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File: Beyond the Pale.png (1.05 MB, 899x628)
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Beyond the Pale Civ is planned to be a faction-based civilization game, where players get to choose the direction of the civ and play as factions within their chosen nation. The first set of faction projects, where players really begin to form their groups, will happen on year 10, and happen every 10 years. That being said, I hope you enjoy!
>>
File: Untitled.png (348 KB, 1000x1076)
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Long ago, your people came to this land in chains, taken from the jungles of your home to this strange and unfamiliar continent. Your captors, goblins they called themselves, used you as labor in their mines and fields here. Yet, you never kept your eyes away from freedom, and when your masters were not looking, you broke free. You slaughtered them all, and came south, finding homes in this wild land for yourselves. It has many a year since that day of liberation.

Where do you hail from, then?
A. Taelia
B. Freland
C. Natoya
D. Armad
E. Oscovos
>>
>>3172287
E
The only right choice
>>
>>3172287
>A. Taelia
>>
>>3172287
A
>>
>>3172287
>A. Taelia
>>
0
>>
>>3172287
Oops
E. Oscovos
>>
>>3172287
>A. Taelia
>>
>>3172287
B
>>
>>3172287
>B. Freland
>>
>>3172287
>A. Taelia
>>
>>3172310
>>3172287
Change to E
>>
>A
>>
>>3172287
B. Freland
>>
>>3172287
Taelia
>>
The vote seems shaping up to be Taelia; I'll close it in 12 minutes, but if two votes seem to be close, I'll hold a runoff.
>>
>>3172287
Vote E!
>>
>>3172287
>A. Taelia
>>
E
>>
>>3172292
>>3172295
>>3172304
>>3172308
>>3172316
>>3172318
>>3172322
>>3172327
A

>>3172289
>>3172307
>>3172317
>>3172332
E

>>3172321
>>3172312
B

Taelia wins by a landslide. Writing.
>>
File: Known World.png (45 KB, 1225x1170)
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According to the one god, Esaudh, something very strange has happened. He believes he may now be able to grant boons to some of his priests, an act thought unthinkable before, as only a rare few have ever been seen to use magic, outside of his holiness. What's more, he thinks people may even be able to perform elaborate rituals on their own, for purposes such as healing. A strange affair indeed... with that in mind, the chieftain has seen fit to reset the calendar, marking this new period as the "Age of Awakening."
---
Year 1, AA
---
Agriculture: 6/10
Resources: 6/10
Food: 5/10
Morale: 4/10
Wealth: 3/10
---
Population: 5,500
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet)
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172358
F. Technology Research
>>
>>3172358
>B. Culture and Religion
Every year we should hold a small celebration for this new awakening. It's a sign of great things to come and should be remembered.
>>
>>3172362
>>3172358
support
>>
>>3172358
G
Explore north, follow the rivers
>>
File: MapKey.png (9 KB, 293x444)
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>>
>>3172362
Support
>>
>>3172358
G
>>
>>3172358
How many actions do we have QM?
>>
>>3172375
We vote one action per turn
>>
>>3172375
One per turn, unless you do diplomacy, which is basically a free action.
>>
>>3172362
Supporting

Perhaps this celebration could be a good time for families to come together and arrange marriages as well. (got to maintain proper monogamous relationships)
>>
>>3172376
turn is a year, season, a month?
>>
>>3172380
1 turn is 1 year
>>
>>3172380
year
>>
>>3172358
>G. Exploration and Colonization
>>3172365
This
>>
You begin to celebrate this new epoch, which the chieftain certainly approves of, given the fact he was the one to make the new calendar. However, the Natoyans make sure that you are not too happy, as another trading ship attempting to reach them has been sunk. They do this seemingly at random, though sometimes your men are not lucky enough to be killed at sea. Instead they are taken and sacrificed to the horned beasts that guard the swamp those heathens live in. It comes at a cost greater than that, however; when the Natoyans do not feel like trading, your access to copper goes down, leaving you with little way to defend yourselves.
---
Year 2, AA
---
Agriculture: 6/10
Resources: 6/10
Food: 6/10
Morale: 5/10
Wealth: 3/10
---
Population: 5,610
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172387
>G. Exploration and Colonization
>>
>>3172387
G
>>
>>3172387
G
Explore north, follow the rivers.
>>
>>3172387
>F. Technology Research
"Our people should keep away from their lands for now."
>>
>>3172387
G.
>>
>>3172387
>A
First get food then pray for fertility then swarm our foes!
>>
>>3172390
G. Exploration and Colonization
Search for copper. We can not be dependent on those savages for our own protection!
>>
File: 123.png (63 KB, 1225x1170)
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>>3172387
>G. Exploration and Colonization
Region marked in pic
>>
You've decided to explore the area immediately surrounding you; give me three rolls, taking the middle.

>>3172398
That is where your god lives, and where the fountain mentioned in the selection sheet is located.
>>
Rolled 43 (1d100)

>>3172400
>>
Rolled 53 (1d100)

>>3172400
>>
Rolled 57 (1d100)

>>3172400
>>
Rolled 60 (1d100)

>>3172400
>>
Rolled 45 (1d100)

>>3172400
>>
Rolled 53 (1d100)

>>3172400
>>
File: Chieftain.jpg (33 KB, 564x418)
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Upon good chief Hach's order, Coasthugger is checked along with your immediate vicinity, and as luck would have it, his guess was correct! There you find enough copper to keep you self-sustaining for a while. The mine is left in the hands of the Allo family, one of the three major founding families of Taelia, who also act as judges of criminals. Not everyone is pleased, however. Those whose income relies on trade think that you should continue your contact with the Natoyans, or head further east for trade. They have met other humans there, who hail from lands near to Natoya.
---
Year 3, AA
---
Agriculture: 6/10
Resources: 6/10
Food: 6/10
Morale: 5/10
Wealth: 3/10
---
Population: 5,722
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172422
>F. Technology Research
>>
>>3172422
>F. Technology Research
>>
>F
>>
>>3172422
A. Agriculture
G. Exploration and Colonization

Find some animals for our primitive (animal?) husbandry
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Currency
E. Stoneworking
F. Spoked Wheel
G. Other
>>
>>3172434
A
>>
>>3172434
>E. Stoneworking
>>
>>3172434
G. Other
Animal taming, is there anything around....birds to transport messages?
>>
>>3172434
>B. Shipbuilding
>>
>>3172434
>E. Stoneworking
>>
File: Bald Eagle.jpg (1.43 MB, 3840x2400)
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>>3172434
>>3172440
G. Supporting
>>
>>3172437
Changing to E
>>
>>3172434
>B. Shipbuilding
>>
>>3172434
F
>>
>>3172434
>F. Spoked Wheel
>>
>>3172434
E. Stoneworking
>>
While your masonry is good, it is not as good as that back at home in Freland. Having come here some 300 years ago, seeking to leave the oppression you saw rising there, the three families, Allo, Erodh, and chief Hach's own Cahach gathered who they could, and set off south. While their journey was not easy, especially due to the untamed nature of this land, upon reaching the Crumbling Mountains, home to the god Esaudh, they found themselves renewed in his Fountain of Life. Thus, miraculously, no one died on the journey. Swearing oaths to the first Cahach, who was the one to find the fountain, the two families and the rest of the pilgrims would settle south of the mountains, along the banks of the river you still find yourselves by today. But that is enough about that. Your masonry, which has flourished in the past few years, has reached a point where it equals that of any nation you know of.
---
Year 4, AA
---
Agriculture: 6/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth: 4/10
---
Population: 5,837
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172434
>F. Spoked Wheel
>>
>>3172481
>G. Exploration and Colonization
Let s colonize the river north, creating farms and villages.
>>
>>3172481
>A. Agriculture
>>
>>3172481
>G. Exploration and Colonization
>>
>>3172485
This
>>
>>3172481
>A. Agriculture
muh husbandry
>>
>>3172485
+1
>>
>>3172485
The river is the life of all things, support
>>
>>3172481
F
>>
>>3172485
>>3172495
How about attempting to found a new community where we find animals to domesticate?
>>
>>3172501
Include this >>3172485
>>
>>3172485
+1
>>
For your new settlements, give me three rolls.
>>
Rolled 5 (1d100)

>>3172514
>>
Rolled 5 (1d100)

>>3172514
>>
>>3172501
if the animals are near the river it s not a problem.

but if they are not near it, leave it for later.
>>
Rolled 61 (1d100)

>>3172514
>>
>>3172514
>>
Rolled 99 (1d100)

>>3172514
>>
>>3172517
The great thing about animals is that you can move them :D
>>
>>3172522
what a shame
>>
>>3172523
true.


My idea was to connect with our fellow men that we have send to the mountains for the copper. Plus our river seems fertile and unclaimed by anyone, just us. a river like this one seems perfect for become a great civ.
>>
File: Ideal village place.png (28 KB, 307x423)
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>>3172534
Good point.
Around here would be ideal. Get the intersection.
>>
File: Boarbeast.jpg (228 KB, 1920x1260)
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Your initial settlement, as soon as it was set up, was brought to its knees, with many being killed and injured by the animals. The creatures, a strange combination of the boars of the west and the dogs found in Freland, seemed to have no goal other than to drive you out. However, others suggest that the north was never meant to be settled. They believe something dark lurks there, directing these boarbeasts...

>>3172422
Whoops, meant west when I said east here, apologies.

>>3172546
That was in fact where they settled; the Boarbeasts came from the forest to the east.
---
Year 4, AA
---
Agriculture: 6/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth: 4/10
---
Population: 5,878
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172549
>D. Military
>>
>>3172549
Year 5*.
>>
>>3172549
I

Get all the men and kill these boars so we can expand.
>>
>>3172549
>J. Commune
>>
>>3172549
>D. Military
Prepare a group to avenge our fallen brethren!
>>
>>3172549
C
Improve homes and buldings with our stonework
>>
>>3172549
A I guess.

Begin hunting in the small forest to the west for all sorts of game, new food types and other resources.
>>
>>3172549
>C. Construction
fortify the home village in case they come south.
>>
>>3172549
>D. Military
Time for great hunt! Capture pups they will serve us as dogs and mounts
>>
>>3172549
D
>>
>>3172546

i was thinking here first, and after in the exact point you have circled.

>>3172554
support

kill this boars
>>
File: 1547313148932 near.png (40 KB, 307x423)
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>>3172546

i was thinking here first, and after in the exact point you have circled.

>>3172554
support

kill this boars

>>3172570
an error
>>
>>3172554
ALL THE MEN!

what about da woman?

are we patriarchal society?
>>
>>3172563
Supporting
>>
>>3172575
We need to leave people behind to defend the settlement.
what if the naoyta attack while were away. This is why we need to fortify first.
>>
File: TaelishWarriors.jpg (71 KB, 564x672)
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People are outraged over this event, and are prepared to take up arms to kill off these creatures. The chieftain agrees, and plans begin to be drawn up... While Taelia has no formal army, there are city-guards, and there are enough weapons for 600 men to be armed with copper. However, if all were to perish, that would be a significant blow to your agriculture, and to your population, as your culture is monogamous. That being said, you know where the beasts live, though not their numbers, which may range between 100 to 300.

