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Two hundred years ago, in the shadow of the mountain at the center of the world, your ancestors fought a great war against the dragons.

Your ancestors lost.

The dragons ate every warrior who marched against them. They ate every magician who supported the warriors. Then they ate everyone else.

The only survivors were those who had remained in the south, outside the land called Dragon Pass. For two hundred years, Dragon Pass was nothing to you but a death sentence, a haunted boneyard, an enemy camp.

But civil war in your ancestral lands forced your clan to find a new home. A few heroes dared to explore the forbidden land to the north. That these heroes returned at all was amazing. That they returned to tell you that the dragons are gone and that Dragon Pass is nearly empty, open for the taking — this is a gift from the gods.

Your clan is part of the second wave of resettlement of Dragon Pass. You number some eight or nine hundred souls: mostly farmers and children, some warriors, a few nobles and magicians and god-talkers. You seized land not far from the holy mountain called Kero Fin, the mountain that gave birth to your chief god, the god of Storm named Orlanth.

You are not the only clan that came north. As many as twenty other clans or splinters of clans separated themselves from kinfolk and carved homes in this new frontier. Like you, they are Orlanthi. Your relations with these clans, for good or for war, determine whether your clan starts up a path of glory or drifts forgotten with the spirits who haunt this ancient land.

-----------------------

There once was a time when gods and people walked the earth together. Your clan traces its ancestry back to those times. Your clan history begins when you joined the forces of the storm god Orlanth. Back then, Orlanth was simply one of many upstart, rebellious gods bent upon conquest of the world. Orlanth's unique contributions at that time were personal honor and a close kinship to the other deities who seemed to be on the winning side.

After many tribulations, adventures and discoveries Orlanth proved himself worthy of marrying Ernalda, the Earth Mother. The two of them created the Marriage Ring and established great harmony in the world through this sacred bonding. Our clan took part in the wedding ceremony. Most clans either whooped with Orlanth or learned a secret from Ernalda. A few clans stood with Elmal, God of Horses and the Sun, as an honour guard.

How did our clan prepare for the great marriage?

>Your men and women donned gleaming armor and stood guard with Elmal, to protect the celebrants from Orlanth's many enemies
.
>Your men whooped with Orlanth and drank the Eight Known Drinks, so that their heads would hurt during the ceremony.

>Your women withdrew with Ernalda, and learned a List of Names, which they promised not to repeat to the men.
>>
>Your women withdrew with Ernalda, and learned a List of Names, which they promised not to repeat to the men.
>>
>>1029149
>Your men and women donned gleaming armor and stood guard with Elmal, to protect the celebrants from Orlanth's many enemies
>>
>>1029186
Aw come on. It's always Orlanth or Elmal.

I want a list of secret names.
>>
>>1029149
So our choice is between Truenaming, Alcoholism or being the third wheel? I think I will go with the first one.
>Your women withdrew with Ernalda, and learned a List of Names, which they promised not to repeat to the men.
>>
>Your men and women donned gleaming armor and stood guard with Elmal, to protect the celebrants from Orlanth's many enemies
>>
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Your clan forged a strong bond with the Earth Mother, who trusted your women with the List of Names. The men desired these secrets, but some things belong solely to women. For what it's worth, the men were some of the few with clear heads during the ceremony.

-----------------------

Orlanth's struggle to remake the world was just beginning, and many other gods joined him in it. Orlanth undertook many wars of conquest. Other more peaceful deeds were just as important.

Our earliest Famous Event was :

The Battle of Extinguish Field, when Orlanth's forces defeated those of his worst enemy, Yelm the Bright Emperor.

The Hundred-Day Hunt, when Orlanth's brother Odayla tracked the Sky Bear.

Jested's Settlement, when Issaries the Talking God outwitted foreign deities in a difficult negotiation.

The Procession of Animals, when Uralda, the Cow Mother led the sacred herds into Orlanth's stead.

When Barntar, son of Orlanth and Ernalda, harnessed oxen to plow.

When Ernalda and her daughters went to the Hidden Place, and then came back with many secrets.

When Lhankor Mhy , the Knowing God learned how to use the marking bone, which could mark signs of power upon anything.

When Pella, the pottery goddess, made the first pot to store grain in.

