they shove food into their hungry mouths and stamp cold feet into the crushed snow to keep warm.

You'll have an opportunity to properly talk with your comrades at the hamlet and get a proper shakedown of what needs to be done for the journey. The search for spring could take weeks, and all that time will be with them.

"I'LL MAKE YOU EAT YOUR WORDS!" A young boy's voice rises over the hushed winter air.

"Hmph, know your place. A mere idle servant taking liberties and prating about stories of Karn that he knows nothing about!" A fat man wearing a red cloak stumbles out of his sledge and glares at the pugnacious young lad shaking with anger.

Ah, a fight. Earlier than you expected, but it was bound to happen. Gathering a party in the search for spring often means conflicting personalities. You know that the boy is Ason, an eager volunteer to join the search for spring. The youngest member of the group by far, his tender years rest easily on his shoulders with eyes shining with excitement. He is also a massive hothead and far too enthusiastic about getting into fights.

The Flamekeeper's name escapes your memory at this moment. You drain the grog in one gulp and start walking to join the rough circle of onlookers watching the two adversaries glaring at each other. Lady Aurelia with her entourage rushes over, but she arrives too late.

"I am Ason, son of Kathar, and I will never tolerate such insults. I'll lick you faster than a feather on fire!"

"Oh please. A mincing catamite can lick your ass faster than you can lance the diseased cunt of your cousin."

The crowd oohs at the insult and knows that the only way for this to end now is a fight. Lady Aurelia can only rub her eyes tiredly as the opponents square up and charge at each other. The aged butler eyes Ason, calculating what sort of punishment detail to inflict on the hothead.

"Not going to try and interfere, my lady?" You ask the young girl at your side, curious to hear what she has to say about the situation. The whoops and shouts of encouragement of the crowd almost drown out her quiet answer.
>>
>>6293364

"We have a long journey ahead. Best to let them beat it out of each other now instead of letting it fester. Although after such an exchange of words, the best we can hope is that they will learn to tolerate each other." Aurelia draws her cloak close and watches the fight.

It's probably for the best, but you could interfere in the fight to make it in favor of Ason. The Flamekeeper said too much and frankly is an outsider with no ties to House Andohar. You just petition Tarn to slow down the fat Flamekeeper and... The moment the thought crosses your mind, you feel the heavy hand of the bodyguard Minos on your shoulder. The silent warrior always had an unnerving ability to simply know things and he knows the ideas churning in your mind. This is clearly a warning not to interfere in the 'honorable duel'.

"Come on Ason, I bet a copper groat on you!" A runner calls out as betting begins fast and furious as the punches get exchanged.

You have 44 points.

>Bet on Ason...
>Bet on the Flamekeeper...
>Don't bet, but watch quietly with Lady Aurelia....
>Try to find the Sacristan, the two fighters will want healing after this....
>Try to slow the Flamekeeper using a prohibition despite the warning from Minos... Uses 10 points...
>>
>>6293365
>Don't bet, but watch quietly with Lady Aurelia....
>>
>>6293365
>Try to find the Sacristan, the two fighters will want healing after this....
>>
>>6293365
>Try to find the Sacristan, the two fighters will want healing after this....
>>
>>6293365
>Try to find the Sacristan, the two fighters will want healing after this...
>>
>>6293371
>>6293377
>>6293423
>>6293445
I won't be able to write tonight but I think we want to find the healer...
>>
The fatso Flamekeeper is faster than he looks. The way he moves his bulk is sharp and sudden, like a battering ram slamming into the gates of a town. Ason is taken off guard, and pays for his carelessness by taking a hit to the solar plexus that empties out the air in his lungs.

Desperately, the young servant jumps backward, snow plows up into small mounds from the force of leap and those mounds are soon crushed by frantic feet retreating backwards. The Flamekeeper barrels forward with his meaty fists ready to strike, but the younger man is fast a snake and punches first.

A ring naturally forms around the two pugilists and the results of that circle are odd. It is divided. Half the circle is runners absolutely loving the energy and blood of the fight with whoops and cheers. The other half watches in dead silence, the contest is a grave matter because of the insults thrown. How you ended up standing next to Lady Aurelia Andohar and her trusted housecarls in the grim silent half and not with your fellow runners is a mystery. You have never stood so close to the young mistress of Andohar before.

A sleek and clean noble in finely cut winter robes is far too close to you; the lingering scent of rare cloves and expensive oranges perfumes the air around her. Your eye marvels Lady Aurelia's fine black hair before realizing something. It is incredibly awkward; you stand next to her in ratty sweat-soaked clothing with an empty tankard of grog. There's nothing refined or pleasant smelling about you. You need to get out of here! You need an excuse though.

