Civilization Quest - /qst/ (#6262187) [Archived: 24 hours ago]

Anonymous ID: tIUVR6HO
6/21/2025, 1:21:33 AM No.6262187
techlevel
techlevel
md5: 88fac2a7aa2e6c5835c5a1ff7d1b45cb🔍
Choose race, location, tech level, who is the leader, what makes the leader special and a goal for your civilization.

Also choose if gods and/or magic are a thing and what kind of gods/magic you want to see.
Replies: >>6262252
Anonymous ID: tIUVR6HO
6/21/2025, 1:38:31 AM No.6262199
aislop
aislop
md5: bfc4e9751c9c79b55e42f48b3b77244c🔍
I prefer to run humans, but you can choose whatever kind of race you want. It will probably by flavored humans.

Location can be a generic terrain type or something more specific. But don't make it overly specific nor a real life place. Think of it more as scenario, like islans I want to play a pirates game, or plains I want horsemen battles.

Tech level anything from 1-10, but I prefer the lower end stuff.

The leader has to have some special quality about him. It doesn't matter much what, but he became the leader for a reason after all.

The goal is the overarching vision of your civilization. Usually is something tied to expansion, conquest, knowledge, innovation, cultural or religious goals, militaristic goals, political goals or mere survival.

Gods could have that greek flavor of showing up uninvited, could be absent from the world but still influence in subtle ways, could have totally vanished or never existed outside men's imagination, or anything else you can think of, just describe it properly.

The easiest types of magic to run are vancian fire and forget type of thing, or some overland ritual magic that takes massive amounts of resources like in master of magic. But if you want some bizarre shit like in mage ascension, power creep (starts really shitty but becomes overpowered) or something subtle like synchronicities and schizophrenia, then just say the word.

I plan to run long sessions, and when I can't run sessions I'll drop an update saying "today there is no session".

I might use AI slop for images, like this one, cause I'm no drawfag. I find AI slop for text a bit distasteful, so any AI use will be solely for brainstorming, inventing puzzles, random research about some crazy bullshit you wanna do, that sort of thing. Maaybe grammar check, but I don't mind a few spelling mistakes. Do you?

Pick something cool and let's have some fun.
Replies: >>6262212
Anonymous ID: OBLhLVOs
6/21/2025, 2:00:47 AM No.6262212
>>6262199
Human, Highlands, Iron Age.

I'd like to see gods show up if you do a great deed in their interests. Magic is cool I'd like to see miliary uses for it like fireballs or buffs like saints. But being a war mage is hard because metal interferes with magic casting, so they have little physical protection. So, most use their magic outside of combat.

Sid Alchtimers rules over his people. Elected after a plague killed many of the people in the highlands. His family lived atop a great hill where they grew herbs and cured people. He gained much during the plague being one of the first to find a remedy for the sickness. Many refugees formed around his home after learning of the cure.
Replies: >>6262262
Anonymous ID: nAV7M2HP
6/21/2025, 3:14:32 AM No.6262252
Rolled 1 (1d10)

>>6262187 (OP)
rolling for the tech level. hoping for industrial or mechanized. would be even more interesting if there's magic in the world too. then we could have an Arcanum thing going on.
Anonymous ID: tIUVR6HO
6/21/2025, 3:29:21 AM No.6262262
>>6262212

Guess I'll go with your choice, the other anon just rolled a dice.

Writing...
Replies: >>6262283
Anonymous ID: tIUVR6HO
6/21/2025, 4:16:15 AM No.6262283
>>6262262


The Alchtimers are a prosperous clan amidst the highlands. They live in a hilltop fortress and are held in great esteem by the people. With fierce warriors and talented scholars, the clan has produced some of the finest men and women in the whole tribe.

When the plague came, the youngest sons of the house, but amongst the brightest minds anywhere, devoted himself to his studies. Desperate, he cursed the gods and Phlegna, one of the goddesses of the underworld, found that amusing and appeared to him. She helped him find a remedy for the sickness. A concoction, with three rare but obtainable herbs, one that grew in the swamp, another in the forest and a third in the mountains.

He organized expeditions with the last remaining healthy warriors to find the herbs. Braving monsters throughout the path, he found the herbs, made the concoction and saved the lives of many.

However, the concoction came too late for his father and brothers. He ended up as the last man in the Alchtimer house main family line.

You are Sid Alchtimer, the new lord of the Alchtimer house. You have three sisters and several male cousins that could inherit the fortress, ere you to fall.

Your reputation with the Gods is Abysmal - you cursed them in your hour of need and they don't forgive such disrespect easily.

But one of the Goddesses of the Underworld called Phlegna took a liking upon you and you enjoy favor in her sight!

You have a decent amount of remedy for the plague, but evidently not enough for the whole tribe. You could maybe give remedy to 2d100 people before you need to acquire more of the rare herbs.

Your tribe is called:

> [NAME TRIBE]

and consists of around 5,000 individuals, divided in six clans.

> [NAME YOUR CLAN]
> [NAME THE OTHER FIVE CLANS]
Replies: >>6262285
Anonymous ID: tIUVR6HO
6/21/2025, 4:17:16 AM No.6262285
>>6262283

You lost a few thousand to the plague, but it is subsiding by now.

Your clan lives at your hilltop fortress. The core population there is a few hundred, with satellite farms and villages around.

You have about a thousand males of fighting age, though the law exempts artisans and childless men from the draft. You could recruit around 300-600 men to defend the village, but less than half of those would agree to go with you on offensive campaigns.

(the amount varies according to your Reputation, which currently is 8/10, so 80% of 50% of the men would go, so 40% total, around 120-240 men)

Your own clan has 10 warriors which are fully loyal to you and will go wherever you tell them to go. You could maybe feed and equip 30 warriors, but the problem is finding strong and loyal men.

The tribe has six hillforts, spaced many miles away from each other, overlooking farmland.

The are close enough that you can light a bonfire and at least one other fort will see it! There are such fires prepared in all the forts, lit only in emergencies.

The totem of your tribe is the:

> Night Owl - your people move silently in darkness!
> Iron Boar - when wounded your people gain a burst of strength for a short time!
> Grey Wolf - in each group fight the leader can Mark a target, and all your people get a bonus against it
> Golden Eagle - your people are known for seeing clearly from vast distances!
> Elk Totem - your people mastered the art of travelling through dense forests without leaving any traces!
> Red Fox - your people know how to mimic voices and animal sounds!
> Write in

To the north there are many small islands, some of them inhabited, most of them posing no real threat to your community.

To the south, there are three other tribes:

> [CHOOSE THREE OTHER TOTEMS FOR THEM]

To the west, there are the Leprechaum lands. Strange things happen to people there, and many that venture in those lands never return.

To the east there are many scattered villages and tribes spanning thousands of miles and after that, there are the lands of the Rakashas! It is fabled that they are evil spirits invited into people's bodies by a powerful Sorceror named Bakura!

It is your first year as the master of the house. You are just 24 years old. You are unmarried, for you were dedicating yourself to your studies.

But now, it is improper to remain so. Even if spilling your seed will drain you of Essence, the magical energies coursing through every person's bodies, it is for a good cause.
Replies: >>6262286 >>6262301
Anonymous ID: tIUVR6HO
6/21/2025, 4:21:32 AM No.6262286
Rolled 8 (1d10)

>>6262285


STATS

REPUTATION 8/10 (determines how many warriors will follow you)
FOOD 5/10 (determines maximum pop growth)
HEALTH 1/10 (determines death tolls, caps pop growth)

RESOURCES 3/10 (wood, stone, iron, hides)
TECHNOLOGY 1/10 (determines how many people have access to iron age tools and weapons)
SHELTER 9/10 (determines how many people can survive winter in safety)

LOYALTY 4/10 (determines how much the tribe respects you)
TOTEM POWER 1/10 (determines how much magic your totem has)
INFLUENCE 1/10 (your relations with foreign tribes)

Warriors (10) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Who will you marry?

> Marry a girl from your own clan. The family will be satisfied, and everyone will be merry. You will probably have many children.
> Marry a girl from a different clan. Will strengthen your relations with the other clan, who may feel more inclined to lend you their warriors.
> Marry a girl from an isolated clan in the north. Those women are taller than you, and it is said their sons make for good warriors.
> Pray to Phlegna for a supernatural bride. You heard many stories about men who married such fey women. Their children are touched by magic.
> Write in

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT
Anonymous ID: OBLhLVOs
6/21/2025, 4:49:23 AM No.6262301
Rolled 5 (1d10)

>>6262285
Tribe name: Bergbewohner

Our Clan: Shndërrim

Other Clans: Venator a clan of mostly hunters and warriors.
Landmand a clan of farmers and shepherds.
Bergwerk a clan of iron miners and workers.
Metio a clan of crafters.
Magique a clan of mages most mages marry into this clan thinking it will strengthen their children's magic.

> Iron Boar - when wounded your people gain a burst of strength for a short time!

> [CHOOSE THREE OTHER TOTEMS FOR THEM]
> Golden Eagle - your people are known for seeing clearly from vast distances!
> Elk Totem - your people mastered the art of travelling through dense forests without leaving any traces!
> Night Owl - your people move silently in darkness!

> Marry a girl from a different clan. Will strengthen your relations with the other clan, who may feel more inclined to lend you, their warriors.
Merry a girl from the Venator clan.

> HEALTH
The plague took a toll it may have past but other illnesses strike when the body is weak. Personally go around the populaiton see what you can do to help your people.
Replies: >>6262370
Anonymous ID: tIUVR6HO
6/21/2025, 6:12:16 AM No.6262370
ingrid
ingrid
md5: 7d87f9be885d8619fe0df14af0ef7159🔍
>>6262301


It is a beautiful marriage in the summer during the tribe's annual meeting, between you and Ingrid! Almost the whole tribe attends, and even some people are invited from other tribes! Two other brides marry in the same occasion, and several girls are given into betrothal to be married later! A large amount of food is consumed! The elders bring from their stores some good wine and everyone is merry!

Ingrid's father, Chief Bruck Venator, welcomes you into the family! As a dowry, he gives your clan two warriors, four handmaids and several heads of cattle. The tribe respects you more now that you are a married man! (LOYALTY+1)

The Iron Boar tribe rejoices, and so does the clans Bergbewohner and Venator!

However, few weeks later, the clan Magique complains that the Essence of the Totem has all been drained!

"It is no use, we will have to burn it and make a new one. It has no magic left in it. I think a witch must have touched it.", their mages tell you, looking at the big Iron Boar skull atop of a pole in the middle of the settlement. The skull is cracked. It wasn't just a few days ago.

You know exactly who did it! When you were a child, you promised to marry a fey-touched girl named Isidora. She lives alone in a cabin in an island far away in the north! She must have made a divination and learned you were getting married, and so she stole the magic of your tribe.

> Take some mages and go visit Isidora to get your magic back
> It is all your fault, you shouldn't have made promises to fey, let it go and prepare to make a new totem
> Pretend you have nothing to do with it and let someone else make the new totem
> Pray to Phlegna for help with the totem
> Write in

After enjoying a few weeks with your new wife, you go back to the work that was consuming you - healing your people. You stretch your supplies as thin as you can, remedying their ailments as best as you can! (HEALTH+1). But the herbs will run out! You weigh your options.

> Take your men and go collect more herbs
> Ask for a tribe moot and demand all clans contribute gatherers for the rare herbs
> Trade with the small northern clans for more herbs
> Trade with the large southern clans for more herbs
> Write in
Replies: >>6262378
Anonymous ID: tIUVR6HO
6/21/2025, 6:17:55 AM No.6262378
Rolled 2 (1d10)

>>6262370


STATS

REPUTATION 8/10 (the warriors respect you very much)
FOOD 5/10 (the food situation is stable, we were prepared for the feast)
HEALTH 2/10 (the health of the people is improving, but we are running out of medicine)

RESOURCES 3/10 (we have a decent stockpile of resources)
TECHNOLOGY 1/10 (we don't have many good tools and weapons)
SHELTER 9/10 (the hillforts are excellent shelter for the winter)

LOYALTY 5/10 (the people respect you more now that you are married)
TOTEM POWER 0/10 (our totem has ran out of magic!)
INFLUENCE 1/10 (other tribes barely concern themselves with our affairs)

Warriors (12) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Population: around 5.1k

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT
Replies: >>6262389
Anonymous ID: OBLhLVOs
6/21/2025, 6:38:52 AM No.6262389
Rolled 5 (1d10)

>>6262378
> Pray to Phlegna for help with the totem
> Trade with the small northern clans for more herbs

> RESOURCES
Teach the Landmand clan's shepherds how to identify herbs so they can collect while there out with their herds they can find mushrooms under the herds droppings. Experiment with the help of the farmers with crop fields see if we can mix in herbs with some of the crops.
Replies: >>6262402
Anonymous ID: tIUVR6HO
6/21/2025, 7:05:31 AM No.6262402
phlegna
phlegna
md5: 0b669a47b6a7fc526826e6e8906763d3🔍
>>6262389

You go to a secluded room in your hillfort and start praying out loud to Phlegna for help with the totem.