What will you do?
>>
>>3172590
General equipment is swords and a shield, though some of those in charge of running the trainining that is held every month also have spears.
>>
>>3172590
We should have our hunters scout out their numbers first.
The rest of the guards will work on fortifying the city in the meantime.
Once we know the numbers for sure we can deploy the right number of troops.
>>
>>3172590
We must train and then head to face these beasts
>>
>>3172590
Bait them out then ambush those that come out. From there we can let some wounded try to get home and track them
>>
>>3172590
Do not go to war, we do need to die for land we have no need for.
>>
>>3172590
Use the fastest warrior to lead them into a trap, use fire to scare the animals.
>>
>>3172590
Just straight up kill the beasts with like 400 men.
>>
>>3172603
support
>>
>>3172590

Combine the ideas.
>>3172597
>>3172599
Send out scouts to learn their numbers and the terrain. While we train to fight the beasts. Spears and other long weapons will be important to survive.


>>3172563
Supporting that we keep the pups to serve as potential mounts.
>>
>>3172597
Supporting this
>>
>>3172611
This
>>
>>3172611
This
>>
>>3172611
Seeing as most people agree with at least part of this, this will be your starting plan.

Give me three rolls for scouting, taking the middle.

(To make it clear, if a roll is easy, I take the highest, or if it's hard, I take the lowest. In war, things are a pass/fail DC system, similar to Banished Quest.)
>>
Rolled 38 (1d100)

>>3172638
>>
Rolled 65 (1d100)

>>3172638
>>
Rolled 21 (1d100)

>>3172638
>>
>>3172638
>>
Rolled 35 (1d100)

>>3172638
>>
Rolled 84 (1d100)

>>3172638
>>
Rolled 22 (1d100)

>>3172638
>>
Rolled 49 (1d100)

>>3172638
>>
Rolled 35 (1d100)

>>3172644
>>
While your scouts confirm the location of the beasts, they aren't able to provide exact numbers, barely escaping with their lives after being found. However, they do shed light on something else. It appears the beasts aren't alone... a humanoid form was spotted with them.

Give me three rolls for training, taking the best.
>>
Rolled 3 (1d100)

>>3172661
>>
Rolled 71 (1d100)

>>3172661
>>
Rolled 37 (1d100)

>>3172661
>>
Rolled 94 (1d100)

>>3172661
>>
Rolled 36 (1d100)

>>3172661
>>
Your men are confident in their skills, and it is clear why. Having only one major settlement, the training they do every month has more than prepared them to work well together, even if they are not masters of tactics. You are ready for combat, but how many men will you send? All 600? Half of that?

(An extra -5 training bonus this combat.)
>>
Rolled 4 (1d100)

>>3172679
>>
>>3172679
Send 400
>>
>>3172679
400 men will go out while the rest stay behind to guard.
>>
>>3172679
Send 300 men
>>
>>3172679
Send 2/3, 400.
>>3172686
Supporting
It is of vital importance that we catch them off guard!
>>
>>3172679
400
>>
File: Forest.jpg (72 KB, 381x800)
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It is decided that 400 men will march north and face the creatures...

Give me three rolls, worst of three.
>>
Rolled 97 (1d100)

>>3172711
>>
Rolled 41 (1d100)

>>3172711
>>
Rolled 82 (1d100)

>>3172711
>>
Rolled 76 (1d100)

>>3172711
>>
Rolled 86 (1d100)

>>3172711
>>
Near the entrance to the forest, you begin to hear a rustling, after you have passed the partially ruined settlement. However, it is midday, and in the sunlight the Boarbeasts are illuminated, emerging from the trees. Your lines are disorganized, and you are tired, but it is no matter. For these beasts that stand as tall as a man's stomach, have made an error. In a relatively open field, you aren't hindered by the woods at all. However, there are many more than you were expecting!

Give me three rolls, DC 45, -10 equipment, -10 training, -5 morale, +10 numbers, +10 ???
>>
Rolled 65 (1d100)

>>3172748
>>
Rolled 6 (1d100)

>>3172748
>>
Rolled 65 (1d100)

>>3172748
>>
Rolled 89 (1d100)

>>3172748
>>
Rolled 76 (1d100)

>>3172748
>>
Rolled 4 (1d100)

>>3172748
Funllch Mush is one of those brave warriors
>>
Rolled 88 (1d100)

>>3172748
>>
File: Purified.jpg (225 KB, 633x950)
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While the boars gut a few men, your shields and spears have moved to the front and are allowing you to gain some order back. However, the beasts are strangely organized as well, charging at gaps in your lines, and performing other such acts that seem logically impossible for animals like these. That is when something just barely emerges from the treeline. A humanoid shape, just as the scouts had reported.

Three rolls, DC 45, -10 equipment, -10 training, -5 morale, +10 numbers, +10 Beastmaster.
>>
Rolled 28 (1d100)

>>3172767
>>
Rolled 29 (1d100)

>>3172767
>>
File: Gunardh.jpg (86 KB, 800x800)
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>>3172748
Gunardh stands out slightly in the group due to his copper spiked armor.
>>
Rolled 84 (1d100)

>>3172767
>>
Rolled 76 (1d100)

>>3172767
>>
Rolled 6 (1d100)

>>3172767
>>
A few men attempt to throw their spears at the foe, but they quickly die from their foolish actions. Others, like Tarach Saldo, choose instead to hold the line, and attempt to whittle down the boars from there. While your enemy is not overwhelming you, the appearance of the strange figure, still covered by shadows, has distracted your men enough to lose your initial advantage!

What will you do?
>Hold the line and whittle down the boars
>Advance towards the figure, slowly
>Surely one spear will hit him, right?
>Other
>>
>>3172789
>>Other
"Form your lines. We'll whittle down these boars and then fell that thing!"
>>
>>3172789
>Hold the line and whittle down the boars
>>
>>3172789
>Surely one spear will hit him, right?
>>
>>3172789
>hold the line while a a brave group tries to flank the enemy and catch the humanoid by surprise
>>
>>3172789
>Hold the line and whittle down the boars
>>
>>3172789
>>3172795
Supporting
Gunardh volunteers for the flank!
>>
Rolled 63 (1d100)

>>3172792
support


"Stand and Kill this beasts brothers !"
>>
>>3172789
Cuula Nimuea works to keep the men together forming ranks and such but upon hearing the call for volunteers he says he will go...he will find a way to burn the creature!
>>
>>3172801
unnecessary roll
>>
>>3172789
>Hold the line and whittle down the boars
>>
Seeing as many want a skirmish, we'll do that.

It will be four on one, the first four to post who their character is + some equipment will get it. First come first serve, to make it fair.
>>
>>3172792
>>3172804
Am supporting this action but working out the fire truck to have it ready
>>
Rolled 85 (1d100)

>>3172822
>>3172824
>>
>>3172824
Tarach Saldo comes
He holds a spear (if not that then a sword) and a shield with perhaps some light armor
>>
>>3172824
A random Tealian who has not but a sword and basic garb.
>>
>>3172824
Equipment: sword,shield, basic armor
>>
>>3172824
Cuula Nimuea
Armed with several spears and wearing tough light armour
>>
>>3172824
Callum Dalh
a warrior
Farmer
Father
Age: 34
Equipment: Sword Shield, Leathers
>>
>>3172789
>Hold the line and whittle down the boars
>>
>>3172824
A short sword, small shield, and fur coat
>>
Rolled 88 (1d100)

>>3172824
Gunardh moves with the group to attack with his two-handed axe!
>>
>>3172836
Oh and my burning rags!
>>
>>3172832
>>3172833
>>3172835
>>3172836
You four slip your way out of the encircling boars, and go to attack the fiend. What will you do?
>>
Rolled 36 (1d100)

>>3172846
Advance slowly but carefully, with my shield up and my spear out, ready to impale the bastard if he tries to get close.
>>
>>3172846
Hand burning rags too my comrades so we can all light it up. The plan is simple surround and attack in pairs so each pair can cover the other from counter attacks
>>
Rolled 14 (1d100)

>>3172846
>>3172846
Charge at the villain and hack him down.
>>
Rolled 36 (1d100)

>>3172846
Make a distraction for Cuula. try and hack away at one of its arms or legs
>>
Rolled 46 (1d100)

>>3172846
>>3172849
Welp time too try too light him up with this cover
>>
>>3172846
Please post on QTG when this
>>3172848
>>3172849
>>3172850
>>3172852
Will end and other players will have something to do
>>
Rolled 43, 97, 26, 93 = 259 (4d100)

>>3172858
I'm not gonna go into that thread just to tell you when something is done, but this won't take long.

That being said...
>>
>>3172858
What?
>>
A blast sends you all flying back, the unnamed Taelish man having his neck snapped, and Cuula breaking his arm in several places. The other two of you are sent back, but not as far, and you remain mostly uninjured. The boarbeasts seem shaken as well,
indicating to you that something is wrong with their controller. You can see him fully now, and he is pale and nude, and seems to lack any wit. It's as if he's a husk of a man. At least, you think, until the boars begin to rush at you. You're only a short distance away from the person now; what will you do?
>>
Rolled 12 (1d100)

>>3172876
Move forward against the man, and attempt to skewer him on my spear with a blow through the stomach. If any boars manage to attack me I'll point my spear at them and impale them upon it too. No mercy.
>>
Rolled 19 (1d100)

>>3172876
We need to end this quickly. charge at him with my shield raise to deflect his blows then stab at his heart once im close enough.
>>
Rolled 93 (1d100)

>>3172876
My arm is broken things don't look good. Wrap the burning rags onto my first spear and while muttering a prayer throw it at the bastard!
>>
Rolled 47, 12, 50 = 109 (3d100)

>>3172878
>>3172882
>>3172884
>>
While both Tarach and Samio are stopped in their tracks by the boarbeasts, Cuula's spear hits its target, and in moments the man is engulfed in flames. And strangely, as soon as this occurred, it appears the battle is over. The beasts wander off, as confused as you all are. But at least one hero was made this day.

Upon returning home, however, it appears the priests have learned something you perhaps should have known heading out onto the field of battle. They tell you that an escaped heretic, having bathed a second time in the fountain, made his way to that forest. And suddenly all becomes clear. For to bathe again in the Fountain is to commit sacrilege; and all of these heretics, known as the Purified (cleansed of all including their own souls), become warped in some way. Perhaps his was to control beasts.
---
Year 6 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 6/10
Morale: 7/10
Wealth: 5/10
---
Population: 5,896
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172909
>A. Agriculture
Animal husbandry
>>
>>3172909
>J. Commune
>>
>>3172909
>Colonize North, farms a new villages.