Blood pours down the face of Ason who punches his fat opponent straight in the belly with all his might. The sight of blood prompts your brain to latch on to an excuse to leave the circle. The Sacristan will need to come and heal these two idiots. The heavy hand of Minos leaves your shoulder automatically, and you discretely squirm out of the circle to leave.

Breaking free, you begin checking on the sledges for the elusive healer, but he seems to have disappeared. The snow has stopped falling, and the wind is still, but the abundance of snow devours errant sound. The hush is strong enough that the noise of the fight is like a whisper.

Where could that healer be? Ah, there's someone hiding behind a sledge. White wisps of smoke rise in the air. You rush around and discover Sacristan Eriol having a smoke on his pipe. The dour face of the healer shows nothing but resignation when you appear before him.

"Your services will be needed soon, master. You must come with me."
>>
File: bulter.jpg (16 KB, 240x335)
16 KB
16 KB JPG
>>6294420
If there is any job worse than being a runner, then that job would be a woundbearer. It is probably an act of mercy from the goddess Jelenna that the gift she bestows is a temporary one. To take on the wounds or sickness of another to yourself and slowly heal by curative regeneration. You've seen a stab wound transferred onto the body of Sacristan Eriol once. The pain and blood he suffered was immense while his patient was on his feet in an instant, fully healed.

"Must I?" Sacristan Eriol asks with resignation, infusing those two words with all the loathing he could muster. He takes a last puff before taping out the hot burning pipeweed onto the snow and reluctantly walk back with you. Each step he takes is slow and ponderous.

By the time you arrive, it is clear the fight is over. To your shock, it is the Flamekeeper standing victorious. Ason lies on the snow defeated, out of breath and tired.

"Ah, good! Sacristan, come and take my wounds away." The Flamekeeper commands as he catches sight of the healer. That causes Eriol to scowl, even though he doesn't say a word. Even Ason looks expectantly at the healer to come and do his duty.

"I forbid it."

The crisp, firm voice of command from Lady Aurelia is sharp.

"You and Ason will endure and recover on your own. I forbid the healing of wounds through the Sacristan."

At this, the healer breathes a sigh of relief while Theo and Ason continue to look aghast. The bruises on their faces promise to bloom a deep purple tonight.
>>
>>6294426

"My lady, it would be difficult to serve you in this state and...." Ason doesn't have an opportunity to finish his appeal. It is a bad move to question the orders of a superior. He should have known better. Lady Aurelia silences him with a cold glare before focusing her attention on the fat Flamekeeper.

"A question for you, Theo. What is the standard punishment meted out to a presumptious servant?"

The crowd of runners murmurs with sympathy at the additional beating Ason is going to get.

"Ah, well my Lady. I believe it is 10 strong blows from a whip or switch. A servant should not get so uppity with his betters." The malicious smile playing on Theo's face is stopped cold by the eerily sweet smile of Lady Aurelia.

"You're right. Ogier, bring out the whip. Since we have two servants here, let us divide the punishment equally to 5 blows each."

The old butler reaches to his hip where a short whip hangs and uncoils the length calmly. The horror on the Flamekeeper's face reaches a new level when he realizes that the order is not a joke.

"I am an honorable brother of----"

"Wrong. You signed a contract with House Andohar. Remember servant, you vowed to find and carry back spring. You vowed to serve and obey the commands of Andohar, but you dare to give commands. You forget your place."

Most start laughing and whooping. A Flamekeeper signing a contract?! A grand joke, and an immensely unusual situation. However, others look on with suspicion. You can only feel cold as ice, staring at Theo and wonder. What sort of disgrace has caused this man to fall to such lows?

As the whip cracks the air and falls on the cursing Flamekeeper's back, you consider how the next leg of the journey will go...

You have 44 points.

>Use 3 points to ward off the cold, you can feel the chill more acutely!...
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers and surprises!...
>Use 2 points boost your endurance, it's almost over and you'll be at the hamlet!...
>Use 2 points to boost your speed, if you get to the hamlet first, you can claim a really good place to sleep!...
>Use 4 points to ensure your fellow runners are at the right pace, no one gets left behind!...
>Use 10 points to boost the speed of your fellow runners, it'll exhaust them but you'll arrive faster!...
>Use 10 points to boost the endurance of your fellow runners, they'll still be slower than you but less tired!...
>>
>>6294427
>Use 3 points to ward off the cold, you can feel the chill more acutely!...
Don't want to use much. Not sure what's out there.
>>
>>6294427
>Use 2 points to boost your speed, if you get to the hamlet first, you can claim a really good place to sleep!...
>>
>>6294427
>Use 3 points to ward off the cold, you can feel the chill more acutely!...
>>
>>6294482
>>6294515
>>6294516
using 3 points to ward off the cold!

