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/qst/ - Quests


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Three voted for a race, three for a place.
>>
>>436775
Humans in ruins
>>
>>436775

constructs on floating islands for sure
>>
>>436775
>>436776

I'll vote human aswell if support of neutral druids or coven of witches is liked.

Penalty to technology and breeding for druids
Penalty to diplomacy and breeding for witches.
>>
>>436782
What did you mean by this? You'd want to play as a subrace of humans with male Druids and Female Witches? Or each individually?
>>
>>436786

Druids or witches but not both, only if the idea was massively supported.
>>
>>436793
Could be interesting, I'm up for that, if some others are.
>>
Maybe harpies? Ruins can be cool
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>>436782
>>436778
>>436776
Human it is, by virtue of majority. Now, do we want to go for normal humans or Druids/Witches?
>>
>>436812
Let's make things crazy, druid/witches!
>>
For the purposes of this threat, Witches/Warlocks are individuals that utilize the powers of Demons or of Chaos in general, while Druids utilize the power of nature and the fae.
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>>436825

That sounds pretty much on point. Gonna be fun(tough) boosting our population.
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>>436825
I'd say humans with minor druidic potencial we go deepwood forest since druids in ruined city don't really fit.
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>>436822
>>436832
>>436834
It is said, in ages passed, that the very first droplets of primal magic fell into our world in a haze of fury. It said that the first of the Archfey, enraged by the taming of the universe by the gods, attempted to rip apart the borders between the feywild and the mortal plane, in order to blend the two in an endless fusion of chaos and madness. The first point of breaching stood in the center of a deep, deep wood, cloaked by the darkness of the canopy, surrounded by hallowed stones. The Archfey tore into the mortal plane in the center of the great woods, his rage and strength tearing apart the natural limits of the place, infusing it with the magic of the feywild.

The great archfey was opposed by the great god Magnan, the Father, who, it is said, undertook a thousand adventures in the realms of the Fey, questing through that chaotic realm. It is said too that Magnan, at the end of his journey, encountered the Archfey, as he tried to crawl into the material plane. Magnan raised his axe, and hacked the wooden bodied fae in two, splitting it at the chest, as the thing howled in pain. His howls fathered every voice that would ever be, his blood sprouted into every herb, and his tears crystalized into raw magic.

Magnan could not truly close the breaches, but in his infinite wisdom, took it upon himself to defend their exits into the mortal plane. For this end, he created first the monsters of the wood, and then, enraged by the madness of his creations, he created Man. Man was immediately divided into many thousands of tribes, cast out into the endless woods. Over them millennia, the races of man have spread and changed, with giants, apes, beast-men, and all manner of permutations spread across the never-ending forest.

A few of these tribes discovered the crystal tears of the Fae, and with them, learned how to cast magical spells. There are two varieties of spellcaster, those who gave over the tears to Magnan, and received from him the ability to control the woods and the monsters, and those who either kept the tears for themselves or gave them over to the fae, in exchange earning the abilities to curse, hex and to summon creatures of chaos.

Your tribe was founded by one of the two types of spellcasters, deep in the ancient woods, but which type?

>The Firstborn of Magnan, who earned his favour.
>The Feyborn, Who earned the gifts of the Fae.
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>>436857
>The Firstborn of Magnan, who earned his favour

Becouse When has the ability to "summon creatures of chaos" not bitten you in the ass?
>>
>>436857
definitely firstborn of Magnan. controlling monsters is badass
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>>436886
>>436871
Your settlement was founded by a Firstborn son of Magnan, who wandered the never ceasing woods for all of his life before settling down in his old age, establishing a tribe of his own kind. His stock was not devalued by the woods, but instead kept pure by Magnan's guiding hand, born strong and vigorous but with the gifts of their god flowing abundantly in them. For years, his guiding hand allowed your people to carve themselves a home in the trees, his own power used to keep the dangers away, to build a simple sanctuary.

Eventually, the old sage began to die, his body reclaimed by the roots, and the sanctuary he built shattering. With their protector gone, many families drifted away to safer homes, famine and anarchy reigned. But now, now it is your time. A small group of families have coalesced around a leader, exceptionally strong in their magic, all dwelling in a small, central village, carved into a hillside like the nest of a group of ants.

This life of squalor and labour must not be all there is, and now comes the time to grow and blossom out into the world, to build a civilization that will re-unite the old tribe, defeat the fae, and build the world into something new. First though, humbler things. There are around sixty of you, all in all, mostly men with a few women and a small group of children, dwelling in dugout pit houses deep in the woods, subsisting on hunting, wearing scraps of cloth and without proper tools beyond stone. A few of you have magical potential, able to manipulate plants to some slight degree and to put suggestions into some weaker animals.

All must grow, and the children of Magnan shall herald the blooming.

>D20 For Actions (Building, Exploring, Etc) and 1d100 for Ideas (New Technologies and Magical research)
>>
Stats:
>Population: 60 (25 Adult Males, 12 Children, 23 Adult Females)
>Slaves/Pets: None
>Military: None to speak of, asides very basic stone armed militia.
>Technology: Very Early Copper Age.
>Magic: Simple Druidic Orisons, Cursory Divine Magnanic.
>Structures: Pit Houses, Shrine to Magnan.
>Religion; 100% Unreformed Magnan Worship
>Quality of Life: Low, but not unpleasant. The Hunting/Gathering life comes naturally, and it is hard but simple. People live in large families in simple rooved pits, with little to no furniture and simple cooking fires, without pottery to boil things. Deer, Badger, Rabbit and Pheasant are eaten roasted with root vegetables, while water is the only available beverage. Some elders remember a form of fermented fruit mead, but have not the resources or help to replicate it.
>Culture: Uninteresting, Simple Magnan Worship, Polyamorous, Simple Storytelling.
>>
Rolled 84 (1d100)

>>436951
what we cannot do alone we shall do together. Sing in a circle at night to call the great beasts in the forest and bid them serve us. (try to learn ritual magic)
>>
>>436984
Bump this
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Rolled 2 (1d20)

>>436974
Have a group of 5-10 militia go out and explore the surounding area. Have then stay in a group at all times for safety.
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>>436984

Supportin the idea to have the local fauna hunt for us.
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>>436984
Your people are fascinated and dismayed by their magical abilities, unable to truly do much of use with them, but knowing that the gift of Magnan has given them potential beyond their grasp. The ideas is had that, as if lifting a heavy burden, the help of many may alleviate the weakness of the individual. In the dead of night, your people form a circle around a bonfire, linking arms and beginning to try and channel all the magic in them onward to the next person in the chain, forming a circle of magical energy, running through all sixty people, including the children. Moments pass as the circuit of bodies resonates, with each bearer for his moment feeling the power of the community course through him, suddenly seeing that which could not earlier be seen. Gradually, people begin to pray to Magnan for the strength to build up more energy in themselves. This fails, but in a moment, a mother notices an increase in power passing through her.

Her son, it seems, had prayed to Magnan for the person that followed him to receive more of the resonating magical power, and it had worked. The smell of ozone begins to overwhelm the circle, as more people pray for those beside them, and as the ring of magic flows faster and harder. An ethereal light is cast out into the darkness, throbbing through the earth in wave after wave of pure, natural energy. Weeds die away, their spikes softened, stones become less harsh, people feel more vigorous. In one final cry of devotion unto their god, the magic is released into the wood, calling for the aid of a creature of the forest. Tense moments pass.

In the darkness, the sound of tramping feet may be heard, tens of them, thundering across the clearings and through the underbrush. An elder is the first to notice as the herd of Auroch, each eight or nine feet at the withers and just as long, truly titanic in scale, barreling down on the circle at full speed. The circle holds as the thunder of hooves comes closer and closer, until, mercifully, the head of the herd turns, and the thundering hooves run in a circle around the tribe, mystifying all of your people with their magnificent grace and power. After a few moments of boundless reverie, the circle of Auroch breaks, with the massive bull like creatures splitting into small herds, but staying in their clusters around the tribe.

