Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: (TSG) You Are Knight: The Quest to be Heir  (Read 2624 times)

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
(TSG) You Are Knight: The Quest to be Heir
« on: June 05, 2013, 12:02:29 am »

(Just a basic suggestion game. Fight for control of your lands, go on quests, or lead armies.)

Henry Krvni was destined to be a footnote in history. His family, although ancient and well respected, was far removed from its days of glory and the realm was at peace. He would never have the chance to do anything the minstrels would sing about, or the scribes record. Henry considered this a good thing; he was neither the strongest nor the smartest of his sibblings, any of his younger brothers would have been better suited for lordship than him.

Under the assumption that both himself and his blood were inferior to that of his brothers and sisters, he made the choice to take no wife and father no children. Early in his lordship however his sister Kaylen died of Minotaur Pox. Then his brother Bert was slain in a Jousting 'accident' against the hot headed Crowned Prince Onix; His other brother Billion was then promptly cut down in a duel to avenge him. His last remaining sibbling, a sister named Faye, fell into a state of despair which she only recovered from after finding the gods and joining a nunnery, thus killing any chance that Henry could rely upon his sibblings to continue the bloodline and forcing him to take a wife.

The woman he chose was Ursula Holard, a daughter of the Northern Lord Holard. Ursula was a stocky and powerful woman, and a bear caviler to boot. As Henry had hoped, she bore children better suited for the lordship than he was. First was a daughter, who Henry named after his late sister Kaylen, and then came the sons. They were twin boys, identical twins, each with their mother's jet black hair and stout build. Henry named them Brandon after his father and Billion after his brother.

The boys grew up quick, and by the time they were nine Henry and Ursula felt confident enough in them to have the twins shipped off to the Kings Court at the Capitol Palace to learn to be proper knights. Under the tutelage of the people there they refined their skill at Swordplay, Jousting, and Courtly Manners to knightly levels. They developed a friendly rivalry amoungst themselves, and a less than friendly one with the Crowned Prince Gravel, son of King Onix, the killer of their uncles.

Despite the bad blood between House Krvni and the Royal House of Greatstone, the boys were too talented - the king had no polite excuse to refuse them the knighthood. They received their titles, participated in one last jousting tourneyment (Brandon made it to the Quarterfinals, and Billion to the Semifinals, but both were eventually unseated by Gravel), and returned quickly to their fathers lands. Upon their arival the 16 year old boys found the following message waiting for them.


Sons,

As I have told you many times before, the midwife who attended your birth was rather drunk and could not remember which of you was firstborn and the rightful heir to my lands and income.

Luckily you have Northern blood running through your veins, and the Northern houses don't decide succession by birth order, but by merit. We will be using this Northern method. As such I have embarked on a fishing trip to the Whale Islands, and will be gone for at least a year. Upon my return I will listen to the tales of your deeds in the meantime, and name the son I am most impressed with heir.

I have sent riders with this news to all but the most remote Houses in the Kingdom. With any luck petitioners will soon arrive at Consolation Castle with various ideas for tasks and quests that you can use to win glory and make the Kingdom a better place.

Goodluck and Godspeed to both of you

You Loving Father,

Lord Henry Krvni, Spear of the Crosslands and Guardian of the Isthmus


---

Consolation Castle has always been considered rather... Spartan compared to the seats of other great houses. Simple walls of grey stone block encircle an inner keep made of the same material. There are eight towers, four on the wall and four on the keep. In the courtyard guardsman and soldiers train, and the highborn children of House Krvni mingle and play with the wretches born of their servants.

You are in this courtyard, mounted on your horse with your twin brother Brandon and both of your squires.

"Brother, I'm going to head to the kitchen and see that our catch is properly cleaned. You need the head-start anyway." Your twin announces with a teasing smile before riding off across the courtyard.

After reading your fathers letter, the pair of you had agreed to take a week off to recover from the long journey back to your lands, celebrate your respective knighthoods, and enjoy each others company for what could be the last time: Only the gods could know if you both would be alive and on speaking terms by the time an heir is decided.

The last day of the 'week off' was yesterday, and Brandon and you had taken the squires fishing. You ended up camping out, and upon waking up had shared a tender hug and then agreed that the contest to decide the heir would begin once you had ridden through the castle gates and into the courtyard.

