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File: civ chart2.jpg (6.89 MB, 6000x6000)
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Vestige Civ will be my first attempt at running a civ, or well any game on this board. It will be played as a classical civ with the possibility of adding factions if there is interest for such a thing.

But, before all that, we must pick a starting race! The option with the most votes after 20 minutes will be chosen, in case of a tie, there will be a 10-minute tiebreaker round between the two options. After we chose a race, we will move to choose the starting location.
>>
>>3526921
The barad
>>
>>3526921
The Barad.
>>
>>3526921
the humans of course (Barad)
>>
>>3526921
Er’Denali
>>
>>3526921
Calling it for Barad. Writing the location choices.
>>
>>3527003
wooh wooh baradkind for the win
>>
The Aradi Confederation

Located at the mouth of the river Rotna on the sunrise coast of the continent, the men of the Aradi Confederation have made their home after defeating and toppling the local Regenadi kingdom. Taking the fallen kingdom's capital as theirs, they have spread their influence across a vast territory. However, the Aradi Confederation is hardly a united group, in fact, they consist of 3 different groups of people who while sharing the same language and culture are known to clash between each other. The current Chief, who was elected by the council consisting of the most influential men of the Confederation, has a task of keeping the Confederation united. For now, wealth and food are plentiful and the tribes are content with the rulership of the current Chief.

Kingdom of Razen

Sprawling across the plains located in the middle of the continent, the Kingdom of Razen is considered the strongest of the established Barad nations. Under the rulership of the Razeni dynasty, the kingdom has prospered and grew throughout the years. The current king of Razeni is considered to be the champion of Boedun, the god of Commerce and War and the patron god of all the Barad. While the kingdom may be prosperous, they are surrounded by enemies on all sides. The Regenadi from the west who are ever eager to reconquer their former lands, frequent invasions of the Alermari who threaten the northern borders, Er'Denali lords from the south who wish to expand their land and of course the numerous Barad tribes and nations from the east that are seeking for the slightest weakness that they can exploit.


The Faderi Tribe

The men of the Faderi Tribe are strange folk who decided to stay back withing the secluded forests and mountains in the north of the continent. They claim that the land they live on is sacred and bless by their strange god, who they claim is hidden within a cave deep in the mountain ranges of the Barad homeland. They live a simple life of hunting and fishing, having fallen behind their cousins in technology and many other aspects. Yet, there are rumors of Faderi men possessing abilities no man should be able to have.
>>
>>3527077
>The Faderi Tribe

strange gods for the win
>>
>>3527077
>Kingdom of Razen

Quest looks promising! Hoping for a good run :)
>>
>>3527077
Kingdom of razen
>>
>>3527077
>The Aradi Confederation
It will provide the most advantageous start
>>
>>3527077

The Faderi Tribe
>>
Seems like its a tie between the Faderi Tribe and the Kingdom of Razen. Let us do a quick 10 minute tiebreaker vote.

A. The Faderi Tribe
B. The Kingdom of Razen
>>
>>3527077
>Faderi
>>
>>3527123
do we vote again or wait new votes?
>>
>>3527077
Faderi tribe
>>
>>3527126
Vote again for your prefered option.
>>
>>3527123
Razen
>>
>>3527123
>The Aradi Confederation
>>
>>3527123
>A. The Faderi Tribe
>>
>>3527123
A
>>
I would say that most of the people have voted for the Faderi Tribe in general. So I will be calling it for them. Writing and drawing the map.
>>
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Under the protection of Saalendi, the grand spirit of the Barad, the chief of the Faredi, Azren Faredi has announced that a new era had begone. An era of prosperity and growth for the Faredi. The Faredi, who have under the guidance of Saalendi found copper ore and have begun to produce weapons of copper are now a force that none of the minor tribes of the Barad homeland dare to offend are now calling upon Chief Azren to take action and expand the influence of the Faredi and spread the word of Saalendi.
Year 1
---
Agriculture: 2/10
Resources: 4/10
Food: 5/10
Morale: 5/10
Wealth /10
---
Population:2500
Government: Chiefdom
Military: Hunters, tribesmen
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine
Technology: Basic Agriculture, Basic Metallurgy, Primitive Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch
---
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
>>
>>3527240
>A. Agriculture
>>
>>3527240
>A. Agriculture

Let's try to get some grains under our crops, we'll need those kinds of food to support expansion
>>
>>3527243
what's that village to the south, the green one?
>>
>>3527250
That would be the biggest neighboring tribe, the Areni. They are your largest rival if you wish to see it that way. For now, you have a somewhat tense but cordial relation with them. The rest of the tribes are simply too small to be put on the map.
>>
It seems we will go with A. Agriculture.

What do you want to do with agriculture?
A. Find new animals to hunt
B, Find new crops to sow
C. Attempt to domesticate an animal
D. Increase the amount of hunters
E. Write in
>>
>>3527284
>C. Attempt to domesticate an animal
>>
>>3527284
>C. Attempt to domesticate an animal
>>
>>3527284
Let's try to domesticate an animal. It'll not only provide food, but also labor perhaps.
>>
>>3527284
Find new crops to sow.
>>
Alright, domesticating an animal it is. Roll me 3 1d100
>>
Rolled 70 (1d100)

>>3527782
First and worst.
>>
Rolled 69 (1d100)

>>3527782
>>
Rolled 22 (1d100)

>>3527782
>>
With increased efforts we have been able to semi-domesticate the numerous reindeer herds that pass through our lands. We find that these reindeer are a great source of meat and fur, while some even believe that powder made from the antlers of these animals allows a man to grow stronger and more virile.

Year 2
---
Agriculture: 2/10
Resources: 5/10
Food: 7/10
Morale: 5/10
Wealth /10
---
Population:2500
Government: Chiefdom
Military: Hunters, tribesmen
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine
Technology: Basic Agriculture, Basic Metallurgy, Primitive Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , semi-domesticated reindeers
---
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
>>
>>3527846
>G. Exploration and Colonization

Those hills to the east, maybe we can find some more resources
>>
>>3527846
Population should be 2550*
>>
>>3527846
>semi-domesticated reindeers

Let's go with another round of domestication, breed the largest to use as mounts and beasts of burden.
Will come in handy both in times of war and peace.
>>
>>3527846
F. Technology research.
>>
>>3527863
Ditto
>>
>>3527860
>>3527856
>>3527863
>>3527864
just roll a d3 and get on with it op
>>
>>3527860

nvm, >>3527925
gave us majority
>>
Lets go with research then.
A. Husbandry
B. Construction
C. Currency
D. Metallurgy
F. Write In
>>
>>3527987
wtf?
2 votes for>>3527863
>>3527925
>>
>>3527987
>A. Husbandry

the technology to have better husbands
>>
>>3527987
A. Husbandry
>>
>>3527987
>A. Husbandry
>>
>>3528007
>wants to domesticate animals even more

>scoffs at the Idea of animal husbandry
>>
Ooops, remind me not to tally votes when drunk. We will be doing husbandry in any case. Roll me 3 1d100 to see if you if you get something extra.
>>
Rolled 90 (1d100)

>>3528373
>>
Rolled 59 (1d100)

>>3528373
BIG MONEY
>>
Rolled 77 (1d100)

>>3528373
Raindeer husbands
>>
>>3528422
The furry reveals himself
>>
>they his the 90 DC
The actual madmen.
Will be revealing some lore to you guys which i planned on revealing latter. Writing...
>>
>>3528430
>>3528436
See, the ancient god is a bestiality enthusiast
Raindeers confirmed as holy animals kek
>>
>>3528440
need I say more
https://www.youtube.com/watch?v=Nf2MOqdQ5HQ
>>
Continuing with their efforts of domesticating the reindeers, the men of the Faredi have found great success. Some of the smaller men have trained the raindeers to allow men to ride them. Pens have been made for the herds to keep them contained within the territory of the tribe.

However, the biggest surpise to the men of the Faredi tribe came from the hunters who had completed the Glorious Trial. These men who had traveled deep within the mountain ranges and met Saalendi in person have returned from their regular hunts with packs of wolves that are apparently under their command. These men have manifested new powers akin to those of the wolves. Increased sense of smell, greater strenght and glowing yellow eyes. These men have truly been blessed by Saalendi!

Most curious is the Grand Totem of Saalendi, which has risen another feet from the ground. This totem made from a strange metal foreign to the Faredi men is now showing carvings of men who have many wolves following them.

The Grand Totem of Saalendi predates the Faredi, as they have choosen this location thanks this totem which seems to protect the land from the cruel clutches of winter. In fact, lands that are within 5 kilometers of the Totem are always fertile and are protected from the elements.
(You can suggest names for this new group of hunters if you wish so)

Year 3
---
Agriculture: 2/10
Resources: 5/10
Food: 8/10
Morale: 5/10
Wealth /10
---
Population:2625
Government: Chiefdom
Military: Hunters, tribesmen, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine
Technology: Basic Agriculture, Basic Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3528488
>>3528467
the raindeers to allow men to ride them
See, lewd kek

>>3528488

F. Technology Research
Let's see what we can improve


Name for the hunters
Lobos
From some ancient language
>>
>>3528488
H. Reach out to the Areni to trade offering a series of marriage exchanges. We are kin of the same land and should act as such.
>>
>>3528488
F.
>>
>>3528502
Please do not lewd the reindeers. They are pure.
>>
>>3528522
>pure
>having a bunch of men riding them no stop everyday

Too late QM, their innocence is lost
>>
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>>3528531
Please no.
Calling for technology.

A. Astronomy
B. Metal-working
C. Pottery
D. Construction
E. Currency
F. Write in
>>
>>3528543
D. Construction
We need walls to ward off those heretics nearby
>>
>>3528543
Metal working
>>
>>3528488
> Astronomy
we will navigate by the stars, also we could call the new hunters "the beast touched"

>>3528504
pic related
>>
>>3528543
A.
Supporting "Beast touched" for the hunters, unlike the reindeer riders who are called "Beast touchers"
>>
>>3528543
>B. Metal-working
>>
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>>3528543
>one day Faredi-sempai will notice me
>>
Rolled 2 (1d2)

Seems like a tie between Astronomy and Metal-working
Ill roll a d2 for it.
1. Astronomy
2. Metal-Working
>>
File: unknown.png (91 KB, 733x871)
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>>3528587
Beast touched image
Proud of their lupine heritage
Not like those beast touchers degenerates
>>
>>3528602
took one look at that image and thought to myself "OH GOD WHAT HAVE DONE?!"
>>
Rolled 17 (1d100)

Experimenting with the copper ore found in the nearby mine allowed the Faredi men to reach the conclusion that heating and melting the ore allows them to remove the impure elements and create pure copper. This pure copper being much stronger than the impure metal and much durable.

In other news, the Areni tribe has expanded and conquered two minor tribes under the rulership of their Chief Agarad. Men whisper that he plans on rulling all lands the Azra river touches.
(I am not at home so i cant draw an update map. I promise i will do that as soon as i am home.)