Now that the boars are slain, let s take this near lands north where our great river flows, that we have fight for.
>>
>>3172909
>B
We shall begin too have a small number of people more effectively guard the Fountain, and begin a tradition that marks those who are healed by the waters. If someone marked tries to get in the new guards stop them
>>
>>3172915
support
>>
>>3172915
This
>>
>>3172915
Thats very far from our home shouldnt we just settle the lands just north of our city.
>>
>>3172909
B.
A group of faithful Esaudh followers will be organized and trained to keep the mountain safe and become guides to those who make the trip to the mountains
>>
>>3172909
>G. Exploration and Colonization
Second time
>>
>>3172858
In retrospect, I think during most duels like that I'll have the combat and then also the battle going on, as not to bore anyone. That being said, because this is faction based, and thus player based, if a faction wants to do intrigue and that kind of thing they should join a discord I've made for this.

https://discord.gg/y2MhEWE
>>
>>3172915
Support
>>
>>3172928
i m meaning the lands north of your border, those are near us.

>>3172574
not the circle near the mountains, the other one.
>>
File: Lavingi.png (12 KB, 739x673)
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With the threat over, the northern settlement is established where your section the river splits. While the boarbeasts occasionally emerge out of the forest, they now just make good food for whoever chooses to hunt them. In other news, a nation called the Lavingi, who live southeast of Natoya, have come into contact with your traders. The Lavingi have access to lead, as well as copper.
---
Year 7 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 6/10
Morale: 7/10
Wealth: 5/10
---
Population: 6,116
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: N/A
Game/Fishing: Bison, Seals, Salmon, Northwest American fish
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3172966
>J. Commune
>>
>>3172966
>J
>>
>>3172966
>J. Commune
>>
>>3172966
>G. Exploration and Colonization
>>
>>3172966
>C. Construction
Fortify the fountain and put some chosen warriors to guard it
>>
>>3172966
J
>>
>>3172975
This
>>
His holiness Esaudh is said to reside on the highest peak of the Crumbling Mountains, the large mountain chain north of you. They are called as such due to the evidence of great battles there, with large skeletons and swords being located in the area. Some peaks are greatly eroded, giving it its name. It is a dangerous area to traverse. That being said, he has a shrine at the bottom of the mountains, by the fountain. There, he appears as a man, and speaks to his children, accepting offerings as well. The priests, for their part, mostly restrict themselves to enforcing worship of his holiness, and ensuring that offerings are given by all at least once a year.

What will you ask for?
>Guidance
>Prophecy
>Boons
>Other

What will you give him?
>Money
>Sacrifices
>Art
>Other
>>
>>3172990
>Guidance
>Art
>>
>>3172990
>boons
>sacrifices
>>
>>3172990
Boons
Art
>>
>>3172990
>Prophecy
>Art
>>
>>3172990
>Boons
>Sacrifices
>>
>>3172990
>Boons
>Other
Cuula will offer the service of his bloodline too Esaudh and will encourage others to do so too. He offers the spear that slew the heretic alongside this.
>>
File: Esaudh, Man.jpg (27 KB, 453x604)
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You to offer the finest pieces of art your crafters have made this year to Esaudh, in return for a boon.

Give me three roll
>>
Rolled 43 (1d100)

>>3173022
>>
Rolled 68 (1d100)

>>3173022
>>
Rolled 77 (1d100)

>>3173022
>>
Rolled 23 (1d100)

>>3173022
>>
Rolled 74 (1d100)

>>
The second roll was taken, this time around.

As he gazed at you from the fountain, the only words your god said were this:

"Good always comes of something bad."

The week after, a small number of boarbeasts wandered into the settlement up north, and appear to have taken a liking to the people (and food) there. There are suggestions that this might mean a domesticated boarbeast in the near future, but the chief believes in order for that to happen, you must first improve what poor taming skills you already have. The priests say this more harshly, but perhaps that is fair; they must not wish to squander a gift from Esaudh.
---
Year 8 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 6/10
Morale: 7/10
Wealth: 5/10
---
Population: 6,194
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: Boarbeasts(?)
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3173035
F
>>
>>3173035
>A. Agriculture
>>
>>3173035
>A. Agriculture
improve animal husbandry
>>
>>3173035
F
Taming
>>
>>3173035
F
>>
>>3173040
This
>>
>>3173040
Support
>>
>>3173035
>A. Agriculture
>>
Along with beginning to selectively breed the animals, some of the settlers have taken to killing those who are too large to feed consistently, and those who are too aggressive to be tamed. This is certainly forward progress that all approve of, given the large impact a domesticated boarbeast could have. In other news, Natoya has ceased intervening with your vessels... for now.
---
Year 9 AA
---
Agriculture: 6/10
Resources: 6/10
Food: 7/10
Morale: 7/10
Wealth: 6/10
---
Population: 6,349
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: Boarbeasts(?)
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3173065
>B. Culture and Religion
>>
>>3173065
E.
>>
>B/C
The Fountain must not be exploited and we must prevent others becoming warped and lost too us. Cuula proposes we build a structure around it and have a group dedicated to guarding the waters.

We shall begin to mark all whom have used the Waters to heal themselves, In order to get one one must be unmarked. The Guardians of the Fountain will ensure no heretics can get in and try for a second time. Cuula will be first among them for his actions recently but will not be the only one.
>>
>>3173065
B
Improved wood carving
>>
>>3173065
>H. Trade
increase trade with Lavingi
>>
>>3173072
support
>>
>>3173072
Support
>>
>>3173072
support
>>
Taelish culture revolves around small, independent families, who while loyal to the chief, hold that independence as key to society. The three families in many ways control the system, but most don't mind that; usually they bicker with each other, ensuring that none holds all the power in their hands. Along with monogamy, which is highly prized, that independence is perhaps the most Taelish value of all. Taelish craftsmen excel with metal jewelry and carving wood. Lastly, most Taelish hate orcs. A value descended from their ancestors, they are as xenophobic as Natoyans when it comes to greyskins, who are rumored to live on the far east of the continent. However, none of that is the focus this time around: with his holiness's gift being so great, the chief orders the construction of an elaborate wall around the fountain, with only a set of wooden doors allowing in and out. Cuula is left as Head of the Guardians of the Fountain for now, although partially because he was the one to suggest it to the chief. Construction is set to begin in the spring.
---
Year 10 AA
---
Agriculture: 6/10
Resources: 4/10
Food: 7/10
Morale: 8/10
Wealth: 5/10
---
Population: 6,508
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: Boarbeasts(?)
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3173115
>G. Exploration and Colonization
East and North
>>
>>3173115
>F. Technology Research
Plow
>>
>>3173115
>F. Technology Research
>>
>>3173131
This
>>
>>3173131
Support
>>
We'll pick this up next time, but for now, faction time. Give me the following:

Faction Name:
Description:
Assets:

Each time we play you'll need to post your assets if you want to do a project. Next session will be either next Friday or next Saturday.
>>
>>3173151
Faction Name: The Saldos (Saldo Clan)

Description: The Saldos are a family made up of hunters who hunt in the forests to provide food and furs both to feed themselves and to sell in the markets, in recent times they have taken to hunting these new Boarbeasts, but in addition to that, they have actually branched out and made attempts to tame and potentially even domesticate these boarbeasts.

Assets:
A compound/housing in the Northern settlement where our hunters are based out of
A tiny Boarbeast herd
Some hunters
>>
Rolled 40 (1d100)

>>3173164
Faction Project:
Our God, Esaudh has given us a great blessing with these Boarbeasts, the Saldos shall not waste it. While we are hunters first and foremost, we will prioritize expanding our Herd and improving our taming and/or domestication techniques with these Boarbeasts using this faction project.
>>
Rolled 32 (1d100)

>>3173115
Faction name: Priests of Esaudh

Description: A group of the more religiously inclined people and priests who try to guide their flocks forward. They are ever vigilant of heresy and will always try to take the most religiously correct path, even if it’s bad for them.

Assets: A missionary headquarters
A few missionaries
Scrolls on ancient history and the religion of our people
Faith militant (Militiamen who guard church operations and watch for heresy)


FP:
The Priests start setting up religious communities along the frontier to allow people to be closer to nature and such. These frontier settlements farm the land and trade for more manufactored goods from the port.
>>
>Faction Name
Clan Nimuea

>Description
A clan of highly superstitious and irritable Taelia even by their own people's standards. They have lived largely on the move looking to settle but the call to the wilds is hard too resist. Especially when looking into the heavens...who knows what secrets await in the world

>Assets
Hunting supplies/Tents
Tiny litter of Boarbeasts

>Notable Members
Cuula Nimuea [First guardian of the Fountain]
>>
>Year 10 FP “First steps” [Auto 50]
Clan Nimuea have recently travelled to the Crater Island too observe and explore the lake there...these wilds are untamed but believed to be uninhabited... What secrets could this place hold? Their camp has been set up on the island for this study...the lake especially
>>
Rolled 82 (1d100)

>>3173115
F
>>3173151
Faction Name: The Tulide Family
Description: Ful Tulide and his boys who followed to join him as members of the City Guard slowly gathered a small but loyal following there, not that the Tulides have any real positions of power just respect and loyalty of the men the work with regularly
Assets:
A Dozen or so City guards and their families
Their houses and Guard Equipment
A Small compound overseen by the Tulide Matriarch
FP The Tulides Aware of their rising influence havespent the last decade trying to rise in the ranks of the city guard and increase their reach
>>
Rolled 40 (1d100)

Flynn Clan

A clan who mainly works in the lumber industry, but works with wood carving as well. The clan has its own tradition of trying to become bulkier and big, its a sign of strength so they mostly work in the fields while the women are the main wood carvers and caretakers of the family. The clan lives on the northeast of the city, where the forest is located.

Assets:
- Experienced wood carvers
- Timber and wood carving shops
- Compound/housing on the edge of town


The Flynn clan will improve their wood carving techniques and skills to become one of the well known in the nation, they will make religious trinkets, furniture, and tools
>>
Rolled 100 (1d100)

Faction: Raendh Family
Description: Farmers and herdsmen who moved out of the main settlement and settled on the western side of the river. They only take up arms to protect their god and fellow countrymen against the evils of lesser men and races.

They seek a better existence for all who and seek godly favour and tales of this world.

Assets: Farms of the western river tributary. Boars domesticated for meat and labour

F. Project
We will commence the recovery of one of the big swords that litter the mountains of our god for study and perhaps ascertain guidance on its crafting from our god
>>
Rolled 61 (1d100)

>>3173151


Faction Name: Jagat Family


Description: The Jagat where one of the first familys interested in colonizing the North, unlike the other familys they didn t have any land in Taelia they only worked for lands of others. Now that the chieftain as launch a new colonization and the heretic and is beasts are slain, they join eager the other settlers : a oppurtunity for have their land is arrive. And they will take it, guided by Oxan the householder of the family.
Assets:
- 4 new small farms in the north near the new border of our tribe.
- 50 farmers eager to create new homes for them here.


