[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]


[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...
>>
>>6304324
>>6304332
Returned home late so will try to write tomorrow
>>
File: redfalsl.jpg (47 KB, 385x606)
47 KB
47 KB JPG
You quickly check the runners with Sage by your side. It is clear that at least 5 runners are not up to snuff and depleting their energy faster than expected.

"We should check on Joseph's sledge before we depart."

You also want to check on Ason's condition. The snow is lightening, visibility has improved, but great gusts of wind stir up loose snow occasionally and blot everything out with white. Joseph's sledge bears the mark of some great claw racking across the back of the sledge. Four long lines gouge into the wood and across the protective charms. Sage runs his calloused hands over the gouges, puzzled and disturbed by the damage.

With the ghostly red banner unfurled above your head and the shining antlers still dripping divine ichor over your face, you look inside the sledge. Among the jumble of baggage, young Ason is wrapped in a pile of fur blankets. You can't see his face, someone has placed a warm covering to protect it from the cold.

"Where is the Flamekeeper? I don't see anything from Eoman to warm Ason up!"

You glare about the party, eyes searching for the fat man. You find him, and he is slowly walking towards the sledge. The Flamekeeper is cupping his hand over something and blowing furiously at it.

"Bring Eoman's blessing quickly, we don't have all day! We need to get to the scarlet sanctuary by nightfall!"

You shout at the tardy contracted Flamekeeper. A dark scowl stains Theo's face, he is not used to a lowly runner giving orders. That it is the Master lead runner shouting at him makes no difference; It must be humiliating.

"That young servant is lucky that I deem him worthy for anything from Eoman. Those furs are good enough for the likes of him. Why should I just head back to my sledge and sit back down to rest."

He mutters loud enough for more than a few to overhear. A big mistake as one of them happens to be the butler Ogier. The gigantic man used to be quite the warrior in his younger days, and he is still incredibly intimidating.

"Lady Aurelia commands. You obey."

The older man marches right behind the Flamekeeper and watches him like a hawk to supervise. The fat Flamekeeper panics and picks up his feet to walk faster.

"Of course, of course. I would never dream of disobeying a direct order of House Andohar. Rest assured, I have the fire charms ready for the young servant."

You make a face at the sheer sycophantic behavior of the Flamekeeper, then turn to speak to Ason whimpering in the sledge.

"Well, little man, it looks like you're going to be warm and snug all day and tomorrow too. No more hauling luggage and tending to the party. Here, take this antler charm of Tarn as a memento and reminder of your first search for Spring."
>>
>>6305581

You take a red deer antler medallion from your purse to place it under the furs. But as you pull back the covering, you discover a whole collection of horn medallions hiding beneath. Seems that every runner has gifted the unfortunate servant a charm.

Ason whimpers with relief as the Flamekeeper places the fire charms in the sledge. Delicious warmth rises and creates a haze bending the air. If a hand waves over it, the feeling of heat penetrates to the bone.

Speaking of warmth...

"Well, I think I'll make it easier for the boys and girls by taking on the cost of casting Tarn's cloak over them. It's damn cold today."

More than a few runners perked up with pleasure at the announcement.

"Tarn, oh Tarn, bless us. I call down your cloak up on each of your chosen children. Gather brothers and sisters, give the Swift One his due praise!"

You have 28 points!

A cheer rises up from the throats of all. That is one less blessing they have select and maintain during the run. Yet amidst the celebration, a discordant feeling falls upon you. Your phantom antlers twitch at some danger intruding just at the very edges of your divine senses.

The unknown beast is just at the limits of your detection. You discretely whisper to Sage the information and order him to inform Lady Aurelia. Otherwise, it is time to take up the yoke and pull onwards.

The group makes good time. Able to sense your location through the banner and warmed by the blessing, they can devote themselves to speed and endurance.

Yet this happiness does not extend to you. Every so often, the stalking beast intrudes upon your senses. It attempting to keep at a distance to avoid detection, not realizing you know it is following the party. You don't like it, how did that thing know you could sense it? This is evidence of terrifying intelligence from a mere beast chills your heart.

The wind dies down, but the air grows colder. The wan sun warming the frozen earth has fled across the horizon and darkness falls. The party barely makes it to the scarlet sanctuary.

The red water bursting out from the rock never fails to awe. It is only during Winter the sign of Tarn ever appears here.

The party begins to set up camp, while...

>You remain on watch for the entirety of the night. If you do, no recovery of points...
>You rest as best you can. You need to recover. Roll 2d6 for point recovery...
>You are ordered to accompany bodyguard Minos and deal with the beast, no recovery points but you might be able to kill or drive off the beast....
>You baptize new runners in the red waters, sometimes Tarn gives them extra blessings. Roll 1d13 and then 1d6 for point recovery....
>You have to deal with some flagging runners begging to remain in the party and avoid dismissal. You deal with administrative details and rest for the night. Roll 1d6 for point recovery...
>Listen to the stories of the Flamekeeper while making the Sacristan comfortable. Roll 1d6 for point recovery...
>>
>>6305582
>Listen to the stories of the Flamekeeper while making the Sacristan comfortable. Roll 1d6 for point recovery...
Hungry beastie
>>
Rolled 2 (1d6)

>>6305582
>Listen to the stories of the Flamekeeper while making the Sacristan comfortable. Roll 1d6 for point recovery...
>>
Rolled 3 (1d6)

>>6305582
>Listen to the stories of the Flamekeeper while making the Sacristan comfortable. Roll 1d6 for point recovery...
>>
>>6305592
>>6306089
>>6306094
story time and also regain 3 points
>>
Ran out of time writing, hopefully tomorrow
>>
>>6306924
Take care, QM.
>>
Night falls upon the scarlet sanctuary like a blot of ink. The feeble light of lanterns makes it difficult to scrounge up wood. All that means is Flamekeeper Theo works hard to ring the camp with protective fires.

He sings sweetly, coaxing Eoman Firebringer to lend a small touch of his blaze. A voice of remarkable quality, no one in the party had expected how beautiful it sounded. You catch yourself stopping amidst the myriad of tasks and orders to listen.

"Love hotter than the secret fire,
Heart older than the hoary oak,
The flash of gold in the sun,
Oh Eoman, thy time has come."

This voice mixes with the noise of scarlet waters pouring from the sacred falls of Tarn. Excited runners are rushing to bathe in the red waters and pray for further blessings of the god. A senior runner is already taking up the responsibility of baptizing the rawest recruits and dunks each young child of Tarn in the water. It flows down their bare-naked skin like blood while cries of praise rise to the sky. For only in winter does this waterfall flow red.

You ignore it, ensuring the fires are properly prepared is more important. Theo is aware of the strange beast still stalking the party. Even now through the horns of Tarn, your heightened senses twinge when the unknown thing accidentally brushes the outer border of the blessing. The power of the scarlet sanctuary just barely deters the thing. You urge others to work quickly and assist the holy man. Watches are to be set for the night, something extremely rare this early in the journey.

Lady Aurelia calls her housecarls and important servants to a meeting.

"So what is out there?" Lady Aurelia demands. She stares into the darkness as though to force it to give up its secrets.

"Whatever it is, it is no common beast. A mere animal would have moved on to stalk easier prey."

Ogier's opinion is the consensus of all. There is no doubt that whatever is stalking the party is dangerous. Minos the bodyguard says nothing. Every fiber of his being is alert and tense; he stalks around the camp ready for combat.

"When we arrive in Slendarn, it would be best to give the runners an extra day of rest to recuperate. We have five runners who are at the end of their tether. If we press on with them in the party, they may not have enough strength to call upon Tarn."

You really wish Sage would take the lead in this discussion, but he remains silent to watch how you handle the situation.

"Can we not rely on your abilities, Master lead? You've been scanty with the blessings. Aren't you supposed to be a daughter of Tarn? Just let the divine ichor of Tarn flow and there'll be no problems at all."

The strident voice of the Flamekeeper sets your nerves on edge. To think that this same voice was singing so beautifully earlier.

"A daughter of Tarn has limits." You don't know if this convinces anyone. The fame of your abilities is well known.

Lady Aurelia looks thoughtful.
>>
>>6307329

"What about leaving the tired runners in Slendarn and proceeding to Villenfort without them?"