Ebent rolle time :DDDD

Year 5
---
Agriculture: 2/10
Resources: 5/10
Food: 8/10
Morale: 5/10
Wealth /10
---
Population:2700
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3528615
>>3528602
Pls guys. If you wanted furry civ you should have voted for the Altermari.
>>
>>3528633
C. Construction

Maybe some defense or infraestructure
>>
>>3528644
agreed
>>
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>>3528636
"T-thanks for defending me Qm-sama..."

Ok ok, I'll stop... for now
>>
>>3528644
this, some palisades and stuff
>>
>>3528633
>D. Military

train some troops to defend our territory
>>
The chief orders for the current palisade to be expanded. The south,west and east of the settlement are protected by the rivers while a simple palisade had protected the northen side. However, now the palisade stands at a height of 8 feet and has stakes put on the outside to detee any invaders. No sooner had the work on the new palisade had been finished that a group of around 300 beastmen Altermeri came attacking. Men across the settlment rally to protect their home. Who are these heroes that will protect the settlement?(Feel free to make and fluff out your own characters for this fight)
For now roll me a 3 1d100
DC 40
-10 Defenses, -5 Beast Touched, -5 Superiour Equipment -5 Numbers +15 Unnatural strenght
>>
Rolled 16 (1d100)

>>3528695
"Har har har, fetch me my slaughtering axe!"
>>
>>3528695
Karabar the raindeer raider, using his spear skilfully in well timed thrusts he lays down anyone who stands on his way.
>>
Rolled 18 (1d100)

>>3528706
>>
Rolled 9 (1d100)

>>3528695
Golar, a tall wiry beast touched. He is deadly with a bow and rarely seen without his wolf Marrow eater
>>
>>3528707
>>3528706
And all the heroes died that day kek
>>
Rolled 32 (1d100)

>>3528695
Ailah, the beast touched huntress rose to the challenge
>>
>>3528705
>>3528707
>>3528708
>>3528713
So we all suck.....
>>
Rolled 67 (1d100)

>>3528695
John longhammer riders on the back of his trusty reindeer doe wielding an impressive copper greatsword Shouting the battle cry "PURGE THE BEASTKIN!"
>>
>>3528713
>>3528708
>>3528707
>>3528705

I just carried all your asses
>>
>>3528719
I think a lot of wolf people are going to die. It's the Great Euthanizing.
>>
>>3528722
It was best of three, John and Ailah arrived late to the smoldering ruins of the settlement kek
>>
>>3528742
...well at least I still have my reindeer
>>
>>3528747
Also, I have to say it, sorry
>John Longhammer
>uses greatsword

I guess he had a falling out with his father and wanted to go against family tradition?
>>
The Faredi men are not prepared for the furious charge of the Altermari and they break through the defenses, some simply jumping over them while other crash through them. Many men are simply crushed under the charge of the beastmen, even Golar's wolf Marrow Eater is sliced appart limb by limb by an enraged beastmen. When all seems dark the Chief comes to the front and once again rallies the man and washes away their fears.
DC 35
- 5 Defenses, -5 Beast Touched, -5 Superior Equipment, -5 Chief's orders, - Wolf Pack , +15 Unnatural strenght
>>
Rolled 33 (1d100)

>>3528760
>>
Rolled 91 (1d100)

>>3528760
John longhammer riders on the back of his trusty reindeer doe wielding an impressive copper greatsword Shouting the battle cry "PURGE THE BEASTKIN!"
>>
Rolled 94 (1d100)

>>3528760
>>
Your welcome
>>
Rolled 21 (1d100)

>>3528760
"Marrow EATTTER!!!" Murder spree time
>>
>>3528768
Sikah, the towering beast touched woman, lays waste to the attackers with fist and claw
>>
It appears that OP has died F
>>
>>3528816
The 91 and 94 were so high they killed op along with the enemy
>>
It is the valiant John Loghhammer rides upon his valiant reindeer tramples upon the filthy beastmen and drives them outside tha palisade. The time is now! Crush these filthy beastmen and protect our homes!
DC 30
>>
Rolled 39 (1d100)

>>3528833
>>
Rolled 34 (1d100)

>>3528833
FOR THE EMPE- err, for the chief!
>>
Rolled 54 (1d100)

>>3528833
>>
Rolled 75 (1d100)

>>3528833
"SUFFER NOT THE XENO FILTH TO LIVE"
>>
>>3528833
Sikah gets no love
>>
Under the united charge of the Faredi the beastmen quickly crumble and run from the battlefield. However, a group of 50 beastmen under the leadership of one of the larger beastmen you have seen surrender to you. They offer their service to your tribe, claiming that they came from the northwest after being chased away from their forest by a larger expanding Altermeri tribe. Men of the Faredi, what is the fate of these beastmen who dared to attack your home?

I will leave this vote open for you guys to discuss(both OOC and IC) until tomorrow. Expect the continuation of this thread in about 18-20 hours. Your QM is now finna go and get drunk.
>>
>>3528869
Damn, i missed that one. Sikah will surely get her mention in the next post!
>>
>>3528879
Accept them
We have beast touched and they proved to be good warriors, as long as they pay rrspect to the totem they can stay

And give us info on that other tribe
>>
>>3528879
They fought with courage and might we should accept them
>>
>>3528879
bring them into the family....NO NOT THAT WAY!
>>
>>3528879
Put them all to the sword.
>>
>>3528879
We could use their services, but they should be kept on a tight leash. They were trying to kill us all just now.
>>
>>3528879
>>3528890
>>3529004
these two, we need em to intergrate culturally and keep them underwatch.They would be very useful for the tribe's security.
>>
>>3529004
A test of loyalty? Make them raid a settlement?
>>
The Altermari are accepted within the tribe, but for now, they will be under close watch in case they have malicious intents. Once the beastmen were allowed to enter the tribe the beastmen leader, which you learned was called Woluz, dispatched some men to retrieve a group numbering around 200 women and children Altermari. While Altermari sightings are not uncommon to your hunters, you have never seen such a large group of them in one place. In fact, this is the first time there were any talks between the Altermari and your people. Many of your men were surprised to find them able to hold a conversation in the first place.

However, it is not only you who was surprised. The Altermari were shocked to see the Beast Touched on the battlefield, believing some of their own have joined your side. The difference between the Altermari and the Beast Touched quickly become apparent. While the Beast Touched have certain traits and abilities that are akin to those of an animal at their base they are clearly Barad. The Altermari, on the other hand, are truly a mix between beast and man, they possess extreme strength and could rip apart any ordinary man. They live extremely short lives but are rather quick to mature, for example, Woluz, while being the leader of the remaining Altermari is 10 years old, which he tells you is comparable to a 30-year-old man.
The most puzzling thing is that the Altermari posses no connection with animals like your own Beast Touched do.

Woluz explains to you what happened to their own tribe, which name in translation means The Red Forest Tribe. The tribe that chased them out is called the Shaineri, or the Witches Children. They are a tribe that has recently begun to expand and slaughter any other tribe that dares stand in their way. They are ruled by a beastmen called Ugarit, who is apparently over 40 years old which is ancient for any beastmen!

As the aftermath of the battle settles down and the beastmen slowly move into the tribe, it is clear that the Beast Touched have risen greatly in status. They have fought valiantly in the battle and heroes such as Sikah, who had slain the former leader of the Altermari during the chaos of the battle. While there were debates on whether the Beast Touched should be trusted or should they be shunned, they have been thrown away as the animal-like traits and control of the wolves are now seen as a holy blessing of Saalendi. Thus the Beast Touched are now held in very high regard.
>>
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(I have to apologize. I completely forgot to explain the way we would roll for battle. You will be rolling 3 dices of 1d100 against a certain DC. Depending on how many dice you roll over the DC you will have varying degrees of success. 3 dices over the DC is a crit success, 2 dices over the DC is a normal success and the reverse is true for failure. Rolls like 1 and 100 are considered to be crits. The Base DC is 50. However, there are certain bonuses depending on certain advantages or disadvantages you may have in the battle. For example, the beastmen have unnatural strenght which gives them a +15 bonus, while you had superior equipment which was a -5 bonus and the Beast Touched which was anothe -5 bonus etc.)

Year 6
---
Agriculture: 2/10
Resources: 5/10
Food: 7/10
Morale: 6/10
Wealth /10
---
Population:2800
Altermari Population: 250
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3530678
>D. Military

if that tribe come around we need a more organized fighting force, train more men and women to defend the tribe
>>
>>3530678
question, what is the commune action?
>>
>>3530707
Communing with your god. You will send men bearing gifts/sacrifices to Saalendi in exchange for communication, boons etc.
>>
>>3530713
oh, that is nice too, if we get a surpluss in food we could send the beast touched to that mountain with the offering
>>
>>3530678
D. Military
>>
D. Military was voted for

What will you do with the military? Currently, you don't have a standing military. When the time for war comes to you rally your tribesmen under the command of the Chief. Your main weapons are copper spears and re-purposed tools such as hammers and axes. Some of your men even use weapons made out of bone.
>>
>>3530747
Train them to fight together, assign warbands to the heroes and set aside some time for training among their normal duties
>>
>>3530747
Train some hunter to be combat archers, guving us infantry and ranged when needed, drill discipline and battlefield orders, so we are not fighting scattered when we need.
>>
>>3530760
Oh, and cavalry too with the raindeer riders
>>
>>3530747
we need to form a militia, every able body man/woman from 18-40/whatever the altermari equivalent is must serve time in this militia. the infantry will have a copper spear as there standard armament and copper armor. our archers will have bows and arrows with light leather armor. this will make up the core of our forces. one day every week will be dedicated to the organizing and training of this force the heroes that survived the battle could also be made into commanders/captains in the militia.
>>
Seems like there exists a general consensus for creating a militia that is consisted of warbands under the command of the heroes from the battle,
Weekly training for our militia and hunters being trained as archers.
Let us vote on some of the more contested things

1. Altermari in the militia?
A. Force them to serve
B. Forbid them to serve
C. Allow them to volunteer

2. Cavalry training for reindeer riders?
A. Great idea!
B. Horrible Idea!
>>
>>3530838
C. Allow them to volunteer

A. Great Idea!
>>
>>3530838
We need to move forward as one people if we harbor resentment against our new tribesmen it will only weaken. especially given that we have learn that a hostile tribe is probably coming for us. Which is why John Longhammer votes to allow them to volunteer.

Considering Longhammer already uses a reindeer as a mount he would completely support the Idea of reindeer calvary.
>>
>>3530852
Sikah shares the sentiment about the new people too
>>
>>3530838
C. Allow them to volunteer

A. Great idea!
>>
>>3530838
C. Allow them to volunteer

A. Great Idea!
>>
Your military is re-organized a militia that is consisted of warbands under the control of the renowned warriors of the tribe who in turn answer to the Chief. One day of the week is dedicated to the organizing and drilling of our forces for battle. Hunters are trained as archers with bow and arrows and some light leather armor. The reindeer rides are trained to fight as a cavalry unit under the command of Longhammer. Many of the Altermari also volunteer for these drills and training as a show of gratefulness towards your kindness and acceptance.