In the days that would follow, the Auroch would act as friends and servants to the tribe, bringing a supply of milk and, as some of them die and are butchered, meat and pelts.

>Tech Gained: Ritual Creature Summoning.
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Rolled 9 (1d20)

>>437013
Plow animals as well

Action: Dig a Well and bless it
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>>437035
pretty sure we don't know what a plow is (someday)
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>>437041
Ah! Well, at least in retrospect we know.
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Rolled 12 (1d20)

>>437013
If we ever hope to change the world around us we must first be aware of it. I vote exploration again.
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Rolled 1 (1d20)

>>437049
second exploration, OP do you hve mp yet?
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>>437051
>>437049

A squad of men leave the clearing and head into the ceaseless, endlessly dark woods. Very quickly, the canopy blankets the sun entirely, the stray little bolts of light cast on the ground acting as distant beacons, scattered across the forest floor. The ground is coated in rotten leaves and grasses which must be picked through with bare hands to get at roots and food. They walk for an hour or so, cautious to ensure they know the way home in this vast dark maze. They pause a moment at noon to pray, and they find themselves walking through a less dense forest of birch like trees, smelling deeply of sweet, smooth sap, which they have tasted and enjoy. They collect many handfuls of birch nuts and of crystallized sap before setting off home.

As they return they have an ominous feeling of being watched, of their paths being mixed and confused, or even added to. The forest seems to dazzle and confuse more than ever, but they return, only slightly worse for wear. The nuts and sap are taken happily and heavily in demand. People are too scared of the deep woods to go and scavenge all the way in the birch grove, but some intrepid individuals take the chance. One of them does not return.

(I do have a hexographer map, but I'm unsure how to upload a HXM file)
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Wait, I got it.
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Rolled 3 (1d100)

>>437092

Research: Try and use sap and nuts as as sort of herbal remedy
If we can find use of the earth in medicine, it will increase our overall health and life expectancy
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>>437104
Ouch....I am not witnessed today...
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Rolled 5 (1d100)

>>437092

We've tested our animal manipulation, let's see if we can take one of the birch nuts and amplify it's growth rate.
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Rolled 6 (1d20)

>>437092
when we leave the camp we must know how to return. Cover the perimeter with sweet smelling flowers so that those who are lost will know when they are close
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>>437104
The good smell of the sap seems to inspire an idea in a few of your younger residents, to burn chunks of sap in a campfire in their pit houses. This has... odd results. They seem to violently hallucinate when inhaling the fumes of the sap, seeing images of horrible fae monsters, tearing them and their friends apart. These horrifying visions are accompanied by moments of extreme euphoria, and as such, many young people have taken to it, feeling as if they are easily braver than all of their friends, only to fall victim to the horrifying visions. The people that take in the fumes gain an addiction to it, and there is now known cure.
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Rolled 2 (1d20)

>>437092
Look around for a place where the dirt shifts to clay. We may need it later on to form bowls, cups and perhaps even a furnace for the smelting of ores later on.
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>>437104
>>437111
Well, at least we now know that Magnan hates the use of Birch Products, or something.
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>>437115
>>437121
This is not going well for you guys.
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Rolled 63 (1d100)

>>437117
have men reaserch the woods and all of its glory and mistery start smll but eventually make it a college of sorts for magik nd knoedge of the woods
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Rolled 3 (1d20)

>>437122
>>437123
Obviously we are cursed Gather the wise men of the village and atemt to lift whatever curse forces this foul luck on our people.
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>>437115
The tribe attempts to mark the edges of the clearing with flowers, to allow easier refinding of home, but these simple markers are not nearly pungent enough to be smelled on the inside of the great forest.
>>437121
Little progress can be made on the search for clay at current, as many of the able bodied diggers and explorers are too absorbed by their addictions to assist the elder surveyors.
>>
This is not going well indeed. Any chance on advantage for some of the rolls?
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Rolled 5 (1d20)

>>437117
our young are not in their right mind. keep them at camp where they can be protected and prevented from fueling their addiction. The Auroch give us food and clothing. Now is the time to help our children.
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Rolled 66 (1d100)

Obviously we are being punished for relying on the assistance of Magnan to much. Gather those that displayed the most magical talent. They are to meditate on nature spellcraft.
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Rolled 4 (1d20)

>>437158
centering our lives on Magnan is our greatest hope! But we ask more of him than we give in return. Have our people sacrifice a small portion of their blood to him to clear away this debt
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>>437158
>>437144
>>437132
Magnan has always been the Father of Mankind, a guiding hand, but many have realized a deeper meaning to this. Fathers do not only work to assist their children, but also to teach them self reliance. Perhaps then, the tribe is being punished for being too reliant on the powers of their father, and for not being strong enough on their own. The wise and magically powerful of the tribe gather together in the ritual circle to converse on the use of their own power in magic. The ideas discovered by the ritual are spread, discussed and the understanding that song and prayer increase the raw power of the caster, but only communally. This brings the idea that casting will be easier if the casting is working to help others.

This is attempted, and a spell-caster sets to work trying to help another person, to cure his brother of the addiction to the sap burning. Miraculously, the magic works. This spell-caster gradually cures the addiction in most cases, but a few still cling to the sap.


>Tech gained Independent Casting
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Rolled 10 (1d20)

>>437184
I say we make use of our venerated elders as seers. Let them be the voices of Magnan.
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Rolled 2 (1d20)

>>437199
We should focus on defense. We're alone out here and the woods are dark and full of dangers.

Action: Build stake ringwall
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Rolled 1 (1d20)

>>437199
Start sending people out (but always in groups) to start collecting wood, stone, flint, maybe even come across an area where we can pick loose nugets of ore, use whatever tools we have to chop down the trees that we are able and houl them back as well. Keep on the look out for nuts and berrys. Bring back whatever else is found that could be deemed usefull.
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>>437247
Oh boy. Here we go.
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Rolled 1 (1d20)

>>437247
declare a state of war, because spirits of the forest are clearly trying to eradicate us
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>>437261
I take it we're just one of those many tribes that left no mark. Guess not everyone can achieve greatness.
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Rolled 88 (1d100)

>>437199

Begin construction of a altar in the center of the town. Perhaps it will garner some favor with the forest and Magnan?
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>>437261
>>437247
>>437242
Do not give up hope, my friends.

It seems that Magnan has abandoned us, for a time, though we do not know why. We are lost now without him, beset by addiction, by loss and by failure. In an attempt to build a safe home for the tribe, men attempt to fell the trees on the verges of the clearing, only to fail, to drop their tools and to be lured deeper into the woods after haunting singing voices. Their bodies are found, weeks later, cut as if into planks of wood.

More people go to look for them, and yet more people are slaughtered by the spirits of the wood. The Father has abandoned his sons, truly, and the woods that are our brothers have forsaken us, so it seems. In one last attempt to return the favour of Magnan to the town, a singly enraged old warrior, deprived of two of his three sons sets to work on a maddening construction, an altar to Magnan, built of bone, bark and in some places rapidly mortared dirt. The thing is horrible, but it seems to bring the forest pause. It was built by hand, with no magic, with no help from the gods, and it seems our work, by hand, without prayer

This lone old warrior is named Assur, and the limping, wounded community falls under his steady, faithless guiding hand.

>Bonuses to non-magical, non Magnan related rolls, Maluses to those rolls. The spirits are enraged.
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Rolled 16 (1d20)

>>437330
try to gather some food and resources for tools, we must live without the gods
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>>437342
>finally something brothers
i ws really ready to see another 1 and our tribe just die off
and is our bonus like +3 or re you just doing it yourself
>>
how many tribe members are left atm
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>>437350
It's unspecified. I am essentially allowing you guys to somehow keep living in the event of another one. It's not fun to keep doing bad things to you guys. I'm happy to make things difficult, but wiping you guys out just ends the civ, so I'd have to start again. We've not gotten far enough for that.
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>>437342
I second this. And no, not becouse I'm afraid to say something else and get a 1.
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Rolled 83 (1d100)

>>437342
I third this, but living without the gods does not mean living without each other. Even without magic we look for ways to use the communal power we found in spells
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>>437342
Assur forces the people back into routine. The bodies are collected and burnt, the ashes scattered over the shrine, that has become something more like a shrine to the people than to Magnan. With the bodies buried, the homes are cleaned out, the sap is buried, and life returns to something resembling normal.