You have 41 points
>>
You wander back to the sledge to check the yoke rather than watch the punishment. It is silly to check on a brand-new yoke so often, but after snapping the one for the supply sledge last year, you don't want to take a chance.

It is perfect, the leather well oiled and supple, the wood solid and firm. You then run a callused hand over the wood of the sledge. A noble-looking creation, the carpenter smoothed and planed every part of it to a soft-looking finish that glows. Etched intricate carvings of protection in hidden corners. You feel the carving of Eoman Firebringer as the last slashing of the whip falls. You don't hear Ason weeping but the howling of the Flamekeeper is loud and clear. The punishment is over as the housecarls and Lady Aurelia begin the final bit of ritual to mark the end of the situation.

You look and see the runner drifting about aimlessly. Old Sage looks at you directly with expectation on his wrinkle-lined face. You wait and then realize he's waiting for your orders. You are the lead runner this year. It's your duty and responsibility.

"Up to your yokes!" You shout as loudly as possible and the runners begin scrambling back to their sledges.

"A wee bit slow. Remember the good little lads and ladettes won't jump to work if you don't boss'em around." Sage passes you and whispers his advice as he heads to his sledge. The old man is spry enough to take on a full sledge on his own despite his age. The older runners lose strength overtime and end up having to yoke up with other runners for heavier loads.

You place the heavy yoke on and tighten the leather straps quickly as you watch the passengers walk to their respective sledges. Lady Aurelia is in deep discussion with the butler Ogier, while bodyguard Minos trails behind with his long staff of holy wood.
>>
>>6296001

"Let's run on, the faithful denizens of Irza are waiting for us and the hour is getting late." Lady Aurelia states as she mounts the sledge. Within the sledge, a warm quilt lined with white fur, locked boxes of previous goods and a small but untouched hamper of luxurious food to nibble on.

"Shall I speed on faster to reach Irza first, my lady?"

It would be nice to arrive at the hamlet early and get first pick of accommodations and the hot food waiting there.

"There's no need, save your strength for later."

You almost laugh at her concern. She has no idea there's no reason to conserve strength at all until everyone is out of Andohar territory. Speaking of which, you should boost your natural ability to endure a cold. Your skin feels the first pricks of pain from being outside for so long.

"Oh Tarn, lend me your red cloak. I am cold."

Heat flows gloriously in your veins, and it seeps into every nook and cranny of your cold body. You feel as though the softest and warmest fur coat fell on to your shoulders.

No penalties from being cold, Tarn has shared his cloak.

The standard shout to start running sets off the stampede of feet across the snow. The sky is darkening already and will continue to darken in the early hours of the afternoon until Spring is found. There is no order in the chaos of racing sledges pulled by eager and tired runners. Some are clearly keen on getting to the hamlet first to claim the privilege of the best bed and room. In fact, a few are keeping pace with you despite the obvious strain of running so quickly.

Then in a few moments, they start pulling ahead and spray snow from the sheer speed. These runners want to beat you, to boast they outraced 'a daughter of Tarn'. In all your seventeen winters of your life, there are very few who could boast of that. Well, whatever. You are the master lead of this party; you cannot just race ahead and leave behind those who can't keep up with you. Therefore, those happy few runners pull ahead, killing themselves with exertion to win that boast.

The darkness in the sky is about fall when the flickering of fires greet the tired party. The hamlet of Irza is ready to greet the seekers of Spring.

You...

>Start talking to Sage about the state of each runner and reviewing their performance...
>Bath first and then eat! You can't work on an empty stomach...
>Check up on Ason and see how he's faring from his beating...
>Find a place to rest for the night, accommodations are first come, first serve...
>Talk with residents of Irza and hear the news, they might have learned something new...
>Go to the shrine of Tarn and give an offering, he is your patron god after all...
>>
>>6296002
>Bath first and then eat! You can't work on an empty stomach...
>>
>>6296002
>Check up on Ason and see how he's faring from his beating...
>>
>>6296002
>Check up on Ason and see how he's faring from his beating...
>>
>>6296002
>Bath first and then eat! You can't work on an empty stomach...
>>
>>6296002
>Check up on Ason and see how he's faring from his beating...
>>
>>6296023
>>6296027
>>6296050
>>6296138
>>6296505
Guess caring about the baby of the group is the human thing to do.
>>
Entering the hamlet of Irza is always underwhelming since it is such a small place. You know firsthand that there are barely enough houses to shelter the party for the long winter night to come. Indeed, if it weren't for the little shrines dotting the area, then no one would stop by this tiny place.