Now that you have spent some time sharing the same living space as the Altermari you both are able to learn a lot more about each other. You bear witness to the rapid tempo at which the Altermari mature. Children that barely reached your waist are now standing towering over you after only a year. You also notice that they have very little elderly as they begin showing signs of old age only a year or two before death claims. In turn, the Altermari are quick to accept your religion and culture and many of them are now followers of Saalendi.

Year 7
---
Agriculture: 2/10
Resources: 5/10
Food: 7/10
Morale: 6/10
Wealth /10
---
Population:2800
Altermari Population: 250
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3530901
Forgot to update the pop
Population:2890
Altermari Population: 290
>>
>>3530901
What's the current map look like?

G
>>
>>3530901
G. Exploration and Colonization

Let's explore and take in or settle more tribes going up north, in the direction of the mountains, there could be more metals there
>>
>>3530915
Sikah volunteers to explore since the last time she returned as beast touched
>>
>>3530915
I was thinking more along the lines of finding the enemy tribes village and then planing a raid/razing of the land attack
>>
>>3530901

A. Agriculture
>>
>>3530923
Wouldn't our time be better spent on finding the withes children and destroying them?
>>
>>3530927
Maybe, but I'm worried about the altemari rapid breeding and the fact that we have no grains being planted to support a larger population
>>
>>3530933
Ok, I can see your concern and upon thinking more about it I have to agree
>>3530901
changing to A
>>
Seems like the vote is going to A. Agriculture
I will let you guys agree on what you want to do. I am redoing the map since I fucked up working on the first one.
>>
>>3530947
Try to figure out and try to plant some kind of grain
Corn, rice, wheat or something else
>>
>>3530947
Find new crops
>>
>>3530947
we should expand our current crop fields by look into what other plants we can cultivate and look for improved methods of Irrigations. for example, instead of relying on the rains we could dig irrigation canals to make sure our fields have water at any time of the growing season.
>>
Mapwork finished. Roll me 3 1d100
>>
>>3531041
roll is for finding a new crop of course.
>>
Rolled 21 (1d100)

>>3531041
WITNESS ME
>>
Rolled 68 (1d100)

>>3531041
>>
Rolled 50 (1d100)

>>3531041
>>
Your search for a new source of food proves to be a fruitful one. Traders coming from the southern land come selling various crops from the southern regions of the continent. However, it seems that these men had malicious intent as they had in fact conned many men out of their prized furs and goods in exchange for cheap and used iron weapons on the brink of falling apart. They have probably sold this crop they called grain to you because they assumed that such a crop would not grow this far in the north. However they did not know about the Grand Totem of Saalendi which provides protection to the land. You quickly see that this new crop can, in fact, be used to feed a large number of people.

These traders also bring news of happenings to the south of you. The Areni's rapid expansion has worried all the tribes nearby them and resulted in a Confederation forming between three of those tribes against the Areni. The traders claim that war is surely to erupt soon. They also tell of a Altermari camp that has set up southwest of you, they aren't sure what compeled them to come here but you have a general idea as to why they might be here.

Lastly, the Lakber Tribe which has risen in size in the last couple of years has sent an envoy to your settlement asking for an alliance between the two tribes. The envoy has come with rich gifts of fur, honey and even a shiny metal they call gold. He is also proposing a marriage between your Chief's son and their Chief's daughter. Men speculate that the Lakber tribe has been spurred into action by the Altermari camp being located near them.

Will you accept this alliance?
Year 8
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth /10
---
Population:2900
Altermari Population: 350
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3531118
Accept the alliance.

I. Diplomacy and War
Send human and altemeri representatives to the altemeri trime southeast to see why they settle and tell them we can offer protection against the agressive altemeri tribe.
If they are members of the agressive tribe, just scout thwir location so we can plan an attack
>>
>>3531118
>Will you accept this alliance?
I want details as to why are they so buddy-all the sudden I want to send a diplomat the Altermari camp see if its the same ones that destroyed the red forest tribe. If it is then yes we should form the alliance and attack as a united force. but if it isn't the same group we should offer them the chance to join our tribe.
>>
>>3531118
>I. Diplomacy and War
send diplomats to the confederation that formed against the Areni, so we can help each other, and to the Altemari to see if they are hostile or more refugees

accept the alliance
>>
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>>
Having the Lakber envoy talk with the Altermari members of your tribe, you are able to convince him to return to his Chief and organize a joint diplomatic mission to the camp.

With the Lakber's Chief agreeing to the joint diplomatic mission you set off to the Altermari camp. Once you reach it you are met with a sight of thousands of Altermari with many of them crippled or adorned with horrible scarring. Your arrival causes quite a commotion but the beastmen are quickly calmed before any violence can break out by a beastmen clad in grand copper armor. He introduces himself as the leader of the Angry Spear Tribe and explains that his tribe has recently been chased out of their native forests by the Shaineri tribe. He claims that the tribe is moving west with the goal of clearing the north of any Barad people and Altermari that stand in their way. He explains that he was planning on crossing the river and running further south.

Seeing the members of the Red Forest tribe and the two Barad tribe envoys he makes an offer. He is offering an alliance between the three tribes against the expanding Shaineri as he claims that they will soon be reaching the location of the camp within the next couple of years.

Will you accept this offer? Do you have any questions you wish to ask? Anything you would like to add to the offer?
>>
>>3531212
These Shaineri they are a blight to the land. they only cause death and destruction. for the good of us all, they must be stopped. We will gladly join you in an alliance to stop them. moreover, our tribe would be willing to offer safe housing for your people. since our position is already fortified it would be better to make our stand there.
>>
>>3531212
i think out ytibe can accept,
Ask their numbers, their weapons and tactics and that they should help us with the Arani after that is dealt with.
Say some of their tribe are welcome to join ours too
>>
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The offer is accepted and an alliance between the three tribes is formed. The Chief of the Angry Spear shares information about the Shaineri tribe to you. Their numbers are huge as he estimates that his tribe was attacked by a force of over 5000 thousand Altermari and he estimates that the entire tribe might number around 10 000. While their equipment is of poor quality with them having mostly poor copper or bone weapons and some light leather armor if any. They, however, seem to have an organized structure within their army with commanders that wear ornate clothes that are easily spotted during battle.

Year 9
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 6/10
Wealth /10
---
Population:3000
Altermari Population: 425
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3531336
What do we need to do to start making inroads to magic? would it be J. Commune or B. Culture and Religion?
>>
>>3531343
It would be J. Though it depends on what you request from him and so on and the rolls you would have. But for now, the quickest way into magic is J.
>>
>>3531352
just to clarify we have two years until the enemy attacks.
>>
>>3531360
Not exactly. They could come this year or the next one or the one after that, you aren't really sure. However, with an army of that size coming through the forest will give you ample time to prepare for any battle.
>>
>>3531373
Got it, also god damn the Altermari breed fast in three years they have almost doubled there numbers.

>>3531336
J Commune maybe if we ask god nice enough he will make our swords shaper and armor armoryer
>>
>>3531336
>J. Commune
>>
>>3531391
let me run my plan by you, this year we ask God to give us the magic to enchant our weapons and armor. then if we have the chance next year we improve our metallurgy allowing us to have even more advanced weapons and armor.
>>
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Saalendi, the Protector and the Blessed Father of the Faredi, is said to live in a cave deep within the mountain ranges north of your tribes home. The journey to his dwellings is a hard one, and only those worthy are able to complete the Glorious Trial and reach him. He appears as a 10 feet tall man adorned with a bear's hide and shiny jewelry. Men who have seen him say that he has a strange creature that coils around his body and seems to stare at anyone that visits the cave. The creatures head is said to be the same head found on the top of Totem of Saleendi.

What will you offer to Saalendi?
A) Art
B)Sacrifice
C)Goods
What will you ask of him?
A)Boons
B)Guidance
C)Prophecy
D)Write in
>>
>>3531453
B)Sacrifice
Raindeers
A) Art
Whatever we produce

A)Boons
Sikah asks for power to defeat the beastmen menace
>>
>>3531458
I should point tgat the raindeer sacrificed are some of the pure ones, not victims of the beast touchers lol
>>
>>3531458
this but a little more specific

have the most creative of our tribe craft true works of art that only the creator and Saalendi will see. then sacrifice 50 of our finest stags and does in his name. then we ask for that power to overcome the beastmen
>>
Alright! You will be sacrificing a group of your best stags and the best artwork you are able to make.
Roll me a 3 1d100.
>>
Rolled 24 (1d100)

>>3531477
>>
Rolled 32 (1d100)

>>3531477
>>
Rolled 27 (1d100)

>>3531477
Saving.
>>
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>these rolls
>>
>>3531490
Saleendi didn't hear us.....but maybe someone did

Pantheon incoming
>>
I leave for 5 minutes and come back to this
>>
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"There is so much I wish to teach you, my children. Yet, so little time. The armies of Shaina will soon be upon you and they share the hatred their creator felt towards you all. Thus, I will leave Kerun to protect you all."
As he says these words a giant reindeer that is well over 30 feet in size appears at the entrance of the cave. He bows his head to Saalendi before speaking.
"I will do everything in my ability to protect these children, my lord."
Saalendi only sadly smiles to him before turning to all of you.
"Now go my children, the battle that is to come will be a hard one and all of you must be there to protect your Tribe."
With these words, he sends you off.

Returning home you are met with the news that there have been increased spottings of Altermari in the western forest and the scouts from the Angry Spear tribe confirm that these are in fact the members of the Shaineri tribe. It seems that Saalendi's words were true and that battle will soon be upon you.

