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Old thread: http://suptg.thisisnotatrueending.com/qstarchive/2777984/
Situational sheet: https://pastebin.com/4khiWUMK
Discord: https://discord.gg/kJyKSzC (Used for QM to player communication and warning of future threads. Can be dead for weeks due to QM being busy, just stay in there if you want info on next threads and keep mentions unmuted.)

It has been hundreds of years since the destruction of the old world. Large cities have turned into rubble and been taken over by monstrosities created by the old war.

What remained of humanity has taken to the wilderness, where forests grew again and rivers flowed. There they began seeing and contacting strange new races. Large green humanoids known as orcs, tall and slender men known as elves, and many other less sizeable races.

Eventually, humanity regressed to the levels of ancient, iron age societies. Families turned into clans, some larger, some smaller, and clans united into tribes. The tribes formed villages in which they collaborated in order to survive in this new harsh world.

You are one such tribe, living close by pine forests and a great, wide river. Close to you is one of the ancient cities. Marvels of old technology that now stand as beacons of the knowledge lost.

Most recently, the tribe sent a raiding party of five to the city. There, they encountered a shadow walker who seem to be attached to mementos of ages past. An encounter with the large shadow walker, the first that had been sighted by the tribe, led to a fight between the eldest of the tribe and the walker. The eldest, tired and out of strength, struggled to battle against the beast but eventually fell to his fatigue. When he woke, he had recieved tattoos in his hands, his eyes turned green, and he seemed to be one with the Wind. Thus was born the Hero Rodrick Broder.

The warriors return home and are cared for by the women of the village, who stare at the new Rodrick with curiosity. It is not long before Rodrick is summoned to the hut of the patriarchs, it is time to decide how to spread this information to the village.

>It is clear that the Shadow is in fact a God who rewarded Rodrick for his unfailing bravery.
>Rodrick has taught us that honor and loyalty are the greatest values a man can have, and his boon is proof of it.
>We must exile Rodrick, his powers are dangerous and he has been tricked by the Shadow Walker.
>>
>>2785916
Forgot the III in the title.
>>
>>2785916
>Rodrick taught us honor and Loyalty are the greatest values a man can have, and his boon is proof of it.
>>
>>2785916
>Rodrick has taught us that honor and loyalty are the greatest values a man can have, and his boon is proof of it.
>>
>>2785916
>>Rodrick has taught us that honor and loyalty are the greatest values a man can have, and his boon is proof of it.

inb4 Rodrick starts being asked for guidance from everyone on the tribe and the patriarc's power start to wane
>>
Rodrick's tale is spread throughout the village. How one young man stood valiantly against the Shadow Walker in order to defend the men who accompanied him on a raid to the Ancient City. That, backed by the fact that Rodrick is one with the wind, has allowed Rodrick to be the most famous man in the village. In fact, he is the most famous in various surrounding villages.

As weeks pass, many villagers come to see the man who manipulates the wind. Rodrick does a few sleigths of hand and the wind follows his every whim, though the gushes are not the strongest, the mere fact that he controls it is enough to impress anyone looking at him.

At the end of summer, some young single men presented themselves to the three patriarchs. They request to be admitted to the Tribe. They number around 25 and come from somewhat long distances and their reason is the admiration for Rodrick "of the Wind". 3 of them are warriors with their own gear, while 22 are peasants with militia arms.

>Request a tribute from them if they wish to become part of the tribe.
>Accept their request.
>Refuse their request.

And though Rodrick has earned his fame for a lifetime, the tribe must now plan for the winter. It seems this year's harvest will be extremely plentiful. Some of the best the elders have ever seen. If stocked it could last for four winters. Some winters worth of food could be sold to other villages at good prices.

>How many winters worth of food should we sell?
>>
>>2785967
>Accept their request.
As long as they can make themselves useful they can stay.

>How many winters worth of food should we sell?
2 Winters, so we have 2 winters for us in case something happens.
>>
>>2786010
+1
>>
>>2786010
this

how about we trade some food for some females from tribes that don't know if they can last the winter, we had a big influx of dudes, things can get unbalanced
>>
>>2786042
+1 to that
>>
>>2785967
Hey OP is it possible with the food we traded that a person that can read old world books come and live in our tribe?
>>
>>2786042
The men are filled with glee and work begins in getting housing ready for them. Some of the silver recieved thanks to the trinkets help pay for the extra wood and tools needed to build the homes, and most of the labor is provided by the men who were accepted into the tribe. It is also a good time for Rodrick to train the finer things of his magic, though it led to many mistakes.

There is a tribe way to the south, following the river, whom the traders mention while passing by. Apparently their food stores were ravaged by small green gremlins and many young men left to avoid dying of hunger, leaving eligible women without marriages. Taking a caravan to that tribe might be a long and unsafe trip through the perilous roads that unite the various villages together. An expedition with warriors could be prepared, and it would depart midfall to return at the end of fall if all goes well. They would take a winter's worth of food, the rest would be sold around the other villages.