A bunch of smoke enters the room through cracks in the ground, and Phlegna appears, fully formed.

"So, you need help with your little totem? Its Old Magic is all but spent. But I like cracked thing, broken things, things that no longer should work... but do. If you want to charge back your totem, you must perform... a sacrifice!"

"I'm not killing anyone, Phlegna.", you say and walk away.

"No, not like that!", she makes a tired face, turns to smoke and reappears in front of you, blocking your path out of the room.

"The mages will ask you to hunt an iron boar to substitute the broken totem. All that I'm asking is that you give.... a little something... to one of my Creatures... you may find it worth your while!"

"What creatures?"

"Oh, you'll meet them... in the forest. They will be Following you... To make sure you'll be okay, of course!"

> Steal the cracked totem before the mages can destroy it and give it to the Creatures [Creatures gain Shadow Totem and can do magic]
> Rip out the brain of the Iron Boar whose skull will be your new totem and give it to the Creatures [Creatures learn random thoughts from people in the village]
> Offer a little bit of your blood to the creatures [Creatures gain False Life and can look like a human under moonlight]
> Chase away the creatures with a stick [angers Phlegna, Creatures start avoiding you]
> Write in

You decide to prepare a delegation to go trade with the small northern clans for more herbs. You prepare some boats and get the warriors ready.

How large will be the caravan?

Small (1 RESOURCES)
Medium (2 RESOURCES)
Large (3 RESOURCES)

How many warriors will escort the caravan?
> 2-12
How many men you ask the tribe to spare for this trade mission?
> up to 100

You attempt to teach the Landmand clan's shepherds to identify the rare herbs so they can collect them while they are out there with the herds!

Roll 1d10 for success!
1 - they don't learn it, or learn it wrong
2-5 - very few of them actually learn
6-9 - some of them learn and you get a small influx of herbs
10 - they learn the lesson well and enthusiastically find more herbs

What the herders definitey find is a bunch of hallucinogen mushroom! Do you want some?
> Yes, of course!
> No, I don't want none

You tell the farmers to try to grow the rare herbs. They try to make some plant pots and put them there. Since it is 3 types of herbs, you can roll 3 times.

1-7 the plants fail to grow in pots
8-9 they survive but don't reproduce
10 they adapt perfectly to growing in pots

Lots of food in your village suddenly Rot! It must be work of witches. You have no magic! You are vulnerable to witches!
> Have your people pray to the gods for help.
> Have the people pray to Phlegna instead
> Find a witch to help you, pay whatever she asks
> Ask one of your neighbouring clans to lend you a bit of their magic
> Write in
Replies: >>6262407 >>6262410
Anonymous ID: 2ubVavVV
6/21/2025, 7:11:25 AM No.6262407
Rolled 3 (1d10)

>>6262402
> Rip out the brain of the Iron Boar whose skull will be your new totem and give it to the Creatures [Creatures learn random thoughts from people in the village]

With five clans information gathering is key. The creatures will be our spy network.

>7 Warriors
>Medium

> Yes, of course!

> Have the people pray to Phlegna instead

PRAISE PHLEGNA. She's not sketchy AT ALL.

Rollan'

I'll let other anons roll for the herbs
Replies: >>6262408 >>6262416
Anonymous ID: OBLhLVOs
6/21/2025, 7:16:53 AM No.6262408
Rolled 6 (1d10)

>>6262407
Support

I think the creatures get the totem so we won't get info from it. But our totem will be restored.
Replies: >>6262416
Anonymous ID: OBLhLVOs
6/21/2025, 7:18:31 AM No.6262410
Rolled 5, 3 = 8 (2d10)

>>6262402
More herb rolls.
Replies: >>6262416
Anonymous ID: tIUVR6HO
6/21/2025, 7:36:37 AM No.6262416
Rolled 8 (1d10)

>>6262407
>>6262408
>>6262410


You take 7 warriors hauling a Medium load of goods. You don't take any extra men, so the warriors will be Tired in case there is any combat encounter, from hauling the goods around.

Let's see if something Strange shows up.

1 - monsters
2 - bandits
3-9 nothing
10 - lucky find
Replies: >>6262429
Anonymous ID: tIUVR6HO
6/21/2025, 8:03:09 AM No.6262429
fridorf
fridorf
md5: 8e8d67c3882383db43062e0c89111765🔍
Rolled 8 (1d8)

>>6262416

After taking the boats for a few days, you arrive at the small village of Fridorf! Some 200 people live there.

They welcome you into their village and invite you to a party they will throw that night. The girls of the village dance to entertain the people.

Their wine is very bad, and their girls are not good dancers, but the food is excellent. You praise the cook greatly! It was the wife of the chief, and he becomes very proud.

The chief is called Svaf.

"Praytell, brave young chief Sid! What brings you to our humble village of Fridorf?"

"Praises be upon you for your magnificent settlement, chief Svaf! I'm looking for some rare herbs that grow in this region! Would you happen to have any?"

"Ah! Our mage is always sending his apprentice everywhere looking for herbs! There he is! Dimat! Come here, boy!"

A young boy with bright green eyes shows up.

"Dimat! Tell chief Sid if you've seen the herbs he is after."

Dimat brings you a sample of the herbs he has. He has a vast collection of dried herb! The boy truly is a collector!

He happens to have:

1 - swamp herb
2 - mountain herb
3 - forest herb
4 - swamp and mountain
5 - swamp and forest
6 - mountain and forest
7 - all of them
8 - a rare herb you never saw before

"Where did you find these herbs?"

The boy says "Here and there."

Do you want to trade for the herbs?
> Trade 1 Resource for the Herbs
> Trade 2 Resources for the Herbs
> You don't want no herbs
> Write in

"Well, is there anything else you'd like to trade for?"

The valuable things they have are:

REDWEAVE COAT - Redreed is very rare. They made a whole coat with it. Is an amazing gift for any chief or mage.
CHARMBEADS - Lighting glass trinkets. It is said to scare away evil spirits. Could improve your magic - though not kickstart it.
GIANT LIZARD TOOTH - A single tooth from a giant lizard. Could be useful for bragging, or as a gift for someone who loves lizards. You're pretty sure a thing this rare must bring good luck.

Each of the trinkets will cost 1 Resource.

You brought 2 Resources with you. It is impolite not to trade at least 1 resource, after having come this far, but you can then head to another village or come back home.
> Head to another village
> Come back home
> Write in
Replies: >>6262431
Anonymous ID: OBLhLVOs
6/21/2025, 8:09:12 AM No.6262431
>>6262429
> Trade 1 Resource for the Herbs
And 1 GIANT LIZARD TOOTH.
> Come back home

Jeez forgot about bring men for the trip.
Replies: >>6262437
Anonymous ID: tIUVR6HO
6/21/2025, 8:25:45 AM No.6262437
Rolled 5 (1d10)

>>6262431

You trade for the rare herb you never saw before and the giant lizard tooth!

You thank the chief for the business and depart back home. The trip is much easier with this much lighter load (no penalties).

Let's see if you find some stuff on the way back!

1 - monsters
2 - bandits
3-9 nothing
10 - lucky find
Replies: >>6262439
Anonymous ID: tIUVR6HO
6/21/2025, 8:37:08 AM No.6262439
creatures
creatures
md5: 0b54fe4d73e29cc4516e26eafabea802🔍
Rolled 3, 1, 3 = 7 (3d10)

>>6262437


You arrive safely at home and the mages tell you that in order to recharge the totem the tribe must hunt a giant iron boar and acquire its skull!

Half the tribe's men go out into the woods with you looking for the giant iron boar!

A few smaller boars are slaughtered and eaten, but the search is elusive for several moons! The food of the tribe suffers from less hands going after sustenance. [-1 FOOD]

Finally, you find the Iron Boar! Or rather... it finds you.

Three weird creatures are running away from an enraged Iron Boar. What do you do?
> Let the iron boar get the creatures as a distraction (+2)
> Single handedly fight the iron boar (no bonus)
> This thing is too dangerous, sound the alarm (+6, but where is the glory in that?)
> Write in

In any case, roll 3d10 to fight the boar. The combat system is as follows:

If you have advantage, take the two highest rolls.
If you have disadvantage, take the two lowest rolls.
Otherwise, ignore the middle roll (the one that is neither the lowest nor the highest).

These 2d10 are then added to whatever modifier you have to beat a DC.

The DC to bring down the boar is 12.

The DC for the boar to hit you is unfortunately just 8.

You currently don't have a way to get advantage, but you can run away and try to get advantage somewhere in the forest.
> Run away and try to get advantage (if your first roll is even, you get it)
> Fight the boar right here and now (boar is distracted, if boar first roll is odd, he gets disadvantage!)
> Write in
Replies: >>6262442
Anonymous ID: OBLhLVOs
6/21/2025, 8:41:32 AM No.6262442
Rolled 8, 10, 4 = 22 (3d10)

>>6262439
>> Let the iron boar get the creatures as a distraction (+2)
> Fight the boar right here and now (boar is distracted, if boar first roll is odd, he gets disadvantage!)
Replies: >>6262456
Anonymous ID: tIUVR6HO
6/21/2025, 9:06:09 AM No.6262456
ironboarskull
ironboarskull
md5: e29bae0255b4e09b62411302704686d7🔍
Rolled 10 (1d10)

>>6262442

The Iron Boar hits one of the creatures! It dies in a disgusting burst of muck! There are two left!

You roll 10+4 +2 bonus = 16 the DC was 12

You jump on top of the giant Iron Boar and bring down the monster with a swift strike from your sword at the back of its neck!

You then make a mess of the corpse to get a little bit of its brain!

You gift what you managed to get from the mangled brain of the boar to the Creatures! They smell the brain, think it is a good gift, grab it and run away!

The warriors of the tribe catch up with you!

They get impressed that you killed the boar single handedly!

> If I roll 8, 9 or 10 your reputation increases by 1.

The boar is taken back to the tribe where there is a feast! Everyone eats a little scrap of the boar, which was roasted in a massive bonfire.

Then, the skull is Blessed by the Mages and placed atop of a new totem pole, cut out of the tallest linden tree they could find. The proper carvings will take a long time to make, but they will strengthen the tribe's magic.

You have Magic again! [MAGIC+1]

You take some hallucinogens and while you're tripping balls you see Phlegna and the two surviving creatures.

"One of the creatures died! You gotta be more careful! They are small and fragile, and it is hard to summon them from the depths of... I mean, they normally live very far away."

"But now they can hear the thoughts of people! Randomly. Sometimes."

The two creatures clutch their heads in pain and shriek, sometimes they babble random words.

"It will take some getting used to it... they don't really speak your language... yet. Did I mention they came from very far away?"

"Now... that rare herbs you aquired... they are rather useful! With them you can:"

> Brew a true healing potion
> Brew an invisibility potion
> Burn as incense to contact forest spirits
> Write in
Replies: >>6262458
Anonymous ID: OBLhLVOs
6/21/2025, 9:11:54 AM No.6262458
>>6262456
>> Brew a true healing potion
Replies: >>6262466
Anonymous ID: tIUVR6HO
6/21/2025, 9:27:23 AM No.6262466
Rolled 2 (1d10)

>>6262458

"Oh, yeah. That's it. I remember. Brew a true healing potion.", she pulls out a book out of nowhere.

"Here! You just need to add cockroach extract, bat wings, Frog liver, Blood from a virgin and a sprinkle of dragonfly pepper! Mix it for 72 hours straight while singing a happy song with a heart full of good intentions and it will work. Yeees. Guaranteed."

"Or you could smoke. I heard it cures lung cancer."
> Try the recipe
> Smoke the herb instead
> Stash it
> Write in

STATS

REPUTATION 9/10 (the warriors respect you very much)
FOOD 4/10 (people were busy after the boar)
HEALTH 2/10 (the health of the people is improving, but we are running out of medicine)

RESOURCES 3/10 (we have a decent stockpile of resources)
TECHNOLOGY 1/10 (we don't have many good tools and weapons)
SHELTER 9/10 (the hillforts are excellent shelter for the winter)

LOYALTY 5/10 (the people respect you more now that you are married)
TOTEM POWER 1/10 (we got a new totem!)
INFLUENCE 1/10 (other tribes barely concern themselves with our affairs)

Warriors (12) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Population: around 5.2k

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT

Relics:
GIANT LIZARD TOOTH
RARE HERB (HEALING)
Replies: >>6262471
Anonymous ID: OBLhLVOs
6/21/2025, 9:40:13 AM No.6262471
Rolled 4, 1 = 5 (2d10)

>>6262466
> Stash it

> FOOD
Expand our grazing area for the cattle. Make an amulet out of the lizard tooth and put it on our breeding bull maybe it will bless his seed.