That is a valid option, but doing so means those runners don't get paid. There is a reason you were reluctant to suggest they be left behind in Slendarn. If you allow them to run to Villenfort at least, they will earn two more days of wages before dismissal.

"That is also an option, but if we leave them behind in Slendarn, there is a possibility that the beast will stalk them instead."

There is no easy solution to the situation. Lady Aurelia lets out a sigh, the white vapor of her breath rises in the air. She has the last word regarding the party members and will make a decision on it tomorrow.

"At least tonight, as long as the fires burn and the red waters of Tarn flow, then there is nothing to fear. Firekeeper, how about a tale to pass the time?"

This request comes from a surprising person. The pained face of Sacristan Eriol glows in the firelight. His skin swells with broken pustules and clear liquid drips from them. His accelerated healing is clearly working hard to repair frostbite damage, but it is slow-going. You reach into your pouch for a clean handkerchief and dip it into the fresh red waters of Tarn before gently wiping the healer's face. Rightfully, Ason should be the one to do this duty, but he's lying snug and warm in a sledge to recover from his wounds.

"That I can do. For tales are a sacred boon too, and Eoman protects. Let's see, ah, how about this tale----"

You hear the old tales of Eoman touching the earth with his finger and granting the fire of life. The standard tale from whence the trees and flowers of Karn sprang, and then the animals that run freely across the land, then finally mortal men peopling the world. But there's a new addition to the usual tale, for Theo also includes other gifts, the shoreless seas and stars uncounted, beauty that is an enchantment and an ever-present danger, both joy and sorrow as sharp as swords.

Finally the last gift of Eoman. The ultimate ender of tales. The spoiler of all worldly things, the dark steward of the grave, the shadow which dissolves the bonds of friendship and ends alike all joys and sorrows.

Death.

Those listening in are not just those on high but also the lowly runners. Almost everyone is annoyed by this sombre addition to the usual story and Firekeeper sighs annoyed at his unappreciative audience before launching into his next tale. A story of the clever rabbit outsmarting the foolish bear that even Lady Aurelia laughs upon hearing. Tired runners sleep as they can on thin pallets of straw over snow, while listening to the stories woven by the Firekeeper.
>>
>>6307330


You clean the wounds of the healer and help with replacing the bandages. Sage busies with preparing the sledge for the Sacristan to rest in.

Then it is time for you to rest and the morning, it is time to run again...

You have 31 points! You can choose multiple blessings.

>Use 10 points and cast the cloak of Tarn to warm everyone...
>Use 8 points to mark each runner and track their positions, you will know how they fare...
>Use 10 points to boost the speed of your fellow runners, it'll exhaust them but speed is always welcome!...
>Use 10 points to boost the endurance of your fellow runners, they will feel less exhausted!...
>Use 2 points boost your endurance, you want to avoid exhaustion and recover well in Slendarn...
>Use 2 points boost your speed, you can at least keep the passengers safe...
>Use 4 points to throw up the banner of Tarn. This will show the runners your location and let them spend their blessings on other things...
>Use 5 points and grow the horns of Tarn, it'll help track danger!...
>Use 3 points to ward off the cold!...
>>
>>6307331
>Use 5 points and grow the horns of Tarn, it'll help track danger!...
I'm sort of tempted to throw up the banner as well just in case the beastie attacks again
>>
>>6307331
>Use 5 points and grow the horns of Tarn, it'll help track danger!...
>Use 10 points to boost the endurance of your fellow runners, they will feel less exhausted!...
>>
Rolled 1 (1d2)

>>6307334
>>6307368
lets roll
>>
File: appears.jpg (39 KB, 245x511)
39 KB
39 KB JPG
The night does not pass easily. A host of worries plague sleep that should be restful. It then ceases abruptly some hours before dawn in a spectacular manner. The most heart-rending screams throw the party awake. At first, it sounded like the dying scream of a child. So much so, you bolt awake and immediately rush to check on the youngest runners.

They lie closely together in a group, awake and shivering in horror at the screams. The relief on their faces when you check up on them is palpable. You then recognized the dying screams for what they truly were.

A red deer.

Tarn's own chosen animal.

An evil omen.

You have 26 points

"Tarn, Tarn, Tarn." You call out and summon the horns. Once again, the ghostly antlers erupt from your forehead, dribbling warm divine ichor down your face. The warmth of the ichor fogs the winter air and the range of your senses stretch outward. There is nothing close by. Confused, you roam the camp and the edge of the scarlet waters hurriedly. You are trying to discover the source of the screams.

Several veterans also call upon the divine horns to assist in the search. A waste of essence as their range is too short. Yet not even the grim Sage can summon the energy to reprimand them, Instead, he enlightens the frightened and ignorant.

"Listen and remember well, young ones. That scream is from a red deer. You'll never mistake that scream for any other animal."

You stare into the forest, the light of dawn only just starting to lighten the sky above. The weather is going to be sunny, and the air will be warmer today. Minos the bodyguard joins your patrol as you desperately stretch the border of the senses to detect the monster.

Yes, monster. It seems to have deliberately maimed a red deer and left it to die a slow death somewhere in the woods surrounding the scarlet sanctuary.

"Runners, pack up! Check your sledges! We leave in an hour!" You shout the order loudly without even looking back. Keen is the desire to keep danger away.

The dying screams of the red deer continue through the hour before silence rends the air. So sudden is the end of pain and despair, the loss of the screaming makes everything that much eerier. Not a sound beyond the pounding of red waters can be heard.

"Sofia, is that thing near?" Lady Aurelia asks and joins the circling patrol. In her hand is a bone knife, thankfully still sheathed safely in its scabbard.

"No. Also... what do you expect to do with that knife? Put it away."

You speed up the pace, gaining a bit of distance from the noble girl who looks a bit offended. The noble girl once somehow accidentally stabbed her uncle during training. You do not trust her with a weapon. Minos is not amused by his charge of deliberately coming into danger.

"My lady, please return your sledge--"
>>
>>6308978

There is a small argument, but it is not important. What is important is the strange intrusion into your field of senses. Something is staring at you from across the red waters. You cannot call out to others, something within freezes and the body shivers.

The bloodied head of a red deer worn by some gaunt skeletal being stares directly at you.

"Sofia?"

Still as a statue, chilling as winter, relentless as death.

"SOFIA!"

Lady Aurelia screams into your ears and pulls your long hair backwards so that your gaze is upwards to the ever-brightening sky. Dawn is in full reign, rays of welcoming light streak across the clouds and blueness above. You fall onto the snow, stunned as Minos grabs your legs and drags you quickly away.

When you look back up, the thing is nowhere in sight. The party crowds around you and try to pry out what you saw. Lips and tongue fail to move swiftly, slow as cold treacle do words dribble out to explain the vision across the red waters.

The Flamekeeper looks incredibly pale, his fat jowls quivering and pale as he listens to your description.

"The Unclean? Here of all places? Why? Oh gods above."

Instinctively, every member of the party starts rubbing a protective charm. Be it the horn medallion of Tarn, the black stone of Jelenna or the golden tooth of Eoman, not one in the party fails to touch something to give strength.

"Up to your yokes!"

Sage cries out with authority. He doesn't even pretend to treat you as a Master lead runner and seizes command. This is not a time for an inexperienced Master lead to guide the party. Above him, he summons the red banner of Tarn to keep the runners together.

"Sofia, switch sledges with me. I'll be pulling Lady Aurelia's and you'll be pulling mine. I want you to scatter tanglebones at the rear if you sense the Unclean getting closer. Gods forbid, if that thing somehow catches up with you, I want you to cut the yoke and abandon the sledge if that happens."

He shoves a large bag of tanglebones into your hand. The sharp points poke through the leather and stab your hand. Ogier looks like he wants to protest the casual abandonment of Andohar property, but Lady Aurelia silences him.

"Sofia, follow the orders of Master Sage. He's been through 30 winters."
>>
>>6308979

Sage then turns to the party to give further orders.

"We will not go to Slendarn! We head directly to the Fire Garden to the southwest. Follow my lead!"

This search for Spring has become something insanely dangerous. How could an Unclean infiltrate these lands so far away from the frontier? It is unheard of. All the tales speak of unfortunate encounters with the Unclean once past the safety of Villenfort and into the lands beyond during the search.

You take up your new position and measure the relative position of others. The weakest and most tired are going to drift behind during the run.