When Roitana, lady of dance, performed the Clan-making Dance.
>>
>>1029272
>Jested's Settlement, when Issaries the Talking God outwitted foreign deities in a difficult negotiation.
>>
>>1029272
Jested's Settlement, when Issaries the Talking God outwitted foreign deities in a difficult negotiation.

Qst loves talking to everyone
>>
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Where most Orlanthi put might next to godliness, your clan is wise enough to realize that chief among godly virtues is generosity and cooperation. After all, Orlanth did forge a tribe against all odds, consolidating his myriad of bickering allies against Chaos. Not to mention the lucrative opportunities that come to those with sharp tongues...

-----------------------

Orlanth succeeded in remaking the world, and thus began the golden era called the Storm Age. Orlanth's son, Vingkot was a famous warlord during this time. Most of the people in the area were among his followers. Many people who would not have survived joined his tribes. He was a great organizer and helped the many scattered people form into new clans and tribes. Your clan was one of those aided by King Vingkot. After you proved yourself robust and capable of survival, Vingkot placed a remnant people under your protection. They were the Nalda Bin, or "Stick Farmers." You had a choice whether to make them into thralls (slaves) or adopt them as members of your clan.

How did you add these strangers?

>As thralls
>As adopted family

The foes of the Vingkotlings were many, and our people fought hard against them.

Which one in particular did we fight?

>Boztakang, the Troll Lord
>Ukka Gra, King of the Basmoli Beastmen
>Chinkis Mor, the Elf Warlord
>Tada the Green, champion of the flat land called Prax
>Faralinthor, Salty Lord of the Sea
>Ves Venna, Son of Valind, Warlord of the Ice Tribe
>>
>>1029559
>As adopted family
>Faralinthor, Salty Lord of the Sea
>>
>>1029559
>As adopted family

>>Faralinthor, Salty Lord of the Sea
the saltiest of foes
>>
>>1029149
Ves venna the icelord !!!!
>>
>>1029559
>As adopted family.
They were a gift from him. We should cherish them.
>Chinkis Mor, the Elf Warlord.
Remove pointy ears.
>>
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Taking thralls is less common now than it was, and your clan is proud to say that they were generous even to the stickpickers when others would have them serve.

Of all of Vingkot's enemies, your tribe took special umbrage with Faralinthor and his ilk. Of all the threats, the Salty Lord has suffered the worst over the years, to your clan's pride. However, Orlanthi never forget their foes, so you must be ever ready to fight the Lord again, lest you anger your ancestors!

-----------------------

The Storm Age ended in disaster when the gods and creatures of Chaos came and destroyed nearly everything. Orlanth and his allies fought hard against them, but Chaos almost always won. Catastrophes shook the world, such as the Sun Fall, the Rain of Blood, and the terrible Laughing Tsunami. In this era many gods died, and many new ones rose to prominence. The Darkness got so bad that even Orlanth and his companions had to abandon humans to their own destiny. Only a few deities, either small or weak ones, remained at all. The world stagnated and died. Our clan was diminished to a ragged handful of hardy survivors.

Heort the King was the leader who emerged amid the turmoil of the Darkness. The combined efforts of Heort and his companions helped set the world in order again. He created the laws that we follow to this day. One of the great distinctions which Heort discerned among his clans was that some of them tended towards either peace or war, while others maintained a balance between these two principles.

Which kind was your clan?

>War
>Balanced
>Peace

Finally, the sun rose again. While the rest of society worked to find food, or just otherwise survive, the First Priests worked to re-establish links with the ancient deities. Thanks to this new harmony between people and deities, the world was slowly improved. Once the awakening process had begun, it got easier and went quicker as the gods helped wake each other up.

Who was the first deity which your clan helped to awaken?

>Ernalda, the Mother Goddess
>Orlanth, the Father
>Issaries, the Talking God
>Lhankor Mhy, the Knowing God
>Chalana Arroy, the Healing Goddess
>Uralda, the Cow Mother
>None. Our ancestors were good enough.