FP : Establish yourself here and create 4 new farms, more worked lands are always needed for our family.
>>
File: eagle boi.jpg (542 KB, 1192x1920)
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Rolled 97 (1d100)

>>3173151

Faction Name: The Talons of Esaudh

Description: The Talons are a band of people who have taken up living in the Crumbling Mountains. They see themselves as devout followers of Esaudh but hold a greater love for freedom than most Taelians. Living their secluded life in the mountains they have little to do with the politics of the other families and interact with the rest of them sparsely. They see the Fountain as the greatest gift to all and take an attitude that such a gift should not be squandered by living a life of debauchery and decadence. The health Taelians are given is not something to be taken as granted, as such they stay clear from most sensual pleasures, such as alcohol, overeating etc. They keep their bodies in pristine condition by training and keeping a healthy diet. They see bald eagles as holy animals of Esaudh and as such refuse to kill or disturb any of them. However they do often decorate their simple clothing with feathers of different birds.

Assets:
-Simple Housing in the Crumbling Mountains
-a number of hunters

Faction Project:
While the balding eagle is seen as a holy animal the same can't be said about the other birds of the region. The members of the community will try and tame parts of the golden eagle population in the goal of having said eagles assist them in hunting.
>>
Rolled 7 (1d100)

Faction Name: Clan Leredh
Description: The Leredh’s are a clan of Tealish with an affinity torwards the water. This has lead to the clan settling along the shore and being involved in the practice of fishing and owning a small number of watercraft.
Assets:
- Fishing nets
- Boats
- Trained sailors

Faction Project: Settle and establish operations on Coasthugger island. An island such as this should be a natural home for us.
>>
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>>3173171
Your herd begins to expand, though slowly. The beasts also gradually become more domesticated.

>>3173198
The communities, while set up, do little religious work, having to spend their time farming alongside other settlers.

>>3173203
Crater Island is a strange place, you note. It appears at one point that water did not fill this basin, and it was just an area of flat land, like the rest of the island. However, at some point, something hit the land hard enough to leave a scar in it, from what must have been a massive impact. You're sure you see something glimmering in the lake...

>>3173207
Your family has come to dominate the guard's upper ranks, and are known for your respect for the law. The chief himself regards you quite highly.

>>3173212
Your carvers suffer in recent years, as the competition with other artisans becomes fierce with new markets like the Lavingi available.

>>3173232
Your family begins to grow, and you quickly acquire these farms.

>>3173322
Your settlement is going poorly, due to poor planning, weather, and a host of whole other things that makes it a little more than a hovel as of now. You have room to improve, suffice it to say.

>>3173227
Climbing up one of the taller peaks, you happen upon a corpse a little over four times your size, perhaps twenty feet tall. Shoved into it is the blade... made of a strangely smooth metal, which feels unearthly, you take it out and bring it home. You don't think you can forge it. Not yet. However, when you look at it, you do have fond memories of dislodging the blade, and first examining your prize.

>>3173293
The golden eagles soon prove invaluable to your living, helping you hunt, unlike your lessers, farming in the fields below your humble homes. There are many partnerships between bird and man in the Talons now.
>>
>>3173227
You also gain the title [Apprentice Scavenger], and +5 to scavenging rolls.
>>
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Rolled 2 (1d100)

>>3173115
Faction Name: The Torch Bearers
Description: A loose group of explorers, merchants and adventurers united under the vision of Ailen Curstag. Members of the Torch Bearers often act as delivery men of both goods and mail within the settlements of Taelia or dealing with the rather dangerous trade with the Natoyans.
Assets:
-Trade Ships
-Boarbeast Pack Animals
-Simple Delivery Network


The Torch Bearers shall begin mapping out the safest route to Freland taking the long journey to trade the exquisite jewelry of Taelia. These trade caravans shall make use of the new Boarbeasts as pack animals to allow for more trade goods and supplies to be carried.
>>
Rolled 62 (1d100)

>>3173115
Faction Name: The Hearth Lodge Club
Description: A collective club of various craftsmen and artisans throughout Taelia. Bakers, scribes, masons and blacksmiths, all gather at the Hearth lodge to commune, discuss current issues with the trade, and set up apprenticeships and trade deals with one another. Members of the club look out for one another so that all craftsman may enjoy the warm glory of Esaudh's hearth. The main meeting place for the club is the Hearth Lodge, located within the main city of Taelia, all club members having patches and symbols of an open hand with a flame in the middle along their workplace and clothing. The lodge was built and founded by Haemuth Nymph, him being the current head of the Hearth Lodge

Assets:
- A loose collective of various craftsman/artisans as members
- Large lodge in Taelia's populated city center
- Eyes and ears in many worker's circles

The Hearth Lodge Club will continue to branch out and advertise enrollment into its club, promising group safety and security to all craftsmen who join
>>
Rolled 68 (1d100)

>>3173151
Faction Name: Dumtha baking clan
Description: Dumtha baking clan focuses mainly on one thing protecting and advancing baking, so they focus purely on that, under the protection of whoever they can, giving out things they bake and generally promoting cooperation among the nation. "Unity through feast" is a very common phrase among them.
Assets: Lots of bread!
Bakery clubs, where they gather to compete with baking
Friendliness with everyone, making friends is the main goal after all.

Assist the poor and starving, handing them out baked goods, so that they can hopefully recover! give them entry as apprentices if they so desire, this should in theory boost our numbers a little bit.
>>
Rolled 12 (1d100)

>>3173115

Faction Name: The Hammers of the Forge
Description: A collection of blacksmith that take pride in being able to swing not only a smithing hammer but warhammers as well. All of the craftsmen in this group are also trained in combat, mostly specializing as a heavy shock troop. They have a training hall/armory that the meet up at often, but they all practice their craft in their own smithies.

Assets:
- A large collection of blacksmiths that are also trained warriors
- An armory/training ground filled with weapons and armor
- A number of smithies throughout the main city

The Hammers of the Forge will send some teachers to the areas the priests of Esaudh, in order to set up smithies there, in addition begin prospecting for metals.
>>
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>>3173638
The route proves almost impossible to pass, with only one survivor in your entire time of trying to find a working path. He speaks of something he called an ogre, something which the party learned about when they happened upon the corpses (and records) of a Freland merchant who was trying to do the same thing as you. They are apparently malformed goblins, degenerated by the continent. While possessing only the most basic intelligence, this is enough to give them a bonus against travelers who wander through their forests, due to their immense power and surprising speed. He also speaks of red and black abominations, furry bipeds who can be found in the plains.

>>3174706
The lodge is much smaller than you describe it to be, but the recruitment efforts are alright, netting several new members who may prove useful.

>>3174790
Everyone likes bread, and thus, you gain several new apprentices, all of whom wish only to bake the comfiest bread.

The kind of simple faction I can get behind.

>>3174973
Upon setting up the smithies, the warriors are all disgusted to learn you wish to use them for prospecting, and leave the guild. So, as it is now, you have a decent amount of smithies, and an armory, but only a few blacksmiths, and none of them combat ready.
>>
Rolled 74 (1d100)

>>3173151
Samio family
Samio family, friends, and assorted loaners who need a place to work and sleep.
Assets: some farmsteads in the north of the city, Boars, Samio and whatever warrior hangs around with us.

Faction project: Try and raise larger more docile boars for meat, hides, and other animal parts we use from them.
>>
Rolled 88 (1d100)

>>3173151
Faction Name: Gethse Order
Description: In the bison plains in the area, the Gethse Clan lives. They have chosen to forgo the convienent lifestyle of others to live one of humility and simplicity. They live on the move with the bison, living off them primarily and revering them as a great and holy animal, one close with Esaudh. The Gethse is in no way hereditary, instead in a way being a close-knit monastic order that considers eachother family.

Assets: N/A

Faction Project; The Gethse move to try and tame and herd the Bison of the plains.
>>
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>>3175035
Being shown a lesson in humility by the Gethse Order, the Talons of Esaudh will move from their simple housing into the different caves found in the Crumbling Mountains.
>>
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Rolled 5 (1d100)

>>3173115
Faction Name: The Stonemark Artisans

Description: A collection of architectural minded masons that group together from both a love of the craft, and to promote new feats of construction. They subsist off an income from building commissions and pay a membership fee towards building greater projects that promote the well being of the nation.

Assets:
-A collection of Masons
-A little backlog of saved up Member Fees
-A love of Stonework

Faction Project: We want to head out to the X labeled on the map and build a little round fort for the protection of the frontiersmen coming in. We intend to let people stay there for safety if being perused by monsters and such.
>>
Rolled 14 (1d100)

>>3173151
The Sons of Esaudh
A motley collection of farmers and commoners under the influence of a charismatic preacher, these men and women seemingly desire little more than to farm the earth and live out their lives in humble gratitude of the blessings granted them by their god.

Assets:
A number of followers
Some farmland

Faction Project:
Establish a commune on the outskirts of our realm. A place to grow crops, raise children and live in peace.

>>3173115
>A. Agriculture
>>
>>3173115
>F. Technology Research
>>3173131
supporting
>>
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Rolled 40 (1d100)

>>3173151
Faction Name: Gunardhson Clan

Description: VIKINGS
A group of primarily sailors united under the leadership of Gunardh. Starting off with just the immediate family of Gunardh, the clan has grown steadily as Gunardh has integrated other families into the clan. The clan bolsters few buildings on land, as their ships often doubles as their homes.
The Gunardhson Clan prides itself on their great seamanship and warrior traditions. For all their sailors serve as both rowers and warriors. Their ships and sailors are often rented out to merchants, as they are not the best traders themselves. In addition, the craftsmen of the clan are pioneers in shipbuilding but are otherwise mediocre when it comes to wood carving.

Assets:
-Several experienced sailors & warriors
-A few “Viking” karve ships (good for speed, descent for combat-maneuvering)
-Some skilled ship craftsmen

-Cooperation with Clan Leredh due to our mutual interests at sea
-Collaboration with the Flynn Clan when it comes to lumber and wood carving

Notable Members: Gunardh [Advisor to the Chief]
>>
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>>3173151
>>3175758
rolled by accident, but I can keep the roll for faction project.


Faction Project: Attain: -Cordial relations with Natoya (lower chance of our “trade” ships getting attacked

The Gunardhson Tribe attempts to better their relations with the people of Natoya. The one leading the delegation is no other than Gunardh’s first son: "Håkon Gunardhson".
The delegation brings gifts and promises of peace and fair trade deals with the Natoya people.

To show the sincerity of the offer Håkon Gunardhson has offered his own hand in marriage to the daughter of a trader family in Natoya.