For the Andohar family, this is always the first stop on the journey to seek Spring. To pray for guidance and receive the blessings of the gods.

For the runners and servants, it is a desperate race to claim the best accommodation for the night. The 'quality' always gets the best places, leaving the 'dredges' to find whatever is left.

Several runners pull ahead, leaving you behind. You will have to present some Tarn tokens when you arrive in Irza it seems. Master Andohar the elder gave you a small amount of silver tokens since it is customary for a 'child of Tarn' to bestow a present upon any runner who pulls ahead of them. It is a very small amount though. If too many pass you in the next five days, you will have to start paying tokens out of your own slender purse.

When you pull in to Irza, the small hamlet's entire population is awaiting in front of the grandest building available. A snow-draped shrine ruled by a single white-haired anchorite and before this holy sanctuary a large bonfire of sacred fire. Warm cups of grog, fresh bread and hot stew steam in the winter air, all waiting for hungry runners.

You pull the sledge to where the holy man patiently stands, his white eyes blindly staring nowhere and everywhere. The venerable Flamekeeper greets Lady Aurelia's party upon hearing the swish and crush of snow under the sledge, stopping right before the shrine.

The passengers descend and kneel in the snow with sweet-smelling smoke wafting over as residents of the Irza toss small sticks of fragrant holy wood into the bonfire. You stand by under your yoke and watch the familiar ceremony of welcome. Tonight Lady Aurelia and her housecarls will reside with the resident Flamekeeper.

More sledges begin arriving, the laggards of your group. You don't wait around; as soon as the illustrious passengers enter the shrine, you take the sledge to storage where the first arrivals are waiting impatiently.

"Sofia! Pay up! Pay up!" A young boy runs up excitedly with hands outstretched to claim his very first silver token. It is young Joseph, he's from your village. His endurance and speed have improved greatly; he doesn't even look tired.

"Do not say 'pay up'. There are standards, rules and ceremonies for this. Try again."

Joseph doesn't look the least bit embarrassed as two more runners crowd around to claim their token. They kneel happily in the snow and bow their heads.

"Bless me, daughter of Tarn, I have ran hard and fast. I claim my right, I ask for my reward." All three recite the set phrase expected.
>>
>>6297026
You reach into the purse and pull out a silver token. It is a small silver coin stamped with the great horns of Tarn. It winks in the firelight as you show it off to each runner.

"Take the token from Tarn from me, chosen by the swift god. Ye have raced and won against me."

Three silver tokens passed out one by one. There's still ten left from the old master. As the little ceremony ends, you hear a groan from one of the sledges. It is a supply sledge, the one pulled by Joseph. It sounds like Ason. You consider leaving to find a place to stay for the night, but you're worried. Usually, the servant boy would be bustling about and unloading the necessary luggage for the night.

"How is young Ason?" You ask Joseph, who looks unusually grave.
"He'll live."

Not quite the answer you were looking for. Ason must be in bad shape. Wandering over, you look into the sledge and see the bruised face of the servant boy. He's a tall and wiry thirteen-year-old, his blond hair sticks to his sweating and bloodied face. His eyes open to see that you are looming over him. The five lashes are on his back. He had the sense during the punishment to strip his jacket off and let it fall on bare skin.

"Ah, master lead. I shall be up to unload the necessities. Just give me a few minutes."

You frown and then look at the runners who claimed their tokens. They try backing away when they realize you are going to boss them around. They're too late though.

"You've claimed your beds for the night, so you have the time. Help me unload the luggage."

Groaning, they obey your orders as Ason struggles to get out of the supply sledge to assist. His jacket is soaked with sweat, and he trembles as he instructs which bags to remove.

"That one has the cheese, it needs to be shared out with the runners. Oh, take that nice-looking bag to old Hannah's place. It's the luggage of the Sacristan. He'll be staying there tonight. Ah, that one is a gift to the shrine..."

You try to lift the small chest he points at and find it is quite heavy. Ason takes the chest and lifts it up very easily. He had always been a very strong kid despite his age. With the assistance of everyone, everything required being taken out and delivered. The yard is full of sledges stowed away for the night. You have missed the chance to claim a good bed for the night. You'll probably end up sleeping under the roof of the poorest residents of Irza tonight.

"Thanks master lead, I appreciate the help."

Ason smiles as he carries the chest away to the shrine slowly.

You have 41 points

You did not pray to Tarn and didn't get the best quality accommodations to rest.

Three anons, roll 1d6 to see how many points you recover tonight!
>>
Rolled 6 (1d6)

>>6297027
>>
Rolled 1 (1d6)

>>6297027
>>
Rolled 4 (1d6)

>>6297027
>>
>>6297031
>>6297043
>>6297048
Full recovery!