Then, Assur sends the people out to gather supplies, without heeding the old sacrifices and rites, simply entering the woods and taking what they need. Roots, vegetables, fruits, all manner of nuts and berries are gathered up, and the tribe finds it's spirits regained through good eating.

With the people once again nourished, industry begins once more, as the sounds of flint knapping and rock carving begin in earnest. Everyone is armed with their own little flint knives, the able bodied hunters and fighters gaining spears and axes. With these new tools, hunting and construction are much easier, and life becomes easier.
>>
>>437386
Magnan is gone from the people's lives, and his gifts and limits are removed with him. The people find it harder to perform magic in the old manner, to help others, but the magic of the self and community has become much more common. People use incantations to strengthen their blows as they hack at branches or flints, and the community is gathered nightly to eat and talk, performing rituals to help try and heal the sick or make life easier.

The community is stronger for the help of Assur, but the old man will soon die. It is decided that their must be a strong figure to follow him. How will this leader be found and selected?

>By Skill at Arms
>By Skill at Arcana
>By Curiosity?
>By Something else? (Write in)
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Rolled 95 (1d100)

>>437415
Try to start agriculture. Clear an area and atemp to start a farm with some of the suplies that were brought back.
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>>437438
Our leader must be wise as well as strong, yet still young eager for change. Gather the young adults and have the elders speak with each individually, asking old ridles and demanding feats of strenth. Then have them pick our new leader.
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>>437438
>by wisdom and selflessness
>>
Stats:
>Population: 45 (25 Adult Males, 6 Children, 14 Adult Females)
>Slaves/Pets: None
>Military: All Citizens are simply armed.
>Technology: Very Early Copper Age.
>Magic: Basic Ritual Magic, Basic Druidic Orisons.
>Structures: Pit Houses, Shrine to the Community.
>Religion; 90% Community Reliance Worship, 10% Magnan Worship.
>Quality of Life: Low, but not unpleasant. The Hunting/Gathering life comes naturally, and it is hard but simple. People live in large families in simple rooved pits, with little to no furniture and simple cooking fires, without pottery to boil things. Deer, Badger, Rabbit and Pheasant are eaten roasted with root vegetables, while water is the only available beverage. Some elders remember a form of fermented fruit mead, but have not the resources or help to replicate it. Tools are crafted from flint and stone, allowing for quick material harvest, and life is made easier by small magical orisons.
>Culture: Very Based on the strength of the community, with individuals devoted to self reliance, and to supporting the community.
>>
>>437438

We are druids, therefore to lead they must be attuned in spirit and body.
>>
>>437485
>>437462
>>437455
>>437439
A new Leader must be selected, and the decision is made that the elder must be selected by the entire community . The community gathers in the middle of the night around the great ritual bonfire, where the grass has been scorched away in a circle by the rituals. In the circle of scorched earth, the candidates take their place to be judged. The first is the son of Assur, the second a young man, a Hunter named Elias, and the third is one of the most magically inclined citizens of your tribe, a woman named Celia.

The first test is a test of strength, with each challenger tasked to heave up a great chunk of tree trunk over their heads. Assur's son fails quickly, collapsing down to his knees and tossing the log onto the bonfire. Elias and Celia stand aside one another for an hour, before setting down their logs together. The two remaining challengers are tested by the elders, running through riddle after riddle, every other citizen questioning them over and over.

By the fourth hour of the morning, the final challenge arrives. Each of them is given a baby to hold, at arm's length over a precipice. If the baby is dropped, it will die, but over time the two will lose the strength of their arms. Celia feels herself failing, feels her arms weaken, as the babe begins to bellow and cry, almost falling. Elias is in similar pain, his strength failing him and sapping away into the ground, even as the babe held in his arms simply gurgles.

Who holds on, and who gives in?
>Celia Holds on, Elias Gives in
>Elias Holds on, Celia Gives in.
>Both of them Hold, Together.

>>437439
(Ohohoho, Don't worry, I'll get to you)
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>>437592
>elias holds on
>>
>>437592
> Both of them Hold, Together
>>
>>437648
>>437640
Any compromises or further votes?
>>
>>437648
Alright, just gonna pick the one I prefer.

The pressure on both of them is immense, as the tribe watches them, and their arms begin to burn with the exertion, the babes they hold crying and bawling. Elias holds on through his own pure strength, years of work wit ha spear saving him from a fate that would forever damn him. Celia, however, is left to stand, the pain coursing through her like molten oil, her muscles shaking violently. With a roar of defiance, she summoned up all of the magic in her body, resonating the power along her skin, replacing the pain with vibrant energy.

Then, her skin began to crisp, to harden with furious energy, shifting into bark, as lances of root shot forth from her limbs into the earth, steadying her against the earth and holding the baby aloft. As the wood slowly envelops her, and as she becomes more wood than woman, she turns and sets the baby down behind her, her pained expression gone and replaced by a serene calm.

Elias does not falter, still holding aloft the child, not seeing the apotheosis of Celia. With a smile, the newly formed Dryad placed an arm upon her competitors shoulder, the lances of wood coursing through him as through her, the same changes covering him. The two of them, now both wooded, turn to the crowd, smiling. The two of them urge the people to go, to sleep, and tell them that tomorrow will bring a new, warm and pleasant dawn.

Neither of them sleep, with Celia sitting before the shrine, and Elias wandering the borders of the clearing, as if enthralled.

>Now for Agriculture.
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The next morning, a tribesman is stuck with inspiration. As Celia performed her metamorphosis, the plants around her grew, with the magic of the ritual, with a single strand of grain, growing from a seed all the way to a new full plant, and a root vegetable growing fully. The tribesman planted, the very next day, a small field of root vegetables, and over the following months the rough, half grown vegetables bloom and grow.

More and more people try this, and soon the clearing is covered in small farmsteads, helped along by the magic of Celia, and the defense of Elias. The people prosper dramatically as the plants bloom and grow each year, piling up in store rooms around the shrine. Food is abundant, and the loss of the hunter gatherer lifestyle has decreased food diversity, but made food more common for all.

More children are born, and the community grows, all looked after by the watchful, almost hypnotic eye of Celia, who's magical power grows daily, and to whom Elias seems enthralled.

>New Turn
>>
Rolled 2 (1d20)

>>437855

With a more stable life style it is only natural that we would want to be aware of the surounding land. Explore again.
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>>438964
This is ridiculous.
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>>437855
Build a bloomery from what clay we can gather. Gather what fallen hardwood we can and cook it into charcoal. Scourage the area for loose pieces of iron ore, of wherever we can find some iron bacteria dripping. We must progress and iron is our next step.
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Rolled 95 (1d100)

>>439176
Sorry. Put roll instead of dice in options
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>>438964
>>439185
for no metagamey reason I'm going with the iron one
>>
Any minute now OP will come back. Yup. Any minute now...
>>
Ded?
>>
>>439185
ill back this up, hopefully op isnt kill and maybe we can explore someday.....
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>>440124
Well if we do it won't be iniated by me. It seems that the spirits do not intend to let me go beyond the borders of the setlement for anything at all.
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>>440144
i guess ill try nexttime, try to give n objective for a roll bonus or something well see
>>
The smart thing to do would have been to ask OP for his twitter.
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>>440265
These threads always die just as they start to get good. Anyone know any sites where civ quests are more frequent than /qst/?
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>>442689
Civ threads don't really occur anywhere else, sadly.
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>>442977

Does Magnan return?
>>
>>442977
So OP comes back, answers a story unrelated question and pisses off again? Dick move.
>>
>>443017
I'm glad their paying attention to comments. don't jinx it
>>
I am very sorry, to everyone. I am here, and will be happy to continue to run, if people are here and willing.
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>>445342
Yo! I'm here, not sure about everyone else though. Can we continue with this?>>439185
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>>445344
I kinda think eventually Assur might be treated as a diety that saved the tribe when abandoned by the gods. Just an aides though, and would have to be far later on in the timeline.
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>>445351
Idea, not aides, silly autocorrect bastard.
>>
>>445342
Seeing as this is on the first page again I'm willing to give you one last chance to not be a dick and continue what you started. Just post your twitter this time.
>>
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>>439176
Something is smiling on your people, though you are unsure what. Your denial of Magnan has brought you inspiration. One among your number is awoken in the dark of night by a dream of swirling shining water, sparkling and majestic in his mind. He saw a fire, bound in clay, and within it a roiling, melting hunk of stone. In the morning, he rushes out, commanding his fellows to dig into the ground and to bring the loamy, slime like mud-clay to him. He spends hours crafting it into a chamber, making it solid as in his dream by the flame. Then, he dug out a small pit in the ground, filled it up with sticks, and started a roaring fire. Lowering the clay chamber into the ground, and thereby surrounding it with the sweltering flame, the inspired craftsman found himself lowering chunks of shining stone into the chamber.