>Prepare the caravan, we're nothing without ambition.
>We can't risk it, women will trickle in eventually.

>>2786067
The patriarchs do not know of anyone capable of reading the ancient books. The matter is brought to the table, and various ideas are presented:

>Tell traders and spread rumours of our books, someone who can read them will eventually come.
>Keep it discreet even if it takes years, it is dangerous to spread information of our valuable find
>>
>>2785967
>>Accept their request.

Since we got food, it is ok. I hope the houses are ready for them too.

I am seconding the opinion to sell 2 winters harvest.
>>
>>2786075
>>Prepare the caravan, we're nothing without ambition.

we're too weak to be telling people about books. Who knows maybe raiders with powerful guns will come for them.
>>Keep it discreet even if it takes years, it is dangerous to spread information of our valuable find
>>
>>2786082
urgh late again

>>2786075
>Prepare the caravan, we're nothing without ambition.

Favors gaining is important. Hand it out for free if you must.

>Keep it discreet even if it takes years, it is dangerous to spread information of our valuable find

We dont know how valuable they truly can be so we'd rather not risk it.
>>
>>2786075
>Prepare the caravan, we're nothing without ambition
>Keep it discreet even if it takes years, it is dangerous to spread information of our valuable find
>>
>>2786083
To the patriarch's orders, the caravan began its preparations. Good mules are readied, warriors and peasants are selected. Various final details are brought up at the end of the preparations.

>Send Rodrick of the Wind with them.
>Keep Rodrick at home, honing his skills.

>Send 10 warriors. The caravan must make this trip well and it could serve as a show of force to nearby small villages.
>Send 5 warriors. Our home must be safe.

>Send one of the Patriarchs as a show of good will to the villages where it must pass.
>Don't send a Patriarch, we shouldn't risk his life.

Meanwhile, secrecy is said to be of outmost importance when it comes to the haul of books, which are right now kept in a hastily constructed room in the patriarch's hut.
>>
>>2786117
>Keep Rodrick at home, honing his skills.

>Send 10 warriors. The caravan must make this trip well and it could serve as a show of force to nearby small villages.

Rodrick will be a deterrent for any attackers.

>Send one of the Patriarchs as a show of good will to the villages where it must pass.

We have three of them, who cares if one dies.
>>
>>2786122
+1
Just what I was thinking. Also we got that 3 new warriors and 22 peasants with militia arms. So they can also protect our home with Rodrick
>>
>>2786122
Support
>>
>>2786122
>>2786125
The caravan's preparations are complete, 10 warriors will join them along with Patriarch Alcaza, joined by 10 peasants who will care for the food. It won't move until fall, when harvest comes. The Patriarchs must now decide a plan for the next tribe-wide project, fall's project.

>Domestic. Matters of construction, laws, religion, government.
>Diplomatic. The dealings with the other tribes close to us.
>External. Constructions outside of the village.

In other news, the members of the Woolve clan say the female weredog may take longer to adapt to her new life, but it's faithful to its duty of feeding the young at least. The puppies are learning at a reasonable pace, and by the time they're old, they will make fine animals. Nevertheless, it is time to decide their fate. We have 14 weredog puppies, they are great wardogs, good companions for hunters, and make for a decent enough herder. What shall we mostly train them for?

>Turn most of them into wardogs, give the bare necessities to the herders and hunters. We will inspire fear unto those who would harm us.
>Expand our hunting in the northern forest, turn most of them into hunter dogs.
>This is a good chance to increase the limit of goat and sheep that we can hold, turn them into herders.
>>
>>2786186
>>Domestic. Matters of construction, laws, religion, government.
I'm thinking we should buy something useful, since our tribe needs lot of work. Including building a build over the river, or increasing our herds enclosures.

>>This is a good chance to increase the limit of goat and sheep that we can hold, turn them into herders.
Bigger herd, means more silver we can spend on buying other goods
>>
>>2786196
Also since it's our first batch of weredogs, we should keep them alive by making them herders. The second gen we can use as wardogs.
>>
>>2786186
Domestic. Matters of construction, laws, religion, government.

We cant do much in fall and winter when it comes to diplomacy and construction. Betterwat untill spring for this.

>Expand our hunting in the northern forest, turn most of them into hunter dogs.

Rodrick is our "wardog", and since farming is our main source of food, animal husbandry is second, but the hunting is barely existent. I say we increase our hunting abilities.
>>
12 more minutes for voting.
>>
>>2786216
+1
How about we 10 hunters 4 herders?
>>
No real consensus was reached during the meeting of the patriarchs. In the end, Patriarch Broder mediated and asked that the weredogs be split equally as hunters and herders. No one was pleased, but all agreed. The Woolve couple say this training could take between six months and a year and a half to complete. They return to their duties. Now to domestic affairs.