If you intend to remain behind them, you'll be very far from the group and on your own if danger strikes.

The party departs from the scarlet sanctuary and follows Sage's lead. His running is faster than the usual pace. Though the red banner flies above him to show his position and speed, there are already signs that it is too much for the five runners you marked as too weak.

You pray to Tarn that the Unclean won't chase after you during the light of day. The prayer goes unanswered, you sense a field away, the thing chasing after the party.

You can easily outrun it. The issue is the five weakest members of the party. A group of 3 yoked to a supply sledge sweats with desperate terror and another weak duo yoked together and pulling the sledge where young Ason is resting in.

>Roll 5d20... High rolls are good, low rolls are bad...
>>
Rolled 13, 5, 20, 8, 3 = 49 (5d20)

>>6308980
>>
>>6308982
Ah, that means the sledge with Ason is in trouble.
I'll get to writing soon.
>>
Inexperience combined with weakness is a deadly brew. These five should follow the packed snow trails created earlier by faster members of the party but they have veered off into virgin snow. That will only slow them down, but worse is yet to come.

The snow is shifting and hardening in unnatural ways, you sense this through your horns. It comes to you in an instant that the Unclean is doing something but you cannot shout out a warning in time. A geyser of snow and ice erupts from the ground. With your horns, you sensed the danger immediately and made the necessary adjustments to dodge it.

The others were not so lucky...

No actually, through some miracle one of the sledges endures the explosion with such aplomb that it can only suggest that Tarn intervened. You see through the spray of snow a familiar scarlet glow enveloping one of the runners. The supply sledge remains upright and moving. It is blinding to look at but you see two runners grab a stumbling third and prevent him from falling. They continue running.


Yet joy mixes with sorrow.

The sledge which young Ason is riding on overturns. No, not overturned but thrown up into the air through the force of the explosion. You can see the young servant boy sailing serenely through the air, snug in his blankets and scattering protective charms while his panicking sledge pullers scream with horror. The seconds feel like minutes as they crash into the ground like toys.

The leg of one of the runners bends in an unnatural direction while Ason lands in a puff of snow unmoving. The second runner lands on his feet and stumbles trying to dodge the sledge, which crashes into the ground and splinters into kindling.

One runner is uninjured, and his face is full of despair as he stares at his wailing comrade with the broken leg and then stares at the servant boy lying close by. Then his eyes shift to you and horror blossoms on his face seeing the Unclean chasing after you.

He has made a decision.

He runs.

Burdened only by sorrow, he shoots forward on top of the snow unencumbered and races off towards the Fire Garden.

Two injured party members, one who can't run and another is unmoving. You might be able to save your comrade runner if the injured girl grabs onto the sledge while you go by. She should be able to drag herself on board.
>>
>>6310307

Ason is a different matter. You can't tell if the boy is dead or unconscious. There is no way to get him in the sledge without stopping and then bodily chucking him in. Coming to a dead halt while there's an Unclean right behind you is insane. Then there's the slow start to get back up to speed and away but if you use your blessings for a fast start.

Or use the tanglebones can slow it down enough.

Or maybe, see if the tales you heard from childhood are true. Challenge it to a race.

Decision time...

>Get close as possible to the abomination, and chuck tanglebones at it!... Roll 5d20...
>Don't get too close to the abomination, and chuck tanglebones at it!... Roll 3d20...

You have 26 points! You choose multiple options...

>Run past the fallen runner with the broken leg, hope she grabs on while you're passing by... Roll 2d20...
>Come to a full stop to allow the fallen runner with the broken leg onto the sledge. She'll be saved but you won't be able to save Ason...
>Come to a full stop to allow the fallen runner with the broken leg onto the sledge, she'll be able to get on without trouble! Then use 5 points to push off to a fast start!...
>Use 2 points boost your endurance! ...
>Use 2 points boost your speed!...
>Rescue Ason, come to a full stop and chuck him into the sledge! Use 5 points to go off on a fast start!...
>Use 3 points to raise your voice to challenge the Unclean to a race! Roll 1d100....
>>
>>6310308
>Get close as possible to the abomination, and chuck tanglebones at it!... Roll 5d20...
>Use 2 points boost your speed!...
>Use 3 points to raise your voice to challenge the Unclean to a race! Roll 1d100....
It's time to die, Sofia!
>>
What do we know about Unclean? If they touch us do we die?
>>
>>6310324
The Unclean are basically undead creatures that want to kill you and use your corpse to become something like them. Bonus points if it's a particularly blessed individual touched by the gods, such as Sofia.

They want everything and everyone dead, so what better way than to interfere with the search for Spring.
>>
>>6310327
Oh yes, the Unclean often have abilities similar to the corpse they are based on.
So far Sofia knows it can 'freeze' with a stare, has a sort of explosive attack to disrupt the ground and is fast as a runner.
>>
>>6310329
>it can 'freeze' with a stare
Is it we have to look in eyes sort of deal?
Anyways, adding this
>Use 2 points boost your endurance! ...
>>
Could you explain a bit more about the childhood story of races with Unclean? Is there like a particular way to do these things? A sprint or set distance?
>>
>>6310336
>>6310337
Sofia guesses it's a 'look in the eyes' sort of deal since she literally stared at the thing and it stared back.

I'll have to get back to you on the childhood stories bit tomorrow. I have a few notes and ideas of it but never firmed it up. I'm off to bed.
>>
>>6310308
>>6310320 +1
>>
>>6310355
>>6310336
>>6310320
Guess we'll go with getting real close!

Then we see if the Unclean will accept our challenge.
>>
>>6310936
Why does yelling at Unclean cost points if Sofia is getting close? Translation?
>>
>>6310936
I forgot to ask someone to roll 5d20.

>>6311148
Pretty much. Can the thing even understand her? Better make damn sure it can even if it cost points. It's not just to raise her voice over the wind, it's to make sure others can understand what she is saying.
>>
Rolled 16, 2, 10, 16, 6 = 50 (5d20)

for the sake of writing, I'll roll the 5d20.
Higher it is, the better
>>
If you do nothing, that runner and Ason will die. The starkness of the situation stands before you like the sharp knife of fate in the hands of Jelenna. It cleaves clean through baseless hopes and what ifs, leaving behind only the bitter choice of who dies.

Either Ason or the girl runner.

Girl runner? You don't even recall the name of this little sister wailing in the snow with her broken leg. You just know that trying to save both means dooming everyone, including you, to the merciless claws of the monster.

The Unclean screams with savage joy and picks up the pace. So eager to seize its hard-won prize and fashion new comrades from the doomed.

Sage told you to slow down the Unclean with tanglebones if it comes near. He told you to cut off your yoke and abandon your sledge if it reaches you. He didn't tell you to risk your life to save others against this evil adversary. Yet the heart and soul rebel at the thought of leaving anyone to die to this abomination.

Isn't it the same as the tales you've heard from childhood? The heart and soul of one set against the Unclean, enduring until they vanquish the great enemy and save the day. Such tales you heard are numerous. You remember about Caterina, daughter of Jelenna, playing draughts against Abyssa the Still and winning her salvation. Brave Eiran, son of Dreya, duals with Black Pelops until both shield and sword are shattered in battle and achieves victory. Lanseil, son of Tarn, racing against Sorrowful Tarpian to reach the shores of the sea and win life and fame forever.

Why not follow in the footsteps of the legends? Why not you? A daughter of Tarn challenge this Unclean to a race. Set the time, the distance and defy the thing.

That is... if the stories are true. Flamekeepers like to embellish and cut away the truth if it makes a better story. What if the thing is just a mindless monster and cares for nothing about wagers of life and death? If you are wrong, you've consigned two innocents to a miserable death rather than just one.

You slow down and allow the Unclean to approach closer. You dare not glance back and look at it directly but instead rely on your horns. You sense it is half a field away from your sledge, then twenty paces behind, then fifteen paces. Its chilling laughter echoes through the air with grim delight when it is within ten paces.

It must believe that it shall soon feast on tender young flesh and crack open bones to suck the goodness out of them.

You encourage the delusion.

Five paces behind...
>>
File: greatcircle.jpg (173 KB, 836x560)
173 KB
173 KB JPG
>>6311365

NOW!