He stares down into the flame, unfeeling as his eyes roil and singe, as his skin is coated in ash. He watches as the new god of his dreams gives to the tribe a gift, the gift of metal. The little bloomery produces only a few small clay vessels of molten metal, to be used to coat flint tools, but it is a massive step forward. For the first time, your axes can carve through the great ironwood trees of the forest, and you can finally challenge nature with tools worthy of the task. The new iron coated tools are prized by the people, and they are bartered for in exchange for vast amounts of food, milk or fur.

The inspired smith acts as if a prophet, one eye burnt to disuse by the bloomery, the other wild and demanding. He claims to have seen a god, a new god, the god of metal, An-Shal, and he has begun working to convert the people to the new cult. A shrine has been constructed around the bloomery, and the smith has become the wealthiest of the people in your tribe, with several wives and thralls to farm for him. His name is Manka, and he pays mere lip service to the Dryad Celia, and her Thrall Elias.


>Stats incoming
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>>445368
Thank you. https://twitter.com/LafayetteQM
>>
Stats:
>Population: 45 (25 Adult Males, 6 Children, 14 Adult Females)
>Notable Citizens: Celia, Clan Chief and a Dryad, powerful mage. Elias, a thrall of Celia, who patrols the clearing, fighting off hostile wildlife. Mankar, the man who invented metalllurgy, very wealthy and with several wives, concubines, servants and slaves.
>Military: All Citizens are simply armed,
>Technology: Primal Iron Age.
>Magic: Basic Ritual Magic, Basic Druidic Orisons.
>Structures: Pit Houses, Shrine to the Community, Iron Bloomery/Shrine
>Religion; 10% Magnan Worship, 50% Community Reverence, 40% Worship of An-Shal, God of Metal
>Quality of Life: Low, but not unpleasant. Turnips are grown, in a primordial form of agriculture, along with rye and barley, which are crushed into flour for porridges and stews, while the turnips are simply roasted. People live in large families in simple roofed pits, with little to no furniture and simple cooking fires, without pottery to boil things. Deer, Badger, Rabbit and Pheasant are eaten roasted with root vegetables, while water is the only available beverage. Some elders remember a form of fermented fruit mead, but have not the resources or help to replicate it. Tools are crafted from flint and stone, dipped in molten iron to tip them, allowing for quick material harvest, and life is made easier by small magical orisons.
>Culture: Very Based on the strength of the community, with individuals devoted to self reliance, and to supporting the community.
>>
Rolled 8 (1d20)

>>445378
All progress must be exponential. Use the axes to chop down trees for charcoal. Have more people digging for clay. We need bigger bloomerys. Search for more shining rocks where the first ones were found. Break them out of the ground with sharpened bone if we must. Make tools of metal for this when we can make them. And use the Auroch pelts to make bellow so that the flame may breathe and burn even hotter. The metal we make use for tools that will help us gather and make metal faster.
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>>445378
Sounds like heresy to me. Metals gift was a sign of the forgiveness of Magnan. An-shal must simply be another name for Magnan. He is testing our faith under the mask of a stranger offering power to make sure that just because we have learned not to relly on Magnan our father doesn't mean we will turn to new masters, like this an shai. Or worse THE FEY!!
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>>445392
This. It's not a 1 or 2 so we are doing better than last time.
Also >>445395 . Take no hostile action for we can't start fighting among ourselves, but make it clear that God has betrayed us once already and trusting in higher powers again could be a mistake
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>>445392
Mankar orders his men to build a new bloomery on the far edge of the clearing, and with it ti begin producing more and more metal tools. No advances significant enough to produce fully metal tools has been reached, but a few more tools have allowed Mankar's men to begin better utilizing the Auroch herd. Mankar has taken a number of the Aurochs and penned them in with wood, and his metal tools have allowed workers to produce cleaner, better quality leather and fur clothing. Mankar personally is now clothed in a thin coat of leather, adorned with beads of iron and other shining stones.

Mankar's efforts are limited, however, as Celia works consistently to undermine him, and to re-convert his adherents. The two are growing further distant from one another, and their bases of support are drifting further apart with them. Celia has converted another thrall to join Elias as her personal guards, accompanying and protecting her in case Mankar makes any ill advised attempts at gaining hegemony.
>>
>>445402
Got an idea from this, maybe our religion begins to treat the gods more as partners than as a higher power?
>>
Rolled 14 (1d20)

>>445402
>>445395
Community reverence needs to be higher and this man is destoying our community by hording wealth and having slaves (No men of the tribe should be enslaved). If we are to accept worship of this new god his gifts must be shared freely amongst us all.
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>>445409
What exactly do you want to do about that?
>>
>>445409
Cellia holds a tribal meeting, comes to a peaceful agreement on the terms previously mentioned with Mankar and his followers.
>>
Rolled 13 (1d20)

>>445415
Convince the people that Mankars way is wrong. Tell his slaves that they don't have to listen to him if they don't want to. If he tries to force them HE will be the one punished.
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Rolled 12 (1d20)

>>445406
Maybe... Explore? Thats never gone poorly.
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>>445409
One evening, a year or so AA (After Assur), Celia and Mankar meet, under the light of the stars, without bodyguards, without tools, alone. Celia speaks, her tone fluid and as if a babbling stream, Mankar replying with a solid, undeniable voice. Mankar makes one demand above all else, that An Shal be worshiped by all of the tribe, and Celia responds that An Shal will be revered on one condition, that Mankar gives up his slaves.

Mankar demands that if he is to give up his slaves, that Celia releases those she has made thralls of, and allows Elias to rule alongside her, not as a guard-slave. The argument flows for hours, but as it ends, some agreements have been made between the two rulers.

1. Slavery in the tribe will cease
2. An Shal will be worshiped with Magnan and the reverence of the community.
3. Mankar will share the metal with the community
4. Elias will be freed, and will be allowed to rule alongside Celia

The community is brought back to something resembling Harmony, as Mankar teaches the people how to smelt Iron, and as Elias regains himself. He is much quieter, his frame inlaid with chunks of wood and plant matter, his eyes a distant and pleading green. The people, for the most part keep the same gods, but incorporate them into something resembling a pantheon. At the head is the community, followed by An Shal and Magnan.
>>
>>445424
Alright then, which direction do you want to explore in?
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>>445430
Assur is now Jesus, that's fucking awesome I just thought I'd commend you for that dating system
>>
Rolled 20 (1d20)

>>445430
Now that metal is available to everyone we should focus on learning how to shape it, even developing a sort of craftsmanship culture along side agriculture
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>>445432
Several partys in all directions. We know very little of our area considering that we've lived here for years now
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>>445439
Oh shit, son!
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>>445439
The very first natural 20. Hurrah.

Exploration and Metal culture up next.
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>>445439
Armour? Armour.
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Rolled 17 (1d20)

>>445432
SOUTH
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>>445424
Years have passed, wounds have healed, and now, with Elias leading, three new expeditions are founded and launched into the wilderness, equipped with new iron bladed spears, and all awash in auroch-leather armour. The first expedition, lead by Elias personally, travels to the south for a short while, before coming upon a large, rushing river, such a great rush of water as has never been seen. It is full of animals, and the area teems with life. The expedition stops to drink the pure, clean water, before going on a hunting expedition, eager to return home with some great prize.