(Which will probably be tomorrow. I will begin running in around lets say 16-18 hours. Hope you guys had fun! See ya all tomorrow)
>>
So considering the situation, I think using the beast touched and their animals to wage asymmetrical warfare against the enemies, while they approach would be a good strategy. While the beast touched keep tabs on the hostile forces and take out the occasional patrol, we could use the information gathered by their scouting, to deploy our light cavalry against enemy supply lines or other exposed assets. In the end it will probably still come to a siege battle, but I think both the riders and the beast touched can be used to much greater effect before that happens.
>>
>>3532968
Harassing the enemy and killing their patrols is a fine plan
>>
File: Coaliton leaders.png (3.34 MB, 2000x1000)
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The forces of the coalition gather at the location of the Angry Spear tribe's camp. All three leaders are present there with many heroes coming from all three tribes to support their leaders. Scouts are reporting that the Shaineri troops will come within the next 3 weeks, giving you ample time to discuss strategy and overview your situation. Currently, the number of many in the coalition army is the following:
Faredi:
600 Regular militia, armed with copper spears and some light armor.
100 hunter/archers, armed with bows and arrows and simple leather armor.
50 Reindeer riders
100 Beast Touched
1 Kerun
Lakber:
800 regular militia, armed with poor copper spears
100 elite Lakeborn axemen
Angry Spear Tribe:
3000 beastmen armed with poor quality weapons and armor
50 Chief's Guard

Reports claim that the enemy numbers are somewhere between 5000 and 6000 Altermari. You can now plan on how you will proceed in this war.
>>
Oh, and you have about 200 wolves under the command of the various Beast Touched.
>>
>>3532979
We are the closest to the approaching horde, so most of the allied warriors should prepare and set up camp in our village, setting up improvised defenses before the enemy arrives.
The beast touched, their animals our cavalry and Kerun are great assets, but not optimally used during a siege battle or any kind of static combat. Therefore I propose to deploy them and our hunter militia against the enemy, in order to wage asymmetrical warfare and take out exposed units with lightning cavalry strikes. We have much greater knowledge of the local area and have better "scouting" Units so we should play into those advantages. A siege battle will probably be unavoidable, but hopefully we can kill of quite a few with minimal losses on our side, deny them supplies and rest, weaken their moral overall and avoid any nasty surprises by keeping the initiative and always being aware of their movements.. Our troops should not commit to combat and for the hunters and beast touched that means to avoid close combat all together, our enemy has far more physical strength so let's try to arrow them and not get involved in n uneven fight.
>>
>>3532995
Support
>>
>>3532995
Harrasment and destroying their supplies sounds fine by me, by the time they reach our settlement they must be bloodied, tired, hungry and paranoid, every shadow a beast touched, every noise an arrow
>>
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>>3532995
While Chief Ferith agrees with your idea of harassing the enemy using your cavalry and rangers, he doubts that they will come after you first. The forest is much denser in the north than the southern parts facing the river. To move an army of that size through the denser part of the forest is a task not even the Altermari could manage. Thus he is claiming that the majority if not all of the Shaineri will come south following the river. Scout reports seem to confirm his claim, as any scouts that were delegated to keep an eye on the northern parts seem to report minimal activity there
>>
>>3533019
Then let us rally and fortify at his village.
>>
The consensus then is rallying and fortifying at the Angry Spear's camp and in the meantime using our rangers, reindeer cavalry, Beast Touched and wolf packs to harass and raid their units.

If that is fine, then you guys will give me 3 1d100
>>
>>3533066
Actually, give me 6 1d100. The first 3 will be for the success of the raids and the other 3 for the fortification of the camp.
>>
Rolled 46 (1d100)

>>3533073
>>
Rolled 25 (1d100)

>>3533073
Rolling once more, since waiting for 6 different people to roll would probably take quite a bit.
>>
Rolling again is okay for the sake of moving the thread along.
>>
>>3532995
Good plan. We know these woods like the back of our hands, after all, and they are in unknown territory. Also, they probably expect to face a bunch of undergeared tribesmen blindly charging head on cause muh honor and ancestors, not organized warbands of hunters and raindeer riders using and abusing guerilla tactics, and that’s not counting the fact they probably don’t know about our alliance with the Angry Spears, and most definitely not about the Beast-Touched.

I also propose we rename our soldiers as War-Hunters, and that we start wearing war masks in battle, in plus of adorning our battle garbs with furs and leaves. We’ll scare them even more if they think we’re more beast than man.

We can do this ! With our wolves and beastmen friends at our sides and the wind at our backs, there’s nothing that can stop us ! Strike like the pouncing predator ! Hide in the bushes, attack from up the trees ! They’ll remember us as the Ghosts of the Forest ! Ready your spears, boys, cause THE HUNT. IS. ON!!!!
>>
>>3533145
>start wearing war masks in battle, in plus of adorning our battle garbs with furs and leaves
That definitely sounds like a good next action, creating a military doctrine based on terror tactics. With outfits and tactics designed to terrify the enemy.

Also we need four more rolls guys, let's make those raids work
>>
Rolled 26 (1d100)

>>
Rolled 93 (1d100)

>>
>>3533155
>>3533182
one more round of rolls from you guys and we have six
>>
>>3533197
you can roll for the third time, it is ok.
>>
Rolled 72 (1d100)

>>
Rolled 83 (1d100)

>>
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Your raiding troops find minor success in attacking the dispersed enemy units, however, they are quick to adapt and begin grouping themselves in ever larger groups. It is upon one of these groups that you stumble upon making camp somewhere within the plains. By your rough estimates, the group seems to consist of about 500 beastmen, which is the largest group you have come across so far. They don't seem to have noticed you for now, as you are hiding within the nearby woods. Now would be an oportune time to attack them or it could perhaps be a clever trap for you. What will you do?
A. Attack the beastmen group
B. Leave the group alone and move on
>>
>>3533220
>A. Attack the beastmen group
>>
Rolled 82 (1d100)

>>3533073

>>3533220
Provide a clever trap for them, surround them in fire
>>
>>3533220
B.
>>
>>3533233
I guess I'm supporting this, the dice gods clearly want fire.
>>
>>3533260
>>3533233
How would you exactly surround them in flames? You are the ones hiding in the forest while they set up camp on the plains right outside the forest.
>>
>>3533264
I misunderstood, I thought they were in a clearing inside the forest

Before attacking we should make sure this is not a trap by scouting, and then hit them while they sleep
>>
>>3533264
Oh, I misunderstood the situation then. Keep our archers in the woods, to provide fire support and give cover once we retreat. Have the light cavalry and Kerun charge out the forest, mowing down as many of them as possible while they still set up camp and will be in disarray. Try to not get stuck and keep the momentum up, we can't risk engaging them in melee. So let's charge through once or twice, but as soon as they start putting up an organized defense we get back to the forest, should they give chase the archers will give them a bloody nose.
>>
>>3533274
Waiting for the enemy to lower their guard you prepare yourselves for the coming battle. In the dead of night, you cavalry charges out into the enemy camp lead by Kerun.
DC 35
-5 Superior Equipment, -10 Surprise, -10 Kerun, - 5 Beast Touched, +15 Unnatural Strenght
>>
>>3533274
I support this. We must take them by surprise. We go in, then disappear back into the trees before they know it.
>>
Rolled 56 (1d100)

>>3533283
Nothing says fuck you like a 30ft deer.
>>
2 more rollerinos needed guys.
>>
>>3533283
"Charge my fellow tribesmen"
>>
Rolled 33 (1d100)

>>3533346
I have forgotten how to roll the dice
>>
Rolled 59 (1d100)

>>3533283
>>
Rolled 54 (1d100)

>>3533335
>>3533346
I, hunter Ardin, is sitting behind one of the deer riders in front of the charge. I throw a javelin as I eagerly scream :
«THE HUNT IS ON, BOYS»
>>
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Hearing the charge of your mighty cavalry the enemy camp rises to combat you. But they are too slow and can only react with horror and terrified screams as Kerun overruns their camp quickly followed by the rest of your cavalry. But the beastmen show themselves as mighty warriors as they are quickly rallied by a towering beastman that has already slain two of your reindeer riders. They prepare themselves to receive the second charge of your cavalry, unnaware of the archers preparing to fire into their backs and the wolf packs closing in on them. Now it is the time to crush them into the ground for daring to threaten you!
DC 40
-5 Superior Equipment, -5 Wolfpack, -10 Kerun,-5 Archers, - 5 Beast Touched, +15 Unnatural Strenght, +5 Azdren
>>
Rolled 86 (1d100)

>>3533404
Golar whispers under his breath as he readies an arrow "Die you scum"
>>
>>3533404
>>
>>3533404
"FEAR NOT DEATH, FOR ONLY THE DISHONORABLE HAVE ANYTHING TO FEAR!"
>>
>>3533411
>>
Rolled 7 (1d100)

>>3533410
>>
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>they forgot how to roll
>>
Rolled 9 (1d100)

>>3533425
Hold on I think I got it
>>
dice+1d100
in the "Options" field
>>
>>3533428
>>3533422
PANIC PANIC NOW
>>
Rolled 70 (1d100)

>>3533404
As the second deer charge starts, Ardin, still sitting behind one of the deer riders, is completely full of adrenaline. The teenager roars like an animal, whipping his spear in circles to try and slash at the big beastman.
>>
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The charge doesn't have the same effect as the original one, the beastmen under the command of their leader quickly get organized and begin mounting a real resistance. Even the volley of arrows proves mostly ineffective as orders giving out by the enemy leader come in the right them. Most of the beastmen managed to duck and hide from the arrows, but Golar's aim was steady and his arrow quickly found its mark. Thanks only to his own skill, the enemy leader did not find an arrow poking out of his eyeball, managing to dodge it for the most part as the arrow lodged itself into his right shoulder.

The enemy leader screams to his men "REATREAT".

His men quickly begin to retreat from the battlefield, leaving only him and a small group of chosen men. He bellows out a challenge to all of you " COME AND FACE ME YOU BLOODY DEFILERS! IN THE NAME OF THE HOLY MOTHER I WILL SLAUGHTER YOU ALL"

Will you face this monster and his men and if so tell me what heroes will be fighting him and what would their equipment be. Or will you order a simple volley of arrows on to him, as this mere beast does not deserve an honorable fight?
>>
>>3533464
Barag the Boastful completely naked covered in blue paint and armed with a simple woodcutters axe charges forward to face the monster!
>>
Rolled 40 (1d100)

>>3533464
Golar, beast touched hunter, very proficient with his bow, but also carries a hand axe and a short spear. He is now wolf-less and rather unhappy about it.
"I don't have a death wish beast" nocks another arrow, he ain't going to face someone twice his strength in melee...
>>
>>3533504
>>3533491
Beast Touched have a combat dice of 1d110 while regular Feradi has a d100. So go ahead an roll me your dices and describe your actions against the beastman leader.
>>
Rolled 8 (1d10)

>>3533507
Throw mud at his face and aim my axe for his crotch!
>>
Rolled 55 (1d110)

>>3533507
Dashes out from behind the trees firing as many arrows as possible into the beast. Aiming for the head and the knees
>>
Rolled 59 (1d100)

>>3533511
Oops wrong dice
>>
Rolled 70, 6 = 76 (2d115)

>>3533513
>>3533511
Azdren will try and dodge the arrows that the pesky human archer is sending at him and focus on slicing apart the one that is right in front of him.
>>
Rolled 5 (1d75)

Azdren focuses and dodges most of the arrows that Golar send his way and is able to land a nasty looking cut across Barag's face. Hower Barag is able to throw the blood-soaked mud right into his eyes, blinding him for a moment. This second of weakness is all Golar needs and once again his aim is true. The arrow flies straight and lodges into the giant beastman's throat. He begins choking on his own blood and using the last ounce of strength in his body he sends an attack aimed right at Barag's head.
(Barag you should make a roll against this one)
>>
Rolled 52 (1d100)

>>3533464
While my allies are engaging the beast man from the front I ride up from behind him and swing my great sword to strike him across the back.
>>
Rolled 40 (1d100)

>>3533546
Cut off the beasts head!
>>
I have to go now, make sure to hunt them all down and ally more permanently with our two friends
>>
Rolled 75 (1d110)

>>3533507
>>
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>>3533552
You charge at the beastmen from behind but are intercepted by his group of chosen men. While there is a group of them, your expertise at riding and wielding your mighty weapon you quickly dispatch of all the beastman's chosen men. You once again turn to the beastman leader only to see
>>3533561
Barag cuts off the beastmans head with one clean strike as he easily dodges the beast's pathetic last attack.

