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File: forestclearing.jpg (251 KB, 1024x768)
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Walking alone, you come to stop in the middle of a forest clearing. Sunlight streams down from between the leaves above you. Leashing your herd to a nearby log and heaving your chest of belongings to the ground, you stop and peer into the land beyond the treeline. Having trekked on foot for the better part of a week from town, you've at last found somewhere suitable.

>Greener forest. Timber, bees, wildlife, and farmland too, if you're willing to put your axe to some use. (Ireland, France, or Germany? Pick.)

>Grasslands, the trees don't continue for quite a few miles. The space is wide open, and perfect for almost all varieties of farming and livestock. (England, Russia, or Poland? Pick.)

>Open crag nestled in the mountains. The hermit's life, just what you were looking for. Time to think, learn, and escape from the bustling realm around you. Maybe there are some minerals hidden away if you should decide to get industrious anyways?
(Norway, Austria, or Scotland? Pick.)

>A small piece of coastline. Sandy beach, and open sea ready for fishing or more ambitious enterprise. (Greece, Italy, Spain, or Sweden. Pick)

>The land is unfamiliar. It takes you a few moments to articulate what you see. (Fantasy world / Write-in)
>>
>>1746469
>>Greener forest.
Deutschland über alles.
>>
>>1746469
>>Greener forest.

SELL HONEY. MAKE MONEY.
>>
File: centraleurope.jpg (193 KB, 1200x940)
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>German forest

You find yourself within another forest, this one greener, with more life all around you. Bees and other insects buzz all around you in this much more mellow atmosphere, and you even catch a glimpse of a deer grazing in the distance. You're not here to hunt yet, however.

Once again settling down your belongings and tying up your herd, you scope out a small clearing to build your cabin, and an area adjacent where you'll construct your temporary dwelling.

You're a burly man, and were able to carry everything all this way, so you estimate it shouldn't take you more than a day or so to get your dwelling going, and no more than a week tops to build up a respectable one-room cabin. There is ample wood all around you, but if you desire sturdier or less accessible materials such as stone, bricks, or thatch, you may have to venture out a bit.

Letting the herd graze and finding some suitable branches, you begin to plant makeshift frame for the small mud hut that you will live in the next few days, and think back to the home you left.

>From a wandering tribe, you were born with an independent spirit and had just decided you would settle down somewhere. Mostly alone and in the woods, your 'town' was wherever you all stayed for more than a few weeks.

>Lured by the nearby Romans in Augusta Vindelicorum, you've decided there's a niche to be filled as an economic medium between the fledgling Roman settlements, and the tribes back in Germania. Maybe you just want to be more 'civilized,' or perhaps just want to get closer to the action.

>With a grant from your Lord, you are allowed to settle this land. With enough ambition, maybe your little plot could eventually grow into a thriving Free City within the Holy Roman Empire.

>The Italian city-states have kick-started an age of commerce and wealth. You've struck out on your own to bring this wealth to your part of the greater German region.

>Factories, and industrialization have hit almost all cities in Germany. It might be hard to compete with the new German economic efficiency in the cities, but you've nonetheless decided you want to live on your own.
>>
>>1746703
>The Italian city-states have kick-started an age of commerce and wealth. You've struck out on your own to bring this wealth to your part of the greater German region.
>>
>>1746703
Wait OP I'm reading
>>
>>1746703
>From a wandering tribe
We going to start from the past. Near the Rhine river
>>
>>1746703
>From a wandering tribe, you were born with an independent spirit and had just decided you would settle down somewhere. Mostly alone and in the woods, your 'town' was wherever you all stayed for more than a few weeks.
>>
I'll wait until the top of the hour on the off chance there are a few lurkers who would throw their lot in, then start writing.
>>
>Roman times

More action possible
>>
>>1746789
If I knew you were doing a quest, I would have picked fantasy world.

But as a tribe starting early, we have more of a impact of the future. Hell if we get all the redheads we can. We can make Germany have more redheads in the future.
>>
>>1746793
It's not a civ quest, you're one guy. You can have kids and potentially take their place later.
>>
>>1746795
That's the point. We're one guy, but our actions can change the whole future. I like the idea of being our kids once we are kill.

Also did you ever do quests before this? Since I remember a Baltic tribe one.
>>
>>1746800
I did one before and it got off to a good start but i tried to kms so that put an end to it
>>
>>1746703
From a wandering tribe, you were born with an independent spirit and had just decided you would settle down somewhere. Mostly alone and in the woods, your 'town' was wherever you all stayed for more than a few weeks.
>>
>>1746803
>I tried to kms so that put an end to it
Seems like a common problem with OPs these days. NEET quest, went off to a great start with us being a NEET but wanted to do change. We sold our shit, and was heading to Montana then, OP say he was killing himself and that was the end of the quest.
>>
>>1746806
that was me. i ended up in a ward for two days, i'd rather nor discuss it now though hehelol. writing now.
>>
>>1746809
Kek. Well seems like it's a small world. I was the anon that made the first post of learning German.
>>
File: Itsastart.jpg (598 KB, 1600x1033)
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>From a wandering tribe

Originally from the far northeastern corner of Germania, your lot had made its way west to the Rhine, where you had made your departure. With your tribe's blessing, you had departed for greener pastures, to be fruitful and perhaps father your own people. Right now, however, aside from your

>1

"herd" of only two runtish goats, you are alone.

Lost in thought, the days work goes by quickly. You stand back and look at your new dwelling for the next few days, to keep the elements and beasts out. Perhaps once you've established your home, you may move your livestock in, pitiful as they may be. For now, they graze as the sun sets, and you are left contemplating your next move for the following week.

Building the first room of your home sounds like the most logical step, but if all goes well you may have time for some other actions.

>Explore
>Hunt
>Till land for
>Beets
>Wheat
>Write-in
>>
>>1746814
>>Explore
Let's get the laid of the land, to know if their is a water source nearly. A river or a steam, maybe the Rhine river is near us.
>>
Whoops, and I forgot, best of three 1d20's
>>
Rolled 20 (1d20)

>>1746817
No d100?
>>
File: 1422141635590.jpg (107 KB, 501x443)
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>>1746819
>20
>>
>>1746819
Yes
>>1746814
>Explore
>>
>>1746814
>>Explore
>>
Rolled 10 (1d20)

>>1746817
>>
File: Cabin.jpg (156 KB, 690x920)
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>Explore, 20

Working vigorously, the first room of your cabin only takes you the lesser part of three days. Tree stumps litter the newly created field around you, and you have yet an ample supply of logs left over for any other woodworking or construction endeavors you may find yourself up to.

>Completed Cabin
>Gained 6 logs!

You'd stacked them neatly against your new home, then set out to explore the land around you. A quick walk to your west, lo, and behold, the Rhine river. You're settled right on a bend, and actually see an island settled in the center of the water.

A bit to the south, and the forest becomes almost swarmed with bees. There may be bears or wolves lurking about.

Back where you came from in the east, you take a different trail and come across bushes full of dark blue berries. They taste great, and you make sure to carefully cut a few bundles for planting. You could perhaps even come back later, uproot an entire bush or two, and move it. Skip the whole growing process, and maybe it would work?

>Gained three blueberry branches

Going back to the river, you followed it north. The sound of horns and marching was audible, and you decided to turn back. Best not to make yourself known to whoever dwells in these parts without further thought.

Coming back home, the two little goats had moved into your old place, and you swear you heard them getting it on in the middle of the night.

A productive week.

Right now, your home is a great start, but rather barren. Spend the week:

>Building furniture
>Explore up the river, interact with the tribe.
>Try and get those berry bushes moved here
>Try and harness the bees
>Hunt
>Till the land for
>a. beets
>b. wheat
>Build the next part of your home.
>Look for a wife
>Explore across the river
>Fish
>Write-in, anything goes
>>
Rolled 11 (1d20)

>>1746829
>Move one blue berry bush. And use the rest to plant them near our land.
Don't take long so
>Till land for beets
Last
>Fish
>>
Rolled 17 (1d20)

>>1746829
>Try and harness the bees
>>
Rolled 12 (1d20)

>>1746833
Support
>>
Rolled 3 (1d20)

>>1746833
Sure

>>1746834
Honey would be great, but don't feed us through the winter. Once we have a farm set up
>>
>>1746829
>>Building furniture
make us a bed

gn op
>>
File: fish.jpg (47 KB, 531x360)
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>Bush, beets, fish, 17

Successfully finding your way back to the bushes, you spend awhile uprooting one, and snipping off the healthier looking branches of some others. Making your way back home, you quickly plop it into a hole you had made for it, filling in the soil around its roots. It looks like it won't die, luckily.

You plant the rest of your branches around this one bush, totaling five in all. It'll take a long time for them to grow, but hopefully the pay-off shall be worth it. You can always go back and collect more bushes, anyways. As you recall, there are three or four left in that clearing, some better looking than the others.

There is not much of a point in a homestead without crops, so you get set on planting some of the seeds from the beets you had brought with you. It takes awhile, but is worth it when you look at your field. They will take ten weeks to reach maturity. Hunting, fishing, gathering, and your current stock will have to sustain you until then.

Finally, you spend the last two days of the week fishing. Wading into the shallows of the Rhine, you had perched, for hours, spear-ready, waiting for fish to swim by your feet.

>Gained four fish. 13lbs total.

Another productive week.

Food: You are only maintaining yourself right now. 15lbs is eaten a week, distributed evenly among your stock in the most efficient manner possible unless you specify otherwise. Fish and meat must be preserved to last more than a few days.

Your assets:
>15lbs fish
>20lbs dried meat, fruit, vegetables
>6 logs
>The tools and means to carry about most survivalist tasks.

Fields:
>Blueberry bush, ripe and ready to harvest.
>5 Blueberry bushes growing, five years til maturity.
>Field of beets, 10 weeks til maturity.


Actions:

>Building furniture
>Build a fire for smoking meat and fish
>Explore up the river, interact with the tribe.
>Move the rest of the bushes
>Try and harness the bees
>Hunt
>Till the land for
>a. wheat
>Build the next part of your home.
>Look for a wife
>Explore across the river
>Fish
>Write-in, anything goes
>>
Rolled 16 (1d20)

>>1746845
>Building furniture
>Build a fire for smoking meat and fish
>Move the rest of the bushes
>>
Rolled 11 (1d20)

>>1746845
>Build a fire for smoking meat and fish
>>
>>1746845
How many actions are we allowed? Or it's just more actions more time passes?
Also how old are we?
>>
Rolled 19 (1d20)

>>1746845
>Move the rest of the bushes
>>
>>1746846
Supporting
>>
>>1746848
Each turn is one week, but you may specify to take a fortnight, month, or season for certain actions in the future, depending on how macro or micro y'all want to play things out.

You may take as many actions as you would like, but their success and effectiveness is to be determined by your roll, and the amount of other actions. If you spent the entire week fishing, you would have wound up with potentially fifty or sixty pounds of fish instead of fifteen, for example.

You're in your late twenties.This is before modern medicine, but that shouldn't matter as long as you don't get bitten by a bear or something hehelol
>>
>>1746851
We're going to stay away from that honey, and combat if we want to live to our 60s
>>
File: campfire.jpg (23 KB, 480x360)
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>Furniture, fire, bushes

First thing's first, which is to get a fire started for smoking your fish, and any other meat you acquire later. Starting the fire takes barely any time at all, but fashioning a sturdy setup you won't have to reset every day takes about most of a day.

>Gained Smoking Fire

It will take years for the bushes to mature, so the earlier you move them the better. Getting all of them takes about a day and a half of steady, hard work, marching back and forth between your site and the now empty place they once resided.

>Three more mature blueberry bushes planted

Finally, you get set on furnishing your home. Taking the rest of the week, you construct a bedframe, a table, two chairs, a sturdier door, and a bench outside by the fire. Finding material soft yet sturdy enough for your bed was nigh impossible. You'll need animal hides or cloth to make it much better than sleeping on the floor.

>Gained furniture

Your assets:
>15lbs fish
>20lbs dried meat, fruit, vegetables
>6 logs
>The tools and means to carry about most survivalist tasks.

Fields:
>Blueberry bush, ripe and ready to harvest.
>5 Blueberry bushes growing, five years til maturity.
>Field of beets, 10 weeks til maturity.

Your assets:
>15lbs fish
>20lbs dried meat, fruit, vegetables
>6 logs
>The tools and means to carry about most survivalist tasks.

Fields:
>Four blueberry bushes, ripe and ready to harvest.
>5 Blueberry bushes growing, 5 years til maturity.
>Field of beets, 9 weeks til maturity.


Actions:

>Explore up the river, interact with the tribe.
>Move the rest of the bushes
>Try and harness the bees
>Hunt
>Till the land for
>a. wheat
>Build the next part of your home.
>Look for a wife
>Explore across the river
>Fish
>Write-in, anything goes


Will be back tomorrow, thanks for playing so far lads.
>>
Rolled 3 (1d20)

>>1746857
I had fun. Just make sure you timefame when your going to be on, and the timezone, since our morning and nights are different.

>>1746857
>Till the land for Wheat
>Hunt Deer
>Move the rest of the bushes
>Make Soft Bedding from Deer Skin
Is all the bushes gone? Or not?
>>
Rolled 7 (1d20)

>>1746857
>Hunr
>>
Rolled 16 (1d20)

>>1746857
>Build Home
>>
>>1746862
Changing vote

Supporting this
>>1746860

>>1746857
GN OP
>>
>>1746857
I'd like to find some dogs for hunting and self defence. They'd be a great warning system if the neighboring tribe tried to crack open our skull while we sleep to steal our shit.
>>
>>1746868
No dogs will be in the area only wolves. Maybe the tribe was dogs. With the tribe we should give them a gift of deer meat as a sign of well being.

Deer weights like 200 lb easy so giving some as a gift will be okay. We need lots of food for the winter.
>>
>>1746809
>NeetM
Well fuck man, glad you're still with us. Thanks for running another game. This one is looking like it's going to shape up to be pretty great too
>>1746860
Supporting this. We should get our bases covered agriculturally, and make sure we've got enough smoked meat to last us. Expanding and improving our home next turn should also be a good idea. Hopefully we can eventually develop a bit of a cellar for better storage
>>
>>1746860
>>1746857
Supporting
>>
>>1746857
>>Hunt
An island on the Rhine... We actually might be pretty close to where I live IRL.
>>
File: deer.jpg (378 KB, 1224x792)
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I will be updating periodically across the day, and have made a pastebin with relevant information to keep everything a bit more clutter-free.
https://pastebin.com/cENh1vRR

>16. Plant wheat, hunt, make bedding, build.

>Wheat 16 - 4 = 12

Farming will be a necessity in order to save yourself time from hunting and fishing. As such, you begin tilling the land next to your beet field, this time for wheat. It's not a simple to grow as beets, and you find that measuring the distance between seeds, and accounting for all the factors of growth you know of takes up more time than perhaps it should. The work is hard, but as the third day passes, you are able to stand back and admire your handiwork.

>Gained 10 Farming & Wheat XP

>16 - 4 = 12. Build.

You get the idea of digging a bit of a cellar within the cool earth to keep your perishables from expiring before you can smoke them. You will be hunting soon anyways, and your almost fish-only diet the past week was quite uncomfortable. Digging next to your cabin until you reach the tough, compact ground a few feet under, you saw some of your logs into planks and construct a simple cellar door that should keep most noisy animals out.

>Gained Cellar, 20 Construction and Carpentry XP
>Lost six logs.


>16 - 4 = 12. Hunt Deer

Finally, you grab your bow and arrows, and set out into the forest to secure your immediate hunger needs. Just one deer could keep you satiated for weeks. Making your way out to the center of the forest about a mile away, you sit and wait in a tree. The sun goes down, you fall asleep, and are awoken by the rustling of some leaves just barely any distance from your perch. A doe and her fawn now graze quietly.

>Shoot the doe
>Shoot the fawn
>Write-in

1d20
>>
Rolled 8 (1d20)

>>1748360
>>
>>1748360
>>>Shoot the doe
If we can bag the doe, the fawn will follow us, so we can raise it.
>>
Rolled 6 (1d20)

>>1748360
Shoot the doe
>>
>>1748360
>Shoot the doe

Only if the Faun looks older than 4-5 months. As before then it needs milk and thus will die without it's mother.

It's better if so, to kill the Faun and spare the mother. Since that maintains the population.


>>1748375
Unlikely but we should limit our effect on the environment where possible and beneficial.
>>
>>1748385
No fawn baby raising :(
>>
>>1748385
1d20 fampai
>>
Rolled 4 (1d20)

>>1748360
Doe
>>
Rolled 3 (1d20)

>>1748360
>Shoot the fawn
Babies are yummier.
>>
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>Shoot the Doe, 8 - 4 = 4

Distracted by the thought of how cute that baby deer is and how you'd just LOVE to raise it, you accidentally let loose your bowstring too early, and the arrow falls short. Whoops.

>Gained 5 Archery and Ranged XP

The doe is panicked, and sprints away followed close behind by her fawn.

Maybe you can catch up with them?

>Chase
>Give up the hunt

Roll 1d20

**Hunts differentiate from fishing and farming substantially in how they function**
>>
Rolled 5 (1d20)

>>1748417
>>Chase
>>
Rolled 18 (1d20)

>>1748417
>Chase
Humans can out last a deer or any animal.
>>
Rolled 10 (1d20)

>>1748417
>>Chase
>>
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>18 - 4 = 14. Chase

Leaping down from your tree, you sprint after the deer, determined not to let them get away. After a minute of running, you can hear them again, and seconds later they're visible, having bursted into an open clearing. You have another chance to make a shot, it might be your last.

1D20
>>
Rolled 16 (1d20)

>>1748448
Gotta catch them all
>>
Rolled 5 (1d20)

>>1748448
Nat 20
>>
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>16 - 4 = 12 SHOOT!!

With a sick nasty tactical roll, you draw back your bowstring with your full bodyweight, and the arrow flies across the field, nailing the doe in her hind leg. She's limping, frantically trying to escape, the fawn pacing around not knowing whether to run or stay with his mother.

>Gained 14 Archery & Ranged XP

They go into the treeline, but you're able to follow the heavy footprints and pants of the doe. Eventually, you reach her, collapsed on the ground, moaning, her fawn looking up fearfully at you.

You're quite a ways from your home, but you could probably carry them both back in two long trips, assuming a predator doesn't feast from one in your absence.

>Kill the fawn and doe
>Just the doe
>Write-in
>>
Rolled 8 (1d20)

>>1748448
>>
>>1748486
>>Just the doe
Led the Fawn with us using some rope.
>>
>>1748497
Agreed
>>
>>1748486
>Kill the fawn and doe
I wanna raise the fawn, and thus avoid bullying, but as smart as we seem to be, domesticating a deer seems pretty time-consuming, especially after murdering it's mother in front of it. They're stupid as shit, and this one's gonna have some serious trauma, assuming it's even old enough to give it greens

Better to put the thing out of its misery and make good use of it than to have it suffer
>>
>>1748572
Killing it right now causes us two long trips in which wolves can come to eat one of them. Killing the Doe and bringing the Fawn back home alive. Is only one trip. And when we're home we can kill her or not
>>
>>1748606
Sheeeit, hadn't thought of that. you's is smart, anon.
>>1748497
supporting this now
>>
Rolled 15 (1d20)

>>1748606
Yeah this.
>>
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>Lead the fawn, kill the doe

Fastening some rope around the fearful fawn's neck, you leash him to a tree as you gut his mother. By the time you're done, a neat pile of internal organs and bloody guts are beside you, and you're left with a 200lb carcass to drag home.

It's extremely awkward both physically and mentally to both lead the fawn and drag the 200lb corpse of his mother the mile and a half you've traveled, but eventually you make it back home with a bit of daylight left.

You again tie the poor fawn to a tree, and bring him some water in a bucket from the river, which he only laps down once you turn your back.

Having moved the deer's carcass into your cellar, you drag in the table from your house and begin the process of butchering it, piling fresh cuts on top of each other. When you're done, you have

>145lbs venison
>Live fawn

You also are unsure if you were followed during your trip. You discovered bear tracks on your way back to the fawn.