They hunt down a massive creature which they have named as a Thunderer, a beast which charges furiously through the underbrush, who's maw opens wide enough to crush a man whole, but do not hunt it for fear of injury. They do kill a few small, man like beasts, Mandrills as they have named them, and bring their vibrant pelts, skins and teeth back to the clearing, along with several large piles of orange-brown shining metal ore.

The Second expedition travels to the east for a day, finding itself a second clearing, showing clear signs of habitation, now abandoned. Strange, ruined stone structures dot the clearing, around a central ruined ziggurat. No corpses can be found, and few artifacts at all beyond the strange, above ground buildings, are found. What few there are are strange little trinkets, knives made with black glass-stone, beaded necklaces that shine like the sun, and a lot of eating tools, which your people gladly begin to replicate. The abandoned city, you suppose, is there for the taking.

The third expedition wanders north for day after day, finding little to nothing asides darkness, forest, and small colonies of monkey like creatures, resembling the mandrills, but bigger, standing almost upright. A few of the small tribes scatter at your approach, clearly very primitive, but some wielding very simple stone tools, and some further with small camp-fires. These would seem to be those of Magnan's children that devolved to become more like apes. Something about the dark woods where these things live is simply off.

>Without further ado, the natural twenty.
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Rolled 9 (1d20)

>>445496
Enslave the larger ape men use them to perform various labor tasks use the relieved manpower to settle the lost city and put Ellias in charge of them
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Rolled 1 (1d20)

>>445524
Oposed. Make peacefull contact. Offer goods (Never metal though. Thats our little secret.) in exchange for whatever we may decide we need their help with. No to slavery. It always ends bad long term.
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>>445532
Oh for the love of...
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>>445532
but they're stupid??? Fine what about just the little ones then, lower risk ?
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>>445439
Your people, now that is is easily available to them, have had a love affair with metal, and with it's crafting. The shrine-bloomeries seem so mystical, and those men and women that know the secrets of Iron are revered by their families. Of course, this has lead to increasing competition between young smiths, who work tirelessly to produce more beautiful, m,ore intricate metalcrafts than their counterparts. Of course, as the competitions rage, more and more innovation comes about, with the new orangish mineral copper being forged with iron, the two metals wound around and through one another to produce ever more beautiful crafts.

As the year passes, almost every family home doubles as a miniature forge, with the skilled smiths being the most desirable marriage partners and mates. As metal crafting becomes more diverse, and as more complex tools are created, other crafts become more complex too, with the potters, leatherworkers and farmers racing to compete with the metalcrafters, producing beautiful pottery, bricks, intricate leather clothing and ever mroe advance farming equipment.

All manner of innovation strikes the settlement, as the pit houses are reinforced with clay brick walls, the floors are smoothed and covered with intricate carpets, filled to the brim with beautiful spears, hammers, axes, knives, hoes and spades. The farmers develop plows, and harnesses for the Aurochs, plowing massive fields of vegetables, wheat and rye with their newly powerful equipment. Food is plentiful beyond belief, and your warriors are stronger, more vigorous.

Beyond it all, another new innovation, casting and moulding. A clay mould is built in the shape of a pickaxe head, and filled with molten copper. With this new technique, fully metal tools and weapons are created. Fully copper spear-heads now adorn your men, along with metal helms and copper cuirasses. The little Iron can only be forged in large enough quantities for dipping and so on, meaning the copper found near the river must be used for large forging.
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>>445532
There you have it folks, peace is a conclusive failure.
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>>445543
well fuck
and i vote we research this black glass we found sounds useful
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Rolled 5 (1d20)

>>445539
Start choping down the big trees towards the rive. Make an open road towards it. Haul the trees back and use them to build a wall with a couple towers.
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Rolled 9 (1d20)

>>445539
Make strings out of the tendons of animals ant use it make bows. How do we still not have them, I have no idea.
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>>445574
>>445570

The people attempt to clear a path to the river, but find themselves halted by rocky terrain, the huge trees of the inner forest, and a lack of manpower. Ultimately, nothing is truly lost, but no real work is done on a pathway.

>>445574
The development of bows comes quickly, and the ubiquitous skill of spear tossing is finally discarded from the hunters of the tribe. These bows bring with them more devotion to craftsmanship, as hunters kill certain animals solely for enticing looking tendons, and as they are likely to make good bows. Carpenters craft beautifully intricate new bows to match the strings, and soon the bow is almost as popular as the knife, supplementing hunting immensely.
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>>445535
So are we enslaving ape men,doesn't look like peacful contact is happening may as well get some dope ape slaves
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Rolled 71 (1d100)

>>445607
Celia in her druidic wisdom atempts learn how to shape the earth to her will and teach it to the magicaly capable of the tribe.
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Rolled 12 (1d20)

>>445607
Explore west
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>>445623
Elias leads an expedition armed with axes, knives, helmets and solid cages, along with thick ropes. They are methodical and efficient, killing off those apes that fight back, and capturing the women, children, and weaker males. The elderly are left to die, useless to us. The apes come in many varieties, but they broadly share the quality of having very thick, heavily furred skin, and knotted brows that are much thicker than yours. Some have claws, but those are quickly cut to be blunt and inefficient as weapons. They are usually rather strong, and it is discovered quickly that the smaller ones make skilled metal-crafters, delicately tending to the bloomeries and working for days at a time to collect sufficient iron to make larger tools. The larger ones make skilled haulers, diggers and firewood collectors.

But most of them are working in brick manufacturing, producing the clay crafts needed to construct houses and so on. Your people domesticate them quickly enough, beating those that step out of line.

>>445524
Celia's magical ability is remarkable, and as industry has advanced she has had time to train it. It is simple now, more than it was then, as she simply tore energy and power from the shrines, and from the more aggressive slaves, allowing her to manipulate the very earth itself, not simply plants or beings, the very dirt as it teems with life, lifted and thrown as if by hand.
>>
Rolled 8 (1d20)

>>445735
Slave population+ours? Use New found dirt moving powers to build an earth wall around us for protection
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>>445754
Stats:
>Population: 70 (30 Adult Males, 10 Children, 30 Adult Females)
>Slaves: Primal Ape-Men (120. Will consistently increase)
>Notable Citizens: Celia, Clan Chief and a Dryad, powerful mage. Elias, a thrall of Celia, who patrols the clearing, fighting off hostile wildlife. Mankar, the man who invented metalllurgy, very wealthy and with several wives, concubines and such.
>Military: Three separate groups of militia like soldiers exist, each armed in iron and copper.
>Technology: Primal Iron Age.
>Magic: Basic Ritual Magic, Basic Druidic Orisons, Defiling Magic
>Structures: Bloomery Homes, Auroch Pens, Clay Brick Housing, Large Farms.
>Religion: 80% Unifieid Community Magnan An-Shal, 20% An Shal
>Quality of Life: Medium. People dwell in large familly groups in small, half buried homes, walled with mass produced mud or clay bricks. The floors are either tiled or covered in weaved carpets. Little furniture exists, but every home contains a large oven/bloomery. Food consists of turnips, roasted, boiled, grilled or steamed, accompanied by a variety of fruits, berries, natural herbs and a massive number of meats, mostly badger, deer, rabbit and Mandrill. People dress in incredibly intricate, but practically light leather and fur clothing, sometimes studded with iron or copper. Soldiers wear heavier copper helmets. Tools are common, and lots of focus is put upon aesthetic design.
>Culture: People are constantly competing to produce the most beautiful crafts they can, and a lot of focus is put onto the achievements of the individual and the community.
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>>445772
would definitely recommend castrating as many ape men as possible to control their population.
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>>445796
we can do better than that. We are lords of magic with dominion over life. Use magic to warp the best of the ape men further to our purposes and have them breed. Castrate the others. Also while we're at it we could do something similar with the Aurochs...
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Rolled 84 (1d100)

>>445974
don't know why the roll didn't appear
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>>445974
Celia commandeers a house, close to the woods, and brings into it's dark confines five of the best Ape Men, along with a breeding pair of Aurochs. She spends hours weaving and threading through their life forces, spiraling into days as she gathers all the energy she can, shifting the flesh of the creatures to their frenzied howling. The ape creatures have to be restrained, but the Aurochs are calm, even as their horns soften, their bodies grow larger, but less powerful, their long, running legs are made shorter, easier to pen. After a few weeks, a strain of weakened, fattened Cow-Aurochs are produced. Their milk is heavier, more creamy, and their leather is a great deal more lightweight, and more ubiquitous. They are wonderful animals for domestication.

