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We got new pastebins, yaaaaay.

Status: http://pastebin.com/iWY2NchK
Holdings: http://pastebin.com/Aiarv93P
Dice: http://pastebin.com/ZgtYJ5pB

Twitter: https://twitter.com/twinklecakings
Archives: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=not%20AI
>>
Your name is Bob. You're a fledgling wizard, possessing godlike power which you've yet to fully master. You're sitting on the broken doorway to your tower, a hollow tube of stone filled with little but broken crates and rubble. In front of you is a smooth clearing, flattened with earth magic. There is nothing on it, but 20 feet below is the man you just murdered.

In your defense, you only did it to preserve your life. Said man tried to kill you with no explanation and wrecked half your tower in the process. Technically, you wrecked the tower while attacking... no, defending yourself. You had no choice. He was uncooperative, and you couldn't read his thoughts, and what little you did make out was hateful. Vile, even. Sure, he was helpless after he knocked himself out, but-

You had no choice! You are a wizard, feared and reviled by so many, and you have to do what's necessary to protect yourself. What if he was part of a group? What if you're being hunted? It's not implausible.

Gods, you hope your parents are alright.

You wonder what they would think of you. Would they have you arrested? Would they try to support you? You look down at your hands as they tremble for some reason. Why would you even be shaken? This person tried to murder you even though you never wronged anyone in your life. You didn't know him, except that he was hateful and prejudiced; a zealot even. And yet, you feel emotionally exhausted.

It doesn't help that you can still feel his body down there, just at the periphery of your earthsense. A man-shaped outline, surrounded by unnaturally even stone. This is the state it usually settles in after you have it act like mud. Like when you sank him down there a few minutes ago, to suffocate him while he was still unconscious. Although, it does feel like you've been sitting here a lot longer than that.

You had no choice.

You don't have time to be sulking around like this. The world around you is full of danger, and you must build up your defenses if you are to survive much longer. With that resolve, you quickly stand up to get some work done. As you do so, the pain on your shoulder flares up something fierce and blurry spots swims around in your vision.

Right, first things first. You have to make sure you aren't dead from infection or magical sickness before anything else. You take off the very poorly-made bandage you've tied around yourself, clenching your teeth as the cloth is peeled away from the exposed flesh. You throw away the blood-soaked and shredded remains of your tunic; it isn't of use to anybody now. You take off your pants as well, leaving you in your undergarments. They too are torn and tattered, though surprisingly cleaner than your shirt. With a knife you retrieve from your backpack, you cut off a long strip, unmaking a leg with a perpendicular cut that swirls from foot to groin, and tear away the filthiest bits. After you repeat the process with the other leg, you think you have enough to cover the entire wound.
>>
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Before you do that, you open the larger canteen of water you have with you, which miraculously survived unscathed from all your battles so far. A channel of ether flows forth as you adjust your stance, and a stream of water flows out of the container and envelops your wound. It's actually harder to hold water in place like this than have it flow; metaphysically speaking, water seems to demand movement. You oblige by stirring up an internal current which sweeps over your open wound to clean it as best as you can manage. You hold it there, as it soothes the pain, but slowly, the water becomes too bloodied for you to properly control, so instead of wasting your energy, you allow the bubble to splash on the ground.

Next, you awkwardly tie and wrap the strips of cloth around your right shoulder, hopefully covering the wound entirely. It's hard to treat oneself this way, even with a magical grip to reach those unreachable spots- you can't see your own back. Finally, you don the robe you removed from your would-be killer before you... Well, you ended up leaving him as naked as you were before. He won't need them anymore.

The torn brown robe is surprisingly comfortable and warm, a welcome change after being naked. You don't put on the amulet you've found on him, not before you've determined what it does. There is a faint magical aura coming from the square-cut stone, though there don't seem to be any obvious runes on it. Strange.

The sash seems to be similarly magical in nature. This one is quite easy to identify, the runes crudely drawn on the inside fairly familiar to you. It appears to stop ether from being drawn out of the wearer's body without his consent. For someone with meager reserves, this would also serve as a stopper of sorts, overloading one's body even after it reaches full magical capacity. Is that what happened to this man?

Something tells you that this won't be a problem for you, not with how much you generate. The runes will simply fail to stem the intense flow of magic emanating from your person when you're at full capacity. So you put it on, and though you feel it become active, there is no immediate effect. You still have space to spare in your body, so you suspect you won't see your theory confirmed until you're at full magical capacity. You probably won't see it do anything unless something tried to interfere with your reserves from the outside, somehow.

And finally, there is a letter on his person. The ink itself is clearly not mundane, and the contents aren't either- there seems to be a tiny spell circle drawn on it. The pattern and symbols are not runic, so you can't readily identify what it would do if you activated it, but it would definitely do something low-powered. You put this away as well.
>>
Four of your golems are clearing the rubble behind you, retrieving the supply crates you'd stored in your tower. You inspect these next, and though the crates themselves have been damaged or smashed to varying degrees, their contents are thankfully intact. You confirm that Skittles has also avoided harm, your cellar completely untouched by the conflict. He's quite antsy, though.

Around you, your tower is in shambles. Outside, the smelter you'd been working on is completely destroyed. You're almost out of both food and water, and your injury is still mostly untreated. Also, you're sick as hell. On top of all that stuff, you still have a nature spirit to question and a deal with a giant spider to fulfill or renegotiate.

Best get started.

>You may be sick, but you still need to go and gather food and water.
>Travel to the town to find a healer or Fatrat.
>Rest for the remainder of the day. You feel like shit.
>This is no way for a wizard to be living in. Repair your tower.
>You're gonna rebuild that fucking smelter right fucking now.
>Do something else. (Write-in)
>>
>>920059
>Travel to the town to find a healer or Fatrat.
>>
>>920059
>>Travel to the town to find a healer or Fatrat.

Fuck bleeding out or getting infected.

We can use the opportunity to learn a thing or two and offer the Wretched our construction services in exchange.
>>
>>920190
suppport
>>
>>920059
>This is no way for a wizard to be living in. Repair your tower.
>>
>>920059

>GET OUR SHIT HEALED NIGGER.

We need to make some sort of fast movinng golem-vehicle for when we need to get somewhere FAST. So if we need supplies asap (or healing) we can get our magical ass to town or to an ally who can fix us.
>>
>>920448

Adding to this, our Fast Travel Golden (FTG) should be based on a insect for maximum stability, six strong stable legs with a main body about 8'x8' with a depression in the center big enough for us to ride comfortably.
>>
>>920448
Also need to make the golmes able to join together and transform amd roll out
>>
Copypasta from the inventory pastebin:

-Steel longsword
-2 Sun beads
-Jade hand-axe (unidentified)

-Steel breastplate (lesser reinforcement, venom ward)
-Steel bracers (lesser reinforcement, venom ward)
-Steel greaves (lesser reinforcement, venom ward)
-Steel helm (lesser reinforcement, venom ward)
-Thick brown robes
-Wide brown sash (ether plug)
-Simple canvas backpack (damaged)

-Basic camping gear
-A book (???)
-Ritual schema (unidentified)
-Spell circle scroll (unidentified)
-Green rectangular amulet (unidentified)

-14 pickaxes
-18 crude iron melee weapons of various kinds
-Steel hand-axe
-Steel shortsword
-Trog chief's staff (unidentified)

-Food: 0.3 days

-Stone: 9 tons
-Wood: 1 ton

-Leather: 3 crates
-Iron ore: 1.4 crates (plus 1.5 at the iron mine)
-Coal: 0.2 crates
-Bonemeal: 1 crate
-Rock salt: 0.5 crates

-2 Person-sized scythes of infernal origin

Those should be the relevant things. You can't take them all, especially since many of the crates are damaged or outright shattered.

Relevant and available servants:

-1 Crude stone golem (axe hand)
-1 Basic stone golem (unarmed)
-6 Standard stone golems (reinforced core, steel swords)

These guys can carry your shit. Broken crates and long distance travel means that instead of 2, they can only carry 1. If you take all of them, they should be able to lug it all. Or you could try to rig a device to be pulled by golems or by geokinesis.

>>920472
So... about 6.2 square meters? That's going to take a couple hours to finish including the core and chassis.
>>
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>>920506
>You can't take them all
>they should be able to lug it all

I'm slowly becoming retarded.

You can't take everything, obviously.

PROTIP: You don't have to sort this shit out yourself if you don't want to. I'll just pick whatever's most valuable.
>>
>>920506


Just something big enough to carry us and a few necessary supplies comfortably and quickly. Like if we get injured bad enough we cant walk or are weakened to a great extent our FTG can get us to help fast. Our other golems can guard our stuff while we go get fixed up.
>>
Rolled 89 (1d100)

>>920506
find a priest and a apothicary in town, get carried by goloms if need be.
>>
You start sweeping aside some rubble. You don't feel up to repairing your tower, not right now. But you do have to retrieve your things from underneath while you're visiting town. It doesn't take too long for what's left of your crates to reveal themselves. From that point, your golems take what you consider to be tradable outside, doing their best to hold together the splintered containers and their contents.

Now, you begin your march down the mountain, followed by eight awkward-poised golems, doing your best not to fall down. Every now and then, you have to stop yourself to regain your balance after a dizzy spell. It takes you several hours to reach even ground, including a short stop at the stream to refill your canteen and several breaks to pick up iron ore that escapes a gap in the crate and rolls to the ground. Eventually you decide to fuse many of the lumps together so they're too big to fall and head directly towards the road after that. Several boring, eventless hours pass and finally you're on paved ground.

The sun is setting above you. By the time you arrive, you'll have been traveling in the dark. You should play this smart.

>Actually, maybe take less golems with you. This might look suspicious.
>Have a golem carry you while you travel; you're slowing down everyone.
>Travel off the road to avoid certain unpleasant encounters, even if you'll probably be attacked by something.
>This was a bad idea. Build an earthen sled before continuing.
>This was a bad idea. Build a carrier golem before continuing.
>Don't visit the town, but the nearby hills. Maybe you can find the Wretch settlement without this Fardi's help.
>Carry on as you are.

Unless you wanted something else, your golems are currently carrying salt, leather, iron ore and weapons you looted from troglodytes.
>>
>>920696
>>Actually, maybe take less golems with you. This might look suspicious.
>This was a bad idea. Build an earthen sled before continuing.
>>
>>920732
ride sled......a sled with stone wheels, and a stone axle.
>>
>>920696

>This was a bad idea. Build a carrier golem before continuing.


RIDE TO VICTORY
>>
That's a good loadout for sale, out of what's available.
>>920732
This. Take fewer golems and use a sled instead, it carries more and appears more mundane (for a mage, at least). Send the other golems back to guard the tow- the site of our once and future tower. If bandits attack us in the dark, oh well. What's another few bodies after the first?
>>
>>920696
>Have a golem carry you while you travel; you're slowing down everyone.
>>
>>920696
>>Have a golem carry you while you travel; you're slowing down everyone.
>>
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Is op kill?
>>
>>921156
he takes little breaks, for IRL concerns.
>>
>>921174

Oh ok. This is the first one of these ive caught in the wild so I didnt know that lol
>>
>>921208
i believe its health concerns/work related. its unfortunate, but just go do something in the meantime.
>>
It's a tie between less golems plus sled and golem carrier.

I need a tiebreaker, as well as a single roll of 1d16.
>>
Rolled 8 (1d16)

>>922076
Already voted, but here you go.
>>
>>922076
Chiming in for sled.
>>
Writing.
>>
Promptly, you fall down on your butt, more exhausted than you'd realized. You try to rub the blurriness out of your eyes to no avail and try to think of a better way to travel than this. The mountains were difficult to descent with a vehicle, but maybe now that the road is even, you can rig something up.

Concentrating deeply, you have to extend your senses pretty far downwards to find suitable material. Making sure to avoid destabilizing the terrain beneath the road itself, you have the biggest solid pieces of stone travel upwards and emerge from the soft soil, leaving behind curious-looking potholes by the roadside. The process of reshaping these both internally and externally is quite familiar to you now, so after you actually summon the material to the surface and think of a shape to mold them, you're already finished with most of your work.

The rock sheds some soft earth as its shape twists and melds into others, eventually forming a rough platform of sorts. It rises into the air to allow more rocks to join it from beneath, a forming a pair of triangular wedges with holes in them, somewhere at the back. After it floats down onto the ground, you remove as much stone from it as you can to make the whole thing as light as possible. These reform into a little seat for you at the front, with a back to lean on and all. The best part is that there's still space in the back, so you have the edges bend upwards a little bit to discourage sliding, especially at the back, and have three of your golems deposit their baggage here.

You need more stone. Standing up, you go to the other side of the road and spend another few minutes looking for and retrieving materials. This time, the heavy material is shaped into two large wheels, with four thick spokes each and a peg to fit the holes below the cart proper. More stone joins as the pegs extend to join into an axle, and you reshape some of it to prevent anything from sliding around.

Finally, a golem stands in front of the makeshift carriage as two bars extend from either side of the vehicle and form a bar in front of it. Now that everything's done, you send three of your golems back home, leaving you with one to pull the stone vehicle and four to guard you.