You have 50 points!

The extra 2 point melts away like snow in Spring. If it had only been an extra 5 or more, something interesting would result...
>>
small writer block, hopefully tomorrow
>>
You spent the night under the humble roof of the poorest family in Irza.

What God possessed you to accept such an invitation?

As the lead runner, you have power and authority. You can just order out a runner from a roof and claim their bed for the night without any fuss.

The hour was late; night had smothered Irza in blackness. The only sources of light came from the humble lanterns carried by you and Sage. You have forgotten there are duties and responsibilities that go with power and authority. One of those responsibilities is to check the sledges and rate the skills of lower-ranking runners. Sage put you to the test by reviewing all the sledges and charms etched into them all while debating your assessment of other runners. It ate up the hours and left you no time to find a place to stay.

Sage was staying at the best house in Irza, so he took you along towards it. He saw you were eager to exercise your right. The hamlet's small square should have been empty at that hour.

Yet, what do you see?

A poor woman standing alone in the square as though she had been expecting you.

"Come rest under my roof. There is bread and salt."

Surely, some god inspired this. She spoke as though she expected acceptance, as though her roof was worthy as any other in the hamlet. You parted from Sage and followed the old woman to her home. A one-room thrush-roofed house. Inside, it was dimly lit and smokey, with the smell of animals wintering and unwashed bodies. In that cramped space there were four children staring at you.

This meager family of five was blessed with a guest, blessed with someone who stooped under their roof and shared their hearth for the night.

Then the hostess came with the bread and salt she promised. What you saw made your heart ache at the sight. The bread was not the rough, dense rye of poverty, the salt was not the dirty greyish rocks of the peasantry.

This humble family is giving the very best of their house. Bread using precious white flour to sweeten the usual coarse rye grain. Painstakingly snatched in pitifully small handfuls over the course of the year.

White salt treasured like gold. It sits in a well-sealed wooden box, keeping it pure and whole. They seemed like delicate crystals, they shimmered in the bleak light.

You smiled with graciousness and took a generous pinch of that costly salt, yet still the hostess urged you to take more. Those sparkling flakes of salt fall on the thick brown slice of bread with an extravagance unseen in this household. It is as though they can taste it too when you bite down on their offering, chewing slowly to savor it in their young imagination.
>>
>>6299025

The night passed easily after telling stories of your travels to the family. The towns you've been to, the strange things you've seen and the search for Spring. Equal wonder shone in the eyes of the old woman and the children.

That wider world outside Irza that they may never see.

Then the night passed sweetly. When you awaken early the morning gloom to leave, you make sure to gift each child a piece of deer antler. A symbol of Tarn, these round medallions of horn are a common protection charm. To the hostess, a gift of thanks and a portion of your rations consisting of hard jerky, dried fruit and nuts and small hunk of cheese.

She tried to refuse, but you insisted.

Then to the sledges.

Today you depart for a village two days away from Irza. You'll be spending the night outdoors.

You have 50 points

You can make multiple choices....

>Use 10 points and make sure each runner is ready to withstand the cold, you'll even lend them a blessing of Tarn to help...
>Use 4 points (speed/endurance) to push the runners to the brink, you need to weed out the weak....
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers and surprises!...
>Use 8 points to mark each runner and track their positions, you can assess them more easily...
>Use no points and just run as usual...
>Use 3 points to ward off the cold on yourself, you don't want to be too cold!...
>>
>>6299028
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers and surprises!...
>>
>>6299028
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers and surprises!...
>>
>>6299028
>Use 5 points and grow the horns of Tarn, it'll help detect most dangers and surprises!...
>>
>>6299174
>>6299231
>>6299317
Guess we're going to use radar.

Since it's the long weekend, there might be an update for two days or so.
>>
File: sledgehorse.jpg (8 KB, 354x236)
8 KB
8 KB JPG
The wind is strong and frigid. So much so that some of your runners are trying to stay inside instead of coming out to inspect their sledges!

Annoyed, you order Sage and a select few trustworthy subordinates to roust the laggards and get them to work. It's an embarrassment that Lady Aurelia is already outside and performing her duties while her underlings shy away from work.

"Out ya lazy bastard. Too cold? You say it's too cold? Are ye not blessed by Tarn? Summon the cloak of Tarn to cover you."

Sage kicks a young runner in the butt to get her out the door of a humble hut.

It is a very cold day. If you do not ward the cold off in the afternoon, you will suffer frostbite wounds... But for now, you can endure.

You smell of smoke, sweat, food and spilt grog despite quickly wiping a wet cloth over your body and face. Hopefully the Lady won't notice since she'll be in the sledge and under her warm fur blanket.