> TECHNOLOGY
Help the Bergwerk clan ask them what they need to produce more iron crafts.
Replies: >>6262666
Anonymous ID: tIUVR6HO
6/21/2025, 6:24:23 PM No.6262666
bullamulet
bullamulet
md5: 907cd88eb253c0bd5fe0c970b0b9897c🔍
>>6262471

You decide to stash the Rare Herb.

You decide to expand your grazing area for the cattle! They weren't breeding properly for the season so you decided to make an amulet out of the lizard tooth and put it on your breeding bull! [Your food situation remains unchanged, you lost one and gained one]

Will you ask the tribe mages to Empower the amulet with the tribe's magic?
> Yes, charge it in a ritual [-1 TOTEM POWER, the Relic becomes fully charged]
> No, we gotta conserve our magic [the relic might charge on its own over time]
> Drain the magic of the amulet instead [roll 1d10 on a even roll you gain +1 TOTEM POWER and the Relic becomes Inert, needing to be recharged, on an odd roll the Relic becomes Cursed!]
> Write in

You decide to help the Bergwerk clan asking them what they need to produce more iron crafts. They give you a stone adze and send you into the hills to acquire more ore!

In the hills, you find the Creatures. When they see you, they start dancing.

"Sid! Burak and Ingrid! They be... together!"

Wait, what? Burak is one of the warriors Chief Venator sent as a dowry.

Is your beautiful wife Ingrid betraying you with her clan's warrior?

> Confront Ingrid
> Confront Burak
> Try to surprise them both together
> Invite Burak to a hunt he will never come back from
> The Creatures are probably lying, ignore it
> Write in

You feel upset by the news.
> Channel your anger, dig for ore (roll 1d10 for finding ore)
> Go take a bath in the river to calm down
> Murder the creature that gave you the bad news [angers Phlegna]
> Tell the creatures to go spy someone else (who?)
> Write in
Replies: >>6262696 >>6262700
Anonymous ID: OBLhLVOs
6/21/2025, 7:01:55 PM No.6262696
Rolled 9 (1d10)

>>6262666
>> Try to surprise them both together
> Channel your anger, dig for ore (roll 1d10 for finding ore)
Replies: >>6262707 >>6262720 >>6262740
Anonymous ID: OBLhLVOs
6/21/2025, 7:06:29 PM No.6262700
>>6262666
> No, we gotta conserve our magic [the relic might charge on its own over time]

Forgot about this with my rage of suspicion of infidelity.
Replies: >>6262707 >>6262720 >>6262740
Anonymous ID: 2ubVavVV
6/21/2025, 7:27:16 PM No.6262707
>>6262696
>>6262700
+1
Replies: >>6262740
Anonymous ID: xT72vTXw
6/21/2025, 7:52:25 PM No.6262720
>>6262696
>>6262700

Support
Replies: >>6262740
Anonymous ID: tIUVR6HO
6/21/2025, 8:32:43 PM No.6262740
hematite
hematite
md5: 1dce2eef42ad2b72c371f4833fbed2a1🔍
Rolled 1 (1d2)

>>6262696
>>6262700
>>6262707
>>6262720


Channeling your anger, you dig for ore like a madman!

You strike a very rich vein of hematite, and dig ridiculous amounts of it!

The Creatures keep watching you work, entertained.

Night falls and you keep digging. By next morning, a search party shows up and you're still digging.

They ask what was this all about.

"I just had... a lot of energy... of a sudden."

The people are surprised at the large amounts of good ore you managed to mine. They bring several carts of it back home. The artisans are well pleased! Many good tools and weapons will be made with it. (+1 TECHNOLOGY)

You talk to the mages about the bull amulet. They say it might charge by itself over time. You trust their judgement and don't push further for using the scant magic of the tribe for empowering it.

You spend a long time trying to surprise Ingrid and Burak together...
1 - You never find them doing anything suspicious. They either hide it very well or there is nothing going on.
2 - You catch them on the deed! Decide how are you going to wash your honor clean! (Kill Burak, Kill Ingrid, Kill Both)

The mages says that this year a rare Wandering Star will pass through the night sky in the Summer! It is an ideal moment for a Ritual!

What will you partake in the ritual for?

> Empower the magic of the tribe (+1 TOTEM MAGIC)
> Gamble the magic of the tribe with the Gods on a Hero Quest (-1 TOTEM MAGIC, but you can win back 0-3+, mend relations with the gods, and/or be Cursed)
> Ask the gods for powerful warriors, or larger herds, or a powerful gift (or something else; specify)
> Sacrifice something important to you to the gods (could be a Relic or something else)
> Pretend you're sick and go partake in a ritual for Phlegna with the witches in the forest instead
> Write in
Replies: >>6262742
Anonymous ID: tIUVR6HO
6/21/2025, 8:34:45 PM No.6262742
Rolled 4 (1d10)

>>6262740

You're now 27 years old!

STATS

REPUTATION 9/10 (the warriors respect you very much)
FOOD 4/10 (you were working on expanding the grazing land)
HEALTH 2/10 (the health of the people is improving, but we are running out of medicine)

RESOURCES 3/10 (we have a decent stockpile of resources)
TECHNOLOGY 2/10 (we got a bunch of hematite for tools)
SHELTER 9/10 (the hillforts are excellent shelter for the winter)

LOYALTY 5/10 (the people respect you more now that you are married)
TOTEM POWER 1/10 (we got a new totem!)
INFLUENCE 1/10 (other tribes barely concern themselves with our affairs)

Warriors (12) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Population: around 5.3k

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT

Relics:
BULL AMULET (charging)
RARE HERB (HEALING)
Replies: >>6262747
Anonymous ID: tIUVR6HO
6/21/2025, 8:42:51 PM No.6262747
Rolled 14 (1d100)

>>6262742

Your first child is born.

It is

Even - a boy
Odds - a girl

Dubs - fey touched

What will be its name?
> Specify

Also roll 3d10 to determine if it survives the first winter (when most children die)!

The total roll must be LOWER than FOOD+HEALTH+SHELTER (less than 15).

If you roll any 10, the mother dies!

You can spend 1 TOTEM MAGIC or PRAY TO THE FAIRIES to save the life of your child if it was going to die. You can decide that after rolling. The fairies will ask something in exchange later...

You can spend 1 TOTEM MAGIC or PRAY TO THE FAIRIES to save the mother's life if she was going to die. You can decide that after rolling. The fairies will ask something in exchange later...
Replies: >>6262755
Anonymous ID: OBLhLVOs
6/21/2025, 8:54:59 PM No.6262755
Rolled 6, 2, 7, 1, 2 = 18 (5d10)

>>6262747
> Ask the gods for powerful warriors, or larger herds, or a powerful gift (or something else; specify)
Ask the gods to empower our bull with the amulet.

> RESOURCES
Teach the shepherds that learned some about herbs more knowledge maybe they are gift for it.

> TECHNOLOGY
Process the hematite into iron with the Bergwerk.

Name the son Pōhaku.
Replies: >>6262889
Anonymous ID: tIUVR6HO
6/22/2025, 12:32:38 AM No.6262889
pashu
pashu
md5: a4405c7150c0f6e5685c2a58cb9aa532🔍
>>6262755


You partake in the ritual for the Wandering Star and ask the gods to empower your bull with the amulet!

Forming from amidst the rocks, you see the form of Pashu, the god of the herds.

"Quite a trinket you got there, boy.", he says, examining the amulet, "hadn't seen one of these in awhile."

"Could you empower the amulet?"

"If I could? Of course! I'm a god. But the real question is, why should I?"

"Well, why not?"

"You haven't been doing any propitiatory rites, boy! You are lucky today is Wandering Star day. Otherwise the gods would punish you for such insult."

"Then how do I propitiate you, oh mighty god of the herds?"

"Ah, now we're talking!"

"Bring a young heifer every equinox to the Stone Table and sacrifice it! Don't worry, you can eat it later. The important thing is spilling its blood upon the Stone Table. With intent!"

"The Stone Table? Isn't that in witch territory?"

"That is the thing, they only use it on solstices! On equinox they do... something else. So you Can sacrifice some cows to me. If you're serious about the whole amulet thing."

"And how long must I do it?"

"Well, you just keep doing it, you know. I don't even know why your people stopped doing it."

> Promise to talk to the tribe about the vision, and start doing propitiatory sacrifices to the god of herds (-1 REPUTATION, the warriors think it is pointlessly dangerous and will see you as superstitious)
> Promise to do the sacrifice yourself, out of your own herds (-1 LOYALTY your clan will back you but reluctantly)
> "That's just too much work!" Just ask the god to bless our tribe with some magic for Wandering Star day!" (+1 TOTEM POWER)
> Write in

You continue to teach the shepherds about herbs, maybe they will become herbalists or something. [Resources don't change, you lost one and gained one]

You talk to the Bergwerk to get the hematite processed!
> That will take a lot of lumber, ask the village to spare some [-1 RESOURCES]
> Well, get your clan to cut some extra lumber for us then, you can't expect us to do all the work [roll 1d10, on a 5 or lower -1 LOYALTY]
> These things are slow, take your time!
> Write in

Your son is born! You name him Pohaku!

"What an unusual name!", your wife says.

"Came to me in a dream."

"Then must be the gods' will."
Replies: >>6262891
Anonymous ID: tIUVR6HO
6/22/2025, 12:34:12 AM No.6262891
>>6262889
Emissaries from a nearby tribe show up for the Wandering Star ceremony! They bring a large gift of Food! (however we will consume it all in the feast)

Their leader, Shumak of Scars, hails from the tribe of Waldsmenschen, with their Elk Totem!

"Our tribes have been neighbours for a long time and you haven't sent us gifts or exchange women! Seems like your people are forgetting common courtesy!"

They brought about a dozen young women to give as brides to your tribe! They of course expect us to give at least that many young women to them as well.

Most of your girls of marriage age are already married, they caught you a bit by surprise. You'd have to send some quite young girls to be betrothed.

> Exchange some women for your tribe's girls, as is customary [INFLUENCE +1]
> Tell chief Shumak you ran out of women and only have little girls, the exchange would be more trouble than it is worth it for his people
> Tell chief Shumak you can't send the girls right now, but leave your women here and we will send ours in a few years
> Write in

Chief Shumak also shows you STRANGE SILVER COINS. He gifts you a few. They have a face stamped on them.

"Do you know where they came from? Travelers been exchanging them for food in our lands. They got them from other travelers."

You have no idea.

> Must be from the people in the east
> Must be from the people in the south
> Offer to go investigate (bring how many warriors)
> Take the coins and the chief to the witches of the forest for divination
> Write in
Replies: >>6262899
Anonymous ID: OBLhLVOs
6/22/2025, 12:47:43 AM No.6262899
>>6262891
> Promise to talk to the tribe about the vision, and start doing propitiatory sacrifices to the god of herds (-1 REPUTATION, the warriors think it is pointlessly dangerous and will see you as superstitious)
> That will take a lot of lumber, ask the village to spare some [-1 RESOURCES]

> Exchange some women for your tribe's girls, as is customary [INFLUENCE +1]

> Offer to go investigate (bring how many warriors)
Bring 10 warriors, one being Burak.
Replies: >>6262915 >>6262920 >>6262933
Anonymous ID: OBLhLVOs
6/22/2025, 1:05:35 AM No.6262915
dream
dream
md5: 68790aab475a2dd42e9ba0c470aa7e36🔍
>>6262899
Forgot pic.
Replies: >>6262933
Anonymous ID: xT72vTXw
6/22/2025, 1:11:20 AM No.6262920
>>6262899
Support
Replies: >>6262933
Anonymous ID: tIUVR6HO
6/22/2025, 1:24:43 AM No.6262933
>>6262899
>>6262915
>>6262920


You talk to your tribe about the propitiatory rites.

The mages remember that our tribe used to do those a long time ago.

The warriors say that venturing in witch territory just to sacrifice a cow at their sacred place is a bad idea.

But you insist!

Eventually they comply, but you lost a lot of respect, for now they believe you to be superstitious. [-1 REPUTATION]

You also talk to the tribe about lumber for the hematite. They agree that it is to the benefit of all, and all clans promise to deliver some lumber to the Bergwerk. [-1 RESOURCES]

You agree with the exchange of women with the Shumak! Your people are so low on women that you end up giving one of your little sisters away! This effort not to breach customs was well received, and you're sure the Walds will propagate this tale! [+1 INFLUENCE]

Agreeing with the chief that these coins are really quite weird, you decide to go investigate with your warriors! You bring 10 of them with you, one being Burak.

You travel back to the Walds with the chief, and he shows you the furthest place where the coins were reported. It is to the southeast of his tribe's territory, about a month's travel away from your home.

He provides your warriors with food for their packs and wishes you luck!

"I want to be the first to know what is going on, once you come back, Chief Sid!"

Now, which direction are you going to travel to search for the origin of the coins?

> To the northeast
> To the east
> To the southeast
> To the south
> To the southwest
> Pray to the gods for a clue
> Pray to Phlegna for a clue
> Write in
Replies: >>6262945
Anonymous ID: OBLhLVOs
6/22/2025, 1:30:41 AM No.6262945
>>6262933
> To the southeast
Replies: >>6263057
Anonymous ID: tIUVR6HO
6/22/2025, 3:25:12 AM No.6263057
Rolled 5 (1d6)

>>6262945

You take your warriors and travel southeast.