Tentatively, you climb aboard and take a seat, adjusting its shape to suit your buttocks, and command your golem to walk forward. You immediately regret this decision, because a horrible grinding noise accompanies the spinning wheels and the whole thing shakes terribly as it moves forward on the pavement. Sure, it works, but you can tell that beneath you, the shaft is being ground away slowly and bits chip off the wheels. Also, the few seconds are enough to make you realize how nauseous you're about to get.
>>
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You stop to make a few adjustments in density, and after you're satisfied that it will hold until you reach Rampares, you morph the seat to accommodate your new stance. Curled up into the fetal position, you brace yourself and order the one-man convoy to move forward, and sure enough, your stomach fights you with every step your driver takes. Travel is definitely faster like this, however, and you're pretty sure this isn't actually harmful to you, so you decide to fight through.

You've fallen asleep after a few hours, being used to sleeping in uncomfortable places by now, but when you wake up, you do so with fierce emergency. Quickly, you get up and jump out of your wagon and dash right into the underbrush. Then you vomit, once again.

Nobody told you being a wizard involved this much vomiting.

Spitting the last remainder of the bile onto the ground, you turn around to return to your carriage, but are met by a surprising sight. There is another carriage approaching you, having slipped your earthsense because of all the sleeping and regurgitating. It is a proper one, albeit slow, with only one horse drawing it. There doesn't seem to be a lot of space in the back, maybe enough for two more people, if there are any. The only person you see is the driver, a short, long-eared one wearing a modest getup.

You decide to wait here. The driver is clearly a beluan, one of the goblinoid races. And sure, they have a reputation for duplicity, but you can handle him and any friends he has, and besides, you don't really think they're all that terrible. The butcher you apprenticed for was beluan, and he was nothing but pleasant, in attitude if not smell or appearance.

Despite having no lantern, the figure has seen you already and slowly comes to a halt, eyes glinting as they pierce through the darkness. He appears to be alone.

"Greetings, friend. What a strange wagon you've got there! I've never seen anything like it. Built it yourself, I assume?" The man grins at you, revealing visibly yellowed teeth despite the night. He continues without waiting for an answer.

"Well, that's none of my business. I'm only a humble merchant, you see, traveling from town to town to buy things cheaply in one place and sell it expensively in others. Little trick to making human money I figured out. Not everything is the same price everywhere. Strange, but useful!"

You furrow your brow in confusion. Why is that strange at all? Perhaps this fellow is a former tribal, and besides, beluans are a bit prone to eccentricity. He seems to be genuine enough, as far as you can tell, which is all that concerns you.

"It looks like you have goods to trade. I have goods also! Mostly broken mana, luciferase, alchemical herbs... Also some potions and fairy brew and intact mana. You look sick, maybe should drink some fairy brew."

>Reveal your wares, hoping he'll accept some instead of money.
>Inform him that you've no money to spare and be on your way.
>Kill him and take his stuff.
>>
>>922648
>>Kill him and take his stuff.
We are already being hunted.
>>
Oh yeah, write-ins are pretty much always allowed.
>>
>>922648
>Reveal your wares, hoping he'll accept some instead of money.

Let's barter
>>
>>922648
>>Reveal your wares, hoping he'll accept some instead of money.

No need for becomming a sociopath after murdering that other mage in selfdefense.

We need to go the Neutral route for this to stay sane.
>>
>>922648
>Reveal your wares, hoping he'll accept some instead of money.
Do we know IC what fairy brew is?
>>
>>922648
Inform him you've no money to spare and be on your way.
Sharpen your earthsense, I do believe he's trying to distract you while he arranges a rather one-sided trade with your golems.
Be paranoid? Yes. Murderous? Noooope.
>>
The small man hops off his wagon to walk around yours. He frowns at the sight of the smashed crates, which prompts you to clarify.

"I can assure you that the wares within are entirely undamaged."

Rubbing his chin, the warty beluan picks up a lump of ore from your wagon.

"Let me see if this is true." Then he chomps down on the ore.

"Ow. Hmm... Is pretty okay." Though he doesn't come off as shrewd, you remind yourself that he's a merchant. He must be playing down the quality of the goods. He walks over to your golems to inspect their crates.

"Oh no, this is bad leather. No good. My wagon has little place, so I can't buy this low quality things even for cheap."

"That is unfortunate, but perhaps I can interest you in something else?"

You lead him around, and he examines what your golems are holding, one by one. He isn't interested in the weapons at all, but the salt peaks his interest.

"Yes, I can use this. I am headed far south to trade with tribals from Lawervia. You are familiar? They pay good for salt. It's better if you sell this to me now. Rampares has much salt. Lots of deposits in the mountains to the south and east." That would be a ways east of your home, past the mountain neighboring you and the river running through the town.

"They have little salt for me this time. Gnoll raiders infest the flatlands, they say. Very worrying, but I wasn't attacked. You be careful as well, okay? Now, you showed me yours, so let me show you mine." You're not entirely certain the innuendo was intentional there.

He goes over his goods. There are fewer potions than you'd expected. Three red bottles made using corpse fungus, which should heal minor wounds. It's familiar to you. You've had a gulp after you fell on a rock as a child, opening a pretty nasty gash on your shin; it closed within seconds, though a small scar still remains. He also has three brown bottles that should relieve fatigue. You've seen these as well, but never had any of the nasty glop.

Finally, a large bottle of green liquid he calls a "arrowhawk potion" stands out from the rest. The merchant tells you that it will sharpen all of your senses, but your eyesight most of all. The bottle is enough for an hour total, but you can apparently take less of it for a shorter duration. He seems unsure when you ask him if it will also sharpen magical senses.

Other than that, he has entire barrels full of mana fragments, colorless and inert. Most of these shards are too small to bear enchantments properly; certainly none are big enough to serve as a golem core. However, they're excellent conductors nevertheless, so if you were to crush these into a powder and compacted them, they would make excellent wiring, necessary for larger constructs. It's better and more expensive than copper wire, which is the cheapest wiring option. You did hear inert mana was the most cost-effective solution, however.
>>
He doesn't show you any of the intact mana. They're stored in small lead boxes to prevent them from affecting the environment. They're pretty small so you doubt they're that high quality, but compared to stone they're much more powerful and have their own, always-active effects. He lists these off as 'Landwither, Joltfist and Taineater.' He has no idea what any of them does, but apparently they're beige, blue-white and black-brown respectively.

The fairy brew is familiar enough. He sells these in cheaply-made jars. It's a mix of herbs and spices you brew into a tea. It's pretty good stuff; you've found it to be quite soothing. It is said that it also soothes one metaphysically, helping restore imbalances within one's soul, but you've never had it as a wizard, so there's no way of being sure.

Everything else he has are alchemical ingredients you don't know anything about, which includes the luciferase, apparently the substance extracted from flashflies that give them their flashing abilities, tinker's sage, which he says is "good for the brains!" The glimmercotton and daisyaster he provides no clarifications about.

You think that's all. You consider his prices and if you want to trade anything.

>He buys:

>>1.4 crates of iron ore (50s/crate 70s for everything)
>>Half a crate of salt (15s)

>He sells:

>>3 potions of mending (15s/bottle)
>>3 potions of fatigue (12s/bottle)
>>20 jars of fairy brew (10s/jar) (enough for 5 cups/jar)

>>1 small tainteater mana (120s)
>>1 small joltfist mana (150s)
>>1 small landwither mana (80s)

>>4 crates of luciferase (35s/crate)
>>6 crates of tinker's sage (55s/crate)
>>2 crates of glimmercotton (20s/crate)
>>1 crate of daisyaster (30s/crate)

>You have: 0 silver
>>
>>923081
Sell
>1.4 crates of iron ore (50s/crate 70s for everything)
>Half a crate of salt (15s)
Buy:
>2 potions of mending (15s/bottle)
>4 jars of fairy brew (10s/jar) (enough for 5 cups/jar)
>>
>>923081
Sell everything because that's one less stop we need to make in town.
Buy a jar of fairy brew
that should leave us with plenty of silver for later when we know what we actually want.
>>
>>923081
sell everything
>>
>>923091
>>923096
sell everything, buy two mending, heal our shit NOW.
buy 1 fairy brew to help relieve tension and infection etc.
save the rest.
>>
Sell everything (295 silver total, right?), buy the tainteater, 2 mending potions, and 1 fairy brew.
This leaves us with 135 silver for inn booking, beggar bribing and book purchasing - assuming the concept of a public library hasn't been established yet.
>>
>>923204
85s for everything. How the hell did you get 295?
>>
>>923215
>4 crates of iron ore(50s/crate 70s for everything) I assume this means he will pay more per crate if we sell all 4.
>>
>>923215
It kinda looks like 14 crates of iron ore.
>>
>>923228
You have 1.4 crates of ore. 50 for a crate. 70 for all 1.4 crates of it.

The format is all fucked up, but that's what it's supposed to say. I'll type it differently next time, sorry.

Anyway, you're broke as shit.
>>
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Oh shit, I forgot about your other things. You could try to pawn off your longsword or your magical stuff.
>>
>>923187
Supporting. We should save the rest.
>>
"Alright. I'll give you the ore and the salt. All of it, for 85 silver pieces."

The goblin grins at you, clearly pleased. "Very good!" He then bangs at the side of the wagon. "Oswald! Lazy bastard, wake up!"

There is some grumbling and moaning coming from inside the wagon. Eventually, a heavyset man emerges from somewhere in the back. Must be a compartment you didn't see in the dark. The man is rubs his eyes. You're not sure if he's all that tough; he certainly doesn't look well-equipped, but he's armed. It makes a lot more sense that the merchant wasn't traveling through the night unprotected, you suppose.

"Crates?" The bodyguard sluggishly asks.

The goblin responds with a nod and a harsh glare, and Oswald goes to retrieve the broken boxes from your golems at a very casual pace. You elect to have them help as the goblin shakes his head disapprovingly and opens a modest pouch to count the coins. "Twenty-seven... Twenty-eight..."

"Hold on, I also want to buy some things." The merchant looks up. "Two of those healing potions and a jar of fairy brew, please."

When you receive the potions, you immediately pop open the cork and gulp one of them down. A warm, tingling sensation envelops your back, as well as a few small spots around your body. These must be the scrapes and bruises you sustained while fighting the colossal spider. You'd forgotten you had them, if you're being honest. A few probing turns of your right arm confirms that the main wound you're concerned about is still mostly there, though somewhat less painful. Just to be on the safe side, you drink the second bottle as well. This time, the tingling is confined to your back, and afterwards, all that's left of your injury is a comparatively mild ache.
>>
You want to check to see the injury, so you remove your breastplate and free your right arm through the rather wide sleeve and begin undoing your bandages. The goblin approaches you to give you that jar of brew and comments.

"Oh, you drank the potions already? Did they help?"

In lieu of an answer, you finish removing the rough binding. The edges of it seem to be healed completely, but most of it is still scabbed over. Depositing the jar on your crude vehicle, the merchant walks around you to get a good look. Paranoia kicks in at this point, but you confirm that his small frame doesn't appear to be hiding any weapons and his reserves are extremely meager, so you allow it while his partner is still busy hauling goods.

"Yes, that looks very bad. With, er, affordable potions like mine, this will leave a big scar. The edges look different than your normal skin." He quickly interjects. "But this is okay, don't worry! We beluans know scars are valuable. You should be proud! And if you like blaithe women, boy, they go crazy over those things!"

You're not sure how to feel about attracting huge, musky greenskins, but thankfully you don't have to give an answer. "Wait here! Brekk the merchant likes to help people in need." That would be him, you presume.

Once again, he retrieves something from his wagon; a roll of cloth this time. "Here, this is clean linen. I give this to you for free because I am an upstanding citizen. Not like those other, marauding goblin." You thank him without much comment, and with the goblin's help, you've bound your wound in little time. The two of you then shake hands over a well-done deal, and he starts counting coins once again.

"Thirty-two, thirty-three..."

A sigh escapes your lips. This is going to take forever.
>>
Eventually, you, your entourage of golems and your new pouch of 45 silver pieces arrive at the gates of Rampares. True to its name, the town is full of ramps. There are wooden ramps leading to platforms behind the palisades, ramps over trenches with doors and windows in their walls, ramps between the wooden buildings build above ground, and you even think the river is mostly covered by giant, wooden bridges, though you can't be sure from here. There's a certain charm to it, but more than anything else, it all looks awfully flammable to you.

The settlement is actually bigger than you'd expected, certainly a lot bigger than your birthplace. In population, that is. The buildings are close together and even built on top of each other in places, the wooden stockade enveloping the town as a whole. It even has one of those Beacons of Serallion to ward off wild beasts. It is certainly not a farming community, but it does appear to be an industrious one. The roosters have begun to crow just now, so it's about two hours before sunrise, but the gates are mostly open, and through them, you see plenty of smokestacks and a few people already out and about in the dark.

Before you're close enough to make anything more out, a man standing guard above the wall calls out to you. "Who goes there? State your name and purpose, strangers!"

It appears he mistakes your golems for people. Hopefully, this won't be a problem.

>How will you introduce yourself?
>>
>>923467
I am Bob.
The golems will stay outside the town.
>>
>>923467
"Pat.... Pat Stevenson. Golem hunter and gather, plunger of the deepest depths and oldest ruins."
>>
Oh this is back, yay.