Seeing their leader fall the beastmen fall into a full rout. Your men are quickly organized and you give chase after these filthy beasts. Roll me 3 1d100 at hunting down the fleeing soldiers

(Assuming you guys will chase after them, you can vote now if you wish not to pursue after that. Otherwise roll the dicerinos.)
>>
Rolled 94 (1d110)

>>3533546
Sikah joining the fray
>>
Rolled 70 (1d100)

>>3533587
>>
Rolled 75 (1d100)

>>3533587
>>
Rolled 13 (1d100)

>>3533587
I shall skin the monster and wear it's bloody pelt!
>>
Rolled 55 (1d100)

>>3533587
Ardin, regular Feradi, 16 years but very athletic and agile. Wields a spear and has a short sword at his hip.
I throw my spear at the closest enemy while roaring :
« WE ARE THE GHOSTS OF THE FOREST »
>>
>>3533588
>>3533578
You two control the wolves under your command and become a river of fangs and blades that moves across the battlefield slaughtering every beastman that comes across you.
>>3533596
You bravely charge at the enemy leader only to be tripped by a smaller and sneakier beastman that is about to stab you in the throat when SIkah suddenly appears and breajs the beastman's arm like a twig before finishing him with a quick punch into the throat. You thank Saalendi for keeping you alive.
>>
>>3533618
After thanking Sikah, Ardin howls :

«They flee, victory is ours ! OUR HUNT IS ETERNAL !»
>>
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You chase the Beastmen down like the animals that they are. You trample them under your hooves, slab them with your spears and crush them with your hammers. By the time your animals are too tired to ride anymore, you are sure you must have killed over 300 of these beastmen. Puzzlingly, the body of the enemy leader was somehow lost in the confusion and bloodlust of the chase. Lucilky, Golar kept the head of the beastman as he ran down the rest to them, which will surely become a treasured posession of his.
>>
>>3533633
"That is my head! I killed the beast!"
>>
>>3533647
>>3533633
Correction. The head is in Barag's possession. After all, it was he who cut the beastman's head clean off.
>>
>>3533647
Ardin recovers his spear from a beastman’s corpse and joyfully gives a pat to Golar’s back :
«Nice chop ! We’ll remove the flesh and plant the skull on your door frame !»
>>
>>3533679
Pardon, i meant Barag
>>
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The two weeks after the battle see very little action as the Shaineri army has now united into one large force numbering around 5000 thousand men. The raiding force can do little besides raiding the supply lines which in turn slowed the progress of the Shaineri force.

However, these actions had bought enough time for proper defenses to be made around the Angry Spear Camp. A combined effort of your three tribes, this palisade is as strong as the one found in your settlement, arguably being even more secure with a trench and a fuckton of stakes.

Soon, the defenses of this palisade will be tested as you can make out the enemy army moving on the horizon towards you.
>>
>>3533688
Ardin, who was on sentinel duty, notices this and runs into the camp while screaming «TO ARMS ! TO ARMS !». He runs into the war room and says:
«They-They’re here !»
>>
>>3533688
Ailah along with her wolves hurries back for the fort after another raid, blodied and tired, she knows the fighting is far from over
>>
>>3533688
Knowing the task ahead will be perlis Longhammer takes some time to tell his beloved mount "you have been my faithful companion for years now. What ever may come we will face it together. Having completed this moment Longhammer and his doe rush to ready the calvary.
>>
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The Beastmen is harassed a bit while they try and cross the minor river in order to surround the city and begin the siege.

There are about 3000 troops west of the city that are ready to attack the western wall, these troops seem to be under the command of Ugarit, the chief of the Shaineri. There is a group of 2000 Angry Spear warriors waiting to face them on that wall.

On the northern size, across the shallow river, around 2000 of the enemy troops are deployed there. In the defense of this portion of the walls is a group of around 1000 Angry Spear warriors and 900 men from Lakber. While the attack on the northern side will mean crossing the river before attacking the palisade, the troops deployed across that wall seem to be holding discipline and order much better than the 3000 beastmen on the western side.

Where shall we deploy our men?
A. To the Northern Wall
B. To the Western Wall
>>
>>3533769
B.
>>
>>3533769
Our archers should be positioned on whoever tries to cross that river

split our troops and leave the giant raindeer run amok on the northen troops
>>
>>3533786
Does Kerun knows magic ? Then he should go to west side confront Ugarit and keep him busy
>>
>>3533792
good point
>>
>>3533792
>>3533786
While I'm fine with you guys splitting your forces according to where they are needed. I am mostly asking you which boss battle would you like to have and which part of the battle should you follow closely. I doubt I could pull off running two different battles and two different boss battles at the same time without it being a clusterfuck.
>>
>>3533801
Let's go after Ugarith, if he falls the others may follow, and maybe that beast joins our side if we defeat it's leader
>>
>>3533806
Great point !
>>
Your troops under the control of Chief Alram arrange themselves on the palisade next to the Altermari led by Chief Ferith. Both Chief's share inspiring words with their warriors as the Shaineri troops begin to march towards the walls.

Now is the time, men of the Faredi! Fight for your right to life! Fight for everything you hold dear! With Faith in Saalendi, fight onwards!

DC 45
-5 Superior Equipment, -10 Defenses, -5 Beast Touched,-5 Archers + 10 Numbers, +10 Ugarit
>>
Rolled 71 (1d100)

>>3533840
We will prevail, to glory!
>>
Rolled 95 (1d100)

>>3533840
Sikah, the giant besst touched lunges into battle
>>
Rolled 94 (1d100)

>>3533840
Let's cut a path to the leader
if he is the unyeilding we will just have to kill him then
>>
Rolled 39 (1d100)

>>3533885
shit shit shit
>>
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It is again that two Beast Touched show their battle prowess as they cut any beastman that dares to try and climb over the palisade. Many don't even reach the palisade as the archers don't even aim as they turn the enemy soldiers into hedgehogs.
>The moral of the Shaineri falters and it seems like they will turn and flee. It is at that moment that a bright red light suddenly emerges from Ugarit's location. You are witness to the Shaineri troops becoming abominations of fur and muscle as they seem to lose their mind and turn into monsters that only seek blood.
>The Chief calls upon his men and calms their hearts and prepares them to defend against the unrelenting charge of the Shaineri.
>DC 50
>-5 Superior Equipment, -10 Defenses, -5 Beast Touched,-5 Archers,-5 Chief's command + 5 Numbers, +10 Ugarit, +15 World's Blight
>>
Rolled 42 (1d100)

>>3533894
>>
Rolled 17 (1d100)

>>3533894
NOW IS THE TIME BROTHERS, THE ENEMY IS AT THE GATE AND THEY SEEK TO DESTROY ALL THAT WE ARE. BUT I SAY NAH TODAY IS THE DAY WE DRIVE BACK THIS MOST FOUL BLIGHT BACK INTO THE DARKEST PITS OF HELL!

Speech of Longhammer
>>
Rolled 50 (1d100)

>>3533894
>>
Rolled 44 (1d100)

>>3533894
>>
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Rolled 1 (1d2)

1. Take the 39
2. Another dice
>>
Rolled 66 (1d100)

>>3533894
Ardin is shocked by the sight
«What vile sorcery ?...»
«He’s using dark magic on his troops ?!We need to bring Ugarit down, or they’ll never falter !»
«Kerun, can you use your own magic to open the path for us ? Sikah, Longhammer, Barag, with me ! We’re diving in !»
>>
>>3533916
>>3533914
Do you not see the 50 boi
>>
The tide of the vile Shaineri seems unstoppable and to the horror of the defenders, the palisade collapses under the weight of the abomination. With the hole in the defenses, the Shaineri begin pouring into the settlement and slaughtering all that stand before them. The men are on the brink of collapse when suddenly Kerun runs in and smashes apart the enemy troops, creating a clear path towards Ugarit who is standing in place surrounded by the repulsive crimson light that seems to grow darker with every second that passes. The last you see of Kerun is him still running through the enemy troops as some of them jump upon his back and start bitting into him.

" NOW IS THE TIME! RUSH AND KILL THEIR LEADER!" The Chief of the Angry Spears screams before rushing through the gap towards Ugarit. Who will follow him and fight by his side? Name your heroes and the equipment they possess.
>>
>>3533939
Barag the Boastful completely naked but covered in blue paint armed with a simple woodcutter's axe and a handful of mud charges forward!
>>
>>3533939
Ailah goes in
>>
>>3533939
Sikah bites her lip and curses after droping the body of a dead Altemari that she crushed the head between her hands, but not before he got a couple of claws on her arms and stomach.

Ignoring the momentary pain, the beast touched charges along with her battle-brothers
>>
>>3533939
Ardin, with two spears. While running throws one his spears at Ugarit while screaming :
«THE HUNT IS ON»
>>
>>3533939
Longhammer sensing his opertunity to end this. Begins sprinting toward the opening. Letting out a shrill whistle as he draws close to the gap, his ever faithful doe dressed in the finest copper armor meets him. Together rider and steed they charge into the fray. Longhammers copper long sword and armor glinting in the light. The doe goring any foolish enough to get in her path. As they finally pass into the gap there are no battle crys made only sillent determinaton to end this one way or the other.
>>
Rolled 67, 47, 106, 1, 65 = 286 (5d125)

You all make your way towards Ugarit following Chief Ferith and his warriors and soon you find yourselves only meters away from Ugarit.

" DO NOT LET THEM GET NEAR ME!" The voice coming out as a horrible mix of a beastmans guttural deep voice and a soft voice of a woman as if multiple people were talking.

Before you can reach him a group of the vile beastmen start attacking you.

Everyone roll your actions against them.
>>
Rolled 20 (1d110)

>>3533965
One of them really fucked up

Slash them to pieces
>>
Rolled 88 (1d100)

>>3533965
For honor! For glory! For the future!
>>
Rolled 19 (1d110)

>>3533965
>>
Rolled 25 (1d100)

>>3533965
Throw mud at his face and chop at his groin!
>>
Rolled 86 (1d110)

>>3533965
Need one more roll?
>>
Rolled 44 (1d100)

>>3533965
Ardin
«OUT OUR TURF, YOU SCHMUCKS»

(Also what about the spear I’ve thrown ?)
>>
I swear to God, that if it comes down to Longhammer having to solo this bos fight I am going to call on some devine intervention.
>>
Rolled 118, 18, 105 = 241 (3d125)

>>3533969
You begin slashing at one of the beastmen, slashing his skins to ribbons and ripping out his fur like plucking feathers of a chicken. Yet the beastmen seems unfazed as he strikes back at you, with enough impact to crack ribs.
>>3533971
You ride across the battlefield on your doe like a true god of war. Your copper longswords find its target in a thick skull of a beastmen. Your momentum and the beastmens thick skull prove too much for the sword as it shatters leaving only about 20 cms of the blade useable. However, you find the short blade adequate enough as you plunge it into another beasts eye socket.
>>3533972
Trying to rush Ugarit you ignore your surroundings and are met with a harsh strike of a pummel on your face. You fall on the ground and prepare to accept death, as the last thing you see is an ax suddenly appearing between the groins of the beast.
>>3533973
If it worked on one beastmen, it will work on another. Is what you think as you throw the mud straight at the beastmans ugly face. And you couldn't be more correct. As the beastman opens his mouth to release a blood-curdling scream of rage a handful of mud is flung right into his mouth and he proceeds to choke on it. Celebrating his glorious victory, Barag chops at some unfortunate beastmans' groin.
>>3533987
You are locked in an exhausting duel with an oversize beastman that had caught your spear from the air and is now using it as a weapon against you. For now, the beastman has a slighter upper hand.