The bag of tanglebones flies behind your shoulder. You don't dare to look back and aim, knowing that the chilling stare of the Unclean will freeze the body motionless if you do. Wholly blind to the results, the only evidence of success you possess is what you can hear. The enraged screams of the thing and the distinctive crackling of a mass of thorny vines snaking around the body of the monster.

Tanglebones are such an odd name for the weapon cast behind you like a stone. They aren't bones at all, they are thorny seeds of blessed roses ever ready to spread their sharp embrace over what they hit. It must have worked well, you can sense the Unclean drop behind through your horns. It won't be easy to remove the vines covering its body. If it wants to rip all of it off, it'll have to stop and spend quite a bit of energy to do so.

Now that you're going to follow the path of legends and heroes...

>Use 2 points boost your endurance! ...
>Use 2 points boost your speed!...

You have 22 points!

You increase speed and endurance. Dashing forward, you interpose the sledge between her and the Unclean. It won't do for the little sister to accidentally fall victim to the freezing glare of the Unknown.

>Use 3 points to raise your voice to challenge the Unclean to a race! Roll 1d100....

You have 19 points!

"Heed me, and know me! I am Sofia Tiberius, daughter of Tarn! Hear my challenge, Dark One..."

The words are clear and crisp, Tarn grants understanding to all who hear. It is interrupted by a roar.

>Roll 1d100....
>>
Rolled 17 (1d100)

>>6311366
Die a hero's death!
>>
>>6311366
3 anons, need to roll 1d100.
I just realized I didn't put that in...

otherwise, rest in pieces
>>
Rolled 92 (1d100)

>>6311366
>>
Rolled 92 (1d100)

>>6311366
>>
>>6311373
>>6311382
>>6311394
Ah, so you didn't end up killing everyone! That's great!
>>
That roar slices into your soul, a sharp blade of terror. Then it shakes the foundation of your resolve, cracking it and filling it with regret for even thinking of challenging such a monster.

Who are you to dare to follow the legends of heroes? One child from a tenant farmer family, gored by the horns of misfortune expected of such a humble background. Tiberius isn't the family name, it is the second name bestowed upon you at birth in honor of some long forgotten hero.

Childhood was harsh and hungry. Scratching a hard living from the soil to eat sweat salted bread, enduring cold and starvation as the season decrees, and watching your father sell off his children as needed for survival.

Through your horns, you sense that the Unclean has stopped in its tracks and about a field length away. Then you hear it call out with a voice that makes you stop. This damned thing is using the voice of your dead mother. It made her live again, and wrung your heart. It takes enormous effort not to turn around and look at the Unclean.

"Sofia Tiberius, daughter of Tarn, wait awhile and linger. Heed me and know me! I am Yearning Sin, and I shall listen to thee and help set the conditions. Tell me the time or destination and then your victor's gift to me."

Gift? Why the hell would you gift this damn thing anything if you win? The stories you hear never mentioned this. But now is not the time to think about it, you need to make sure the contest isn't something impossible to accomplish and make the limits something a human being can endure.

"A race to last until the blessed sun falls and the holy moon rises---"

Your voice freezes before setting the destination. The end point of the race ideally would be something like the Fire Garden or a place of safety but tongue and mouth refuses to move. Why!?

"A race to touch the peak of Mount Gislan, silent and waiting in the north---"

North!? Away from comrades and safety is the finish of this race. Without thinking of the danger, you look behind and look upwards. A snow-capped mountain stands alone. It's single jagged white peak scratching the blue sky above. The finish is reachable in the timeframe set, but you are a runner and not a climber! Running up a mountain, particularly one notorious for strange going-ons and heavy sheets of snow that threaten to slide down, is a terrible place to end the race.

Tongue cleaves to the roof of your mouth, no protest can escape. The tales of childhood didn't mention any of this. I'll skin those lying Flamekeepers alive!

The soft motherly laugh from the Unclean makes your skin crawl, it sounds exactly like the mirth of a wiser parent tricking their untried child into doing something.
>>
>>6312768
"I'll give you time, little deer, to think of your gift. I know what I shall gift you, should I reach the peak. I shall gift thee an eternity by my side, roaming together and spreading stillness. Imagine the great silence. Nothing is moving or screaming or living, that great silence as a paean to the unending."

Wait, did the Unclean promise to make you its companion? Does that mean it only intended to kill everyone? Well, this is a fine mess you got yourself into. What will you gift to Yearning Sin if victorious?

Ah, you know. Flamekeeper Theodore spun his tale during the night at the scarlet sanctuary and spoke of Eoman's last gift.

"If I reach the peak of Mount Gislan first, then this is my victor's gift to you, Yearning Sin. The ultimate ender of tales. The spoiler of all worldly things, the dark steward of the grave, the shadow which dissolves the bonds of friendship and ends alike all joys and sorrows. I gift thee the same last gift Eoman gave to mortals. I shall gift thee Death."

The scream ripped out from the Unclean sounds exactly like your dead mother's sorrowful keening when yet another child died in her arms. Fumbling, you grip the yoke to tear it off. The sledge will be a hindrance.

"Ah, Master lead, don't go! I need help, my leg is broken!" The girl runner laying behind you shouts but it falls on deaf ears.

"Drag yourself into the sledge and splint it, then help Ason!" You scream back as the leather and wood yoke falls away. Whatever protest the girl has, you ignore it. You take from the sledge a light haversack of food and water. The Unclean is waiting, you know through your horns. It has not started to run ahead, even though a head start is to its advantage.

"Come and stand beside me, Sofia Tiberius. The race cannot begin until you and I are equal distance from the end goal."

You can't help but cringe at the soft feminine voice. You miss the unnatural screeches and screams, at least then it sounded like a proper monster. Gaze fixed upon the snow, feet slowly trudges onwards to where Yearning Sin stands. You make sure that you are not close to the monster at all.

The moment you reach the starting point, the race begins. There is no hesitation, you sprint forward! Air whistles in your ears. The Unclean is still standing at the start, you can tell through the horns. Why has it not moved forward?

"Tarn shall not aid you, Sofia Tiberius. I shall rend those horns from thy head, I shall burn thy feet to slow thee, I shall fill thy body with suffering weariness!"
>>
>>6312769
>The Unclean has removed your blessings!
>Lost Horns of Tarn, lost speed boost, lost endurance boost!

It takes everything not to stop running, so great is the shock of discovering the thing can remove your advantages that easily. How many times can it do that? You also cannot let Yearning Sin catch up to you. After all, it can win the race if you are dead...

You have 19 points!
Yearning Sin has 3 tanglebones wrapped around it. It will slow it down. To remove it, it'll have to use up time and powers

>Do not use blessings unless it is an emergency... 4 points, 3d20 roll...
>Always make sure horns of Tarns is always on, Yearning Sin can attack... 10 points, 6d20 roll...
>Keep horns off but use speed and endurance boost to get far ahead... 8 points, 5d20 roll...
>Use speed, endurance and Horns again through the race... 18 points, 8d20 roll...
>Use speed only! You'll be weary and suffer exhaustion penalty... 4 points, 4d20...
>Use endurance only! You won't be tired but Yearning Sin might catch up... 4 points, 4d20...
>>
I don't suppose Sofia was lucky enough for her fellow runners like Sage to hear this foolish challenge and can lend a blessing or two? a la power of friendship and stuff
>>
>>6312773
That'll depend on some other rolls I'm making. After all, you have a witness to your challenge. It's the start of a new legend.

Sofia Tiberius, daughter of Tarn, challenges Yearning Sin to reach the peak of Mount Gislan in the north!
>>
>>6312775
Is the 4 points without blessing just to not keel over from its evil eye?
>>
>>6312772
>Keep horns off but use speed and endurance boost to get far ahead... 8 points

It can't attack if we stay ahead
>>
>>6312779
It is to boost speed or boost endurance depending on the emergency. Maybe the thing is right behind you, the other is endurance if it gets ahead and you stare it in the eye.
>>
>>6312772
>Use endurance only! You won't be tired but Yearning Sin might catch up... 4 points, 4d20...
I'm thinking it will need some time to get the tanglewood off but once so it start ripping blessings off and costing points
>>
>>6312772
>Keep horns off but use speed and endurance boost to get far ahead... 8 points, 5d20 roll...
>>
>>6312780
>>6312784
>>6312790
Okay, we're going to boost speed and endurance
>>
Rolled 80 (1d100)

Right got to roll this first
>>
Rolled 5, 3, 2 = 10 (3d6)

Now to see what actions Yearning will take.
>>
Came home later than I thought. HOpefully tomorrow.
>>
So race on and on and on, death is chasing, but you shall outrun it like a proud daughter of Tarn. The legends oft told are true and the heart rejoices to add another to the weave of stories.