>>923467
You're Bob. You're a golemeter. You're hoping to sell some things and pick up some supplies. You need the golems to haul some stuff for you, what's the policy on that?
>>
>>923467
I am Bob.
The golems will stay outside the town.
do you know where i can find a healer/doctor
>>
>>923473
Supporting.

Why openly admit anything?
>>
>>923467
Pat Robert Stevenson

Golemeter journeyman.
My father sent me out to travel and learn a bit.
I'm here to offer my services as a golemeter.
>>
>>923521
>>923519
>>923472
>People still aren't paranoid enough.
Do i really need to start again?
>>923606
Also supporting. Lie about everything.
>>
>>923624
Tell me exactly what is the point of lying about the most common name around or the obviously stone golems?
>>
>>923625
>Saying they are our golems and not our master's golems.
>Giving away our real name after those assholes got told our real name when they killed our parents and from that adventurer we told our name to. Allowing them to track us here.

We need to abandon the name Bob Svenson ASAP.
>>
>>923631
oh god it's you.
>>
>>923606
Seconding
it's ok to be just a liiiitle bit paranoid
>>923631
Calm down Skipper
>>
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You stand up on your chariot to announce your presence. "I am Pat Stevenson, and these are my golems. I'm a traveler, here to offer my services as a golemeter and explorer."

You make out a second figure approaching the first, and after they have a brief back and forth, the first one responds. "You may proceed."

Two men emerge from behind the gates to open it fully, allowing your entourage to pass through comfortably. The man you saw talking to the announcer also makes his way down and passes through the gate to meet you. As you get closer, you examine him.

The figure before you is quite short for his race, barely reaching your eyeline. However, he has a very broad frame, a feature made even more striking by his heavy plate armor and the numerous weapons on him- you see a shortsword, a mace, a battleaxe, some bola, and he probably has more you can't see from where you are. There is a fierce look in his eyes, and a rough, scarred face to go with it. Despite appearing strong and healthy, you'd say he's at least forty years old, and the way he carries himself tells you he's been at this job for at least half of those years.

As he approaches you, you confirm that he's part of the militia rather than the army, possibly its leader. You also confirm that at least some of that disdainful expression is directed towards you, specifically.

"Weaponized automata are forbidden past this point. Any golems with built-in weapons must stay outside. I assume those swords they have aren't attached to their bodies. I'll be confiscating their arms, assuming their bodies don't do weird magical shit."

"They don't do... that."

"That better be the truth, mage. I'll be keeping an eye on you and yours. Hope you'll give me an excuse to give you a beating."

You're rather perplexed by his openly hostile attitude, but decide to hold your tongue for now.

"I'm not here to make trouble."

"That so? I somehow doubt it, but keep your nose clean and you'll be fine. Not that you adventuring types ever do." Ah, so he thinks you're an adventurer. Well, you're not going to clarify anything for him- the less information you give out about yourself, the better.

After two of the guards haul away the oversized blades of your golems, you're told that they'll be returned to you when you exit. You note that there is a shed of sorts built into the fortifications, a halberdier standing guard by its entrance at all times. Another guard recommends you head on to the town square right in front of the beacon. Supposedly, there's a number of helpful signs there, as well as a noticeboard.
>>
You can't really think of a better way to proceed in an unknown settlement, so you do as he suggests, climbing back on your vehicle. Your draught golem proceeds onward, the other three following shortly behind. As you look around, you notice that the shoddy weaponry you brought, along with the leathers, are openly visible through the broken crates. Did that guy think the blades he took were some sort of special golem swords?

As the vehicle grinds onward, you draw the attention of quite a few people. Your golems seem to attract a lot of attention around here, the people seemingly unaccustomed to such figures. The town doesn't appear to be as technologically advanced as you'd hoped, even if it is much better than anything you've seen so far. You pass by several general stores, a herbalist, a temple and even a Slayer's Guild. It's too bad you didn't bring those bebilith scythes with you, as they'd probably fetch a decent price here. Still, you could probably use them yourself.

You eventually make it onto the square. It is a fairly wide clearing with paved ground, ironically arranged like a circle rather than a square. In front of you is a pretty tower of pure, smooth marble, emanating a pretty large amount of magic. It is a squat, almost cubic thing, with an open top bearing a bastion on each side and an illusory flame from which the beast-repelling aura emanates. The bastions each bear a ballista, unmanned and supposedly self-operating. A Beacon of Serallion.

These were supposedly built a thousand years ago across the roads, to keep away roaming monstrosities by the wizard they're named after. Of course, humans, being humans, were hungry for the secrets they held and in an attempt to decipher the powerful enchantments within, they pretty much destroyed the vast majority of them. Apparently, they can't be examined unless taken apart, and they're rigged to eliminate the runes they hold if people try to interfere with it. The few remaining ones are now surrounded by settlements of various sizes, Rampares being one of them.

They can be freely entered and left, though the Rustguard seems not to allow civilian entry, guards posted around and on top of it. No matter, it's probably far, far too advanced for you to gain much out of it anyway.

Looking elsewhere, you manage to spot the signposts mentioned by the militia guardsmen as well as the notice board. The signs direct you to various districts, administrative buildings and guilds. You see a Little Tinkerton pointing towards the smoggiest section of the town, an Alchemist's Guild pointing towards a collection of strangely-colored smokestacks, a city hall, the wharf, several adventuring guilds, and more. You can also make out a few features without their help, like a factory, a few warehouses, few taverns... You even recall witnessing an alleyway transaction that just now strikes you as somewhat suspicious.
>>
People are already starting to emerge from their homes to go about their daily business. You think you can locate whatever you need from here, and even if you don't, you could ask around. More than anything else, the townsfolk seems curious about you and your golems, unlike that asshole captain of the guard, or whatever he was.

>Find a healer.
>Find a general store.
>Are there any merchant houses around here?
>Go to that tavern Fatrat told you about, where Fardi works.
>Go to a blacksmith.
>Visit a library.
>Visit the City Hall.
>Locate an inn.
>Look around Little Tinkerton.
>Visit an alchemist.
>Is there a mages' guild?
>Locate a place where adventurers are needed.
>You could use a carpenter.
>Find a tanner.
>Visit the local enchanter.
>Roam the back alleys.
>Go to some other place. There's a lot of places around here. (Write-in)
>>
>>923664
>Find a healer.
get checked out and then
>Go to a blacksmith.
Just to get some ideas and compare how different steels feel and look like.

Although I wouldn't be opposed to finding some newbie adventurer group and faking being a mage.
>>
>>923666
I support this but also get a look at how his smelter is set up and try to learn how to correctly build one ourselves that wont fucking explode this time.

Also
>Visit a library.
Let us see what kind of books are just available and if we can find basic books on magic use them. We need more combat spells.

Also remember BE discreet, no use of our real name.
>>
>>923664
>Go to a blacksmith.
Sell him our non magic junk and see what he has for sale. Try to sense the structure of the weapons he makes.

Then

>Visit a library

Then

>Mages guild

Then

>Adventurers guild

Then

>The guy fatrat spoke about
>>
>>923664
>>Go to that tavern Fatrat told you about, where Fardi works.

Fatrat works for an alchemist, lets see if he can help us.

>Go to a blacksmith.
We have some junk that we need to unload. Getting a feel of what proper steel is like would be great.

Did we bring any of our ingots? Getting them appraised might be a good thing.
>>
>>923744
W sold all of the ingots we brought to the goblin merchant for our current DOSH and those healing potions we bought to unfuck ourselves, at least temporarily. We should check our golems as well to make sure the asshole's magic didn't put like a tracker on them or something. After all it WAS a capture spell.
>>
>>923748
I thought that was the iron ore we sold.
>>
>>923690
Supporting
>>
>>923752
Went back and looked at that. We dont actually have any Ingots at the moment all we have is ore. Probably cuz our smelter keeps fucking exploding. Anywho we sold all of he iron we brought with us to the goblin merchant either way.
>>
>>923748
Man there's caution and then there's full blown paranoia.

Guess which horn you've been blowing.


Set our priorities to a few things:

Propper clothes.
Can't run arround in raggs we got of a dead man.

Fake identity needs to be established in a way that suits our interests (research and material gathering).
We need to visit the mages guild, establish our selves as the son of a hermitic Golemeter who has some achievements in Geomancy.

Get info so we don't get tracked to hell and back.
Knowing a thing or two about laws would do us well.
So visiting the library is needed.

Then follow out with things we can manage till evening like reasearching the gear made by the local blacksmith or getting a book about enchantments.

So last order of our day is getting to Fatrats associate.
>>
>>923778
Okay first of all, if we are establishing ourselves as a hermit the clothes we wear are of miniscule importance. I do agree about the fake identity, but we should visit the Library AND the blacksmith first. The Library is for combat spells/Bigby's Big Book'o'Runes. The blacksmith so we can earthsense his swords/ingots to get a feel for what we should be aiming for. Also to study his smelter so ours can fucking stop exploding finally. Laws come after that. We should also go to the market place and get a feel for prices on shit like Iron ingots/steel ingots if we can't already answer that at the blacksmith. We should also look into getting more exotic materials for golem cores/enchanting practice so we need a grasp on how much that is going to cost us since this area seems pretty poor in stuff like silver/mythril.

Will totally give you Fatrat is the LAST thing on our agenda for the day.
>>
>>923767
We did make a few ingots before the smelter exploded, perhaps we used them to make our ride.
>>
>Healer
>Blacksmith
>Library

I don't think we should join any adventuring parties, but if someone's offering solo work we could take it. Easy money for a wizard.
>>
>>923800
I'll support you, but don't forget inspecting armor to learn how to make shit that doesn't rely on ferromancy to wear, maybe with a more protective design.

I'm torn between designing the bodies of our warriorgolems to be like suits of armor, or making them sculpted like near naked humans and having them wear actual separate armor so that the armor's enchantments don't fuck with the ones animating the golem, and vice versa. The armor could even be the same material as the golem's main matter, but even with the basic Lesser Reinforcement enchant on our armor right now, it'll still be stronger than the stuff under it. So, It would make sense to put steel armor on a steel golem, for example.

Assuming that having the two different arrays that close isn't a bad thing. There is no magical induction, is there?

Maybe we can pawn off the shitty iron weapons while we're at the blacksmith, or refine the metal with magic and re-ingot them.

When we go to the library, lets find some maps, both political and topographical. If they are too expensive, we'll come back with a sheet of metal or something to make a quick copy. This could be where those re-ingoted shitty weapons get useful.

We should mark down the locations of any mines we may hear about, too. It would be ridiculously easy for us to steal ore they haven't gotten to yet with sneaky geomancy. From their perspective, the mine will simply dry up in some spots. All it takes is creative tunneling, and covering our tracks.

We should also add the names of the owners under the names of the mines, to avoid plundering allies and to target enemies.

I want to go see the alchemist before visiting the library, though. Fatrat's mentor is obligated to us, so lets have a proper examination of our back, maybe get some more medicing at no or reduced cost, and we can likely talk him into letting us stash our wagon and a few golems there, too. We only need 2 around town, and they might not even let golems in at the library.

Also suggesting that we stop by the stables before we go home to look at the underside of a normal wagon and adjust our design accordingly, while we have the opportunity and it's on our mind.
>>
>>920036
You probably shouldn't let your threads die before starting a new one. You might even want to start the new thread right after the previous one goes into autosage.
>>
>>923664
Offer to work with the blacksmith, even if he/she isn't an armorer/weaponsmith, in order to learn more about the ropes if the trade and metals.

Offer to do the same with the alchemist, in order to learn to make basic potions and to get basic understanding of herbs.

First though, we need to go to the healer.
>>
>>923664
>Go to a blacksmith.
>Visit a library.
>Is there a mages' guild?
>Go to that tavern Fatrat told you about, where Fardi works.
>>
>>924583
You probably shouldn't tell people how to run their quests. You might even want to consider that /qst/ is so slow that a new thread isn't needed right away
>>
>>924834
>getting this salty over constructive criticism not even directed at you.
What I meant to say was that linking the quests is convenient for returning readers who don't use twitter and don't want to waddle through the catalog to find the next thread, while keeping the thread above page~3 helps bring in new people and is indicative that the person running it cares enough about the quest to keep it somewhat high up. Of course then there's people who go out of their way to get insulted by every little thing, so I guess you can't please everyone.
>>
>>924583
Dude that's just being a fucking dick. And this is coming from the guy being paranoid as all fuck for fun.
>>924913
>What is Control F
>>
>>924924
To be fair, I see where he's coming from. It is nice when the threads are linked both ways. Kinda missed the begining of this one becouse I didn't know when it would go up. That being said, he could have expressed himself in a less... dickish(?) way.
>>
zzz
>>
>>924810
>the mages guild
>the guild of people who can probably sense how big an ether battery we are
>while being dressed in the clothes of a mage we just killed
>who might have had friends there, related to his wizard hunting job or not.
>who in turn definitely have more friends, all of whom can be expected to be in the city, if not the guildhall.

We need to find out how many normal mages can feel ether like we do. I'm assuming all of them because I'm assuming you need to feel it to use it. The answer to that question will dictate how paranoid we really have to be. Then, we have to figure out how to hide it, at least from the mages, preferably from dragons and other supermonsters, too.