Actions for the week:

>Smoke the meat
>Decide what to do with the fawn
>Find a wife
>Clear more trees
>Make contact with the tribe up the river
>Go fishing
>Build something?
>a. target range
>b. another room
>c. more furniture
>d. improve the cellar
>e. improve the smoke fire
>write-in
>>
>>1748661
>Decide what to do with the fawn
>Smoke the meat
>Make contact with the tribe up the river
>>
>>1748661
>he
Yeah we don't need a Male Fawn. If it was female it would have been a different story,

How much does it eat, Since I want to trade it with the Tribe.
>Decide what to do with the fawn
>Make contact with the tribe up the river
Bring the Fawn with us as a gift.
>Smoke the meat


>>1748688
I say we should give the Fawn to the Tribe, as we're friend and they don't kill us at night.
>>
>>1748695
Why would they want a Faun? Also it took us awhile to move it a mile and a half, god help us moving it to the tribe anytime soon.
>>
>>1748714
I don't want a male Faun. It can be a good gift to the tribe, to not kill us on sight. It was hard since we needed to drag that 200 lb deer.

With that 145 lbs of Venison we can last for like 10 weeks just on the meat.
>>
>>1748661
>smoke the meat
>kill the fawn
>make contact with tribe, bring smoked meat as a gift
>see if we can't at least keep the hide from spoiling
Little guy isn't good for much, and he's really gonna be a hassle to do much of anything other than eat.

Hey QM, how oogabooga are we? Our tools are stone, right?
>>
>>1748733
Why would our tribe kill us on sight?
>>
>>1748743
You're not that oogabooga. At this time, Rome is a small city-state, and you're a part of the early germanic migration. Celts are still populous all over central Europe, and they had metal tools, to give you an idea.
>>
>>1748760
When you say metal: iron, copper or bronze?

The three represent very different levels of metal working and industry in general.
>>
>>1748760
Nice, so we can get up to some shit if we play our cards right. Then yeah, we definitely gotta make nice with this tribe
>>1748767
almost certainly copper or bronze if Rome is a city state still. some of the celts had some fairly advanced shit, but iirc the germanics mostly used copper for a long time, since they weren't great at mining
>>
>>1748758
It's not our tribe. We're from Northen Eastern Germany. We're lots of miles away from our tribe. One one near us is a different tribe.

>>1748760
We're just the average Germanic guy? Blonde Hair blue eyes? I agree with this look. Or even Green eyes.
>>
>>1748777
I know but the fact is what they represent is more important than the tools themselves. The different levels of civilisation required for each is immense.
>>
>>1748777
Mainly this.
>>1748767
Ironworking does exist, but is at this time concentrated in the middle-east and Mediterranean regions. Some celts probably have it, but bronze is still the biggest deal around.
>>
>>1748787
Aye your right, my mistake but I must question why they'd kill us on sight.
>>
>>1748791
Who knows, we can trade with Rome in the future or other people to get better tools.
>>
>>1748798
Just have a gift ready to meet this new tribe. So we can be friends. We have little shit to be raided, so just show a sign of goodwill.
>>
Rolled 5 (1d20)

>>1748661
>Smoke the meat
>Make contact with tribe, bring Fawn as a gift
>Keep hide from rotting we need it for bedding
>>
>>1748791
We should probably make an effort to set up a rudimentary bronze/copper working area, just so we can maintain our tools, and maybe make more if necessary. Shouldn't take more than a good sized little fire pit, a flat rock, and maybe a hammer if we've got one. We can find a stone with enough of a grain to keep our shit sharp, and copper is easy enough to just pound back into shape.

If we've got bronze (assuming we can even distinguish it as anything other than "metal"), then we can theoretically get really good at making tools. Forged bronze is way better than cast, and can get as strong as low-carbon steels
>>
>>1748787
You're strong enough to have set off on your own, meaning you're of an above average build and stature - 5'11, which is very considerably tall for this time period. The average male height in Scandinavia a thousand years later was only barely over 5'8, for reference.

You are from a Germanic tribe, although we have not defined which one yet. They all looked rather different, so you can decide which one later, and how that affects your appearance. You are definitely fair-featured though.


I'll start writing in a bit, doing a few things.
>>
Rolled 18 (1d20)

>>1748819
Here a roll
>>
Rolled 11 (1d20)

>>1748819
fug, forgot the rolls. here's another to make 3
>>
>>1748827
>>1748816
>>1748822
>>1748798
We still got that 18 roll. So the tribe don't kill us on sight. A plus in my book

Also if we look for a wife, we can look for the tallest, smartest one and most good looking one, To make our child better.

Since OP said we will take the place of our kids if we are kill. So let's make them better Characters over time.
>>
>>1748817
If we have copper tools, we just need a decent campfire and a mold and we can repair them. Just melt the broken head and fill the mold or heat them up and shape the head of the weapon back to what it should be.

Bronze, although generally better as a tool material, is far harder to repair once damaged. However it will take longer to break and will work on harder materials far easier.


>>1748841
Multi-generational self-selected eugenics? I'm in.
>>
>>1748841
I see where you're going with the good genes bit, but don't forget that this is /old/ days, so there's every chance that malnutrition or some shit will make it harder to get our kid to be better.

I'm still hoping that the QM will let us slip some low magic shit into the setting. Maybe that way we can make sure we get up to some cool shit eventually
>>1748851
I think the bronze investment will definitely be worth it. The difficulty is relative, seeing as copper is basically just marginally more difficult to work than stiff wax, so I figure just being able to reliably pour and then beat bronze into shape shouldn't be terribly hard. Besides, we've got years to learn.
On the off chance we figure out iron tho, easily the best option. that'll just need a decent furnace and a proper anvil though, so we almost certainly won't be able to get to that from iron ore by ourselves.
>>
>>1748871
>I see where you're going with the good genes bit, but don't forget that this is /old/ days, so there's every chance that malnutrition or some shit will make it harder to get our kid to be better.

Spends some time building up our farm first
>>
>>1748871
We're sort of exempt from the malnutrition thing barring complete disaster though, aren't we? We manage our own food, and have nobody we need to pay taxes to. Kind of like how modern day nobility is pretty tall.
>>
>>1748891
It's winter we have to worry about. It's easy to feed one person but add 2 people and your eating 3 times the food.
We need lots of storage for our food.
>>
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>>1748891
>barring complete disaster
>hehelol
You seem too ready to forget how much the average QM loves suffering, anon. We should certainly strive for the things we're talking about, but please don't tempt fate like that. It's got a terribly dark sense of humor
>>
>>1748816
This
>>
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>18. Smoke meat, ???? fawn, bring gifts to and make contact with the tribe up the Rhine.

Contemplating for a moment why you bothered bringing the fawn back alive, you try and think of some ways to make use of it. You can't really breed deer - too wild, and there are far more efficient animals out there anyways. As a pet, too wiley, and without much use. As a gift? You see little use in the fawn yourself, and would be perplexed if someone gave one to you.

With a sigh, you finish preparing the deer carcass and get the fire ready for smoking. It will likely take days to prepare everything, but luckily it's a task you are barely required to be present for.

>Meat will automatically be smoked at a rate of 120lbs per week. Upgrade smoke fire to boost productivity.
>Gained 120lbs Smoked Venison!

You wrap up the leftovers, and deign it might be time to make contact with the tribe you heard up the river. Perhaps you even speak the same language?

But first, the fawn. His mum is roasting over a fire for a week, so it might be best to just let him sit tied up for awhile, the poor thing. Luckily, he does not cost a tangible amount to maintain.

Making your way back up the river, you again hear the sound of horns and marching. Peering through the brush, smoke becomes visible above the treeline, and you're able to make out the raised stockade of what appears to be a small hamlet. Through the grunts and growls you hear, the residents seem to be performing military drills.

You cautiously approach the gates, gift in hand , and are acknowledged by the man on watch.

Stepping down for a few moments, the sound of drilling pauses a minute, then continues as the gates open and an old man steps out. The animal hides draped across him, long beard and air of authority seem to designate him as either the spiritual or political leader of the tribe.

>Diplomacy roll 18 - 4 = 14

"Greetings,"
parting the cloth on the meat you carry
"I have brought your people a gift, a gesture of goodwill. Fresh from a hunt just recently."

The man continues to look at you, as you continue

"I have built a home for myself some miles away, and heard your drills. I was unsure if you held suzerainty over this land."

With a smile, the man waves for one of his guards to take your gift, and chatters in a melodic language you can't understand. The guard runs back into the hamlet, and comes back out with a package of his own.

Handing it over to you,
>You gain a well-made bronze sword.

Their own gesture of friendliness and goodwill, and a testament to the military nature of their tribe.

Bidding them farewell, you make your way back to your home, and plan your actions for the next week.

>Butcher the fawn
>Find a wife
>Clear more trees
>Make contact with the tribe again
>a. Learn their language
>b. participate in drills
>c. Look for a cutiepie
>d. write-in
>Hunt
>Fish
>Build something
>a. target range
>b. add on to your house
>c. more furniture
>d. improve the cellar.
>e. improve the smoker
>>
>>1749095
You also have the hide of the deer, which you can either trim and use as bedding or clothes, or try to tan it into leather for other similar products.
>>
Rolled 19 (1d20)

>>1749095
>Well-made bronze sword
Oh yes.

>Clear more trees
>Build Something
>Improve Celler
>Make bedding with Hide

We should fed the Fawn to fatten it up before killing it
>>
Rolled 15 (1d20)

>>1749095
well fuck, that's good fortune. Seems we can't understand them, but they seem to like us well enough.
>>1749141
supporting this

We should probably try and learn the language soon enough, seeing as they can probably murder us with extreme ease
>>
Rolled 14 (1d20)

>>1749141
Supporting
>>
>>1749095
>Clear more trees
>Clear more trees

>Make contact with the tribe again
>a. Learn their language

>Build something
>c. more furniture


The more trees we clear now, the sooner we can plant more fields and the sooner we have a stable supply of food.
>>
>>1749198
We also need to make sure of the hide before it rots and improve the celler for the meats.

I agree we need more farm land. Next week

>>1749095
Smoke the last of our meat
>>
>>1749243
True, I guess I can support your plan. Shifting from >>1749198 to >>1749141.
>>
>19. Clear trees, improve cellar, make bedding with hide.

Turning your attention back to your homestead, you decide it's about time you get a good nights' sleep. You trim the deer hide into something manageable and tie it to your bedframe, creating a sort of makeshift cot.

>Gained an actual bed!
>Gained 5 Fur and Crafting XP

You could fluff it up later with something more substantive, but it certainly does well enough for now.

19-4 = 15

As you hunt more, and collect your coming harvest, you will need a larger storage space, especially in preparation for the winter, which looms ever closer. Shovel in hand, you spend three whole days doing nothing but digging, and carve out a whole room about a fourth of the volume of your house above, with a separate smaller compartment for any game or meat you acquire. You also tear off the flimsy cellar door you had built a few weeks ago, and replace it with a much more proper seal which can keep out most types of vermin.

>Cellar upgraded!
>Gained 40 Construction and Carpentry XP!

In the future, you could add shelves, storage containers, or expand the walls even further for additional room.
>For the sake of not adding more variables, storage capacity will also be measured in pounds, rather than volume.
>Cellar capacity is currently 110/2000

Lastly, you set out to clearing some more farmland for future endeavors. You're out of seeds at the moment, but that should be fixed in a little over a month once your first harvest is due, or perhaps you can barter with the tribe up north. Regardless, clearing a whole new space for farmland takes you the rest of the week, and you are left with the logs from eleven trees to show for it.

>Gained 11 logs
>Gained 6 Axe, Melee XP

Possible actions:

>Butcher the fawn
>Clear more trees
>Make contact with the tribe again
>a. Learn their language
>b. participate in drills
>c. Look for a cutiepie
>d. write-in
>Hunt
>Fish
>Build something
>a. target range
>b. add on to your house
>c. more furniture
>d. improve the cellar.
>e. improve the smoker
>Try to irrigate your fields
>Write-in


I think that will have to be it for tonight lads, thanks for playing. I will be back tomorrow at a similar time
>>
>>1749281
Pastebin will be updated some time before then. Will add attributes and a few other features.
>>
Rolled 8 (1d20)

>>1749281
Night OP it's been fun.

>Make contact with Tribe again
A Learn Language
>Try to irrigate the fields
>>
Rolled 10 (1d20)

>>1749281
>learn the language
>try to irrigate the fields
>hunt
Sleep tight Opee, it's been great
>>
Rolled 2 (1d20)

>>1749315
Support
>>
>>1749281
>Clear more trees
>Clear more trees

>Make contact with the tribe again
>a. Learn their language

>Try to irrigate your fields
>>
>>1749281
Clear more trees and
Make contact to learn their language
>>
Rolled 13 (1d20)

>>1749286
Nat 20
>>
Rolled 15 (1d20)

Rolling for good fortune.
>>
>>1749281
>Scout for bear
>Try to learn tribes language
>Get tribes help in killing said bear
>>
>>1750614
He been hinting we get killed by the bear. Also highest roll is 10 - 4 due to skills. So we're going to get mauled. In IRL you needed a group of guys armed with spears and bows to take down a bear. They are faster than us, and can climb trees

>>1749315
This
>>
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Dudes, what we do with the fawn is to use it as a bait.
There is or atleast was bear around earlier.
We will build an trap for it and use fawn as a bait.

I'd suggest digging an trap pit with sharp stakes at bottom and fences that lead the bear or other animals into it.

>>1749281
>Scout for bear
>Try to learn tribes language
>>
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>15. Learn the tribe's language

>Learn language. 15 - 4 = 11

Your visit with the foreign, strange-tongued tribe still sits in the back of your mind as you go about your daily duties. From where did they come from? How many others are there like them? Why are they so focused on military drills? What can they teach you?

They can teach you their language, of course - That is the key to all your other questions.

Just before the sun comes up, you begin your march towards the sound of yelling and horns. After a pause, the men at the gates recognize you, and this time one of them greets you rather than the leader of the tribe.

You throw your arms around, pointing at and labeling the trees, the ground, the sky and the sun. Looking at him expectantly, he seems to get the gist of what you're seeking.

Following the guards into the town, the sense of other people reaches you for the first time in weeks. Men working or drilling, the women going about their daily duties, and children running around doing whatever it is children do. It's intriguing.

You're led into and left in a small domicile built into the earth below it, where you wait for a period of time before a guard returns and introduces you to a short, hairy man with plenty of energy in his eyes.

Waving the guard away, he points to himself excitedly.

"I, Arthur."
and with a finger raised at you:

>Name
>>
>>1750939
https://pastebin.com/edit/cENh1vRR

Big updates to game functions in pastebin
>>
>>1750939
Vargthor
>>
>>1750942
pastebin always require logins now?
>>
>>1750949
I'm not sure, I've only just started really using it for this quest.
Reposted it as a guest for the time being, will resolve at the end of today's sessions.

https://pastebin.com/hxRanarL
>>
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>>1750952
Ty
Like the highest roller rules and the skill xp.
>>
>>1750939
Knut
>>
>>1750939
Gerfried

I can't find a single germanic-ish name that sounds good and isn't a meme like Siegfried
>>1750942
Really liking the system you've laid out here. Is it all homebrew? Pretty impressive, regardless.
>>
>>1750944
Rolling for the name
>>
Rolled 17 (1d20)

>>1750972
well...
>>
>>1750939
Heinrich
>>
>>1750971
Here's one per latin letter I pulled off a list:

Arnulf, Bertram, Conrad, Dierck, Emerich, Friedger, Grimwald, Hartmut, Ingmar, Jendrik, Kurt, Laurin, Meinolf, Norbert, Odo, Poldi, Roland, Siegbald, Thibault, Ulrik, Volbrecht, Willfried, Youenn, Ziga.
>>
>>1750944
Vargthor. Are we Germanic or Scandinavian? We are tall and blond so we might just be Nordic right?
>>
>>1751085
Why not halfandhalf?
>>
>>1751088
Outsider and a halfbreed. I like it. Op, will the name be chosen by roll or majority? I think a majority makes sense.

I like Vargthor a whole lot.
>>
Vargthor is alright, just sounds kinda clunky. I don't think we're getting away from that though, so it'll work
>>1751042
Only one that personally appeals to me is Ulrik
>>
>>1750952
Go with Vargthor
>>
>>1751099
>>1751088
>How about something mixed
Names should represent it too. And having a German first name and a Viking last name would be pretty cool. Though Viking first name is badass.

Ulrik Björnsson,
Roland Thorson,
Magnus Björn Thorsson,
Hrut Thorgrim,
Sieghard Magnusson,
Sigbjorn Rangvaldsson,
Svafar Skalgiesson,
Karl Hroskellsson,

Or something along the lines.
>>
>>1751139
>Roland Thorson,
I like this one
>Karl Hroskellsson,
I like the first name
>>
>>1751139
I feel like Ulrik Bjornsson works pretty well from a purely aesthetic perspective

Ulrik just sounds kinda nice and sturdy without being too "unwiedly" for lack of a better term, and Bjornsson works well enough for signifying our multikulti heritage, and bjorn is just a funny sounding name, so it keeps things from sounding too pre-conceived

Were proper vikings a thing around this time, or was it still proto-vikings?
>>
>>1751142
I like Karl a lot too.

>>1751145
Karl Bjornsson? Or Karl Thorsson? I like Ulrik too but Karl feels more stoic to me.
>>
OP we're not getting anywhere here. Maybe just take your personal favorites out of what we've got
>>
>>1751173
This. Though I think op is busy right now and intentionally had an open ended question for us to fill the time as he is doing whatever.
>>
>>1751177
That sneaky devil!
>>
>>1751177
>>1751173
>>1751181
How about this we pick the first name, anons. We can pick the last name later one.

The favorities are
Karl
Ulrik
Vargthor
>>
>>1751186
Karl
>>
>>1751186
Here is my vote
Karl
>>
>>1751186
Karl works, we'll go with that
>>
>>1751186
Karl!
>>
>>1751186
I like Ulrik, I guess.
>>
Talking about names, isn't Arthur a bit of an interesting name huh? It gets me thinking about if there is magic. Like the ones in old folk lores and what not. Like Beowulf. Or is the story entirely set in the true past and no magic what so ever.
>>
>>1751238
Beowulf, I read that in Highschool years ago. Told in Old English near Denmark, talks about a guy through his life. He slain a dragon and got a horde. He also went under water and fought.

One pregnant female runt goat. One year old. 16 weeks until birth.

Food:
106lbs smoked venison
19lbs dried meat, fruit and vegetables.

Also we have lots of meat.

Worn copper Shovel. Extremely slow
Worn copper Hoe. Extremely slow
Worn Copper Pickaxe. Extremely slow
Dull Copper knives. Extremely slow
And we need to get some bronze from the Tribe. Since we're so slow.

Old Oak Shortbow. -2 to rolls.

And a new bow as well if people want to hunt Bear.
We will last 6 weeks enough for the Beets. And we should pick the blueberries, before they go bad.
>>
>>1751238
We made the mistake of not clearly selecting the fantasy world, but we might be able to get some less intrusive low-magic type stuff if we persuade the QM. Just gotta finf a way to work it into actual history
>>
>>1751299
>>1751238
I came in too late to choose Fantasy world. Maybe it can be set in real life Earth, just make a Harry Potter type magic place.

Or OP can just change the setting since we only know the local area. I'm alright with the switch since I like magic, and magic beings that come with it. Elves, Dwarves, Centaurs and other things.
>>
>>1751299
>>1751306
I mean magic's not real but back then a lot of people believed it was and came up with folk stories where there was magic. A setting based off of the folk stories and have the magic in the setting like it was thought to have been. Nothing too invasive like Harry Potter magic but like shamanistic magic from Celtic, Roman, and Nordic mythology.
>>
>>1751306
Magic races would be neat, but not mandatory. I just want a little more spice than history as we know it, seeing as this could potentially be a nice long story if we aren't retarded. I'd be cool with as little as magic and gods and whatnot being real, but hard to get at
>>
>>1751358
We are near the Rhine. Shit's supposed to be crawling with fairies n shit.
>>
>>1751358
I would like that, get help from the gods, themselves. Small things. I would like magic races, but we don't have too.

>>1751360
>seeing as this could potentially be a nice long story if we aren't retarded.
The story will keep on coming as long as we have kids. Just keep away bears and wolves.

>>1751366
You are the German anon right? You should have tons of lore about the Rhine. I know their is a song about the Rhine.
>>
>>1751375
>>1751366
I'm hoping for a more Vikings, the tv show, style of representation and usage of folk lore. If we do get help from the gods it should be subtle, like how it was represented in the "real" myths.
>>
>>1751425
Rome right now is a city state. So we're like 1,000 years from Viking being a thing. So I think the myths can work.
>>
Op, it's been a few hours now. I'm getting worried. We picked "Karl" as our name.
>>
pls live OP
>>
>>1751752
He's probably at work. He said he'll update around the same time and he updated pretty late last night, then he'll update later tonight. Sorry about making people worry for nothing.