"Master lead, the sledges are frozen to the ground." Some random runner calls out in the chaos.

"Then pull them free or chip away at the ice! This isn't your first winter!"

You bark out with what you hope sounds like authority. You try to remember that normal runners suffer much during the search for Spring, but it's difficult. The blessing of Tarn is like a river that overflows its banks and suffuses your soul like an unending flood. You never had any problems with the work nor suffered from your duties. It is hard to relate to them.

Also, they shirk their work. Is it because you are young and they don't respect you? Or is this simply normal? Did old Sage have to put up with this all the time? Gods forbid that this is what you are going to deal with during the search.

Ogier keeps close to Lady Aurelia, tightly holding a small heavy chest. Her young hands dip inside the depths and pull out copper or silver coins depending on the rank of receiver. It is a tedious task, but the young girl keeps a polite smile and freely gives warm thanks to each supplicant until at last there are none left.
>>
File: horns.jpg (11 KB, 278x299)
11 KB
11 KB JPG
>>6300384

You decide to assess the condition of the runners at noon. If there is someone who can't deal with this cold, then they'll need to be removed from the quest. Upon arrival at the city of Villenfort, you'll dismiss them.

The grey skies above seem to suggest snow is in the offing. Snow will be blinding if it falls heavily. It will be an additional test for the runners to keep track of you during the day.

The idea of being blind is very unappealing. It is perhaps best to ask Tarn to bless you with his horns.

"Ah Tarn, guide me and let me see."

You call out to the god, and he answers with a touch of the divine.

Antlers grow from your forehead as a translucent bloody growth. It is strange you feel no pain when it's such a bloody blessing. Years ago, the first attempt to invoke this power was during your first winter, and it left you in a panic. Now the warm rivulets of divine ichor dripping down the face are a wonder that leaves you in awe. The tines of the horn twist upwards and forward, shaping into a scarlet crown worth of Tarn. Eyes closed, you savor the feeling

"What is the range and strength of the guiding horns?"

An unexpected voice causes you to jump.

"BWUH!" You try not to scream at the sudden appearance of the bodyguard, Minos, who stares at the bloody red antlers with intense interest. This is the first time the man has ever spoken to you, and he waits patiently for an answer. Armed with his shimmering staff of holy wood and a brace of bone throwing daggers, he is every inch a warrior.

"It typically lets me detect hidden dangers or obstacles underneath the snow pack. About a field length."

"So it can detect enemies?"

"Uh, yes but..."

"Then you should invoke the blessing during the night to guard our mistress."

"That's not how this blessing granted by Tarn works. I'd have to be awake all night to do that."

Minos looks disappointed and walks away. You close your eyes with annoyance and when you open them, the man has disappeared from view. Confused, you scan the crowd of people milling about and try to find him. Surprisingly, he is right beside Lady Aurelia's side already. There must be something at work. The warrior moved too quickly in a blink of an eye.

"Up to your yokes!"

The familiar scramble of runners to obey orders. Then the passengers alight on their respective sledges.

Then it's onwards to search for Spring.
>>
File: fistbutler.jpg (21 KB, 336x394)
21 KB
21 KB JPG
>>6300385

The journey is absurdly easy for you. You nimbly avoid rotten ice, hidden logs and swerve to avoid nesting ice snakes. The others try to follow, knowing the path picked by you represents the safest way. Yet this diligent work is extremely difficult as the snow begins falling. The stinging cold wind has made each small flake a little bullet of pain to exposed skin.

How many in the party are following now? The snow makes it hard to discern who is who and how many. It is unfortunate the horns of Tarn only detects dangers.

Wait, what is this? There's something a field away to your left. It is a single large creature, and it is chasing after something.

Likely one of the sledges and the runner assigned to it. The snow is blinding and the wind steals away sound. You try shouting to gain the attention of your passengers but they are deaf and blind too.

What should you do? You don't know where the other runners are and they're too spread out to mark them until the next stop.

You have 45 points

>Trust that the unknown sledge and runner can outrun the beast... *roll 1d20*
>Head towards the danger, Minos will realize there's a beast... though it will anger the warrior that you directly put Lady Aurelia in danger... *roll 3d20*
>Use 4 points to throw up the banner of Tarn. This will show the runners your location, ease the strain of marking your location and let them spend their blessings on other things...
>Use 10 points to boost the speed of your fellow runners, it'll exhaust them but everyone will outrun the beast!...
>Use 10 points to boost the endurance of your fellow runners, they won't stop and outlast the beast!...
>Use 3 points to find Flamekeeper Theo and shout orders at him, use the sacred flames to drive off the beast. He must be capable of at least that...
>Use 3 points to enhance your voice and give warning of the beast chasing the party...
>>
>>6300387
>Use 4 points to throw up the banner of Tarn. This will show the runners your location, ease the strain of marking your location and let them spend their blessings on other things...
>>
>>6300387
>Use 4 points to throw up the banner of Tarn. This will show the runners your location, ease the strain of marking your location and let them spend their blessings on other things...
>>
Rolled 5 - 1 (1d6 - 1)

>>6300425
>>6300485
Okay, need to roll something
and then I'll start writing
>>
4 runners assist

You have 41 points.