We at least need to change clothes, though. Thats just asking for it.
>>
>>925897
So long as we got the magic stopper the only thing out of the ordinary is how much magic we are sucking up.
>>
It's probably best if you keep your priorities as straight as you can. The healer is the place you want to go as soon as possible. Even though you aren't feeling quite as terrible as when the smelter first detonated, the decline in intensity is too low for you to ignore the condition. What if it lasts for a week, or even has permanent after-effects? You're not interested in finding out the hard way, so you command your golem puller to turn the cart around to head towards the healer.

As the golem obeys, the force exerted on the vehicle proves to be too much. The axle breaks first; then the body proper crashes, causing you to tip over and roll onto the ground. It's not a big deal, but when you stand up and dust yourself off, you notice that the pavement is cracked and the few people already awake are staring.

Glancing nervously the way of those Rustguard sentries, you quickly have your golems pick up the remnants and carry them to the side of the road- you think it's best you don't display unusually powerful magics, especially considering your age, so you mostly stick to discrete uses like reducing pieces that are too big for your golems and mending the cracked section of the ground. By the time you see a guardsman approaching, you've cleaned up your mess and deposited the remains behind an alleyway, reduced to a pile of dust and pebbles while nobody was watching. Thus, when the soldier fails to see any real damage done, he resumes his patrol.

After taking a moment to bid farewell to Carty, First of his Name, you make your way to the healer. The way is rather confusing, and you take a few wrong turns and have to backtrack. You're sweating profusely during all this, not just because of the sickness, but because of how nervous you are. Not only do you draw gazes from anyone you pass by, you do so even more whenever you return through the same paths you took. Some kids even approach you carelessly and begins questioning you, but thankfully one of their mothers calls them back and berates them for pestering strangers.

You wipe your brow. You didn't think it'd be this nerve-wracking to just walk about town.

Eventually, you arrive at a moderately-sized healer's house, with cozy-looking cobblestone walls and a warm red tiled roof and all. You park the golems outside and after confirming that the sign on the door says "OPEN" you enter. The short entryway has a number of chairs lined against the wall, presumably for waiting patients, and a tiny side-office with a young man waiting to receive customers. As the remaining doors are all shut, you proceed to the desk and allow yourself to be greeted.

"Welcome to Siara's Sanatives, how may I..." He yawns loudly. "How may I help you." He doesn't even look up at you for more than a second.

"Uh. Hi. I have some sort of strange magic poisoning I need taken care of? Can you help me with that?"
>>
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The boy is distracted by something he's picking out of one of his fingernail. "Checkup and diagnosis costs five silver. Treatments prices vary, but you look fine to me, so it shouldn't cost you more than fifteen. Minus the five you'll be paying upfront, which is deducted if you get treated immediately afterwards."

That sounds like an acceptable price to pay to not feel like shit. You hand the receptionist the coins and take a seat. It doesn't take too long for a woman to open a door to a cluttered-looking room and call out.

"Next!"

As you walk in, you realize that you may have made a mistake. The healer before you, while certainly attractive, is a detached looking woman, having already turned to wash her hands at a basin with casual disinterest despite being covered in blood splatters. Since nobody walked out of here, you have to assume that the previous patient is still in here somewhere.

"Have a seat, I'll be a moment."

As you do so, you look around the room. In front of you is a cupboard bearing various small containers of herbs, liquids, pastes and powders. The bottom shelf has a tiny generator hooked up to some sort of adapter. A mess of cables leading to various unfamiliar implements is deposited next to it, with a weird iron tube currently hooked up. You also see various alchemical tools like a mortar and pestle, empty beakers and bottles, a burner... It's a pretty large shelf, and between it and the table with the basin, the stretcher you're on, and all the other clutter, there's barely enough room to walk about.

Next to you are several boxes with more gadgets, some statuettes and magical trinkets, and piles of notes written in indecipherable handwriting. Behind the boxes are a furnace, recently turned on and still warming up, and a stretcher with a dead body on it, with a half-severed head and several bloodied, scary, sharp things dumped next to it.

"Don't be so shocked. Guy had a lumber axe buried halfway into his neck. Died seconds before he came in." She spares another glance at you. "Hmm. Yes yes, you'll be fine."

You tense up. If this person tries to do anything remotely suspicious after this point, you're caving her face in. It's a pretty face, but you're not sure there's a soul behind it. As she wipes her hands on the only remaining clean towel in here and approaches you, you realize that the reason you're really scared of her is her gaze. As she looks you up and down, it seems to penetrate you down to your soul.

"Your quintessence is off-center. How did you even manage to do that?"

You didn't think you meant it literally, but apparently she actually can see that deep. Quintessence is supposedly what souls are made of, as well as the source of all magic. For it to have shifted inside you has some pretty terrible implications. You didn't think a wave of corrupted ether would have that kind of effect, but...
>>
"Well? I need you to answer my questions when I ask them, young man."

As she takes some jars and the mortar and pestle from the shelves, the woman turns to shoot you an annoyed look, an eyebrow lifted slightly. You're not sure you can divulge much information. How do you put this?

"W-well, I was near this magic smelter of sorts, and uh, there was an explosion..."

The healer sighs. "I'm not the Greenguard, so you might as well spit it out. You were practicing unlicensed enchantment, weren't you? Don't worry, I won't report you to the authorities."

Actually, you didn't even know you needed a license to enchant things. This might be some trouble if you wanted to try selling golems through legitimate channels. Maybe you could employ bribery or forgery? You're certainly not enrolling. You'd be found out in no time.

"Look, I know it's hard to get those things, but there's a reason you have to go through the system. One reason is the 'explosion' you're talking about. Blow an improper runic array and you'll have your soul blown right out of you."

She deposits some of the paste she made from the mortar into a cup.

"Remove your shirt, please."

You manage to do so without blushing too much, the robe thankfully having come with an additional layer over your lower body. The lady has mixed in some sort of green fluid with the paste and is dipping a brush in it. After undoing your bandages, she uses the brush to draw something on your chest, her close proximity causing you to look away. This is a bit too much human contact after the isolated week you've had, and the unusual tickling sensation only furthers your discomfort.

"I assume it was a very small combustion, or it's been some time since it happened, because if the enchantments on the... smelter, was it? If they were extensive, you'd probably be dead or at least in much worse shape."

They actually were pretty extensive, but she's probably underestimating the weight of your magical reserves. She seems to be finished with whatever she's doing, so she steps away a little bit. Then she lays her hands on the circular shape she's drawn, and there's a glow and a pulse of magic, followed by the thing she painted you with vaporizing and you immediately feeling much better.

"There, that should do it. Are you feeling better? Is there any lingering discomfort?"

She has you channel a little bit of magic to see if you can do it as well as before and move your right arm around to see if anything remains of the injury. After you're done answering her questions, she seems satisfied that you're back at full health and tells you to put your robe back on.

"If you're insistent on continuing with illicit experiments, I recommend you at least do some proper reading before you continue. And remember that these misfires can hurt others as well as you, so do it somewhere away from people."

"The treatment would cost you four silver, but since you already paid five for the exam, you don't have to pay anything else."
>>
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"You may leave."

With that, she turns to clean the tools she used, the blood in the basin she washed her hands in having disappeared during all this. After you're clothed and your breastplate rejoins into one whole around your chest, you get up and leave, waving the woman's apprentice on your way out. He pays you no mind.

That stressed you out a little, but you aren't done for the day. Your troupe falls in formation around you as you begin moving towards your next destination. You have to return to the square, as you didn't pay much attention to where the blacksmith was supposed to be, and as you do so, you notice that the sun has begun to rise. There are more people around now, though they're all occupied enough that without your ridiculous chariot, you draw somewhat less attention. It's still a lot more than you'd like, however, and paranoid thoughts tell you to run away, run away now. But you don't, and nobody jumps out to kill you, and ten minutes later, you're at the smithy and in one piece.

You're actually surprised to see a non-human before you. The man looks like a very short ogre, or a particularly tall, fat and tan blaithe. His trunk-like arms strike at a hot blank as sweat pours down his mostly-bare chest, covered only by a thick smith's apron. His hair is balding and his stubble is gray. The large ears remind you of those of a typical goblinoid, even if he doesn't appear to be one entirely. He pays you little attention as you approach the workshop outside the building proper, deeming the work more worth his attention than you or your golems.

The workshop seems to be fairly well-built, with multiple anvils, hammers and other tools of the trade, and somewhat mechanically augmented stationary you hadn't expected to find in a small town like this. The furnace in particular has a very mild magical aura to it, coming from the open flame, though it does seem to require some fuel at least. Interesting, but you're not sure how to inspect it more closely without earning the ire of the already grumpy-looking man.

He eventually stops to wipe his brow, and while he does this, a woman passing by wishes him a good morning. He half-grumbles and half-wishes her a good morning as well, eliciting a radiant smile from the young lady before she walks off. Perhaps this town is more accepting towards outsiders than you'd initially thought, which bodes well for you.

You approach him with an expectant attitude now, before he resumes his work and forces you to wait again. In response, he lays down his hammer and sighs, entirely unexcited by the prospect of a new customer.

"...Yeah?"

>Ask to inspect his wares.
>Offer some goods of your own.
>Ask if you may examine his gear.
>Question his heritage as politely as you can.
>Try to get him to teach you about metals and stuff.
>Write-in
>>
In order, Offer your own goods, inspect his own, then question his metallurgy as politely as you can.
>>
>>930385
>Ask to inspect his wares.
He is NO magician and we do NOT need to get acquainted with this guy. All we have to do is stare at his stuff for a moment or two and but something like an extra dagger or two. We can filter out the info we need as we look through his stuff.
Also:
>"I'm not the Greenguard, so you might as well spit it out. You were practicing unlicensed enchantment, weren't you? Don't worry, I won't report you to the authorities."
PANIC! PANIC RIGHT FUCKING NOW! Oh fuck we need a license or we get investigated?!?!?!?!?!?!? FUCK FUCK FUCK FUCK!
>>
>>930385
>Ask to inspect his wares.
>Offer some goods of your own.
Also ask him if a wands linger came through recently.
>>930524
No need to be an uppity ass.
>>
>>930601
He isnt happy to talk to us, if we just act the part of a simple adventurer/customer we dont have to worry about this guy remembering us, potentially not liking and then reporting us.
We don't need to talk to him about our forging skills, because if he looks at out forged metal he is going to have a LOT of questions, like how do you put this breastplate on and secure it? Cuz u know we are awful young to be skilled enough at forging to make magic armor.
>>
>>930601
Seconding.
We don't need to panic right now either, so let's not.
>>
>>930601
This.
>>
>>930380
>"I'm not the Greenguard, so you might as well spit it out. You were practicing unlicensed enchantment, weren't you? Don't worry, I won't report you to the authorities."

Interesting. We should investigate the laws regarding licensed enchantment - the more we know about it, the better we'll be able to prepare ourselves. Plus, we might be able to take advantage of a loophole or two.
>>
>>930385
We could just ask if we could observe his forge for a while.
>>
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"I would like to trade some goods, if that's alright with you."

The man looks at you, then at your golems, then at the boxes they're carrying.

"Those weapons?"

You nod, and have one of your golems set a battered crate of weaponry at his feet. He winces at the mere sight of the crude armaments, before picking one up, laying it on the anvil, and striking it with a hammer. After the metal stops ringing, he throws it back into the box.

"These things are useless for anything but scrap. I'll give you... Ten silver for the lot of it. The leather's useless to me, bring it to a tanner or a merchant house."

He then rearranges some of his tools and dips the glowing hot blank in a tub of foul water. After that, he turns around and goes into the house.

"You wanted to see my craft, right?" He beckons you over. You're not sure if you want to offer any of your magical equipment for sale, or even if he'd want any of it, so you follow him into the building.

You find yourself immediately surrounded by weapons of all kinds- swords, axes, polearms, daggers, maces, a flail, a warhammer, several pikes, and even a few less usual ones. You see a three-pronged dagger that looks like a trident with two blunt blades, a thick bag filled with caltrops, bill-hooked cleavers, polearm tips in various sizes and shapes with no shaft.

There are a few shields as well, and three suits of armor: Full plate like the one worn by that scar-faced jerk, chainmail and plate you've seen much of the militia wear, and a huge suit of leather and fur fortified by bands of steel. That last one looks like it would fit him and has been fashioned after Norvaer aesthetics, complete with one of their unusual nasal helms. Overall, you'd say that his weapons and shields look a lot better than his armor; they all have an artistic flair to them while the suits seem to be built with nothing but pragmatism in mind.

There are also a few other things here, like nails, hinges, screws, those little levered door bar things, a set of lockpicks, and even a bunch of components you don't recognize. No jewelry though.

"Most of that stuff's for the carpenter. He's two houses down that way, if you need furnishing."

He goes over the weapons. "Most of these will cost you ten silver. Daggers start from five. The bigger, more intricate stuff goes to about fifty. Shields, too. Armor's a bit more expensive if you want it made from scratch, or I can assemble and refit from preexisting parts to your measurements. Custom made parts vary. You got something specific in mind, ask."
>>
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"If you got a lot of money to throw around, I can get an enchanter here in a couple hours and we'll see what we can do. That'll be several gold coins, paid beforehand. And no damn refunds, you hear?"

You nod. This doesn't concern you too much. Even one piece of gold, being worth 100 silver, is out of your price range.