Any of these things can be done along with the construction:
>Bring changes to government.
>Create a new law.

As for construction, these are the current possible projects with the wealth available. Only one can be chosen:
>Create a woodcutting lodge and increase our wood industry.
>Make a better kennel for the weredogs, as to accomodate each dog better.
>Construct a bridge over the wide eastern river, as to ease passage to the Ancient City.
>Ameliorate the pens for the sheep and goats.
>Prepare a small dock for river ships in the great river.
>Upgrade the southern dirt road that connects us with the other villages, allowing for carts to pass more freely.
>>
>>2786341
Why didn't you go with the 10 v 4 idea I came up with?
>Road
If we're going south for the fall, let's fix up our road
>>
>>2786341
Changes in government

Lets give Roderick more responsabilities as the leader of the warriors

Small dock
>>
>>2786408
This happens naturally, the warriors start to seek him for guidance instead of the patriarchs and even consult with him before carrying out orders
>>
>>2786408
>>2786412
I like this for the government

>Upgrade the southern dirt road that connects us with the other villages, allowing for carts to pass more freely.
>>
>>2786408
>>2786412
You can't make it happen naturally, if it's supposed to happen naturally it will. You could give him some sort of special title to boost his popularity.
>>
>>2786417
+1
To government of giving Rodrick more responsible and road
>>
>>2786420
How about this, sensing his growing popularity the patriarchs give him the title of warchief to try and keep him under control.

Roderick on the other hand didn't understand that this was meant to be a simbolic title and started effectively leading the other warriors
>>
>>2786430
Alright, I'll allow it. I'll leave voting open for 15 more mins.
>>
The Patriarchs, observing Rodrick's newfound fame, have decided to bestow upon him the title of Warchief. At first thought of as a powerless title, the warriors praised it, even the elders. Unknowingly, it seems they turned the young Rodrick Broder into the leader of the warriors of the tribe. By the time they realized their mistake, it was far too late. Rodrick's fame and power had grown much. Before this, the military served as retinues to each clan in exchange of money, yet now they found something that gave them inspiration, the brave hero who saved his comrades by facing death. The warriors abandoned their retinues throughout early fall, and eventually gathered under Rodrick Broder, thus technically under the Broder family.

Even then, there were simpler matters to attend to, yet just as important for the wellbeing of the tribe. The road connecting to other villages was a simple dirt path that could barely host a cart. As to provide the caravan with safe passage, it was decided that the dirt path would become a dirt road. Clearing away bothersome foliage, making the roads even, and making it wider in general. The project would take all fall, but would be done by winter.

As fall came by, harvest began. The crops were plentiful and could feed many villages. The first sales were made and healthy profit was gained, meanwhile the caravan made the final preparations as the men working on the road made sure that it could fit the caravan by the middle of fall.

Before the caravan began its expedition, the Patriarchs reunited. The Ulveti and Alcaza Patriarchs mentioned their worries to the Broder Patriarch. Rodrick Broder was growing evermore powerful and ambitious, but he was too young to rule aptly. The concession of the title of Warchief had gained him a host of warriors. The Broder Patriarch was faced with a decision that could determine the fate of the current oligarchy. Choose wisely, as the peasants will react to these decisions strongly.

>Our government is what gives us repute with traders. Such a sudden change would bring instability. Spread bad rumours on Rodrick as to keep his prestige in check.
>The Warchief will be included in the council as representant of the military.
>The Broder Patriarch will surrender his council seat, Rodrick will be the new Broder Patriarch.
>To hell our reputation with traders! This farce of a government ends right here. The Broder Patriarch claims the tribe in the name of the Wind Chief, Rodrick I Broder.
>>
>>2786535
Forgot the:
>Write in.
>>
>>2786535
>The warchief will be included as a representative of the military
>>
>>2786535
>The Warchief will be included in the council as representant of the military.
>>
>>2786535
>>To hell our reputation with traders! This farce of a government ends right here. The Broder Patriarch claims the tribe in the name of the Wind Chief, Rodrick I Broder.

wind tribe yo! we should start making ships that he can steer with his power
>>
>>2786535
>>The Warchief will be included in the council as representant of the military.
So Rodrick Broder is the oldest son of the current Broder patriarch?
>>
>>2786613
No, rule of inheritance in clans doesn't have to be primogeniture, each clan adopts whichever it sees fit. The larger wealthier clans like the Broder usually go for the richest, most prestigious, or most able.
>>
Finally, the Broder Patriarch gave an answer that pleased everyone somewhat. Rodrick would be nominated as a representant of the warriors, since they had no wish to continue being retinues for the families. In the end of the first month of fall, Rodrick was given his seat in the council, much to the delight of warriors and eager young peasants. The older peasants and member of Ulveti and Alcaza clans were not too pleased, seeing a danger to their hold on power, and a man much too young to take good decisions.

