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File: teaser.png (124 KB, 954x844)
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Previous thread:
>>1752926

Glory to Alainn!

You are Cathal Rathais, one of the chosen elite, the 13th Legion, scouting a world 4231 years after your country won the Grand War and placed itself in cryostasis to allow the planet to recover.

You have assumed the false name "Ace Locke" for your hunter identity. So far, only two people have seen through it, one of which can read minds.

A Faerie from an alternate world has altered your body, making you appear much younger.

so far you have:
>Updated your bunker database
>registered to the Hunter's guild (and flirted with the receptionist)
>Recruited Pisteia, the Mercenary Princess (Knight)
>Completed Nissa Estalise's quest
>Eliminated a raider stronghold
>Taken control of Outpost Charlie and looted it.
>Repaired a Raider buggy
>Repaired the lift to the outpost garage
>Secured an Otharthurian Outrider
>Secured a Patrol tank
>Met with the Archivum
>Got a lot of money
>Went to Lethbridge
>Discovered and recruited fellow 13th legion soldier Almeda Irnan (Adriana Hammer)
>Acquired quest from Captain Hendrick to obtain his ship.
>Entered the Ruined Ollamic City of Kantrel
>Secured an Ollamic luxury floatcar
>Looted the underground city of Kantrel
>Secured Terminal 48 and renamed her Artoria.
>Obtained a large cargo ship
>Repaired the tank, moved vehicles to ship.
>Recruited a mercenary dragon hunter temporarily
>You slew a blood dragon
>you obtained a plot of land and are building a rather large palace and homes atop it.
>You traveled to Inisvale in Inis Duchy
>You recruited Clark Howard Thule, conduit of forgotten gods.
>You observed the current base of FEATHER forces
>You recruited Uriel 'Rumor,' the bard of phantasms.
>gained party member ???? the ????????????
>Did battle with a faerie
>Recruited Dr. Alleria Trost, Shapeshifting Scientist and FEATHER director.
>Recruited Lily Tekel Trost, Eldritch shapeshifter.
>Brokered an alliance between FEATHER and Alainn
>Killed Duchess Inis
>destroyed Garvelton's operations in a major battle
>Gave Inis duchy to FEATHER.
>Turned in items for reward from the Archivum.
>Traveled to Dise duchy.
>took part in harvest festival of Vor'Ma preparations.
>Spent harvest festival with Almeda

>Continues
>>
>>1761985
The following is information you have collected:
>The Archivum is a worldwide network of academic nature that is studying the ruins of the past. They pay well for artifacts.
>Nissa went to Lethbridge to return to Korlanis
>the 14th legion turned on Alainn and are now the raiders
>the raiders are under the orders of a general
>There is a city called 'Korlanis' Where Nissa came from.
>If you bring your Archivum crest and a signet from a duke, the Archivum will give you something impressive for them.
>Inis Duchy is under the control of Alexander Garvelton and Garvelton Industries, which is spreading dark magic.
>Kantrel fell apart underground due elitism and pale horrors lurking in the underground sea
>Ollam used humans as nodes of their data network
>The blood dragon is expanding territory
>A very prolific Archivum archaeologist might have an idea about who you are.
>Clark was present during the disaster of Otharthur that led to the ban of magic.
>Garvelton draws power form magical anchors in Inis Duchy.
>An Anomaly in Inis forest is producing strange things.
>The shadows in Inis are dangerous
>Pisteia is a princess
>Clark can read people's minds
>Uriel is Garvelton's son
>The garrison of Graggen is part of the military of the country the duchies are part of
>The Archivum was run out of Inis
>Faerie exist in another world and can pass through anomalies.
>FEATHER has come from somewhere not of this world and bear weapons comparable to Alainn.
>Alleria is a fae, and her daughter is a shapeshifting creature.
>Alleria, Lily and Clark are stabilizing Inis and repurposing it for FEATHER.
>You need to remove the turrets in your fort.
>The madman appears shortly after the Flying Specter does.
>Garvelton got away during your battle.
>Harvest Festival is in celebration of Vor'Ma, a god of an Alainn religion.
>Almeda went to the Grand General (your glorious leader) directly just to be deployed in the same area and time as you.
>The Madman does exist, and he left behind crops.

Current tasks:
>find the madman and have your body restored

Your current score:
Land Claimed: Koro Duchy Manor.
Vehicles obtained: 4 (+1 extra)
Permanent party members obtained: 7 (3 unavailable)
Allied factions: FEATHER
Harvest Festival Partner: Almeda Irnan
>Memento: Vor'Ma's Tankards. - an item you and Almeda have one each of from the same set. It is an omen of a strong bond between the owners if both tankards are from the same set.

>continuing
>>
>>1762007

Archive:
1 - http://suptg.thisisnotatrueending.com/qstarchive/1676106/
2 - http://suptg.thisisnotatrueending.com/qstarchive/1686643/
3 - http://suptg.thisisnotatrueending.com/qstarchive/1697785/
4 - http://suptg.thisisnotatrueending.com/qstarchive/1709083/
5 - http://suptg.thisisnotatrueending.com/qstarchive/1720224/
6 - http://suptg.thisisnotatrueending.com/qstarchive/1752926/

>continues
>>
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>>1760651
>>1761100
>>1761191
>>1761677
You move back to your ship and dock it at Keth. You proceed to drive into the mountains. What awaits you is a lovely green forest of evergreen trees in a vast valley neslted between the snowy peaks. High above, Sky Fortress Lethos looms, a Zerican skyport, still floating. Storms brew around it, and on occasion you spot one of the crystal defenses shoot down a bird. The trees below it have been demolished.