The blacksmith seems to be done talking, waiting for an answer from you with his massive arms crossed in front of his chest. You do have another question for him, though.

"Before I decide on anything, have you seen a wandslinger pass by?"

"Nope. 'Slingers don't have much to do with smithies. I'd check the guilds and taverns if I were you."

>Sell 18 crummy weapons for 10 silver.
>Buy things.
>Ask things.
>Write-in

If you have anything specific in mind, you can ask me if he has it and how much he'd want for it.
>>
>>931272
>Ask things.

"This may be an unusual request, but could I take a look at your furnace? It would only take a moment of your time. Personal curiosity."

Throw this request in with a purchase, so he knows we intend to actually buy something and not just waste his time. A weapon would be good as a blueprint - we're planning on making our own swords for lots of golems, and something to base them off of will be really helpful.
>>
>>931272
>Sell 18 crummy weapons for 10 silver.
>Ask things.
Ask if he would be willing to let you watch him work.
Ask if he could show you various metals he works with.
Be willing to pay for any information.
>>
>>931272
>Sell off the junk
>Buy a dagger and a few odd cheap things while asking to inspect his goods (if he asks why state that we are a golemeter and should come with cash quickly)

>Ask if he's interested in one of our golems for manual labour

>Head to general goods merchant next to get some clothes and soap
>>
>>931272
>Sell 18 crummy weapons for 10 silver.
>Ask things.
Where do you get your steel?
Who's your enchanter?
What the biggest difference between a good and bad sword?
>>
Ooh, too bad we left the magic axe behind, we could have had that looked at. Or used it on someone, who knows.

>>931272
Agree to the sale. We don't barter very hard, do we?
Hmm. Are caltrops something that could hold an enchantment? Ask that. For weapons I think either the bag of caltrops to complement the control of the battlefield that geomancy gives us, or a nice big polearm for golem weapon prototyping. Something on the ten silver tier, though. (are warhammers in that category? I hear they can range in price up to 40K.)

>>931415 He couldn't order our golem around, and it turns out you need licenses for making these sorts of things. Unless there's a one-off task that needs doing, this is a no go.
>>
>>931478
>We don't barter very hard, do we?
If you mean haggle, you haven't done that so far, no.

>Are caltrops something that could hold an enchantment?
Sure, if you do each caltrop individually.

Warhammers are 12s. Caltrops are 10s, including the bag they come in. There's like a dozen of them in there, but they're pretty big.

You have 40 silver.
>>
>>931478
Or we can order the golems arround and use the opportunity to study his work.
We may even make a custom golem for him later.

But first lets get our shit back in order.

It may be a good idea to find someone in this city we may trust.
A good candidate would be that enchanter and the blacksmith here since they work together.

We need to establish our selves in the city in a civil and respecfull manner.
I don't believe that the mage we killed contacted anyone and acted on short notice when the smelter exploded.
So staying civil and non-confrontational and even being constructive should keep most trouble of our back (most governments would want a wizard who is on their side or at least amiable enough to not cause trouble).

Joining a guild after learning to conceal our selves may be an option as well (I doubt a mage guild wouldn't want a wizard in their ranks).
>>
I should mention, the 12s warhammer is the pointed, historically-accurate kind.

If you want a Warcraft-type hammer that takes advantage of the fact your golems' ability to wield a 150 kg weapon, you'll have to custom-order it. It'll probably take a few days and cost about 30 silver, and only that low because this guy likes forging unusual stuff.
>>
>>931580
>He likes forging unusual stuff

Yep gotta buddy it up with him.
>>
>>931580
A good contact to have, then. Unusual stuff is fun! How much for a cleaver, then?
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>>931580
How about a huge multipurpose warhammer that doubles as a pickaxe?
>>
>>931580
How about a huge multipurpose warhammer that doubles as a pickaxe?
>>
I dub him Urist McValuabledorf.
I can't wait for him to be killed by hammerer.
>>
>>931623
>>931619
Weird
>>
>>931607
4s for a butcher's knife. 8s for a heavy machete. 13s for a single-edged greatsword. All three could be called cleavers.

>>931619
You can't really mine that well with a heavy counterbalance, a tip that needs to remain relatively sharp for combat, and a heavy, lengthy handle.

He'd either laugh at you or direct you towards the local tinker, who in turn would take a week or so to come up with a working solution and build it, then charge you a few gold.
>>
>>931645
Travelling so IP adress changes each time I pickup a different siginal tower.
>>
>>931648
Then let's go with a huge single edged greatsword and warhammer.

Might be a good idea to practice our body as well.

Could we learn from a magic swordsman or a muscle wizard?
>>
>>931580
Is there anyway we can show him one of our steel ingots and armor pieces to see what he thinks?

I wanna know how our stuff compares and serves as a nice price check.
>>
>>931689
Seconded.
>>
>>931648
Greatsword it is, then.
>>
"I think I will sell those weapons to you after all. Ten silver, right? Also, this greatsword. No, to the left."

The blacksmith hefts the bulky, single-edged weapon out of its rack like it was made of paper and hauls it towards a barrel. It's full of sheaths, you realize.

"Didn't think you were the greatblade type. Guess you never know with you mages. This one's twelve silver."

As your golem ducks into the building with the assortment of weapons you collected from the dead troglodytes so long ago, a look of realization dawns on the man's face.

"Just drop it in that corner. If the greatblade's for the golem, make sure you keep it sheathed and unstrapped in the town or you'll get pestered by our upstanding lawkeepers." There's a hint of derision at that last part. You nod, and your golem grabs the whole thing with one hand, returning outside with a mental prodding. You then take out two pieces of silver and hand it to the blacksmith, who pockets it without thanks.

"Anything else?"

"Yes, actually. Could you assess the quality of this bracer?" You have the armguard split apart and hand the two halves to the man.

"Enchanted equipment? Can't say much about that part, but I guess I can take a closer look at the steel itself."

He takes it outside while you follow him, watching closely as he uses a comically small hammer to pound one of the halves he's laid on an empty anvil. He repeats two more times, listening to the twang, and the more he does so, the more perplexed his expression becomes.

"Hold on a second." He retrieves some sort of tiny scope from inside the building and holds the bracer half against the sun, staring through the device intently.

"This is interesting. It looks a bit like a longsword I've inspected a decade or so ago, found by some adventurer in a ruin. Less crystalline structures, though." He fiddles with his device a bit more and takes another look. As he does this, you notice that there is an extremely faint flow of magic inside that object, which he's altered.

"Yes, the grains are quite fine, despite the bracer's strength. And... uniform throughout. This was definitely forged magically. Good as any old steel, but could be better if it was made with proper metallurgy in mind. Or if it had any of that weird texture I mentioned. Apparently it makes a weapon better for enchanting, but isn't as hard as modern steel. Looks pretty recently-made, though, so this is probably something that was made by a fledgling ferromancer. Maybe as practice."

That was... pretty insightful of him. He now eyes you with genuine curiosity. "Where did you say you found this?"

>Answer. (Write-in)
>Do something else. (also write-in)
>>
>>931827
>I'm actually that fledgling ferromancer. I just wanted an experts opinion. Could you give me some more advice? Or maybe I can even watch you work for an hour or so? I can help give a general shape to the things you forge so it might save you some work.
I think being honest is the best road we can take here. Also our steel is as good as any other? I mean ages past the stuff they made in forges would usually be called pig iron these days since it had a bit too much coal throughout. Would have thought since we add whatever amount we choose it would have been a bit higher quality.
>>
>>931827
>Answer. (Write-in)
My master gave these along with the golems to me and said to "get lost and get some experience".
>>
>>931827
"I found it in a mine. An iron mine. There was some assembly required."
>>
>>931865
Remember that we're not the only magic user.
>>
>>931866
Bingo
>>
>>931882
Us being a ferromancer would explain why we want to watch him work and give us an in with gaining knowlage about metals in general from him.
>>
>>931889
We still can be. I'm mostly concerned with the fact that they're actually enchanted which would require us to also know runes and enchanting.
>>
>>931865
I would agree with most of this, but would add that "My father gave me the golems and enchanted the bracer to see how receptive the metal will be to enchantment." But only if he asks.
>>
>>931897
There you have it >>931902
>>
>>931827
>Things we made.
>A non-mage immediately identifies it as weird as fuck.

Man fuck this is gonna be hard to do.
>>
>>931866
Yeah, along these lines.
>>
>>931827
>Write in
Admit to being a novice ferromancer though say the golems were a from master who told us to gtfo
>>
Let's do this:

>Admit being a novice ferromancer.

>Father was a hermitic golemeter who taught us since we were little. And we learned basic ferromacy, golemetry, dabbled in enchantment and are an okay earth mage.

>We were kicked of the mountain after an incident with an exploding smelter. (Make it sound like we have a shitty dad who sent us away to learn common sense)
>>
>>932032
All though I don't support to admitting to be a ferromancer saying mountain is a bit to specific in the back story, it would be better to just say kicked out.
>>
>>931866
Backing the least retarded option
>>
>>931865
>>931902
Tbh if we're looking for least retarded, I'd say go with these. They help us gain what we want without giving too much away. I mean come on. There's careful, then there's paranoid and then there's some of the guys in this thread.
>>
"I didn't find it, I made it. You see, I'm an initiate ferromancer."

He eyes you questioningly. "That's a pretty rare talent. Especially for a youngin like yourself. You sure you made it?"

That grates a little. "Yes, I'm sure I made it. How would I even mistake that?"

He lets out a rumbling sigh. "Good on you, then. You still have a way to go, but..." He stops to consider his words. "But you should probably be taught... By someone... Who..."

"Actually I was hoping-"

"You want me to teach you, don't you."

You nod with enthusiasm. He stares at you for a moment that feels like hours. You watch his expression, trying to guess his answer, but he's a rather inscrutable one.

"Fine."

You grin. You try to stop, but you can't.

"But! First, I want to eat. You hungry?" You nod. "Good. I gotta explain the basics to you first, anyway. I assume you don't know anything about smithing?"

You shake your head.

"Come on in, then. I'll put some slop on the stove. Cooking's not my trade, so it won't be a feast, exactly."

"That's fine, I'm getting used to it." He raises an eyebrow. Damn, you have to learn to keep your mouth shut about yourself, before you end up giving away critical information. This guy seems nice to you now, but as far as you're concerned, anyone and everyone could be out to get you.

"Name's Grast, by the way." He extends a hand, which you take gratefully.

"B- Pat! Pat Stevenson."

With that, you follow your new master inside, rubbing your hand as soon as it's freed from his considerable grip.

The meal is indeed as bad as he says, but you barely pay attention to it. While he cooks, serves the bowls of gray slop, and inbetween mouthfuls, he explains to you the basics of how metals work, various types of steel, and which heat treatments are appropriate for which. You hang on to every word he says, and as he talks, you catch a few moments where his grumpy exterior gives way to genuinity. A fair amount of the information he dumps on you goes over your head, but you don't interrupt him. Besides, he did say at one point that you'd be going over this again while actually working the metal. By the time he's done lecturing, your meals are long finished.
>>
Outside, the first things he explains to you are the various tools of the trade- hammers, tongs, forges, even the holes on the anvil... You don't truly need to know any of this, but it's easier to follow than the purely theoretical things he told you about, so you listen. He then moves on to explaining heat to you. This is far more relevant, and you pay the utmost attention as he goes on at length about coals, coke and kindling, the intensity of the flame these will produce, and how it relates to the relative size of the hearth. This comes with a demonstration, and you do your best to note the temperatures. He states the approximate numeric value of the flame as he works the bellows, but back home, you have no real way of measuring this. Grast's explanations give you the feeling you'll need plenty of experience before you truly get a feel for the whole thing.

Next come a few basic alloys. He tells you about the various metals you can put into steel to produce different types of steel. He shows you a few examples of both the pure metals and the various steels, which you take your time feeling out. As he goes on about the materials' ductility, hardness, what they're used for, things finally begin really clicking into place. You feel like you're really beginning to understand metals.

Unfortunately, he moves on to various techniques of hammering, bending and carving metals, all things you can do with magic, hands-free. Still, you allow him to continue uninterrupted, as the demonstration does give you a few ideas on how to shape various tools more elegantly, and even trails off to tell you about various types of weapons. This seems to be what interests him the most: Weapons, armor, and how they best function.

He eventually stops listing off all seven hundred types of poleaxes to tell you about the various tools he doesn't have here. Cygnal torches are especially intriguing, apparently burning even through inurium as though it were the Sun itself, yet without producing any heat whatsoever. The lecture also confirms that self-operating furnaces are indeed not a new idea, but ludicrously expensive. The same is true about purely magical, adjustable flame.
>>
Eventually, sometime afternoon, he tells you that he needs to work on orders now. You do watch him for a few minutes, but after it becomes apparent that he's going to be forging nail after nail, with nothing new, you decide to bid him farewell.

"Next time you come here, I'll tell you about why we mould swords the way we do and how it looks under the scope. Also, the next lesson won't be free. Now go on home. Git!"

You leave him with a final thanks, going over the things you've learned. You hope you'll retain all that. This doesn't come as easily to you as magic does.