The Ape men have more complex forms, their minds awakened by Magnan. Celia knows that to corrupt the divine form of man she is corrupting the work of Magnan, but in her perfection fueled reverie she does not care. The beasts are made more stupid, more docile, and larger, until they stand eight or nine feet tall, obedient and hulking. They are made more virile, their litters should always be at least two or three, but the issue of them outnumbering the humans appears, and so there is a limit, a simple biological switch, to flick off to cease them breeding, and on to allow them to mate.

These Alpha Beastmen return to their pitiful quarters in the alcoves and sub-houses, Celia gradually converting the others. Celia leaves her shack very changed, her mind having been shown to be able to manipulate the faculties of flesh, to render species inert and to change things, to change people as if moulding clay. It is a maddeningly addictive thing, change, and as the Dryad wanders around the slaves, changing them with flicks of her hand, leaving them exhausted, their energy stolen and used to mould them, she begins to laugh.
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Rolled 13 (1d20)

>>446025
amazing how success feels exactly like failure here. Pretty sure we need another town meeting.
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>>446034
Please tell me what you want this meeting to do?
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>>446034
You succeeded. She has the power to manipulate life. She's done what she was supposed to. You weren't exactly inviting virtue when you did an action to warp the flesh of your slaves, and castrate them.
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>>446065
>>446081
I understand that. The meeting is to make sure Celia doesn't go completely off the deep end. And also probably seek Magran's forgiveness for going further than he would approve. Maybe take the letting the forest almost wipe us out and the twisting primitives into an artificial slave race and call it even (not undoing the slave race thing, per say, but not warping sentient beings without their consent anymore). Basically it was a very useful thing, but we should probably not take it further else we invite bad things.
>>
>>446034
>>446182
Mankar and Elias have grown concerned with Celia, and the two men ask Celia to meet them in Mankar's home. The dryad is happy to join them, but protests as the two of them try to convince her to stop modifying the Apes. After long hours of arguing from Elias, and mercantile bartering by Mankar, the matter is settled. The three have an odd sort of companionship, as the successors of Assur, and as the great builders. The oldest of them, Elias has seen his fourtieth summer, and while Celia hasn't aged since her metamorphosis, Mankar knows he will begin to succumb to age soon.

The three make several agreements in their meeting, talking over meals of crisp roasted turnip, grilled mandrill steak and copper mugs of rich, heavy barley beer. The agreements would set down the order of things going forwards, and limit Celia's power.

First, the three of them will reign collectively until the first of them dies, then the other two will pick new successors from the tribe, and remain only as trusted advisors to the next triumvirate. Mankar imposes this rule, to ensure that Celia does not enthrall Elias after he is gone, or take control of the tribe through magic. Second, Celia and her successors will not be allowed to modify unwilling human descendants, only monsters and suchlike that are not capable of making tools or fire, Third, they establish rules for managing the slave creatures. They are to be treated as weaker siblings, as less fortunate heirs of Magnan, and not senselessly brutalized. They will be kept in servitude, but as fairly as possible, hopefully enlightening them over time.

The final, more ceremonial agreement is on the form of a calendar. Years are marked since the death of Assur, AA, while periods of time, or specific eras will be referred to by the name of the Triumvirate. For example, as the meeting is convened, the year is 14 AA, The First Year of The First Triumvirate. All agree that this is an elegant enough way of ruling the tribe, and the people are happy to follow all three of their current leaders. Peace reigns.
>>
Rolled 79 (1d100)

>>446347
Such a meeting must be remembered throughout history. Even after all of us are long dead the future generations must remember the leasons of peacefull negotiations among friends. We must create a way to enscribe these sort of things in history. A form of writing is needed.
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>>446400
Mankar is obsessed with recording the meeting. He wants to ensure that his memory remains, even if everything else is gone. The slave collectors have the solution, it seems. They have developed a system to catalogue their slave via pictogram, splitting them into species, size and so forth, making records on stone tablets. Their pictographic language is brutal, but is adapted for Mankar's purposes. To ensure his message is remembered, he constructs an obelisk of stone in the centre of the clearing, carving into it the proclamations of the meeting, and then inlaying the messages with iron and copper, to ensure their permanence. As the years pass, Mankar's Obelisk becomes a prominent landmark, something of a shrine to the community.

The language becomes more ubiquitous too, as the people create records, and write down religious scriptures. Life improves, and scribe slaves have started to appear, copying texts for workers too busy to do it themselves.
>>
I must sleep now, I am sorry that this was not as good as it could have been, and I will endeavour to improve on detail.
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Rolled 2 (1d20)

>>446426
Neat, lets try settle that abandoned city we found. see if they left any writing we can show the scribes
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>>446426
say we explore the land south of the abandonded city and ours to the river and
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Rolled 64 (1d100)

>>446426
Invent the wheel so that we may build carts pushed by hand and wagons puled by Aurochs for easyer transportation of resources.
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Rolled 13 (1d20)

>>446426
We have weapons, armour, but we are still a very motley crew. We must train our fighters.
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Rolled 4 (1d20)

>>448027
+1 or training
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>>445384
Go very politely ask OP to set a time for when he plans to continue this.
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>>448308
Just popped in to check on the thread, but I'll be back Tomorrow for updates, probably in a new thread.
>>
Alright, anyone here?
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>>451018
yup.
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>>451018
Present.
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>>448007
Over the next few years, yet more innovation comes to your tribe. The first invention is in the form of the wheel. Until now, millers have been using simple stones to crush grains, but the idea of rolling stones, shaped in circles, has come to prominence, making the grinding of grain far more easy. This idea is taken by the artisans, and the idea of a wheeled sled is quickly acted upon. The new wagons are impeded heavily by the forest, but they do make the transport of copper ore from the river to the tribe.

>>448027
The expedition soldiers are gathered together one day in a cleared area of the clearing. They are, first of all, equipped fully, in matching armour. Each of the fifteen men is equipped with one copper helm, one pair of leather gloves, three iron javelins, an iron spear, a large copper shield, a waterskin, a set of leather and fur padded clothes and some boots. They are split into three groups of five, and given shifts to patrol the clearing, to train, and to guard the caravans along the river path. Their meeting place is established as an armoury and barrack, consisting of a square of clay brick houses, connected together. The houses, once connected, form something of a small citadel, filled with pots of beer, grain, turnips and plenty of equipment.