None we retained worship of our Living Deity :
>Elmal, the Loyal Thane
>Urox, the Storm Bull
>Odayla, the Hunter
>>
>>1029726
>Balanced
>Issaries, the Talking God
>>
>>1029726
>Balanced
Always be ready to fight, but avoid it whenever possible.
>Ernalda, the Mother Goddess
She has given us a powerful gift. We should never forget this.
>>
>>1029726
>Balanced
>Issaries, the Talking God
We'll really want a good economy.
>>
>>1029726
>>Balanced
>>Ernalda, the Mother Goddess
>>Odayla, the Hunter
>>
Rolled 2 (1d2)

1=Issaries
2=Ernalda
>>
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There is time for battle and time for feast, why lose out on either one?

Much time had passed since the origin of your clan, but your loyalty to the Earth Mother was unending.

-----------------------

Things have been different since the Dawn, thirteen hundred years ago. Orlanth and the other gods retreated from the world, leaving it to mortals. We can still contact the gods through ritual and sacrifice, or enter their realm by re-enacting the great stories about their deeds, which contain great magic. But they no longer walk beside us. When we settled in a new place we marked this great change in the world by naming our land, not after a god, but after a mortal like ourselves. We named it Heortland, in honor of the king who taught us how to survive during the Darkness.

About six hundred years ago, a dragon approached us, in either its own form or that of a human with a dragon's soul inside it. The dragons had always been hostile, or at the very best, utterly uncaring. Orlanth has always been the dragon-slayer. After an appropriate debate, we had to choose whether to believe the dragon, to cooperate and learn what dragons know, or to refuse the dragon and maintain neutrality, or to actively oppose the dragon's plans.

What was our attitude towards the dragons?

>Hostile - We fought against them.
>Negative - We would never believe a dragon.
>Neutral - We didn't go along.
>Positive - We joined into their dragon knowledge.
>>
>>1029879
>>Neutral - We didn't go along.
>>
>>1029879
>Positive - We joined into their dragon knowledge
What could possibly go wrong? :^)
>>
>>1029879
>Positive - We joined into their dragon knowledge.
They must have impressive knowledge, which might come in handy. Never said we can't backstab him later
>>
>>1029879
>Neutral - We didn't go along.
>>
Rolled 1 (1d2)

1=Neutral
2=Positive
>>
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The dragons never cared for the Orlanthi, or anyone as far as your clan knew. As suspicious as their offer was, many were tempted to join the dragons. Your clan decided to keep them at arms length, since they would be, at worst, fearsome enemies or, at best, questionable allies.

-----------------------

Most of the people who said "Yes" to the dragons moved to Dragon Pass, a land to the north of our home, Heortland. We stayed in Heortland, and it was a good thing, too, for a little over two hundred years ago, the dragons rose up and ate everyone who lived in Dragon pass. They ate the Orlanthi along with all the other foolish human dragonfriends. For a long time, no humans went to Dragon Pass; everyone was sure the dragons would eat them, too.

Recent events in Heortland made us think twice about the abandoned land of Dragon Pass. A generation ago, an usurper who called himself the Pharaoh came to Heortland and started a civil war. Our clan was one which broke into disputes, sometimes violent, about whether to support the Pharaoh or not. In the end, our group of dissidents decided it would be better to risk the dangers of Dragon Pass than to stay and kill our own kin, which is the greatest sin an Orlanthi can commit. The dissidents unable to live under the Pharaoh would come northward to Dragon Pass. People of similar beliefs from other clans had already made the same decision, and settled lands there. So we made a new clan, and made it a Balanced clan, just as our ancestors had done in the time of King Heort.

Our new clan made the dangerous trek to Dragon Pass and selected a place to live. Like the other Orlanthi refugees from Heortland, we settled in Quiviniland, a mountainous area in the southeastern quadrent of Dragon Pass. We would call these lands our home, or tula. Tradition required that we make a formal land claim.

>Enough land for our people and herds, no more.
>More land than we needed, to grow into.
>Lots more than we would probably need.
>Huge tracts, far more than we needed.

Finally, what is the name of this clan?

>Antorling
>Ernaldori
>Lysang
>Six Brothers
>Write-in
>>
>>1030005
>More land than we needed, to grow into.
Need some room to move around
>Ernaldori
>>
>>1030005
>>More land than we needed, to grow into.
>Ernaldori
>>
>>1030005
>Lots more than we would probably need.
>Ernaldori
>>
>>1030005
>More land than we needed, to grow into.

>Six Brothers
>>
OP, you still here?
>>
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The Ernaldori clan claimed a healthy parcel of land, but not so much as to offend our new neighbors. Other clans you knew back in Heortland also sent emigrants to Dragon Pass, so you already have friends and enemies in the new land.