Come on men! You are so close! Only 3 enemies remain between you and Ugarit.

Everyone roll besides Ailian who is KO.
>>
>>3534008
Help us through the others, or try to hold it until we pass, we can help
>>
Rolled 23 (1d100)

>>3534014
FOUL MONSTER FACE ME!
>>
Rolled 110 (1d110)

>>3534014
>>
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Rolled 12 (1d100)

>>3534014
Chop and hack my way through the beastmen screaming about how I will fuck their wives on their children's corpses!
>>
>>3534018
Criiiit aaaaarrrhhh

Sikah smash!
Let all beastman fear the giant woman!
>>
>>3534018
The chosen one has been reveled!
>>
Rolled 97 (1d125)

>>3534014
Having finished his duel with his last opponent. Chief Ferith turns to help you guys in clearing a path towards Ugarit.
>>
>>3534014
«THE HUNT IS ETERNAL»
>>
Rolled 17 (1d100)

>>3534032
Forgot to roll
>>
Rolled 89, 45, 56, 50, 106 = 346 (5d150)

>>3534017
>>3534018
>>3534019
>>3534035
Longhammer in his newfound arrogance is quickly humbled as a beastman pulls him off his high reindeer and is about to pummel him into the ground before you see a giant hand suddenly hit the beastmans face with such force that you could hear the sound of the skulls breaking apart. Sikah continues on slaughtering any beastman that comes near her path, completely ignoring Ugarit, she and her wolf bring down at least 4 different beastmen each in matters of seconds.

The cunning beastman who stole Ardin spear almost proves to be too much for the united forces of Barag and Ardin. Barag without his trusted mud and Ardin against a creature that matches his swiftness are about to meet their demise before chief Ferith jumps from behind and kills the vile creature.

With the path towards Ugarit clear, you all rush towards him. Only to see the crimson light around him condense around his heart as he begins to rand and rage while crying at the same time.
"Why?Why?Why?Why?Why? Why do you do this?? Do you not love the HOLY MOTHER? WHY SIDE WITH THE CURSED BARAD? WHY BETRAY OUR PURPOSE??? Yes. Yes, I will show you. I will show you why.THIS IS WHY WE WERE GIFTED LIFE BY OUR HOLIEST MOTHER"

As he finishes screaming, the crimson light now condensed around his heart pulses and releases a wave of energy that seems to destroy everything in its wake.

Roll against this dice boys.
>>
Rolled 116 (1d125)

>>3534051
This roll is for the survival of Chief Ferith
>>
Rolled 43 (1d110)

>>3534051
>>
Rolled 72 (1d110)

>>3534051
do I roll again?
>>
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Rolled 72 (1d100)

>>3534051
CHARGE AND HACK AT HIS HEART

"HAR HAR HAR, CHOKE ON MY COCK YOU WOLF SHAGGER!"
>>
>>3534051
Fingers crossed...
>>
Rolled 64 (1d100)

>>3534059
>>
Rolled 53 (1d100)

>>3534051
Longhammer knows its a long shot, but he doesn't care. Drawing on his final reserves longhammer brandish his broken long sword and charges to meet the wave head on. that damned monster dies here and now.
>>
Rolled 79 (1d150)

>>3534066
ah, forgot your roll
>>
>>3534068
Well then, make sure my reindeer is well cared for its all that I ask.
>>
>>3534063
>>3534068
«AAAAAAAAAAAAAAAAAAH»

Ardin dives in, thrusting his spear towards the beast’s chest
>>
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It is through the valiant sacrifice of John Longhammer and Ardin the Swift that the rest of the heroes are able to survive. They remain mostly unscathed by the energy wave, however, it seems that the energy wave collided with Sikah and cut her connection with her wolves. She is no longer able to tap into the powers of the Beast Touched, though she retains the features of one.

As the heroes look around they can see carnage and destruction all around them. It would seem that the transformed bodies of the melting and bubbling with the energy that was released from the wave. The whole western Shaineri army seems to have been destroyed and what little sane beastmen remain are quickly found fleeing. On the northern side, it seems the battle was not as intense as the beastman had merely started breaching into the city once Ugarit was dead. The remainder of the Shaineri army quickly retreated under Tosmir's command.

Searching around the battlefield you find Kerun laying on the ground. Half of his antlers are broken and are limply handing from his head. You can see thousands of bite marks across his bode on places where the beastmen had ripped out his fur. Huge chunks of meat are missing from his legs. He is surrounded by dead beastmen on all sides. He appears to be dead until he suddenly opens his eyes and looks directly at you all.

"My children, my time has come. It was my honest pleasure protecting you and watching you grow so much in this short amount of time. I will leave you with these last words. This trial is perhaps over, and you have passed it. But many more will come and you shall be tested again and again. Never succumb to despair, as the night is always darkest before the dawn."
With that, his body begins to shimmer and a silhouette of Kerun stands before you and bows its head, before disappearing forever.

(With that I will be ending this session. Hope you guys had a fun time.)
>>
>>3534094
Thanks for the run my dude
>>
>>3534094
This is a time for celebration, this is a time for mourning, as weeps for the dead and cheers for the living echo around the battlefield Sikah watches it all stunned.

Her wolf, merely snifs at her and walks away, she feels a part of her missing, but she cannot dwell on that, friends were lost, companions that fought bravely beside her, and that will not stand, no celebration, no mourning for Sikah. The battle was not nearly enough, she snifes at the air, drinking on the sweet aroma of fear and despair of the fleeing enemy, the night is young, the blood calls.

She runs for the woods, she hunts each and every enemy warrior she can find, she breaks, tears, rips and smashes, each drop of blood shed offered to Saalendi, for the survivel or a second chance of life to her friends, for the god to look upon her and deem her worthy of commanding the wolves again, for the pure rush and pleasure of the kill, each body a sacrifice.

Her howl can be heard in the night, usually followed by painful and anguished screams.

Thanks for running
>>
>>3534094
Thus ends the tale of John Longhammer, ended as it began. With a battle cry in the face of certain defeat. But this is not the end of the Longhammer story. Long after the tribe had turned in for the night to celebrate there victory a boy of 13 still searched the ruined fields. "Father! Father!" Were the haunting crys that carried on the wind. After the battle end the boy had been told his fatherwas dead, that he had sacrificed himself so that others might live. The boy refused to accept his father could be dead and had stormed off to the battle field to find him. Even after the sun set and the moon grow high into the sky he still clung desperately to hope. 'Hero's ways save the day and everyone that is in danger' he thought. Which is why he knew his dad was fine, he had to be. "Father! Where are you, Fath-". The cry died in his throat as he came upon a scene that at first his mind refused to accept. "Electra" were the first half choked words that escaped his lips. Before him lay a blooded and broken Doe Electra, the name was given to the Doe by his father. Now here she lay quit and still surrounded on all side by the dead with his father no where to be found. The boy numbly stubled over to her seemingly in a daze. He intoned in fragilely pleading "Electra.". For a moment that for the boy seemed to last an eternity nothing happened, then as the already fractured psyche of the boy seem that it would shatter. Electra opened her large doe eyes and with a slowness born of pain shifted her head to face the son of her companion. The boy overcome with all the days emotions could only fall to his knees, wrap Electra's neck in a hug and cry sobbing into her fur that "your going to be ok Electra, it's got to be ok. I'll find father and he make you all better." Electra despite her broken form allowed the boy his moment of sorrow. Before slowly pulling her head back ending the moment. The boy look at her with confusion, he could almost swear her eyes were looking at him sorrowfully. The doe held his gaze a moment more before shifting it to a spot on the ground her body was tenderly curled about. The boy unable to see what was there, moved with great trepidation to the front side of the doe. When he could finally see what Electra wanted to show him, his world again crumbled out from under him. Laying just before Electra was the lower half of a once proud and mighty great sword. With trembling hands he picked the now basted sword up and examined the hilt. The boy fell to the ground clutched it to his chest and wailed the cry of a child that has lost everything. Inscribed in the under side of the cross guard was a hammer, his father's sign. As the boy of her master and friend wailed before her, Electra lowered her head across the boy'S form. For it was all the comfort she could give.
>>
I am never trying to type with my phone again its just a pain.
>>
The great war is won and now we'll have to see what to do in the aftermath. The Angry Spear Tribe will have to find a place to settle down, let us sit with them and the Lakber to discuss the future. They have proven themselves worthy allies, so I am sure we can find some land for them nearby. Let us also discuss making this temporary alliance a more permanent affair, maybe expanding it to include trade between all our people. The remainder of the enemy army will also have to be dealt with, one way or another. I propose harassing them until they are out of the woods, hunting them off anything that can even vaguely be considered our territory. Additionally we should establish an order of forest scouts with outposts and supply points hidden in the trees and all throughout the woods surrounding our area. Who patrol and guard the main ways through the forest. Maybe set up some poles with skulls on them on the forest edges, saying: Announce yourself and your intend, or eat arrows. A good research to do soon would be herbalism for some healing/basic medicine and venom/poison for our arrows. We could also construct a market place with a weekly market in our settlement and invite our war buddies to come trade.
>>
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Alright, guys. Since we had some time to let this civ play out a bit and have you guys get familiar with the culture of the Faredi. I will ask you if you want to add factions to this civ. For those that do not know what factions are, they are essentially factions within the civ that are player controlled. In the case of this civ, for example, a faction would be Clan X which specializes in doing Y. These factions would have faction projects that would be done every 10 years, they would represent what said faction was doing in the last 10 years.
An example of how a Faction Application would look like:

Faction Name: Clan Anipal
Faction Leader: Zeran Anipal
Faction Description: A proud founding clan of the Faredi, they are known for producing the clan's greatest hunters. Today they are lead by the Beast Touched, Zeran Anipal
Assets: Expert hunters, Clan Longhouse, Beast Touched, etc.

In the case of you voting for factions, this is how in general one should look like(not that when making one you should be mindful of the current population and resources of the Civ before making your own faction). You could use the characters you have made as a foundation for a faction or you could make up something new.
In any case, let us vote on that. I will leave the vote open for some time as I won't be able to run in some 16-18 hours)

Should we implement factions?
A. Yes! We would love factions!
B. No! Classical civ only, please!
>>
>>3536323
>B. No! Classical civ only, please!
>>
>>3536323
>B. No! Classical civ only, please!