Their families move in with them, and the new soldiers form into something of a middle class, along with their families, and the newly safe trade routes flow with copper ore.
>>
Rolled 47 (1d100)

>>451058
Atempt a ritual of fertility (not anything as drastic as Celia did) and encourage our tribe members to make more children. We are fully capable of sustaining them with all the farms we have and our population could really use a boost.
(Also could you post our curent stats?)
>>
>Population: 120 (50 Adult Males, 15 Children, 55 Adult Females)
>Slaves: Primal Ape-Men (120) Alpha Ape Men (22) +5 Per turn, taken from the Primals.
>Notable Citizens: Celia, Clan Chief and a Dryad, powerful mage. Elias, a thrall of Celia, who patrols the clearing, fighting off hostile wildlife. Mankar, the man who invented metallurgy, very wealthy and with several wives, concubines and such.
>Military: The military is a consolidated, organized and trained set of mostly melee, copper and iron armed soldiers.
>Technology: Primal Iron Age.
>Magic: Basic Ritual Magic, Basic Druidic Orisons, Defiling Magic, Flesh Changing
>Structures: Bloomery Homes, Auroch Pens, Clay Brick Housing, Large Farms, Citadel.
>Religion: 80% Unified Community Magnan An-Shal, 10% An Shal
>Quality of Life: Medium. People dwell in large familly groups in small, half buried homes, walled with mass produced mud or clay bricks. The floors are either tiled or covered in weaved carpets. Little furniture exists, but every home contains a large oven/bloomery. Food consists of turnips, roasted, boiled, grilled or steamed, accompanied by a variety of fruits, berries, natural herbs and a massive number of meats, mostly badger, deer, rabbit and Mandrill. People dress in incredibly intricate, but practically light leather and fur clothing, sometimes studded with iron or copper. Soldiers wear heavier copper helmets. Tools are common, and lots of focus is put upon aesthetic design. Copper is the dominant trade, along with farming, as any labourers without work find employment hauling copper by wagon.
>Culture: People are constantly competing to produce the most beautiful crafts they can, and a lot of focus is put onto the achievements of the individual and the community.
>>
>>451073
This.
>>
Rolled 7 (1d20)

>>451058
Gather the village and attempt a ritual creature summoning that gave us the Auroch. Perhaps diferent animals will come to us? Perhaps even several diferent types that we can domesticate and use alongside the Auroch.
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Rolled 12 (1d20)

>>451075
Build a simple bridge and explore south of river at the very least there's probably more copper deposits.
>>
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>>451092
It is a simple thing to bridge the river, with teams of artisans setting out to the riverside, first bridging the gap with fallen trees, and then crossing the river to allow the construction of a solid bridge of planks, something that should be able to support a wagon, if it is traveling slowly and with only one Auroch. Explorers set off to the south, into the strange, birchy forest of the other side, wandering through dappled light for a few ours, until the soil turns to an off, spongish loam, until the trees begin to look as if rotten where they grow, and until the ground is dotted with roiling masses of mushroom. This strange little marshland of mushroomy growth is immensely treacherous to traverse, with patches of seeming earth falling away when stepped in.

Frogs, lizards and insects swarm around the stagnant pools of the place, with strange, malformed fish for their prey. Some of the insects are as large as a man's arm, and a few of them must be fought off with a few spear blows, nothing your men cannot handle. Something unnerving is found in the swamp, in the form of an iron axe, embedded in a half cut tree. Your explorers see smoke in the horizon, past the marsh, and they pursue it for a short while longer before retreating for the night. The fire is emanating from an area of crag like badland, the rock suddenly shown under the soil in something akin to a mesa.


>>451073
>>451090

The people gather around Celia in the central meeting ground of the tribe, around the tomb-shrine of Assur, and are lead in a chant by Celia, as stories tell of how the first tribe members did almost twenty five years ago. The Aurochs begin to stampede around the chanting circle, as the magic begins to flow. This time, however, the energy does not travel in a resounding circle. Instead, Celia herself is given, or in fact takes, the energy from the tribe, the slaves, the very grass, and uses it to send her own beacon out, to summon new creatures.

The power of the ceremony itself seems to energize the people, the act of chanting mixed with the resounding ozone of magic filling them with virility and energy. Unfortunately, this is only a byproduct of Celia's ritual. Magnan's ideal of giving and sharing energy seems to have been abandoned by the dryad, who was a child in the bad times.

Magnan, it seems, was displeased by this, as what arrives is not a herd of docile animals, but a large, stampeding monster, built like an Auroch but twice as tall, perhaps four times the size in total, huge tusks and trunk flailing and tearing into the clearing. The Elephant rages once it arrives, smashing through two or three houses as the people flee into the citadel.

>How do the soldiers defeat the Elephant?
>>
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Rolled 20 (1d20)

>>451147
Throw javelins o the legs and eyes. Archers try to shoot it from angles that drive it away from places where it can do the most damage.

Bring it down! Bring it down! Bring it down!
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>>451160
Roleplaying FTW
>>
>>451160
Almost everyone flees in the face of this monstrous creature, but the soldiers remain. Fifteen stalwart defenders, shields up in the hopes that the little chunks of copper will save them. The beast charges repeatedly, and the soldiers desperately evade it, drawing it away from the citadel as it repeatedly thunders at the increasingly adrenaline fueled warriors. After long enough, the soldiers begin to fling javelins, and the beast fumes, unable to catch them as they dart around it's massive frame. The javelins lodge themselves in the thing's knees, metal thudding into joints.

After a while, the javelins become pelted stones, rocks aimed for the thing's ears and head. Hours and hours of frantic skirmishing follows, as soldiers begin to gain courage, to rush at the beast and ram spears at it, slashing with axes. As the twilight descends, the rabid beast begins to tire, weighed down by the javelins buried in it's knees, and bleeding heavily as the blows harry it.

Then, the beast begins to be swarmed by the men. The soldiers descend on it, hacking through it's knee joints, and stabbiing into it's underbelly, until it collapses into a bleeding hulk, it's breath heavy as the grit fills it's wounds. The Wrath of Magnan has been tamed, and only minor wounds were taken. The soldiers are heroes, and elephant leather adorns their homes. It's great bones are crafted into armour and weaponry for them, and the greatest among them, a soldier named Ajax, who dealt the final blow, cutting the elephant's head off with four blows of his axe.

His house is adorned by the thing's skull, his doorway crafted of two tusks
>>
Rolled 4 (1d100)

>>451185
Hopefully this teaches Celia some humility. We see now that we have perhaps pushed Magnan to far away from us. Offer sacrifice of food and drink to him. We may not earn his favor but at least we can hope he does not impeed us in the future.
>>
>>451193

Well class, what did we learn?
>>
Rolled 3 (1d20)

>>445570
Try this again. This has shown us how vulnerable we are to attacks. And since we are already chopping trees for a wall, why not get the wood from strategic locations? Celia can use her earth manipulation powers to help us through the rocky terrain as repentance for her arrogance.
>>
>>451198
That the Gods will always hate us so we should treat them the same in return?
>>
Rolled 3 (1d100)

Oh no. It's happening again! Assur, send your blessing to these poor souls you've left behind!
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>>451210
We are doomed...
>>
So many bad rolles... This turn is gonna suck.
>>
The suspense is suffocating.
>>
Rolled 5 (1d20)

>>451185
I'm gone for like two hours and I come back and the gods are mad. Keep it together guys. Dig up the body of assur, place his skull atop the altar and pray that he communes with the tribe to tell us how we may please the gods.
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>>451560
motherfucker.
>>
>>451565
Even the QM has forsaken us. Truly there is no hope.
>>
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>>451560
>>451210
>>451201
>>451193

The tribe settled peacefully into their beds that night, exhausted from the day's work. Magnan was not done with them. Magnan is not simply angry, Magnan is enraged. His children have betrayed him, and he is vengeful. Every man, woman and child of the tribe that night sees the world coloured in terrifying darkness, their nightmares blossoming as horrifying flesh-like demons overwhelm them a million times in a moment, as insects crawl through their skin and as fire, so great and so terrible, incinerates them all.

The tribe awakens collectively before dawn, screaming in terror. Someone has started a fire, and the roofs of houses burn, the grain burns, the stockpile of flour seems to detonate, showering shards over the tribe. Bloomeries seem to have been stoked in the night, and the raging flames overtake every sinlge house, before spreading to the forest. The tribe flees out into the clearing, to be beset first by the stampeding horde of Auroch, their trampling hooves crushing bones and turing skin into paste with the wrath of a vengeful god, and then beset by the slaves.

The ape men have no mercy, killing indiscriminately and gruesomely. The soldiers fight, but they are unorganized, without their leader, as Elias burned in his bed. Mankar's corpse was found in the central shrine-bloomery over the body of Assur. In desperation, the old heroes' bones are dug up, as the people frantically gather what they can to flee. The dead man's bleached skull is carried by the exhausted refugees as they flee, harried, into the jungle, hoping for sanctuary.