This land is entirely unknown to you!

As the days pass on by and your travel sacks' supplies dwindle, you find:

1 - a fey enclave
2 - a small village
3 - a large clan
4 - a merchant caravan
5 - a monster!
6 - the source of the coins
Replies: >>6263063
Anonymous ID: tIUVR6HO
6/22/2025, 3:30:09 AM No.6263063
manticore
manticore
md5: 3aba5ce90c4368c360d0403079361360🔍
>>6263057

You hear a growl!

At first you think it is dinner - a mountain lion or some such, short work for your warriors.

But it proves to be something far deadlier!

A creature with a human head, lion's body and scorpion's tail!

"I Am The Manticore!", says the creature, with a weird accent, "bow down to me and worship me as your god, make a food offering and I may let you live!"

You are shivering in fear! The creature is fearsome! You never saw such a monstrosity!

> Bow down and worship the Manticore (angers the gods)
> Give the manticore what remains of your food
> Ask a question to the strange beast (specify)
> Fight your fear and attack the Manticore!
> Write in
Replies: >>6263158
Anonymous ID: OBLhLVOs
6/22/2025, 5:36:08 AM No.6263158
>>6263063
> Give the manticore what remains of your food
Replies: >>6263190
Anonymous ID: tIUVR6HO
6/22/2025, 6:07:06 AM No.6263190
>>6263158

You signal your warriors to offer the manticore what little food remains. Reluctantly, they unload their packs, laying out dried meats, roots, and scraps before the creature.

The Manticore snorts in satisfaction and devours the offerings with beastly hunger—bones cracking, juices dripping, food flying in every direction. It does not thank you. It barely even looks at you.

You stand frozen, watching this grotesque feast. The creature is distracted... for now.

What do you do?

> Take advantage of the distraction and attack!
> Try to retreat into the woods before it notices.
> Ask it what it really wants or where it came from.
> Promise more food or treasure at your camp if it lets you go.
> Write in
Replies: >>6263193
Anonymous ID: OBLhLVOs
6/22/2025, 6:10:33 AM No.6263193
>>6263190
>> Try to retreat into the woods before it notices.
Replies: >>6263199
Anonymous ID: tIUVR6HO
6/22/2025, 6:23:03 AM No.6263199
>>6263193


You gesture to your warriors to move slowly and quietly away from the gruesome feast.

Heavily breathing, you inch backward, every muscle tense, eyes locked on the Manticore’s twitching tail and sharp gaze.

The creature’s massive head turns sharply—snarling—but it’s still chewing greedily, distracted by the food.

Step by careful step, you disappear into the shadowed trees, heart pounding like a war drum.

Behind you, the Manticore roars in frustration but does not give chase - yet.

What now?

> Press deeper into the forest, seeking safety
> Find high ground to observe the creature from afar
> Prepare an ambush, setting traps for the beast
> Call out to the creature (specify what you say)
> Write in
Replies: >>6263204
Anonymous ID: OBLhLVOs
6/22/2025, 6:29:23 AM No.6263204
>>6263199
>> Find high ground to observe the creature from afar
Replies: >>6263211
Anonymous ID: tIUVR6HO
6/22/2025, 6:36:15 AM No.6263211
>>6263204


You scramble up a nearby hill, heart hammering but legs steady. From this vantage point, you watch the Manticore devour the last scraps of food with savage delight.

Then, unexpectedly, the beast settles down where it stands, curling its lion - like body and folding its massive scorpion tail carefully. Within moments, it drifts into a deep, rumbling sleep.

The creature’s chest rises and falls rhythmically, unaware of your presence. This might be your only chance.

What will you do?

> Approach quietly and try to steal something valuable from the Manticore
> Use this time to sneak past it and continue your journey
> Set a trap nearby in case it wakes and gives chase
> Study the creature while it sleeps
> Attack the creature
> Write in
Replies: >>6263216
Anonymous ID: OBLhLVOs
6/22/2025, 6:40:01 AM No.6263216
>>6263211
>> Approach quietly and try to steal something valuable from the Manticore
Replies: >>6263221
Anonymous ID: tIUVR6HO
6/22/2025, 6:46:45 AM No.6263221
>>6263216


You spot a small pouch tied to the Manticore’s thick mane, gently swaying as it breathes in sleep.

It could hold something valuable... or dangerous.

What do you do?

> Try to steal the entire pouch carefully (Roll 1d10 on a 8+ you succeed)
> Put your hand inside the pouch to grab something quickly (Roll 1d10 on a 6+ you succeed)
> This is insane, get out while you can!
> Write in
Replies: >>6263223
Anonymous ID: OBLhLVOs
6/22/2025, 6:50:36 AM No.6263223
Rolled 1 (1d10)

>>6263221
>> Put your hand inside the pouch to grab something quickly (Roll 1d10 on a 6+ you succeed)
Replies: >>6263224 >>6263227
Anonymous ID: OBLhLVOs
6/22/2025, 6:52:18 AM No.6263224
>>6263223
RIP. Does the boar totem work all the way out here?
Replies: >>6263226
Anonymous ID: tIUVR6HO
6/22/2025, 6:55:40 AM No.6263226
>>6263224
>Does the boar totem work all the way out here?
Yes, the magic was inside of you all along, anon.
Anonymous ID: tIUVR6HO
6/22/2025, 6:58:44 AM No.6263227
>>6263223

You reach out, trembling, and slowly slip your hand inside the pouch. Your fingers brush against something cold-

But you fumble.

The pouch shifts. The clinking sound is louder than you hoped.

The Manticore doesn’t wake...

Instead, it stirs in its sleep, grumbles something guttural—and lazily drops its massive, muscled paw directly on top of you, pinning you to the ground with crushing weight.

You can’t move. You can barely breathe.

What do you do?

> Try to wiggle free without waking it.
> Reach into the pouch again, if you’re stuck, might as well get what you came for.
> Cry for help, your allies are watching from the hill.
> Accept your fate and remain perfectly still, maybe it’ll shift again in its sleep.
> Write in
Replies: >>6263229
Anonymous ID: OBLhLVOs
6/22/2025, 7:01:45 AM No.6263229
>>6263227
>Reach into the pouch again, if you’re stuck, might as well get what you came for.
Replies: >>6263235
Anonymous ID: tIUVR6HO
6/22/2025, 7:13:15 AM No.6263235
Rolled 1, 2, 1 = 4 (3d10)

>>6263229

You reach for the pouch again, determined to grab something-anything-before your courage gives out.

But your angle is worse now. The beast’s heavy paw keeps you pinned, and you can't quite get your hand inside.

Suddenly-footsteps.

You glance up. A mountain lioness slinks into view from the trees, her golden eyes narrowing as she spots you. She snarls low and deep, fur bristling.

The sound rouses the Manticore. Its eyes flick open. It yawns, stretches like an oversized cat, and rises slowly to its feet-

Still, somehow, it hasn’t noticed you.

Then, a new noise: shouting-your warriors, charging down the hill, weapons drawn, screaming your name!

The Manticore turns its full attention toward them, muscles tensing, tail arcing into the air like a scorpion’s stinger ready to strike.

You’re free now. But only for a moment.

What do you do?

> Unsheathe your sword and try to kill it with one hit to the neck, strike while it’s distracted
> Unsheathe your sword and try to sever its tail, disable its most dangerous weapon
> Crawl in the opposite direction and then run, escape while its focus is elsewhere
> Write in

Roll 3d10 in any case. You have to roll higher than me.
Replies: >>6263238
Anonymous ID: OBLhLVOs
6/22/2025, 7:17:12 AM No.6263238
Rolled 5, 5, 4 = 14 (3d10)

>>6263235
>> Unsheathe your sword and try to kill it with one hit to the neck, strike while it’s distracted
Cheap Shot!
Replies: >>6263241
Anonymous ID: tIUVR6HO
6/22/2025, 7:24:30 AM No.6263241
>>6263238


Your hand moves on instinct.

You draw your blade with a whisper of steel and lunge upward, driving the point deep into the Manticore’s neck just behind the jaw.

The creature lets out a guttural choking roar, more surprised than hurt-blood spurts hot across your face, steaming in the morning chill.

It rears back, flailing, now fully aware of you. Its paw slams the ground where you were, narrowly missing. The blade is still lodged in its neck, quivering.

Your men are nearly upon it, war cries echoing through the trees.

The Manticore is wounded-but not dead.

It snarls, enraged, tail lashing wildly behind it.

What do you do?

> Grab your blade and strike again!
> Dive aside and let your warriors take over
> Climb onto its back and try to blind it
> Shout a command to your men (specify)
> Write in
Replies: >>6263244
Anonymous ID: OBLhLVOs
6/22/2025, 7:27:06 AM No.6263244
>>6263241
>> Climb onto its back and try to blind it
Replies: >>6263254
Anonymous ID: tIUVR6HO
6/22/2025, 7:38:37 AM No.6263254
Rolled 10, 4, 2 = 16 (3d10)

>>6263244


You leap onto the Manticore’s broad, fur-covered back, gripping its coarse mane as it thrashes beneath you with a snarl of fury.

Your blade is ready, your goal clear—you aim to blind the beast and turn the tide.

But the Manticore reacts with terrifying speed.

With a violent snap, its scorpion tail lashes forward in a deadly arc, aiming to skewer you like prey on a spit!

You gotta be really fast here!

Roll 3d10!

One dice is to blind the creature and the other is to dodge!

You have to call one of the dices to be ignored on the same post you roll!

> Ignore dice 1
> Ignore dice 2
> Ignore dice 3

If you don't choose, I will ignore the highest!

I'm going to do the same.

my choice is

Ignore dice 2.

Whoever rolls highest succeeds!

On a tie, the ignored dice decides. If the tie persists, you win.
Replies: >>6263255
Anonymous ID: OBLhLVOs
6/22/2025, 7:41:01 AM No.6263255
Rolled 3, 10, 1 = 14 (3d10)

>>6263254
>> Ignore dice 3
Replies: >>6263256 >>6263265
Anonymous ID: OBLhLVOs
6/22/2025, 7:42:06 AM No.6263256
>>6263255
So close.
Replies: >>6263265
Anonymous ID: tIUVR6HO
6/22/2025, 7:58:59 AM No.6263265
Rolled 9, 6, 10 = 25 (3d10)

>>6263255
>>6263256

You lunge forward, aiming for the Manticore’s eye-but luck is not on your side.

10 vs 3 - your strike misses, the blade grazing its fur as the beast twists violently beneath you.

The Manticore’s tail lashes out, but you react just in time.

2 vs 10 - you dodge the sting by a hair’s breadth, feeling the rush of air as the stinger whips past your cheek.

Your heart pounds, adrenaline surging, as your men burst onto the scene-shouting battle cries and charging the wounded beast.

Spears, swords, and arrows rain down on the furious creature, its golden eyes flashing with pain and rage.

Roll 3d10 to fight it, you have advantage! (the lowest dice is ignored)

I will roll 3d10 and my equivalent dice will be ignored (if your was the first mine is also first and so on)

Now decide what is your goal!
> Slaughter the creature! (I get a +4 bonus)
> Sever the creature's tail! (I get a +2 bonus)
> Make it flee! (I get no bonus)
> Write in
Replies: >>6263268 >>6263270
Anonymous ID: OBLhLVOs
6/22/2025, 8:04:26 AM No.6263268
Rolled 6, 7, 5 = 18 (3d10)

>>6263265
>> Sever the creature's tail! (I get a +2 bonus)
Replies: >>6263270 >>6263271 >>6263273
Anonymous ID: OBLhLVOs
6/22/2025, 8:07:50 AM No.6263270
>>6263265
>>6263268
So, my third dice is the lowest so does that mean we ignore your third roll?
Replies: >>6263271 >>6263273
Anonymous ID: tIUVR6HO
6/22/2025, 8:12:10 AM No.6263271
>>6263268
>>6263270


Yes, but even then you got 13 and I got 15+2
Replies: >>6263273
Anonymous ID: tIUVR6HO
6/22/2025, 8:13:15 AM No.6263273
>>6263268
>>6263270
>>6263271


Bloodied but alive, the Manticore lets out a final, furious roar-its eyes wild with pain and fury. You and your warriors strike again and again, steel biting deep into its hide.

But its tail-the deadliest part-proves too quick, too well-armored. You fail to sever it.

With a thunderous leap and a spray of blood, the beast turns and flees, crashing through underbrush and scattering loose stones in its wake.

You give chase just long enough to see it disappear into the darkness of a cave at the base of the nearby hill.

The Manticore has gone to lick its wounds… but it is not dead.

And now, you know where it hides.

What will you do?