Rodrick celebrated his nomination by doing various tricks he learned through self training. The gushes of wind became longer, sharper, he could draw basic shapes with the fallen leaves of autumn. All around town, children rejoiced, and youngsters drank while the elders told old tales. The first year of the tribe was coming down well, though winter still remained.

As the news spread of the new Warchief of the Wind and his seat of power in the council, even more ambitious youngsters came by to join the tribe. Another 3 warriors and 15 peasants wished to join the growing tribe. The Patriarchs felt that this would hurt the man to woman ratio more, yet this is a golden opportunity to make the tribe stronger, considering the ample food supplies. Rodrick defended the entrance of these supporters of his.

>Accept the new people.
>Request tribute in exchange of joining the tribe.
>Refuse these new people.

Finally, the caravan was ready to go out into the roads in order to reach the southern village. The Patriarchs ponder if any changes have to be made.

>The Alcaza Patriarch will join the caravan.
>Rodrick will NOT join the caravan.
>10 warriors shall accompany the caravan, 3 veterans and 7 novices.
>10 peasants, the bare minimum for keeping the foodstuff intact.
>>
>>2786642
>Accept the new people.
The caravan needs to come back with lot of women to balance things out
Also with the added peasants can we build faster?

>+5 Peasants to the 10
>>
>>2786642
>Request tribute in exchange of joining the tribe.

use the tribute by giving it to the caravan to bring more females
>>
>>2786662
+1
>>
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>>2786661
Build speed won't change I'm afraid.

>>2786662
>>2786687
The new members of the tribe are made to pay tribute, they find that the excuse of using the tribute as a dowry for women from other villages is a good one. The Patriarchs rejoice with the newfound wealth for the caravan. They might be able to tempt clans from other tribes and villages to send their women with them as well. All in all, a fair trade for all, and a great boon to the tribe.

As the mules are attached to the carts, the peasants are ready. The warriors check their gear and give the okay. The Alcaza patriarch says goodbye to his clan and leaves an heir in place, in case things get rough. The remaining Patriarchs see them off first, then Rodrick throws some winds in their direction to bless them on their way. It's become a habit these days to ask for Rodrick's wind blessing before leaving the village. Morale is high in the caravan.

And thus, the band departs from the village.

---Session End---

Would you guys prefer a session tomorrow or wait for next friday?
>>
>>2786792
Tomorrow is ok, presuming in friday will kill it.
>>
>>2786809
> presuming in friday will kill it.
What does that mean?
>>
>>2786809
*re-suming

damn it
>>
>>2786792
Tomorrow works
>>
>>2786818
This quest died for like 3 weeks due to time constraints and it's likely it'll happen again soon. I can only hope people join discord and that others are interested in reading it after the next hiatus but hey, gotta deal with what you're given.
>>
>>2786792
tomorrow is fine
>>
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The caravan begins its trek through the southern dirt road. It's a rocky road, but a clear effort was made to ease the caravan's trip south. Down to the south, an intersection is reached with some better off dirt paths.

They head west, where the better path to reach this southern village, they stop by a village whose road finally heads south, which will bring them closer to their destination. This village is composed of around 100 people, counting in warriors. They, like your village, are mostly young people wishing to settle into their own homes and lands. It is a village that has suffered from the tale of Rodrick, lots of their young and warriors have left for your clan.

Your party is recieved by a displeased mob, it seems led by the village strongman, a well-armed warrior. They say that you must pay a toll of silver to pass through the village and compensate for the young men that they lost to your telltales of a wind warrior.

The Alcaza Patriarch steps forward, backed by his warriors.

>They have chosen to come of their own volition, and we have no other road to go to our destination than this one. Think of your honor before petty revenge.
>They have chosen to come with us due to your weakness, and this toll is but proof of their righteousness in doing so. Have you no honor?
>Simply let us pass, or our warriors will hear of this.
>>
>>2788866
>>They have chosen to come of their own volition, and we have no other road to go to our destination than this one. Think of your honor before petty revenge.
>>
>>2788866
>>They have chosen to come of their own volition, and we have no other road to go to our destination than this one. Think of your honor before petty revenge.
>>
>>2788887
>>2788894
+1
>>
>>2788866
>They have chosen to come of their own volition, and we have no other road to go to our destination than this one. Think of your honor before petty revenge.
>>
>>2788887
>>2788894
>>2788895
>>2788896
Let's roll our good patriarch's silver tongue. Roll 1d100 best of three.
>>
Rolled 54 (1d100)

>>2788898
>>
Rolled 74 (1d100)

>>2788898
>>
Rolled 41 (1d100)

>>2788898
>>
Rolled 65 (1d100)

>>2788898
>>
>>2788913
As your Patriarch talks on, the villagers seem dissuaded from causing you harm. There is some infighting between them as their interest in you dies down. Some people start getting separated from the rest as the fight escalates, as if trying to avoid a brawl.