Over the course of your first year in Dragon Pass, you built a clan hall, some steads, and a temple to Ernalda. But when you left Heortland, you lost much of your connection with the gods. You will have to rediscover these lost rituals through sacrifice.

It's now Sacred Time, in the final weeks of the year 1329. This is a time for prayer and celebration, a time away from work to reflect and prepare. Most importantly, it is time to dedicate our magic to certain aspects of the clan. This 'magic' is holy energy received by doing the Orlanthi culture, especially our ancestors, proud. It is used by our godi in subtle ways, incanted to influence the clan and world subtly.

Your clan can use it to influence the outcome of battles and disasters, or use it to divine the truth. The important thing to remember is that the magic is hard to come by, and only reliably replenishes during sacred time. Allocate it in areas most important to your clan:

You have 7 magic.

>Children:0/2
>Crops:0/2
>Diplomacy:0/2
>Health:0/2
>Herds:0/2
>Hunting:0/1
>Mysteries:0/2
>Quests:0/2
>Trade:0/2
>War:0/2

After that, you must decide what to do as a clan during the coming Sea season, the planting season of the Orlanthi year. The general areas of concern are clan members, farming, magic, clan relations, trade, war, and exploration.

>Write-in

>>1030421
Still deciding how 'game'y to make this quest. Involvement of the ring and stuff. Let's see how this goes. Might make a small list of suggested commands for those unfamiliar with kodp.
>>
>>1030486
>Crops:1/2
>Trade:2/2
>Diplomacy:1/2
>Herds:1/2
>Children:1/2
>Hunting:1/1
>>
>>1030525
Ahh, forgot about the write-in
>meet with the friends we know and those who are more or less neutral towards us
See if we can establish trade routes.
>>
>>1030486
>crops 2/2
>herds 2/2
>trade 1/2
Leave 2 leftover for general luck/a rainy day

As for what we do, see about sorting out the ring and get a grip about where we are with our neighbors. Maybe send an emissary to establish a trade route with anybody who might be receptive.

>>1030525
>children 1/2
>ever wasting magic on children
>>
>>1030486
>Crops:2/2
We need to stockpile food asap
>Trade:1/2
wealth is good
>Herds:2/2
Cattle = wealth

Lets not use all our luck yet. As for planning, send emmisaries for trade routes to nearby clans that we've got good relations with, and clear up some forest for crops and cattle. (maybe recruit a few more full time warriors)
>>
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Here's the clan ring:

Enfrew the elder is favored by Lhankor Mhy, god of Lawspeaking and Knowledge. His natural wisdom is complemented by a long life and decades of study. In his youth, he cultivated an interest in war and tactics, making him useful in combat even at his old age. This emphasis on law and war instilled in him a sense of duty to the Ernaldori, as well as animosity to other clans. He sits at your side, the loyal backbone to the ring.

Harran and Mosdorla are two sides of one coin. Each one is well liked by one of the two sides of the clan, Harran by the weaponthanes and Mosdorla by the farmers. Harran, loyal to Elmal, Loyal Thane and god of the Sun, brims with young ambition and pride. His haughty attitude may rub the farmers and other thanes the wrong way, but the warriors prize his commitment to war.

Mosdorla, worshiper of Uralda, the Cow Mother, on the other hand, remains down to earth and humble. Her practical nature, combined with her calm spirituality and solid work ethic, make her a favorite among the carls and cottars. Their only complaint is how quickly she backs down from an argument.

Korstardos of the Talking god Issaries, handles all things relating to trade and bargaining, though he is prone to voicing his opinion in all matters, regardless of skill or knowledge. He may be opinionated, but he bargains better than anyone in the clan. Calm, frugal, and determined, Korstaros is the most intimidating trader in the clan markets.

The last two ring members represent the magical side of things. Kenstrel of Chalana Arroy, the god of Healing, has knowledge of medicine and magic in spades. She does everything possible to ensure the clan's physical and spiritual health, even to the degree of undermining most warlike efforts. This determination often comes off as self-righteous. It doesn't help that she is quick to criticize.