There is no need to spare a glance at the foe if it is close. What need is there to worry when you are full of power to call down Tarn's power? Past these windy plains, past the edge of the icy forests, frozen Gislan rises majestically.

You have 15 points!

Speed and endurance boosted!

The scarlet light bathes your legs and a strange heat gathers in your heart. Kicking off the snow as though it were solid as the earth, you sprint forward as swiftly as the wind. Run far and long, and Yearning Sin shall not stop you with his mysterious powers and tricks. So you hope. Your plan is to outdistance the monster and stay well ahead until Mount Gislan. You do not hear Yearning Sin scream or scrambling in pursuit. Instead, the familiar sound of tanglebones ripped out to end the suffocating embrace reaches your ear.

Your opponent is confident he can spare the time and still catch up after ripping them out.

For the first few hours, you run alone. A fantasy bubbles up during that hour, the fantasy that Yearning Sin is far behind with no hope of catching up. It takes all your willpower to kill it. The legends always mention something unexpected happens during these duels. Some strange animal might burst forth and attack or a sudden snow storm rolls in to freeze or perhaps there's another Unclean lurking about to spoil the day.

"To you, my godly father, I send my prayers,
All victory is because of you and your strength,
I run in your name, your honor and your glory!"

You gasp out the prayer in short breathes while running full tilt. Snowdrifts piled up by violent winds bar the way to the forest. Damn inconvenient, some of the piles are unstable and collapse under the slightest touch. Navigating through this is going to take a bit of doing. A few minutes to think it through while biting bread and gulping grog is required.

This brief pause is far more nerve-wracking than expected. Your head is a swivel, looking about and listening for your pursuing enemy. Yet the monster seems nowhere near. Did it decide to take a different path north to Mount Gislan? Or is it hunting you down?

A cry in the sky catches your attention. A long screech of a carrion bird clear as the death knell echoes. A bad omen, there is a black wingspan stretched out and circling above. Something tugs at the soul as though warning you that Yearning Sin is pursuing no matter what the distance or obstacles in the way.

You have 11 points!

Speed and endurance boosted!

It is time to keep moving...

>Two anons roll 5d20
>>
I don't know for how long I can keep up. I am hoping to at least get to the end which is a safe arrival in the city Villenfort.
>>
Rolled 1, 16, 19, 4, 18 = 58 (5d20)

>>6314355
>>
Rolled 9, 6, 14, 6, 5 = 40 (5d20)

>>6314355
RUN RUN RUN
>>
Rolled 5, 2, 4 = 11 (3d6)

>>6314359
>>6314362
Okay, 3 successes
>>
File: snowledge.jpg (8 KB, 328x252)
8 KB
8 KB JPG
Picking your way through the undulating plains of snow is fraught. Feet slide on patches of ice that cause falls at unexpected moments and mounds of snow piled up by wind block your view. Fortunately, Mount Gislan stands tall and acts as a landmark to navigate. At one point, you climbed a particularly large ridge of snow, and it collapsed under your feet.

There was nothing supporting this overhanging snow wave. Beneath is an empty void. The icy curl cracks under your weight and crumbles apart. Startled, you leap forward and land a few feet downwards as powdery snow billows about. Within the cloud, you can hear the soughing of snow collapsing until it clears to reveal the destroyed false ledge you had been standing on.

You've been warned of cornices when running near gullies and ridges. You were lucky not to be buried under the snow. This is another thing to worry about on Mount Gislan. If the windy plains had cornices, then the mountain has those false ledges too.

It is also taking far more time to navigate the plains than you like. This is the first time you've come this way north. The hour wasted increase your impatience and fears. Falling behind in this deadly race is the last thing you want. You occasionally look behind you while running, dreading seeing Yearning Sin catching up to you, but the Unclean is still nowhere in sight. Then again, the mounds of snow could be hiding the thing.

Things do not improve much when you exit the plains and almost reach the thick forest blanketing the foot of Mount Gislan. The Opel river is in the way and there is no way to know if it is fully frozen over. Tossing a few rocks, the ice holds firm and doesn't make any threatening cracking noises. You debate if you should look for a bridge or some other promising fording place, but the decision is out of your hands.

Above a terrible series of screams break the silence. The carrion bird circling above has multiplied to dozens and seeing them makes you realize something. Each of those birds are rotting corpses held aloft with putrid wings. These dead servants of Yearning Sin dive downwards as though the flames of punishment are behind them.

With your enhanced speed and endurance, the first diving bird misses as you leap forward and land on the frozen ice of the Opel river. Another undead bird misses you by inches and smashes into the frozen river. The force of the crash is enough to cause the bird to explode in a disgusting squished mess and crack the ice beneath your feet.

There is still so many of them! You start running across the frozen river towards the protective canopy of the forest. The diving birds keep attacking, some crashing into the ice with incredible force while others barely pull up and away from their failed strikes. The river starts groaning for the repeated strikes and huge cracks form.

"Tarn preserve your daughter."
>>
>>6315101

You plead to the god while advancing towards safety. One bird managed to cut your shoulder, blood wells over the shallow wound. It is a mere scratch luckily and is the only wound received. By the time you reach the shore at the other side of the river, the ice has clearly had enough. The entire ice cover rent with cracks begins to split into sections. The noise is terrible and the cold waters of the river gush forth from beneath the ice in huge sprays. Had you been on the ice a few moments before, you would have fallen through the ice and swallowed up. Yet there's no time to feel relief, you need to get under tree cover.

The protective embrace of trees shields you from further attacks. After a few moments of running, you clean the scratch with what alchol you have left before running on. The forest is dense and slows down your pace.

You fear that Yearning Sin has chosen its part of the challenge well. It must know the best ways to reach Mount Gislan and is taking an easier route while you muddle through to reach it. It is tempting to use the horns of Tarn but you need to preserve your essence. It is getting low and you are starting to feel tired. It is not a physical tiredness though but rather a weight carried by the soul.

At last, you reach the foot of Mount Gislan. The peak is high above somewhere, and the wind is picking up. It is the last hours of the day. Soon night shall fall, and the moon will rise. You do not know what will happen if neither party in the challenge reaches the peak in the allotted time. You do not intend to find out, for you shall touch the highest point of this lone mountain.

It will be a cold climb to the top. There will be cold damage if you do not keep yourself warm.

"Oh Master lead Sofia, why did you abandon me? What shall you say to my mother? What shall you say to my father? What shall you say to Tarn?"

The sorrowful voice of the girl runner seems to surround you. Startled, you look around quickly to see where it came from, but there is no one around. All there is rocky ground, the forest behind you and the mountain before you.

"Oh Sofia, you left us to die. Hungry for glory, hungry for renown, hungry for freedom. You didn't think about us at all. Why did you believe an enemy of light would spare the living and simply chase after you?"

The voice of Ason now speaks. Bitterness spoils his sweet voice and a possibility that did not occur to you when the race began reveals itself. There was nothing preventing Yearning Sin from murdering your companions after agreeing to the race. All the Unclean had to do was wait until you left and then, at its leisure, murder the abandoned.

The story of your challenge against Yearning Sin was witnessed by one person.

She is dead.

No witnesses means your legend cannot join the weave of stories yet.

Mocking laughter bursts out from the forest. That it sounds like your mother makes you grind your teeth in a rage.
>>
>>6315102

"My victor's gift is Death! Remember that Yearning Sin! I am already climbing to the peak!"

Picking a path, you start scrambling up the snowy mountain...

You have 11 points! Endurance and speed still active.