Anyways. Since we have the first name we can probably do last name too since we have the time to vote on it if you guys want. I'm thinking something with Thor or Bjorn in it. Maybe other names like Odinsson or Lokisson. I also like the name of Magnus.

I really hope OP isn't want this to be a short quest because we can run this for a very long time if we do it right.
>>
>>1751903
>Leveling up allows you to spec one point into an attribute. Every ODD level, you may ROLL to acquire a new
genetic trait OR add a perk to your character which will NOT be inherited. Levels are increased by the total amount of XP across all minor (x/10) skills.


Yeah if we just go for genetic trait each time, we can have our kids base power level increase.
>>
I'm here lads, just my sleep schedule is all messed up from my stay. thought I could stay awake and get some done at that point. writing now.
>>
>>1752681
We are here to stay OP
>>
>>1751238
I'll put it an opportunity later to decide if magic does exist due to demand. If it does, however, very, very few people will be capable of using it, and it will contain the most difficult skills to train.
>>
>>1752699
That's exacrly what I wanted, desu. Sounds perfect. And no worries about the schedule, long as we know you're coming back. You're too good at this stuff to lose
>>
>>1752699
>>1752681
I'm erect.
>>
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"I, Karl," you respond concisely.
Arthur smiles and holds out his hand:
"Dia dhuit, Karl!"

"Againn!!" exclaims Karl "Gaaaaiiill," he enunciates, broadly gesturing at the working people through a window.

"Ah, okay. I... Saxon!"
Holding up two fingers and gesturing at yourself, you exclaim "Againn, Saxons," to let him know you understood the word.

You are run through the meaning of most simple words with Arthur - grammar, and such pretty things can come in later. Writing is a skill most do not possess, that you do not even in your native tongue. It can be held off for far later.

By the end of the day, you and Arthur have gotten on great, and their language is no longer so completely alien to you.

>Gained 3/650 fluency in Gallic!
>At 125, you can understand, 300 you can speak, 475 you can read, 600 you can write, and at 650, you can teach, and teach well.

In exchange for some work, you are sure you would be able to stay with these friendly Gauls and receive lessons full-time, every day, checking up on your homestead perhaps occasionally. Maybe you could even learn other skills, or participate in their drills.

>Live among the Gauls. Fastest to fluency. Total immersion.

Alternatively, you can try to find a way to pay or convince Arthur to come teach you at your place, for the same effectiveness minus the stay - but you are currently without money or valuable goods.

>Try to convince Arthur to come with you.
roll 1d20

Lastly, you can trek the four or so miles each day for some lessons. Walking will take up much of your time each day, and the learning speed is the slowest, but you will be able to work on your homestead as you learn. Your proficiency will increase a slight amount automatically each week.

>Lessons
>>
Rolled 14 (1d20)

>>1752925
This seems like a big decision.

>Try to convince Arthur to come with you.
roll 1d20
How about giving his family a Fawn for a good?

If the rolls are horrible.
>Live among the Gauls. Fastest to fluency. Total immersion.
I said we should be friendly to the nearly tribe, so come winter we have a people we can trade food with.
>>
Rolled 6 (1d20)

>>1752925
>Lessons
We just don't have the infrastructure to leave our shit behind right now. Besides, I don't think arthur would just drop whatever he's doing like that for no real gain
>>
Rolled 2 (1d20)

>>1752969
supporting
>>
>>1752969
>>1752990
Let's hope my roll, will be good enough to get some lessons.
>>
>>1752699
I mean.. I don't think we should know how to practice magic, or at least this character, but more like there is magical things out there. Like fairies, werewolves(or bears), maybe dragons, and that sort of stuff. Not like "I cast fire ball and it does 8 damage!" But more like "A villager's daughter is missing some of the shamans of the circle believe she was taken by the fae king." Most of it is folk tales and fake stories ("Magic") but some have real magic in it.

>>1752925
I like the Gauls and it would definitely be safer to join their village but we know nothing about their enemies, as they are a militaristic tribe, and if we can stay neutral it might be best in the long run.

>Lessons

Mainly because I like the idea of us becoming a neutral party out in the forest. An outsider. We should also ask to train with Arthur as we try to learn his language. Fastest way to bond with someone is to do something we both like together.

At home we should look into a stronger storage system since we will be away from our home most of the time.
>>
>>1753001
I wouldn't mind staying with the gauls if we already had our shit together. My concern is that if we stayed with them starting now, we'd basically end up a Gaul and not a homesteading saxon

Which, in fairness, wouldn't be terrible. It's just not what I want
>>
>>1753051
>saxon
We should stay a Saxon. Don't lose our culture to the tribe next to us.

If anything once we get a wife, most likely a Gaul, we're going to teach her how to speak in our language
>>
>>1752999
Yeah that roll.. maybe that sick set of trips would do something too.

>>1753051
Like I'm saying they're an unknown right now and I really like the idea of being an outsider too.

>>1753059
We're not too far from our home. If we are so inclined to we could trek back north and find a tribe with suitable women. But if we go the gaulic wife route we should try to find one that reminds us of our Saxon tribe.
>>
>14 - 4. Convince Arthur, - failure means lessons.

As you go your own ways, Arthur makes a series of gestures, and leads you to a small domicile in the far corner of the hamlet's walls.

"Stay. Teach? Work?" You are able to make out. You've simply too much back at home to work on to make a commitment to live here permanently.

Counter-offering: "Leave. You. Teach." Arthur sighs, and shakes his head negative. It would seem he has too much to do here on his own.

Suddenly Arthur lights up. "Here. Day. Home. Night. Teach," he declares, proud of his idea.

Lessons are a decent middleground. You make plans to show up once a day, and after you get across the concept of what "tomorrow" is to each other, the tomorrows of today, tomorrow, the day after tomorrow, and the day after the day after tomorrow. This would all be, of course, weekly, and you had to count out seven tomorrows to get your point across.

It works well with Arthur, and you are off back to your homestead.

>Gained Gaulish lessons! +7 proficiency weekly, takes some time.

When you arrive, you are greeted by the calm serenity of your home, until you notice the fawn's missing. You had completely forgotten about the little thing. Running around for a few minutes, you eventually come across a trail of blood, and its mangled head dropped unceremoniously behind a tree stump.

When you return, your two goats are baaa'ing nervously, and you are just able to make out the hulk of a MASSIVE bear stomping southwards, out of vision into the forest.

>Grab your sword and bow, follow it.
>Reinforce your goat hut
>Reinforce your cellar
>Reinforce your house.
>Run back to the Gauls
>Write-in

Actions:
>Irrigate your fields
>Gauls
>a. Look for a cutie
>b. Trade
>c. Seek out more lessons in other subjects
>d. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade smoker
>e. Upgrade cellar
>Harvest blueberries
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Write-in
>>
>>1753094
>Reinforce the goat hut.
>Set Traps for the Bear, dabs of honey we can collect, meat shanks and the like. Hopefully with something ahuman would notice, but not a bear.

Build.
Upgrade Smoker.
Upgrade Cellar.
Practice Dummies.

Of course also do lessons as well.
>>
>>1753125
seconded
>>
>>1753094
Well shit, the bear is threatening and I doubt this is one of the ones that fears humans, especially a single human.

>Reinforce your house.

>Irrigate your fields
>Clear trees
>Clear trees
>d. Upgrade smoker


I'd advise we begin considering creating a perimeter wall of some sort. We can't beat the bear in a fight but if we can make it think we are too much of a bother to eat, it'll leave us alone for the most part. A simple wall of logs on a mound with a trench on the outside would prevent it gaining access easily. Especially if we were to layer it with some spikes or something to make it painful to climb for it.

At the very least it would help secure our home from any other sorts of attackers as well.
>>
Rolled 7 (1d20)

>>1753094
>Reinforce your house
>Reinforce the goat hut
>>1753125
The traps are probably a good idea, long as we're careful
>>
Rolled 12 (1d20)

>>1753094
>>Run back to the Gauls
We can't take down a bear on our own, we need the help of the Gauls.
>>Reinforce your goat hut
>>Set Traps for the Bear, dabs of honey we can collect, meat shanks and the like. Hopefully with something ahuman would notice, but not a bear.

>>1753125
Upgrading things like buildings like your saying take lot more time than a week.
>>
>>1753135
>>1753125
Supporting building the wall and making traps. Bears are usually alone in their endeavors meaning this one should be too.

>build dummies
We don't need to. We have Gauls and we should ask to train melee and archery with Arthur.

Other than that I support.
>>
>>1753135
I support the perimeter wall.
>>
>>1753140
Yeah but think about how awesome a bear pelt would look on our tall muscular literal chad of a saxon. Bet we would get all the Gaulish cuties if we return with a bear pelt mantled on our shoulders and its head as a hood.

Either way we shouldn't run to the Gauls since we shouldn't try to ask them for every problem we face.
>>
Rolled 6 (1d20)

>>
>>1753159
Very true on all points however we could certainly convince them that such a bear would be a danger to them as well as us. They can move fast and eat a large amount of food so it most likely could intrude into their lands.

Plus, bear meat ain't that bad apparently and I imagine there are some pagan religions that would use it for religious shit. Maybe we can get lucky with their beliefs...
>>
>>1753159
True, our highest roll is 12, so yeah.

>>1753135
>>1753125
Supporting, but no to Dummies
>>
>>1753149
This set of choices
>>
>>1753159
This, desu. I'm afraid if we ask the Gauls for help with this, they'd see us as more of a freeloader than anything.

By all means, we should warn them, but don't ask for help killing it. Besides, it's a good point about killing it
>>1753169
If we managed to pull that off on our own (unlikely), they'd give us massive respect, being such a martial culture
>>
>>1753182
Let's just make a pitfall with spears so the bear fall on top of.
>>
>>1753182
>If we managed to pull that off on our own (unlikely), they'd give us massive respect, being such a martial culture
Well there is nothing to say we can't cheat.


If we were to poison the bear, we could leave it significantly weaker before catching it in a trap (deadfall? Log roll? Pitch and flame? spike pit?) to weaken it further.

Then we just finish the fucked up thing off and skin it.
>>
>>1753169
No, I doubt it. Bears are singular creatures, they wouldn't venture miles away from its hunting grounds and I'd thing the Gauls wouldn't want to trek miles to kill a bear for a literal who from a different tribe. We are on our own the way I see it.

>>1753191
Poison would be useful dealing with the bear as well as trade.
>>
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>12 -4 Trap.

Bears simply will not do. You set to work immediately, and begin the work of a trap large and sturdy enough to stop this giganto-bear.

Digging takes you hours each day, your tomorrowly lessons with Arthur a welcome distraction from your soreness. Eventually, a pit just shy of the depth of your cellar is dug some ways away from your from your home, to ensure you don't accidentally fall in as you fulfill your other duties.

Setting to work over the next day, you sharpen stakes from the logs you've amassed, setting you back.
>3 logs

You dig holes into your big old bear hole, and plant the stakes in, facing upright. You put a few jutting upwards from the walls, for good measure, in case the bear is able to try and climb out.

Waiting a few hours for the soil to settle and hold them in place, you begin the process of gathering small stones, and dropping them in the trap to secure the stakes in place even further to be able to handle the bear's likely massive weight.

Finally, you set out into the woods and gather thin, breakable branches. Perhaps they could support the weight of foxes, or even a wolf cub, but a bear would be an impossibility. Weaving a cover for your trap, you place it over your pit, then cover the whole thing with leaves.

Going into your cellar, you bring out a hefty chunk

>-10lbs smoked venison

of your smoked venison. Hopefully the bear will still be attracted to preserved meat.

Finally, for good measure, to ensure you don't accidentally kill a Gaul, you put up a sign and draw a crude image of a bear and skull.
"Stay away!" is the obvious message.

All of this work unfortunately took you the entire week, sans your lessons.

>+7 Gaulish proficiency!


Actions:
>Irrigate your fields
>Gauls
>a. Look for a cutie
>b. Trade
>c. Seek out more lessons in other subjects
>d. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade smoker
>e. Upgrade cellar
>Harvest blueberries
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Write-in
>>
>>1753195
>Bears are singular creatures, they wouldn't venture miles away from its hunting grounds
We don't know how large it's hunting grounds are, where it nests and how rich with animals the region is.

>Poison would be useful dealing with the bear as well as trade.
True but people rarely trust the poison master. Better to trade in "medicines" and give very precise warnings about what to not do if you want the person to live. Totally just for safety.
>>
Rolled 18 (1d20)

>>1753205
>>Irrigate your fields
>>Clear trees
Make the clearing bigger, allowing us to plant more food.
>>
>>1753205
>Clear trees
>d. Upgrade smoker
>e. Upgrade cellar
>Harvest blueberries


I'd advise against doing much work away from our home until the Bear is dead in the pit.
>>
>Forgot
>You gained 100 Traps XP!
>Traps leveled to 2.
>>
>>1753214
Hmmm, the Blueberries are near or at our fields. And we have 8 logs to work with.

How about you add irrigate the fields and I'll can support it
>>
>>1753222
I can agree to that. So the final turn comes out to:

>Clear trees
>>Irrigate your fields
>d. Upgrade smoker
>e. Upgrade cellar
>Harvest blueberries
>>
>>1753210
This On a roll with those rolls man.

>>1753205
>Ask arthur if he can train us in melee and archery.

We should get better with weaponry if the bear isn't dead and just gets pissed off at our attempt at traps.
>>
Rolled 16 (1d20)

>>1753224
This
>>
>>1753233
Bears survive being shot with bullets and shit all the time for hours after the fact at least, so chances are we ain't going to take it down easily with our wee bronze short sword and a fairly shitty bow.
>>
>>1753233
If the bear is pissed off by our traps, we hide inside our house until it's gone
>>
>>1753240
We still need to know how to defend our homestead. Bears are one thing, men are another.

>>1753247
I want that pelt.
>>
>>1753252
We're going to get that pelt, just wait for it to be kill from blood loss, if he try to kill us after falling in the trap.
>>
>>1753252
Assuming that someone ran into our house and for some reason decided to attack us, we are a physically impressive specimen armed with a good sword.

Unless they are a genuinely good fighter or something, we odd to be fine.


Plus we should focus on getting our home set up entirely and then we can focus on training.
>>
>>1753258
We already have the language lessons. It would make sense to incorporate what both of us enjoy into the lessons. He seems to be a great fighter and we can learn from that. I'm not saying we should add time over at the Gauls, only that we incorporate more. I mean use the resource while we have it.
>>
>>1753272
Fair enough. We can see what happens.
>>
>>1753224
If it wasn't clear I support this.

>>1753272
>>1753294
Also one more roll guys
>>
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>18. Clear trees, irrigate fields, upgrade smoker, harvest blueberries. Ask Arthur about weapons training

>18 - 4 = 14 Clear trees

Now that that's all settled with, you get back to your typical work, and begin clearing the trees surrounding you to make way for more farmland. Your first harvest is due in just about a month, after all. You work efficiently and tirelessly, steadily felling and processing trees for two or three hours each day.

>Gained 13 logs
>Cleared two spaces
>Gained 13 Axe, 13 Melee XP

>18. Irrigate fields.

You figure your crops could use some basic levels of irrigation. Bountiful and quicker harvests await. It's a large project, and you still have other things you wish to accomplish in the week, so digging irrigation canals all the way from the river to your humble abode is a project you do indeed perform well at, but only complete half of.

>Irrigation 1/2 complete.

>Upgrade Smoker.
You imagine you'll have quite the feast on your hands, assuming your bear trap goes according to plan. Not wanting to let any of the meat go to waste, you work and ensure the project is done before the week is over. By the end, your firepit is much wider with a better covering to keep in more smoke, and you have a variety of spits and other instruments for all your meaty needs.

>Smoker upgraded! Level 2. 195lbs smoked a week.
>Further upgrades will require stone or brick.
>Lost 2 logs.
>Gained 30 Construction and 30 Carpentry XP.
>Construction leveled up! 120/400 XP

>Harvest Blueberries

Lastly, you harvest your blueberries. Barely takes any time at all, and when you're done you have about 20 pounds of the stuff overall. You could sell them, or combine them with honey to make jam that should fetch a decent price.
>Gained 20lbs Blueberries!
>12 months til next harvest.
>Gained 20 Bush and Orchardry XP

>Ask Arthur about training

As a contingency plan for the big ol' bear, you'd like to learn how to defend yourself. Arthur, as it turns out, is not a warrior. He enjoys learning, telling jokes, teaching, and eating. The tribe would surely trust you enough to allow you to drill with them now, however.

>Gained 7 Gallic XP

You caught a glimpse of the bear while you were working. It did not seem to be attracted to your trap, and instead was skulking around the vicinity of your goat hut. Perhaps it needs fresher meat?

Actions:
>Irrigate your fields 1/2 complete
>Gauls
>a. Look for a cutie
>b. Trade
>c. Seek out more lessons in other subjects
>d. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade cellar
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Make bricks
>Quarry stone
>Write-in
>>
Rolled 6 (1d20)

>>1753307
>>Irrigate your fields 1/2 complete
>>Upgrade Goat Hut
>>Make a wall
>>
>>1753307
>Hunt
>Irrigate your fields 1/2 complete
>Quarry stone
>Make bricks

>Write-in
Take both the goats with us on our next trip to the Gauls and ask them to keep them safe for now. Explain about the bear and the trap.


Plan is simple, hunt some fresh bloody meat to attract the bear. Finish irrigating the fields and get a few bricks to build a nice chimney into our house or something.
>>
Rolled 17 (1d20)

>>1753317
Luck ran out. Rolling for this.
>>
>>1753328
Good roll.

>>1753327
Seems like something we can do when we go to learn from the Gauls
>>
Rolled 19 (1d20)

>>1753317
Supporting
>>
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>17. Irrigation, upgrade goat hut, wall

For the next week, you immediately set to work finishing off your irrigation canals. It gets slightly more complicated than the rather broad and large streams you had dug to reach your homestead. You weave narrower flows of water around your fields, and make sure it's all well set up to receive any new additions you may add in the future.

>Level 1 Irrigation completed!
>All crop harvests are magnified 10% from the base level, and reach maturity one week faster.

>Upgrade Goat Hut 17 - 3 = 14.

You set to work reinforcing your goat's residence - the bear seemed to have it in mind for them. Stripping away the dried and cracked mud from months ago, are about halfway through reinforcing the thing with planks before you notice a glowing pair of eyes watching you from the woods.

The ursine behemoth moves forward heavily, his gait rising from a prowl to a plod, as he gains momentum, eyes firmly transfixed on you.

Snarling, he barrels into a charge.

>Run like shit, anywhere, heck
>Run into your house
>Run into the goat pen
>Run over your bear trap
>Run into a tree
>Grab your sword and be an hero
>>
>>1753317
sounds good.
>>1753327
While I like the sound of making bricks and a stone quarry. We should get a few more basics. Also we should look into trade. training and then finding a wife. Once the bear is done we will have way to much meat we should trade it, so it doesn't go to waste.
And a wall would be great. For animals and we don't know whats out there. But once we do get a wife preferably after winter. Since we should have enough time to learn to communicate and trade and done a few drills so her father knows we can defend her and keep her safe.
>>
>>1753360
>Run over your bear trap
>>
d20's, please.
>>
Rolled 4 (1d20)

>>1753369
>Run to our house
Is the house come to the goat pen?
And how far is the trap?
>>
Rolled 6 (1d20)

>>1753369
>>
Rolled 20 (1d20)

>>1753360
He's not looking at us but he's looking at the goats. Grab one and run over to the trap Quickly!
>>
Rolled 19 (1d20)

>>1753369
House
>>
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>>1753376
>>1753379
Holy shit.
>>
File deleted.
>>1753376
>20
Supporting
>>
>>1753376
Based
>>
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>>1753373
>>
>>1753376
noice
>>
Rolled 20 (1d20)

>>1753360
>Run over your bear trap
>>
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>20. Grab your goat and run over the trap.

"RUN." Shit. In a panic, you grab your goat, the male one because he was yelling the most.

Shaking him around like the baby you never had, you sprint around back and forth your goat shed, avoiding the angry bear, goat kicking at your chest and face screeching in his little animal yelps.

The bear RUNS through the goat shed, completely stepping over the lady-goat, charging after you in a rage.

Thinking fast, you bolt over to the bear trap you had set up, the bear hot on your trail, your nimble human dexterity serving you better than the bear's ferocious charge. As the beast is about to reach you, you leap over your trap, throwing the little goat in the air as you roll onto the other side.

Turning back, just in time, the bear growls and snatches the little thing from the air, before plummeting through your traps cover to a likely certain demise.