Asborn is the other magic user, though many would scoff at that assertion. He is favored by the trickster god Eurmal, who 'bestows' his followers with 'special' gifts. For one, they are able to utilize magic more directly, mostly to assist in their pranks. Also, social immunity comes with the territory: tricksters are not held responsible for their actions. The trade off is that tricksters are prone to act with utter disregard for customs or law, getting them into trouble almost constantly.

Asborn himself proudly embodies these traits, making him a wild card. Most days, the clan enjoys his antics. However, Asborn holds this affection in little regard when pulling his more extreme 'pranks,' so he is likely to piss pretty much anybody off at any given time.

This leaves the most essential position open: the clan chief. That would be you. Here are your choices:

>Yanioth of Ernalda, a young woman with talent in farming and customs.
>Aransanda of Ernalda, a hardier woman with talent in combat.
>Arkilla of Ernalda, a noble woman who dabbles in magic and barter.

I'm gonna tinker with the magic a bit.
>>
>>1032005
>>Yanioth of Ernalda, a young woman with talent in farming and customs.

How could anyone else be chosen?

Farming and husbandry is the community's lifeline and customs is the body they inhabit.

Easiest decision of my life.
>>
>>1032005
>Yanioth of Ernalda, a young woman with talent in farming and customs.

Shit man we've already gone with Ernalda, its already determined what we ain't gonna win the proud warrior race shtich, besides with wealth and food and we can have many warriors, MANY!
>>
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Sea 1330

So you, Yanioth of Ernalda, chief of the Ernaldi, assemble your ring for the first time in this new land…

Things are changing quickly in Dragon Pass, and Orlanth wouldn’t have it any other way. The Storm god embodies change and flexibility, and so must you. The region, now filled with Orlanthi for the first time in centuries, presents a chaotic landscape of settling peoples. Before things settle, you think is wise to attack the markets while they’re still malleable.

Korstardos is the first to chime in on the matter. “It’s a good idea, of course,” Korstardos starts. “We had trade rights with Orlevings and Blackrocks in the homeland, so I expect they’ll want to continue. The Brown Boars are the easy choice, since they like us the most. However, their market is paltry, since they are a war clan.”

“Trading with them might lead to an alliance. Better to have them raiding others and trading their loot to us than risk losing their favor,” Kenstrel chimes in.

Harran stops inspecting his fingernails to comment. “Speaking of favors, the Vostang owe us one. Maybe we can get a trade route if we use it.”

“It’s highly irregular to use a favor in such a way, and a waste as well. We should keep that favor as leverage over the Vostangi,” Enfew says.

“Both poor choices, then,” Korstardos says. “I think so to. I should go to the Red Foxes. Their traders are the best of anyone’s nearby; they are sure to be the major market in the coming years.”

Asborn preoccupies himself with some sleight of hand while waiting to leave the meeting, making sure to interject snoring sounds where necessary. “Those Red Foxes are even stingier than you, and half as boring! I think the better plan is to hold a feast! Invite the neighbors… Er, only the women. Also, I’ll represent the clan.”

Which action do you favor?

>Question the ring further
>Send Korstardos to the Red Fox clan, with the intention of establishing a trade route. [Korstardos]
>Send Korstardos (or other bargainer) to the Vostang clan, with the intention of establishing a trade route. Use the favor they owe us as leverage. [Harran]
>Send Korstardos (or other bargainer) to the Brown Boar clan, with the intention of establishing a trade route. [Kenstrel]
>Throw a feast for neighboring clans, but only invite the women. [Asborn]
>Send envoys to the Orlevings and Blackrocks to ensure continued trade. Doesn’t hurt to confirm where we stand. [Safe]
>Send envoys to all other markets, declaring your market the best in Dragon Pass. Maybe we can bluff our way to the top? [Risky]
>Make a modest/fair/ample sacrifice of cows/goods/thralls to Issaries to bless our markets and bargainers. [Invest]

Also, I decided to eschew the magic point allocation in favor of just choosing a few of the areas. Crops, Herds, Trade, and Diplomacy this year, based on previous choices.
>>
>>1032113
>>Send envoys to the Orlevings and Blackrocks to ensure continued trade. Doesn’t hurt to confirm where we stand.

Being that this is the first year of our rule, we should play it safe, its a bigger chance that our old trade partners will accept renewing our old trade deals in this new land, and once trade lanes are set we can almost "gift" other tribes to trade if really necessary.