>Visit a guild. (fighter, mage, adventurer, slayer, miner, ranger, etc.)
>Visit the sleazy tavern Fardi works at.
>Visit a merchant house.
>Visit an artificer.
>Visit an inn.
>Visit a craftsman. (tanner, carpenter, jeweler, mason, potter, etc.)
>Wander around aimlessly.
>Seek out illicit activities.
>Find an enchanter.
>Visit the library.
>Visit the town hall.
>>
>>932354
Tanner to get rid of the leather. Then library.
>>
>>932354
>Visit the library.
Get us a Bigby's Big Book'o'runes
>>
>>932354
Sell of our junk leather.

Then buy our selves some decent clothes to change into (3 shirts, 3 pants, 3 sets of underwear and socks, a jacket and boots).

Then library (get a map and see if there's books about basic magical theory).
>>
>>932375
>>932382
>>932387
This then home
>>
>>932387
I like this. While at the library see if there's a book of laws for magic users too. Avoiding any more gotchas like the enchanting license would be nice.
>>
>>932402
>Going home

The only reason we might want to go there is to save spiders from other spiders and our shitty pet that tried to eat us.

Screw em.

Let's merchant it up here and earn some dosh to spend on research.
>>
>>932409
I agree, even though its called wizard tower quest.
>>
>>932387
This
>>
>>932436
We can build a new one in a place not swarming with monsters.

The only thing we'd want from our old tower are some resources and our magic items we somehow left behind.

We can set up the golems to deliver the iron ore to the city after claiming the a mine officially.
>>
>>932402
>Home

We need to learn all kinds of basics first about magic in general and our talents in extreme. Also we need to officially claim the mine. So we need to wait about in the city and get as much as we can get done, done before the Magehunters show up and start looking around. So yeah we need to find out the process for getting a license to practice magic or whatever, because apparently that is a thing.
>>
>>932409
>>932445
>>932459
And what do you all propose we live on? We need to at least go back and get some more ore or salt to sell.
>>
>>932546
We send our golems to do that. Its NOT that hard. Or we go get work for ourselves. Honestly i'd prefer that because it makes us seems like an upstanding citizen, we can cheat using magic to get stuff done, and we make some money.
Or we could go be an adventurer.
>>
>>932546
Work for the blacksmith or accept contracts from other guilds.
>>
>>932554
I wouldn't be oposed to going back to the blacksmith tomorow and working out a deal. Even if our ferrokinesis is shit tier, it still lets us shape metal. The crystaline structure can then be fixed by him through heat treating. Honestly we could probably do a weeks worth of work for him in half a day. Why did we even leave? We could have offered to help him make the nails. Practice for us and a guy to say what we are doing wrong, while he gets work done that would usually take him hours in a fraction of the time.
>>
>>932606
We can use our golems as automated hammers or to proppell forge bellows.
>>
>>932624
We dont even need hammers. We shape metal with our mind remember? The golems working the bellows is a good idea though.
>>
>>932626
Look, this is an easy way to actually help out because manual labor is hard.

Most modern forges use pnemuatic hammers.

So i'm sure the smith would appreciate it not having to swing his hammer all day or getting tired over using the bellows.

We may be able to help refine ingots on the side while studying how the metal changes as he forges it.

Also the dude got contatcts with a proper enchanter.

For now tho let's first get our shit in order and make our selves into an upstanding citizen.

Our forte is studying magics at a fast pace.
Are we gonna figure out a lot on our own.
Yes.

But are we gonna be faster if we have refferences and access to teachers like we do in this city?
FUCK YES!
>>
>>932354
Library. We need to avoid blowing ourselves up with a badly made furnace, and our golemetry skill is held back by our lower enchantment skill. When we learn how to enchant things better, we'll be one step closer to mass-production and true automation. Plus, who knows what other pieces of knowledge we might be able to find there.
>>
>>932606
>>932636
An easy way to practice ferrokinesis under the eye of a teacher, while making money and establishing a solid contact in town? Sounds like a plan.
>>
>>932606
I fully support this. We can trade manual labour for training
>>
>>932636
>>932644
>>932688

I don't want to start the paranoia, but showing off fuck-huge mana reserves is a bad idea.
>>
>>932869
We dont have to show off our reserves blatantly, all we need to do is use our bullshit magic to assist us in the ways of jobs.
>>
>>932869

Eh, I think that as long as we stay quiet and useful he'll be willing to overlook some things
>>
>>932869
>don't want to start the paranoia
Let's be honest with ourselves here. The paranoia started long ago and it looks like it's here to stay.
>>
>>932354
Library. Reading about the smelting techniques w just witnessed should improve our retention of them, and we can learn some runes next.
>>
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>>932912
Let's put in this way, I hate to be the one to re-ignite the paranoia.

Here is a quick proposal for how our tower should be structured.

Since vault's rule, and allow us to build higher and since I have always dreamed of living in a cathedral, I propose that we make our tower out of octagonal vaults (large octagons) and groin-vaults as connectors (the squares).
>>
>>932941
At this point the tower might be some ways off seeing as everyone wants to settle down in the city.
>>
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>>932959
We will get there eventually. Steel is great for building an endurable tower.

We need glass-work too, and perhaps a different way to gain indoor light.
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>>932941
>Groin vaults
muh dickramp
>>
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>>932987
Stop being lewd.

Unless you are a grill
>>
>>932985
A pure steel tower would really be something... It would also be a bitch to get the materials for, but God damn how I now want a full steel tower of Isengard.
>>
>>933001
I have been saying this for three threads. Sadly i have also been full paranoia ever since we talked to a mountain spirit.
>>
>>933001
Getting a steel skeleton would be most useful.

Rock has other advantages than being abundant.

Also, jet fuel can't melt rock, just as with steel beams.
>>
>>932998
buttress' and groin vaults and dickramps, oh my
>>
Ok so I kinda have a question regarding economics. What is the buying power of a silver? Is it like a dollar, euro, pound? More? Less? A hundred bucks can usually keep you going for a few days if you stay in cheap motels, eat cheap and dress second hand. Can a hundred silver do better or worse than that?
>>
>>933075
Honestly the better question is, what is the daily wage? Are commoners paid 1SP a day and able to live off of that? As much as i hate the way DnD sets up their world economy, especially 3.x with commoners earning 1SP a day for a days wages and yet the PC's commonly deal in thousands of fucking gold pieces, it does provide an excellent contrast in how much a SP and a GP is actually worth. OFC that might just be because the local village toughs could just go and knock over a dungeon with like 20 ish goblins in it and then make 2 years wages in half a day, which begs the question why in the fuck doesn't everyone just do this, but i digress.
>>
>>933075
100 silver can get you a lot better than that. Swords are expensive.

A room in a shitty inn would run you a single coin and a meal would cost you the same. I'll be honest here though. That's actually just because I can't be arsed to do copper. It should technically be cheaper.

>>933096
Nah, they earn more. Living conditions are, even out in the boonies, way better than how most people think medieval peasants lived.
>>
>>933134
So a room with a meal in a tavern is a silver total? or would you have to buy both seperatly for a silver each? I'm honestly just trying to figure out how far we can strech our remaining 40ish silver.
>>
>>933147
Separately.
>>
>>933156
Good to know.
>>
>>933134
No i know that medieval peasants didn't starve to death everyday or die of "living with an average lifespan of 35 years of age" like most assume. But a lot of people when they design game worlds still pull this stupid trope and it pisses me off.

Also thanks for clearing up the money situation.
>>
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Okay, so, the list of places we still need to go before we next leave town in no particular order:
Tailor, for clothes
Library, for books on magic theory, runes, local laws, and both a geographical and political map.
General store, for basic stuff like soap, new backpack, travel rations so we don't have to hunt on the way back, etc.
Tanner, to dump the leather we found, may as well ask for tanning methods while we're there because he's probably better at it.
That one seedy tavern, to meet Fatrat's master. Suggesting we DON'T ask for the 'slinger there, because we don't want her to be approached because of our interest in her, good way to get exposed.
Some other tavern, for 'slinger info.
Blacksmith, to continue our lessons and pay for them by bartering use of our ferromancy at his direction. The larger profit margins he's making because his projects finish faster while not decreasing his price is our payment. In return, we won't take money from the shop for our work.
Adventurer's Guild, to get general information about it, apply, and get 'slinger info. In that order.
An Inn, to spend the night in and get a decent meal for once. Not too cheap, either, we don't get others to cook for us often. Recommending the tailor before this because checking in with no luggage may raise questions, especially if we return with it.
Butcher, to see what he's got, if he uses a lot of salt, and if he takes meat from magical beasts, if so how much it's worth.

Additions and objections are both welcome.

So, the smith likes forging weird shit. We should ask him about the Spider Scythe. Get him to design an actual scythe for one blade, and some different weapon for the other. Tell him its fine to design them for golems. It would probably make him happy.

Also noticed a lack of bows and arrows in the smithy. Must be a Fletcher somewhere, but I can't think of what we could offer in return for knowing how to make arrows and bow strings, and our need for those things isn't something we have to attend to this trip.

I'm torn between asking to meet that enchanter, and purposely avoiding them, because we don't know the law and don't want them inspecting our armor and freaking the fuck out. If we really were being taught by Dad, we'd know more than nothing about licensing. They'd want to inspect the golems too.

Lets roll with the "Kicked out of the house to get worldly experience" story. Any normal mage with our golometer skills would be famous, so if we're caught, reveal that we're lying about our last name and reiterate the story. "I'm lying about my last name because Dad said so. To avoid trouble and not rely on his name. Its a secret." Won't work at ALL if they can feel our mana like we feel theirs.

Apparently, if they can, its much shorter range, because we were in one area for hours and haven't been drown in bodies yet. We should get more concrete answers to the 'ether sense of normal mages' question.

>steel skeletons
>>
>>934467
>We should get more concrete answers to the 'ether sense of normal mages' question.
Honestly we need to take care of this first and formost. This will tell us how careful we need to be.

Although i THINK it comes with experience more than just a set amount. If it was just mages can see X far the doctor lady would have freaked the fuck out on us in a HURRY, so clearly only experienced mages can get a good feel for each other mana. Mean that guy that attacked really was a high level normie mage. Only problem for him was we are a WIZARD! If we see any hunters before they see us we should avoid them at all costs.
>>
Next order of business is the tanner. You have some leathers to sell. It's pretty easy to find- a few changes in the wind reveal to you the very distinct smell of a leatherworking shop, predictably placed on the very outskirts of the craftsman's district you're already in, by the water. There, beside the outer walls, you come upon an older gentleman sewing some sort of leather jacket, and a young man who looks like his son.

When you present your wares, they seem eager to relieve you of them at first, but then, the two of them start critiquing every single aspect of the leather. And sure, you knew trogs were shoddy craftsmen already, but they find tears, cracks, blemishes and a bunch of things you didn't even know were a thing on pretty much every individual piece. Even the leathers you dried out yourself aren't spared- only the bear pelt gets their attention, and even then they tell you that you should've used salt and delivered the hide fresher.

In the end, all you manage to get for everything is nine silver pieces, though you do manage to convince them to throw in a pretty basic pair of boots. As it turns out, it was fairly obvious that you looted all this from a band of hostile wilder, and they didn't seem very excited about dealing directly with an adventurous type.

You head to a clothier, next. However, instead of a dedicated shop, what you find is that several stalls have been opened by now, their occupants aggressively trying to unload the various things they sell. Not only do you find all kinds of wearables, but you also locate spare fabric, dyes, spices, animal products and containers. You even spot the fabric peddler slipping a customer something under the table for a gold piece. You think this'll be a fine place to clothe yourself while also picking up any other common wares you'd need. You should probably buy some thread and needle at the very least, because with the holes in your backpack, you're getting pretty paranoid about pickpockets in crowded places like this.