The goat's tiny moans are drowned out by the bear's bloodcurdling screams as it is impaled by spikes, every move pinching and pushing at his hide, until it finally breaks and the blood begins to flow.

Panting heavily, you run and grab your bow from beside your home, drawing an arrow before you even return, and letting loose as many as you can towards the bear's head until the noise finally stops, and it and your goats mangled carcass finally stop moving.

Wew, lad.

>Gained 50 ranged and Archery XP
>Gained 50 Dodging XP

You've slain a seven hundred and fifty pound bear.

>Go show the Gauls what a big boy you are
>Set to dragging the thing out of the trap immediately.
>>
>>1753416
>Go show the Gauls what a big boy you are
We need their help to drag this thing out anyways
>>
>>1753416
>You've slain a seven hundred and fifty pound bear.
We can't drag that thing out of there.

>Go show the Gauls what a big boy you are
Do something that animals don't come to eat the bear or goat bodies while we are away.

>>1753415
Another 20
>>
>>1753416
>Go show the Gauls what a big boy you are
LIke >>1753419
said, we can't get the fucker out of there on our own, let alone safely. Let's offer to make it into a feast
>>
>>1753416
just noticed the fucking pic, quality kek was had

you're the best, opie
>>
>>1753422
Feast means the entire bear is brought to them. The tribe will be very impressed, and like you even more than they already do, but you'll be personally without the four-hundred or so pounds of meat you could get from this thing.
>>
>>1753416
Kek that pic
>>
>>1753415
The dice demands we win.

>>1753416
750lbs is quite a lot of bear. We need some help getting that bad momma jomba out of there.

>Go get the Gauls.

>>1753420
This.

Oh fuck. That pic.
>>
>>1753422
>>1753420
>>1753419
We're new. While they may respect us we don't know how they're faring food wise. it may make them jealous or proud don't know.
But we're
>>1753393
55 feet from our house.
we carried 200 pounds for 1.5 miles. you don't think we can gut and cut apart the 700 pound basically already home?
>>1753416
>>Set to dragging the thing out of the trap immediately.

may take the full day but we cut it up in pieces and dragging it out shouldn't be an issue. We can use it to trade and gain useful items. likely replacing all of our worn out bronze tools.
>>
>>1753430
Screw it, let's do that. Long as we can keep the pelt, I doubt we'll really need the meat, and it's an infinitely better way to gain reputation with them than by any other means.

If anything, this probably just ups our odds of being able to get more shit from them eventually
>>
>>1753430
+1 feast
we have food, networking is more important imo
>>
>>1753439
>>1753437
Maybe we can have a feast and trade with them to get bronze tools, since we only have copper tools
>>
>>1753430
Well this being said. I guess a feast is in order.

Networking. And we can make a comfy as fuck as bed. as well and reinforce our home for the winter that is coming with the pelt.
>>
>>1753442
fuk yeah., bearskin cloak and blanket
>>
>>1753444
We're not going to be cold this winter
>>
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>20. Bring a feast to the Gauls

Dumbfounded by what just happened, you catch your breath and think about how the hell you're going to move this thing out of the trap. You're bloody too tired to cut and dismember the thing, piece by piece. That would make for a rather disjointed hide, anyways. Winter's coming, and you need a bearskin cloak draped across your heroic figure would both keep you warm and impress the Gaulish cuties.

Why impress just the cuties when you can impress them all? Dusk is just beginning to set, and you run over as fast you can to the now-familiar stockades of the Gauls hamlet.

In excitement, with a few garbled exclamations of "Food, come, help!!"
"COME!!"

The young guard you had come to know as Aerick grabs a few of his pals, and you all make a brisk walk back to your homestead, you recounting the tale in the best Gaulish you can

"Bear! Fight. WIN." Laughing at your apparent hysteria, you eventually come into vision of your homestead, where you trot over to the spike pit and point at the hulking demon you slayed.

"LOOK. I BIG MAN."

Laughing, they nod in agreement, and you signal them to help you drag the thing out of the spike pit. With the combined strength of five men, you all collectively deadlift the bear out, and lay it on the ground next to you, it's massive brawn flopping to the side.

"Gift." you say, smiling, beckoning everyone back in the direction of the Gauls' hamlet.

Making your way back over, you are greeted this time again by the leader of the tribe, who had wondered where his guards went.

Seeing your lot carrying along the huge bear, his concerned expression turns into one of delight.

"Welcome back! Feasta!" He declares.

>+10 relations with Gauls. +20 total.
>+3 to Renown. 3 total.

Bringing the beast inside the village, the tribal leader assembles the town, and delivers a quick speech about the feast you have brought them. The villagers, whom now that you notice the majority seem rather emaciated, one by one come up and thank you, their gratitude genuine and evident.

A few hours later, the bear is a nice roasting thing over a huge fire in the center of town, as the tribesmen return from their work in the fields and drills to begin the revelry.

You cut a slice of meat for yourself, and

>Introduce yourself to that CUTE redhead over there
>Speak with Arthur
>Speak with the Tribal leader
>Speak with Aerick
>Greet everyone again (Improve relations overall even more>)
>>
>>1753416
Get Gauls we will definitly need the help to haul this great beastie, tho throw something over its corpse too so we can not get scavangers on it?
>>
>>1753495
>>Introduce yourself to that CUTE redhead over there
We should look for a wife, she can help with our land and crops.
>>
>>1753495
> introduce ourselves again
Redhead is REALLY tempting, but I've never met one that wasn't crazy.

Honestly a bit of a tossup, but definitely court her once we improve/expand our house some
>>
>>1753495
>Greet everyone again (Improve relations overall even more>)
more relations=more ladyfriends
>>
>>1753495
Infinite Gaulish cuties inbound.

Greet with everyone. Red head might make for a nice wife if she fits the bill of being a shield maiden of a lady.
>>
>>1753495
>Introduce yourself to that CUTE redhead over there
>>
>>1753495
>>Greet everyone again (Improve relations overall even more>)
We want trade. And the girl will come it won't be an issue. we should wait a while when we can understand a bit more.
she will tend to all the harvesting and skinning. when we build and hunt.
>>
>emaciated
Seems taking a wife won't be to difficult. We have shown we can provide. And the village doesn't seem to be doing great. We can trade food for other items once we have a surplus.
>>
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>Meet everyone again.

Thinking long-term and politically, you go around the tribe, mingling with every group at least once, introducing yourself personally, putting on air of friendly humility and joviality and communicating with body language rather than speaking, most of the time. You make sure to make it clear, however, that their tribe has been unexpectedly good to you, and as such, you are only returning the favor.

>+5 to Gauls relations, +25 total.

As the evening winds down to a close, you spot out a few cuties you deem good for the future. You could always find yourself a nice Germanic wife back from where you came from anyways.

>Redhead. Average height, very attractive face, she gets you going boi. Shy.
>Blond. Bigger, taller - almost your height actually. Plain. She did not have much to say to you when you introduced yourself, surprisingly. Probably some issues.
>Brunette. Slightly shorter, but charismatic, jovial and full of energy. Great personality, everyone seemed to love her.

You again thank everyone for their hospitality, and you are in turn thanked for providing it, before heading back to your homestead, this time without the worry of a giant bear looming overheard.

You still have not yet learned why the tribe is so focused on maintaining their military might, you realize.
Actions:
>Gauls
>a. Girls
>i. Redhead
>ii. Blond
>iii. Brunette
>b. Trade
>i. Buy
>ii. Sell
>c. Arthur
>d. Aerick
>e. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade cellar
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Make bricks
>Quarry stone
>Write-in
>>
>>1753519
Need to make bricks, Quarry stone, upgrade cellar for final tier and then we can work on the farming stuff either with collecting bee hives or not. Afterwards we should definitly hit up that redhead cutie!
>>
Rolled 3 (1d20)

>>1753519
>Make Bricks
>Quarry Stone
>Upgrade Cellar
>Bear Blanket
>Redhead. Average height, very attractive face, she gets you going boi. Shy.
>>
Rolled 2 (1d20)

>>1753519
>Gauls
I think we should wait till we can talk to them and get to know more what skills they bring to the table but if we have to talk to one from now
>>iii. Brunette
>b. Trade
See what they have for sale, and describe what we have in stock for trade.
>Build
>a. Furniture
finish our bed and other small items around the house,for two.
>Make bricks
>Quarry stone
>>
Rolled 3 (1d20)

>>1753519
>QM introducing story elements
>making us choose between the cuties
See Cro, this is why I like you so much. You maintain a nice balance of maymays and pleasant, comfy progression, without ever actually losing the most important aspect of storytelling, the story. I think you've got a really unique style, and I hope you enjoy running these even just half as much as we enjoy playing.

Can't wait to learn that wiedergangers are the reason for the gauls being so staunch in their drilling
>Make bricks
>try to quarry stone
>bear blanket
I dunno about the qts. They all seem pretty viable, but it seems our eugenics meme comes with the cost of a less attractive waifu. What I do know for sure is that we should make our place as sturdy as possible, and make sure that it's got a decent kitchen and bedroom before we decide on any wimminz
>>
Rolled 10 (1d20)

>>1753526
Supporting
>>
>>1753530
>>1753527
>>1753526
Best of three
>3
Well seems like shit is happening
>>
>>1753519
a:
i:Brunette!
redheads are crazy blondes are boring

>make bearskin cloak and bedding
>track where bear came from in case it had cubs
>hunt
>>
>>1753533
Good times had to end eventually, and at least the most immediate threat is out of the way.

not a critfail, but this definitely won't be good
>>
Rolled 12 (1d20)

>>1753534
>>
>>1753519
>>1753534
>Wanting to ruin our chad-teir genes
Man. It's either the redhead or blond or both ;^) no brunette.
>>
>>1753541
Shit wrong link.
>>1753527
>>1753534
>>
>>1753533
luckily we might fuck up with the redhead
>>
>>1753541
I agree, we can't go for short woman.

>>1753544
We still have the Blonde :^)
>>
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>3. Bricks, Stone, Bear cloak

You just don't know which girl. Probably should spruce up your house a bit more anyways. Women are kind of useless, now that you think about it. It's such a trifling thing to deal with them, and wooing one would take up valuable time you need for other pursuits.

Pursuits like making bricks, to make a nicer home, to get a nicer girl. Realizing your thoughts have come full circle, you sigh and set out for the river embankment to gather some clay for bricks.

You forgot your shovel.

>3

Okay, you went back and got it, now you can dig for some clay. It's an extremely awkward procedure using your shovel. As soon as you dig any out, it tatters and floats in the water. The calm, imperceptible waves of the river are a stark contrast to your mood, and it's mocking you.

Swearing, you give up, you should have used your hands anyways. Get some stone instead? Yep, that'll do. You grab your pickaxe, and head inside your cellar, and begin thwacking away at the firm, hard earth until you reach rock.

>3

Banging your sudden frustrations away, you're rewarded with a few crates worth of oddly shaped rocks that you suppose you could possibly use for something. You leave them in the cellar.

>Gained 18 stones.

Maybe some calmer work will do you well?
The bear hide from your recent triumph sits next to your bed, waiting for the calm fingers of its owner to turn it into something impressive and comfortable.

Surely you can't mess this up?

>Roll 1d20

>>1753530
Th-thanks
>>
Rolled 7 (1d20)

>>1753552
ooga booga be rollin
>>
Rolled 15 (1d20)

>>1753552
Nat 20
>>
Rolled 8 (1d20)

>>1753552
lets try this shit.
>>
Rolled 6 (1d20)

>>1753552
>>
>>1753556
>>1753553
>>1753555
>6
>7
>8
>15
I was able to pull it through.
>>
>>1753552
np man. I just hope you stick around

>>1753553
>7
this couldn't ruin the thing, r-right?
>>
>>1753558
I thin it's avg. we got a 10/20 7+8+15 = 30/3 = 10
so we did everything avg. Since we're neither skilled with any of those thing. but know how to do everything. have tools but they're not th best tools so shouldn't be to bad. get more done than last time..
I want to find out what they have for trade.
>>
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>15 - 4 = 11

You sit down with the pelt in hand, and make some initial trims for the shape you desire. Planning out how the head of the bear should be worn like a hood, you carefully make a few incisions here, a few there, and stitch it accordingly.

The hind legs would hang off rather awkwardly, so you carefully cut off that material and set it aside for a later project. Maybe you can make them into boots for when the winter comes.

>Gained two small bear pelts.

You try what is remaining on, and get the idea to hang the bear claws over your shoulders and chest, their own weight and the weight of the bear head over your skull keeping it seated on you firmly. Not yet satisfied, you step outside and grab some thicker twine from your old bag, stitching the claws to the rest of the pelt, creating a much sturdier structure that won't come undone with a jump or sudden movement.

When it's all done, you sit back and admire your work. Not bad.

>Gained Bearskin Cloak
>Gained 60 Crafting XP, 60 Fur XP

An uncomfortable week overall, however, that was rather unbecoming of you.

At least your lessons with Arthur went undisturbed.

>Gain 7 Gaulish XP!

In your latest lesson with him, you happened to learn the names of weapons. Curiously, the topic of the Gauls' military obsession was broached, and Arthur carefully explained to you how the tribe had been at odds with the 'Batavians' to the north for years now.

They had apparently dealt the Gauls a crushing blow, which their population has since never recovered from. They have been harassed ever since, and maintaining their disciplined, yet small military has been the only way they've managed to avoid extinction. Supposedly a shed full of crops was burned just days after the feast you shared.

You save asking why conflict began and any other questions for next time.

Actions:
>Gauls
>a. Girls
>i. Redhead
>ii. Blond
>iii. Brunette
>b. Trade
>i. Buy
>ii. Sell
>c. Arthur
>d. Aerick
>e. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade cellar
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Make bricks
>Quarry stone
>Write-in
>>
Rolled 6 (1d20)

>>1753581
>Hunt
>learn languaget
>practice archery
>>
Rolled 9 (1d20)

>>1753581
>>Learn language
How much food we have?
>>Buy better Bow
>>Hunt
>>
Rolled 16 (1d20)

>>1753581
>d. Upgrade cellar
>Make bricks
>Quarry stone
>>
>>1753581
Well shit. Our barbaric friends aren't doing so hot. Don't know that we could do much besides maybe kinda share what little we have, but it's not like we can feed an entire village.
>>1753588
supporting, to hopefully get more material for our house. next week should be about hunting and maybe seeing what the gauls have in the way of seeds. If we can get another crop going before it gets too cold, we should be able to sit out winter relatively well
>>
Rolled 1 (1d20)

>>1753587
this seems like a good idea.
Also we should Build the target range and upgrade the cellar. Just to get them out of the way.
We will also want some defense sooner rather than later.
>>
>>1753587
You've 50lbs of smoked venison left.
Beet harvest is due next week.
>>
>>1753594
>1
suffering inbound
>>
>>1753598
best out of three. god bless my bad timing. watch us get a nat 20 on the 4th roll next turn..
>>
>>1753602
Wait, do crits not override shit? If not, we're saved
>>
>>1753588
I also don't mind this option. just to break a tie.
>>1753593
Im with you, we should look into trade. seem like we have a bit of food over what we need. We should look to trade some for seeds and just newer tools. Should improve our rolls even if by +1 some thing is something.
We have meat beats and blue berries and such.
What do you guys think we should focus on?
I say we get better with bow.
Building archery range/target dummies
its something we can practice on our off time.
Buy a better bow when ever we trade next.

Also hunting before it turns into winter should be a good idea.
1. The guals really need food. So trade will be leaning in our favor since they need it.
2. We can store some for our selves.

>>1753606
no idea. Lets see, next post.
>>
>>1753608
>>1753606
Right now we have terrible Copper tools, so getting bronze tools from the tribe will be useful. Also our bow gives us a -2 to hunting. So we need a new one as well.

>>1753608
We have 20 lb of berries, that someone would trade for a bow.
Also we need lots of food come winter. During winter we can only hunt small game, until we go into caves and piss off sleeping bears.
>>
>>1753609
I am all for changing out all of our tools our knife and our bow. trading that in along with some other items.
Food must be a huge priority for them right now. They lost a shed full of crops. which was likely going to feed them in the winter.

We have beets to harvest and we should fish and hunt. half of our food, the ones spoiling first can be used to trade.

that is all I am saying and they really need it so we would be helping them by offering food to trade.
We also need to Reinforce our bed and house for the winter.
>>1753595
how much longer to winter far as we can guess.
>>
>>1753616
At least we have deer bedding and bear cloak to keep us warm.
We also need to stock up on firewood. Some things we can do during the winter, is just stay indoors, and make wood things, or just craft things. Winter limits us what we want to do, since going outside is a deathtrap for us.

If there is a tie I don't mind this >>1753588
>>
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>16. Make Bricks, Quarry Stone, Upgrade cellar, Hunt

You set out to get those bricks and stone you had tried to last week. You remember your shovel, and this time find much shallower areas of the lake where you are able to extract the clay at a reasonable pace.

Carrying loads back to your home, you end up with a few hundred pounds of the stuff after a the cumulative work of a few days.

>Gained 500lbs Clay.

You realize you have no kiln to fire the clay into bricks. Working late into the evening, you pile and layer a portion of the clay itself in coils to form the shape of a kiln, and dig out a space beneath it for a fire. It takes awhile to dry and harden.

>Lose 200lbs of clay
>Gained Level 1 Pottery / Brick Kiln. Can fire 300lbs of bricks a week.

>Stone. 16.

Variety is the spice of life, and as such you grab your pickaxe, and head out to the hills, finding an open patch of stone. Toiling for hours each day, you are rewarded in the end with a good-sized portion of brick-sized rocks that would do you well for any future endeavors. Carrying them all back to your homestead does take you quite a long time, however.

>Gained 500 stones.

On your return home, you set to work upgrading your cellar. Digging out the rest of the hard earth above the bedrock, you fashion some of your logs into floorboards and pack them in tightly against each other on the rocky floor you had smoothed out. They're a bit shifty when you walk around, but it serves as a sturdier ground for any cabinets or shelves you may stack on top of each other down here. You can always get more nails to nail them down later, anyways.

>Gained 10 Construction, Carpentry XP
>Lose 5 logs

Additionally, you expand the area you kept specifically for meat, layering some of the stones you just acquired inside to create a larger, cooler, subterranean interior container that should keep your goods even better preserved.

>Gained 20 Construction, Carpentry XP

>Smoked meat now lasts three months instead of two.

The rest of the cellar, you pick away at and carve out numerous other compartments in the walls for other goods you may acquire.

>Storage capacity increased to 3000lbs
>Gained 50 Carpentry, Construction XP

Lastly, you push in a few stones on the outline of the cellar door, as you had noticed the little scratches of rat feet wearing away at the wood. That should keep them out.

>Only very determined, crafty rodents can get in now.
>Lose 15 stones
>Gain 15 Construction, 15 Carpentry XP
>Cellar upgraded to Level 3!
>Future cellar upgrades will always require either stone or bricks.


With the last two days of the week, you set out on a hunt.

What game are you chasing?
>Deer
>Boars
>Rabbits
>Birds
>Bears
>Wolves
>Combination / Write-in

How will you hunt?
>Make traps
>Bow and Arrow
>Both

1d20

>>1753616
It's the middle of October, currently. Seasons and their effects will be implemented tomorrow
>>
Rolled 3 (1d20)

>>1753622
>Both
Traps for small things, foxes, rabbits.

What game are you chasing?
>Deer
>Really anything that we can find
>>
Rolled 11 (1d20)

>>1753625
sounds good.
>>
Rolled 19 (1d20)

>>1753622
>>1753625
This, we can't really be picky here.
>>
>>1753628
Thank you anon
>>
>>1753630
I'm just glad we hopefully won't starve this season. Dunno how long winters in central(?) europe last in this time, but it can't be easy

As bonus, all this and doing comfortably when the poor gauls are hungry should make us look pretty cool to any qts when spring comes
>>
>>1753633
I just worry we might get you know robbed or something along those lines by people wanting to eat.
>>
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>19 - 4 = 15

You set out in the afternoon, bow in hand. Once you're a mile or so out, you set set up a few small pitfall traps, using nearby sticks, stones, and with twine from your pack.

Venturing out another mile, you set up even more, totaling nine traps overall, which will hopefully net you some rabbits, or even a fox if you're lucky.

The sun is finally setting, and you like last time take position in a tree overlooking a clearing, waiting for the sign of game.

>15

As you are about to doze off, you're awoken by the distinct howl of a wolf. Rubbing your eyes, you see a deer, panicked, fleeing a small pack of three.

Drawing your bow, you watch silently, as the lead wolf latches onto the deer's hind leg, and pulls it to the ground as the others begin ripping at it.