>Use 3 points to ward off the cold, the mountain is cold!... (Avoid frostbite and penalties)
>Use 5 points and grow the horns of Tarn, the mountain is perilous!... (Pick a safe path up and detect if the enemy is near)...
>Use 3 points to raise your voice and mock Yearning Sin!.... (1d100, might cause the enemy to make careless mistakes in range)...
>Use 2 points and sacrifice some essence to Tarn, maybe the god will intervene? (1d100, Tarn might directly intervene but high risk he won't and will damage your Legend)...
>>
Rolled 61 (1d100)

Need to roll for the enemy
>>
Rolled 1, 2, 5 = 8 (3d6)

>>6315104
actions taken by the enemy
>>
Rolled 97 (1d100)

>>6315103
>Use 3 points to ward off the cold, the mountain is cold!... (Avoid frostbite and penalties)
>Use 3 points to raise your voice and mock Yearning Sin!.... (1d100, might cause the enemy to make careless mistakes in range)...
Damaged legend? There's no one to witness.

Was there anything that Sofia could've been done to stop Yearning Sin from just murdering the two? A write-in?
>>
>>6315110
Tarn will witness if you call upon him for more help through sacrificing essence. You have many powers and essence, but still you need his direct intervention for a miracle. When you did the challenge, you had confidence in what you had would be enough.

To add the legend to the weave of stories, you'll be doing a lot of boasting and storytelling to spread it around. That's a latter thing though, you need to win this race first.

Also about avoiding the murder. Not really, I was rolling the 1d100 to see if Yearning Sin would ignore the two or kill them. Sofia isn't a fighter, she had no items that could defeat Yearning Sin. She can't save them from picking them up and running the race at the same time.

It was a bad situation.

To avoid the entire situation in the first place, you had to share a blessing of speed or endurance to the group. That way they would outpace the Unclean and avoid it entirely.

The vote didn't go that way and then the choice was to seek glory rather than focus on rescue. Sofia had confidence that victory against Yearning Sin and simply assumed that it would save the two injured.

Choices made show that Sofia doesn't share her blessings very often. There were some comments by other characters how she could have avoided some of the negative consequences earlier. You only voted once to give warmth to the group because someone in the party got frostbite through their own stupid mistake.

This focus on personal renown and care for her own self is how she is. If you win, her legend will give even greater rewards. At the cost of some respect from her fellow runners who realize that she won't help them despite being absurdly powerful.
>>
>>6315113
That makes sense. I was more wondering if Sofia could've bound the monster with words when making the challenge, but given Sofia's character it slipping her mind is totally reasonable.
>you'll be doing a lot of boasting and storytelling to spread it around
Cold cold heroine. Be an interesting note to end the oneshot off on.

Out of curiosity if the dice had rolled differently in the beginning would we be playing as Ason?
>>
>>6315117
If the dice rolled 5 out of 5, it would have been Ason.
>>
>>6315103
>Use 3 points to ward off the cold, the mountain is cold!... (Avoid frostbite and penalties)
>Use 3 points to raise your voice and mock Yearning Sin!.... (1d100, might cause the enemy to make careless mistakes in range)...
>>
We have ward off cold and making fun of Yearning Sin.
>>
The first moment your hand touches the stones, they ache with pain instantly from the cold. You pull back and blow on the frozen fingers to warm it up. You don't have much essence left, but there's no way to climb this mountain unless you ward off the cold.

"Tarn, let down your cloak. Warm me against the chill."

You have 8 points!

The cold is no longer a danger. The only danger now is cutting skin on sharp edges or losing hold when climbing up. The wind starts getting stronger, and the snow swirls into blinding clouds while you pick a path upwards. It is hard going. A runner has no business trying to climb up a mountain. Even with the ability to stand on snow like it is solid ground, the constant upwards journey is a challenge. Instead of running, you are forced to walk at a fast pace while keeping an eye out for danger.

Mount Gislan is an unnatural place. A lonesome peak set upon the earth with no other mountain close by. You heard tales that a forgotten god left his stone child, Gislan, and left for the heavens. Thus, the abandoned Gislan waits for his father to return, standing proud on the plains and stretching upwards to the sky. Since the mountain is a child, it is naturally mischievous. Stories tell of strange lights and sounds suddenly appearing and then disappearing, or moving figures of snow striding up the rocky cliffs until they throw themselves off them, or it will shake and tremble violently.

You can only pray that Mount Gislan is not in a playful mood. The sun is starting to reach the horizon and sink into night, but the peak is still so far away.

As you trudge up a promising looking path, the wind carries up a voice and you pause in fear.

"Worldly Sofia, I have arrived. Do you not see me down below, my dear? Long I have run, many roses I have plucked and two souls I have snuffed to touch the stones of Gislan. Look and see! Look and see! Look and see the fine harvest I have reaped."

It is probably better to ignore the voice and keep climbing but the triple recitation like that out of a tale told makes you curious enough to 'look and see'.

At the foot of the mountain, Yearning Sin is climbing up a rockface with incredibly skill. The tanglebones are all gone, the vines and roses that restricted the movement of the Unclean torn away. On his boney shoulders are two spikes currently occupied by two severed heads. There is no need to look too closely at them; it is obvious whose heads decorate those spikes.

The creature laughs and laughs and laughs.

You decide to laugh back at it and say a few words too.

You have 5 points!

>2 anons, roll 1d100
>>
Rolled 78 (1d100)

>>6315483
Your mother was a hamster and your father smells of elderberries!
>>
Rolled 29 (1d100)

>>6315483
>>
How good of a storyteller is Sofia? Retelling events so that Unclean beheaded the two before she could even reach
>>
>>6315494
She's actually rather skilled. She's listened to a lot of story tellers and she can probably get the fat Flamekeeper to help out with the appropriate bribes and such.
>>
Rolled 9 (1d20)

>>6315484
Since this is the highest, I'll add the bonus. Yearning Sin listens very closely to those who dare speak back at it. It also really hates being made fun of.
>>
Your mocking laughter rolls down the lonely mountain like an avalanche, Tarn's blessing amplifies it so that the enemy hears it clearly. Sharp and cold as winter, its incisive quality is enough to cut short Yearning Sin's laughter. Waiting to hear what you say next, it pauses mid-climb and looks up.

"You truly are a fool to kill the only witness to what has truly passed between us."

You pause briefly to make the words sink in.

"Thank you for being such a fool. Now I can spin my legend to my liking. Tell me, does Putrid Weakness sound like a good name for the enemy in my legend? Yes, Putrid Weakness beheaded the unfortunates that I sought to save before I managed to throw down the gauntlet and challenge it to a race. Wagering my life to destroy the Unclean and avenge the deaths of my comrades."

That causes a strong reaction out of the Unclean. It raises a voice quivering with quiet rage, it sounds eerily similar to the last night your mother was alive. She died cursing everything and everyone with bitter fury.

"You dare to spin untruths about this contest? Perjure yourself about how your companions truly died?"

You laugh at it even harder while picking up the pace. You need to win this and forge a story so ironclad that no one shall know the truth.

"The Flamekeepers often say at the end of a story, 'now Spring has come again and our sleeves grow heavy with the scent of blossoms'. It is the only thing everyone knows is true; everything else in a legend is warped and bent. What is to stop me from shaping the legend to whatever form I want by cutting away anything untoward?"

You can't believe your ears. The response from Yearning Sin is silence. This taunting of yours has stunned a monstrous Unclean into silence. The declaration that you will strike Yearning Sin's name from the legend upon victory is an appalling insult. You never knew that within yourself is a spirit so brazen and calculating. It's also practically unheard of. Even when an Unclean is victorious in a contest such as this, they always properly give the true name of the fallen enemy they kill.

You remember that Abyssa the Still killed Auron, son of Jelenna, and Ophila, daughter of Eoman, and many others. The names were remembered because the monster recounted each proper name to Caterina, daughter of Jelenna, and her companions. You guess that it must be especially galling to the Unclean to tamper with names in a legend.

This opportunity to lie exists only because Yearning Sin killed the only witness. If the thing simply refrained from committing evil, none of this would be possible. There is none who can stop you from lying. Actually, there is one. There is Yearning Sin who needs to die.

The gods watching this contest always remain silent. They are content to let mortals weave legends.

"SOFIA TIBERIUS, DO YOU THINK YOU ARE SAFE FROM MY HATE!?"
>>
>>6316529
The thing didn't call you 'daughter of Tarn'. It must be truly furious. Yearning Sin climbs faster than ever. It glows with an eerie blue light, a clear sign that it is using its essence to hurry. To think that the monster had that much power still lurking within. The divine ichor of essence is low within you and there is still so much left to climb.