You are now in the Courtyard. The game has begun, and Brandon has given you a brief head start. You have several options as to how you should proceed:
1: You can head to your chambers and receive petitioners in hopes of finding a good quest.
Spoiler (click to show/hide)
2: You can call on one or more members of your fathers court, in hopes of gaining their council or support.
Spoiler (click to show/hide)
3: You can ride off to somewhere else.
Spoiler (click to show/hide)

Party Information:
Spoiler (click to show/hide)
Logged

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #1 on: June 05, 2013, 12:09:12 am »

Ker PTW.
That's it, I'm afraid.
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #2 on: June 05, 2013, 12:11:44 am »

1C If you can get support from even a savage then you must be a good leader.
Logged

Ukrainian Ranger

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #3 on: June 05, 2013, 02:18:57 am »

 2A, 2F
Logged
War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Jembot

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #4 on: June 05, 2013, 05:08:44 am »

PTW
Logged
You people are insane.
Hello there, we're Bay12! So pleased to meet you!

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #5 on: June 05, 2013, 09:51:47 am »

You turn to your steward. "Send the savage to my audience chamber Jenks. I'll hear what he has to say... or she... I have a hard time telling with elves."

The audience chamber, like much of the rest of Consolation Castle, is simple and lacking ornamentation. Perhaps you can change that through the spoils of war. You sit on the bench, and allow your squire Tidus to sit at your right hand as there is nobody more important around to fill the spot. Several minutes later the elf is brought in. Seemingly unaware of civilized customs, he doesn't bow.

"Greetings Billion Sir." He declares. "I am head of husbandry for the Leaf-litter Tribe. Name Chiatto. I was taking three of my daughters down the trail of eternity in search of husbands, when furbies attacked."

You shake your head and frown. "My mother is a human of the north. Please refrain from using such derogatory languge."

The elf blinks and pauses for a second. "The humans said we were poaching on their land. Took my daughters as punishment. Keeping them in Barking Pit at village in cage. I complained to their lord-chief, he laugh at me and said no. He then told me you were looking for fighting and glory, and told me to ask you for help. Said he dare you to try. Get them out, I give you reward."

You give his words pause for thought. Barking pit likely means the Kennels. At least you hope. You would rather not attempt to storm a Cubbels full of Dire Bears expecting a kennels full of hounds. You would likely have to fight one or two men, and any hounds unchained upon your arrival.

"What kind of reward do you have in mind, elf?"

The savage smiles. "Your Choice. 10 Horses, 10 Moose, 5 Morse, or 1 Rescued Daughter as wife or concubine."

You consider the options. You can rule the Moose right out. Elf Bred Horses tend to be high quality and sought after for speed and grace, but some of them lack endurance however. Morse are hybrids created from a horse, a moose, and a bit of elven magic. Morse are easy to ride and unlike horses they are very difficult to spook. They also have nasty antlers. The downside to morse is that they get along poorly with horses. You wouldn't mind having an elf girl woman around. Even if you decided not to share a bed with her, you could likely pick one with some talent that is rare among civilized folk.

"Alright." You admit "You have peaked my interest. Where in the north is this village in which your daughters are kept?"

Sadly the elf knows nothing of cartography, and can only promise to lead you there himself. He says it is five days of riding, which would likely be even longer if you recruited some men and had to march an infantry.

"Very well elf. I have heard your request and will consider it. Jenks, would you be so kind as to send word to wiseman Abbas and my lady mother? I would see them as soon as possible to ask their advice on this and other matters."

The elf leaves you alone with your squire and your steward departs to fetch the advisers you requested.

"I've always wanted to ride a morse..." Tidus says softly and wistfully. You nod but remain silent until your mother arrives.

---

Ursula is as large and muscular as ever. She is wearing her combat furs and is quite sweaty; you deduce that your summons must have interrupted her training.

She is glad to see you however, so after expressing affection and inquireing about your travels she proceeds to listen to your inquiries about the quest. She then gives her advice.

"It has to be the village of Bruin Inn, thats on lord Cornish's lands and in the shadow of his castle." She informs you. "Lord Cornish is still sore about the fact that it was your lord father, and not himself, who won my hand in marriage. He is likely looking to kill you, or for an excuse to start a war. That is why he dared you to come."

"Would you advise me to stay away from the quest then?"

You mother considers that for a second. "No, but I'd advise you to take a good number of men with you. It could be a trap. If you wish to do this I'll write my lord father to explain the challenge, and the other lords of the north as well. That way, if you hurt Cornish or one of his sons, his peers will laugh at his arrogence for inviting you to try instead of jumping to the conclusion that he was attack unprovoked and trying to defend or avenge him."

"Also" she adds "I wouldn't take one of the women as your prize. I'm working on finding wives for both Brandon and yourself so that you don't have to worry about that while you are out Heroing and earning your father's favor."

Ursula refuses to tell you exactly who she is trying to set you up with, and spends the rest of the meeting teasing you mercilessly with the information. Eventually you send her away when Albus Abbas arrives.