>Wait for them to finish
>Scare them off.
>Shoot at them from the tree. You have six arrows.

1d20
>>
Rolled 5 (1d20)

>>1753639
>>1753633
So we can only smoke like 200 lb a week, so how about if we get lots of game. We should trade some of it to the tribe.

>>Shoot at them from the tree. You have six arrows.

Wolves can't climb trees as long as we stay on the tree we be fine.
>>
Rolled 4 (1d20)

>>1753639
I figure we can either continue with our own shit rather comfy, or we can just hunt like a motherfucker to try and help the Gauls. I seriously doubt one guy will be able to make that kind of difference, but it'd basically endear us to them forever.
>>1753643
Hmm. I kinda wanna let the runty critters eat, but there's a choice that involves an obvious surplus of meat when food's in high demand.

>Shoot at them from the tree and feel slightly guilty
>>
Rolled 9 (1d20)

>>1753643
we don't have our bronze sword on us?
>Shoot at them from the tree. You have six arrows.


>>1753639
Which is why we should really trade. offset their hunger. By buying some of the goods they have for cheap.
We clearly need a better bow and decent practice with it.
>>
Hopefully a 9 does it, if poorly
>>
>>1753647
>9
With our Old shitty bow we have 7. At least we are in the tree

>>1753650
I hate to say it, but -2 Old Oak Bow.
t. pastebin.
>>
>>1753651
well fug
Hopefully the traps will net something decent enough, if not enough to profit off.
>>
>9 - 4 - 2 = 3. Shoot at them

Drawing back your bow, you loose an arrow. Miss. The wolves do not notice, and continue eating.

Another shot, another miss. This time they look around, bewildered, only returning to eat moments later.

One more shot - you graze one's paw. The wolf's sudden howl of pain makes you shift in the tree, and they are alerted to your presence. Bolting over to you, you're surrounded, the wild dogs barking, growling and snarling, clawing frantically at the trunk of the tree beneath you.

>Wait
>Shoot them
>Write-in

1d20
>>
Rolled 2 (1d20)

>>1753657
>>Shoot them
>>Drop some fire on them
Don't miss
>>
Rolled 4 (1d20)

>>1753657
>Shoot them
If we don't, then we're going to have to wait as a default. I guess worst case scenario, we're up a tree for a while
>>
Rolled 17 (1d20)

>>1753651
yup 7. We should focus on making archery during the winter we will be relying on it more anyway. get it to a positive bonus and a good bow we can buy.
Long range is always good to have.
>>1753657
lol apparently we're shit hunters or just bad with a bow. for the -4
>Shoot them
may as well.
>>
>>1753661
based savior anon. We get to eat good after all
>>
>>1753661
Thank you anon.
We have -4 on archery, and -2 due to bow.

We're going to just practice shooting during the winter. Made a log of arrows, just shooting outside our window, or animals
>>
>>1753670
thats what im saying. Im saying fuck building anything. We should focus on hunting and training archery. Any excess food we trade for stuff, we give a small amount during the winter to the person teaching us languages. and see what else he can teach us. since we're not going to be as busy.
we can just do as QM said. time skip the winter. saying we will do x weeks into this and x weeks into that. Unless you guys want to do something else?
>>
>>1753676
I think that strategy could definitely work, with the caveat that we build ourselves a nice little hearth and fireplace beforehand, so that we're totally safe during the winter. Could probably use the stones and the clay for that, unless the thing needs actual mortar

Just be warned, waiting that long will probably trigger some kind of event.
>>
>>1753676
Good thing as well, since the beets are coming in next week after the hunt.

As take the beets, and the meat, and trade for a bronze axe, and a fine bow. Maybe more shit if we have enough food for them.

>>1753676
Also I have a idea, the woman of course don't hunt in the winter. How about this for a idea, maybe one of the families don't have enough food for the winter, but we deiced to take in someone as we have enough food. Just a though.

As for the winter, I want to do shit. We can trap shit during the winter, and practice shit, and maybe we can spead time with the goats. Like milking it once it gives birth. To allow us a supply of milk
>>
>>1753681
I had the same idea with the qts, but frankly as nice and friendly as we are, I think that probably comes across as pretty rapey no matter the era. I mean, we could try it, but considering we dont even speak the language, we'd probably have an unreachable DC
>>
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>17 + 3 (Close range) - 2 - 4 = 14. Shoot

Sighing at your poor marksmanship and the predicament you've gotten yourself into, you draw back another arrow, and this time concentrate deeply, looking down at the snarling wolf at point-blank range.

In one second, the arrow is in your hand, the next, it's made it through the alpha wolf's howling maw, exiting through its back to the ground behind it.

The rabid creature shrieks, before falling limp, killed almost instantly. The other two hesitate, stepping back a bit, and you draw back your bowstring again - hitting another one in the spine. Whining, it desperately tries to crawl away with its two front legs, seemingly paralyzed.

The other runs away as fast as it can, tail between its legs, whining pathetically.

Jumping down from the tree, you snap the crippled wolf's neck, and sling him and his fallen leader over your back, making your way over to the deer corpse.

The hide is torn in a few places from the wolves feasting - it wouldn't fetch as good a price as an undamaged hide, but it's nothing a little stitching won't fix for practical purposes.

Dressing the deer takes you a short while, and when you're done, you set to work on the wolves.

You cannot carry both the wolves and the deer back, but what's done is done - their skins have value. Skinning them takes a few moments more, and you sling the pelts over your shoulder, as you make ready for the long drag back home.

>Gained 20 Tracking, Hunting XP
>Gained 41 Ranged, Archery XP
>Gained 190lb deer carcass
>Gained 1 large wolf pelt
>Gained 1 Medium wolf pelt

Back at home, you butcher the deer, have a fresh dinner, and begin the process of smoking the rest of the cuts.

Actions:
>Gauls
>a. Girls
>i. Redhead
>ii. Blond
>iii. Brunette
>b. Trade
>i. Buy
>ii. Sell
>c. Arthur
>d. Aerick
>e. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade cellar
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Make bricks
>Quarry stone
>Write-in

>>1753680
Events definitely would occur, both in the world around you, and that could interrupt the time-lapse personally.
>>
>>1753684
>+7 Gaulish from your lessons.
>Beets are now ready to harvest.
>>
Rolled 6 (1d20)

>>1753683
Well in this era, people would be kill in winter due to no food. So if the family is staving they would lower the DC. It's sound rapey we just have to learn more.

>>1753684
>Harvest Beets
>Trade with tribe
>>Sell meat and beets, and berries
>>Buy let's see what they have first
>>Make Fireplace and Hearth
>>
Rolled 19 (1d20)

>>1753683
I agree.
>>1753681
Also its a huge burden to provide food for another person.
>>1753684
Buy See what they have in stock.
>Harvest beets
>Reinforce house for winter. Finish the bed and make the house nice and warm, making a rug and fireplace.
>>
Rolled 14 (1d20)

>>1753684
Alright, since shit is probably gonna go down with the Batavians and the Gauls during a longer timelapse, it may just be best to insulate ourselves from that where we can by making sure we're well prepared.
>>1753687
This is perfect

We could probably ask Arthur about this kind of shit once our speaking gets better. He seems like the kind of guy that wouldn't judge too much.
>>
>>1753688
seconding
>>
>>1753688
Thank you anon once again.
We should use that roll also to buy the shit we need.

I agree with making our house ready for winter and that wolves pelt can be used to make blankets.

>>1753689
How about we scout out the Batavians in the future? Of course we shouldn't speak Gaul, we speak in our native language.
>>
>>1753692
Wouldn't be a bad idea, but if a Gaul sees us or hears about us doing that, it probably wouldn't do much for our good reputation.
>>
>>1753694
Yeah, just be ready to speak what the Batavians speak in the future if the Gauls get rekt.
Gotta keep the options open for what this era can throw at us;
>>
>>1753692
>>1753694
I say we either keep away form the Batavians, or we contact them and try to sell out the Gauls in some way.
>>
>>1753702
Selling out the Gauls would honestly be the smartest and most profitable choice, but nobody trusts a traitor, so the boon would be one time. Probably best to keep away from them for now, like >>1753696
said
>>
>>1753705
yeah no one likes a traitor. But like ive been saying we should profit from the clear need of food they have.
And find out more about the issue. Play it neutral when we come across the batavians
>>
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>19 - 4 = 15 Harvest Beets, build hearth, rug, insulation. Trade with tribe.

At long last, your harvest is due. You did not realize it when you planted, but each beet 'seed,' is actually a cluster of five or six of them. Beets had sprung up, their chard flowering across the whole field, literally thousands of the tiny roots, bunched together. So many beets. Thinking of the Gauls' plight, you realize this alone is more than enough to last one man through the winter. You certainly will not be having any problems, barring disaster, of course.

>Gained 528lbs beet roots (the actual beet)
>Gained 52lbs Chard (the edible leaves)
>Gained 57xp in Farming, Beets

>19 - 3 = 16

Winter, regardless, is on its way, and you'd prefer to be in a state of comfort.

The harvest had taken you the whole week - ripping the things from the ground was a pesky task, and so into the next week, you settle into insulating your home.

Peeling the bark from the trees you shall be cutting down in the future, along with dried grasses, inedible roots, and other soft things, you amass a large pile of the stuff in your house. Wetting down some of the clay you gathered earlier, you mix it with this substance to create a pliable paste, that should serve adequate use as insulation.

You spend a whole day painting the material across the interior walls of your cabin, filling in the barely visible gaps between logs especially.

Once that is done, you take the rest of your logs, and process them into planks. You have no nails, but that should not be necessary - cutting into the floor beneath you, you wedge the planks into the floor, propped up by their own tension, lining them up all around the room.

Eventually, you are greeted by a proper, warmer, less rustic and even more modern (wew) interior.

>Log Cabin upgraded to Level 2!
>Warmer, more comfortable, more attractive.
>Lose 5 logs.
>Gained 100 Construction, 100 Carpentry XP

But what is the point of insulation when you have no heat to keep in? On the far side of your home, you stack together the stones you gathered for a hearth and chimney, filling in the spaces between with the leftover insulation substance. Once you reach the ceiling, you climb onto the roof outside and cut a hole. Insulating the loose spaces around the chimney, you go to and from the ground, carrying up a few stones at a time and adding them to your construction. Your chimney looks pretty cozy indeed.

>Gained 35 Construction, 35 Carpentry XP


cont...
>>
>19 - 5

Lastly, you take apart your cot. You have four hides total now, discounting your bear cloak - time to get comfy. You stitch the deer hides together for a spacious blanket, and creatively fashion the wolf hides into pillowcases. Creative. Gathering more fronds and soft material from the forest, you fill them up and tie up the ends - you'll replace the stuffing with feathers or something more comfortable in the future, you're sure.

>Gained deerskin blanket - comfy and the ladies love it
>Gained wolfpelt pillows -creative, they will surely admire your gusto
>Gained 50 Crafting and Fur XP

>Gauls
>a. Girls
>i. Redhead
>ii. Blond
>iii. Brunette
>b. Trade
>i. Buy
>ii. Sell
>c. Arthur
>d. Aerick
>e. Work
>Hunt
>Fish
>Clear trees
>Build
>a. Furniture
>b. Target Range
>c. Practice dummies
>d. Upgrade cellar
>Explore
>a. up the river, past the gauls
>b. Build a small rowboat to get over the river.
>c. To the south, bees
>d. Back to the east
>Make bricks
>Quarry stone
>Write-in

One more update lads, then I should really update the pastebin, which may take longer than I have til I can post again.
>>
>>1753715
Through Arthur, you learned that the tribe has a variety of seeds, tools, pelts, weapons and armor they would surely be willing to sell you.

They would be willing to pay for food, although this might be a slightly offensive gesture considering they view you more as a friend than a trader.

It's a shame they have no minted currency to ameliorate such pains.

>Gained 7 Gaulish XP
>>
>>1753715
Trade with Tribe sounds like it might be a good idea there friendo!
>>
Rolled 14 (1d20)

>>1753715
>Trade Sell Beets
>Smoke Meat if we need too.
>Check Traps
What of our traps?

>>1753716
Hmm, tell Arther we need some things, but we like to share what we have.
>>
Rolled 9 (1d20)

>>1753715
We are now disgustingly comfy
>>1753715
Trade generously with the Gauls, make sure they understand that we're going out of our way to help as we can.

Try for more varied seeds, and maybe a better bow if we can afford it.
>>
Rolled 8 (1d20)

>>1753715
>>b. Trade
Buy all new tools and seeds of different kinds that we have. for next season.
>>1753722
Trading generously.
>>
>>1753726
Also the best bow we can find.
>>
>Was a larger than usual update, sorry for losing track of a few things.

About half of your traps had come up with something. No foxes, but

>Four rabbits
>One squirrel

>8lbs rabbit meat,
>You ate the squirrel
>Four rabbit pelts
>One squirrel pelt

>Gained 40 Trapping XP
>>
>>1753715
seconding: >>1753719
>>
>>1753731
Noice
>>
>>1753715
>>1753731
Alright we're going to need seeds, weapons, tools bow all that good things. Trade generously.

Also nice food that we caught.
>>
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>14. Trade with the Gauls

Nobody is trading food for anything, considering the state of the tribe's hunger, and the vast majority of the Gauls sans the leader and a few select others live off of their families' personal subsistence.

What the Gauls do have in at least relative abundance, however, are is a vast assortment of bronze tools and weaponry.
Swords, axes, hammers and bows line the backwall of the armory. It all seems to be of exceptionally good make, although some of the older equipment would surely not be as expensive, if they are up for barter.

Traveling over to the granary, the man managing things there recognized you from the feast.

"Food?" he grins, and you nod your head, but gesture for him to show you around the place. The grain stocks are strikingly low as expected, but they have plenty of seeds saved.

You're able to convey with strenuous effort that you are looking to trade. Blowing your arms out wide to signify something big, you say "Food, my home. Come help."

The man seems to have the authority to send Aerick and his lads off with you again, wheelbarrows and handcarts in tow.

Reaching home with your acquaintance, the Gauls' eyes light up at the sheer amount of food you show them in your cellar. You load up about two-thirds your stock of beets with a few cuts of venison, and your entire quantity of berries for good measure, and head back the way you came from.

Carting the goods through town draws stares, and when you reach the quartermaster again, he seems very interested in making a deal.

>You are offering enough food to keep two people entirely well-fed throughout the winter.

You point at the

>Turnips
>Barley
>Cabbage
>Rye
>Hops

seeds, and beckoning him to follow you back to the armory, you arrive and point at the items you would like.

>Well-made Oak Shortbow + 1
>Ash Bow +/- 0
>Quiver of 12 bronze-tipped arrows +1
>Well-made Bronze Axe
>Well-made Bronze Pickaxe
>Old Bronze Chainmail armor
>Old Bronze Chainmail helmet
>Leather (Quantity)
>Pelts (Quantity)
>Tin ore
>Copper ore
>Bronze ingots
>Copper ingots
>Silver ingots
>Write-in


That's all for tonight lads. Thanks for playing.
>>
>>1753754
>Well-made Oak Shortbow + 1
>Quiver of 12 bronze-tipped arrows +1
>Well-made Bronze Axe

Our current axe is worn copper, we need one in Bronze to cut down tons more trees to upgrade our place.
Our current Bow is -2, so get the bow and arrows and we get +2 to hunting just -2 due to our lack of skill.

With the bow and arrows, we don't need to get leather or pelts as we can hunt it ourselves. And ore and ingots, we don't have a fireplace for it.

Good night OP.

I think I'm not asking much with the three choices. But if it's too much to part with, we can just take normal stone tipped arrows.

We're being the good guy here, trading more than what they give.
>>
>>1753754
>Turnips
>Cabbage
only enough for planting half a field each, next season we will have grown enought for planting whatever we need

>Well-made Oak Shortbow + 1
>Well-made Bronze Axe
>Quiver of 12 bronze-tipped arrows +1

If we can afford this...
>>
>>1753754
>Well-made Oak Shortbow + 1
>Well-made Bronze Axe
>>
>>1753754
Good shit as always OP, thanks for running

I doubt they'll be terribly attached to the seeds, seeing as they understand now that we can grow fairly hefty amounts on our own. So, we should try for

>turnips
>cabbage

since they're both hardy crops, and are easy to grow reliably. Might even be able to grow the turnips through the winter, if they're mild enough around here.

For the armory options, >>1753763
seems like a fair enough deal, though I'm not sure we've got enough. If necessary, don't ask for the arrows and just ask for the axe and the bow, as those are pretty standard woodsman shit, and they'll hopefully see this as promising of our future endeavors
>>
>>1753754
>Turnips
>Cabbage
Good crop choices.

>Well-made Oak Shortbow + 1
>Well-made Bronze Axe

Axe is must have to help with wood cutting and better bow will keep us fed through the winter.

On the edge about arrows, no idea if we are being too generously or would asking them too be too much.
>>
>>1753754
>Rye

>Well-made Oak Shortbow + 1
>Quiver of 12 bronze-tipped arrows +1
>Well-made Bronze Axe


I think this tribe is going to end up loving us just from the sheer mass of food we gift them.
>>
>>1754419
That's the goal right now I think. We might be able to seriously mitigate their suffering during the winter, which will only further ingratiate us to them.

Also good for impressing and endearing cuties

Keep in mind, our wheat crop is also going to come in soon, and we don't have the shit we need to process it ourselves, so giving them a good chunk of it totally free would work wonders
>>
>>1754433
Agreed. Honestly, between the bear corpse and all this other stuff their food situation must be much better by now and we have a fair bit of time to supply some more. We should probably focus on getting some more hunting, gathering and some fishing done. That way we can supply them with a good range of stuff.


Must be weird from their perspective however, this random guy meets you and after a few weeks of training in communication he just starts giving you a shit ton of food.
>>
>>1754453
>must be weird
That's what makes us mysterious and loveable
>>
>>1754460
Agreed, now all we need to do is get ourselves the ability to understand their language so we can start with the Waifu's and shit.
>>
>>1754480
This is going great. If we're really lucky, we might even be able to help them fend off the Batavians, if indirectly. My only concern is getting a waifu before things go really south, but looking at our diction, it seems we're getting better with the language pretty quickly
>>
>>1754499
Eh, we can teach them how to fortify their settlement further and how to make traps and shit.

I mean, they have bronze so they can mine bedrock and construct a stone wall around their village with a moat and bridge.
>>
>>1754534
I'm hoping, yeah. It's just a matter of seeing how far we can influence their village without becoming Gauls ourselves (though that may not necessarily be a bad thing). KingMayor druidguy might also have something to say about that, but hopefully we're making a good impression on him as well.
>>
>>1754548
Worst comes to worst we just take our wife and live out in the woods, slowly growing our family with men and women married in from their village and the children educated in our culture / language.
>>
>>1754592
Sounds like the way I want it. We can help the Gauls but as an outside force. That and I don't want most of our heirs to marry into the husks either. Send some North to get Saxon ladies and what not.

But right now we should try and secure an heir just in case our main guy dies before we get onto the better parts like fighting. That said I vote for the Blond. She may not be the most attractive but she is still a tall girl and if we can secure taller heirs later down the line then we can probably get stronger children too. We need strong children to secure and tend to our farms. Actually kind of disappointed we didn't try for the homebrew world. Something medieval with very low magic. Perhaps once we get into the later periods in time as well as the option from op with magic, we can still make it happen. But first we need to secure an heir so we can even get to that point.
>>
>>1754657
>marry into the husks
Wtf? Gauls. Not husks though it does still make sense as the Gauls are in a pretty shitty position right now.

Also, OP what is your timezone? You ran a whole lot when I was asleep and I'm in central time zone in America. Just wondering since I don't want to miss important options.
>>
>>1754657
I think this is probably the best long term goal. Set up a nice strong line, long as we make sure our kid marries a prettier woman. If we're lucky, the kid might even turn out decent looking and tall (something to consider when we choose genetic traits is maybe retroactively making us handsome or at least better looking than average to counter out our waifu)

oh pee said that we'll definitely get a chance to get some low magic later on, just that it'll be hard to get at. I'm sure with the popular demand it's got, he can work it into the story gracefully. Maybe at most some magic critters here and there, or there'll be some witcher-esque event where magic just kinda happens. lots of ways to go with that
>>1754662
judging by his diction and his hours, I wanna say he's a bong. presumably he's binning knives for the good of his country when he's not running
>>
>>1754673
I doubt he is a bong since I am and it's only 20:35 here currently, so why would he have dropped off? Especially since his last post is at 12 o'clock for us.
>>
>>1754681
He said his stay in the ward fucked his sleep schedule, so I've been chalking everything up to that so that I can maintain my favored hypothesis
>>
>>1754687
That would make sense.
>>
>>1754673
It's a quest in Europe and yet he's still using that horrible measurement system. He's definitely 'Murrican.
>>
>>1753763
I forgot the seeds.