> Pursue it into the cave
> Move on, you're lucky to be alive
> Hold position and tend to your wounded
> Send scouts to watch the cave while you decide next steps
> Set a trap at the cave entrance
> Write in
Replies: >>6263274
Anonymous ID: OBLhLVOs
6/22/2025, 8:16:47 AM No.6263274
>>6263273
> Set a trap at the cave entrance
Replies: >>6263280
Anonymous ID: tIUVR6HO
6/22/2025, 8:31:05 AM No.6263280
Rolled 5, 5, 7 = 17 (3d10)

>>6263274


You and your warriors are halfway through building the trap at the cave entrance-stones piled, spears set, ropes tightened. The tension is thick, but victory feels within reach.

Then the ground begins to rumble.

You freeze. Tools fall silent.

From the shadows of the cave, a mountain lioness emerges-massive, scarred, and snarling.

Behind her, several cubs slink into view-
-but something is horribly wrong.

Their bodies are feline, but some have scorpion tails, and others bear distorted, human-like faces that grimace and twitch. They hiss and growl in unnatural voices, their eyes glinting with unnatural intelligence.

Your warriors falter.

Then-the Manticore steps forth once more, towering and bloodied, rage burning in its golden eyes.

With a soul-shaking roar, it charges straight at you, the unnatural family flanking it.

What will you do?

> Stand your ground and strike the charging Manticore
> Dodge and go for the cubs
> Shout for your men to regroup and form a shield wall
> Target the lioness with a thrown weapon
> Retreat into the trees and prepare for a drawn-out skirmish
> Write in

In any case roll 3d10.
Replies: >>6263284
Anonymous ID: OBLhLVOs
6/22/2025, 8:38:36 AM No.6263284
Rolled 1, 8, 5 = 14 (3d10)

>>6263280
>> Retreat into the trees and prepare for a drawn-out skirmish
Replies: >>6263398
Anonymous ID: tIUVR6HO
6/22/2025, 8:40:38 AM No.6263286
alright, I need some sleep

I'll be back
Replies: >>6263289
Anonymous ID: OBLhLVOs
6/22/2025, 8:42:45 AM No.6263289
>>6263286
GN OP.
Anonymous ID: tIUVR6HO
6/22/2025, 6:06:43 PM No.6263398
Rolled 8, 6, 6 = 20 (3d10)

>>6263284

You shout the command-“Fall back! To the trees!”

Your warriors obey, retreating in a scattered but practiced formation into the cover of the forest. Branches close around you, arrows nocked, breath held.

But one man-Tharen, ever brave, ever stubborn-hesitates.

He turns to strike down a cub too close to the line.

Too slow.

The Manticore’s tail snaps forward, striking like lightning. The stinger punches through Tharen’s back, lifting him into the air before tossing his twitching body aside like meat.

You’re down to nine warriors now.

From the shadows, you watch the Manticore lick its wounds and snarl toward the trees, unmoving.

The cubs are sent back into the cave. The lioness follows.

The Manticore remains outside-watching, waiting, daring you to try again.

How will you proceed?

> Give it up and leave.
> Seek divine intervention.
> Surround the clearing and rain down arrows and javelins from all sides before rushing in.
> Try to parley, maybe it can be reasoned with, or at least distracted long enough for a strike.
> Write in

In any case, roll 3d10.
Replies: >>6263412
Anonymous ID: OBLhLVOs
6/22/2025, 6:53:02 PM No.6263412
Rolled 1, 1, 9 = 11 (3d10)

>>6263398
>> Try to parley, maybe it can be reasoned with, or at least distracted long enough for a strike.
Alright, we both have something we don't want to lose. My men and your clubs, give us something out of your bag and will call it even.
Replies: >>6263424
Anonymous ID: tIUVR6HO
6/22/2025, 7:27:01 PM No.6263424
>>6263412


You approach the Manticore defiantly.

"I seek to Parley! We both have something we don't want to lose. My men and your cubs, give us something out of your bag and will call it even!"

The Manticore roars loudly. And then it says:

"Is it greed that motivates this assault, mortal? I carry the glittering gemstones of Velmora, She of the Iron Veil. Her Wandering Gravekeeper gave them to me. They are said to house the souls of the stillborn sons of the Mothers Below! They have powerful magic, but if you store them near a pregnant woman, their souls will find a way into their bellies! If you want one, I will give it to you. But it is no gift, it is a great burden!"

The Manticore then opens its pouch and empties its contents in the ground.

Three gemstones the size of fists fall from it: one red, one blue and one purple.

Velmora is one of the goddesses of the underworld. If it is important to her, you're pretty sure this stuff is cursed.

Which one you will pick?
> Ask what is the difference between each gem
> Approach the manticore, grab all the gems and run away!
> Approach the manticore and pick one (say which one)
> "Toss me that gem over there!" (say which one)
> You don't want no cursed gems, magic or no magic, just leave
> Write in
Replies: >>6263435
Anonymous ID: OBLhLVOs
6/22/2025, 7:41:23 PM No.6263435
>>6263424
>> "Toss me that gem over there!" (say which one)
The Purple one.

Why do you carry them if they are cursed?
Replies: >>6263506
Anonymous ID: tIUVR6HO
6/22/2025, 9:03:10 PM No.6263506
>>6263435

"Toss me that gem over there! The purple one! Why do you keep them if they are cursed?"

The Manticore just looks at you for a long time and then say:

"Someone has to make sure the humans don't curse themselves. If you want it, then it is yours! Now leave."

It pushes the purple gem a little bit closer to you. Then it starts putting the other gems back into the bag. It doesn't have much manual dexterity with its huge paws, so it is kinds funny to look at this big mighty beast struggling to stash a couple big gemstones.

> Approach the manticore, grab the purple gem and leave!
> Ask something else (specify)
> Attack the manticore
> Write in
Replies: >>6263514
Anonymous ID: OBLhLVOs
6/22/2025, 9:12:48 PM No.6263514
>>6263506
>> Approach the manticore, grab the purple gem and leave!
Replies: >>6263518 >>6263521
Anonymous ID: tIUVR6HO
6/22/2025, 9:14:50 PM No.6263518
Rolled 2 (1d2)

>>6263514

Let me roll to determine if the Manticore attacks you.

1 - the manticore attacks you
2 - the manticore lets you go
Replies: >>6263521
Anonymous ID: tIUVR6HO
6/22/2025, 9:18:22 PM No.6263521
>>6263514
>>6263518


You approach the manticore cautiously, then you grab the purple gem. You see the big stinger of the manticore move menacingly, but the creature merely growls.

Wasting no time, you run back to your men with the gem and say: "Let's go!"

You put some distance between you and the manticore camp, and then you stop to appreciate the gem.

You got a new Relic, the PURPLE GEM OF VELMORA!

What do you want to do next?
> You need food, start hunting and gathering!
> You need food, find a river and look for a settlement!
> Return home, even hungry, you gotta stash the gem!
> Push onwards, even hungry, you still haven't unveiled the mystery of the silver coins!
> Write in
Replies: >>6263525
Anonymous ID: OBLhLVOs
6/22/2025, 9:20:47 PM No.6263525
>>6263521
>> You need food, start hunting and gathering!
Replies: >>6263546
Anonymous ID: tIUVR6HO
6/22/2025, 9:31:16 PM No.6263546
Rolled 3 (1d6)

>>6263525

You spend about a month travelling slowly, hunting and gathering, smoking meat, drying veggies and slowly filling your packs back up.

After all this wandering, you find:

1 - a fey enclave
2 - a small village
3 - a large clan
4 - a merchant caravan
5-6 - the source of the coins
Replies: >>6263563
Anonymous ID: tIUVR6HO
6/22/2025, 9:52:45 PM No.6263563
weaselclanchief
weaselclanchief
md5: aa39bcf56d579601d08bc2b2720491f9🔍
>>6263546


You find a large clan - or rather their warriors find you.

They treat you with suspicion at first, thinking you are raiders, but when you announce you're searching for the source of some strange coins, they decide to take you to their chief.

Their clan is called the Flusterzahn! Their totem is the Weasel. You can sense that their magic is Strong! (5+). They have about 20 warriors.

The chief, a young man called Rust, welcomes you in his clan!

They are doing the Worm Feast, a humbling ritual where the clan shares overlooked foods! They offer you some mealworms!

To not offend your hosts, you partake in their worm eating ritual!

> Eat a raw mealworm to prove you are a strong warrior
> No need to show off, eat some cooked mealworms instead
> Ask where they found so many worms and discreetly get rid of yours and don't eat it
> Write in

The chief says some travelers gave him a bunch of the coins as well and shows you his. They are the same as yours. He said they came from the south.

The tribe's mages say they sense a strong dark aura about you...
> Reveal your relic to them, ask their opinion
> Say your clan magic is weak, you have been harassed by witches
> Confess you've been praying to Phlegna, and she has been blessing you
> Write in

The chief shows off his collection of Relics, as is customary.

BURROWED KING SKULL, the skull of a giant weasel they unearthed
GOLD LEAF, a leaf from a Divine Tree
STRANGE SCROLL, a traveler gave them
HEAVY PUZZLE CHEST, a heavy metal chest with a complicated lock that they can't figure out how to open

Specify what you want to do while you are their guest!
Replies: >>6263568
Anonymous ID: OBLhLVOs
6/22/2025, 10:01:52 PM No.6263568
>>6263563
>> Eat a raw mealworm to prove you are a strong warrior
> Reveal your relic to them, ask their opinion

Try to figure out how to open the Heavy puzzle chest. What does their totem grant them?
Replies: >>6263605
Anonymous ID: tIUVR6HO
6/22/2025, 10:45:32 PM No.6263605
>>6263568


You eat a raw mealworm to prove you are a strong warrior. They are well pleased with it!

You inquire their mages about the nature of their totem. They explain their Weasel Totem increases Vigilance - their warriors are never caught unaware of a threat that enters their lands. If their magic is powerful enough, they feel a pull towards anyone entering their lands, as if the earth itself was leading them to it. It is very important for a tribe so isolated to avoid raids - from people and from other things.

You ask if you can try your hand at opening their Heavy Puzzle Chest!

They say the puzzle is impossible, they tried to open it for a whole moon, to no avail.

> Try it. Roll 3d10 if you get three same numbers it opens!
> Pray to Phlegna, she may know how to open it
> Ask to purchase it
> Write in

You tell them about the Manticore and reveal your relic! They look at it with a surprised gasp!

Then you ask their opinion.

"This is powerful dark magic, young chief Sid! There is an ancient soul trapped within!"

"Since our magic is very strong we could aid you with a Ritual. But dealing with dark magic always requires a sacrifice!"

What is the purpose of the ritual?

> Discover the nature of the soul within. The spirit may awaken or lash out.
> Undo the soul bindings. The spirit might possess someone at random.
> Bind the soul more tightly. Reduce the chances the soul escapes.
> Write in

What are you willing to gamble with the gods?
> Some of your blood
> A soul of the unborn
> Your good luck
> Write in
Replies: >>6263609
Anonymous ID: OBLhLVOs
6/22/2025, 10:53:47 PM No.6263609
Rolled 6, 7, 3 = 16 (3d10)

>>6263605
>> Try it. Roll 3d10 if you get three same numbers it opens!

> Discover the nature of the soul within. The spirit may awaken or lash out.
> Some of your blood
Replies: >>6263627
Anonymous ID: tIUVR6HO
6/22/2025, 11:14:39 PM No.6263627
rakasha
rakasha
md5: 0445e932d3875488d8488583b3a68bef🔍
>>6263609


You try your hand at the puzzle and try as you might, you can't open it.

"It really is a hard puzzle!", you say, giving it back.


You accept their offer to do a ritual. You ask to discover the nature of the soul within. You offer some of your own blood as sacrifice.

The tribe takes you to a secluded glade, with just the mages, the chief and a few trusted warriors from both of your clans.

The mages give you a concoction to drink.

After you drink the concoction, you convulse and enter the land of the gods!

You are in a tunnel of light! You see an evil spirit, a rakasha, blocking your path.

"Pay the toll!", it says.

"T-the toll...", you say. They give you a dagger. You cut yourself with it!

The rakasha drinks your blood.

"Follow me!"

You travel through the spirit realm, seeing psychedelic images!

Then you are brought to the hilfort of Velmora, She of the Iron Veil.

"Good luck!", says the rakasha, disappearing.

An Iron Golem guardian is at the doorsteps. His eyes glow and he looks at you.

"You must pass through three challenges to see Velmora! First, tell me which animal is the most sacred!"

> The Owl
> The Boar
> The Serpent
> Write in

"Second, answer this riddle. Fail, and you shall not pass!"

“I have no tongue, yet speak.
I leave no mark, yet change all paths.
Ignore me, and be broken.
What am I?"

> The Wind
> Time
> A Thought
> A Spirit
> Write in

"Third, which goddess of the underworld is the most beautiful and powerful?"

> Velmora
> Phlegna
> Write in
Replies: >>6263634
Anonymous ID: OBLhLVOs
6/22/2025, 11:29:44 PM No.6263634
>>6263627
> The Boar

> A Thought
Thoughts speak without sound; Thinking can change any path you take. A thought will eat at you your whole life if not perused and explored.