We hope that our special ships with white/red striped sails will be safe in the water of Natoya.
>>
Rolled 15 (1d100)

>>3173151
Faction Name: Clan Daetha
Description: Hach Daetha spent most of his early life blind from a childhood accident. Once he finally visited the fountain and was healed, he pledged his life to his savior, forever grateful to Esaudh. Since then, Hach has gained group of like minded followers of Esaudh, all of them eager to prove their faith. They’ve since set up camp not far from the fountain, not wanting to be too far from it.
Assets: -group of priests/devout followers of Esaudh
-small amount of land near the Fountain


Faction Project: Hach and some of his most devout spend time in the Crumbling Mountains, meditating and seeking Esaudh so that they may further his will. They at least hope to learn how to better transverse the mountains.
>>
Rolled 76 (1d100)

Faction name: Clan Rodhar
Description: Frontiersmen and warriors that claim to be heirs of great warriors who fought for land and liberty time and again in the past, though some may dispute the claim that they're the "real hardest and oldest of the clans". The clan is an extended family and its friends and like-minded thinkers, essentially. The leader is chosen after the death or abdication of the previous one from within the clan's menfolk with what they call "The Contest". Today they make a living primarily off the forests east of Taelia.
Assets:
-Homes on the outskirts of Taelia
-A forester's camp in the nearby woods
-Capable hunters, lumberjacks, scouts

Leader: Aingwas Rodhar - a young man still, only just chosen to be leader of the clan. Though not the strongest, he is one of sharp wit, good heart and able hands who has earned respect among most of his own clan by now.

Faction project: A few among the clan still question their leader's authority. Aingwas will lead those who wish to follow him into the forests eastward, as far as they can, to hunt the strongest of beasts, discover new places of interest and earn glory.
>>
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>>3175025
You are largely successful in your efforts, allowing you to profit a great amount from your hard work.

>>3175035
Mirroring the Talons, the Gethse Order begins to live on the plains with the bison. While taming them may be far off, herding them is easy, and has allowed the Order to gain a great deal of money from the beasts, who are considered brutish creatures by many Taelish. Perhaps you will change their minds yet.

>>3175066
Your fort, while built, is barely used, with the area largely being safe. Thus, you waste a lot of money and resources for little gain, becoming a laughingstock in the process.

>>3175557
Your commune was going well, until one day, a Purified with the power to control metal happened upon it and killed many. Your simple farm tools were turned into deadly weapons, and it was only put down when some of the women left to seek help from nearby farms. However, by the time they returned, the damage was done, and the culprit had escaped. You can rebuild, but others wish vengeance upon the thing that killed so many of you.

>>3175758
The Natoyans are still mistrustful of you, as you are foreigners, but perhaps due to your frequent interactions with them, your ships have become more welcome among them in comparison to others.

>>3178259
You learn little other than the danger of the mountains, not just due to the rough terrain, but also due to the beasts that roam the area, picking off the unwary. However, the hardier among you are still alive, and could perhaps acclimate, given time.

>>3182525
The forests hold many things, including some spectacular beasts. Those who wished to question your leadership are shut up when you return with the head of a massive bear you had slain with your followers.
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Economics/Currency
E. Husbandry
F. Astronomy
G. Write In
>>
>>3189707
>E. Husbandry
>>
>>3189707
D
>>
>>3189707
>D. Economics/Currency
>>
>>3189707
F.
>>
>>3189707
F
>>
>>3189707
>E. Husbandry
>>
>>3189707
D
>>
>>3189707
>E. Husbandry
>>
>>3189707
F. Astronomy
>>
>>3189707
G: BAKING!
>>
>>3189707
E
>>
>>3189707
E
>>
>>3189707
D. Let's get in those carts and roads my man
>>
>>3189707
E. Husbandry
>>
>>3189707
>D. Economics/Currency
>>
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The boarbeasts are quickly becoming used to coexistence with humans, and the new generation is known as boarhounds. While of roughly equal size to how they were before, they have begun to serve as beasts of burden, while also being useful for their hides, meat, and milk.

However, that is not the major news this year. That comes from two places. In the north, the wall around the fountain has finished construction, but not before someone snuck into the area and became Purified. They then attacked several settlements, including the Sons of Esaudh commune, before vanishing. The other news is on a larger scale: The Curstags, having recruited some Lavingi, assaulted an island populated with Natoyans. While they did so successfully, and returned home with loot, tensions have never been higher with your neighbor. However, Natoya is also threatened by another presence: The Hilgotians. A presence revealed to you by the Lavingi, they may soon invade the changelings.
---
Year 11 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 7/10
Morale: 8/10
Wealth: 6/10
---
Population: 6,671
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Primitive Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: Boarbeasts(?)
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3189788
G. Exploration and Colonization

Using knowledge gained from Natoyan slaves prospect our lands for Iron.
>>
>>3189794
This
>>
>>3189788
>A. Agriculture

Primitive irrigation
>>
>>3189788
I. Conduct a raid on their borderlands
>>
>>3189788
F: Research the ways of bread, improve upon the techniques for bread, and the way to spread bread most efficently.
>>
>>3189788
>A. Agriculture
>>
>>3189794
>>3189788
backing
>>
>>3189794
Aight
>>
>>3189788
>G. Exploration and Colonization
>>
>>3189794
supporting
>G. Exploration and Colonization
>>
>>3189794
Smart idea, I’ll support it
>>
>>3189788
G
>>
Give me three rolls, then, taking the middle due to the knowledge of your slaves.
>>
Rolled 8 (1d100)

>>3189847
>>
Rolled 5 (1d100)

>>3189847
>>
Rolled 58 (1d100)

>>3189847
>>
Rolled 13 (1d100)

>>3189847
>>
Rolled 44 (1d100)

>>3189847
>>
Rolled 59 (1d100)

>>3189847
>>
Rolled 70 (1d100)

>>3189847
i got this
>>
Rolled 93 (1d100)

>>3189847
>>
After scouring your surroundings, you are forced to assume there is no iron mine relatively close to you. However, a new type of metal found on Crater Island by Clan Nimuea is both extremely attractive and profitable for both them and their trade partners, the Torchbearers. The metal, called Starstone, appears to have come from a fallen star some time in the ancient past. However, profit is not enough to save the reputation of the Torchbearers, who while having made a tidy profit in recent years, have forced the chieftain to bar raids on Natoya until tensions settle.
---
Year 12 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 7/10
Morale: 8/10
Wealth: 7/10
---
Population: 6,837
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye
Husbandry: Boarbeasts(?)
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3189881
>F. Technology Research
>>
>>3189881
I

Launch an invasion on Natoya
>>
>>3189881

>I. Diplomacy and War (diplomacy does not take the entire round)

Given that the Curstags attacked the Natoyans we need to make efforts to secure peace between our peoples.

Our great chief has said:
*"I would advise not acting against the Natoya yet. Even if they are as small as us, these lands are wild, and any attack we make may have ripple effects beyond our wildest dreams. We must be cautious."*

Hence I, Gunardh, recommend that we open a line of dialogue with the Natoyans. The Gunardhson Clan is willing to help lead such an effort, as we have had some success in reaching out to them before.

But only if we have the support of our fellow countrymen?
>>
>>3189881
J
>>
>>3189881
>F. Technology Research
>>
>>3189881
G. Exploration and Colonization

Using knowledge gained from Natoyan slaves prospect our lands for Iron. Search along the coasts of the bay of seals and the islands.
>>
>>3189881
G - Exploration
We must go east - clearly, the north and west bring little but trouble to us. Clan Rodhar will lead our men on this journey to new lands, peoples and riches.
>>
>>3189881
C: Using whatever armed forces we have construct several forts in the most dangerous zones, so that we can move further north with much less dangers and more spots to resupply on. (Preferably with bread).
>>
>>3189881
A. Agriculture
>>
>>3189881
>A. Agriculture
>>
>>3189881
Changing to A
>>
>>3189890

changing to A as well
>>3189881
>>
>>3189881
F
>>
>>3189881
A
>>
A - What do you wish to improve in terms of your agriculture?

Right now, you only farm rye, though you know other nations farm things such as winter squash and beans. Simple agricultural equipment is used, with boarhounds being used as well. You also know the Natoya in particular keep bighorn sheep as livestock. You could look elsewhere for help as well, perhaps to the Lavingi, or even the Hilgotians.
>>
>>3189942
Farm other vegetables and fruits
>>
>>3189942
Aquire some of those crops used by other nations.
>>
>>3189942
>Farm other vegetables and fruits
>>
>>3189950
I concur, diversify our foods
>>
>>3189942
>>
>>3189942
Buy slaves skilled in farm work from both Lavingi and Hilgotish to learn their farm techniques along with importing new types of seeds to plant.
>>
>>3189980
>>3189942

Backing
>>
>>3189950
This
>>
>>3189980
Support
>>
>>3189950
>>3189980
Combine these
>>
You buy the two types of crops mentioned, as well as slaves who know how to farm them. However, while you are at peace, Natoya has finally been thrust into war. With Hilgot having declared their intention to conquer their island, and kill their gods, the Natoyans have no choice but to fight. Luckily for them, an uneasy peace has been found between you and them, the Gunardhson Clan intervening in order to bring this about.
---
Year 13 AA
---
Agriculture: 6/10
Resources: 5/10
Food: 7/10
Morale: 8/10
Wealth: 7/10
---
Population: 7,008
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3190044
>D. Military
With bloodthirsty natoyans and purified running about, I would suggest we invest some time and effort in making weaponry and learning how to use it.
>>
>>3190044
>F. Technology Research
>>
>>3190044
H.
Sell to both sides in the war
>>
>>3190044
G. Exploration and Colonization

Using knowledge gained from Natoyan slaves prospect our lands for Iron. Search along the coasts of the bay of seals and the islands.
>>
>>3190047
This
>>
>>3190057
Supporting
>>
>>3190050
Supporting, we could become quite rich from this endurance.
>H. Trade
>>
>>3190057
support
>>
>>3190057
>>3190044
Backing we need mem-Iron
>>
>>3190057
supporting

iron will be useful.
>>
>>3190050
Switching to this
>>
>>3190050
T H I S
>>
>>3190044
I
Offer to help the natoya in exchange for decent iron trading deal
>>
>>3190049
>>3190047
change to this
>>
>>3190093
Support
>>
The Natoyans tell you to go away; as for the iron, give me three rolls please.
>>
>>3190050

WAIT this actually
>>
Rolled 73 (1d100)

>>3190137
>>
Rolled 91 (1d100)

>>3190137
>>
Rolled 79 (1d100)

>>3190137
>>
Rolled 56 (1d100)

>>3190137
>Auto
>>
Rolled 93 (1d100)

>>3190137
>>
Rolled 89 (1d100)

>>3190137
>>
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A strange type of iron has been found hidden in the bogs of a swamp island to your south. Small nodules of iron are hidden inside the peat there, which will also prove profitable, given peat is known to be a good fuel. Also at home, the chief has forbidden the Raendh Family and the Gunardhson Clan from serving as Guardians of the Fountain, after both were found attacking the ships of the Torchbearers on their way to trade.