The group that separates itself from the rest approaches you. They say that they are no longer willing to suffer through the strongman's revanchist tyranny, and wish to join your tribe which was blessed by the God of Wind. They seem like various well established families. They number 32 in total.

The strongman of the village seems to be seething as he looks at the families go, the warriors of his village seem to back him up.. The Alcaza Patriarch must make a decision.

>We have more than enough food to accomodate you! Present yourselves in our tribe.
>Tell them to stay with their folks and be loyal to them. Such decisions shouldn't be taken in the heat of the moment.
>Negotiate with the tribe's strongman as to avoid a fight.
>>
>>2788952
>>Tell them to stay with their folks and be loyal to them. Such decisions shouldn't be taken in the heat of the moment.

Our caravan goal is to get females from tribes that will suffer in the winter. To keep relationships up they should stay here, and our caravan will go get females for that already 25+18 males we got.
>>
>>2788952
>Tell them to stay with their folks and be loyal to them. Such decisions shouldn't be taken in the heat of the moment
>>
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Rolled 95 (1d100)

>>2788957
>>2788960
The Alcaza Patriarch, not wishing to make enemies of a village in the midst of a trip, decides to calm the mood of the villagers. It would be without honor to ask them to head to your village in the midst of a fit of anger. The families insist, but they end up agreeing with their point of view. It seems the tribe's repute is far exceeding what was thought.

Still, though the strongman and his posse have no wish to host you, these families will give you bedding and a roof to sleep under. While passing the night there, the men are told stories of people who were chosen by Gods to have great powers, they say heroes are few, and that our village would see great prosperity thanks to the Wind Warlord. The Alcaza nods in distaste, while the warriors celebrate with beer.

By the next morning, no sign of the strongman asking for a toll. You are free to leave peacefully. The trek south is long and uneventful, various camps are made and the mood is merry overall. As the caravan reaches the area whence they must go east to reach the hungry village, strange signs begin appearing in the road.

There are markings, droppings, small footprints, all leading further south. The novice warriors wonder if some escaped children have holed up there but their thoughts are stopped by the elders, who mention that this indicates the presence of gremlins around here, small creatures with a children's height and weight, but otherwise pest who steal from and, if possible, kill humans. Most worryingly, it seems they were dragging what seem like bags with weighty things in them, dangerously close to a human's shape.

It seems they are close to the village afflicted by the stolen food. Night comes and the men wonder what to do.

>Make camp and fortify it as best as possible. Keep a strict watch.
>We still have sun, rush to the village east.
>Follow the footprints, we must see what these gremlins are up to.
>>
>>2789053
>Make camp and fortify it as best as possible. Keep a strict watch.
>>
>>2788952
>Tell them to stay with their folks and be loyal to them. Such decisions shouldn't be taken in the heat of the moment.
>>
>>2789053
>Make camp and fortify it as best as possible. Keep a strict watch
>>
>>2789053
>>We still have sun, rush to the village east.
rush there, they may be taking our people, or our future people
>>
>>2789140
Hmmmm fuck....I didn't want to but if we don't hurry there may be nothing left

This
>>
We got a tie, I'll give it a 15 min to break it, see if someone else will vote.
>>
>>2789166
I just noticed it reads village east, don't you mean south?
>>
>>2789175
>I just noticed it reads village east, don't you mean south?
You've been travelling south and have reached the latitude of the village, now you have to travel east to reach the river once again.
>>
Rolled 1 (1d2)

>>2789081
>>2789140
Since no one else is posting:
1 is make camp and fortify.
2 is rush to the village east.
>>
>>2789293
shit =(
>>
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The caravan settles down to make camp. Throughout the night, worrying sounds come from the dark. The lit torches spread some light into the surroundings. The warriors are not quite confident of their position, but the small palisades raised will hopefully do their job and prevent anyone from sneaking in.

The night passes uneventfully, morning comes and the party gathers everything and begins heading east, towards the village. On the way is a forest of pine trees, the path is barely maintained and the carriage has a hard time getting through, thankfully, the help of the warrior's strength helps it through the rough patches. Eventually, a smoke from a fire can be spotted, the caravan starts seeing some shacks, woodworker's shacks, all empty, apparently.

The shacks end up turning into small houses, the first ones are empty, but the next have people coming out of them. Elderly, most of them. And quite a few young women. Overall, the warriors count 50 people, 20 of which are young women, the rest are elderly couples.

The Alcaza Patriarch steps up and starts conversing with these people. They say that the gremlins have stolen all their food and cattle, as the rumours say. They are quite desperate, and say that the village is simply too poor and isolated to survive. They had prospects of making good money from the wood but failed due to the gremlin incursions from the forest and the lack of warriors to protect themselves. They refuse your food and ask that you take them to your tribe so they can join you, the elderly offer themselves as indentured servants, while they ask that the young women be married into regular clans of your tribe.