"CONNIVING SLAVE, I SHALL REND THE MEAT FROM YOUR BONES. I SHALL TEAR YOUR HEART OUT SLOWLY. I SHALL MAKE YOU SUFFER AND SUFFER AND SUFFER AND SUFFER----"

Fury has blinded Yearning Sin. It will use every last drop of power it has to kill you.

The wind of Mount Gislan lashes against the contestants. The snow-clad mountain is stirring and strange shapes form in the rocks. Faces, you think there are faces staring. Though unnerved, there is no time to look very closely because you are scrambling upwards to the peak. There is no time to breath. There is no time to rest. There is no time at all as the monster is getting closer and closer. The sun is sinking below the horizon and the moon should be rising in the next hour.

The snow beneath your feet is bubbling. You've already seen this earlier today when it was used against the weaker runners. Yearning Sin is attempting to cause a rupture. With your enhanced speed and endurance, you leap away and get rewarded with a shower of snow gushing up into the air and sliding down the mountain in a loud crash. It is a narrow escape but you are wise to these tricks of the Unclean. The next two explosions do not catch you off guard either.

"LOOK UPON ME AND KNOW DEATH!"

Yearning Sin cannot get in front to stare you down with its paralyzing gaze nor convince you to look behind. You are too wise to look at it straight in the face. The thing is desperate, it is wasting so much essence. Just how far is the peak of this mountain!?

"UNWORTHY RUNNER. PERJURER. LIAR. VAINGLORIOUS GIRL. TARN SHALL NOT AID YOU! TARN SHOULD PURGE YOU FROM HIS FAMILY AS HE DID WITH ME!"

You suspected but now you know. Yearning Sin was once a runner, a son or daughter of Tarn. This damn monster is too swift to be anything else.
>>
>>6316530

>The Unclean has removed your blessings!
>Lost speed boost, lost endurance boost, lost warmth boost!

Damn it.

The freezing cold cuts deep into the bone. Teeth begin to chatter and skin prickles as though burned by fire. The mountain looks incredibly strange now. Snow shaped like men begins forming and twitching. Gislan is acting up and you have no idea what is to come.

Penalties and damage will begin to accumulate due to the cold.

You have 5 points!

What is the point of wasting the little essence you have if the thing can take away your blessings? Wait, maybe it is out essence and can't do much more. If so, you can use your blessings and they will remain this time.

Or maybe there is something else you can do...

>Lure Yearning Sin on to a snow cornice, it will collapse the false ledge and send it down the mountain. Of course, it might still have essence to cause a snow explosion and send you down instead....
>Use 3 points and summon the cloak of Tarn and keep warm, the monster can't possibly undo you blessing again so soon....
>Use 2 points and boost speed, the peak is close by and the moon will be rising soon...
>Use 2 points and boost endurance, if you accidentally look at the Unclean, then you might get paralyzed...
>Use 5 points and grow the horns of Tarn, the mountain is acting strangely!...
>Firm up one of the strange snow bodies, maybe it is something that will help you..
>Take a big risk, ram Yearning Sin and send it down the mountain, of course you might run into it's claws instead...
>write in
>>
Lost my internet for a little while.
We're in the final few posts and then it's done.
>>
Does Sofia have a coat she can use as a dummy to trick like leaving it in a narrow pathway/snowman or is the monster too close for such a thing?
>>
>>6316549
Sofia isn't sure how close the monster is. She just knows she's in range of it's attack. The thing can attack from pretty far back, well out of the range of her horns.

She does have pieces of clothing to dress the snowman thing of Mount Gislan.
>>
>>6316676
Cool, maybe Sofia can do that on a cornice and the mountain can rage at unclean when it tries beheading it. Definitely need warmth buff.
Tho I would like to hear other anons’ thoughts
>>
>>6316827
Seems that this is the only selection.
My bad, I took too long getting an update before.

You decide to get onto a false edge and use 3 points to warm up.
>>
>>6317046
I think qst is just slow nowadays. Can we switch warmth for speed? might need to book it to escape explosions after dressing snowman
>>
>>6317051
Okay, dress up snowman distraction on the ledge and boost speed instead.
>>
Happy thanksgiving. Post tomorrow.
>>
There is something you can do.

Run.

Use 2 points and boost speed, the peak is close by and the moon will be rising soon...

You have 3 points!

Naturally, there's more to your course of action than that. However, for it to work, Yearning Sin must be kept at a distance. You will lure it onto a false ledge of snow and deliberately collapse it, which should cause the enemy to fall. Of course, there's a chance you go down in the collapse too. Therefore, the plan only has two outcomes.

If fortune favors the living, then salvation.

If fortune favors the dead, then damnation.

The wind is howling, the cold stings and brings tears to the eyes. It is hard to see, snow swirls about in an almost blinding cloud. Shivering from the cold, you speed upwards towards a snowy ledge. The shape of it suggests it might be a true snow cornice hanging over the edge of the mountain and oblivion.

How much does Yearning Sin know about the dangers of a mountain? When it was a breathing living human, did they have the privilege of training under an experienced master runner too? Were they also called a 'true child of Tarn'?

"Ah."

Skin prickles with fear and confusion. That sound just now was not the voice of Yearning Sin. It came from under your feet. A quick look down shows strange lumps of snow shaped roughly like a human body lying on the ground. They have mouths which open and close. You stomped quite a few bodies flat while running, but they regenerate very quickly. Every step you take flattens more bodies of snow.

"Ah."

Strange things happen on Mount Gislan. Seeing that it is true is terrifying. The supernatural human-like piles of snow rip themselves out of the ground with a tearing sound louder than the wind. Their ungainly limbs bend at strange junctions, but they move. You realize soon that these things are following you. Though unable to match your speed, they vainly reach out as though to grab.

"OUT OF MY WAY!!!!"

Why does Yearning Sin insist on using your mother's voice? Loud thumps of heavy snow land somewhere behind, but you can't see in the whiteness.

Not that it matters, you've got problems too! The damn snow creatures are trying to reach you. You are completely surrounded by these things. One of them grabs onto your arm.
It's touch is freezing.

Penalty from the cold!

The fear you feel grows even greater as you pull away from the grasp and dash forward to break through the encirclement. You saw how the snow creature morphs to look a little more like you after that mere touch. It has a crude face that looks similar to your own. Even as you pull away, and the snow limb crumbles from the force, the snow creature continues to change shape. It is a little taller now, a little more weighty and dense.
>>
>>6318288
Other snow creatures try to grab. A few succeed in touching and initiating their transformation. You've always had a calculating personality, and it shines with inspiration. If enough of these damn things morph into looking a bit like you, then will it fool the enemy? You run into a few deliberately, shattering soft snow bodies that immediately begin reforming and transforming into snow copies of yourself.

You then take off a vest and toss it on one of the snow creatures who begin to put it on with a fluidity of movement hereto unseen. When it finishes buttoning up the piece of clothing, it then starts morphing while running after you. The damn things is looking more and more like you...

And it is gaining speed.

It is faster than all the other Sofia-looking snow creatures.

Perhaps giving it your vest was a mistake.

There's no time to regret it though. The snow cornice looms before you. You dare to look behind and see that the mountain is alive with snow creatures and some look just like you.

Some look like Yearning Sin.

Damn it, which is the real monster?!

You stop at the strategic breakpoint of the false ledge. A bit of weight toward the edge should be enough to cause a collapse. The only question is where is the real Yearning Sin? Actually, you need to deal with the incredibly speedy snow creature with your vest before worrying about Yearning Sin.

It attacks with icy fists which you dodge with desperate energy while snow copies of Yearning Sin and Sofia begin to climb up the snow cornice.

"DIE! DIE! DIE!" The unnatural snow creatures are screaming, but they only use the voice of your dead mother. It must be because you haven't said a damn word for the snow creatures to copy. Figuring out the real Yearning Sin is next to impossible.

How long should you wait?

>roll 1d100...
>>
Rolled 37 - 20 (1d100 - 20)

I think the next post will be the last. Die or live Sofia!
>>
Rolled 46 (1d100)

>>6318290
>>
Rolled 89 (1d100)

>>6318292
>17
lol
Bo3? Ah, who cares! Give me blood!
>>
>>6318296
Best out of three. And I will roll a -d20 to see what the penalty is but given that we have 89 and even with -20, it's 69....