You arrive in Byr, a sturdy little town with a big wall and magicannons mounted around it.

Upon arrival you note the town has very little, save a hunter's hall, inns, and an archivum outpost. A large airship is docked next to the normal transport one on the air tower, with a great door below it.

To ask about the flying specter, the archivum or Hunters might know.
>Go to hunter's hall
>Go to to the Archivum
>Check out air tower
>>
[apologies for slight delay. Had to draw the map]
>>
>>1762113

>Go to hunter's hall

Let's see what's going on
>>
>>1762113
>Go to hunter's hall
>>
>>1762113
>Go to hunter's hall
>>
>>1762157
>>1762183
>>1762339
You enter the small hunter's hall. It's more of a lodge than a guild hall at this size. You glance around the room, finding nobody aside from a very bored receptionist.

When you approach they claim they're on break. Apparently with the harvest festival, everyone left for fun. She just lets you look at the bulletin board.

>Dragons harassing quarry.
>Dragons harassing archivum digsite
>Raiders in the Otharthur bunker northwest
>Sky fortress needs to be eliminated.

A lot of these look horrifically hard, The dragon bounties state MULTIPLE dragons.

What to do?
>Take requests
>ask about flying specter
>ask about the sky fortress
>>
>>1762406
>ask about the sky fortress
>>
>>1762406
>ask about the sky fortress
>>
>>1762406
>>Raiders in the Otharthur bunker northwest
Odds are they're more of the 14th's traitors. Let's get these clowns.
>>
>>1762462
>>1762538
"The sky fortress? Yeah, it's been here a while." The bored receptionist explains, "but it was kinda not really a problem. It'd shoot down dragons or anything that got near it, but lately, things have gotten worse. It started going wild lately, and anything under it gets destroyed. Luckily it's not moving, but still..."

There's actually two bounties on it. One is a Dragon Ranger bounty to destroy the place, the other is an Archivum bounty to capture it.

"Oh, some hunters had a private airship and tried to board it, but I mean, anyone with half a brain knows what happens when you do that." You know all too well. Attacking with an airship would only bring fiery death. You'd need a fast aircraft to get to the skyfortress.

"When did this thing become a problem?"

"Uuum, a couple days after some sort of flying machine shot overhead and landed on the skyfortress. It might be to blame."

>accept requests
>Ask about the flying specter
>leave (specify archivum building or air tower)
>>
>>1763217
>>Ask about the flying specter
>>
>>1763217
>>Ask about the flying specter
>>
>>1763231
>>1763288
"Is there anything you know about the flying specter?"

"Was that what that thing was? It went straight to the fortress, too fast for it to shoot down." The receptionist sighed, "I wish our airships were that fast. it'd take moments to fly to Korlanis if that were the case."

She frowns and looks at you, "Archivum's got more on the sky fortresses if you want to know. They're everywhere in the valley... Probably because this isn't a duchy."

You'll need a way to fly around if you want to reach the sky fortress.
>Leave for archivum building
>leave for air tower
>take requests.
>>
>>1763516
>leave fir archivum building
Out of curiousity, what vehicle are we in?
>>
>>1763516
>>Leave for archivum building
>>
>>1763516
>Leave for archivum building
>>
>>1763553
>>1763609
>>1763610
[we have been using the Patrol Tank since we fixed it]
You bit farewell to the receptionist and enter the archivum building. You are met by two people in robes and someone unusual.

He reminds you of Cyer, the man who suspected your origins. Brown coat... He looks rather seedy actually. He's chatting with an elf in blue robes with a white interior.

He regards you as you walk in.
>Talk to seedy-looking man
>Ask about sky fortress
>ask about the digsite
>>
>>1763664
>>Ask about sky fortress
>>
>>1763664
>all if them.
All the things cuz I'm an indecisive fuck!
>>
>>1763664
>Talk to seedy-looking man
>>
Rolled 2 (1d2)

>>1763788
>>1763870
>>1763871
[skyfortress 1, seedy man 2]
>>
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>>1763998
>>1763871
>>1763870
You approach the seedy-looking man. He gives you a grin through the stubble on his face.

"Alright, so you'd be 'Ace Locke?' I'm Alistar Revis. Archivum Archaeologist." He crosses his arms.

"The TOP archaeologist." The elf adds.

"Faelith, please, darling. You know I don't care about the rankings. It's all about the adventure." He looks back to you, "Ayways, I got a delivery for you. Thought it'd be a good idea to wait in the Archivum building to see if you dropped by." He hands you a thick envelope. There's some keys in it tied to a crystal, "When you wanna claim it, you just walk on over to the airtower and show your keys."

>Obtained crystal-bearing keys.