The Patriarch thinks. They have enough food to feed everyone from this village, but these elderly couples will not be quite as productive as others, yet as indentured families they will be provided less anyhow. Plus, they must travel home with disgruntled gremlins prowling about, and 50 more folks who can't fight is a huge burden for 10 warriors.

>Agree to what they ask. We will return to our village with these folks.
>Refuse the elderly but accept the women. The trip back must be secure.
>Write in.
>>
>>2789393
>>Agree to what they ask. We will return to our village with these folks.
>>
>>2789393
>>Agree to what they ask. We will return to our village with these folks.
>>
>>2789393
>Agree
Are we still going to have a male to female unbalanced?
How much people did our tribe have in year 1 compare to year 2
>>
>>2789416
This should balance out the ratio. Your tribe had 135 people when it started up until the appearance of the hero. If all these people come to the tribe alive, you'd have 214 people.
>>
>>2789420
before we leave ask them about the general area and if there is anything of value or of note around here, new expeditions could be organized
>>
>>2789421
They mention that the area is rich in woodstuff and game. Deer, wild boars, you name it, this large forest probably has it. The river being close also helps with the hunting, since many animals depend on it for a good drink. Otherwise, little else is known in term of riches.
>>
>>2789393
>>Agree to what they ask. We will return to our village with these folks.
>>
The Patriarch sighs. He knows that he must do what is right, but this will be a grand risk to take with the trip home and he doesn't even know how the rest of the council will react.

The few who remain in the village prepare whatever belongings they can. Clothes, small purses of silver, some cutlery and various ceramics. They pack everything up into sacks and carts, pulled by hand or mule. The caravan has probably grown to twice the size that it was before. The warriors complain about this, saying there is no way they have the manpower to keep a steady guard over it during the week it takes to return.

The caravan is ready to depart at any time. The Patriarch ponders if some last minute changes should be made.

>No changes shall be made.
>Yes, we must [Write in].

--- Session End---

Shorter sessions during weekdays, gotta keep a decent sleep schedule. Thanks for playing everyone.
>>
>>2789493
Hello, is there any possibility I may join in?
>>
>>2790019
just vote next session man, when the QM runs everybody can join
>>
>>2790023
Any idea when that will be?
>>
>>2790025
he said in a few days, if you have discord you can keep up with it
https://discord.gg/kJyKSzC
>>
>>2790027
Thank you.
>>
File: woods.jpg (4.26 MB, 3264x2448)
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Rolled 92 (1d100)

The caravan departs from the village of the woodcutter's, leaving it desolate and abandoned. The Patriarch wonders how long it will be before nature reclaims everything within it, if the gremlins don't do it first, that is.

It is midday when the caravan begins its trek through the forest. The distance to get back to the main path isn't long, but moving through the harsh dirt with a caravan of 70 people is not the an easy task. The warriors and the few peasants of our tribe who took up guard duty struggle to keep an eye on both the goods and the forest.

Roll me a 1d100 for your struggling guards. Best of three.
>>
Rolled 52 (1d100)

>>2798725
>>
Rolled 94 (1d100)

>>2798725
>>
Rolled 56 (1d100)

>>2798725
>>
>>2798734
>>2798746
Damn, that's some luck.

Caravan composition:
Alcaza Patriarch
20 guards (10 warriors, 10 armed peasants)
50 refugees (20 women and 15 old couples)

One of the guards spots something way in the back of the van. Five small humanoids, gremlins, stealing from the rescued families. They grabbed purses of silver and some knives. The small things aren't armored, but they are wielding some crude seaxes. They curse as they see that the men spotted them, their tongue is of a high pitch and quite annoying to the ear. There is little time to react, as the beasts seem intent on running away.

The warriors know that most gremlins learn the human tongue, if only out of necessity. And when such small ones are around, a party is around with them as well. They wager that as many as 15 could be accompanying them.

>Send the lightly armored peasant guards to retain them before they flee.
>We don't want trouble with gremlins, warn them not to come close again or there will be blood.
>>
>>2798822
use ranged weapons to hrass them as they retreat, do not pursue.
>>
>>2798831
Alright, time to roll. 1d100 three tries.
>>
Rolled 88 (1d100)

>>2798914
>>
Rolled 51 (1d100)

>>2798914
>>
Rolled 24 (1d100)

>>2798914
>>
>>2798964
The warriors, angered by the gremlins' activities, take up their bows for some target practice as the goblins run off. Three of the gremlins are hit by an arrow, letting out shrieks of pain, two are wounded and one falls dead as it was entering the treeline. The warrior who shot the gremlin dead is congratulated by his peers.

The Patriarch says that no one can pursue the surviving gremlins, though the purse from the fallen one is swiftly recovered by one of the women from the caravan.

As the slow advance through the forest goes on, it seems the gremlins have given up hope on stealing anything else from the caravan, probably spooked by the warrior's dexterous aim.

The men of the village mention that the runts will take over the village when all is said and done, even though they love living underground, they won't say no to a well-built human village. When they hear this, the warriors warn of tales where the usual Goblin families turn into whole tribes and pose a threat to nearby human villages.