Elsewhere, Natoya has successfully beaten back the Hilgotians. While taking heavy losses in the process, the Natoyans used the swamp to their advantage, almost wiping out the forces of their enemy through a combination of trickery, magic, and help from their strange, horned gods, the Swampwalkers.
---
Year 14 AA
---
Agriculture: 7/10
Resources: 7/10
Food: 8/10
Morale: 8/10
Wealth: 7/10
---
Population: 7,184
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3190188
F
>>
>>3190188
F
>>
>>3190188
F. Technology Research

Wheel time
>>
>>3190188
F. Technology Research
Straight to metalworking
>>
>>3190188
F
>>
>>3190188
F
>>
>>3190188
F
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Economics/Currency
E. Fishing
F. Astronomy
G. Write In
>>
>>3190188
"The Gunardhson Clan apologizes for what has transpired. When we rented out our ships to the Raendh Family we knew that there was a chance the ships would be used for such actions. And our sailors went along with it after the grave injustice we faced when Ailen Curstag SPIT in the face of our leader during trade negotiations..."

"We would like to apologize to the Torchbearers and our great chief Hach, but also to the people of Taelia. We the Gunardhson Clan take responsibility for our actions and will as a gesture of good will offer to buy a number of your slaves for a good price from the Torchbearers to make up for any potential losses they took."
(short term secret: slaves that we buy we will return to Natoya as part of our diplomatic mission there)

"We can do better, we will be better!"


voting:
>F. Technology Research
>>
>>3190217
>D. Economics/Currency
>>
>>3190217
C
>>
>>3190217
E
>>
>>3190217
C.
>>
>>3190217
>C. Metallurgy
>>
>>3190217
E. Fishing
Food of the blue veil
>>
>>3190217
C
>>
>>3190217
C
>>
>>3190217
C
Better weaponry and or tools
>>
>>3190217
>E. Fishing
>>
>>3190220
The Torchbearers shall sell them 200 slaves at 1.5 the normal price all imported from Hilgotish and Lavingi.
>>
>>3190217
>F. Astronomy
>>
Your smiths grow used to processing the iron you get from the bog, so while it doesn't immediately dominate over copper, it has taken the lead this year. In other news, the priests say they have received a message from Esaudh, and he wishes for you to hunt in the eastern forests for a white stag.
---
Year 15 AA
---
Agriculture: 7/10
Resources: 7/10
Food: 8/10
Morale: 8/10
Wealth: 7/10
---
Population: 7,184
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3190296
>G. Exploration and Colonization
stag hunt
>>
>>3190296
>G. Exploration and Colonization
hunt da white stag
>>
>>3190296
J
Hunt the beast
>>
>>3190296
C. Construction

I will hunt
>>
>>3190296
G
>>
>>3190296
G.
Stag hunt
>>
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>>3190296
THIS IS MY CALLING!
Aingwas has the most experience in both the hunt and the eastern woods - he shall earn Esaudh's favour not by pretty words, but by great actions! He proposes to the chieftain that he lead this hunt.
G or J, whichever is needed for the hunt.
>>
>>3190296
Ferdia brother of Cuula will join the hunt with a small party too bring honour too their people
>>
>>3190263
"Make it 100 and we have a deal, we spent most of our profits from our previous trade venture on new ships/homes."


>>3190296
As mentioned before:
(short term secret: slaves that we buy we will return to Natoya as part of our diplomatic mission there)
OOC: If we are lucky the Natoyans will give us some compensation back. Or perhaps a marriage offer. hehe


>>3190312
G.
Supporting Stag Hunt
>>
>>3190296
G. Exploration and Colonization

hunt this white stag
>>
Alright then boys, tell me who you're sending on this hunt. While officially the priests will be leading it, Clan Rodhar has the most experience in the area, and most trust them to lead the way.
>>
Rolled 95 (1d100)

>>3190296

Clan Aias

Craftsmen and builders, men of Clan Aias prides themselves as the finest back in Freland. Their women are expert in hearthkeeping and is not averse to taking up the male's craft should their spouse or father dies. Enslavement and imprisonment by the goblins did not serve to dull their clan's purpose, but instead strengthens their resolve in returning to it. Now that freedom is theirs and in a new frontier, the talent of Clan Aias is all the more eager to be tested before the unforgiving wilds.

Asset: Some huts
Crude forge
Tools

Faction Project: The current forge the clam is working on is inadequate. Try to assemble a bigger and proper forge.

G.
Supporting Stag Hunt
>>
>>3190329
Myself and my brother Geradh. Ask for some guidance from rodhar clan
>>
Using what can be gathered from their background as Frontiermen a plan is hatched...
1) acquire female dear preferably in heat
2) use them too bait the white stag out
3) ambush and kill said Stag!
What do others make of this plan?

Ferdia shall be going on this hunt
>>
>>3190329
Paxter himself and his young nephew shall go. We have tridents btw
>>
>>3190329
I will be sending Darach of The Talons and his hunting partner Iolair.
>>
>>3190329
Funllch Flynn and his younger cousin, Gunther will be going to get a piece of that meat!
>>
>>3190329
Oxan Jagat will join the hunt, with a simple spear.
>>
>>3190329
Tarach Saldo himself, along with his younger son (18 years old), Torbadh Saldo will go. Both of them use Spears and Bows.
>>
File: Leif.jpg (922 KB, 1920x1200)
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>>3190329
Leif Gunardhson:
The second son of Gunardh, and the wildest of the warriors of the Gunardhson Clan.
He is known for fighting with weapons in both hands, going into a berserk where he at times struggles to see the difference between foe and friend...
>>
>>3190329
Clan Daetha shall send Hach Daetha and his brother Dalio
>>
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>>3190329
Oseph Mith and his brother Alvim shall attend the hunt, both of them fond of hunting and experienced with the spear.
>>
>>3190329
Samio and his son Yamio will join the hunt
>>
>>3190329
Ful Tulide will be at the hunt by himself
>>
With Aingwas leading the way, your group, roughly 25 men strong, walks into the dark and dangerous woods...

Give me three rolls.
>>
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>>3190329
Aingwas will be joined by Sando, his uncle and mentor, a greatly respected hunter and warrior of the clan. Besides their primary spear and axe, both men carry a pair of javelins and rudimentary hunting tools and supplies. They will prepare for the hunt by surveying the known grounds, applying proper camouflage on themselves to mask them both from the eyes and noses of the beast we hunt. Stag, bear or boar - no creature of the wild must be underestimated.
>>
Rolled 14 (1d100)

>>3190393
>>
Rolled 96 (1d100)

>>3190393
>>
Rolled 14 (1d100)

>>3190393
>Auto
>>
Rolled 93 (1d100)

>>3190393
ez
>>
Rolled 55 (1d100)

>>3190393
>>
Rolled 94 (1d100)

>>3190393
>>
>>3190393
>>
Rolled 77 (1d100)

>>3190393
>>
As you stroll through the trees, you are suddenly met with a thick fog... it lasts an hour before disappearing. However, once you are past it, a spectacular sight greets you. A ruined city, hidden here in the woods. The strangest thing is, Aingwas has never seen it before...

If you would like to look around or do something here, feel free.
>>
Rolled 96 (1d100)

>>3190415
Look around for something of value, perhaps a trinket, or something greater? Perhaps a weapon?
>>
Rolled 32 (1d100)

>>3190415
Look for treasure in the ruined city
>>
Rolled 22 (1d100)

>>3190381
>>3190381
>>3190329
Ful Tulide carries a simple iron spear and not much else besides food(forgot to include equipment)

>>3190415
Look around for the Guard barrack/garrison what have you to see if theres any clue of loot there
>>
Rolled 9 + 5 (1d100 + 5)

>>3190415
Search around for treasure or weapons or magic idk

+apprentice scavenger
>>
Rolled 99 (1d100)

>>3190415
Snoop around with my eagle. What is the worst that could happen?
>>
Rolled 79 (1d100)

>>3190415
Search for artifacts or tools
>>
>>3190415
"Amazing! This is exactly the kind of thing I was looking for! Sando, I told you we'd find something more than just trees here!"
Aingwas and Sando will explore these ruins for a while, go over the exterior first and then carefuly venture into whatever structures there are. If they lead to any particularly large or deep places, don't go too far.
>>
Rolled 73 (1d100)

>>3190415
Carefully exploring Ferdia ensures too maintain a visual line of site of the others at all times. He looks around for things to identify the place or bring with him home as proof of it...anything intresting...
>>
Rolled 32 (1d100)

>>3190429
>>
Rolled 81 (1d100)

>>3190415
"A ruined city ? Look brothers ! Every Building is in stone !"

"I try to climb a tree, we have to see how big it is."
>>
Rolled 4 (1d100)

>>3190415
Look for anything that resembles writing.
If it's on something that can be picked up we'll bring it with us, if it's on a wall or such then copy it down (carving it into a piece of wood for example).
>>
Rolled 76 (1d100)

>>3190415
Keeps his guard up, someone needs to focus on keeping the group alive rather than scrambling for shiny artifacts.
>>
Rolled 22 (1d100)

>>3190415
Hach and his brother continue to search for the stag, hoping to catch the beast unaware and beforehand anyone else.
>>
Rolled 30 (1d100)

>>3190415
Look for signs of the stag. Maybe I’ll see something from atop a building
>>
>>3190417
You find a strange trident, buried under the rubble of a statue. A marble head calmly watches you as you take it, and you feel as if there are more eyes, everywhere, just watching, staring, waiting.

>>3190419
>>3190422
You both find some gold trinkets, but little else.

>>3190423
Despite your skills, you find little of interest.

>>3190424
As you sneak around, you come across a bust of Esaudh, resplendent in marble and gold, sitting atop a pedestal inside a vast building. The places where other busts once sat are missing.

Scrawled on the floor though, as you turn back, is "death to traitors," burnt into the ground. You decide not to take chances and leave.

>>3190427
>>3190433
You both find strange tablets, made of metal you do not recognize. A foreign tongue is written on them...

>>3190429
>>3190435
While you do not find much of significance, you do begin to hear a voice in your head. While it is just a whisper, it says things like "Come", "Join me", and finally, "Time is short".

>>3190436
The city is vast, perhaps five times the size of your capital. You wonder why it was ever abandoned.

>>3190442
Unfortunately, a piece of debris knocks you out as it falls.

>>3190447
You grow concerned with the look on the face of Aingwaz as he wanders away from the others, and decide to follow...

>>3190453
>>3190458
While these two mill about and do nothing interesting.

Suddenly, before Aingwaz and Leif can leave, the fog rolls back in.

What will you do?
>>
File: Trident.jpg (14 KB, 466x648)
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>>3190417
The weapon seems to shock you at the touch; that is when you notice the lightning that every so often courses across its tips.
>>
>>3190505
Get everybody into a building before the fog gets too thick. We'll wait there for the fog to clear.
>>
>>3190505
GROUP UP THE STAG MIGHT BE NEAR!
>>
>>3190505
Gather everyone at the tall tower.
We can keep watch from it
>>
>>3190530
support
>>
>>3190505
Stick together lads be careful....go for bigher ground and help one another up! Stay together! Get a good pisition too look around
>>
>>3190505
Help Oseph Mith by carrying him towards the rest of the group
>>
>>3190505
"Wow ooh, brothers the city is vast ! Vast ! More than Taelia ! Brothers ? Where is Oseph ? i will put a piece of clothing up here and on the trunk. Wait for me."
>>
>>3190534
Support
>>
>>3190505
Get out of the fog i suppose
>>
>>3190530
>>3190505
backing
>>
"The fog is treacherous and there are foul voices that whisper to us! Do not trust them easily, they will try to trick you most likely!" Aingwas says as he and Sando group up with the rest in and around the tall tower.
>>
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As you move for a small tower you see nearby, you climb to its top. Inside, a tattered painting, somehow not completely worn down by the elements, displays an image of a pure white, radiant stag. And, several hours later, as the fog clears again, you see that same stag: except this time, it stands across from the tower, staring up at you all.