Alistar tilts his hat, "I'm going to relax a bit. Iw as quite a flight."
>What are these keys for?
>Top archaeologist?
>Ask mages about skyfortress
>ask mages about digsite
>leave building, go to airtower.
>>
>>1764019
>What are these keys for?
>Ask mages about skyfortress
>>
>>1764019
>Ask mages about skyfortress
>>
>>1764053
>>1764170
You go to the mages after thanking Alistar for the keys, "So what do you know about the skyfortress?"

"Ah, Lethos. It's an ancient Zerican sky fortress, although the name is a misnomer. They are more like flying cities. Most of them are carved from the flying islands present in mountain ranges, using the natural skycrystal deposits." This is information you already know, "Lethos was believed to dock airships. Like most sky fortresses, it can manipulate weather and shoot down approaching aircraft..." The mage nods, "However, recently, the skyfortress is being... altered. We've notice structures appearing on it overnight. We can't tell at this range, but they appear white and mostly made of glass. We also noted weapons akin to Otharthurian or Ollamic turrets in addition to the crystal perimeter defense. Someone is completely repurposing the skyfortress." The mage then pulled papers off the desk, "we believe the 'flying specter'landed on it. That thing has been a mystery since it first appeared. We're really interested in it, but an airship just can't reach the flying structures."

>ask about the digsite
>ask about your keys
>leave and go to airtower
>>
>>1764239
>>ask about the digsite
>>
>>1764239
>>ask about your keys
>>
>>1764239
>>ask about the digsite
>>
>>1764239
>ask about keys
Is this guy a scout too?
>>
>>1764363
>>1764380
>>1764615
>>1764699
[I'll just do both.]
"I saw something involving the digsite." You start. The mage sighs.

"We know it's the dragon rangers. The Titan's Arm has no duke in charge, so they are allowed to act how they want. The dragons remember the Grand War, and work with the Rangers to keep us from digging up and learning the ancient technologies. It's always been this way. They seem to think we'll abuse it like the past nations did." The magician groans, "They are impossible to agree with. Sure, we can sometimes agree on one or two things, but they want us to pull out of all excavations."

You hold up the keys, "So, what are these for?"

Alistar frowns, "What? They didn't tell you? In return for the signet and the crest, you get an airship."

"...an airship? For those?"

"Hey, an Archivum crest has a lot of weight in it within Esmor if you aren't one of us. It's basically a free pass in some cases for airship travel. But the Signet? The signet shows that you speak on behalf of the duke it belongs to. With Duchess Inis dead, that means you gave the Archivum her political voice in court. For that, yeah, we commission an airship for you."

"Wait, what sort?"

"We're a research society." Alistar grins, "You aren't getting a Delothian destroyer, but you are getting an excavation ship. We figured you'd want something that can airlift that tank of yours around."

>You have obtained an Archivum Cargo Airship. This large aircraft can dock at any air tower or your ship. It can also carry one of any vehicle for your use. This allows faster travel and access to normally inaccessible locations.

Alistar sighs, "They made me leave mine at Korlanis, so I have to fly one of the normal ones back home." Faelith pats his back to comfort him, "It had plush seats!" He explains to her.

Airships are complex craft, but you, Artoria, and Almeda are trained in far more complicated versions. Flying your new aircraft should be simple.
>leave to go to the airtower and claim your airship
>Ask about any raider activity
>return to the guild hall
>>
[drawing up our airship...]
>>
>>1766033
>>Ask about any raider activity
>>
>>1766220
"I saw raiders on the bounty board..."

"Don't even try it." Alistar warns,"That place is one of their main hideouts. You'll find more in that Otharthurian complex than you could imagine. All of them armed to the teeth and merciless."

Gemini must have been where the forces you took out came from. FEATHER might have the tech to deal with them, but not the numbers. You'd need way more firepower than your tank.

Artoria shakes her head as you see numbers run on her projected screens. Pistiea rolls her eyes, "I still think we could take them."

Uriel stares at her in disbelief, "Maybe with an army, but I doubt we're gonna get one, and I can't keep playing music long enough to deal with a place as big as Gemini. It goes under most of the valley!"

"The raiders typically ignore the Zerican ruins prevalent in this region, though it's probably because the Dragon Rangers demolish them every time. I suppose that's one perk of having them about..."
>Return to guild hall
>Airtower to claim airship
>>
>>1766252
>Airtower to claim airship
>>
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Congrats dude, we're at the top of the front page!
CELEBRATION TIME!
>>
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>>1766255
You climb up the tower to the airships. The dockmaster stares at you until you show the keys.
"Ah? Th-that's YOUR airship?"

You are admittedly surprised yourself. The airship is huge. It holds enough cabins for a full expedition. A spacious cargo deck allows the transport of your tank and whatever loot you gather. The observation deck is a nice part of it, clearly intended for passengers to relax on long journeys. A turret with a large cannon and smaller machineguns (imitations of Otharthur patterns) sits atop the airship to defend it. The bridge contains a wide view of the ground, and allows you to better control the airship, despite being asymmetrical. The bridge is on the docking side, with the access deck just above you.