Nonetheless, the caravan successfully leave the trees behind and end up in the dirt road that will take them north and back home. The gremlins did seem to follow them along the trees, but none dared to take a step towards the caravan.

The travel north is uneventful, the travellers met along the way give the caravan strange looks as they pass by, but little else is to be reported. Days pass by and merry tales are told around the large camps built by the caravan, though many have to sleep in the open or under a cart due to the hurried leave from the village.

In the end, the entire caravan safely arrives at the village where the toll was demanded.

The Patriarch wonders if it will be safe to stay here or not, considering the jealousy that the strongman of this village has with the caravan, and the amount of people in your caravan now. News of your agreement with the woodcutter's village spreads around the village as your people settle around for a rest.

>We have no time to waste with these people, we move after our rest.
>We should stay here and rest, see the news from this village.
>>
>>2799025
>>We should stay here and rest, see the news from this village.
>>
>>2799030
+1
>>
>>2799025
>We should stay here and rest, see the news from this village.
>>
>>2799025
>We should stay here and rest, see the news from this village.
>>
The Patriarch decides that it's best to stay and rest, considering the travel through the road only saw rests in camps or to heal a cramp or two, he is sure that the caravan members will welcome a stay at an inn to socialize with other folks.

As before, the mood seems tense around the village, though it seems the strongman and his goons have decided not to try and extort the Patriarch now. They haven't bothered to welcome your men either. The warriors see that when they do meet them by chance, they walk away from your lot and don't even speak a word.

Your caravan settles in for a few hours, some of the men say that they'd like to spend the night over. If we parted now, we'd have to spend part of the travel in the cover of the night. Bothersome when the caravan is 70 strong, and 50 of those are unarmed civilians.

>We stay here for the night and depart at dawn, promise to pay for our stay when we reach our tribe.
>We leave, we do not want to stretch our welcome here.
>>
>>2799075
>>We stay here for the night and depart at dawn, promise to pay for our stay when we reach our tribe.
>>
>>2799075
>>We stay here for the night and depart at dawn, promise to pay for our stay when we reach our tribe.
if we have gold, lets buy whatever useful from the village to leave some wealth here.
also rotating guard shifts
>>
>>2799075
>>We stay here for the night and depart at dawn, promise to pay for our stay when we reach our tribe.
>>
>>2799080
+1
>>
Rolled 30 (1d100)

>>2799077
>>2799080
>>2799083
The caravan decides to spend the night here, resting their weary feet and enjoying the village's beer and mead if they can buy it. The warriors and peasants from our tribe rest easy knowing that our tribe will pay for this expense, a good way to reward service to the Council.

Partying goes on for the youngest while the old retire to their tents or to homes who would have them in for some silver. The people from the woodcutter's village have all gone to sleep in emptied stables or close to their belongings.

The night settles in. Roll me 1d100 best of three.
>>
Rolled 30 (1d100)

>>2799128
>>
Rolled 93 (1d100)

>>2799128
>>
Rolled 93 (1d100)

>>2799128
lets keep thread rolling
>>
File: Pepe.jpg (8 KB, 300x168)
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>>2799156
>>2799135
Damn 93 DUBS
>>
Rolled 95 (1d100)

>>2799128
>>
>>2799135
>>2799156
Nice dubs.

With the night in deep, some of the warriors decide to stay up for a while longer, watching over the caravan and the younger warriors, when they notice movement along the caravans. Some of the strongman's soldiers are speaking with women from the caravan in a rough manner. The old warriors get an odd feeling and start gathering up the warriors after warning the Alcaza Patriarch.

As they arrive, they realize that this is going on throughout the entire small encampment that the woodcutter village's people have set up close the center of the village.

There are at least 15 warriors led by the strongman, harassing the refugees. As your men close up, they notice your presence and start bunching up, with the strongman at their head. Your 10 warriors also get into a shoddy formation, eyeing up their foes.

"You've caught us taking up the toll, windmen. These folks weren't granted passage as members of your caravan. They have to give me, Alaric the Quick, and my comrades something in return of staying here and enjoying our protection."

Various curious village folks come by to see what's happening and observe intently.

>"We've had enough of your petty machinations, Alaric. They have become our kin when they pleaded for our help and we accepted. Leave or die."
>"We shall pay for their passage, when we arrive at our tribe. Leave them be."
>"Though it pains us, it is true that these people are not our kin yet, and they must pay passage. So shall it be, but leave the women alone."
>Write in.
>>
>>2799192
>>"We shall pay for their passage, when we arrive at our tribe. Leave them be."
>>
>>2799192
>"We shall pay for their passage, when we arrive at our tribe. Leave them be."
>>
>>2799192
>>"We've had enough of your petty machinations, Alaric. They have become our kin when they pleaded for our help and we accepted. Leave or die."
>>
>>2799205
+1
>>
The Patriarch steps up and faces Alaric with pride. "We shall pay for their passage, when we arrive at our tribe. Leave them be."