> Phlegna
She helped save my people.
Replies: >>6263638
Anonymous ID: tIUVR6HO
6/22/2025, 11:38:27 PM No.6263638
Rolled 9, 5, 7 + 10 = 31 (3d10 + 10)

>>6263634

There are actually no correct answers, just the guardian's opinions.

Your opinions matched him to the tune of scoring 6/10 points!

Now roll 3d10 + 6 to beat the guardian roll!

The guardian will roll 3d10 + 10!

If you fail, the guardian won't let you pass.

You have to roll higher!
Replies: >>6263639 >>6263640
Anonymous ID: OBLhLVOs
6/22/2025, 11:39:37 PM No.6263639
Rolled 3, 10, 1 + 6 = 20 (3d10 + 6)

>>6263638
You've been getting good rolls.
Replies: >>6263640
Anonymous ID: tIUVR6HO
6/22/2025, 11:44:49 PM No.6263640
bottomfeeder
bottomfeeder
md5: 0dcce900ba886b622605237e320ed8c1🔍
>>6263638
>>6263639


You answer:

"The Boar!"

"A Thought - Thoughts speak without sound; Thinking can change any path you take. A thought will eat at you your whole life if not perused and explored."

"Phlegna - She helped save my people.!

The guardian thinks for a few moments and then says.

"Well, if you like Phlegna so much, then go ask her for help!"

He kicks you and sends you flying into the limbo!

You get hopelessly lost for what seems like an eternity, lost souls wandering around you!

In the limbo you find a Bottom Feeder, the lowest of demons!

"Are you lost? Where do you wanna go? I can show you the way if you feed me!"

> Let her eat a little bit of your soul
> Let her eat a little bit of your flesh
> Let her eat a little bit of your luck
> Write in
Replies: >>6263643
Anonymous ID: OBLhLVOs
6/22/2025, 11:49:54 PM No.6263643
>>6263640
> Let her eat a little bit of your flesh
Replies: >>6263644
Anonymous ID: tIUVR6HO
6/22/2025, 11:53:31 PM No.6263644
Rolled 6 (1d6)

>>6263643

You let the Bottom Feeder eat a little bit of your flesh!

She eats:

1 - your left arm
2 - your right arm
3 - your left leg
4 - your right leg
5 - your balls
6- half of your face

Then she leads you bleeding and screaming to the destination of your choice!

> Lead me to Phlegna
> Lead me to a healer
> Lead me back home
> Write in
Replies: >>6263646
Anonymous ID: OBLhLVOs
6/22/2025, 11:57:50 PM No.6263646
>>6263644
> Lead me to Phlegna
Oof, not the face.
Replies: >>6263655
Anonymous ID: tIUVR6HO
6/23/2025, 12:09:47 AM No.6263655
>>6263646


The little demon takes you to Phlegna while you bleed and scream.

"Oh, c'mon, it was just a little bite."

She drops you right in front of Phlegna, who was sitting in her throne.

"Oh! Look a what the birds pooped in my yard! You're looking good, little chief!"

"Phlegna...!"

“Oh, don’t start looking so pale on me! Yeah, yeah, you’re bleeding and screaming and probably feeling like death’s doorstep is just a few steps away—but trust me, that little bite of yours isn’t going to finish the job. You’re going to live, whether you like it or not. Now, enough of the theatrics—why exactly did you drag yourself all the way here to my court, bleeding like a hunted beast? Spill it.”

> I need to discover the nature of the soul within Velmora's Purple Gem.
> Velmora has a manticore, surely your creatures should be just as fearsome.
> Where did the silver coins come from?
> Write in
Replies: >>6263657
Anonymous ID: OBLhLVOs
6/23/2025, 12:14:11 AM No.6263657
>>6263655
>> I need to discover the nature of the soul within Velmora's Purple Gem.
Replies: >>6263659
Anonymous ID: tIUVR6HO
6/23/2025, 12:30:16 AM No.6263659
velmora
velmora
md5: 25eff541edb48c272ebf683fc5c10703🔍
>>6263657


"I need to discover the nature of the soul within Velmora's Purple Gem!", you say, remembering the purpose of the ritual despite the pain.

"Oh! Well, why didn't you ask Velmora then?"

"I tried! But when I said you are the most beautiful and powerful goddess, her golem kicked me out!"

She blushes a little.

"Really? You really think I'm the most beautiful and powerful? I mean... yeah, of course! Of course I'm the most beautiful and powerful!", she says and then begins to cackle.

"Creatures! Fetch my divining mirror!", she says, and a bunch of those weird creatures bring a huge mirror to Phlegna.

"Velmora, are you home?"

Velmora appears on the mirror.

"What do you want, Phlegna?", she says with a tired face.

"I want to know what that Purple Gem of yours is for!"

"Ah, that old thing? One of my girls asked for a son that would be a Powerful King. Since I'm so gracious, I granted it! But a spiteful god made her lose the child, so I stored the sould I so carefully prepared into a Purple Gem. Couldn't let it go to waste. But why...?"

"Thank you, Velmora!", she says, and the creatures carry the mirror away.

"Wait...!", you still hear Velmora say.

"There you have it. You can't even do a divination properly, little chief. Now, stop bugging me, I have other things to do!"

You feel yourself falling back into your body. Your face is intact when you touch it - but you have a very high fever.

Within a few days, however, your fever gets worse. Half of your face falls off. The mages ask what happened in the ritual.

"I... I let a demon eat half of my face..."

They then say there is nothing they can do about it. It was a fair exchange.

They think the ritual was a failure... they don't know you learned the truth!

Do you tell them what you learned from Velmora?
> Yes, tell them
> No, don't tell them
> Write in
Replies: >>6263662
Anonymous ID: OBLhLVOs
6/23/2025, 12:37:24 AM No.6263662
>>6263659
>> No, don't tell them
Replies: >>6263676
Anonymous ID: tIUVR6HO
6/23/2025, 1:00:48 AM No.6263676
>>6263662


You decide against telling the mages of Flusterzahn the truth you learned!

Is there anything else you want to do on their clan?
> Specify

The women in the clan accuse one of your warriors of dishonorable behavior towards one of the girls in the village.
> Tell him he has to stay here and marry her [-1 Warrior]
> Bring the girl with you (only if you're returning home)
> "You should teach your girls better!" [-1 INFLUENCE]
> Write in

After you're done, they nurture you back to health and then send you on your way.

They lead you and your warriors to the edge of their territory and tell you farewell.

Where do you want to go next?
> Continue searching for the source of the coins to the south
> Return home to stash your new gem before you lose it
> Write in
Replies: >>6263681
Anonymous ID: OBLhLVOs
6/23/2025, 1:07:12 AM No.6263681
>>6263676
Ask if they would like to join our custom of trading women and gifting.

> Bring the girl with you (only if you're returning home)
> Return home to stash your new gem before you lose it
Replies: >>6263692
Anonymous ID: tIUVR6HO
6/23/2025, 1:24:36 AM No.6263692
Rolled 2 (1d2)

>>6263681


You ask if they would like to join our custom of trading women and gifting.

They believe their village is a little bit too far from yours to safely transport a large amount of goods and women without bringing a large army, and they can't spare one. But if your tribe is big and powerful enough as they think it is, you could bring your men here with a trade caravan, bring some brides to exchange and we could also give gifts to each other, as is customary.

To pacify the women in the clan, you reassure them that you will take the girl with you to your tribe to spare her from living with the shame!

They end up agreeing.

You return home to stash your new gem before you lose it!

Rolling to see if you arrive home safely.

1 - you arrive
2 - something happens
Replies: >>6263693
Anonymous ID: tIUVR6HO
6/23/2025, 1:25:42 AM No.6263693
Rolled 6 (1d6)

>>6263692


1,2 - bandits
3,4 - find a raiding party from another tribe
5 - monster!
6 - ???
Replies: >>6263698
Anonymous ID: tIUVR6HO
6/23/2025, 1:30:50 AM No.6263698
godsbattling
godsbattling
md5: 1621c30ea0bfa3f957bae6febcf5666d🔍
>>6263693


As you travel, you find two gods battling each other! They are immense and fearful!

Each of them has only one auxiliary! Their packs are laying around unattended...

Bits of the magical weapons and armor of the gods are also flying about with each strike they give each other!

Seems like it is a very personal dispute between them, to come settle it in the mortal realm in the middle of nowhere.

> Hail them and ask what is the dispute and if you could help settle it
> Steal something from one of the god's packs which are laying around unattended
> Collect some fragments of divine equipment and flee as fast as you can
> Write in
Replies: >>6263700
Anonymous ID: OBLhLVOs
6/23/2025, 1:35:33 AM No.6263700
>>6263698
> Hail them and ask what is the dispute and if you could help settle it
Replies: >>6263706
Anonymous ID: tIUVR6HO
6/23/2025, 1:46:24 AM No.6263706
>>6263700

You raise your voice, daring to interrupt the gods' fury:
“Hail, Lords of the Immortal Realm! What is this dispute, and how may a mortal help settle it?”

For a moment, the world stills.

The gods step back, weapons lowered-but not dismissed.

Their attendants explain the Dispute: The Love of a Goddess Now Dead!

Long ago, both gods sought the love of Elhira, the radiant goddess of dawn, mercy, and endings. She chose neither, retreating into silence and, ultimately, death. But now, her relic has resurfaced-a single white feather encased in amber, glowing with her final breath.

Each god claims it. Each demands it. Neither will yield.

The Gods:

Mithrak, God of Vengeance and Oaths, carries a massive bronze blade wreathed in fire. He claims Elhira loved him truly, but was taken from him by deception. He is the guardian of the betrayed and the enforcer of binding vows.

Neruk, God of Silence and Secrets, wields a black staff that swallows light and truth. He says Elhira confided in him alone, and he alone understood her sorrow. He is the keeper of forgotten things and the unspoken heart.

You stand between them now, the relic sealed by layers of both their magic, the sky heavy with waiting.

What do you propose? (one or more gods might be angered by your choices)

> Trial by Combat - Let them finish their duel. The last standing takes the relic.
> Judgment by the Mortal Heart – You decide who loved her truly, and who she truly loved.
> Divide the Relic – Cut the relic in two. Share the loss and the power.
> Awaken Elhira – Use the relic and divine blood to summon her spirit. Let her speak for herself.
> Cast the Relic Into the Mortal World – Bury it in mystery, and let fate decide.
> Bind It With an Oath – Forge a pact: neither may touch it until peace is sworn.
> Write in
Replies: >>6263707
Anonymous ID: OBLhLVOs
6/23/2025, 1:51:06 AM No.6263707
>>6263706
>Awaken Elhira – Use the relic and divine blood to summon her spirit. Let her speak for herself.
Replies: >>6263724
Anonymous ID: tIUVR6HO
6/23/2025, 2:10:34 AM No.6263724
>>6263707


You propose to use the relic and divine blood to summon the goddess' spirit and let her speak for herself.

Both gods seem thrilled at the prospect of seeing Elhira again!

Each of the god's attendants grabs a Silver Cup and a Gold Plate from their packs. The gods spill their respective bloods into the cups.

Then the relic is lowered on top of both Gold Plates.

Both gods then grant you access to the relic through the magic fields they created to protect it from each other.

You now have Two Silver Cups with God's Blood, and Two Gold Plates with the Relic of Elhira.

You are supposed to mix the blood of the gods with the relic and remove the amber casing. That's it. Should work. Maybe.

You will probably anger at least one god regardless of what you do.

Perform the ritual! (Roll 3d10, you must roll higher than me to succeed)
> Mix the blood of the gods by shaking both silver cups held tight against each other and dump it on top of the Elhira's Relic
> Place the relic on Mithrak's Plate and mix the blood on Neruk's Plate then dip the relic into it
> Place the relic on Neruk's Plate and mix the blood on Mithrak's Plate then dip the relic into it
> Write in

There is no way you can perform this ritual properly, instead:
> Drink the blood of one of the gods (pick one)
> Mix the blood of both gods and drink it
> Smash Elhira's relic
> Write in
Replies: >>6263731 >>6263733
Anonymous ID: tIUVR6HO
6/23/2025, 2:14:57 AM No.6263731
Rolled 2, 6, 2 = 10 (3d10)

>>6263724

Forgot to roll.
Anonymous ID: OBLhLVOs
6/23/2025, 2:16:20 AM No.6263733
Rolled 9, 9, 8 = 26 (3d10)

>>6263724
>> Place the relic on Mithrak's Plate and mix the blood on Neruk's Plate then dip the relic into it

I want to drink the blood, but I don't think I'd come out alive.
Replies: >>6263735
Anonymous ID: tIUVR6HO
6/23/2025, 2:28:46 AM No.6263735
elhira
elhira
md5: 81188bf2fc33d0b75e4c6ae8927c6d52🔍
>>6263733


You Place the relic on Mithrak's Plate and mix the blood on Neruk's Plate then dip the relic into it.