It's no Alainn transit aircraft, nor an Otharthurian air-carrier, but it bears a great deal of utility.
>return to guild hall.
>Fly around the skyfortress perimeter
>fly to Archivum digsite.
>Do an airborne inspection of Complex Gemini.
>>
>>1766286
>Do an airborne inspection of Complex Gemini.
>>
>>1766303
Also we see how Pisteia is holding in this one
>>
>>1766286
That airship looks like a scifi gunship with a balloon attached.
>fly around skyfortress perimiter
The raiders probably have AA if it's a primary base.
>>
>>1766328
Changing to this
>>
>>1766286
>>Fly around the skyfortress perimeter
>>
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>>1766328
>>1766339
>>1766522
[...It's a newly-made airship]
Your airship's controls are Otharthurian in nature, which is rather interesting. They seem to be from the shipyards of Korlanis, making you wonder just how advanced the Archivum's technological aspect is.

Pisteia seems overall impressed, as does Uriel, "This must be one of the newest ones! You really lucked out, most of them have exposed propellers." The bard comments.

You lift your tank into the aircraft before flying it towards the skyfortress. The storm around Lothos marks the perimeter, and you skirt along the edge of the dangerous winds. Artoria warns that this craft is neither quick nor durable enough to approach.

Interestingly, you DO recall one aircraft that is...

The FEATHER air transport. Artoria can call for your group if you leave your airship outside the city... (Don't want to attract unwanted attention)

>return to Byr
>Land and call FEATHER
>Fly to digsite
>Inspect the complex
>>
>>1766711
>>Inspect the complex
>>
>>1766711
>>Inspect the complex
>>
>>1766729
>>1766731
Your airship flies up north, to Gemini. You can make out gun emplacements, and a few AA turrets, but your airships is out of range from looking at the sky fortress. You se they have their own patrol tanks, painted in strange camo and looking poorly maintained.

If you get closer, they will shoot you down.
>land somewhere safe and call FEATHER
>Fly to digsite
>Return to Byr
>>
>>1766748
>>land somewhere safe and call FEATHER
>>
>>1766748
>>land somewhere safe and call FEATHER
>>
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>>1766751
>>1766755
You land your airship just above the forests in the valley and call in the FEATHER air transport. It's a matter of minutes when it appears, flickering out of optic camo to let you see it. You board the craft and direct it at the sky fortress.

Artoria assists the pilot in dodging the shots from the defenses as the craft hurtles through the storms, the interior shaking. As you near, you can make out that the floating city has been indeed altered.

High-tech buildings and what appear to be mechanical turrets have been added to one part of the city, making it look like a strange duality exists. The city is quite large, and under fire, the FEATHER dropship can only take you to the outer regions. Whoever is doing this has left the defenses on, and might not be friendly.
>Land on the intact side
>Land on the modified side
>>
>>1766748
>>land somewhere safe and call FEATHER
>>
>>1766851
>>Land on the intact side
>>
>>1766851
>>Land on the intact side
>>
>>1766851
>Land on the intact side
>>
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>>1766857
>>1766866
>>1766869
The dropship touches down on a balcony on the edge of the structure. Your group has to evacuate quickly before the FEATHER Craft lifts off and shoots away from the fortress. You are now on Lothos.

It looks like this outer ring is a residential area with parks. You ready your rifle. Zericans were particularly fond of using golems for civic protection.

Fruit trees and masonry mark your path as you move past weathered buildings. The massive crystal turrets ignore you, now that you are on the structure itself. Standing buildings higher up on Lothos mean cover and protection from the winds. You notice an entryway into the depths of the city, probably for maintainence. The flicker of crystalline lights can be seen even in the bright sunlight.

Just on the edge of the area you can view lie glass and metal towers with white materials. They look out of place in the overgrown stone ruins.
>Move to the standing structures.
>Go into the depths of the floating city.
>Advance towards the high-tech region.
>>
>>1767007
>Go into the depths of the floating city.
>>
>>1767037
What would normally be a stone corridor seems to be affected oddly. The blue lighting of the crystals reflects a silvery cable, plugged into each magic crystal overgrowth. Every few meters in, you can see a tiny box. They flicker with orange light. The technology seems to be something like Alainn and Ollamic blended together. Your path takes you to a large room. A thick glass floor gives you a view of the trees below. The cable continues down another corridor, joined by cables from other corridors.

A great stone statue rests along one wall of the room. It looks like it was blasted open in the front. the crystal that would power this golem has been extracted. You aren't sure what could do this. Not even your explosives could blow apart magically-reinforced stone. Given the marks around this room, this scuffle is recent.

From one of the stained glass windows above, you briefly see a humanoid figure, staring down at you with glowing eyes. It's gone when you look again. This was above one of the corridors that has no cable.

Pisteia whistles at the sight, "Wish I could do that kind of damage..."
>Follow cables.
>go down other corridor with single cable.
>Go down corridor without cables.
>>
>>1767168
>>go down other corridor with single cable.
>>
>>1767202
Seconded
>>
>>1767247
>>1767202
You follow the path where the other cable leads. Another golem, heavier than the last, is fragmented into pieces here. The cable is actually attached to a whole bunch of magic storage crystals, and meter on the cable shows a constant flow of magical energy. These cables are draining magic from the stores in this city for some reason.