You made a discovery early in your fate as a daughter of Tarn. Other runners can only use two or three blessings at the same time. Typically, only veterans are able to sustain three blessings, while young fawns can only maintain two.

It was a shock. You are able to use multiple blessings until the divine essence runs dry and hollow. There is no limit. Moreover, recovery is easy. A good night's rest is able to restore enough to run the next day most of the time.

Right now, the veterans and fawns are likely to use two blessings at least. Tarn's cloak to resist the cold and the marking your position in the blinding snow.

The runner chased by the mysterious beast could be an inexperienced fawn. Easing the burden of knowing which direction to run towards is helpful.

"TARN!"

You shout into the howling storm of snow, calling out to the god of speed and wind. Others heard your cry and scream out the name, mingling their voices with yours.

Then the scarlet banner rises above, it shines with unnatural brightness and reveals the location of your sledge. The party is now alert, they might not know the situation fully, but something is going on. They know you would not suddenly start adding blessings to your maintenance without a reason.

For there is a bitter truth that all runners acknowledge. A child of Tarn still has limits. They cannot be everywhere, and be everything to keep them safe. They still need to keep an eye out for each other and assist. You are gambling that the members of your party dragging and hauling the sledges will remember this.

In the agonizing seconds, you sense the beast skipping in odd directions. Sometimes a jump back, others a leap to the side, and even the occasional lurch forward. No doubt, the forward motion is the beast snapping its hungry jaws at the luckless sledge.

How many runners have gone to assist? There's no way of knowing until arrival at the forest of Chaim, the first rest stop of the day.

Ah, you feel it through the horns! The unknown creature following the party is fading away.

Half a field now.

A field away now.

Just at the utmost border of your senses now.

Gone.

Whatever it is, it has given up. It might continue to stalk this group of searchers, but unlikely. There is easier prey out in the wild to hunt.

Once there is enough distance, you call a halt at the edge of a vast forest. It is time to assess the conditions of the group. The wind has weakened, but the snow continues to fall. Tired runners try to take shelter within the forest to cut down the chilling cold wind.

Four sledges with teams of runners keep close formation around a single lonely supply sledge. It seems you were correct that others were nearby to assist. You recognize the supply sledge, it is the one pulled by Joseph and ridden by Ason. A sweating runner is calling for Sacristan Eriol and grimly the healer trudges at the summons to assess the patients.
>>
>>6301836
The blue lips of Ason and Joseph are clear signs of hypothermia and the whiteness of their flesh is evidence of frostbite.

"Why did you drop Tarn's cloak of all things!? The best decision is to drop the mark instead and shout for help! The voice of Tarn would cut through the wind."

Old Sage shouts at the young runner while the healer grimly checks the fingers of Joseph and Ason. You can see that the waxy looking white skin of frostbite damage.

"The damage is not deep but there will be blistering and swelling tomorrow. These two need to be warmed now, and it will be painful."

Lady Aurelia listens with her eyes closed before asking a question that burns in the minds of all.

"If you take the wounds upon yourself, how long will it take for you to recover?"

"My lady, I reckon 4 days if I take on young Joseph's wounds only. If both, then 10 days. Servant Ason has prior injuries; I cannot pick and choose what to inflict on my body. It will be everything or nothing."

Lady Aurelia turns the matter over in her mind before giving orders.

"It shall be only young Joseph then. As for servant Ason, it seems that his search for Spring is at an end. We shall leave him in Slendarn tomorrow. Flamekeeper, slowly warm Ason with some sacred fire."

The fat man grumbles at this order but stops when Ogier fingers his whip ostentatiously.

The beast chasing after the party remains unknown despite numerous witnesses. Minos can't make head or tails what it is based on the descriptions from the runners. Only that it was swift and relentless.

You feel the bite of cold, it is starting to penetrate your skin!

The horns of Tarn will remain active for the day. You add more blessings into play, the cloak of Tarn falls upon your shoulders.

You have 38 points! The warm cloak of Tarn wards of the cold of merciless winter.

"Well Sofia, what do you have to say about this situation?"

The young Lady Aurelia is waiting for an answer.