Everyone suddenly hears a voice ringing out, deafeningly loud, across the silent city.

"I called one of you, and you did not come. Why?"
>>
>>3190550
"Is it wise to heed the whispered words of one who would not show themselves? No. It is not wise"
>>
Rolled 59 (1d100)

>>3190550
“KILL IT”
>throws trident
>>
>>3190550
"In the wild, one can only truly trust themself and their instinct. I am the one you called to, great beast - I chose my instinct." Aingwas says
>>
Rolled 47 (1d100)

>>3190550
Chuck a spear at it.
>>
>>3190550
"AAArgh shut up ! Wait why you are speaking ? WHAT ?! Is the white stag !"
>>
>>3190562
Going to tackle this fuck
>>
Rolled 87 (1d100)

>>3190550
Kill it with my trident, if I have the killing blow on this White Stag, I shall surely have the blessing of our glorious god!

"FOR ESAUDH!"
>>
>>3190550
“We didn’t know where it was coming from. Some of us were unsure wether or not to follow.”
>>
>>3190565
Stopping this individual.

Let Aingwaz take the lead.
>>
>>3190550
"Whomever heard you sought too ensure the safty of their kin! Who are you?"
>>
Rolled 80 (1d100)

Going to try defend the deer from madmen till we talk it out
>>
Rolled 46 (1d100)

>>3190570
"CEASE YOUR WILD FLAILING ABOUT, SALDO, THE CHIEF IS TALKING TO THE THING!" Sando says and moves to stop the man from throwing the spear, applying his massive strength to the problem if necessary.
>>
Rolled 32 (1d100)

>>3190550
Ful Calls out "wait!" and tries to stop Tarach by tackling him
>>
Rolled 100 (1d100)

>>3190550
Going to defend the White Stag
>>
Rolled 84 (1d100)

>>3190562
>>3190565
>>3190570


"Wait a Moment Brothers ! Wait !"

try to stop them in attacking the stag now.
>>
Rolled 44 (1d100)

>>3190550
Hach and his brother try to stop the others from attacking the beast. We should at least hear what it has to say.
>>
Rolled 36 (1d100)

>>3190573
Rolling to stop these fools from killing it without killing them
>>
>>3190570
"Hold friend! Something is amiss!"
>>
Rolled 8 (1d100)

>>3190570
Try and stop myself, it appears I have made a mistake!
(This is a meme roll, although if you wish to take it seriously by all means.)
>>
Rolled 22 (1d100)

>>3190596
The stag is the most beautiful creature Leif has seen in his life, he is in love.

If worst comes to show, Leif will jump in front of any potential attacks towards his love.
>>
>>3190565
>>3190562
>>3190570
>>3190585
While the blows of Darach and Paxter are not enough to kill the creature (though staining its magnificently white coat red with blood), Tarach comes close, the killing blow only being stopped by Funllch's blade coming between the two just in time. However, the stag, heavily wounded, collapses on the ground, bleeding heavily from its injuries.

"I see," it says, without opening its mouth. "The summons was a lie. He was one of those who did this, after all. I don't know why I had hope. Especially after what he had sent me. Why do you follow him then? Esaudh, that is?"
>>
>>3190604
"It was a misunderstanding! Please Let us lead you to his fountain!"
>>
>>3190604
"In truth he is all we know? Please tell us where you came from? Who are you...what was a lie?"
Try too sooth the creature somewhat?
>>
>>3190604
"We have been given our bodies and life by Esaudh! To not follow and worship him is ungrateful and a blasphemy worthy of death!"
>>
>>3190604
He provided for us as a patron god after our great exodus from cruelty to the north. What youve seen is the greed to appease esaudh in some form as he is revered amongst ourselves. Though I admit they are not sharp, the ones that did not think before they attacked.

I will try bandage the deer.
>>
Rolled 2 (1d100)

>>3190604
"What do you mean, Great White One? What are these summons and what is it that Esaudh sent you?" Aingwas asks as he kneels next to the wounded beast, trying to look for any way he can tend to its wounds.
>>
>>3190604
“We learned of him when we visited the mountains and were healed by his sacred pools generations ago.”
>>
>>3190604
Esaudh saved our people by granting us a second chance from the fountain on the top of the mountain, the only being that helped us during our struggles."
>>
>>3190604
Hach looks mortified. “T-they are fools! Esaudh has given us everything. We merely wish to give back and spread his will. I am so sorry for this “
>>
Rolled 87 (1d100)

Stab Paxter Leredh for this crime against logic.

See how you like it..
>>
>>3190604
Leif starts crying...
>>
Rolled 99 (1d100)

>>3190644
Fuck you

Counter stab
>>
Rolled 39 (1d100)

>>3190604
"Stag, wait a second tell us of this city ! Here maybe this pieces of cloth could stop the blood !"


>Put some pieces of cloth, on is wounds at least for talk more.
>>
>>3190604
*Funllch Flynn leans closer to the white stag's ear and says*
"I don't know if this is too much to ask, but may I eat you after you pass to the after life?"
>>
>>3190664
>>3190644
>>3190596
>>3190657
"I have half a mind to arrest you all right now!"
>>
>>3190614
"No," the beast intones, "Anything but that."

>>3190617
>>3190622
"I am Phos, and I and Esaudh were friends, in a time long ago. Your god summoned me to meet with him once more, and it seems it was a false hope, given you have condemned me to death. I assumed you were my escort, but instead you were my executioners."

>>3190618
The beast just laughs at you.

>>3190621
>>3190624
>>3190627
>>3190639
"I think the priests keep the truth from you, my friends. I may not be known by your people, but they are known to me. Many spirits watched your journey to these lands, and I remember the cause for it. It was not just seeking freedom, but specifically, freedom of worship. You hoped to interact with the spirits of this land as friends. But when you met your first spirit, some among you got greedy. Look how far that has gotten you."

>>3190657
>>3190664
"ENOUGH."

The two of you are knocked out before you have the opportunity to stab each other.

Once that is done, the beast returns to talking.

"Look at this city around you. Built by men, I bet you think, but it wasn't. We spirits made this, and we hid it once it was destroyed. Destroyed by who? Your god, and others. The reason doesn't matter, all that matters is that they did. Even gods can do harm. Remember that."

With that, Phos places his head on the ground, and closes his eyes. Within minutes, his body is gone, growing translucent before disappearing entirely. Any trophy you may have claimed here, similarly, is gone.

You return home with more questions than answers.
>>
If there is anything you'd like to ask about the setting you'd know in character, or any intrigue that can be done publically (and within reason), feel free to post it and I will respond to it before next session.
>>
>>3190682
"I do not know what it took me, but his words seemed sincere to me. I will make penitence and reflect on my words and actions for Esaudh. Thanks broher."


>>3190691
"A city made by spirits ? that sound strange."
>>
>>3190708
quoted you by accident sorry about that! you arent being threatened
>>
>>3190700
Intrigue: Flynn clan will keep an eye on the Erodh clan for any more wrong doings after hearing about the tax scandal
>>
>>3190712
ah ok. but i have write it. so let s say my character take it as a reproach more than a threath
>>
>>3190700
along the way to return home make some signs on some trunks of trees, then ask to the chieftain if it would be possible to build a small wood watchtower on the outskirts of this forest, if we ever want to explore this city again.
>>
>>3190719
A d100 please.

>>3190753
The chief would accept, but the priests object to this.
>>
>>3190773
"Why so my chief ? This city could help us a lot !"
>>
>>3190719
>>3190773
Backing Flynn clan on this intrigue
>>
Rolled 1 (1d100)

>>3190773
>>
>>3190700
Could we get a little infomation regarding local folklore or myths at some point?

As far as intrigue goes: Ferdia will simply offer a slightly melancholic prayer for the beast....its a strange world after all. But he ensures he can find his way back.
>>
>>3190700
look around the islands we control
>>
>>3190719
>>3190788
Both of you are implicated in stealing from the chief's treasury, and your leaders are summarily executed, along with your families being forced to reimburse the serious amount taken.

>>3196632
Sorry, that'd really be a civ turn.

(Minor change to how I'm doing intrigue; small stuff can be done on discord, larger stuff that affects the civ will be done in here, and secret things in discord as well. If an expedition is held during the week I'll do it in here though, and we've got one coming up in just around 15 minutes.)
>>
An expedition has been planned to the lake at the southeastern edges of your map. While known of due to past explorers who wished to learn more about the world around you, little is known about the area. Recent visitors to the area, members of Clan Nimuea, even mentioned that one of theirs went missing during the trip. As such, the expedition has also been ordered to look for the missing man by the chief.

Who will you send?
>>
>>3201598
Tarach Saldo will go, but will leave the special trident back at home for now. Along with him he shall bring 2 hunters.
>>
>>3201598
Hach, his brother Dalio, and several of their men shall join the search!
>>
>>3201598
>Bayrad and Caydren
Two friends whom have been tasked by the Nimuea Eldars too uncover what happened at the lake and the disappearance of Daeo. Bayrad is a jovial man whom is the friendly one of the pair with his bow and smile bringing balance too the pair. Caydren is a serious man whom fights with spear and shield alongside Bayrad and whose pragmatism keeps his friend's feet on the ground.
>>
>>3201598
Eliahs Flynn, temporary clan leader until Funllch's son comes to age. Eliahs will bring 3 lumberjack men
>>
>>3201598
Yamio and his 2 pals a hunter and warrior farmer will join
>>
>>3201598
The Gethse will send 2 young men to find this man!
>>
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>>3201598
I, Paxter Leredh, will go on this journey. With me shall be 5 kinsman and a small boat
>>
Roughly 50 men make up your party as you set off, aiming to keep to the grassland path that can lead you to the lake, and away from the forests that could prove quite hazardous to your health.

Give me three rolls, taking the middle.
>>
Rolled 25 (1d100)

>>3201634
>>
Rolled 39 (1d100)

>>3201634
>>
Rolled 11 (1d100)

>>3201634
>>
Rolled 64 (1d100)

>>3201634
>>
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Heavy rain persists as you walk, making the first part of your trip 4 days of travel, rather than the assumed 2. The forest nearby looks like it could provide shelter from the elements, and make up for lost time in terms of supplies (as you had not planned for this weather). However, sticking to the plains may be safer.