Somehow, you don't mess up the ritual!

A bunch of subtle smoke starts to come out of the amber casing. The whole setup starts to glow.

And then it happens!

A column of light rises into the sky and Elhira appears in her full glory!

Both of the gods kneel in front of her!

Everyone else bows down with their faces to the ground - mainly to protect their eyes, the light is just too strong.

"I had chosen slumber. This world has too much sorrow in it. I won't stay long."

both gods declare their love to Elhira.

Aloof like the sun, who is her father, she tells them.

"Would you bind the dawn with an oath or keep it a secret? Our union wasn't meant to be. Go home and don't think about me anymore."

She then looks at you.

"I am without priests, for my religion is dead. Would you want to be my first priest in this age? You will have to refrain from the fairer sex and live in ascetism and prayer, preaching my word. Since I don't have other priests, you'd receive a lot of power."

You see a bunch of Creatures hiding behind a bush nearby. They swing their heads side to side meaning No, and move their little hands about their necks like someone who says "cut it out" or "it is deadly or dangerous".

> Become a priest of Elhira
> Tell her you have a tribe to take care of
> Tell her you're already a devout of Phlegna
> Write in
Replies: >>6263741
Anonymous ID: OBLhLVOs
6/23/2025, 2:33:49 AM No.6263741
>>6263735
>> Tell her you have a tribe to take care of
Replies: >>6263755
Anonymous ID: tIUVR6HO
6/23/2025, 2:53:35 AM No.6263755
>>6263741


You tell the goddess you have a tribe to take care of.

"Well, suit yourself. Now I must find a new priest before I go back to sleep... or better yet, a priestess..."

She then turns into light and disappears in a blinding burst.

The other gods, angry at you, order their auxiliary to pack their things so they can leave.

The two auxiliaries grab all the god's stuff, including leftovers from the fight, and then the deities disappear.

But before they do, Mithrak tells you:

"You better hope we don't cross paths ever again, mortal."

Neruk just gazes at you in silence.

With nothing else to do, you continue your path home.

That night when your men are asleep, you find the Creatures again. You must be close to home.

“A stranger sits upon your father’s seat.”, they say with much better command of your language.

Someone claimed leadership in your absence! They wear your tribe’s colors, but are a stranger? Their heart must be foreign.

> Hurry back home with your warriors, you must take down the impostor
> If they took leadership of your tribe, you need to ask one of the neighbour tribes for help
> You can't trust the Creatures, slink about and evade patrols then go check for yourself
> Write in
Replies: >>6263758
Anonymous ID: OBLhLVOs
6/23/2025, 3:01:33 AM No.6263758
>>6263755
>> You can't trust the Creatures, slink about and evade patrols then go check for yourself
Replies: >>6263763 >>6263764
Anonymous ID: tIUVR6HO
6/23/2025, 3:14:36 AM No.6263763
Rolled 1 (1d2)

>>6263758

1 - there is an impostor
2 - there isn't
Replies: >>6263764
Anonymous ID: tIUVR6HO
6/23/2025, 3:16:29 AM No.6263764
>>6263758
>>6263763


You narrow your eyes at the shadows where the Creatures vanished. Their words ring with unsettling certainty, but something about them has always felt wrong-alien, like a song that almost makes sense but leaves your ears ringing.

You wait until dawn’s first light grays the trees, then slip away alone, leaving your men sleeping. You move like a shade, sticking to the undergrowth, avoiding open paths. You know these woods-they raised you-and now they seem just off enough to stir your nerves.

No birds sing. No insects drone.

After hours of silent movement, you crest a ridge and see your village below.

It is whole, intact... but wrong.

Banners still fly. Smoke rises from cooking fires. Children run in the dirt. But there's a strange stillness to it all, like watching a painted scene.

And then you see him-a man at the central fire, seated on the old stone where your elders used to judge. He wears your clan’s colors, your father's cloak, but his face is unfamiliar.

He speaks to a gathering crowd. They laugh. They nod.

You spot faces you know-but not all of them. Some are missing. Some look thinner, pale. Tired. Or drugged.

You crouch behind the brush, heart racing.

What will you do?

> Sneak into the village and speak to someone you trust
> Wait until nightfall and infiltrate the longhouse
> Capture the impostor and expose him with your return
> Go back for your warriors and prepare to retake your home by force
> Write in
Replies: >>6263767
Anonymous ID: OBLhLVOs
6/23/2025, 3:20:36 AM No.6263767
>>6263764
>> Wait until nightfall and infiltrate the longhouse
Replies: >>6263770
Anonymous ID: tIUVR6HO
6/23/2025, 3:33:50 AM No.6263770
>>6263767


You decide to wait until nightfall and infiltrate the old longhouse where the elders meet.

You used to play hide and seek there, and no one could ever find you.

It is easy enough to find a good hideout there. The loose wooden panel slide just as you remembered.

The elders of the clans are sleeping there - they come from the six clans when summoned and rest here to regain their strength before heading home.

You wake one of them up - Hogar, an old friend of your father.

"Hogar, what is the meaning of this? Why is there a stranger in my father's seat?"

"Chief Sid... what happened to your face...? I'm so confused... what is going on..."

Hogar wakes up the other elders.

"Yes, you are chief Sid, alright. This weird scar in your face... how did you get it?"

"A botched ritual in a distant tribe."

"That explains it. Might happen. But the other guy... he is also chief Sid!"

Everyone nods and agrees.

"But that's absurd! I'm chief Sid!"

"Oh, but it isn't!", the other guy enters the place.

"You see, he gave me half of his face! So, now I'm him!"

"Oh, it all makes sense now!", everyone agrees and cheers.

"No, it doesn't! This guy over there! He's a demon!", you unsheath your sword.

"Now, chief Sid... don't do anything stupid... don't try to harm chief Sid, chief Sid!"

The demon must be causing some kind of mental effect on everyone. Somehow you are immune.

"I challenge the demon to a duel!"

"A duel? But chief Sid... if you kill chief Sid, then chief Sid will die!"

"C'mon lad, just play along. We can both be chief Sid. I have as much right as you. I have half of your face. The pretty half."

Everyone laughs.

"Oh, chief Sid is hilarious!"

"Now lower that sword, or I'll be forced to draw mine!", says the impostor.

> Sink your blade on the impostor!
> Agree that you both can be chief Sid!
> Run away from this madness and go get your warriors!
> Run away and seek the witches of the forest!
> Write in
Replies: >>6263774
Anonymous ID: OBLhLVOs
6/23/2025, 3:45:52 AM No.6263774
>>6263770
>> Run away and seek the witches of the forest!
Replies: >>6263786
Anonymous ID: tIUVR6HO
6/23/2025, 3:58:37 AM No.6263786
witchesoftheforest
witchesoftheforest
md5: 2590aa366cbebbd40e40162851318046🔍
>>6263774


You turn your back on the village gone insane and vanish into the woods, heart pounding like a war drum. The trees seem to bend toward you as you run-branches parting, shadows guiding.

By dusk, you reach the forest's deep heart, where the witches dwell. Three of them wait for you around a cauldron of brackish water. Their eyes are white, their hair tangled with vines, bones, and rusted charms.

They do not speak at first. They only look at you-and they know.

One raises a hand.
“You wear no shadow, and yet your skin is missing.”
Another hisses, “It wears you like a cloak.”
The third, older than the wind, speaks:

“A demon sits in your home. Not by strength, but by glamour. It wears your flesh-your hair, your voice, your eyes. And your people, blind as moles, welcome it.”
“Your tribe’s magic is faded, cracked. Even a low demon can fool them now.”
“Only fire can burn away the lie.”

They give you a choice:

“Burn it where it rests. Or lure it into the flame.”

> Burn the Hillfort While It Sleeps – Wait until the dead of night and set fire to the fort while the demon slumbers within. Risky, your people may die too.
> Lure It to the Old Longhouse and Burn It Down – You people's place of meeting, the oldest building in the village where the elders sleep. Risky, the elders may die too.
> Write in
Replies: >>6263788
Anonymous ID: OBLhLVOs
6/23/2025, 4:03:09 AM No.6263788
>>6263786
>> Lure It to the Old Longhouse and Burn It Down – You people's place of meeting, the oldest building in the village where the elders sleep. Risky, the elders may die too.
Replies: >>6263793
Anonymous ID: tIUVR6HO
6/23/2025, 4:09:15 AM No.6263793
>>6263788

You don't thank the witches. You know your task is grim.

You sslip through the trees under a moonless sky, each step silent, your breath held tight in your chest.

The longhouse looms ahead, once the heart of your people’s wisdom and ritual, now dressed in colored cloth, firelight, and music.

Your people are celebrating.

Laughter spills into the night like wine. Drums pound in rhythm. Meat roasts on open fires. Children dance. Women pour drink. Warriors boast and jest.

At the center of it all, on the carved chieftain’s seat, sits the demon in your flesh.

It smiles your smile. It drinks your wine. It accepts praise in your voice.

Your people cheer for it. Some cry with joy at your “safe return.” They have no idea.

Your eyes burn.

You light a torch. The longhouse is made of thick timbers and dry thatch. Once lit, it will blaze fast.

But your people... they are inside!

You hesitate in the dark.

The demon raises its cup and speaks:

“To new beginnings. The gods favor us!”
Its voice twists slightly at the end, like something scraping across bone.

You know now:
It is vulnerable. It believes it has won.
This is your moment.

What will you do?

> Set the longhouse ablaze with everyone inside. The demon might escape.
> Seal the doors and set the longhouse ablaze. The demon must not escape.
> Write in
Replies: >>6263797
Anonymous ID: OBLhLVOs
6/23/2025, 4:14:22 AM No.6263797
>>6263793
>> Set the longhouse ablaze with everyone inside. The demon might escape.
Replies: >>6263798
Anonymous ID: tIUVR6HO
6/23/2025, 4:15:40 AM No.6263798
Rolled 1 (1d2)

>>6263797

1 - the demon escapes
2 - the demon does not escape
Replies: >>6263802
Anonymous ID: tIUVR6HO
6/23/2025, 4:26:45 AM No.6263802
fleshmaskdemon
fleshmaskdemon
md5: 6b4afb34ce7602ce48ce6ba4278015f2🔍
>>6263798


You watch from the shadows, your breath steady, your heart an iron drum in your chest.

The feast roars on. Laughter, drums, dancing-your people rejoice under the gaze of a lie, blind to the rot seated at the heart of their joy. The demon wears your flesh like a ceremonial cloak, raising your father’s cup in a mocking toast.

You light the longhouse on fire with the torch.

The flame takes quickly. You press it to the dry thatch and the resin-soaked beams of the longhouse. Smoke snakes upward before the blaze roars to life-hungry, bright, absolute.

At first, the revelers don’t notice.

Then the demon stills, its smile faltering. Its stolen eyes turn toward the smoke. It sniffs the air.

It rises suddenly, voice twisted and shrill.

“Fire! There is fire!”

Panic surges. Screams break the rhythm. Your people surge toward the doors like a tide-but you are already there.

And when the demon reaches the threshold-

You shove it back inside.

It stumbles, cursing in your voice. You leap after it, fists flying, slamming blow after blow into its face. Its nose breaks, blood sprays-but it only laughs, a choking, hysterical cackle that echoes through the burning hall.

“You think this matters?” it spits. “You think this hurts?”

A timber crashes down behind you. Fire races across the floor.

You grab the demon by the face and drive it toward the blaze.

The flames lick its skin.

And the glamour fails.

Its flesh bubbles and peels, revealing slick, red-black skin stretched too tightly over a snarling face, blood pouring forth. Eyes like boiled fat glare at you as horns burst from its skull.

“There you are,” you whisper.

The demon snarls, now fully revealed-but stronger. It throws you off with a roar, your body hitting the dirt hard.

You draw your sword, breath ragged.

The demon sneers, its form smoking in the firelight.

“Your tribe’s magic is pitiful. You can do nothing against me.”

But the longhouse groans. A pillar collapses. The roof begins to cave in.

The demon glances upward.

“We will meet again,” it growls-and vanishes into the night like smoke.

You stumble outside, coughing, bleeding.

The longhouse collapses in flames, and your people fall to their knees, crying. None of them know why. Their minds reel. Their hearts ache.

They grieve for a joy they now realize was hollow. For something they cannot name.

And you watch it all burn.

You say nothing.

The next morning you learn the grim truth - the demon was eating the tribe's children! No one noticed because of the glamour.

> 1- It ate your child! Very few other children were eaten. The demon was picky.
> 2- It ate most children in the village! Your child was saved for last. The demon was hoping for a good dessert.
> 3- It ate most children in the village! Your child was eaten too. The demon gorged itself.
> Write in

Roll 1d3, or spend the remaining TOTEM POWER to pick an outcome.
Replies: >>6263804
Anonymous ID: OBLhLVOs
6/23/2025, 4:30:09 AM No.6263804
Rolled 1 (1d3)

>>6263802
Replies: >>6263805 >>6263813
Anonymous ID: OBLhLVOs
6/23/2025, 4:33:30 AM No.6263805
>>6263804
Best roll I think, maybe the creatures where right about the affair my wife could have.
Replies: >>6263813
Anonymous ID: tIUVR6HO
6/23/2025, 4:45:03 AM No.6263813
>>6263804
>>6263805


The demon ate your child! A few other children were eaten too!