>Turnips
>Cannage
>>
>>1754662
>>1754673
>>1754681
>>1754734
Before winter comes, we have to make sure we have all the food we need for winter, and the firewood. OP said we're in october and winter is right around the corner in December. Due to the cold, we should keep some extra hardy clothes, and a exra blanket don't hurt.

If we want to upgrade our home we going to need rock and clay.
>>
>>1754777
Agreed. Worst comes to worst we can move into our cellar and use the earth to hide from the cold.


Anyhow, we aren't lacking for firewood and fresh game to hunt.
>>
>>1754777
Trips ;^)


Also I think we should get a wife before winter just so we can have something more exciting to do over the cold season.
>>
>>1754783
Freshgame is less in winter, so it's best to at least have a good supply of meats.

Also we could try out our new bow. So after this trading, we plant the seeds we got. And using the power of google, I find that Turnips and Cabbage are good at cold temps.

>>1754792
Colder temperatures (26-31 degrees F.) may burn foliage but will not kill broccoli, cabbage, cauliflower, chard, lettuce, mustard, onion, radish, and turnip. The real cold weather champs are beets, Brussels sprouts, carrots, collards, kale, parsley, and spinach.

We have beets, and now we have turnips and cabbages. We should plant them now and hope to get another havest. Turnips grow quick taking 30-60 days.
>>
>>1754806
>>1754777
checked and agreed. Assuming we got the seeds from our beet harvest, we should have more than we know what to do with, so we can plant those, the cabbage, and the turnips before winter sets in so we can get a good bumper crop. If there's not enough space, we can just wait until the wheat is done to plant the beets, since they're the hardiest.

We also already have the rock and the clay both, so we could honestly probably do it over the winter from the inside if it's not deathly cold. We've got the fireplace, so the next step would really be to either amass loads and loads of material for when spring comes so we can do the upgrading all at once, or use the winter to go piecemeal.

>>1754792
I think we could probably snag a wife, but I dunno if we should do it just yet, seeing as we have one high quality cabin, compared to her nice comfy village, even if it's hungry. There'd probably also be some ceremony that I doubt the tribe would be too happy to do right now

Maybe get to know them, though. See what they're all like, with our terrible Gaulish. Personality isn't a massive factor, but if we're gonna spend the rest of our lives with the lady, probably should make sure they're at least bearable
>>
>>1754825
We can wait until the end of winter and get a Saxon wife Since I don't want our culture to be lost.
>>
>>1754832
My only issues with getting a Saxon wife is that it could slightly alienate the Gauls, and that we don't know where the hell our tribe is. Hopefully they're still where we last saw them, but I'm not comfortable with leaving our homestead like that unless someone is willing to keep an eye on it while we go wife hunting
>>
>>1754825
Speaking of our cabin, lets think of some expansions to it. Seeing as it only has one room as of currently. An obvious one would be a separate room specifically for sleeping.

We should also look into securing some Bronze nails to secure our plank floors or if we can advance our wood working enough, we can make joints and shit to do it instead.

Also, cook-ware like a large pot for our new in-house fire would allow us to prepare stews and soups to stretch out our food supplies.
>>
>>1754858
Well we left from the North East, and the tribe of Gauls and Saxons, are more than one village, it's a culture where the people live.

We don't know if the Gauls here will live or not, looking at OP post, North and to the East is more dense forest, so it's more dangerous going back to where we came.

If we want to meet the Romans, we have to go around the mountains south of us. Do you know that in Roman culture having a big dick, meant your a barbarian or a fool. While the Roman did do lots of tech, they also did lots of things to little boys.

>>1754877
We don't have to worry about a water supply, I think we would have a pot to work with but most likely copper and well worn. But yeah we have lot to do before Winter comes
>>
>>1754877
I think actually expanding it should definitely come once the spring does and the weather lets up, but yeah, planning stuff out should be a good idea.

I think the pot will be absolutely instrumental, and if nothing else will let us experiment when it's too cold to do much else. Wouldn't do to have a wife with nothing to cook with. If I remember right, nails were expensive as fuck around now, so everyone basically just cut notches into wood and shit to make it hold together. So if we can even get any, I don't think it'd be work it. Maybe just experiment with wood until we're good enough to connect shit like that like you said.

A room for sleeping would be good, as well as maybe a workshop for when we start to get crafty. That's a long ways off, but I think it will pay off to have space to experiment during the winter or other downtime.
>>1754894
Yeah, if we try to make it back to other Saxons in search of a bride it'd be a quest all on its own. I think it may be best to just work on our shit for a couple years, and seeing if we can help the Gauls here weather the storm of the Batavians.

There's 0 reason for us to fuck around with Rome right now. If this quest is historically accurate and I'm remembering correctly, it's a LONG way away from where Gauls hung out around now, and they're not even Roman the way we understand Rome to be now. It'll be generations until they absorb the etruscans, and then still a while longer until they get more of their characteristic culture and tech. If we want tech and culture right now, we'd be better off fucking around in Greece, and that's even further for one guy with no horse and no maps or anything else. We should really just stick here and try to master our little area over a couple generations before we start trying to be meta and investigate future big boys
>>
>>1754912
I agree right now Rome, is just a city state, so it's real small right now. With our location, the Roman will there sweet time before they take over the Gauls and take all the land West of the Rhine river.

Good thing, we're on the East side of the river, so the Romans are not coming for a few hundred years. We should keep on making our cabin into the best thing we could.

After the trading we should be able to hunt even better than last time
>>
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>>1754662
I'm in California, but woke up at 8pm yesterday, and am probably about to pass up and wake at around the same time later. Have been awake since updating.
>>1754734
You are correct, but see image, yurofriend.

Updating pastebin in a little bit, quest should resume later tonight. Thank y'all for coming back.
>>
>>1754958
You're better spoken than any Californian I've ever met, my man. We're not going anywhere anytime soon. This is way too good to abandon

The revelation that you live in cali suddenly makes NEETquest much more poignant.
>>
>>1754966
>>1754958
I'm also in California, Thanks for such a good quest OP, I'll see you when you get back.
>>
>>1753754
One thing we should consider trading for is animals. Our current 'herd' is a single pregnant goat and back then livestock was a great sign of wealth and provider of necessities.

Another thing to consider is crop rotation and fertilizer.
We are getting good harvests now because we haven't yet exhausted the soil. Starting a refuse pile wouldn't be a bad idea and wood ash/dust as well as crushed bone is pretty good fertilizer. We can figure out the wood thing by how well things grow after a fire and how well plants grow when 'fed' with dead things. Now I will admit its gonna be tricky to come up with excuse of how we figure out crop rotation besides pest management(growing stuff in the same place every year makes pests worse).

I would also suggest making some fish traps along the river. We can check them as we check the other traps. Gaining us another passive source of food.
>>
>>1754995
Definitely, but our gaulbois are kinda trying not to starve right now, so that won't be an option until the batavians stop being such cocksuckers.

which, gauls being the fighty pieces of shit they were, probably won't be until one side wins. Hopefully the gauls have some friends they can call on, because there's just no way we can feed them all, and even if we did, the batavians would wonder where the hell they're getting all this food all of a sudden
>>
>>1755020
>>1754995
With our goat, once she has the baby, we can milk it. Using the milk as a trading good, and since it's going to be winter soon it don't go bad with the cold
>>
>>1754995
Well if we continue fishing we can rely on the fish bones / guts for fertiliser.
>>
>>1755020
We probably could use a second set of hands once we're through the winter. If food is this valuable, we need to make a ton of it and also protect it somehow.
>>
>>1755020
It wouldn't be a bad idea to find other villages/tribes to trade with. Limiting ourselves to the Gaul is a bad idea. Especially once the batavians find out about us being so buddy buddy with them.

It would be prudent to also make friends with them so they are less inclined to give us a hard time with our relations to the Gaul. Not to mention they might have access to goods the Gaul don't have and would be useful to us.

>>1755028
Be better to turn it into cheese. Lasts longer that way but a single goat especially back then before they started breeding them to produce a lot of milk is going to have limited production.

It took a long time to breed animals into the milk producing machines that we have today. We are pretty limited in terms of livestock until we spend the time and resources to do some serious selective breeding over many character generations.
>>
>>1755197
I find that hunting would be the fastest way to get the food we need. Also farming, making cheeses will need us hours of time.

So we should keep upgrading our home, and keeping a natural relation with the people around us.

We could get some chickens later on in the future, but then we have to worry about wolves or foxes getting into it. Raising animals have it's pros, and cons, for now it's best to have a good supply of wood, and increase our skills in the bow. So if we ever need to fight by it animal or human, we'll be great at the bow.

Maybe make some mouse traps, so if rats, or mice try to get to our food.
>>
>>1755197
I gotta agree with >>1755226

I think the goat's nice, but one runty goat with at least one kid isn't gonna do a whole hell of a lot. We should focus on hunting and getting these crops planted, so that come winter we can reliably make progress. The better we get with hunting, the more reliably we can eat, since farming is basically foolproof up to a certain point

I see what you're getting at with the Gauls, but it's not like we can just fuck around with the Batavians with no question from the Gauls. At best, they'd see us as a double crosser and would just ignore us if they caught wind. The Batavians certainly wouldn't trust us if they knew we sold out the Gauls

I just don't think we can really have our cake and eat it too with this. I don't think you're giving these tribes the credit of not being complete dumbasses
>>
>>1755226
>>1755354
>>1755197
https://en.wikipedia.org/wiki/Crop_rotation
We could do crop rotation, but that would be meta knowledge. So I don't know how OP will handle this, since early crop rotation was just not planting in a field for a whole year.
>>
https://pastebin.com/Xj6xCDeg
Updated, added seasons, fleshed out attributes, items, renown, relations, and a bit more. Writing should be in around 50 minutes.
>>
>>1755942
I'm ready to prepare for winter
>>
Alright anons, we're 28 years old and our Life expectancy is early forties.

So I propose we find a wife, when Spring comes, Either from the Gauls or from our own Tribe. That why we can at least teach our kids what we know in the 10 or so years we have on Earth with them.

More kids, more chances some of them survive passed childhood, also increased the number of allies, population of our small home. Tho more kids eat more food, they will help with gathering of food or just task around the house.

So after Winter is over, it's time to get to making babies, also look for a younger wife, that our kids can be raised by her after we passed.
>>
>>1755942
My favorite time of night!
>>1755971
Sounds good to me, though hopefully we can make it to see the niglets come of age
>>
>>1755971
I wasn't all for getting a wife so soon. but looking at our vitality we may be interested in getting one soon.
>>
Ah fug, we're impressively backward. We really gotta make this guy either live forever, or pass loads of shit onto our kids.
>Magic: ???
Based.
>>
>>1755977
I say we should go after Winter after we set everything up. Since our lifespan is so low, we got to pump out the babies. My interest in getting a wife, was low but now it jumped as we need to train our next character of what we know

>>1755974
Yeah, I would want to see them come to age, so the sooner the better. Since winter is around the corner the best time will be spring.
>>
>>1755971
No to wife
We need to get more fud supply, and expand our house
>>
>>1755986
I'm saying get a wife at Spring, so 4-5 months from now it's spring anon.
>>
>>1755942
looking forward to reading it!
OP will you please shut down/reaffirm all the meta knowledge?
>>
>>1755942
I guess to stop meta knowledge we just got to act how dumb to crops and other things. I for one, will keep meta knowledge out of the setting the best I could.

The life expectancy I said is not really meta knowledge as we can see, or know people that passed at certain ages.
>>
I figure a tad bit of meta is fine, so long as we limit it to the kind of shit that we could reasonably puzzle out on our own if we were just unusually bright and thoughtful.

Like, no trekking across the continent so we can do specific shit, but maybe knowing to experiment with certain shit to achieve certain results. I figure it's not too different from our guy knowing how to tend crops, build houses, construct kilns, and sew pelts all while basically having been some nomadic german fuck his entire life.
>>
>>1755998
wow, you really like shit
>>
>>1755998
Our guy for the most part, didn't know about Beets only having the basics of farming. Watering make the crops grow faster, and he don't know waste is useful for crops, or the soil thing. As long as we don't go to the middle East, go to Rome, for no reason, as we don't know the places exist.

So yeah, some bit of meta is can't be stop, as we know things. But we try to limit it as best as we can.
>>
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>>1756008
I'm ok with this
>>
>>1755990
Yes sir. I've been incorporating a lot of the ideas I've seen, so I'll try not to ruin too much of the fun here.

You can boost your vitality by allocating an attribute point to it when you level up. This will in turn make you live longer. Currently
And speaking of leveling up, in my stupor yesterday I forgot to tack that in.
You'll have one attribute point to spend in the update. Current XP for Level 2 is 1052/4000

I've noticed a focus on the Romans earlier - they will eventually go on their conquests, but right now you're in west-northwest Germany.

I think the game is actually nicer with a bit of meta knowledge, but however you all want to play is fine - it's unavoidable, and unless your character personally becomes an extremely powerful warlord, assassinates important figures, or does some other very jivey stuff (which you can do) history is unavoidable. There's nothing stopping you from eventually uniting a ton of tribes and posing a resistance to the Romans hundreds of years from now, if something like that would be your goal.

Things like crop rotation and other technologies you can discover by trial and error. Figuring out how to make electricity 2200 years early, not so much.
>>
>>1756007
I'm quite sleepy and my vocabulary isn't amazing to begin with, so yeah, the swearing is a bit of a crutch
>>1756016
Good to know, and good to be able to level up now.

Any ideas on where we should put our point, lads? It's gotta go to an attribute, and there's a few that could make a nice difference here
>>
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>>1756016
>Raise vitality or personality by one
Whichever needs a vote for majority
>>
>>1756018
Since it's not a odd number no trait or genetic trait.
It's midnight for me, but I'm staying awake for this quest.

As for the point. We have
Might 4
Vitality 4
Dex 2
Int 3
Personalty 2
Senses 3

So Dex and Personality are lowest.
>>
>My vote is Raise Vitality, Dex, or Personality by one.
In that order of importance to me. So my #1 choice is Vitality
>>
>>1756023
Given our lifespan and the fact that it took us several months to level up the first time, I'm thinking dex may be a bit of a lost cause unless we really want to become an excellent hunter.

Given how we're seemingly being given opportunities to get a little political, personality might be a wise investment, but we could just as easily try to get our son to be charming and charismatic, and just try to give him a base ourselves.
>>1756028
My vote goes for Vitality just for now, so that we can have better odds of at least seeing the boy into adulthood. Next even, we might consider personality, just so we're not a total autist
>>
>>1756028
I agree with the three choices. Though Dex and Personality are bonuses we get immediately(so we can reach old age) as opposed to Vitality
>>
>>1756016
>>1756028
Backing vitality
>>
>>1756028
>>1756029
>>1756034
ok, vitality it is from me to then
>>
Rolled 49 (1d50)

>>1756016
Passive d50 roll if needed
Vitality for me
>>
>>1756037
>Passively roll 1d50 each turn to be allowed to roll an additional time for all actions. 45/50 required for success.
From the pastebin and anon just rolled a 49.
>>
I know earlier almost all the anons wanted to go for the redhead wifey, but can we instead go for the one who look healthies and with the widest baby-making hips? We want our kids to come out safe right?
>>
>>1756037
>>1756042
Good eye, anon! I completely missed that
>>
>>1756045
Alright, here are some things we can go for a wife. Something most anons will agree with.

1. Healthy and Wide hips
2. Average Height or taller, we got to stay chad and stay few inches taller.


I like redheads, Blondes blue eyes, for that colorful look. but the list above is what anons should look for.

>>1756046
It's the added thing with the updated pastebin
>>
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Pointing out the seeds and few items you desire, the Gaulish quartermaster is delighted by your apparent generosity. You just looked him in the eye and gave him a firm handshake - all there is to it.

>Lose 300lbs Beets
>Lose 50lbs Smoked venison
>Gain Well-made Oak Shortbow - +1
>Gain Well-made Bronze Axe - +1, Average speed.
>Gain Quiver of 12 bronze Arrows
>Gain Turnip seeds
>Gain Cabbage seeds
>Gain +40 Barter, Diplomacy XP!

For your generous deal, you gain
>+1 Gaulish reputation

Strapping your new tools to your belt and leaving your old ones behind as a token of goodwill, you meet up with Arthur for your Gaulish lessons.

Going over words for family counterparts - brothers, sisters, wife, father, son, daughter, makes you wonder if you'll be around long enough to see your future children grow into full adults.

You're not particularly unhealthy, but you could be better, you realize.

>Gain 1 Vitality!

Current Attributes:
Might 4
Vitality 5 Life expectancy now Late forties.
Dex 2
Int 3
Personalty 2
Senses 3

>Gain 7 Gaulish XP.

It is now the last week of October, and you have a number of actions you could take before the arrival of Winter late next month.

>Winter in Northwestern Europe lasts four months. The third week of November to the second of February, give or a take a week.

Actions:
>Seek out the girls who caught your fancy - you'll need some company at your hearth and for your heart ;)
>Till land for
>a. Wheat
>b. Beets
>c. Cabbage
>d. Turnips
>Hunt
>Fish
>Gather Resources
>a. Stone
>b. Clay
>Clear land
>Explore
>a. Up the river and to the east, where the Batavians are
>b. East
>c. Build a rowboat to go across the river, west
>d. South
>Build
>a. Archery Range
>b. Practice dummies
>c. Expand Log Cabin
>d. Write-in.
>Write-in
>>
Rolled 14 (1d20)

>>1756056
>Plant Cabbage
>Plant Turnips
>Hunt birds for food and feather(pillows/bedding)
>>
Rolled 9 (1d20)

>>1756056
>>b. Beets
>>d. Turnips
>>c. Expand Log Cabin
>>Hunt birds for food and feather(pillows/bedding)
Beets can survive the cold more than Turnips and Cabbage, and Turnips grow fast enough that we can get them before winter comes.
>>
Rolled 6 (1d20)

>>1756062
This looks good. We should have just enough time to add a second room
>>
Rolled 13 (1d20)

>>1756056
>Beets
>Turnips
>Hunt Birds
>>
Rolled 10 (1d20)

>>1756056
>c. Expand Log Cabin
>Hunt

A bit late for planting anything I think
>>
>>1756071
Beets could survive the best in cold weather, and turnips grow the fastest. Worth a try, and will give us good insight in farming.
>>
>>1756056
i'll switch from >>1756059
cabbage to >>1756062
beets
>>
>>1756083
Beets
>>
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>14. Plant Turnips, Start construction, hunt for birds

>14 - 4 = 10


Your four fields have laid barren for far too long. Hoe in hand, you spend hours each day toiling in the first one in front of your home, where the beets had sprouted from last week. Winter is on its way, and as such you hope a quick turnip crop would be ideally suited.

Tilling and sowing fields alone and without help is no easy task, and you are just barely able to finish planting before the last day of the week.

>One field planted with turnips. 7 weeks to maturity.

> 14 - 3 = 11. Expand Log Cabin.

Your home, however comfortable, is too small to be befitting of one that lords over four whole fields. You need something prouder, one that will fit your future social standing.

But, you really want to go hunting for birds to get some feathers for your pillows, it's too uncomfortable to sleep at night still.

You plant some sticks in the ground marking the dimensions and where the windows, doorway, and furniture of the newest addition to your home will be before calling it a day.

>Gained 5 Construction, Carpentry XP!

>14 - 3 = 11

Finally, you prepare for your hunt, new bow and arrows in hand. Getting caught in a tree this time will be more dangerous for whatever dangerous animal than it will be for you.

Birds actually make themselves rather visible, flying all over the sky in plain view - they have no sense. You climb up onto the top of your roof, overlooking the open clearing that is your land, waiting for a gale of birds to fly by.

The hours pass, and you by the end have managed to skillfully bag four quail as they flew south for the coming winter.

>Gained 30 Archery and Ranged XP!
>Gained 1lb Quail meat

There are simply not enough feathers on these creatures for your needs. Realizing there is a whole river full of ducks to your west, you wade out into the water and shoot at a straggler from a nearby group.

Wading deeper to take your prize and retrieve your arrow, sending the ducks fleeing further down the river, quacking nervously.

Following them, you draw back your bow again for another.

>Miss

Your arrow sails into the water, embedding itself within the murky water, out of your sight.

>Lost one arrow.

Making one last attempt before night falls, your aim strikes true, and you are rewarded with the floating carcass of another duck, the rest flying down the river out of your sight, utterly intimidated. Good job.