---

Albus is an ancient man of desert bandit descent. He is short and skinny with a bald turbaned head and a flowing white mustache. His skin is naturally quite tan. Age had not been kind to him in your absence from home, his body now shakes and twitches involuntarily. You doubt he would be any good for working a dagger, mixing a poison, or weaving a spell these days.

When you tell him about the potential quest, he parrots your mothers advice. "It sounds like lord Cornish wants to stir up trouble. I'd take men and inform the other northern lords of your intentions so that there is no misunderstanding..."

The old man then smiles. "I'd find a necromancer if I were you. The dread comet will appear in the sky in about 7 or 8 days, and will last for about two weeks. It will boost the effectiveness of death magic while it burns up there. Take a Necromancer North and attack under the comet... they wont know what hit em."

You blink. Necromancy was a hated school of magic, and those who practiced it rather secretive. "Where would I find a necromancer?"

Thw wiseman smirks. "Try the Church of Ivory Cathedral in Krvnitown" He then frowns "or just ask that insufferable Bishop."

"You have something against Macon?" You ask him. The Bishop was kind to you and Brandon as children.

"No." Albus replies. "Nothing personal anyway. The rest of the court tends to get a bit... ambitious... when your lord father is away is all. Bishop Macon is trying to build proper churches in all your father's villages, so that his flock wont have to worship in secret. I doubt our neighbors will like it if we permit this heresy in the open."

He mentioned the rest of the court... perhaps he had some dirt on your mother and her plans to see you wed. "And what of my lady mother? What is her ambition?"

Albus shakes her head. "She wants either Lord Henry, or his heir, to bend knee to her lord father Odin Holard, first among the northern lords. She wants us to break our oath of fealty to Lord Thrift. This would spark a war between the Northlands and the Crosslands."

You nod. In all likely hood that means she would want you and Brandon to each marry the daughter of a northern lord. Perhaps even one of your own aunts. You know Ursula has several half sisters around your age...

Albus takes his leave, and once again your squire speaks when you are alone together. "Wasn't your ancestor Bert the Blood a necromancer?" Tidus asks.

"Amoung many other things..." you reply.

...

Quests and Petitions
Spoiler (click to show/hide)

The Court
Spoiler (click to show/hide)

Map of your fathers lands
Spoiler (click to show/hide)

Party Information:
Spoiler (click to show/hide)
« Last Edit: June 05, 2013, 10:35:58 am by Weirdsound »
Logged

Nicholas1024

  • Bay Watcher
  • Level 1
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #6 on: June 08, 2013, 10:50:00 pm »

Seems like this got overlooked, so a quick bump may be in order.
Logged

griffinpup

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #7 on: June 08, 2013, 11:34:43 pm »

Talk to the bear cavalrymen dude while finding a few foot-soldiers to go rescue the daughters.  Also, a side note.  Sure, we don't need a wife, but a concubine/servant wouldn't be that bad.  A morse sounds pretty epic though.
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #8 on: June 09, 2013, 11:04:00 am »

"Steward Jenks, would you be so kind as to fetch that northern looking petitioner?" you ask. The Steward nods and retreats quickly.

The steward is gone for about five minutes. You and Tidus use the time to discuss yesterdays fishing trip, until Jenks returns with the sellsword.

The northern mercenary is old. At least 60. Northern soldiers wear less armor and thus don't live as long as their southern counterparts, so this man must have been quite impressive in his youth. He wears the sigil of House Pine, a rampaging Yeti on a gold background, on a medallion around his name.

You give him a respectful nod, and instruct him to state his business.

"I am Vandal Pine, a mercenary from the High Taiga." he begins "I'm leading a few men in pursuit of a merchant caravan that is facilitating banned trade with both the white witches of the north and the orc raiders in the eastern swamps."

You frown. "That seems unlikely. If any lord under the king would have put a bounty on a bunch of merchants, I would have found out, and my friends in the merchant's guild would have been already begging me to stay my hand and ignore the situation."

The old man smiles. "The bounty doesn't come from one of the Kings Lords, sir. I was hired by the high Barony of Icecopper. My men and I have been granted permission to sieze their cargo, and do with it as we see fit, and will be given 600 dwarf forged gold coins for each merchant we bring back to The Coal Fortress alive."

You shiver at the thought. The Barony of Icecopper is part of the small frost dwarf kingdom, and sits at least seven days march further north than any known human settlement. "Alright. Where are these merchants now?"