You hear a distant explosion. Looking out the winow you see a golem fall through the glass windows of what you assume was once a luxurious ballroom quite a ways away. You briefly see a white booted foot kick some of the broken glass down after.

The building you are in appears to be a library. Great windows allow a stunning view of the mountains, but a broken wall has allowed all the books within to turn to mold and dust. You could probably walk down it towards where the golem fell if you want to investigate.
>Go back to the intersection
>Take outside walkway to the ballroom.
>>
>>1767292
>>Take outside walkway to the ballroom.
>>
>>1767303
You ready your weapons and walk back out into the sunlight, walking along the stone path in the wind. You reach the ballroom and wait around the entrance before entering.

There is a weird-ball-shaped device here, too, large for someone to move alone. It's connecting to more magic crystals, and... It looks like an odd white canister launcher, pointing out the broken window. As you appreoach, the canister shoots out and hits one of the buildings on the lower level. You watch as an antennae array sticks out.

You notice there is a cable being pulled taut through the corridor.
>follow corridor and cable.
>Inspect devices.
>>
>>1767358
>could probably
>>
>>1767358
>>follow corridor and cable.
>>
>>1767404
[is that one for following the cable?]
>>
>>1767358
>>Inspect devices.
>>
Rolled 2 (1d2)

>>1767420
>>1767432
[1 for devices, 2 for cable]
>>
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>>1767420
>>1767450
You follow down the corridor, away from the devices. The cord is shifting slightly, but when you come out, you find yourself at the previous intersection. Only now there is a new cable going into the last corridor.

With nowhere else to go, you follow it in.

The cable leads none other to one of the primary power rooms, a massive magical crystal floats in the air, but someone has installed a bunch of cables into it. Indeed, you see electronic equipment. Artioria draws the conclusion first.

"This person has figured a way to turn magical energy into electric power. This isn't about using one to affect the other like Ollam technology, but... it's converting it."

This is something you have never encountered. But who installed this? The machinery is linked to... a doorway that looks far more advanced. Almost in Alainn style. It's wide open, but there is no light in the hallway. Just light fixtures in open boxes lining the corridor.

There is also a doorway out into what appears to be the park. This place was important, so it was close to the more valuable structures.
>Go to the High-tech doorway
>Go outside into the park
>go back to the intersection.
>>
>>1767529
>Go to the High-tech doorway
>>
>>1767529
>>Go to the High-tech doorway
>>
>>1767529
>>Go to the High-tech doorway
>>
>>1767529
>>Go to the High-tech doorway
>>
>>1767529
>>Go to the High-tech doorway
>>
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>>1767536
>>1767556
>>1767616
>>1767856
>>1768952
As you follow the dark hallway, you reach parts where lights are installed, revealing a rather industiral corridor. You're not sure how it was installed in the stonework of the Zerican structure, but here you walk through it. Soon you hear it above... footsteps.

You quietly follow the sound above you as the door slides open. A walkway is suspended above you, and you can just see the shadow of someone with a flowing coat. By the time tou enter the room and look up, you just catch the door closing.

The room is rectangular, a glass-encased catwalk above. There are no sharp edges, but smooth contours of white, with polished black floors. Boxes of unknown devices and objects made of brown, thick paper material lie open below. The room has only two exits. There is a large one, like a loading door, and a normal swinging door made of glass with a bar to push it. A brightly lit hallway lies beyond, with a clearly visible staircase. This entire section follows no style of the four great nations.

Artoria quietly observes, "This appears to be a loading dock for smaller goods."
>Look at devices
>Go through large door
>go through glass door
>>
>>1769159
>>Look at devices
>>
>>1769163
Some of these devices don't match anything you've ever seen. Artoria tries to analyze them. They seem to be equipment that hooks to something, but nothing seems compatible.

There isn't anything that there is a weapon or anything you can remotely use.
>Go through large door
>Go through glass door
>>
>>1769218
>>Go through glass door
>>
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>>1769225
You enter the hallway. There are stairs leading to an upper floor, but following the hallway you find computer screens (showing data you have no context for) and doorways into 'decks.' One of the doors has glass, allowing you to look out to the park by the power plant.
>Go to the park
>Look at the decks
>Go up the stairs
>>
>>1769231
>>Look at the decks
>>
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>>1769237
You search the decks. They are spacious bays, easily able to fit a fightercraft, but there are none...

Save for one.

Lying inert in the third deck is the Flying Specter. You can't find a way to access it, but it appears to be a very quick fighter craft, bristling with weapons. It looks as if the ship uses a single pilot, but it can carry a passenger.

This legendary aircraft looks intact. For something that has appeared over a span of 70 years, it bears only slight markings and almost no wear. A cursory prodding reveals it's not even made with fantastic materials. Strange. Are there more of these?

You check the other decks but find nothing. The entire area is clean. It looks like the cieling above can open to resupply the aircraft docked, which begs to wonder what else is meant to dock here.

As you look back, you see there are control centers above each hangar. All the hangars, mercifully, have large blast doors blocking the elements.

This seems to be quite the facility, but given the size of the decks, it's not meant for combat.