>Some wares:
>set of commoner's clothes- 1s
>thick leather gloves- 1s
>roll of bandages- 1s
>jar of common spice- 2s (pepper, cinnamon, cumin, etc.)
>wheel of cheese- 10s
>live chicken- 3s
>cage for 2 chickens- 14s
>sack of coffee beans- 30s
>20 eggs- 1s
>barrel of ale/beer- 60s
>quilted jacket- 4s
>big pouch of dried fruit- 1s
>silk robe- 14s
>hooded leather cloak- 1s
>sack of oats- 5s (50kg milled or unmilled)
>bunch more stuff (write-in)

>You have 47 silver.
>>
>>934610
>set of commoner's clothes- 1s
>roll of bandages- 1s (x2)
>big pouch of dried fruit- 1s
>wheel of cheese- 10s
How much are:
Backpack, walking staff, belt pouches, a pair of jars big enough to hold salt in, and iron bars if we didn't get that last one from the Blacksmith.
>>
>>934610
>set of commoner's clothes- 1s
x3
>thick leather gloves- 1s
x2
>roll of bandages- 1s
x2
>hooded leather cloak- 1s
>big pouch of dried fruit- 1s
x2

That's all the stuff I know I want, please feel free to add to the list as far as other food stuffs, didn't we get some adventuring stuff earlier?
>>
>>934610
Oh also
How much for:
Loaf of bread, A weeks worth of Trail rations, Waterskin, lumber, stone blocks, silver bars/mythril bars/Better core components and various magical items if they have any. Ask this bit as discreetly as possible.
>>
>>934610
>set of commoner's clothes- 1s
>thick leather gloves- 1s
Because we'll be handling dangerous stuff before long.
>roll of bandages- 1s
>big pouch of dried fruit- 1s
>hooded leather cloak- 1s
And for the write-ins:
>needle and thread
>spare cloth, for patches
>a pot, for cooking
>jars, for storage
>>
>>934467
Okay, so, the list of places we still need to go before we next leave town in no particular order:
>Tailor, for clothes
We should only need one new set, as once we carry out the spider quest we can make new enchanted stuff. (I also believe we should argue for two more as the job is harder than promised)
>Library, for books on magic theory, runes, local laws, and both a geographical and political map.
We won't need books on local laws as it is unlikely we will need to do much in town
>General store, for basic stuff like soap, new backpack, travel rations so we don't have to hunt on the way back, etc.
I disagree, we could make our own soap out of animal fats, ash, and lye (gotten from boiling hardwood ashes), as well as not buying travel rations because hunting would do us some good and save money.
>Tanner, to dump the leather we found, may as well ask for tanning methods while we're there because he's probably better at it.
>That one seedy tavern, to meet Fatrat's master. Suggesting we DON'T ask for the 'slinger there, because we don't want her to be approached because of our interest in her, good way to get exposed.
Agreed
>Some other tavern, for 'slinger info.
Agreed
>Blacksmith, to continue our lessons and pay for them by bartering use of our ferromancy at his direction. The larger profit margins he's making because his projects finish faster while not decreasing his price is our payment. In return, we won't take money from the shop for our work.
Agreed
>Adventurer's Guild, to get general information about it, apply, and get 'slinger info. In that order.
Asking about the slinger here would attract too official attention
>An Inn, to spend the night in and get a decent meal for once. Not too cheap, either, we don't get others to cook for us often. Recommending the tailor before this because checking in with no luggage may raise questions, especially if we return with it.
I disagree, assassins love inns, and slumbering with out full (armed) golem guard feels unsafe.
>Butcher, to see what he's got, if he uses a lot of salt, and if he takes meat from magical beasts, if so how much it's worth.
No reason to let on just how strong we are. Ferromancy and skill with golems as well as enchanting (as we are wearing enchanted armor we said we made) are veering on the strong side. No need to add skilled huntsman to that list.
(1/2)
>>
>>934723
(2/2)
Additions and objections are both welcome.

>So, the smith likes forging weird shit. We should ask him about the Spider Scythe. Get him to design an actual scythe for one blade, and some different weapon for the other. Tell him its fine to design them for golems. It would probably make him happy.
I think we should use the spider parts to make two war scythes

>Also noticed a lack of bows and arrows in the smithy. Must be a Fletcher somewhere, but I can't think of what we could offer in return for knowing how to make arrows and bow strings, and our need for those things isn't something we have to attend to this trip.
To make bow string we generally use animal hair bound into a string and wax it, idk about arrows.

>I'm torn between asking to meet that enchanter, and purposely avoiding them
I think we should avoid them

>Lets roll with the "Kicked out of the house to get worldly experience" story. Any normal mage with our golometer skills would be famous, so if we're caught, reveal that we're lying about our last name and reiterate the story. "I'm lying about my last name because Dad said so. To avoid trouble and not rely on his name. Its a secret." Won't work at ALL if they can feel our mana like we feel theirs.

>Apparently, if they can, its much shorter range, because we were in one area for hours and haven't been drown in bodies yet. We should get more concrete answers to the 'ether sense of normal mages' question.
I believe with the stopper to stop passive mana output, unless someone inspects us in person they should not notice a thing, however once our reserves are full it will be unwise to hang around and see what happens

>Steel Skeletons
Ten steel bones with stone flesh would be better and cost far less steel.
Two bones in each arm, two in each leg, and two forming half spheres around the core
>>
>>934728
>Steel Skeletons
>Ten steel bones with stone flesh would be better and cost far less steel.
>Two bones in each arm, two in each leg, and two forming half spheres around the core

That's... actually not a bad idea. Might need some revising, but layering our golems and giving them strong support structures might pay off really well.
>>
>>934630
>Backpack
13s for one like yours.

There's actually an enchanted one for 3 gold, apparently fairly resistant to wear&tear as well as the elements, and protects its contents to a limited degree. The guy trying to sell it is producing flame from his fingertips and holds it against the pack, which indeed remains unsinged.

>mattock
2s

>belt pouches
There's a belt with pouches of varying sizes for 8s. Unattached pouches can be found at the leatherworker's. This place has finished goods only.

Something like a coin purse you have several of already. It isn't noted, because I'm not keeping track of that shit.

>jars
2s for six, each big enough to hold like 500g.

>iron bars
Why would you have gotten iron bars from the blacksmith? I don't know. You didn't. Also, raw iron is probably handled by wholesale merchants, which is what merchant houses are for.

>>934639
>didn't we get some adventuring stuff earlier?
Not sure what you mean.

>>934656
>Loaf of bread
like, three for a silver.

>trail rations
14s to sustain you a whole week. Will probably cause malnutrition.

>waterskin
1s for a medium one, 2s for a pair of big ones meant to be attached to saddles.

>lumber, stone, metal
Again, wholesale merchant.

>better core components
Visit a jeweller for cut gems, or an enchanter for mana. But really don't, because you can barely afford either.

>needle and thread
This'll be thrown in for free if you buy clothes.

>spare cloth
1s for 4 square meters of rough linen. Wool costs 4 times as much. Silk costs are exorbitant.

>pot
1s.

>>934728
You could probably make a crude bow. You can definitely not fletch for shit.

Skellington golems would be far more agile than one not weighed down by a bulk of heavy rock.

You current golems can't hunt anything faster than a tortoise. Something else might be able to. Just saying.

>>934795
Ask the carpenter.
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>>934610 #
>set of commoner's clothes- 1s x3
>thick leather gloves- 1s x2
>roll of bandages- 1s x2
>hooded leather cloak- 1s
>big pouch of dried fruit- 1s x2
>bunch more stuff (write-in)
How much would a real bed run us?
Also this is a war scythe
>>
>>934802
How about just a mattress?
>>
>>934853
I guess a proper, feather mattress would run you about... 12s?

Yeah, that sounds about right.

You can get a straw one for 1s.

Not sure if you can buy this out in the street, though. Not sure where people of yore bought mattresses either.

Man. I'm tired.
>>
>>934900
>I guess a proper, feather mattress would run you about... 12s?
Pfft. No need to spend that. All we need to do is improve our aquamancy to the point where we can make ourselves a waterbed.
>>
>>935274
You know we have a lot of wood and as a consequence a lot of leaf bearing branches.
We can just make a good enough bed to sleep in without actually buying shit.
>>
>>934610
>common clothes x3
>leather gloves x2
>leather coat x1
>chicken cage with two chicken
>jar of common spices x1
>bag of dried fruits x1

We still need soap.
>>
>>934610

>set of commoner's clothes- 1s
2 or 3 sets

>thick leather gloves- 1s
2 so we have a spare pair

>roll of bandages- 1s

>jar of common spice- 2s (pepper, cinnamon, cumin, etc.)


>live chicken- 3s
2 of those to have eggs every day for breakfast
>Make a cage for them using earth magic

>quilted jacket- 4s
for cold days

>big pouch of dried fruit- 1s
unspoilable rations

>hooded leather cloak
for rainy days and disguises

>A few bars of soap

>A shaving razor

>Spare underwear and socks made out of linnen x3

>A hammock so we don't sleep on the ground

>Propper water container

>Tarp 6 square meters

>A liter of distilled alcohol for wound dysinfection.

>Some tanning tools (propper knife, brushes etc.)
> Some carpenters tools
>>
>>934900
Awake yet? If so more questions! How large are the silver coins? As in how many would it take to make a, let's say, hollow, roughly core sized sphere? No reason for me asking. Just curiosity and nothing more. Want to get an idea on their size, you see.
On a completely unrelated note: how much better is silver as a core than iron or stone? In our usually golem-wise reliable intuition.
>>
>>935928
I'm half-awake. Kinda busy, getting ready for travel.

If you're a grown female human, and you put your pointer and thumb together at the tips to make a circle, that'll be the approximate area of a silver coin. Can't really calculate volumetrics atm.

>>935900
Right. Prices:

1s will get you a pretty big block of soap.

You can use your skinning knife as a razor because magic. No purchases required. If you want to scrape off the scruff, just vote for it. It's still pretty wispy though. You're only 16.

Underwear and socks are included with every set of clothes.

Hammock's 3s.

>Propper water container
Not sure what this means.

>tarp
Plastics aren't a thing, but rough hemp canvas would be your cheapest option for this, at 1s per square meter for the lowest quality.

3s per square that for something approaching quality, which would actually be bleached and fairly watertight.

I'll look into alcohol and tannin prices later, if they come up again.

Tools were pretty expensive if I recall correctly, like 80s for a full set made by a competent blacksmith. Maybe half that if you're willing to buy subpar, secondhand things.
>>
>>935928
Oh, and silver is 4 times as good as iron.
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>>935953
Hammock , soap and quality tarp it is then.
>>
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Actually, you know what? I need a favor from you guys before I begin writing. (It'll take a few hours, sorry.)

If a bunch of you could come to a relative consensus, especially for the various write-ins. I'll lock in the following:

>3 sets of drab clothing
>2 pairs of gloves
>2 rolls of bandages
>1 jar of spice (unspecified)
>1 leather cloak
>1 bag of dried fruit

Pic unrelated.
>>
>>935974

Here's my oppinion.

>2 chickens
So we can eat scrambled eggs instead of having to hunt every time

>Hammock
It's comfy, above ground to keep us dry

>Tarp
Best for our camping purposses when we don't want to build shit.

>Lots of soap
Gotta keep clean
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>>935974
I agree with this list.
However, We need a new backpack, a pair of empty salt jars at least, 9 loaves of bread for supplies, Hammock, belt with pouches, a Medium waterskin, and a barrel for storing liquids (ie water/beer).
>>
>>936030
Mostly agree but we can just use stone to make barrels and even make them perfectly sealed.
>>
>>936034
Agreed.
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>>935900
Opposing the shaving razor, we're a fucking ferromancer don't pay for that. Or caltrops, daggers, small shit like that. We could do it for free.

The tool kits are probably not something we can immediately afford right now, even in modern times those aren't exactly cheap, and we have factories. We should come back for them, though.

And i think we have a water skin. If you want a canteen, make one of steel. If we lost our water skin then we absolutely need a new one.

5 pairs of socks if we get 3 sets of clothes. As a hiker, your feet are the most important part to keep comfortable and dry. My Uncle didn't listen to that advice once and half his damn foot was blisters, from not letting his feet dry after a river crossing.

The chickens need to be fed. I'm not opposing this one, but this needs long term logistics so don't make an impulse buy.

The hammock is the best idea, though. Its portable, light, warmer for two reasons, and we can raise posts to tie it to anywhere.

Supporting everything else, adding 1s of bread.

>>934723
Standing by the lawbook on the grounds that if we don't know it, we could get scammed really easily, accidentally break a law we wouldn't've if we had known, and will be unable to talk our way out of trouble like with the healer because we were caught by surprise.

Butchers don't hunt, they cut up hunter's prey and farmer's livestock, in a very specific way, and sometimes turns it into shit like sausages, and preserves it in many ways. It is a full time job that doesn't leave the gate.

Just don't say we made the enchantments, or anything about magic, to him. Just talk about meat, and pointers on cutting the expensive parts out of magical beasts.

I looked it up and sinew, the part that attaches meat to bone, is one of the best fibers for bowstrings. If we use a magic beast's, maybe better?

Hemp was also pretty popular for it, it's hella strong. Can be used for ship sails, too, and the hammock. Mom used to weave necklaces with it, and clothes made from it lasts decades. Its hard to rip.

For arrows, its just the head, wood shaft, and feathers to stabilize the flight. If you set them just right, you can even make it spin for greater distance and penetration.

Bolts need a different shape. Arrow feathers are arranged with even distance between each, but my crossbow bolts have one meant to face down into the notch for it, and the other two have more distance between each other than between them and the downward one, which is also a different color.

I think they glue the feathers down after cutting them the correct shape. Don't know with what or how, because I haven't.

For a repeating crossbow, the bolt has only the shaft and head, feathers get caught in the magazine. It sacrifices accuracy and effective distance for best rate of fire.

To make a crossbow repeating and/or compound would complicate the design, but make it easier to use, and better mid-range than long.
>>
>>935974
>>935991
Supporting both. One block of soap for one person should be enough for months unless you really obsess over it. Maybe buy an extra block for dishes and things that aren't our body, to avoid cross contamination.

Should be obvious not to buy kitchenware, we can make all of it.
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>>936089
Harvesting parts from magical beasts is what monster slayers do. A lot of alchemy and artifice requires fancy things. Eyes and feathers from arrowhawks, gastroliths from basilisks, cerata from bloaters, etc.

Some tamer creeps can be farmed. For example, glowjelly breeding is why everyone has lightbulbs. The rest is up to the fellows over at the Slayer's Guild, who make a decent living until they inevitably die young while trying to get hydra marrow or some shit.