>"Your safety is paramount; I dared not come close to the unknown beast even though Master Minos is more than capable of slaying it. I trust this herd of runners will defend each other..."
>"I must not spend blessings frivolously, the search for Spring is not a race but a marathon. I intend to win it..."
>"A beast hunting in this part of Karn is unusual. I propose that Master Minos hunt it down. I pledge that I shall personally pull the sledge..."
>"Fate is unkind, the choices I made seemed to be best for everyone at the time..."
>"It is unfortunate but fortunate too. Joseph lost his head and chose poorly. A runner who loses their head during an emergency is a burden to the search..."
>"That is an open-ended question. I neither know how to answer nor what your intent behind it is..."
>write in
>>
>>6301837
>"Fate is unkind, the choices I made seemed to be best for everyone at the time..."
>>
I'll be away for two days, so I'll leave this open in the meanwhile.
>>
>>6301837
>>"It is unfortunate but fortunate too. Joseph lost his head and chose poorly. A runner who loses their head during an emergency is a burden to the search..."
>>
Rolled 1 (1d2)

>>6301932
>>6302331
came back
let's roll. 1d2

luckily each post has a 1 or 2 as their post number
>>
Exhausted today, didn't have time to write.
>>
You gaze at the young mistress of House Andohar and think very carefully. The silence is long and awkward as the mind forges words to say. The young Lady Aurelia has a uniquely intense presence, an aura of command shimmers around her person like a heat haze. She is stares at you unwaveringly.

Is the she blessed by a god too?

No, probably not. If a grandchild of old Master Andohar was blessed, then everyone would hear of it. The old man would pour boasts after boasts into the ears of listeners until the entire province knew of it.

"It is unfortunate but fortunate too. Joseph lost his head and chose poorly. A runner who loses their head during an emergency is a burden to the search. We are still within the safety of your family's realm, so it is good to know before arriving at Villenfort."

"Do you not think a different course of action might have avoided this completely? I never expected Sacristan Eriol to sacrifice so early in the journey."

The voice is soft but penetrating. Is she blaming you for this situation? No, you don't sense that. Or maybe she's just good at hiding her feelings?

"Do you have suggestion my Lady?"

"Could you not have poured Tarn's gift on the party to help them?"

"In an emergency yes."

"Was this not an emergency?"

"It is an emergency that could be resolved without extreme measures. Lady Aurelia, I am not the god Tarn the Swift. I cannot spill divine ichor ceaselessly on his chosen children. I have limits. And my fellow brothers and sisters are not helpless. Like the red deer, we work together as a herd to keep each other safe. Gaze upon the four fleet servants who assisted young Joseph and Ason. They drove away the beast stalking this party and brought them to safety."

Lady Aurelia bows her head in acknowledgement to the four tired runners who awkwardly kneel in the snow before the seeker.

"Could you not have at least told me a beast was attacking?"

Lady Aurelia makes one last sally.

"That would have been pointless. Unless you intended to order us to confront the beast in combat."

There's no more time to talk. It is time for prayer and witness to a miracle.

The Sacristan cleanses his body with a quick rub of oil over skin. He whispers the prayer to Jelenna as he gently strokes Joseph's frostbitten body. Lingering especially over the frozen legs and feet of the runner. The whiteness of the skin fades as the flush of warmth gives color to the young man.

For stoic Eriol, it is a different matter. His skin turns pale as frostbite damage transfers over to his skin and then, the skin begins to swell. The accelerated healing process attacking the damage and knitting back flesh and skin to health.
>>
>>6304317

An inadvertent cry of pain escapes from the clenched teeth of the healer. He must endure for four days until the damage disappears. The pus-filled blisters over his fingers look ripe for bursting. Butler Ogier must assist him back on to his sledge.

Your party swallows partially frozen bread and ice cold grog quickly. The beast that attacked the party might come back, it is best not to linger and race on.

Tonight, you camp in the wintry wilderness.

You have the Horns, Banner and Warmth blessing active.

You have 38 points!

>Use 10 points and cast the cloak of Tarn on everyone to withstand the cold...
>Use 8 points to mark each runner and track their positions, you will know how they fare...
>Use no points and just run as usual...
>Use 10 points to boost the speed of your fellow runners, it'll exhaust them but you'll make greater distance away from the beast!...
>Use 10 points to boost the endurance of your fellow runners, they will feel less exhausted!...
>Use 2 points boost your endurance, you don't want to be exhausted after this...
>Use 2 points boost your speed, don't let anyone outrun you...
>>
>>6304318
>Use 10 points and cast the cloak of Tarn on everyone to withstand the cold...
>>
>>6304318
>Use 10 points and cast the cloak of Tarn on everyone to withstand the cold...



[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.