>Gained 3lbs Duck meat
>Gained two pillows' worth of feathers.

>Gained 7 Gaulish XP


Actions:
>Seek out the girls who caught your fancy.
>Till land for
>a. Wheat
>b. Beets
>c. Cabbage
>d. Turnips
>Hunt
>Fish
>Gather Resources
>a. Stone
>b. Clay
>Clear land
>Explore
>a. Up the river and to the east, where the Batavians are
>b. East
>c. Build a rowboat to go across the river, west
>d. South
>Build
>a. Archery Range
>b. Practice dummies
>c. Continue expand Log Cabin
>d. Write-in.
>Write-in
>>
Rolled 7 (1d20)

>>1756097
>c. Continue expand Log Cabin
>Hunt Deer
>>
Rolled 3 (1d20)

>>1756097
>continue to expland log cabin
>hunt for whatever we can
>sow beets
I want to see what work we can do on the cabin before winter truly sets in. I imagine we'll be able to chop firewood well enough in the winter, so I don't think we need to worry about that too terribly much
>>
Rolled 15 (1d20)

>>1756097
seconding>>1756101
>>
Rolled 20 (1d20)

>>1756097
Plant beets
Hunt what we can
Expand log cabin
>>
>Rolled 50
>you may roll a fourth time.
>>1756103
this counts.
>>
Rolled 50 (1d50)

>>1756097
Passive d50 roll
>>
>>1756107
>>1756103

wew
>>
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>>1756105
>>1756107
>>1756108
Nat 50
>>
Rolled 12 (1d20)

>>1756097
>Expand log cabin
>hunt

Early Spring is probally the best time for waifu hunting, as we need second pair of hands at fields and we have survived the winter.
>>
>>1756105
OP Said
>Rolled 50
I rolled 20 secs later
>Got 50
OP can see the future
>>
>>1756097
Also support planting beets

Nat 20 and Nat 50 on this turn. The dice gods smile on us today.
>>
>>1756103
>>1756107
WEW
>>
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>>1756122
pls no jinx
>>
>>1756105
Also OP with that 30 EXP from the ducks it increasing our hunting skill to level 2.

>Hunting: 1/10 XP: 70/100
>Gained 30 Archery and Ranged XP!
>>
>>1756133
What never mind I'm mistaking the skill.
>>
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Rolled 5 (1d50)

>20. Plant Beets, Expand Log Cabin, Hunt

It is the second week of November. Already frost is in the air, and you can see your breath even when the sun is highest in the sky.

It is your last week before the outside conditions become uncomfortable for you, and outright unbearable for your Gaulish friends, who will likely enter starvation mode, considering the added stress of Batavian incursion.

>20. Beets
Though you are not planting your crops at the most optimal time, planting anything at all has the potential to save the lives of your friends. Inspired and motivated, you work double-time, tilling and planting as though lives literally depend on it, which they may very well. The sun goes up and comes down, yet at all hours of the day and well into the night you toil in the fields, no worse for wear.

>Beets planted in TWO fields. 8 weeks to maturity.

>20. Expand Log Cabin.
Of course, you are a people too, and having those sticks jutting out of the ground all winter would be quite awkward. You're out of logs, but this is a problem you rectify as fast as possible. Rushing as though your own personal comfort depends on it, you rush out past your fields and begin to set to work on a whole patch of trees, clearing enough space for a field and netting you a bountiful nine logs.

>Gain 9 Logs
>Gain 9 Axe, Melee XP
>Cleared one space.

Working post-haste, you cut, notch, carve, and assemble all of the logs, amounting to about a third of the construction of your next room. A job well done.

>Lose 9 logs
>Log Cabin expansion 1/3 completed

>20. Hunt

This may be the last week you have a fresh meal in awhile. Your cellar is well stocked full enough to make a grown Gaul cry but that doesn't mean some animals don't have to die
so you can eat something fresh tonight.

Energized and ready, you sling your bow onto your back and hurdle out into the woods. It isn't long before you rustling in the brush reveals an entire herd of deer, just ripe for the picking.

You've had a great week, and while food is always a serious matter, see an opportunity to enhance your archery skills.

Drawing two arrows from your quiver, you carefully line them up facing alternative directions, ready to launch into two different deer. It takes all of your concentration to keep your fingers steady for this shot.

Two deer better than one, yeah?

>Take the shot.
>Notch one arrow instead, shoot one.

1d20. If my roll is 45 or above, you may roll 4 times total
>>
Rolled 7 (1d20)

>>1756143
>Take the shot.
>>
Rolled 15 (1d20)

>>1756143
>>Take the shot.
>>
>>1756143
>50 Farming and Beets XP gained! (20 Turnips and Farming was gained last week)
>100 Construction and Carpentry XP Gained!
>>
Rolled 2 (1d20)

>>1756143
>all this Gaul bullying
>working with the same fervor to achieve /comfy/ as to save qt lives
I love our character.
>Take the shot
>>
>>1756152
Guys the next crop load will be the wheat, once it's ready to harvest we need to get that right quick to the Gauls

Wheat will be ready in 2 weeks once you finish update?

>>1756154
We need to ensure that our Wheat lives, as we can trade it with the Gauls. As a gift, we just could get more arrows and a pickaxe.

Also I don't know if some of the Gauls, will try and take our food during winter, like some of the villagers, not the whole tribe so it's good to keep in mind of getting the old armor.
>>
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>15 - 3 + 1 - 3 (tacticool shot) = 10

Breathing out as you release the arrows, the arrows sail smoothly through the air. A second later the deer you aimed at on the right goes down, and the other yelps, screams and begins to run, bleeding from your arrow.

Sprinting forward as the rest of the herd runs and leaves their brethren behind, you put out the wounded and analyze what you just did. It was so cool.

>Gained 50 Archery and Ranged XP

You finish dressing one of the deer, and begin the drag back to your home, pulling it into your cellar, then sealing the door to go back for the next.

It's the middle of the night by the time the other is dressed and and you're back home, two fresh deer ready for processing.

Your smoker can only process one of them in the week before they spoil, however.

>Gained two deer hides
>380lbs venison

Winter has arrived. 50% fewer actions per week allowed.

Actions:
>Seek out the girls who caught your fancy.
>Till land for
>a. Wheat
>b. Beets
>c. Cabbage
>d. Turnips
>Hunt
>Fish
>Gather Resources
>a. Stone
>b. Clay
>Clear land
>Explore
>a. Up the river and to the east, where the Batavians are
>b. East
>c. Build a rowboat to go across the river, west
>d. South
>Build
>a. Archery Range
>b. Practice dummies
>c. Continue expand Log Cabin
>d. Write-in.
>Write-in
>>
If you wish, you can also vote for the next turns to be passed in month increments, rather than weeks.
>>
Rolled 2 (1d20)

>>1756176
>Smoke one deer
>Trade the other to Gauls
>is time continue building
>>
Rolled 8 (1d20)

>>1756176
>Trade one whole Deer
We can't smoke it, so let's trade it before it soils.
>Clear Trees
Get that firewood we need.
>More Deer blankets
>Smoke deer

>>1756179
Can we have a update on Wheat?

>>1756180
We need to cut more trees first
>>
Rolled 19 (1d20)

>>1756170
I agree with giving most/ at least half the wheat to the Gauls. it'll establish us as more than a friend, and hopefully discourage them from trying to take from us. Pick and arrows could probably work, but not at the same time as armor I don't think. I don't think the pick is all the useful, so I'd honestly prioritize the armor, though I think they might ask what use we'd have of it.
>>1756176
>give one deer to Gauls
>Continue to expand cabin
If we give the one deer, it means we can definitely get the armor with the wheat. They're gonna fucking love us, we're single-handedly feeding entire families of theirs like this and we've been here for a few months

qts inbound, bois
>>
>>1756170
>>1756181
The wheat is due the week after next. It might be just slightly stunted due to finishing in the winter, but overall is already mostly mature.
>>
>>1756183
Thank you anon.

>>1756183
The pick is for getting stone, or other ore if we happen to find some on our land. Stone is useful for building our cabin.
Same thing I say to other anon we need clear trees.

>hey're gonna fucking love us, we're single-handedly feeding entire families of theirs
We're one guy, and we already traded enough to well-fed two people through winter. so a whole family can ration that shit for winter. I fucking love giving a helpful hand.

>>1756186
That's good enough for me. and Gauls will still love us.
>>
>>1756176
Smoke deer
Gift deer to gaul
Clear trees
>>
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>19.

The following morning, you set out to deliver the still fresh deer which had kept at a decent temperature in your cellar to the Gauls.

Dragging the carcass across over the snow the long journey, you are eventually exhausted by the cold winter, despite your bearskin cloak. Trudging the rest of the way on foot, you reach the stockade and greet Aerick with the familiar words "Food, come."

Going back and picking up the carcass, you are thanked with gratitude by all of the guards on duty

You stop by Arthur's place for your lessons before heading back home to tend to the rest of your duties.

>+7 Gaulish XP
>+2 Gaulish reputation, 28 total.

Arriving home, you set your remaining deer up in the smoker.

Just because it's winter does not mean you are to go without any hard work.

Fixing to finish your cabin's next room before the season's climax, you are able to cut a total of four trees to clear half a space.

>Gained four logs
>Gained 4 Axe XP

Notching and cutting the logs, you stack them around your current setup, carving out where the window and door frame will be set.

>Gained 30 Construction, 30 Carpentry XP
>Cabin Expansion 2/5's complete

>Seek out the girls who caught your fancy.
>Till land for
>a. Wheat
>b. Beets
>c. Cabbage
>d. Turnips
>Hunt
>Fish
>Gather Resources
>a. Stone
>b. Clay
>Clear land
>Explore
>a. Up the river and to the east, where the Batavians are
>b. East
>c. Build a rowboat to go across the river, west
>d. South
>Build
>a. Archery Range
>b. Practice dummies
>c. Continue expand Log Cabin
>d. Write-in.
>Write-in
>>
Rolled 11 (1d20)

>>1756223
Gaul Road looks nice this time of year. Fucking cold, but nice.
>Continue to expand Cabin
Dunno if it'd be worth hunting at this point. I think it's probably best to just work on comfi-fying the cabin for now. Next turn our wheat will be ready for harvest, and we can grab that, trade some to our hungry proto-french friends for some armor or arrows and a pick, and go on our merry way
>>
Rolled 13 (1d20)

>>1756223
>Set Traps
>Cut Trees
>Continue Cabin
Since it's winter, I'm keeping the list of actions short. To get more things done,

Wheat is going to be ready next week
>>
Rolled 14 (1d20)

>>1756223
Traps
Expand cabin
>>
Rolled 47 (1d50)

>>1756223
So do we just roll the passive d50 roll each turn?
>>
Rolled 20 (1d20)

>>1756240
>>1756107
>>1756037
>47
>49
>50
This luck.
Guess one more d20 is allow.
>>
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>>1756240
>>1756242
>>
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>>1756242
>>1756240
THE DICE GODS DEMAND QTS AND COMFY CABINS
>>
Rolled 3 (1d20)

>>1756223
>Traps
>Expand cabin
>>
>>1756247
Good to have you anon,

>>1756246
The QTS will love our pimp out cabin. We are well liked by the Gauls. And next week, we're going to harvest the Wheat and trade it.

To harvest the Wheat, will take one whole week so let's use two weeks next turn.
>>
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>20. Expand Cabin, Set Traps

>Wheat is ready for harvest.

>20. Expand Cabin, cut trees

Rising early in the morning to continue your project, you run straight over to the forested outcropping you were chopping the week before, and set to work eagerly.

Trees fall as you lose track of time, and you are eventually rewarded at the sight of the rest of the outcropping, along with a whole other space cleared. In total, you cut and processed twelve whole trees, something that certainly wouldn't be easy for most in this weather.

>Gained 12 logs
>Gain 12 Axe, Melee XP

Working steadily into the night each day, you cut about half of the logs into planks to match the same wooden paneling in your main room, and use the rest to finish stacking and locking the logs of your walls together.

Despite the frigidity of the Rhine this time of year, your determination gets the best of you, and you extract a total of
>100lbs
clay over the week in order to mix into the same mortar-like insulation you used previously. Can't very well have one room being colder than the other, can we? You still need about a hundred and fifty more pounds of the stuff, along with dried leaves and other soft things, but it's an excellent start considering the circumstances.

When all's said and done, the additional room is 4/5's complete, with only the roof and the application of the paneling and insulation remaining.

>Lost 12 logs
>Gained 95 Construction, Carpentry XP

>20. Traps
With the last hours of the week, you set out into the dark woods - confidently a master of the environment around you, and set up a number of deadfall and noose traps in a perimeter around your humble abode.

Checking back in a week, you are sure the creative placement and structure of your traps will net you some tasty morsels.

>9 small traps placed
>Gained 45 Trap, Tracking XP

On your way back home, you see visitors sitting on the bench in front of your cabin. You can't make out much in the dark, but your cellar door still looks closed, and your house is not on fire, so that's nice.

>Sneak around for a better look at them
>Introduce yourself
>No chances, draw arrow.

1d20

>>1756240
I've been rolling them in an external RNG - when it triggers I post. Moving them here now, although yours'll be taken down here.
>>
Rolled 2 (1d20)

>>1756251
Okay, I guess I stop going my lucky rolls.

>>1756251
>Introduce yourself
Please be friends
Rolling
>>
Rolled 5 (1d20)

>>1756251
>Introduce yourself
If they're sitting on the bench and not skulking around or bashing our cellar door in, they want to at least talk, if not talk before they kill us

If we're lucky, it's a hungry qt. If we're less lucky, it's just random hungry Gauls. If we've got really awful luck, it's hungry Batavians.
>>
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>>1756252
>>1756253
>these rolls, now
>>
Rolled 19 (1d20)

>>1756251
Introduce ourselves
>>
>>1756256
Anon you fucking legend, you might've just gotten us a wife and you definitely saved our lives
>>
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>>1756252
>>1756255
The rolls could be better

>>1756256
>Anon with the save, how cool we look

>>1756258
Maybe a family want to give us a QT to feed for the winter? *wink* *wink*
>>
>>1756259
>>1756258
My luck is just great today. A 20 then a 19.
>>
>>1756251
If it wasn't clear already OP. This is golden quest, I love the story telling, and how you place humor in your writing. I really starting to see our character grow and more a personalty. That's how you know you're a good QM, when you feel the MC is it's own person, with his own goals, wants, and needs
>>
>>1756268
This, man. I know it must seem like we're just sucking your dick for the sake of it at this point, but you've got this way of writing that just blows everything else out of the water. Our character started from a blank slate, and is gradually growing into this snarky, creative, and ambitious sonofabitch who's going to make an impact and make everyone love him doing it.

None of us would be sitting here staying up all night, nights in a row if we wanted to do anything more than this. Thanks for sticking around, and for putting such effort into this.
>>
Rolled 16 (1d20)

wasting a nat 1
>>
>>1756270
You are so true with your points. I also live in California, so it's 3 in the morning for me and I'm staying awake for this quest.

Also OP don't feel pressure from the players, I would still love the quest, even if you slow down, or take a break. I want you to feel no stress from us as players, as we just want to have fun.
>>
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>19. Introduce yourself


"Hail, brother, it has been some time!"
Your ears are surprised to hear the familiar sound of your native Saxon language, and you yourself are shocked that the voice belongs to your actual brother.

Clasping hands at once with your identical twin, Ulrik, he introduces you to his two companions, Frederik and Aella

"Hail," they both greet you in unison.
"Your brother has told us only good things about you, and we almost didn't believe it ourselves when Frederik here spoke of the riches you'd built for yourself here."

"I've been watching you for awhile, you see." mumbles Fred,

That's nice.

"What brings you all here then? How can I help you?" you smile.

"Come in, come in, you must have been waiting for far too long in the cold as is," opening the door and beckoning them in.

"We've come to ask you for something honestly," replies Ulrik solemnly.

Aella speaks up again, speaking with a sense of controlled urgency.
"The tribe was attacked. Almost everyone is dead from a feud with the Frisians that began almost as soon as you'd left."
"We bled them well, but it was a bloody, violent feud, all brought about for the most stupid of reasons" Ulrik continues, throwing his arms up in exasperation.

"It was a disaster." mumbles Frederik.
"A disaster," continues Aella.
"A disaster." t. Ulrik

Shocked, and greatly angered, you brush aside the fact that almost your entire tribe is dead in order to be available for your brother. He himself had left the tribe to travel to the great sea in the south many years ago, when you were just a boy. He'd come back changed, in ways the tribe disapproved of.

"How can I help?" You finally release.

"We'd like to join you here. We see how well you have it here, and we know you started from nothing - we'd be slow to learn your ways at first, but with time I'm sure you'd love to have some company here, yeah, brother?" smiles Ulrik pensively

"Ulrik and I are no strangers to hunting." remarks Frederik.

"Right, everyone here is very useful," adds Aella.

Twirling your blond beard, you brood for awhile and decide.


>They may stay, but must contribute starting from day one. You are not a babysitter.
>They may stay, and you will help them get off to a good start. Life in the tribe was different than it is for you, alone out here.
>They may stay, so long as they do not disturb you.
>They may stay, but they should get the rest of the tribe over here as well.
>They may not stay. Offer an alternative.
>a. You will send the tribe supplies.
>b. They may stay only for some time.
>c. Redirect them to the Gaulish village - they may find a home there.
>d. Write-in
>They simply have to go.


>What happened to your other brother, Bjorn?
>How did all of this happen?
>How did you find me?
>Write-in question
>>
>>1756278
Frederik has autism
>>
>>1756278
Well, piss. This is at once an easy way to kickstart our little hamlet here, and also a very easy way to quarter our entire food supply that we were using to make friends with the Gauls. I like that Aella claims that everyone is so useful, and fails to mention how she is.

Fuck it. If we don't house them, this WILL bite us in the ass. This will definitely slow our nice-making with the Gauls, but once tweedle-dee and tweedle-jackass get the hang of hunting in the spring, this should go more smoothly. Aella, if nothing else, should be good for tending the crops.

>They may stay, but must contribute starting from day one. You are not a babysitter.
We came here with the express intent of being alone. If they want to stay, they're pulling their own weight, and they're gonna like it.

AND, they're gonna learn Gaulish, if not from Arthur.
>>1756283
Glad I'm not the only one to get that impression.
>>
>>1756278
>>They may stay, and you will help them get off to a good start. Life in the tribe was different than it is for you, alone out here.
>>>a. You will send the tribe supplies.

>What happened to your other brother, Bjorn?
>How did all of this happen?
>How did you find me?
>What happened with the women?

OP questions
Do our current stocks allow us to feed 4 people?
Also how much Wheat will we able to harvest right now?

>>1756283
No Saxon Qts, just men
>>
>>1756278
also,
>How did all this happen?
>Who the hell are you two tards?
>I'm trying to fuck a qt Gaul, don't cramp my style.
>>
>>1756285
Changing Vote
>They may stay, but must contribute starting from day one. You are not a babysitter.

The first thing we need to do is harvest the Wheat

>>1756284
>>1756288
4 people to harvest the Wheat, we should have enough to get it done quick.

To harvest even the tards can do it. Just cut it string them together and put in celler.

>>1756278
Also who the hell is Aella and Frederik? Wife and husband? They need to tell us shit/
>>
Not sure what to vote for, I'd rather continue working on our cozy homestead alone and later bring in Qt.

Against sending supplies, it is nearly winter and it willl be hard work to feed all four if we let these guys stay.
>>
>>1756285
Aella is a woman. Early twenties, as opposed to Frederik and Ulrik, who look to be about the same age. Ulrik is five years older than you.

You vaguely remember seeing her face some time years ago. You never got to know her, but looking at her now, she's about average height, fairly attractive, and fidgeting a bit behind the two men.

Frederik is weird.

Taking in three more people would mean your food upkeep would shift to 60lbs a week Presumably, they would be working and pull their weight.

>>1756285
You would be able to harvest a few hundred pounds of wheat, give or take some on account of your rolls.
>>
>>1756290
I said we just get them working with the Wheat field, since that can feed at least 2-3 people during the winter.

So my vote is allowing them to come, be useful and get shit done.

We have enough food right now, not counting the Wheat, to feed like 2 well fed people during the winter.

>>1756292
Is she blonde? Or red hair? I vote they get to stay but they need to help with the Cabin and the harvest as soon as possible.

>>1756290
>>1756288
Aella could be our Qt, maybe. Or we could set her up with our brother. And Fred is weird.