It won't matter.
>>
Rolled 89 (1d100)

>>6318290
>>
Rolled 1 (1d20)

>>6318420
>>6318295
>>6318296
well it's sort of pointless but let's see the penalty anyways.
>>
File: snowyledge.jpg (26 KB, 587x341)
26 KB
26 KB JPG
Kill me, I accidentally deleted my post. I saved some of it. It's basically the end people. I'll try to post all of it tomorrow, I have recreate the text
>>
>>6319753
How long should you wait?

The question is haunting your tired mind. You had burned away the day with desperation and effort to reach Mount Gislan, now you must face this crisis. The body aches from the cold and exhaustion. Not helping the situation is the attacking snow creature. It is looking more and more like you. Fine strands of white ice look like actual hair, the eyes and nose shift with every passing second to resemble yours. Soon the damn thing will be an exact snow-white simulacrum. You shove the thing hard and watch it tumble backwards down the slope. There's some time, you take the chance to look down. There are dozens of snow creatures, some look like you and others look like Yearning Sin.

Where is the real demon?

Despair bites into your determination, but chance restores it. The snow copies of Yearning Sin do not have red eyes, the sign of the real Unclean. Though given the numbers running up towards the snow cornice, it might not matter. They all chant only one word, 'die' as they race upwards.

"I HUNGER FOR YOUR FLESH!"

Ah, that's different. That has to be Yearning Sin. Very helpful to determine where it is, but unfortunately, you make the mistake of turning to see where the voice came from and look straight into the monster's red eyes. A familiar feeling of paralysis overtakes the body, and panic rises.

The murderous Unclean smashes through attacking snow creatures like nothing and races towards where you stand. With so many now on the snow cornice, you can already hear the cracks of imminent collapse. The moment to get off is now, but you can't move.

The false ledge begins to crumble.

Doom by fall or doom by claw seems to be your likely fate.

And so it was your fate until your snowy doppelganger rushes up with icy fists and punches you right in the face. The blow snaps your head back and breaks the paralyzing locked gaze. You fall backwards and slide down the slope just as the total collapse of the snow ledge begins in earnest. The world is all white and no sound but crashing snow penetrates the air as gravity asserts its power.

Everything tumbles over the side of the mountain; the Unclean, snow and stone and Mount Gislan's snow creatures. It is a clean sweep and you marvel how you did not join all in the fatal fall. Looking downwards, you see the bodies mid air several seconds until smashing into the rocks below.

The cold will eventually kill unless you can warm yourself.

"Tarn, I am cold and exhausted. Lend me your cloak and watch me touch Mount Gislan's peak."

You have 0 points!

Weariness lodges within you like an unwelcome guest destined to never leave. Yet the peak is still a little ways off and the moon has not yet risen. When you arrive at the end goal, it is anti-climatic. There is only stone jutting upwards to the sky and nothing around to witness the end of this race. Fingers lightly trace the peak as the full moon rises and victory secured.
>>
>>6319755
>you make the mistake of turning to see where the voice came from
Is deer girl dumb?
>punches you right in the face
Sofia's greatest friend and enemy is herself.
>kill me
Do you write the posts directly into the text box instead of a word doc?
>>
>>6319755
It is too dangerous to climb down even if the moon light bathes everything bright and silver. So you sit on hard stone and wait for dawn to arrive, the cold easily warded off by Tarn's blessing. From this height, you can see for miles around.

"Gislan, listen. If you let me go, hale and hearty, and I will weave your part in my legend rightly."

Perhaps because you keep promising the mountain a prominent place in your story, nothing dangerous happens during the long night. There are neither murderous strange snow creatures nor stones transforming into hideous faces, nor any other strangeness appearing.

When dawn's light shines upon Mount Gislan, you start climbing down. It was difficult to keep awake the entire night. The desire to sleep is as strong as thirst and hunger, but to retain the effects of the blessings as long as possible, you must remain awake. It is a triple hell beyond anything you've suffered.

And it goes on and on.

Because there is something you must do. You have to find Yearning Sin and gift it death. Hours of searching later results in a very gruesome reward. You find the near pulverized head of Ason. The lower jaw completely torn off, eyes gouged out and skin peeling, but you can tell it is Ason by the fine blonde hair remaining in tufts on the skull. You do not find the head of the girl runner despite searching around the area.

Instead, by accident, you stumble upon the shattered body of Yearning Sin. It glares at you with red eyes. You panic thinking you meet its gaze but no feeling of paralysis locks up your body. Finally, the damned Unclean is out of power. The pool of essence it possessed has gone dry.

Carefully using scraps of cloth, you carefully wrap the ruined head before turning to face the Unclean. There are large rocks scattered about, clearly fallen from the heights of Mount Gislan. They will do for the task ahead. One looks particularly heavy. You struggle to lift the cold black stone. Then carefully and slowly, you inch closer and closer to Yearning Sin.

"Sofia Tiberius, daughter of Tarn, listen. Tell this tale truly to those who will listen. The good and the bad----"

You stand over the Unclean rock in hand, full of contempt for such wheedling.

"Yearning Sin, legends are told by the victorious. Woe to the vanquished."

The monster is silent, it seethes with hatred. It hates with the full force of long years of silence and undeath. You tap deep into your strength and remember the teachings planted in each legend forged by the sons and daughters of the gods.

They teach you to live, and learn you to die.

That thought must be harder, heart must be the keener, mind must be greater while your strength lessens.

"I curse you, vainglorious liar. I curse your legend, so that----"
>>
>>6320205

You drop the heavy stone on Yearning Sin's skull. The sound of dry cracking bone and pulpy rotting brains splattering all over the surrounding snow. The creature is still and begins to splinter like rotten wood and turn to dust. Soon the wind blows it away and leaves not a trace behind.

It is over.

Now to turn south where comrades and safety lay.

There is so much to do, but you are confident to face anything. For you are a legend and nothing can take that away from you.
>>
>>6319756
I write my text in a word document. It disappeared on me and the 'undo' button didn't recall the text.

I was about to just give up but I really wanted to finish this up.

I hope people enjoyed a somewhat different quest concept and setting.
>>
>>6320207
I thought the setting was cool. Bit sad we didn't get to see the whole fragment of spring, but pulping the brains of a monster with BIG rock is pretty cool. Off goes our vainglorious and cold-hearted heroine.
Sofia seems far more lucky than Haruka, eh?
Did any of the choices or dice surprise you? What are your inspirations for this oneshot? How would things have been different if the dice had favored Ason and the other poor bastard?
>>
>>6320238
I was surprised that people weren't going for the heroic and selfless choices. The point of the one shot was to see if I could make a different system for abilities and choices since the Villainess quest wasn't working out too well with d6s with abilities and possible future upgrades.

Also I didn't want players to select Aurelia, leader of the expedition, as a character but make them subordinates instead.

If dice had been different, Ason and the other girl runner (I decided her name is Elena) would have survived. Of course, they're perspective of Sofia's choices would have been rather negative.
>>
>>6320521
> heroic and selfless choices
Do you mean sharing the blessings? I think it was more so that they would cost 10, which activated a part of my brain saying conserve the 50 for when needed. I also did not understand how far away each stop was, and if there would be a good chance to recover what was spent. Moreover, Sofia did not seem that close to anyone in the caravan. There were some conversations with Aurelia, but those few exchanges lacked depth. There was Sage, but I honestly cannot say he had much of a presence, even though I'm assuming he was Sofia’s mentor and someone whose judgment she would value. Ason stuck out because he fought the fat man and lost, got whipped, and we voted to check on him once.
>negative.
The dead two must be cursing Sofia in the afterlife. Ason the Unclean revenge quest when? Nice setup for this line:
> This opportunity to lie exists only because Yearning Sin killed the only witness. If the thing simply refrained from committing evil, none of this would be possible
Felt like a good gotcha. Would the others have been able to kill the Unclean? I’m guessing the fighter butler
>>
>>6320567
Noted, I should have emphasized the other characters more but Sofia suffers from alienation and being overly powerful to the point that she has a hard time empathizing with her comrades.

If you can use every blessing all at the same time if you want to, have twice as much points, can recover twice as fast as the others and it is all just something that comes to you naturally... well, it's hard.
>>
https://suptg.thisisnotatrueending.com/qstarchive.html?tags=beheaded
I've archived the quest



[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.