"They escaped into the swamplands through the Hags Bog. My men refused to follow them into such a place. They will almost defiantly attempt to enter the Crosslands through the town of Last Inn. We would have attack them in or just outside of the town before they made it too far into civilized territory. Even in your Lord Father's land's the influence of the guild is too strong. They would likely be out of our easy reach if they made it even as far as Riverport."

You nod. Marching the prisoners all the way up north wouldn't be fun, but at least the main battle would take place on your home turf. You are not sure how influential the guild would have become in Last Inn since you were last there as a child, but in theory the guards there would be below you in the chain of command and would have to assist if you asked.

"What would my prize be?" You inquire.

"Me and my men will split the contents of the caravan with you and your men. We can each claim half the wagons. Then you can chose if you want to escort the prisoners north with us. If you go with, we will split the dwarven bounty as well."

That seemed reasonable enough. "Very well. I will consider your offer."

The mercenary bows respectufly. "Thank you for your consideration then. I'm sorry to rush you, but I can't afford to let these merchants slip past. I will have to depart by mid-day tomorrow, with or without you. Until then, my men and I will wait at the Riverport Inn."

He leaves, and you rise from your chair. "Come Tidus. We are going to talk to my mother about borrowing some of the castle guard for our adventures..."

The half dwarf nods, and gets up as well. "Sounds like a plan m'lord."

...

Your mother's steward informs you that Lady Ursula is busy with her training once more, and does not wish to be disturbed. When you tell the man that you want some soldiers, he smiles.

"She figured you boys would want some of those. We have 50 men in the guard right now. Even for peacetime that is a bit low, however she is willing to part with 20 of them. Since your brother will need men as well, that means you get 10. The men are split into five squads; since you asked first, you get first pick.

The Steward leads you to the barracks, where you are introduced to the squads, and their leaders.

Pick 1 Squad to Take With You:
Spoiler (click to show/hide)

As you consider your options, your brother Brandon enters the barracks. He is a bit annoyed that you have beat him to the barracks, but respects your right to take first pick.

Your twin informs you he has spoken to the third petitioner, who was indeed a tradesman from Last Inn, and has been tasked to clean out a family of trolls terrorizing the Swamp Road. He then asks what quest you will be partaking in. This question puts you in a tough spot; since he shared his adventure with you, you are more or less obliged to do the same. Unless you wish to disrespect your brother, you must pick a quest and answer him.

Will you march to Last Inn to deal with the rouge merchants? Perhaps pissing off the merchant's guild...
Or will you march north to help the elf? Perhaps walking into Lord Cornish's trap...


...

Quests and Petitions
Spoiler (click to show/hide)

The Court
Spoiler (click to show/hide)

Map of your fathers lands
Spoiler (click to show/hide)

Party Information:
Spoiler (click to show/hide)
[/quote]
Logged

griffinpup

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #9 on: June 09, 2013, 11:42:51 am »

Go take out the merchant caravan! 
Bring squad 2
Logged

Nicholas1024

  • Bay Watcher
  • Level 1
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #10 on: June 09, 2013, 11:43:14 am »

Personally, I vote for taking Wheel squad, as having some strong front line troops seems optimal, but I'm neutral on which quest we follow.
Logged

griffinpup

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #11 on: June 09, 2013, 11:52:45 am »

If we want an infantry squad, then we should go with number 3.  Demon horse for the win!
Logged

Mithras

  • Bay Watcher
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #12 on: June 09, 2013, 05:03:11 pm »

The Fang Squad seems like a good idea. And we should chase the merchant, not only will that allow us to travel for a while with our brother for a short while we might be able to head north and complete the elf's quest if we decide to hand the bounty in.
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #13 on: June 10, 2013, 12:00:03 pm »

You shoot your brother a smile. "If you are going to pick off swamp trolls, we might be traveling together Sir Brother. My work takes me to Last Inn as well. The Frost Dwarves have put a bounty on a merchant caravan they caught trading with the White Witches of the North. They are cutting through the swamps to do business with the orc tribes as well."

Brandon shoots you a dirty and childlike smile. "Why Sir Brother, wouldn't that piss off Gladiolus and all his bean counter guild mates?"

"Only if I get caught."

You both laugh. Back when you were both little messing with daddy's advisers was splendid game, but now you are older and the political situation more tense: You silly little games will now have mortal and political ramifications. Brandon seems to come to this conclusion as well, and you both fall silent.

"Well brother, I don't have all day." Brandon breaks the silence "Which squad do you want?"

Frowning, you consider for a moment. Damn his impatience, you wanted time to think it over. At least you had narrowed it down to two, you want well trained heavy infantry to clash with the well equipped caravan guards. You end up making your descision between Wheel and Fang Squad on a whim. You had always been curious about Allbright's horse...