You return to the hallway.
>Go to the park.
>head upstairs.
>>
>>1769240
>>head upstairs.
>>
>>1769240
>head upstairs
>>
>>1769242
>>1769258
Upstairs you find the corridor link to a room... one containing the door to the walkway the person above had entered. It opens into the hallway. Continuing around it you find it links to a few rooms that look like testing laboratories. Most seem to contain the devices you saw earlier laid out on tables being assembled or disassembled by mechanical arms. There is another set of stairs and an elevator, showing a total of 11 floors. Most of the lights on these floors are out, save for 1, 2, 4, 9, 10, and 11.
A central room is visible, containing...
Glowing pink dust in jars.

You vividly recall the faerie, how it dissolved into this shortly after Clark had bottled it. That was such a tiny amount of dust, but this...

This had to be hundreds of those fae worth in dust. The thought of facing hundreds of those things, or even one hundreds of times sounds like a special kind of hell.
>Go up elevator (specify floor)
>go into dust room
>Go to where the person had come from (across glass catwalk)
>look through testing laboratories.
>go back downstairs (go to park)
>>
>>1769301
>look through testing laboratories.
>>
>>1769301
>look through testing laboratories.
>>
File: Trostgun 2 of 5.png (82 KB, 848x397)
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>>1769305
You look through the testing laboratories. It isn't until the fourth one that you find something you can use.

Lying, completed on the table is a rifle. A cluster of needles sits at one end, and it seems to have medical symbols on it.

>You looted an unknown weapon. Whatever it does, you have no idea.

Searching other laboratories yields nothing, Save for a loaf of sliced bread and some cheese. You take those too.
>Go up elevator (specify floor)
>go into dust room
>Go to where the person had come from (across glass catwalk)
>look through testing laboratories.
>go back downstairs (go to park)
>>
>>1769320
>>Go to where the person had come from (across glass catwalk)
>>
>>1769323
You walk across the glass catwalk. Another hallway lies beyond, but this one has windows. Outside is a massive airship dock with a structure... no, it's a wedge-shaped airship! It's being constructed, slowly, by mechanical arms and cranes. There are no people present.

The hallway is lined on one side with a glass wall. Inside it are clear glass tanks filled with the pink dust. How many fae were fought?!

At the end of the hallway lies a room. Behind a shielded door, you can see the telltale flicker of an anomaly. The doors are locked. Good.
>Go up elevator (specify floor)
>go into dust room
>go back downstairs (go to park)
>>
>>1769327
>go into dust room
>>
>>1769327
>>go into dust room
>>
>>1769329
>>1769330
Hesitantly, you enter the dust room. You aren't sure what is happening here, until you witness the dust being compressed into an ingot. You watch as it is heated and then poured into a rod shape, becoming a solid material. The rod is then placed in a slot. You can hear a clank as it is whisked away unseen.

Artoria stares, "These are highly volatile materials. They might drastically alter physical makeup and even mental thought patterns. This is concentrated fae energy. What could possibly need these materials?"

Pisteia shifts nervously, "I dunno about you, but I'm not seeing anyone else here other than that shadow when we enetered. it's kinda creepy. If this place belongs to only one guy, and he did all that to the fae?" She lets it go silent.

"...You'd have to be some kind of madman to do such risky handling of that magic." Uriel states.

You decide to leave the room. This place is too dangerous.
>Go up elevator (specify floor)
>go back downstairs (go to park)
>>
>>1769348
>Go up elevator (specify floor)
idk look at which level we are on and what the next floor is.
I'm going to bed
>>
>>1769375
[you are on floor 1.]
>Most of the lights on these floors are out, save for 1, 2, 4, 9, 10, and 11.
>>
>>1769377
Floor 2
>>
>>1769378
The elevator dings and closes behind you as you go to floor 2, moving up even higher.

The current floor also contains similar hallways, except the side overlooking the construction has potted plants and tables. Odd machines line one side of the wall, bearing glass and prepackaged foods and drinks behind glass.

Moving further up the hallways, you access the control rooms for the landing decks. This floor appears to have a medical bay and another laboratory. The medical bay looks to be automated.

The laboratory has no windows inside, so what's in there is a mystery.
>Enter lab
>Use vending machines
>Look at control rooms
>use elevator (select floor)
>>
>>1769385
>>Use vending machines
>>
>>1769385
>>Use vending machines
>>
File: junk-food.jpg (136 KB, 600x393)
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>>1769524
>>1769402
They don't take money to operate. You manage to obtain a large number of mysterious and brightly colored packaged foods and beverages.

Pisteia and Uriel are trying to figure out how the canned drinks work.

These foods look a lot like the ones that were present in FEATHER. In fact, some of them are the same, but you don't see the FEATHER logos or flags. Interesting.

The elevator dings. You hear footsteps on the floor below you walking away from it..
>Enter lab
>look at control rooms.
>Use elevator (select floor)
>>
>>1769716
>>Enter lab
>>
>>1769716
>Enter lab
>>
>>1769716
>>Enter lab
>>
>>1769720
>>1769721
>>1769739
Entering the laboratory, you immediately see dozens of boards and hundreds of papers, each with calculations filling them and schematics. Finally you see most of the parts you saw downstairs hook into a central device to create... well... it looks like a gun, but you aren't sure.