Also our brother traveled south so who knows if he meet the Greeks, Romans, Egypt or other places.
>>
>>1756278
>They may stay. But no babysitting
>Other brother
> How this happen
>How did you find me
>>
>>1756290
I don't want to let them stay either, desu. We've got our deadbeat brother, his autistic friend, and some random saxon thot that tagged along. Hell, for all we know more survivors might show up, since everyone seems so keen on not letting us be a proper hermit.

I figure if we DON'T house them, the Gauls might, and they'll think we're cunts for not doing so. Alternatively and even worse, they might go to the Batavians, who would hear about a lone Saxon feeding their enemies quite nicely, and would love to burn some more shit just for the fuck of it.

From where I'm standing, it's assume the burden of these fuckers and save face and avoid obvious downfall at some point, or gamble on whether or not they'd ruin us or die quietly in the snow.
>>1756292
Apparently, Aella is our nearly custom-made waifu. She's somewhat autistic, cute, and not short. We're not likely to get better, but we could always go for a Gaulish qt to improve our bond with the tribe, and let one of the other two have her.
>>1756294
I hadn't thought of that, but yeah, great sea can only mean the Mediterranean, so this may be the QM giving us an opening for muh Romans. He's not punishing us with this high a roll, he's giving us three very good opportunities to get to doing all the shit we were talking about doing, at the cost of an uncomfy winter. Which, admittedly, is completely against what our guy is about.

This is a chance to start to make it big in one fell swoop, or fuck up massively.

inb4 Fred is autistic because he's a literal wizard
>>
>>1756299
The reason I agree to let them stay, is since the harvest is coming in they can help get it all in the cellar right quick. Also our Cabin is almost done being upgraded.

Both our brother and Fred can hunt. But we can have them chop down wood, and our Brother can get clay. Allowing us to get the things needed to finished the cabin, while we are the ones that build the last 1/5.
>>
>>1756278
They may stay but no baby sitting
Also I'm in favor of bringing the rest of the tribe

What happened to Bjorn
Ho did this happen
How did you find me
>>
>>1756278
>>They may stay, and you will help them get off to a good start. Life in the tribe was different than it is for you, alone out here.
>Questions
All of them
>>
>>1756299
Good points, I quess we let them stay for now and help them to start.

Lets get better feel on Gaul QTs and Aella before we decide, dat red hair was pretty good.

>>1756278
>>They may stay, and you will help them get off to a good start. Life in the tribe was different than it is for you, alone out here.

>How did you find me
>What happened to your other brother, Bjorn?
>>
>>1756304
>>1756303
>>1756305
Welcome to the Barbaric party hope you enjoy the ride.

>>1756305
We should see all the Qts that we have in stock for us before choosing.
>>
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>They can stay, but they'd better be useful

Mulling it over for a few moments as Aella continues fidgeting, and Fred stares at the wall, you eventually turn to your brother and agree.

"You may stay."

His face curls into a wide grin and he bounds across the room, forcefully pulling you into a hug.

"I knew you'd agree, Karl!," he yells jovially

"BUT," raising your voice,
"As bountiful as my luck has been, this is not easy work. Everything I have here I built for myself, with my own two hands," you lecture, showing off the numerous callouses on your hands and work-related nicks and scratches across your arms."

"I've almost died more than once, and am already providing for a village full of Gauls. I expect all of you -"

"ALL of you." Aella and Fred look up
"To carry your own weight. This means building your own houses, and helping in the fields, bringing in some things of value one way or another. I am not like the 'Greeks,' with their olive oil and fancy wine and gowns and fornication and 'SOPHISTRY' you loved to talk about from your travels, Ulrik - there is no place for decadence here." you finish, sternly.

Your brothers' smile is unphased. "Of course, Karl. :)"

"How on Earth did you all find me, anyways?"

"That would be Frederik's doing, Karl."

Taking the cue that the socially normal thing to do would be to interject when his name is mentioned, Fred interjects:

"I was out in the woods some days ago. Running to deliver a message to the Alamanni Chieftan to implore him or help." Pausing for a breathe, he continues

"He said no. But on my way back I saw you getting run up a tree by wolves and I followed you home."

Breathing in deeply this time,

"I went back to the tribe and was telling Ulrik about it, and he asked if you were a big man with blond hair, and I said yes. He knew that because the tribe is southwest, and you left for the west, there was a good chance it was you, because that means you're between us and the Alimanni. So I showed him you here, and he confirmed it's you." He finishes, staring blankly at you.

"Okay... and what about Bjorn, why is Bjorn not with you? Do not tell me he is dead??"

Saddened, Ulrik looks down, eyes transfixed on the floor for exactly five seconds, then says "Bjorn is dead."

"Too young," remarks Aella from the back.

"How did this conflict, start, why did this have to happen?" you demand to know, the strain evident in your voice. "This is ridiculous!"

"The Frisian Chieftan's daughter eloped with our Chieftan's son. They captured her back, but having seen our weak state, plundered us for all we were worth, killing mercilessly. For nothing other than a woman!"

From the corner of your eye, you see Aella nod her head.

"And how did you meet Aella and Frederik? I don't recall either of them very well."

"We've had a long day of travel to get here, Karl. Do you think you can save the rest of the questions for another time?" Smiles Ulrik.

cont...
>>
"Tomorrow, work must begin. There is a whole field of wheat ready to harvest, and I will show you, Aella how that is done."
Perking her head up, she nods silently.
"There'll be other work after that in the coming weeks too."

Looking back over to your brother,

"You and Frederik will help me with whatever I am doing, which in the coming days will be finishing getting a roof over our heads here, then likely building a separate cabin or two for you lot. I moved away because I value solitude, I hate to be rude."

With that, the group of merry men and the woman unfurl their sleeping bags, and the next week begins.

Karl actions:
>Seek out the girls who caught your fancy.
>Till land for
>a. Wheat
>b. Beets
>c. Cabbage
>d. Turnips
>Hunt
>Fish
>Gather Resources
>a. Stone
>b. Clay
>Clear land
>Explore
>a. Up the river and to the east, where the Batavians are
>b. East
>c. Build a rowboat to go across the river, west
>d. South
>Build
>a. Archery Range
>b. Practice dummies
>c. Continue expand Log Cabin
>d. Write-in.
>Write-in

Aella actions
>Harvest wheat. You will have to show her how the first time.

>Frederik and Ulrik
>Assist you in your endeavors
>Hunt
>Fish
>Till land
>Build
>Write-in
>>
>>1756316
>Hunt
>Hunt
>c. Continue expand Log Cabin

>Harvest wheat. You will have to show her how the first time.

>Assist you in your endeavors


We are gonna need a lot more food for three people but I suppose we've been supporting far more than that already.
>>
Rolled 20 (1d20)

>>1756316
Here we go lads, we about to be /chiefbois/ now.
Karl
>Continue expand log cabin
Aella will harvest the wheat and we'll show her how no problem
Frederik and Ulrik
>Assist you in your endeavors
We'll have them help us finish the expansion, and with the spare time and manpower, we'll help harvest the wheat and maybe get to work cutting more logs for their own cabins. Next week, we should hunt and fish for what we can, to make sure we make it alright through the winter, and maybe even give the Gauls something and explain.
>>
>>1756316
>Karl
Harvest Wheat
Build Cabin
>Aella
Harvest Wheat

>Frederik and Ulrik
>Get Clay
>Cut Trees for the roof
>Assist you in your endeavors

>>1756317
We need the two guys to get clay and wood for us to build the cabin.

And us and aella wi>Assist you in your endeavorsll get wheat. Hunting in winter, only get small game, until you go looking for wovles, or bears

>>1756319
Thank you anon
Please look at my list, and support it. We should be the one building the cabin as we are the best at it. The other do the hard work of clay and logs
>>
>>1756316
Oh yeah what if any equipment did ulric and co. Bring along?

And supporting
>>1756319
>>
Think I've actually gotta go to bed now, lads. Thank you all for staying up and playing. Hopefully it will be at a more reasonable time tomorrow.

>>1756321
Frederik and Ulrik both carry copper tools, and are both technically hunters - Frederik looks more legitimate, as you know Ulrik barely actually did anything, back when you lived with the tribe.

Aella brought nothing.

>>1756319
nice 20, checked
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>>1756319
>20
The Wheat wasn't even effected by the winter cold. And they must be learning fast.

Once again with a harvest you just give us like half a ton of wheat with that Nat 20. We're going to have enough to feed us, and the Gauls.

Karl is having his own promised land right here.

>>1756326
Good night OP. I'll be back when you start back up again. This time when it's the morning or afternoon, we'll get more anons to enjoy this great quest.
>>
>>1756320
>>1756319
Supporting
Maybe next week we can trade for better tools, or more seeds. We should get a bronze hoe, to till the ground faster.

Maybe some nails. Nice roll checked.
>>
>>1756326
Nice! Get some shuteye, man. You've more than earned it. Happy to stay up for a quality game like this, Cro.
>>1756327
This is going very, very well. I just hope it doesn't descend into nat 1 madness anytime soon. Sorry about not supporting your list as well, was doing something for a bit
>>1756341
welcome to the Karl party, my man. Hope you enjoy your stay
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>>1756316
Check the traps as well. We lay out 9 traps, and with that 20 we're bound to get some good animals.

>>1756317
>>1756319
>>1756320
>>1756321
The traps guys. Get some small animal pelts and more meat to eat.
>>
>>1756346
Welcome to the party, and agreed we need to check the traps.
We should make some fish traps as well.

>>1756345
It's alright, I'm feeling asleep as type this. Karl will get some made pounds of Wheat from that roll. We must have enough to live off Wheat all winter long.

Turnips take 7 weeks to finish and beets 8 weeks. If they happen to survive than that's more food we can trade.
>>
OP when you can back maybe you can make a new thread as this has pass the amount of days that it doesn't get bump anymore. So more anons can see this quest when you start it back up.
>>
>>1756292
>Ulrik is five years older
>Also Identical Twin
What? We just look alike but not born in the same year?

That means Fred and Ulrik are 33 and Aelle is early 20s.
>>
>>1756403
>fuark
mind must've been wandering, must have tripped over my words. You do look very similar, and are of similar appearance and build, but Ulrik is indeed a lot older.
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>>1756409
Sleep well OP. The more well rested you are the better you'll feel.

And RIP younger brother.
>>
ave, true to Caesar.
>>
>>1756497
Caesar is gonna come try and murder us eventually you know
>>
>>1756514
Not if we create a Germanic superstate and become the northern Rome.


That or we go the exact opposite route and help the Romans take over as a rich family of local nobles. Then we get to play as the local Saxon lord working for the Romans.
>>
>>1756518
If I know anything about rome its that they're cunts who will try and murder us the second they're in the position to even if we've helped them greatly in the past
>>
There are literally centuries until Rome arrives here. We're proceeding week by week. Let's just hope the quest lasts long enough for now.
>>
>>1756525
True but the Romans were always willing to respect those who were willing to be roman-ised and help them.

>>1756528
Very true. Chances are we will be a beyond human in form and skill noble by then.
>>
>>1756532
>being romanised
disgusting
>>
>>1756532
This is lowest of the low magic setting, anon. I seriously doubt immortality is on the table. I'd rather focus on getting genetic traits to pass on to our ancestors so that by the time Jesus is around, our genes are tightly packed with competence.
>>
>>1756539
Be fair anon, we don't know how low magic it is, we know theres a magic section in the pastebin but no idea how high or low it is
>>
>>1756547
agreed. But it will likely be a low magic setting. That being said, even in a low magic setting can we do great things with magic.
picking up bunnies and plants as well as tilling with out back creaking work is good.
>>
>>1756533
Agreed but it just means we get to have secret pagan rituals in the basement.

>>1756539
True but if you stack many generations of blood pacts onto each other, you get pretty insane shit.

Plus we can always ask OP to strengthen magic or something.
>>
pretty sure he just added magic in for the fantasy option, and just left it in for fun.
>>
>>1756571
He made the pastebin after we settle on the world and shit. So that is unlikely.
>>
Sorry to barge in, but would you fine folks be interested in a similar homesteading game set in a nondescript ancient Mediterranean island?
>>
>>1756497
Yeah, no anon.

>>1756571
Anon I don't want us to get Romans as they were pedos and did awful things. We're going to Germanic them, with our German superstate.

>>1756774
Seems like you want to steal OP idea. If your going to do one, there is the chink crowd that will love to three kingdom shit up. So do that or Jap setting.
>>
When is OP coming back. I'm ready to get this quest going
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>>1756848
Be patient anon there are fuck all quests that I can actually enjoy anymore and op being a slow cunt is an acceptable tradeoff
>>
>>1756859
He wasn't slow. It's just the early morning time for us burgers. Stay up or pass out your choice.

We're going to set up our own Saxon Hamlet here. Aelle can marry any of us 3 but I say don't marry her off to a Gaul, since she will leave us.

Ulirk, us or Fred can marry Gaul Qts to add to our Hamlet.
>>
>>1756869
same thing.
And yeah we should do our best to not kill off the pure saxon bloodline
>>
>>1756859
>>1756869
Welcome anons, don't know if you are new, or just have changing ID's

But like anon said >>1756869
We could have 3 more mouths to feed if they all get Qts and leave Aelle.

Or average Aelle marry Fred or our brother, and we get 2 Gaul 2qts to come.

Or the other route, marry Aelle off, get 3 qts, and our population will increase by 2. But lose the Saxon grill.

>>1756875
I was staying up with the thread, and let me tell you It was worth it. Getting that Nat 20, and those high d50 rolls. I was able to pull some things off that help us.

Also I agree we need to stay our culture, not become like Roman. Just take the tech they have, once the time come. I have a dream of unifying Germany before it happened in real life.

The main problems was the Germans tribes were using copper, so we have to be the ones that give the German the bronze they need to advance to the new age and get stronger, faster.
>>
>>1756884
I mean the gauls already have bronze apparently, presumably they just bought it from a trader though but it shouldn't be too hard to either explain away us using meta knowledge as just fucking around with metals or find the trader and haggle the secrets of bronze out of him
>>
>>1756889
Here is some ways we can get the secrets from Bronze.

1. Ask the Gauls, the ratio and how to make it. Since they make Bronze stuff. They also have ore of both Tin and Copper, and we know what they are, so we can learn from the Gauls, once we can talk with them.

2. Once we have the knowledge of how to make Bronze from the Gauls, maybe ask what rocks they get the tin from, since our tribe knows how to get tin ore.

3. Have the Gauls show us how to build a oven/forge hot enough to melt the metals together.

So if we think about it, and follow a approach. We don't use our meta knowledge of making forges or knowing the simple ration of 2/3 copper, 1/3 tin.

Gauls at this time had Iron, but Bronze was still king, and our tribe doesn't even have Bronze, so getting Bronze of what is left of our tribe, can help them survive in the future.
>>
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>>1756900
For some reason this kinda reminds me of king of dragon pass with all this talk of bronze tools and shit. Only thing missing is constant disasters and duck people.

Still this is great and I want more! by the way OP if you are gonna do more you might want to consider getting a twitter so that people who'll follow know when you continue and can show up regularly.
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>>1757018
Hell yeah. I played that classic King of Dragon's Pass. I was able to become the Kang.

Dragon's King is set in the Bronze age, so most of the tools are in Bronze, but that's the type of Magic I would like to see. It's not really magic as in spells, but magic as good luck curses, undead, Dragon people and magic that empower the person.
>>
>>1757036
This is pretty legit.

Maybe have a handful of characters or cults that can actually do some minor spell shit or invoke divine favor or whatever, but the incredibly vast majority should be smaller stuff, some that even a layman could perform with instruction
>>
>>1757046
King of Dragon's Pass is legit. The game is mostly button pressing, trying to set up your things right. But the Heroquest of the game, is when you reacted a old folk tale, and you pass the realm of the living to the gods realm.

Also great artwork.
>>
King of Dragon pass is a great game that OP should consider if only because it’s a rather unique game. My personal take on it is that its good and unique and everyone with an interest in fantasy should take a crack at it. KoDP is set in an extremely magical world though, the Gods in that game is very active in world and magic is damn near everywhere, its set in what in other setting would have been the “mythical past” almost. Yet it also has a very down to earth and gritty feel to it.

OP If you are seriously considering adding magic getting inspired from KoDP might be a good way to do it. The magic in that game is based less around “I cast a spell on you wizard!” and more akin that magic can influence the world through doing ancient and often holy rituals that requires expensive sacrifice (often in form of useful animals such as cattle) and can require the entire tribe having to partake in said ritual which even then can backfire with devastating results.

An example is that some of the animals has gotten sick, worried that it might spread the tribe performs a ritual to make the sickness go away, but it fails and just makes it worse or it might succeed and the animals gets better or the disease just doesn’t spread, the “magic” might not have had anything to do with it, it might have just been luck.

So, in short what you might consider is keeping magic low-key. It can only be accomplished through long and hard and expensive rituals which might not even do anything or might even just make things worse, but it does exist and it does affect the world… So less fireballs and more divination and guidance from the gods (said divination and guidance might even be false or misinterpreted) protection against disasters both common and otherworldly, It also gives you the opportunity to add neat folk-lore stuff. And remember omens and signs was a huge part of folk lore back in the day.

But in the end this is your quest OP and you do what you want with it. I’ve been having a blast thus far either way. Just consider this two cents from a random anon who is barely coherent :P

((If nothing else KoDP might be a great image source if nothing else for this quest. It got good art!))
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>>1757250
Fucking dope. I have the books as well, so I have access to the lore and some good pictures.

Yeah the artwork is great, here is a pic of us getting all that Wheat with that Nat 20.

The most important thing in that game was the cattle, you needed lot of them to plow the fields, trade for other goods, and to sacrifice was expensive.

But as anon stated this is your quest, so do what you like to do.
>>
>>1757278
When it doubt choose cattle (or honorably steal it from your neighbors.) but above all... DO NOT FUCK WITH THE FUCK PEOPLE!
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>>1757288
I mean to say DUCK people. Excuse me while I go and commit sudoku.
>>
>>1757250
Alternatively he could make magic fairly powerful but situational as hell.


You sacrifice a goat on a full moon or an eclipse and pour the blood over a shirt and it'll make arrows avoid you in their flight / make you move supernaturally out of the way of blades to some degree (dodging spear stabs, not swings of great-swords or falling buildings) / making you harder to spot in the dark and shit.

That way it's useful as hell to know magic but it's only able to be used in very particular events with proper preparations.


Main point is that this is his world, we are merely actors on his stage and by his rules.
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>DO NOT FUCK WITH THE FUCK PEOPLE!
Kek

>>1757292
Duck people are bros, if your not dicks to them

>>1757305
>Main point is that this is his world, we are merely actors on his stage and by his rules.

Agreed, even if he doesn't use the magic or the types of things in Dragon's pass we still have cool art.

Colored pic of Karl and Gauls have a feast before the Gauls food supply gets raided. circa 591 BC
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Our brother Ulrik retelling the battle of our Tribe. Circa 591 BC
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>>1757250
>>1757278
I'll keep that stuff in mind. Magic may primarily be tied to religion. Mythic creatures and the lore around them would primarily be as well. You may be able to become a very powerful magus - probably not Karl, but over generations, and through years of personal study, apprenticeships, and prayer.

As for using it, I actually didn't even realize that most threads on here used pre-written games. Will definitely check it out for some inspiration, but I'm having a good time fleshing out the system in the pastebin for the time being and incorporating everyone's ideas for the time being.

>It's also worth noting - someone else earlier mentioned that surely not all Gauls exist in this tiny village. This is correct. Many tribes are a subset of a larger group which in turn may be made up of numerous other villages or wandering bands.

>New thread: >>1757428
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>>1757438
threads last forever past bump limit on /qst/ no real need for a new thread
>>
>>1757438
Nice that you started early OP. Now I can be more awake.

>>1757446
The new thread for the new anons to see the quest anon.

Also someone archive this shit.

Here is some details to put.

Left home, build a house, killed a bear, made friends with the Gauls, can let our brother come live with us.
>>
>>1756327
Oh baby did we accidentally stumble upon a proto strain of winter wheat? Talk about hitting the lottery. If we can successfully develop it we can squeeze in an extra harvest of wheat. If its winter wheat we can pull off it would be a real game changer.

So for the love of make sure we keep some for seed! It's gonna take a lot of selective breeding to make it winter hardy, but now we have a place to start.

>>1756790
Nah there are a lot of roman and greek fans he should be fine.
>>
>>1757857
>Nah there are a lot of roman and greek fans he should be fine.
I just saying he should do the Chinese or Jap themes so it's not a carbon copy, and we have two different themes. Not just the same thing


Also new thread is up check it




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