"Deacon Blood. Step forward."

Deacon Allbright Blood rose from the table where he had been sitting playing battlestones with a soldier under his command. He was young for a Deacon and a secret keeper; The heretics liked to put older men in positions of power, and Allbright couldn't have been more than twenty five or twenty six. His hair was already heavily graying though.

"Sir?" His voice had adapted his late father's soft and sad tone.

"I have permision from my mother to take 10 men from the guard to accompany me on my impending adventures. I choose Fang Squadron."

"It would be an honor. How soon do we march of Last Inn?" A slight hint of smugness or excitement flashes across his face. When you had left Consolation Castle, years ago, Allbright Blood was a boisterous young man who would pick on the castle's children, sometimes including Brandon and yourself. It was strange to see him so... mature.

"Tomorrow at midday Deacon. Have your men ready. We are working with a sellsword who is providing men of his own. We meet at the Inn in town, and then depart."

The Deacon nods, opens his mouth to speak, and is promptly cut off by Brandon and his competitive streak. "Pah. Waiting until tomorrow."

You twin sticks out his tounge. "Sergeant Ronnin Sorrowborn, you and Wild Squad are with me. I want your archers ready to mach in 45 minutes. I intend to beat my brother to Last Inn and hire any sellswords or sellout guardsmen in town before he does."

The seven and a half foot tall green-skinned wildman rose from his seat with a laugh. "As you wish Sir Brandon." The half orc gestures to the two men that were his in the room at the moment before leaving. On his way out, Ronnin gives Deacon Allbright a playful swat on the shoulder that causes the man to wince in pain.

Brandon then leans over your shoulder and whispers in your year. "I'll get there first and look into the guards for you. I'll try to take anybody in the pocket of the guild with me so they wont interfere with your little job. If I suspect somebody could be a problem and can't deal with it myself, I'll leave you a message with Tara. You owe me for this."

Brandon leaves, and you slump down at a table in the Barracks, not sure if you are feeling despair and anger because your brother is screwing you out of reinforcements, or feigning it to mask the fact that even in rivalry Brandon still fully intends to cover your ass.

Deacon Allbright Blood and Tidus Greatstone take seats next to you. "Don't feel glum" your squire advises "Brandon dosn't have to wait for mercenaries to be ready to leave. Of course he would get a real head start."

"Aye" the Deacon agrees. "Perhaps we should hit town this afternoon to take your mind off your brother's behavior."

A smile, one that does a poor job of masking your true emotions, spreads across your face. "I would actually like that very much."

...

The old iron gates to the walled town of Riverport swung open, and you lead your men inside from the back of your horse; She is a massive and strong Rockland Philly, bred by the royal stablemasters for the royals of House Greatstone. You had won her by cheating Crowned Prince Gravel in a game of chance, and had named her Loaded Dice.

Tidus also sits atop a Rockland horse, a powerful Stallion he had named Billion after you to spite his royal cousins. You call his steed 'HB' or 'Horse Billion' to avoid confusion.

Allbright's legendary horse, a Stallion named Drake, is dwarfed by the Rockland monsters that you and Tidus ride, but you can see why some might fear him. Drake is clearly an albino; his hair is white and his eyes blood red. While you can account for his looks however, it is Drake's silence that throws you off. The Stallion's hooves had made no sound on the road, and if the beast drew breath it did so with enough subtly to escape your notice.

The townsfolk gather around exitedly to see you upon spotting your banner, but back off cautiously when they notice you are with the Deacon. None of the stablehands dare come close, so after you dismount two members of Fang Squadron are sent to attend to the horses.

You Stretch and prepare to explore the town. You likely have time to make two stops if you want to return to the castle for the night, or three if you want to stay at an Inn.

Attractions and Locations in Riverport:
Spoiler (click to show/hide)

Party Information has been updated!

---

Quests and Petitions
Spoiler (click to show/hide)

The Court
Spoiler (click to show/hide)

Map of your fathers lands
Spoiler (click to show/hide)

Party Information:
Spoiler (click to show/hide)
« Last Edit: June 10, 2013, 12:12:05 pm by Weirdsound »
Logged

Harbingerjm

  • Bay Watcher
  • [ENTROPY INTENSIFIES]
    • View Profile
Re: (TSG) You Are Knight: The Quest to be Heir
« Reply #14 on: June 16, 2013, 04:01:27 am »

Waterwheel, Air Market.
The school if we have time. How much cash do we have, how much will an inn cost?
Logged
15:35   HugoLuman reads Harb his secret spaghetti recipe
Pages: [1] 2