"This weapon is mathematically possible, but physically, not so. It seemingly relies on Zero Point Energy." Artoria states, looking over the notes.

Almeda blinks, "I thought that was infeasible."

"It is. And yet several of these patterns utilize it."
How strange. Impossible science?
>Look at control rooms
>use elevator
>>
>>1769720
>>1769721
>>1769739
Upon entering the laboratory, you immediately see dozens of boards and hundreds of papers, each with calculations filling them and schematics. Finally you see most of the parts you saw downstairs hook into a central device to create... well... it looks like a gun, but you aren't sure.

"This weapon is mathematically possible, but physically, not so. It seemingly relies on Zero Point Energy." Artoria states, looking over the notes.

Almeda blinks, "I thought that was infeasible."

"It is. And yet several of these patterns utilize it."
How strange. Impossible science? Something about this idea seems very wrong to you. Like it opposes how reality is supposed to work...
>Look at control rooms
>use elevator
>>
>>1769862
>>Look at control rooms
>>
>>1769862
>>Look at control rooms
>>
>>1769862
>>Look at control rooms
Man this is fucking spooky
>>
>>1769865
>>1769869
>>1769870
On entering the control rooms, the lights flicker. You can hear footsteps again, below you, but looking down, the owner is just out of your line of sight.

A variety of navigation consoles and the door controls seem to be here... That's when you notice one of the doors is actually open. Heading to the open bay, you see something materialize from optic camo far more advanced than anything FEATHER has. It's a smooth, sleek craft...

And it has no cockpit.

It drops off a large container. You think you can spot a Pale Horror in it. The craft pulls out and you hear a klaxon sound. The cage is lowered into the floor.

"...that... wasn't the same thing we fought in Inis, was it?" Uriel asks slowly. You can soon hear pained roars from the monstrosity echoing from below... then silence. Only the sound of footsteps below.
>Use elevator (select floor)
>>
>>1769870
[for added effect, there is also mood music. https://www.youtube.com/playlist?list=PL-IXoVTnJfwoWpm0T4XZzA4AL5ezaNb2k ]
>>
>>1769898
>>Use elevator (select floor)
Time to go to the floor below us
>>
>>1769898
>>Use elevator (4 floor)
>>
>>1769909
Seconded
>>
>>1769909
>>1771349
You take the elevator upstairs. As you exit, you hear it ding again and descend. There is a hallway circling, giving you a view of the higher tier of the floating city, as well as a view of the park below. You can see walkways to white spires that have been built branching from the park. you must be in one yourself.

You enter the center room, as the floor only seems to have one... And what you see cases a bit of fear to grip your heart.

"I can't read any of this..." Pisteia frowns. Uriel nods as well. They can't, but you can. Your country is written on a board, along with many others. It's a room of notes and computers. There is a lot to learn here...

KNOWN FACTIONS OF WORLD 2
Former factions (Grand war):
-Alainn: Military dictatorship. Isolationist, idealist. Lots of alignment in ideals with FEATHER. VERY high-tech. Satellites? Cryofrozen in the north. Has scouts all over the world. Failsafe army went rogue.

-Ollam: Democracy. Magitech country. Also very advanced tech. Commits medical atrocities regularly. Dead, either by underground monsters, each other, or by Alainn.

-Zerica: Socialists. Magic only. Tech level is garbage. Everyone is dead due to poor planning and Alainn. None of the flying cities they have are self-sustaining. Lots and lots of nasty magic-based weapons in hard-to reach flying buildings.

-Otharthur: Authoritarian. Tech level is about WWII with some anachronisms. Former magitech state. Messed up some magic, stopped using it (morons.) Still active due to underground infrastructure. Develops slowly due to advantage over current civilization.

Current factions:
-Dragon Rangers: Met them first. Idealists with Luddite tendencies. The mean well, but they come across as PETA for dragons. Side note: Dragons are really easy to catch

-Raiders: Alainn rebels. Hog tech, shoot at me. I hate them.

-Esmor Kingdom: Big goddamn monarchy, biggest one in the world. Uses duchies to distribute power. Standing army too damn slow. Politically tied with Archivum.

-Archivum: Scholars, archaeologists and inventors. Enemies of Dragon Rangers and Esmor nobility. Study tech and develop from it. My sort of people. (Support them?)

-Deloth: Empire. Comparable to Otharthur in tech, I think it's made from Ollam or Otharthur surviors, maybe both. Reminds me of the Reich. Butts heads with rangers and Nelola.

-Nelola: Mageocracy (Asshats.) Seriously these guys are so steeped in tradition they won't fix their airships in midair. They only manage against Deloth thanks to sheer magical might.

-Serhun/Salarcul: Rival merc nations. (good for hiring)

-Garvelton Industries: Big company. It's goddamn everywhere. Super fishy.

-Agreus: Monarchy. Overtaxing. Reminds me of pre-revolution France.

-Crownshatter: Anti-monarch rebellion. Very violent. Not sure if letting them take Agreus is a good idea.