What will you do?
>>
>>3201647
Let's go through the forests.
>>
>>3201647
Skirt the edges of the forest so we can at least keep watch more on one side rather than all around. This way anything wanting too attack from the forest would also have too come out after us and thus easier to handle
>>
>>3201647
Go through the forest
>>
>>3201647
Go to the forest, send scouts to the plains and further in the forest
>>
>>3201657
This. I don’t want to enter the forest unless we have to.
>>
>>3201657
This
>>
>>3201657
Thissu
>>
Give me three rolls, taking the best.
>>
Rolled 87 (1d100)

>>3201669
>>
Rolled 81 (1d100)

>>3201669
>>
Rolled 85 (1d100)

>>3201669
>>
Rolled 3 (1d100)

>>3201669
>>
Rolled 73 (1d100)

>>3201669
>>
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Travel under the branches of the trees is easier, for a bit, though the rain stops shortly after you begin walking this way. However, having grown a bit less wary of the forest after walking near it with no real issues, some of you begin to hunt in there during the downtime, coming back with a great amount of game that allows you to travel in relative contentment. Eventually, you arrive at the lake, the air humid and damp, and you begin to set up camp. While the search will start the next day, your arrival in the morning means your afternoon can largely be spent doing what you want.

(Free roam rolls, or not, if you just want to relax at the camp.)
>>
Rolled 96 (1d100)

>>3201686
Take a swim in the lake
>>
Rolled 98 (1d100)

>>3201686
I’m gonna fish in the lake for a bit, maximum comfy
>>
Rolled 40 (1d100)

>>3201686
I'll go hunt in the woods, sharpen my skills and bring home some meat.
>>
>>3201686
"It's water lads. Let's get to it."

Use the boat I brought to go on the lake, for leisure actions like fishing.
>>
Rolled 46 (1d100)

>>3201686
The duo will set up a camp and then take nice ponder along the shores nearby. See if there are any interesting creatures here?
>>
Rolled 75 (1d100)

>>3201686
Hach and Dalio take their time walking around, taking in the new environment. Maybe they’ll see something interesting. It is a fine day for a walk, regardless.
>>
Rolled 86 (1d100)

>>3201686
Darach of The Talons and his hunting partner Iolair.

Darach will let his partner hunt around while he takes some time to simply relax and meditate.
>>
Rolled 32 (1d100)

>>3201686
Try and find any tasty plants I could bring back home for the evening meals.
>>
Rolled 78 (1d100)

>>3201686
Rolling to locate suffering
>>
>>3201688
The mugginess means that stepping into the lake cools your skin like nothing else, and provides a respite from the warmth. The water also, while not clear, is not stagnant, despite you not knowing the source of it. All of that adds up to a great swim in clean water, despite there being a heavy fog present.

>>3201689
You catch yourself a massive northern pike, along with some other, smaller hauls. A good day for fishing, you guess.

>>3201694
You catch some minor game, enough to cook a dinner for yourself.

>>3201695
You fish for a bit, sleep for a bit, swim for a bit. You're happy you brought a boat along.

>>3201697
>>3201699
Your group of walkers doesn't see anything greatly unique, but you have a nice potter about. You wonder if you missed anything due to the fog.

>>3201703
You both benefit, Iolair killing a rare lynx, and Darach benefitting from the peace and quiet out there.

>>3201705
You find a lot of the plants are unfamiliar, though you do snag a few things you know for sure are edible.

>>3201707
After going for a swim, you go missing.

Once morning comes, you find that several of those who went out during the previous day are missing. It seems like those who can't be found went swimming, or stayed by the lake...

What will you do?
>>
>>3201737
Look around the shore to find them.
>>
>>3201737

i try to arrive at the camp.
>>
>>3201737
"One of our kinsmen was sent here some time ago, maybe we can find signs of him?"
Look around for tracks by the lake and stick together? Maintain line of sight at all times....stay a little away from the water
>>
>>3201737
Organize a search party
>>
Rolled 79 (1d100)

>>3201744

roll

>>3201737
>>
>>3201745
In conjunction with this given it's getting Misty I propose we make some torches and make a chain of them so we dont get lost.
>>
>>3201749
>>3201744
You arrive safely, a day after the others.

As for the search, give me three rolls, taking the worst.
>>
Rolled 58 (1d100)

>>3201768
>>
Rolled 96 (1d100)

>>3201768
>>
Rolled 98 (1d100)

>>3201768
>>
You soon find tracks leading from one side of the lake to the water... tracks left by something with webbed feet, and tracks of one of your men, with signs of him disappearing as he meets whatever happens to have those strange feet.

What will you do?
>>
>>3201799
Follow the footprints
>>
>>3201804
This
>>
>>3201799
Follow the footprints
>>
>>3201799
Seeing this Nimuea suggest we scout the area more for signs of their missing comrade, maybe there are more signs or clues too be found there?
>>
>>3201804
follow the footprints
>>
>>3201799
Switching to laying out a bait with meat on one end to see if anything goes for it while a group searches around for more clues
>>
>>3201815
>>3201834
Combine these
>>
While the bait is laid out, the other group searches.

Six rolls please.
>>
Rolled 7 (1d100)

>>3201848
>>
Rolled 29 (1d100)

>>3201848
>>
Rolled 59 (1d100)

>>3201848
>>
Rolled 76 (1d100)

>>3201848
>>
Rolled 81 (1d100)

>>3201848
>>
Rolled 9 (1d100)

>>3201848
>>
Rolled 3 (1d100)

>>3201848
>>
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Your trap works flawlessly, though several of you are injured catching the beast. It is several times stronger than you, but with a lot of effort (and a lot of rope) you manage to tie the thing up. It makes no attempt to communicate, and doesn't appear sentient. However, rather than killing all of you, it appeared interested in capturing you during your fight, by knocking your group out.

The other group happens upon a note written in Taelish upon a large boulder on the shore of the lake:

"The lake ripples at night. I would not have noticed it, but with those things after me, of course I have. Is that the source of the lake? Something within the water? I have circled these shores and outside of the rain, nothing feeds this lake. Nothing at all. Further study will need to be done, but I want to get home. I need to"

And there, the rock is marked by blood, and a small crater of impact.

What will you do?
>>
>>3201873
Regroup....there are more of these creatures! Send some people back home with this one so word gets out!

The rest of us stay too capture more!?
>>
>>3201873
Examine the ground
>>
>>3201873
Try and talk with it.
Show it the note
“Where are our people creature?”
>>
Rolled 98 (1d100)

>>3201873
Try to interrogate it, have everyone at the ready!

Intrigue: one of the Flynn memebers slaps the creature around
>>
Rolled 69 (1d100)

>>3201880
>>
>>3201873
The Nimuea take note too take some of its blood undoubtedly shed in the fight. They also silently mourn for their lost friend....maybe he still lives, but they doubt it
>>
>>3201882
>>3201881
You gain little from the interrogation.

The group is getting a little discontent, so it's time to make a decision: will you stay and try to puzzle out the lake at the cost of your life, or return home with the knowledge of this area intact?
>Stay and learn
>Leave and live
>>
>>3201898
>Leave and live
>>
>>3201896
>>3201879
>>3201873
"Comrades we must ensure news of this gets out! send some back with this beast too show the chief along with Daeo's report! There will likely be more of these beasts emerging soon to find what happened too their own comrade
>>
>>3201898
Go home we need to let the tribe know what’s happening out here
>>
>>3201898
>Stay and learn
Have two men leave and bring the news to the main settlement.
>>
>>3201905
"I would suggest atleast 10 my friend, to protect them from what they may come across and incase it breaks loose"
>>
>>3201909
"Knock it out and blind fold it!"
>>
>>3201905
Changing to this
>>
>>3201894
>>3201880
There's evidence of a struggle by the boulder, but you notice little else by the lake shore.

The men leave for home, but what will you do in the meantime?
>>
>>3201919
Study the area more.
Try and capture more of these things while attempting to see where they may be coming from in the lake:
>>
>>3201919
Wait until nightfall hidden in the trees
>>
"These creatures I believe may be Spirits of Old like those encountered in the Lost City....the Fog that rolls in is similar too what happened before the stag? I concur with >>3201924 we need more..however"
Caydren gulps
"We have taken one of theirs...when they return to night they will come in greater numbers....we must be ready"
>>
>>3201919
support

>>3201924
>>
Give me three rolls for capturing & studying.
>>
Rolled 30 (1d100)

>>3201986
>>
Rolled 66 (1d100)

>>3201986
>>
Rolled 31 (1d100)

>>3201986
>>
Rolled 87 (1d100)

>>3201986
>>
Rolled 40 (1d100)

>>3201986
>>
The beasts have you on the defensive now, with your numbers dwindling each day. It appears they are being directed (or perhaps trained) to capture you.
>>
>>3201996
“By Esaudh...”
>>
>>3201996
“They’re smarter then they appear. We should head back before we all get dragged down to the depths.”
>>
>>3201996
The rest of the men hide, they will study and observe the lake.
>>
>>3201986
"We should fall back, they could surround us at any time"
>>
>>3201996
Ok change up tactics....how can they sense us...see us...during these fights some pattern must have emerged...

One evening one of the pair calls out (make sure its misty)...
"Spirit in the Lake what do you want and why are you taking us? Why do you send your thralls? Do you know of Phos or Esaudh?"
>>
>>3202006
So this first and then try this
>>3202012
>>
>>3202017
good plan
>>
>>3202011
change to

>>3202012
support
>>
...the expedition disappears, with the sole two survivors having already returned.

We'll pick up the thread tomorrow.
>>
Actually, give me a roll; I'll tell you if you survived or not.
>>
Rolled 56 (1d100)

>>3202042
pls
>>
Rolled 78 (1d100)

>>
Rolled 22 (1d100)

>>3202042
gl you two
>>
Rolled 47 (1d100)

>>3202042
>>
Rolled 56 (1d100)

>>3202042
>>
Rolled 86 (1d100)

>>3202042
extreme brutal death
>>
Rolled 92 (1d100)

>>3202042
>>
>>3202043
>>3202044
>>3202050
>>3202051
You all make it out fine, and return home.

>>3202046
A portion of your group makes it out.

>>3202047
You were already captured.

>>3202045
You were captured.
>>
Rolled 63 (1d100)

>>3202042
>>
>>3202057
You also survive.
>>
Rolled 20 (1d100)

>>3202042
>>
Rolled 38 (1d100)

>>3202042
>>
Rolled 71 (1d100)

>>3202042
>>
Rolled 37 (1d100)

With a trio of vessels, set out south to explore along the coast
>>
As Leredh did, if you have outstanding intrigue, feel free to state your action and roll for it.
>>
Rolled 5 (1d100)

>>3204949
>>
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>>3202062
Your men do not make it out.

>>3202064
Yours partially do.

>>3202123
Yours survive unscathed.

>>3204918
Your exploration south makes it as far as what you believe to be the eastern shore of the continent before you are forced to turn back.

>>3204958
You have to state your action before rolling for it.



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