The tribe deeply grieves all the losses. The mages are dismayed. How could a demon's glamour be this powerful? What brought it here?
> Tell the tribe's mages about the botched ritual in detail
> Save the details for yourself, imply it wasn't your fault
> Save the details for yourself, but imply you were at fault
> Don't say anything and hope they don't even remember you mentioning a ritual
> Write in

What do you want to do for the rest of the year?
> Pray and cover yourselves with ashes from the longhouse that the gods may pity your souls and improve your totem's magic
> Go talk to the witches and ask how can you battle a demon, in case it comes back
> Remember the ritual of the god Pashu and go sacrifice a cow to charge your amulet (take how many warriors)
> Write in

You are now 28 years old.

STATS

REPUTATION 9/10 (the warriors respect you very much)
FOOD 4/10 (you were working on expanding the grazing land)
HEALTH 2/10 (the health of the people is improving, but we are running out of medicine)

RESOURCES 3/10 (we have a decent stockpile of resources)
TECHNOLOGY 2/10 (we got a bunch of hematite for tools)
SHELTER 8/10 (you recently lost your longhouse)

LOYALTY 5/10 (the people respect you more now that you are married)
TOTEM POWER 1/10 (we got a new totem!)
INFLUENCE 1/10 (other tribes barely concern themselves with our affairs)

Warriors (11) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Population: around 5.4k

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT

Relics:
BULL AMULET (charging)
RARE HERB (HEALING)
STRANGE SILVER COINS (very few)
PURPLE GEM OF VELMORA
Replies: >>6263820 >>6263826
Anonymous ID: OBLhLVOs
6/23/2025, 4:53:21 AM No.6263820
Rolled 1, 5 = 6 (2d10)

>>6263813
>> Save the details for yourself, but imply you were at fault
> Remember the ritual of the god Pashu and go sacrifice a cow to charge your amulet (take how many warriors)
Bring 10 Warriors

> TOTEM POWER
Ask Magique on how to strengthen our totem more.

> SHELTER
Rebuild the longhouse it's essential for community.
Replies: >>6264051
Anonymous ID: tIUVR6HO
6/23/2025, 5:03:35 AM No.6263826
Rolled 10 (1d10)

>>6263813

forgot to roll to degrade
Replies: >>6264041 >>6264051
Anonymous ID: tIUVR6HO
6/23/2025, 6:19:25 PM No.6264041
Rolled 5 (1d6)

>>6263826

alright, let's see what kind of random event

1 - raid
2 - monster
3 - disaster
4 - fey
5 - merchants
6 - lucky find
Replies: >>6264051
Anonymous ID: tIUVR6HO
6/23/2025, 6:55:20 PM No.6264051
>>6263820
>>6263826
>>6264041

You don't tell the mages the exact details of your botched ritual at the other tribe, but you imply that you were at fault.

They say our magic is currently too weak to enter the land of the gods!

You ask the Magique on how to strengthen our totem more. They say we need to propitiate the gods with prayer, and perhaps sacrifice!

> Cover yourselves in ash and beg the gods for protection against the demon powers [+1 TOTEM MAGIC, the gods will demand some sacrifice]
> Sacrifice one of our relics in a ritual magical fire for totem powers [destroys a Relic, can gain 0-3 TOTEM MAGIC depending on how powerful it is]
> Convince the mages to do a ritual to propitiate Phlegna and receive power from the underworld [+1 TOTEM MAGIC, Phlegna might demand some sacrifice]
> Write in

Considering how it is essential for the community, you propose rebuilding the Longhouse. It will take a lot of resources and manpower!

> Rebuild it as fast as possible, even working throughout the winter! [finish it this year, -3 RESOURCES, -1 HEALTH, +1 SHELTER]
> Rebuild it at a reasonable pace [-1 RESOURCES, but will have to continue building next year for another -1 RESOURCES]
> Rebuild it at a leisure pace [no immediate expenditure of resources, but the construction could take many years]
> Write in

You decide to take 10 Warriors with you into the witches territory to go sacrifice a cow at the Stone Table on equinox! You will have to take one mage with you to calculate the proper date while out in the wilderness.
> This is a minor mission, take an inexperienced magician, will be good for him to learn
> This mission is what it is, take a regular magician to do it the right way
> This is a crucial mission, take the most experienced magician in the tribe
> Write in

Also, how much of the tribe's magic will you take with your mage?

(with it, you can do very powerful magical effects, once per point. If you don't use it, you can give it back)

> None, we can't spare totem magic right now
> One, should be enough for one major display of magic, or several minor ones (that is the maximum the tribe can spare)
> Ask your neighbours to lend you some of their magic (how much magic will you ask for? 1-2?)
> Write in
Replies: >>6264052 >>6264227
Anonymous ID: tIUVR6HO
6/23/2025, 6:56:56 PM No.6264052
Rolled 3 (1d3)

>>6264051

size of merchant caravan

1 - small
2 - medium
3 - large
Replies: >>6264053
Anonymous ID: tIUVR6HO
6/23/2025, 7:01:14 PM No.6264053
merchantcaravan
merchantcaravan
md5: e6a6ad404e28a2541580191438411374🔍
>>6264052


A large merchant caravan arrive at your tribe! They hail from the fey lands! They bring with them:

Their leader, chief Ezrul, of the Moondragon Tribe, brings a Gift in the form of a large SALT BLOCK!

10 brave warriors

5 experienced mages

100 people retinue

News from other tribes speaking good about you! (Your influence raised to 2)

(1) FOOD
(1) RESOURCES
(4) MAGIC

Relics:

Tier 3
BANNER OF THE FORSAKEN KING - A red banner of an unknown king, is fabled to grant victories!

Tier 2
SHADOW TANNED BOOTS - Leather boots that leaves no footprints and makes no noise!
RUSTROOT EXTRACT - A magical concoction that locates a rich ore vein!

Tier 1
MEDICINE HERBS - Uncommon healing plants.
SPICES - Ground bark, roots and foreign peppers.
BIRD IN A CAGE - it rarely sings, but when it does it is an omen!

Tier 0
EXOTIC FRUITS - dried, never seen before
GRAIN ALCOHOL - barrels of strong booze
BLUE CHEESE - you don't know how to make it
IVORY DICE - for playing games and doing divinations
SALT BLOCKS - they have several of these

They accept to buy Food and Resources for their magic and relics! They might trade relics, if they find the trade beneficial! They might buy relics for magic!

Decide what you want to buy! It is considered an insult if you don't buy anything.

Giving them a generous Gift might improve your INFLUENCE.
Replies: >>6264055 >>6264122
Anonymous ID: tIUVR6HO
6/23/2025, 7:05:29 PM No.6264055
Rolled 99 (1d100)

>>6264053

Your second child is born!

It is

Even - a boy
Odds - a girl

Dubs - fey touched

Higher than 50 - Your child is a half demon!

What will be its name?
> Specify

Also roll 3d10 to determine if it survives the first winter (when most children die)!

The total roll must be LOWER than FOOD+HEALTH+SHELTER (less than 14).

If you roll any 10, the mother dies!

You can spend 1 TOTEM MAGIC or PRAY TO THE FAIRIES to save the life of your child if it was going to die. You can decide that after rolling. The fairies will ask something in exchange later...

You can spend 1 TOTEM MAGIC or PRAY TO THE FAIRIES to save the mother's life if she was going to die. You can decide that after rolling. The fairies will ask something in exchange later...
Replies: >>6264122 >>6264237
Anonymous ID: r5KsFvXi
6/23/2025, 10:31:10 PM No.6264122
Rolled 8, 10, 8 = 26 (3d10)

>>6264053
Blue Cheese, Rustroot Extract, Shadow Tanned Boots

>>6264055
Haggrend
Anonymous ID: OBLhLVOs
6/24/2025, 2:16:15 AM No.6264227
>>6264051
> Convince the mages to do a ritual to propitiate Phlegna and receive power from the underworld [+1 TOTEM MAGIC, Phlegna might demand some sacrifice]
> Rebuild it at a reasonable pace [-1 RESOURCES, but will have to continue building next year for another -1 RESOURCES]

> This is a crucial mission, take the most experienced magician in the tribe
> One, should be enough for one major display of magic, or several minor ones (that is the maximum the tribe can spare)

Trade 1 Resource and 1 food for 2 magic. Gift them the rare herb(healing).

Dam anon really didn't pay one magic to protect the DEMON FEY CHILD. RIP Wifey.
Replies: >>6264237 >>6264652
Anonymous ID: OBLhLVOs
6/24/2025, 2:28:36 AM No.6264237
>>6264227
>>6264055
>You can spend 1 TOTEM MAGIC or PRAY TO THE FAIRIES to save the mother's life if she was going to die. You can decide that after rolling. The fairies will ask something in exchange later...

Oh, I read that as only doing it before rolling.

Spend 2 magic to save them both. And buy 1 more magic with food.
Replies: >>6264652
Anonymous ID: cOPBmSnf
6/24/2025, 9:16:36 PM No.6264652
>>6264227
>>6264237
Reading back that child is probably the demons and wifey might be cheating.

> Convince the mages to do a ritual to propitiate Phlegna and receive power from the underworld [+1 TOTEM MAGIC, Phlegna might demand some sacrifice]
> Rebuild it at a reasonable pace [-1 RESOURCES, but will have to continue building next year for another -1 RESOURCES]

> This is a crucial mission, take the most experienced magician in the tribe
> One, should be enough for one major display of magic, or several minor ones (that is the maximum the tribe can spare)

Trade 1 Resource and 1 food for 2 magic. Gift them the rare herb(healing).

I'll switch back to this need the magic power to help fight the demon.
Anonymous ID: tIUVR6HO
6/28/2025, 3:38:23 AM No.6266524
Rolled 3 (1d10)

You convince the mages to do a ritual to propitiate Phlegna.

"Chief Sid, the times are so dire we must reach out to the goddesses of the underworld?"

They say "Well, if you are sure, then we can do it. But it is kinda disgusting."

The people respect you less for appealing to underworld deities!

-1 LOYALTY

They have everyone in the village spit on a plate, and then they brew booze with it.

They then offer you the booze.

"An offering worthy of Phlegna!"

> Drink the disgusting booze
> Don't drink the disgusting booze
> Write in

The gem of Velmora lost its purple - it became a big glass bead! One day, it falls on its own and shatters!

We trade some of our hematite and lots of food for some magic!

-1 RESOURCES
-2 FOOD
+3 MAGIC

We spend 2 magic to save the wife and children.

We spend 1 magic on the mission to go sacrifice the calf to Pashu.

You bring the tribe's most experienced magician because it is a crucial mission.

He helps you prepare the ritual. Once you sacrifice it properly, you then collect the meat of the calf and share it amongst the warriors.

You receive in a blurry vision "Burn the bones of the offering to ashes and scatter them on your fields for a blessing!"

Will you do as you received in the vision?
> Yes, do it, it was Pashu
> No, don't do it, it was probably a demon
> Write in


You gift the fey caravan the rare herb and they are very pleased!

You name your daughter Haggrend.

You are now 29 years old.

STATS

REPUTATION 9/10 (the warriors respect you very much)
FOOD 2/10 (we traded some of our food)
HEALTH 2/10 (the health of the people is improving, but we are running out of medicine)

RESOURCES 1/10 (we have been building the longhouse and traded)
TECHNOLOGY 1/10 (we got a bunch of hematite for tools)
SHELTER 8/10 (you recently lost your longhouse)

LOYALTY 4/10 (the people respect you less for appealing to underworld deities)
TOTEM POWER 2/10 (we traded for some magic)
INFLUENCE 1/10 (other tribes barely concern themselves with our affairs)

Warriors (11) 120-240 (the number in parenthesis is you clan warriors, the rest is extended tribe)
Training 3/10 (determines combat effectiveness)
Fortifications 8/10 (determines quality of your fortifications)

Population: around 5.4k

Also determine what you will attempt to improve next year (specify how), you may choose up to two (if you choose only one your chances at improving are greater). Roll 1d10 with each choice, higher is better.
> REPUTATION
> FOOD
> HEALTH
> RESOURCES
> TECHNOLOGY
> SHELTER
> LOYALTY
> TOTEM POWER
> INFLUENCE
> Write in

Rolling to see which one will DEGRADE!

1 REPUTATION
2 FOOD
3 HEALTH
4 RESOURCES
5 TECHNOLOGY
6 SHELTER
7 LOYALTY
8 TOTEM POWER
9 INFLUENCE
10 RANDOM EVENT

Relics:
BULL AMULET (charging)
STRANGE SILVER COINS (very few)