This is alarming.
>Continue reading
>Take elevator (select floor)
>>
>>1771736
>>Continue reading
>>
>>1771736
just for the record... this is Earth?
>>
>>1771760
[Our MC's world is NOT earth... But the one making these notes calls it 'world 2']
>>
>>1771736
>Continue reading
>>
>>1771736
>>Continue reading
>>
>>1771736
Dimension traveling
>>
>>1771777
>>1771753
>>1771782
You decide to continue reading. The elevator dings and opens up somewhere above you.

You read onward. You recognize some of these names.

WORLD 2 NOTES.
Magic prevalent, incompatible with fae energies. Travels reveal 4 notable individuals. The title might be a misnomer, but for all intents and purposes it works.

The four immortals.
-Alexander Garvelton: Zerican asshat. Has mind control and apparently eternal youth. Uses really nasty magic. Runs a legitimate(?) business.

-Fleet Admiral Harold Verren: Ollamic airship commander. Pretty sure he's still alive. Minimal magical power.

-Doctor Robert Grossberg: Ollamic scientist. Currently residing in Deloth. Best maker of airships.

-Clark Howard Thule: Otharthurian(?) magician. Actually I'm not sure. Vee and I joke that he's actually C'thulu. Get it? C. Thule? Who am I kidding, nobody is gonna read this but me.

Immortals seem to pop up now and then. Infiltration into the Hunter's guild has yielded the best source of information.

ANOMALY STUDY
Anomalies appear to be caused by either FEATHER or the Laboratories trying to breach World 2. They seem to be using one of my old reality ripper prototypes... Which would mean they've raided the field base. I can only hope they don't track me down.

So far no fae have notice the anomalies, but if the labs keep at it, then we might have a big problem. FEATHER isn't an issue, Alleria isn't an idiot... Which is precisely why I'm afraid she'll get to me first.

Currently using anomalies to replenish fae dust. Very easy, simply enter faerie forest (with protective gear) and catch fae.

Temporal anomalies have been extremely vexing to deal with. I must have appeared to the world to exist over a span of 100 years rather than 2 weeks. Got those closed now, with the last one above Koroton.

Worried about the Inis region though. Apparently a party with a tank went there, and now FEATHER is setting up shop. I gotta get this thing moving, or complete Carrier 1. Right now the fighter rules the skies, but if Alainn wakes up, I have severe competition.

Vee suggests wiping out Bunker Gemini. Yeah, no, not doing that until I figure out how to work this thing.
------
The entries seem to end.

Whoever this is, they are aware of your progress. They also mentioned Alleria and Clark. Interestingly, you know of Verren. You actually met him once... If anyone in Ollam were suited for Alainn, it'd be him. You ponder about destroying these terminals, but you consider someone who 'harvests' fae is probably not someone you want to piss off.
>Take elevator (select floor)
>>
>>1771820
>>Take elevator (select floor)
Floor 2
The way I'm reading it is that Feather is not of this world and came with this "Madman", but they seem to be at odds
>>
>>1771820
remind me, how many floors are there? and which ones did we not check out yet?
>>
>>1771827
[Explored: 1, 2, 4]
>Unknown contents: 9, 10, and 11.

>>1771826
[I was trying to be a bit subtle with Alleria's references, but you are correct]
>>
>>1771837
I'll go with floor 9
>>
Rolled 2 (1d2)

>>1771826
>>1771839
[#2 is 1, #9 is 2]
>>
File: modified golem.jpg (191 KB, 1024x787)
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191 KB JPG
>>1771839
>>1771849
You take the elevator up to floor 9. This has a small hallway to a closed door. Upon entering, you behold an unholy fusion of golem and war machine. Cables connect the body, positioned at the center of a massive room. It's clear the Zerican golem was used as the base, but multiple golem hearts are installed.

An upper level to the room has what appears to be reinforced glass looking down. sunlight streaming in from above shows windows surround the upper level. You cannot access it from this room, no, this floor.

Computer consoles line the room, including one that says 'run test.'

Artoria tilts her head at the golem, "It seems crude, but this method bypasses a lot of Ollamic designs. There is much to learn, but I'd need to see it active..."
>Run test
>Use elevator (select floor)
>>
>>1771873
>>Run test
but only if you can find an off switch
>>
>>1771873
>Use elevator (select floor)
Go to floor 10
>>
Rolled 1 (1d2)

>>1771877
>>1771904
[1 for run test. 2 for floor 10]
>>
>>1771919
>>1771877
It looks like the console has an off switch. You decide to run the test. At the press of a button you hear a whirring. The golem lights up as energy pulls into it.

It stands slowly and looks at you. All the lights turn red. You hit the abort button...
"Error: missing command prompt."

The golem takes a look at everyone around the room as electricity cackles across its back.

You are now fighting a Modified Zerican Golem. Show this relic of Zerica the might of Alainn.

>roll 5d20s, best results win.
>>
Rolled 5, 17, 15, 3, 13 = 53 (5d20)

>>1771936
>>
[making new thread, results of the next rolls will be on the start of it]
>>
Rolled 5, 14, 10, 17, 3 = 49 (5d20)

>>1771936
>>
Rolled 19, 16, 6, 8, 15 = 64 (5d20)

>>1771936
>>
>>1772007
[The next thread.]




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