But Magnan will grant no mercy, not today, not now, his wrath comes with the raging lightning, the forest is quickly ablaze, the beasts and monsters wildly savaging the dwindling remnants of the tribe. Celia turns to make some stand against the flame, attempting to draw magic from the soil to shield her people, only to find her flesh turning to black charcoal. She looks down at her hands and screams as her wooden flesh fractures and shatters to dust, to be consumed by the flame. Perhaps fourty of you remain, huddling in the pitch dark woods, leaderless, unarmed, and beset by nature itself.

Fear and confusion reign, and as dawn breaks it seems as if the former slaves will lash out at the people to finish them off. Indeed, an attack is sighted, and the last remaining adults form ranks around the elderly and the children, ready to die for their glory. What happened next is shrouded in myth, but many say that an armoured figure rose from the ground, wearing molten iron armour and wielding a great axe, hacking through the enemy even as the molten metal dripped down it's skin.

The iron figure turns, and speaks to the tribe, in a tone familiar, harsh, but solid.

"Flee. Rebuild. Honour no god but he who saves you. Go now reborn in the ash, children, go past the dieing sun, and do what makes you strong. I am reborn in dream and Iron. Now go to your rebirth in turn"
>>
>>451677
I am here, and I have made a thematic name change.
>>
>>451703
>Where does the Tribe go? What does it do? All of the technology and ideas remain, but the jungle burns, and all of the infrastructure with it.
>>
Rolled 3 (1d20)

>>451753
>Thatwasworsethanexpected.jpg
Go south. Attempt to settle on the bank of the river. Ask for volunteers to go back and collect what tools and weapons were spared. Start rebuilding the homes and farms. Try catching fish for food while the farms get back to speed. Bloomerys are no longer to be built as part of the house, but as a separate building far enough that a fire started there will not spread. I suppose Ajax leads us now, huh?
(New stats pls.)
>>
Rolled 6 (1d20)

>>451777
He got trips. That counts for a reroll right?
>>
>>451780
>ruthless
>>
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>>451780
>>
Rolled 1 (1d2)

>>451780
You know what. I'm going to flip a coin. If it's a two, then the trips are sufficient. If not, then I have something worse in store. I want to thank you all for being so resilient.
>>
>>451803
Would you guys be entirely opposed to the idea of a new civilization in this setting, probably in a new thread, when this one dies as the dice gods seem to have decreed it shall?
>>
>>451808
Do your worst.
>>
>>451808
Since it's a new civ or a dead civ... I'll go with new civ.
>inb4 we die even faster and it turns out we were the abandoned village.
>>
>>451808
And we had such a good thing going with that early iron too...
>>
>>451780
>>451777
Your people cannot be corralled into reason. It is a flight south to the river, followed by a quick crossing of the bridge. Ajax stands guard to allow the others to cross, armed with only a half-shattered stone hammer and his shield. He builds for himself a sort of fortification to protect the people, vowing to remain and to defend until his dieing day. The remainder of the people form a small shanty town of huts on the safe side of the river, homes composed of leaf shelters and wooden scraps. It would be hard to see these disheveled paupers, their skins coated in dirt, blood and sweat, their eyes caked with the salt of tears, their minds worn by the screams of the lost, as they had been only two days ago, strong, modern and wealthy.

None dare to cross Ajax's barricade, but the warrior ventures out to the decayed remains of the burnt clearing, fighting off many ape men in order to save two or three half-shattered pots of grain and turnips, along with the elephant's tusk, and Mankar's skull. He fashions the tusk into a bladed long-dagger, and Mankar's skull is made into something of a shrine. The people huddle in the darkness, praying that their new bulwark will not fail them, but knowing that the monsters are still out there, that Magnan still waits to punish them.

>Population: 37 (17 Female, 20 Male. No Children.)
>Notable Citizens: Ajax, the last warrior and defender.
>Military: Ajax stands guard on the bridge, steel faced and shaking with permanent rage.
>Technology: Primal Iron Age.
>Magic: Basic Ritual Magic, Basic Druidic Orisons, Defiling Magic, Flesh Changing
>Structures: Shanty Town, The Bulwark of Ajax.
>Religion: Fear is all there is.
>Quality of Life: People eat whatever they can find. The lucky eat grain, the poor eat insects and fruits from the ground. The Unlucky eat the dirt, the grass, whatever they can.
>Culture: The People are shattered remnants, relying on anything that may to save them, praying, but not knowing what they pray to, hoping only to live a few more days.
>>
Rolled 5 (1d20)

>>451833
In a last ditch atempt try to go downstream until we find where the river joins the sea and try to start a new life by the ocean.
(continue tomorow?)
>>
>>451851
In a new thread.
>>
Rolled 5 (1d20)

>>451851
Oh and before we start making our way Ajax shouts to the heavens. Every insult, profanity and disrespect that a man who lost everything can think of anf he directs it to Magnan.
(Seriously. We are dying and the jerk doesn't lift a finger, but when we learn to live without relying on him he goes out of his way to kill us for "betraying" him. Maybe you shouldn't have betrayed us in the first place then. Jerk.)
Seriously. F..k that guy.
>>
I can start a new thread now, and get generation done. I want to ask how to do this. So, should we
>Use the refugees of this tribe
>Use a new race in the setting?
>>
>>451944
I'd say refugees. Little bit of backstory never hurt anybody.
Though you should probably start it as we start playing. It might be easyer to get new people hooked if we get right to it rather than have an empty thread sit there overnight.
>>
>>451970
This. Alright goin to bed now. Good night.
>>
>>451986
Night.
>>
In the dark of the Night, Ajax looks up into the sky, at the blinking stars, and swears he sees a face. In that moment, the young man remembers every single lsight visited on the people by Magnan, and he walks to the shrine, climbing atop it and using it as a makeshift pulpit. With the sheer bellowed force of a mother who has lost her child he screams out to the sadistic mad petty little god that has punished the tribe for so little.

"I, Ajax, soldier trained under Elias, Son of Elkar, son of Malkon, Who bears the blood and blessing of Assur the Iron Shield, curse you, Magnan, defiler, betrayer and fickle madman. I pray now not to your pitiful, decaying old form but to the man who saw you first for the rotting carcass you are. May your sons die with their final words cursing your name, may their flesh roil over with lice and ants, may their blood pour like rivers. May your daughters be broken and their children dashed onto the rocks of the earth, and may you witness it all. I wish with the blood of my heart for you to look upon the world you have built and to see it for what it is, and to realize every exploit you have is naught but ash as your children die like wretched whelps. May your eyes burst in your skull so that you may see only the blood of the lost, may your ears be crushed by the maces of the righteous dead so you may only hear the screams of your beloved in your ears, may your tongue be devoured by the worms so that you may not console those you love, may your lungs and throat be clogged by a million spiderlings, may they choke you as they devour their way free. May your skin melt, may your bones fracture in every place a child of yours has been left to die, may your vengeful heart turn to the heat of molten iron in your chest and fill your body with the constant aching pain of grief for eternity.

If the world is righteous at all, may every pleasure cease for you, and may your senses fall from you, may your hands, eyes, ears, lips, nose and all of your limbs be hacked away and scattered to the winds to be devoured by your starving heirs, so that as your broken body parades among the heavens even the leeches may laugh at you, and may you live with all of the pains you have inflicted visited upon you a thousandfold.

You traitor, you madman, you disgusting, vile little creature. Strike me down now if I have made a word of a lie, and let the world know your cowardice."

His knuckles are white, and blood seeps from his hands, but not lightning comes, no fire of wrath.
>>
>>452017
Nice. As he leaves he carves into what is left of the stone that told our history one final line.
"Defy the Gods, for they are cruel."
Right. I'm going to sleep too. It's like 1am and I got work tomorow.
>>
>>452052
Well, be back tomorrow for the adventures of the Children of Assur. I think it'd be useful to archive this thread, for the sake of preserving the volume of death and misery.
>>
>>436775
Please vote for the thread in the Archives, it's tagged with Children of Assur to make it easier to find.
http://suptg.thisisnotatrueending.com/qstarchive.html
>>
New Thread is here: >>453583



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