Also on a side note might be wise to scout out our new home, see what resources we have available to us.
>>
>>1032113
>Send envoys to the Orlevings and Blackrocks to ensure continued trade. Doesn’t hurt to confirm where we stand.
Probably best to confirm our existing assets first

That said, I do like the idea of starting trade with the Brown Boar clan because at the very least it will give them a reason not to attack us overmuch and more generally I'm sure as a war clan they'll appreciate a reliable economic tie, and having a war clan regard you favorably is usually a good thing.
>>
>>1032113
>Send envoys to the Orlevings and Blackrocks to ensure continued trade. Doesn’t hurt to confirm where we stand.
>>
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Sea 1330

You figure it's best to check on our old friends then rush into new negotiations. Korstardos and Harran disappointed by your lack of ambition, but Enfrew and Kenstel approve of the decision. Many Enaldori thanes continue the tradition of glibness set by your ancestors centuries ago, when they witnessed Issaries at Jested's Settlement. You send a few talented thanes to the Orlevings and Blackrocks, expecting results by next season.

Later during the season...

Curses and foul magic are always a concern for the Orlanthi. At their most benign, curses are annoyances brought on by shamans and spirits, and at their worst, curses are manifestations of the Chaos gods sent to cause havoc among godly Orlanthi. Oranda, a carl in your clan, was discovered near the tula's well conducting some secret magic ceremony. Some thought she was attracting disease spirits, but she denies doing anything at all. Things become serious when people start to get sick.

[Enfrew] "A crime like this is punishable by death, but tradition says we must outlaw her first."
[Korstardos] "There must be an explanation, Oranda would never harm the clan like this!"
[Harran] "A witch is dangerous, but only in secrecy. Outlaw her, so that we can end this."
[Mosdorla] "If we outlaw Oranda, she may well continue her magic. If we send weaponthanes after her, and she's innocent, we'll have angered our ancestors and the curse will continue."
[Kenstrel] "A divination is the only way to be sure. If only we had a temple to Chalana Arroy..."
[Asborn] "Seems like magic to me, and she's definitely a strange one."

>Question the ring further
>Conduct a divination to determine the truth. [Uses magic] (Not much magic remains)
>Outlaw her, then see that she is killed.
>Outlaw her.
>Proclaim her innocence.
>Wait for better evidence.
>Sacrifice to Chalana Arroy to cure the people. [Uses cows and/or goods] (How much? Few/Some/Ample)
>Sacrifice to Ancestors for protection. [Uses cows and/or goods] (How much? Few/Some/Ample)
>>
>>1032593
Is it possible to have our lawspeaker and mage question her?

If not,
>Conduct a divination to determine the truth. [Uses magic] (Not much magic remains)
Pissing off the ancestors will drain our magic more, and letting a witch run around without a decent shrine to Arroy will fuck us hard.

If the results are inconclusive, err on the side of outlawing and killing her.
>>
>>1032593
>Conduct a divination to determine the truth. [Uses magic] (Not much magic remains)
>>
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Sea 1330

You consult the godi, and they dip into the clan magic reserves to determine the truth of the matter. During their ceremony, you ask Enfew the lawspeaker to talk to Oranda.

[Enfrew] "Oranda has always kept to herself, but I would expect as much from a witch. However, she seems convinced that she's done nothing, even with witnesses saying otherwise."
[Mosdorla] "It is unlike her, something is odd."
[Kenstrel] "The divination is concluded. We've only found benign spirits near the tula, even some that help the fertility of men. Whatever Oranda was doing, it wasn't evil."
[Asborn] "Told you it was magic..."

>Question the ring further
>Outlaw her, then see that she is killed.
>Outlaw her.
>Proclaim her innocence.
>Wait for better evidence.
>Sacrifice to Chalana Arroy to cure the people. [Uses cows and/or goods] (How much? Few/Some/Ample)
>Sacrifice to Ancestors for protection. [Uses cows and/or goods] (How much? Few/Some/Ample)
>>
>>1033119
>Proclaim her innocence.
>>
>>1033119
>Proclaim her innocence
>>
I'm gonna have to end this thread here, for now. Expect more turns and less clan generation next time!
>>
>>1033364
Thanks for running.
>>
>>1033364
Thanks for the session.



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