You yourself currently can't into harvesting anything less obvious than a glowing horn, though the shit you pulled with the scythes was pretty impressive. Stabilization of extraplanar bodies usually requires ludicrously expensive gear.
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>>936159
Hm so we might want to join the slayers guild.
>>
>>935974
>>935991
Supporting both. like the ide of soap too if we gave spare silver like to get some paper and ink but that luxery for now
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>>936159
We should visit the slayer guild, then. Get a list of common local monsters, their abilities, and their expensive parts. We're going to be fighting them anyway, especially if we climb the mountain. Waste not, want not.

We should also ask them if the meat is safe for the same reason.

The butcher could still be good for preservation techniques, and if anyone has a magical meat freezer, its probably the guy paid to process that stuff. Don't forget the freezer, its one of the most important things.

Thinking back, we should've asked the tanner about magic beast pelts. We can just ask the slayers, though, no need to return empty handed.

I thought people just used a runic array on spheres of whatever for light. Thats what I was going to suggest we do, anyway.
>>
>>935953
Ok so a VERY rough estimate would be that if a core is about the size of a fist and a coin is as you say, then we can make a hollow sphere from as little as 8 coins while keeping the shells thickness the same as that of the coins themselves. Even less if we make it thinner.
>>
>>936203
What would a silver shell be good for? The golem array extends to the center of the sphere, right? The rib cage and steel coating ideas were to protect the core from damage in combat. Silver cores would allow us to give them more sophisticated AI, I think.

Not to mention, coins aren't pure. They're cut with other metals like nickle both to make it harder so that it doesn't deform, and to save money by having less silver or gold in the alloy. In olden times, the worth of one nation's silver/gold coin may not be worth the same amount of goods than another nation's coins even of the same size due to differences in purity, but Al probably won't feel like accounting for that, so its probably all the same ratio, if it isn't pure.

Separating all the component metals in the alloy from each other would probably be great practice for our ferromancy, though. We should try that after we practice creating the alloys a bit more, preferably at the smithy so that we have guidance.

I just thought of another service to offer him, too. Rust removal. We can already remove slag from ore, rust is just oxidized iron. We can probably make all his nails and older equipment look new by knocking that off, we could do everything in his shop in like a day, and get the little shit he'd give up on doing if he had to the hard way.

Making a lot of money may actually be the easiest way to get quality golem cores, though. Just not the way we expected lol.
>>
>>936287
We had this discussion in the first thread and the consensus was that the amount of material in the core doesn't really matter. It's the runes and quality of the material on which they are on that matter. It's where the "spheres within spheres within spheres" core idea came from as it gives more room for the runes (though we haven't tried it yet). As for purity, well, that's for Al to decide.
>>
>>936303
Well, no, I actually said that making them bigger after a certain point doesn't help. A hollow sphere would make for a really shitty core. The layered core would pretty much add up to the same amount of material.
>>
>>936321
My mistake then.
>>
>>936321
Went back and checked what you said
>There is a minimum to the material, but it's pretty negligible and quickly outstripped by the need for space in the material.
Guess I interpreted that in a way that a hollow sphere would have the same effect as a solid one.
>>
>>936346
That was in reference to stone specifically. In terms of silver, the material cost is a lot less negligible.

Space refers to the amount of blank material available to carve arrays in three-dimensionally. Not empty space.
>>
>>936367
If space means blank space for runes, wouldn't a hollow core be better, since there's blanc space for runes on the inside of the sphere as well as the outside?
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>>936429
It does make sence though. If it was just space for runes, then a book writen in lead based ink would technicaly be the most poerful core, despite being mostly paper with trace amounts of lead. I'm just the kind of guy who likes to look for little nooks to exploit.
>>
>>936445
Wait a second. Does the core even have to be a sphere? Could we just get a stack of sheets of any given material, engrave the runes and link the sheets? Probably not, because that would probably be broken. Like a core made out of gold sheets that uses the same amount of material as a regular core, but has like 20 times more space for runes.
>>
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>>936481
Or a single long narrow sheet thats rolled up like a parchment. Might help with linking the runes together.
>>
Let's hold back on the golem cores untill we learned more about enchanting.
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>>936429
the runes are carved 3 dimensionally, like layers of an onion. We basically turn a stone ball into a stone onion, and carve runes on the inside of every single layer.

Simplified for explanation purposes of course, A1 sauce.
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>>936488
also, wood is even worse than stone for conducting magic, as he's said before.

I can only assume that mechanically pressed wood is worse still.
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>>936429
No, because the runes need something to be engraved onto. You can't enchant air, anon. The runes aren't only on the surface, either, if that was the misunderstanding.

We are already using the inside of the core for runes, thats why our solid iron core took so long. When we made adjustments deeper inside the sphere, the movement of the metal displaced the runes on the outside, bulging here, depressing there, generally just not being as cooperative as stone.

Even if you hollow it out and use the same mass as a solid core, the only thing you'd accomplish is making it a bigger target even if it has no effect whatsoever on the core's ability to function. If you try to make it hollow and take up the same space as a solid one, you lose material and we don't have enough room for the required runes.

We can make them smaller with more efficient arrays, and more specific runes that may get us the same result as something we currently need a mixture of runes to do because our runic vocabulary is still quite limited.

>>936367
Are runic light bulbs something Bob can make? Not as a product, just so we don't have to buy some farmer's glowy jelly for interior lighting.

Has someone put one in a capped cylinder to create a flashlight yet? It'd be a shitload more useful for dungeoneering than a torch.


Maybe we can add headlights to our golems this way. We still don't know how they see, maybe they don't use their eyes. To test this, lets smooth out one of their faces and see if it preforms differently. If not, having separate spheres for the eyes from the body enchanted only to glow reasonably bright shoved into the sockets and then adding eyelids for when they aren't in use would be perfect for headlights.

If they DO use their eyes, we stick one sphere in the forehead and treat it like a mining helmet.

I'm pretty sure the heads are cosmetic only right now anyway.

>>936481
>>936488
Don't forget the 'channels' for the actual mana to flow through, it needs to be unbroken through all the runes. Al said something like that when the magic gun for the golems was being discussed, specifically the possibility of the trigger system working like a light switch, leaving the circuit broken and completing it when the trigger was pulled.

The solid but super long parchment is probably closer to correct than several sheets, but if we roll it up its going to be rather long in one direction. I'm worried that it would be more fragile than a sphere.

Worth testing, though.
>>
>>936506
It still runs into the problem that runes are 3d images that don't necessarily have to exist on the same plane. That is, on a regular core you could have a rune that goes through multiple "layers".
Just imagine a solid sphere as having infinite layers while our skill in golemetry determines how many of those layers we can access.
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>>937313
It feels like people are making assumptions here.
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>>939019
I base my assumption that runes are 3d images on the fact that when we were making the iron core the creation of runes caused vacuums that caused the iron between runes to buckle towards them to compensate.
For a less evidence based assumption: The way we get around this with stone is to modify the stones properties compared to the bulk in the shape of runes rather than create empty spaces in their shape.
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>>939019
This is the least assumption-y assumption yet. Headcanon for me until Al says were wrong
>>
I cast Bump Thread
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>>936506
>No, because the runes need something to be engraved onto. You can't enchant air, anon. The runes aren't only on the surface, either, if that was the misunderstanding.
>
>We are already using the inside of the core for runes, thats why our solid iron core took so long. When we made adjustments deeper inside the sphere, the movement of the metal displaced the runes on the outside, bulging here, depressing there, generally just not being as cooperative as stone.
>
>Even if you hollow it out and use the same mass as a solid core, the only thing you'd accomplish is making it a bigger target even if it has no effect whatsoever on the core's ability to function. If you try to make it hollow and take up the same space as a solid one, you lose material and we don't have enough room for the required runes.
>
>We can make them smaller with more efficient arrays, and more specific runes that may get us the same result as something we currently need a mixture of runes to do because our runic vocabulary is still quite limited.

This is exactly right.

>Are runic light bulbs something Bob can make?
Not quite. Needs a roll.

>Has someone put one in a capped cylinder to create a flashlight yet?
Yes.

>maybe they don't use their eyes.
Also yes. The crudest one doesn't even have a head.

Paper is as bad as wood at being magic. All magical scrolls and books are written in special ink to mitigate this.

>>940734
I cast suck cocks. I traveled abroad and just got access to a PC. Posting will be hard.
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>>941965
IE we need to find Bigby's Big Book'o'Runes.
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>>942059
Yep. And the best place to find books? A library.
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>>942157
That or the enchanter working for the smith.
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>>942210
Im thinking the enchanter will be adverse to us, competition in his field and not having a license and stuff.
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>>942210
>A guy with Magic-sense of unknown power and potential loyalties to the Magehunters.
>vs a book.
Yeah nah i prefer the book safer and it won't report us.
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>>942157
Third or fourth or fifthing. I lost count. This is out best option. Let's not fuck around with any magic users right now, I'm sure we have plenty of random encounters planed to tide us over.
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Bump for the bump throne
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>>943705
We're in autosage, friendo.
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>>943807
Autosage is 600 on /qst/ bro.
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>>943833
three day bump limit.
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>>941965
OP=Kill
>>
This is a convenient little place. As you walk from one stand to the next, peddlers shout and wave their goods about, even getting competitive enough to lower their prices to spite one another every now and then. You take advantage of this to buy yourself some new clothing items, slipping in with a crowd of housewives you think the traders were trying to impress. The end result is you spending six silver in total for three sets of clothing, six sets of socks and underwear, two pairs of gloves, needle and some thread, and a leather cloak, which you immediately put on. You stuff the rest into your backpack, which takes some doing as you take care not to bump into anyone or worsen the bag's condition.

You proceed forwards into an alley full of too many smells to identify, leaving your golems outside the crowded passage. Scents of fish, meat, dung, spice, oil, blood, wine, fruit, bile and many more intermingle, which doesn't make you resist stopping to inspect the various exotic foods and fluids on the stands. Pretty soon, you're completely surrounded by shoppers and peddlers, as though you've walked through an invisible gate and into a world of nothing but trade. During your walkabout, you're convinced by an Andarian spice merchant to buy a whole huge jar of black pepper, as well as six more, empty jars for a total of four silver, and an overweight Waruni gentleman offers you bread, of which you buy nine loaves for three additional silver- you don't know if that's cheap, but it sure smells pretty good. While you're here, you also buy some dried figs, raisins, peaches and other things as well as a chunk of soap as big as your head, both a single coin.

Eventually, you remember the reason your back still aches despite the healing- your sleeping conditions. You loop back around the marketplace, dodging errant knives, precarious haulers and poles holding up massive tarps to find that suspicious textile merchant again. Thankfully, the legitimate side of his business seems to be substantial enough for you to obtain a hammock, and he even offers you two rolls of bandages, made from spare cloth.

You duck out of the chaos where you entered it, breathing a sigh of relief. That was a fairly new experience to you. You've never seen this many street merchants in one place outside a trade fair, and even then, most everyone was as lost as you are. Here, this seems to be a part of everyday life. You honestly don't much care to repeat it, even if it isn't quite as bad as a horde of acidic spiders.
>>
After reuniting with your beloved servants, to one of which you hand off what you can't fit in your rucksack, you walk about until you come to a quieter part of the town. People are still rushing from one place to another as though their lives depended on whatever insignificant chore they're focused on, from one house to another. They're mostly residential around here, though you do spot a few official-looking works of masonry, probably administrative buildings. There's a bar in nearly every alley lacking any of those, you notice, and another such well-built hovel, almost entirely dwarfed by the structures around it. The sign depicts a book and nothing more, which intrigues you enough for you to approach it.

Inside are rows of bookshelves, not very tall but covering every wall and stuffed to the brim with reading material, some even bearing books on top of them as space seems to have run out. There are only three people in here, two of them sitting alone at separate tables and completely absorbed by whatever they're reading, and a lady sleeping on a chair by a receptionist's desk. There's another section behind her, you notice, consisting of a single bookshelf just barely visible behind an ugly curtain.

You suppress a sneeze as the dusty smell of books hits your nose, awakening countless memories of hour after hour spent with your nose buried between some pages, reading stories and gathering trivia for nothing but its own sake. You really hope you can get something out of this place with your remaining... 27 silver coins.

>Browse aimlessly.
>Look for something specific.
>Wake the lady up and ask something.
>Pilfer some books.
>Try to get a better look at the hidden books without waking her up.
>Bother one of the other two patrons, a man and a woman.
>Leave without buying anything.
>Write-in.
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>>952023
>Look for something specific.

Books on engineering, architecture, magic, geology and metal working, Priority to the magic and metal working.
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>>952023
>Look for something specific.
Listed in order of importance
Magic for Dummies
Theoretical treatise on the nature of leylines
Something magic related titled "Beyond Elements" or similar.
Law for Dummies
So you want to be a Slayer
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>>952023
>Try to get a better look at the hidden books without waking her up.
>Look for something specific.
Runes first, general magic second.
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>>952023
Book on runes.
Book on law (magic and non magic)
Try to find something on dragons (silver specific)
Something on giant floating undead eyes.
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>>952023
Are you planing more updates today, or is this just something you squeezed in?
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>>952023
>Look for something specific.
Bigby's Big Book'o'Runes

Then something like>>952042
We need the Book'O'Runes first. We can absorb that in little to no time flat due to our WIZARD!!ry and our specializations.



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