I like what we have now, the civ and the heroes for individual actions
>>
>>3536323
>B. No! Classical civ only, please!

maybe next time OP
>>
>>3536323
>B. No! Classical civ only, please!
With heroes every once in a while
>>
>>3536323
>B. No! Classical civ only, please!
>>
>>3536323
Even though I love factions, the current grave civ situation demands a stream of single, coherent events. Faction handling makes this more difficult. Later on, if we have single players who contribute way more than "ordinary" players, this might be an option.
>>
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The battle at the Angry Spear camp was the decisive battle of the conflict, as the Shaineri army, now under control of Tosmir, retreated back into the eastern forests. Our cavalry and light troops would harass them while they retreated, but there were no major engagements to be fought.

The war was a decisive victory for the coalition, but that is not to say that there was a great price to pray. Almost everyone in our settlement lost someone that they knew or someone that they loved to the Shaineri agression. The same scene can be found playing out in the other two tribes. Especially the Angry Spear tribe whose men saw the most casualties, with almost every fourth man dying in the conflict.

The taste of victory is sweet to you, yet the taste is soured as the cheers of joy are mixed with the wailing of widows and orphans as a wicked harmony echoes across your lands.

(It will be a short run today guys. Sorry, I was late.)

Year 10
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 8/10
Wealth /10
---
Population:2900
Altermari Population: 350
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3538167
>J. Commune
I imagine this conflict left quite a few people maimed and broken. maybe if we ask God will reveal to us the ways of healing magic.
>>
>>3538167
>C. Construction
Construct a small monument(s) to honor the fallen, for all those involved. It will serve as a reminder that those who fell before us will never truly be gone. Surely, it will bring us closer together, and after a tough battle, we need to be closer.
>>
>>3538187
That's nice, but wouldn't it be nicer to be able to heal all the crippled people we now have thanks to the war?
>>
Rolled 2 (1d2)

let's roll dice for this one
>>
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Working in cooperation with the other two tribes you create a series of monuments across your three settlements. A series of three identical monuments depicting a stag, wolf, and fish on a single totem around which a ring of large stone stands to depict the events of the battle of Ugarit's Folly as it has come to be known by your three tribes. These monuments serve to venerate the heroes of the war, remind you of those that had fallen and deepen the ties between your three tribes.

(You can suggest alternative names for the battle if you wish so. If an idea gets popular support then we can change it to that)
Year 11
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 9/10
Wealth /10
---
Population:3050
Altermari Population: 400
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade, Shaineri war monuments
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic:/
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3538319
>J. Commune
still pulling for that sweat hypothetical healing magic.
>>
>>3538328
Support
>>
>>3538328
sure
>>
Alright. You will be asking for the healing of the wounded and broken from the war. What will you offer Saalendi in return for this boon?
A) Art
B)Sacrifice
C)Goods
>>
>>3538395
Art and Goods we have an abundance of food at the moment.
>>
>>3538395
>A) Art
trophies from the enemies
C)Goods
game brough in by the beast touched
>>
War trophies and game caught by the Beast Touched will be offered to Saalendi.
Roll me 3 1d100.
>>
>>3538395
Can Sikah make a personal offering, delivering all the ears she collected on that day to try and get her connection with the wolves back?
>>
Rolled 29 (1d100)

>>3538415
yeetus deletus RNG gods help me pleaseus
>>
Rolled 7 (1d100)

>>3538415
Rolling for the tribe
>>
Hrmm, ill allow it. Roll me a 1d100 separate from the ones being made for the tribe.
>>
>>3538432
>>3538417
in response to Sikah
>>
Rolled 44 (1d100)

>>3538415
>>
Rolled 84 (1d100)

>>3538432
Help me Saalendi

We usually roll very bad for god stuff
>>
>>3538436
let's hope this was an easy thing for him to do and that the dc was under 44
>>
File: Offer to Saalendi.jpg (4.39 MB, 2000x3240)
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Offering the war trophies and game seems to please Saalendi. He stretches out his hand and the old scars and missing limbs of those present begin to heal as wood seemingly imbues into their flesh. Once the process is over he explains that now your limbs and tissue should be much stronger and durable then it was before, although he warns that there will be loss of finer control on those parts that have been regrown.

He listens to Sikah and accepts her offering. Explaining to her that her soul was effectively cut off by the power Ugarit used, thus leaving her cut off from her connection to her wolf pack. The process of breaking the barricade is a painful one, as it involves crushing the barricade and the parts of the soul that have grown connected with it. Saalendi explains that such a process will surely damage her soul and leave lasting effects. However, he also tells her that as her soul will heal and regrow again her connection with her wolfpack will grow once again.
>>
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He explains to you that it is simply impossible for him to heal all of the scared and broken if they do not travel to his cave, which he knows is impossible to most of them. However, as he hears your stories of the war and Ugarit's strange powers he seems to enter a deep thought. He says to you.

"While I am not able to heal all of you, I will give you the means through which you shall be able to one day heal yourselves."

He proceeds to explain that the strange powers Ugarit showed were, in fact, a thing he called "magic". As your god explains to you, magic is an exertion of one's soul upon the natural world. By using and controlling the power of the soul, the so-called "mana", one is able to construct magic that can influence the world. From the simplest fire spell to the magic that Ugarit used on the battlefield. Anyone has the potential to use magic to some degree, however, the potential varies wildly from individual to individual. In the end, those that possess souls strong enough and the mind and will to control magic are an uncommon sight in the world.

He teaches you that the base form of magic is in the elemental states. Fire, Air, Water, and Earth magic are at the core of almost all magic that is used. From these 4 basic elements, by combining and mixing them, mages have been able to create wildly differing effects and magic. Before you leave Saalendi imbues upon you the knowledge on how to conduct the most basic testing for magical potential in an individual.

https://www.youtube.com/watch?v=AAhYRWkAV-w&t=1s

Year 12
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 9/10
Wealth /10
---
Population:3050
Altermari Population: 400
Government: Chiefdom
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3538564
>C. Construction
Magic college of research anyone?
>>
>>3538564

I. Diplomacy and War

Start anexing smaller tribes nearby, we will need the numbers against the Aradi
>>
>>3538564
>H. Trade
This war has brought us together with the other tribes, the monuments are proof of that. Now, we can benefit from that by establishing trade
>>
Rolled 2 (1d3)

let us roll a tiebreaker
>>
It seems we will be doing I. Diplomacy

What will we be doing in the diplomatic field?
>>
>>3538674
bringing the smaller clans into our fold to defend them against that other clan to the south
>>
>>3538686
so form a federation of Tribes?
>>
>>3538696
More like offer them to join us

We kinda are a federation already, with the two other tribes that helped on the battle
>>
>>3538724
ah so formalize the alliance of tribes into one super-tribe. I'm down let's do it.
>>
Alright. Roll me a 3 1d100.
>>
Rolled 12 (1d100)

>>3538749
>>
Rolled 21 (1d100)

>>3538749
crit fail calling it now prove me wrong gods of RNG
>>
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Lmao. You guys are really bad at rolling.
>>
>>3538794
Its the Gods of RNG they hate all things good and fun
>>
Rolled 94 (1d100)

>>3538749
>>
>>3538811
Sikah brings it home again!
>>
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>>3538811
YEAH BOY
>>
File: map3.png (342 KB, 2000x2000)
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Seeking stronger relations with the Lakber and Angry Spear tribe you found an annual meeting of your leaders to discuss the matters important for the alliance. While this is not a united super tribe as some had hoped for, it is a step in the right direction as your tribe act as a united front when dealing with other tribes. Everything is not perfect, however, as there exist problems between the cultures of your people that still need to be dealt with before anyone enters any talks about unification.

On the other hand, your attempts at subjugating nearby tribes appear to be successful. Two of the nearby tribes, the Dari and Elaneni, who are culturally the most similar to you have joined your tribe peacefully. Complications arose as several of the other tribes refused to bow down to you and took to forming a confederation as to protect themselves from your expanding borders. Other tribes, however, decided that moving further down south from your nation would be a wise decision as it would allow them to search for new resources and places to settle in.


Year 13
---
Agriculture: 5/10
Resources: 5/10
Food: 6/10
Morale: 9/10
Wealth /10
---
Population:3250,1000 Dari and Elaneni
Altermari Population: 500
Government: Chiefdom, The Confederation
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
>>
>>3538872
>H. Trade
we should establish trade routes between our alliance members and our settlements.
>>
>>3538885
Sure, get those roads and goods flowing, prosperity and cultural exchange will make us even closer to unification
>>
>>3538892
yup and since we are the one doing the trading it will be our culture that is spreading.
>>
>>3538885
+1
>>
File: Madin.jpg (72 KB, 556x920)
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Trade spreads across your lands as roads and bridges are built connecting the settlements of your alliance. The silver of the Lakberi is becoming quite popular among the more well off members of your tribe, while your copper equipment is becoming a must have for any warrior in the alliance, as they possess quality and durability that is unique to them. At the same time, the woodwork of the Angry Spears is becoming renowned across the alliance, as the Altermeri seem to have a talent at shaping the wood into beautiful pieces of art.

This increase in trade is however noticed by the Madin people, who have in recent years built a trading outpost in the area. They introduce to you the concept of currency. Before a simple barter system was used across the area, but this universal currency makes easier much easier and quicker which caused it to spread like wildfire across the area. The end result was a huge increase in trade across your alliance and the general area around the river Azra. Not to mention the Madin who are quickly getting filthy rich.

Year 14
---
Agriculture: 5/10
Resources: 5/10
Food: 5/10
Morale: 9/10
Wealth 6/10
---
Population:3375,1000 Dari and Elaneni
Altermari Population: 550
Government: Chiefdom, The Confederation, Madin currency
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
K. Magic
L. Other
>>
>>3538923
Let's take the trade post before they become a problem?
why should they profit from the aliance if we can put our 3 people there and profit ourselves?
>>
>>3538923
>H. Trade

why fight a war when you can buy out your enemies?
>>
>>3538923
>F. Technology Research

let's see what we can improve
>>
>>3538923
>E. Law
Let's make some legal reforms to arbitrate the inevitable disputes that will occur with large scale trade. We should also try to standardize laws/sentences across the tribes to help them assimilate.
>>
>>3538972
changing to support this, we can also throw some stuff on the books to keep the trade outpost in check.
>>
>>3538987
people from outside the alliance, the Madin for exemple, cannot own or trade freely withing our realm
>>
>>3538997
or they have to pay a tax on everything they sell
>>
You have chosen E. Law

What will you be doing with the law?

Currently, you don't have a law system implemented or written down with the whole authority over law being on the hands of the Chief and the influental leaders of the tribe.
>>
>>3539005
we should create a codex of laws. a document to lay the foundation of this super tribe we want to make. ( model it off of the US constitution and bill of rights )
>>
>>3539005
simple punishments and retributions for murder, like a wergild. theft, rape, arson and the list goes on
maybe that will help us improve population, morale and even wealth
regulate those them Madin too
>>
>>3539005
I think we should start with basic criminal law to deal with crimes like theft, murder, etc. Also, there should be a set of laws to help regulate trade specifically. Things like fines that can be levied against those who break contracts or are intentionally misleading. Maybe over time we can develop this into a basic civil court system.
>>
File: Chief Alkan.jpg (237 KB, 540x900)
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Rolled 65 (1d100)

You have implemented a simple law system, which gives details on how to deal with crimes such as murder, theft, arson, rape, etc. Punishment ranging from sums of money that should be paid out to the victims to death. Besides these basic laws, you have also passed a couple of laws regulating trade. These laws have as a goal the protection against fraud or those who break agreed upon contracts etc.

In other news, Chief Alram Faredi who has ruled the Faredi tribe for 15 years since the death of his father Azren Faredi, has passed away peacefully in his sleep. Stepping up as the new Chief is his son Alkan Faredi. He is one of the Beast Touched but is unique as he has formed his connection with a large bear instead of a wolf pack. He is currently married to the sister of the Chief of Lakber which has deepened the ties between your tribes even more. However, he is also known as a rather passionate man who is quite hotheaded and quick to anger.

(Imagine him being younger in that picture. This will be the last post for this session, sorry it had to be a short one. This will probably be the last session that I can do before the weekend. Hope you guys had a fun time! I will be leaving you with an event roll until next time.)

Year 15
---
Agriculture: 5/10
Resources: 5/10
Food: 5/10
Morale: 9/10
Wealth 7/10
---
Population:3500,950 Dari and Elaneni
Altermari Population: 625
Government: Chiefdom, The Confederation, Madin currency, Simple Law System
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
K. Magic
L. Other
>>
>>3539079
thanks for running
>>
>>3539079
D Military
Work to create and drill standardized formations.
Organize the Angry Spears as the 'anvil' with the Beast Touched and our riders as shock troops. Perhaps create a subsection of skirmishers/harassers from the hunters utilizing bucklers, javelins, short spears.
>>
>>3539757
Or, if javelins are not readily available, slings
>>
>>3539079
Thanks for running. Hope the event's a fun one
>>
>>3539079
We must take our newfound morale and push forward to expand and colonize!

G.
>>
>>3539079
>K. Magic
refine existing magiks
>>
>>3541434
Supporting this. But let`s try to be nice to our smaller neighbouring tribes.
>>
Expect us continuing in around 18-19 hours boys. Maybe ill make a new thread, we will see.
>>
>>3547496
if you make a new thread link it my man
>>
>>3547511
I certainly will. I will most likely make a twitter just to announce anytime we are running once i finish the first thread.
>>
Alright, we will be continuing once again. G was picked this time. What will we be doing with G?
>>
>>3549298
expand along the river and explore those mountains to the north
>>
>>3549298
Try to find new resources, metal, crops or some other useful things

Sikah is radiant that she can explore along with the wolf pack again
>>
File: proposed expansion.png (184 KB, 1105x736)
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>>3549298
I want us to expand along the western river up to the base of the mountains setting up a fishing village, a mining village, and a farming village. connected via roads.
>>
Alright. Expanding up the river it is. Roll me 3 1d100.
>>
Rolled 28 (1d100)

>>3549457
Oh dice gods smile on me this day
>>
Rolled 75 (1d100)

>>3549457
>>
Rolled 76 (1d100)

>>3549457
>>
Efforts are made into the expansion of your tribe and a new settlement is founded at the base of the northwestern mountain chain. While the place is not protected by the Totem, thus agriculture is much harder to sustain there, it subsides off fishing and hunting game in the nearby forest. The biggest discovery was the small ore deposit of gold found nearby the settlement. While gold used to be seen as a pretty metal before by your people, it has taken on more importance in the last couple of years as it is used by the Madin to make their currency. Thus a good amount of people have chosen to settle this new settlement(feel free to name it)

Year 16
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 9/10
Wealth 7/10
---
Population:3650,950 Dari and Elaneni
Altermari Population: 700
Government: Chiefdom, The Confederation, Madin currency, Simple Law System
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade, small gold mine
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
K. Magic
L. Other
>>
File: map4.png (350 KB, 2000x2000)
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>>3549563
>
>>
>>3549563

I. Diplomacy and War
Offer our protection and friendship, even trade weapons and arm the anti-arani confederation

Send scouts to the anti faradi confederation to see what are their numbers and defenses so we can plan an attack
>>
>>3549563
>J. Commune
I still want to improve our understanding of magic
>>
>>3549595
you have a magic option now, don't you?
>>
>>3549600
Right sorry

K
>>
>>3549563
K
>>
What will you guys be doing with K?
As of now you understand the very basics of magic and have the knowledge on how to cast the basic spells of the four elements.
>>
>>3549705
Work on wind control
>>
>>3549705
work on improving our understanding of all four elements and how to combine them.
>>
File: mage2.jpg (563 KB, 1920x1920)
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Hrmm. So a deeper understanding of the basic 4 elements. As always, give me those sweet dices.
>>
Rolled 49 (1d100)

>>3549874
>>
Rolled 74 (1d100)

>>3549874
Dice Jesus don't fail me now
>>
Rolled 25 (1d100)

>>3549874
>>
>>3549905
nice
>>3549882
alright
>>3549931
rip
>>
>>3549874
Have you considered making a discord?
>>
You soon discover that while magic is possible to be done by anyone, effectively using it or even being able to use it without a significant effort is actually quite rare among the populace. Among those who have found themselves able to use the basic spell taught and even come up with some new ones. By working on the basic structure of the basic spells these "mages" have been able to construct elemental magic in a bigger scale with more destructive power. However, with your people learning more about magic they come to realize that magic does not only have to be used for destructive purposes. The nuances of such magics are beyond your people for now.

Year 17
---
Agriculture: 5/10
Resources: 6/10
Food: 5/10
Morale: 8/10
Wealth 7/10
---
Population:3800,850 Dari and Elaneni
Altermari Population: 800
Government: Chiefdom, The Confederation, Madin currency, Simple Law System
Military: Hunters, tribesmen, Beast Touched, wolf packs
Navy:/
Constructions of Note: The Chieftains Hut, The Grand Totem to Saalendi, Copper Mine, Palisade
Technology: Basic Agriculture, Intermediate Metallurgy, Basic Husbandry, Basic Construction, Basic Fishing, Basic Food Preservation,
Culture: The Glorious Trial, Saalendi's festival
Religion: Simple God Worship, Saalendi the Protector, Druids
Magic: Vey basic understanding of magic
Crops: Winter cabbage, Brussel sprouts, kale
Game/Fishing:deer, reindeers,stoats,troats,roach, perch , domesticated reindeers
---
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
K. Magic
L. Other
>>
>>3550054
I had some ideas. Not sure if you guys would like that.
>>
>>3550193
>B. Culture and Religion
we need to try and draw the confederation closer by homogenizing our cultures
>>
>>3550193
Supporting >>3550209
>>
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Sorry that i have been innactive boys. I will have to call the run off for today boys. Expect a new thread soon though.
>>
>>3550411
Fucked up the trip.
>>
>>3550201
I would join. It's helpful because you can alert everyone who's invested in the Civ, and could have a more consistent base of players.
>>
>>3550209
Supporting this.

I also want to go for magic again after this. Magic could really pull us ahead of other tribes for a while if push comes to shove.
>>
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In order for the cultures of the confederation to grow closer efforts have been made to spread the individual cultures of the tribes to the other tribes. The worship of Saalendi is quickly becoming popular among both the Lakber and Angry Spear tribe as they have both been witness to the sacrifice Kerun made and the various gifts that Saalendi has to offer. In fact, the men from these tribes have begun asking for permission to visit Saalendi's cave and see the god for themselves.

A peculiar tradition coming from the Angry Spear tribe has even begun to spread to your tribe. According to the stories of the Angry Spear tribesmen, during their exile, they were guided by an owl spirit named Mudron, who protected them from the various dangers of the forest and the patrols of the Shaineri tribe. Mudron is worshiped as a god in the Angry Spear tribe, but a variation of that belief has found root in your own society. Owls are now seen as creatures that guide men and as a lucky animal. In the Angry Spear tribe, all men who go on travel carry with themselves small wooden figures of owls as a good luck charm and these charms have been increasingly popular among hunters of your tribe. The Angry Spear claim that Mudron is still within the western forest protecting all those who wish to travel through there.

Not everything is as simple, however, as a secret of the Lakberi tribe has come to light. The elites of that tribe were hiding the existence of a creature that they call Vadana, who they worship as a protector of their lake. The Lakber chief invited men from your tribe to visit the lake and meet Vadana. A group is sent there, being lead by the young Chief, to meet with the diety. Once your men arrive there they are lead by the Lakberi men to a cave on one side of the lake from which a small creature the size of a young child emerges from. It reminds you of the elongated animals that surround Saalendi, but Vadana has legs and a fish like fin. The body of the creature is rich with colors, some you have never truly seen before. The bonded animals of the Beast Touched seem to look at the being with uncharacteristic curiosity as they begin to sniff at the air and carefully observe the being. Its eyes betray a keen intellect as it looks towards you, and seemingly bows its head towards before returning to the water and disappearing from your sight within a second. The only evidence of its existence being the slowly expanding ripples in the water.

What will be done with this creature? Will you allow for Vadana to be worshiped in your lands, or will you remain to only worship Saalendi? Perhaps you have something else in mind?
>>
>>3562521
Allow the worship of Vadana to those who pay a special tax and do not proselytize to Saalendi worshipers. That is if Saalendi himself is cool with it.
>>
>>3562521
Why not just form a pantheon of gods?
>>
>>3562521
ask Saalendi what he wishes for us to do.
>>
You decide to consult with Saalendi before making a decision. He hears you out as you describe the being to him and ask him of his opinion.

He informs you that Vadana is newly born spirit of nature. In the past, such beings were a far more common sight that nowadays. He exclaims that you are rather lucky to be able to see such a young spirit, new nature spirits are not a common occurrence after all.

The circumstances of the birth of a spirit remain unknown even to your god, but he theorizes that beliefs of the Lakber tribe must have had something to do with it. He claims that the temperaments of these spirits would differ wildly but that the most profound influence on their relationship with mortals would be their early years and location of birth.

He says that the decision on who to worship is ultimately upon your hands, though he would not mind if you did worship Vadana. Jokingly he pleads you not to replace him with the young water spirit though.
>>
>>3565570
allow worship of Vadana and have followers of him bring him regular offerings so he will have a good relationship with mortals.
>>
>>3565570
>form a pantheon of gods?
>>
>>3565570
>newly born spirit of nature
>the most profound influence on their relationship with mortals would be their early years
So we might be able to influence how Vadana develops and gain a powerful ally. I think we should encourage the worship of it as a lesser god to Saalendi. Perhaps it can be a god that grants wisdom and helps perceive evil (keen intellect + protector of the lake). If we're trying to get ahold of more magical ability, having divine allies seems like a good idea.
>>
>>3567317
>>3567317
>>3567317
New Threaderino



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