Alaric laughs at him in his face. "Listen, old man. We've had enough of your tribe going around mocking us. You have no right to incur a debt after you refused to pay a toll for safe passage."

The strongman eyes up your warriors and smirks. "You can't win this fight, we'll let you leave peacefully if you pay us well. Give us the food in those carts, and 10 of the women in the caravan."

It seems more and more people have gathered around, some drunk, some fine. These folks seem to be dividing into two bands, your tribe's and Alaric's. Peasants all with shoddy weaponry. Your warriors tally around 20 peasants on your side, while in Alaric's there are 10.

The warriors are somewhat worried about the odds. Some are drunk and seem to thirst for a kill. Alaric is surprised to see the peasants taking your side, but his surprise quickly turns into an angry scowl.

>"Resorting to a thug's tactics makes you little more than a petty bandit. Leave or die. you will have nothing from us."
>"Let us pay you fairly when we go home. If you harm us you will incur the wrath of our tribe."
>"Fine, take what you wish for. Though we will remember this."
>>
>>2799263
>>"Resorting to a thug's tactics makes you little more than a petty bandit. Leave or die. you will have nothing from us."
We already played nice, they will only understand strength.
>>
>>2799263
Call for the people that wanted to leave before, tell them that if they want to join us they have to get rid of Alaric. The warrior are welcome to join us too, if they kil alaric
>>
>>2799285
He puts us one against the other, he tells you to kill us but if you do, our vilage and Roderick will descend on you with fury.

Hou can all join our prosperous and strong village. If, you kill Alaric
>>
>>2799285
This
>>
>>2799285
That's good
>>
>>2799285
+1
>>
File: 531p.jpg (164 KB, 800x304)
164 KB
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Rolled 79, 71 = 150 (2d100)

The Patriarch calls on the villagers and warriors to take a stand against Alaric. Promising them a spot in our village if successful. It seems that some in Alaric's side waver, and the 10 peasants leave his side, though all the warriors remain by him. Some of the old men you rescued start joining up with you, armed with tools and knives. Meanwhile, the women left in the caravan flee behind you.


Alaric sees your numbers and takes a few guarded steps back. "Curse you, fools!" he says with a hint of fear in his voice, then he pleads. "Fine, fine! Have it your way. We'll leave you alone."

It's not long after he finishes that sentence that a rocks flies by him, then another, then more. The peasants from Alaric's village have started throwing rocks at his warriors. It's not long before more villagers appear as screams erupt and chaos ensues.

The 20 peasants on your side charge the warriors along with another 20 peasants who appeared from the village. Meanwhile, another 20 newly arrived peasants join up Alaric's forces. 40 peasants, both men and women, are fighting against Alaric's 15 warriors and another 20 peasants. The 10 peasants from your tribe have also joined up with you, your 10 warriors and 10 peasants.

The scuffle is about to turn into a fully fledged fight. The warriors of Alaric have been avoiding killing anyone, but as they are bearing overwhelmed some slashes and cuts can be seen from the distance.

You recognize some of the peasants who asked to go with you, their apparent leaders joining up to Alcaza. "As soon as you were gone, they went and killed some of the folk who wished to leave. We were afraid at first, but your promise to help us is a great boon. If we defeat Alaric and his goons, we will swear fealty to your Council. On our honor as villagers of Relishter. Please, help us, dear overlords."

Your Forces:
5 old peasants.
10 peasants.
10 warriors (3 veterans and 7 novices)

Rebellious peasants:
40 peasants.

Alaric's forces:
15 warriors (4 veterans and 11 novices)
20 peasants.

>"We will fight together against the fool that is Alaric. Attack!"
>"Enough of this fighting! Alaric should be exiled along with his warriors. This village shall be ours."
>"We will not meddle with your affairs. Win your battle with honor then ask for fealty."
>>
>>2799345
>"We will fight together against the fool that is Alaric. Attack!"
With this fighting, it'll be impossible for them to stop. So best help out the peasant folk.
>>
>>2799345
Fuck alaric, tell our vets to focus on him, if he dies the others give up, let bow dude do his magic

>"We will fight together against the fool that is Alaric. Attack!"
>>
>>2799380
+1
>>
File: Quick drawing.jpg (40 KB, 750x550)
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40 KB JPG
Rolled 51, 57, 17 = 125 (3d100)

The battle rages on before you go on into it. The surprise in Alaric's warriors makes it so the fighting is even, yet a good eye can see that the peasants are being pushed back thrust by thrust, slash by slash.

This is where your men go in. They know their prey, the filthy Alaric must be slain in order to have his forces crumble. He's in the back of his forces, commanding them. He takes looks at you and seems intent on blocking your initial charge in order to preserve his safety.

You charge!

Roll me 1d100, best of three.
>>
Rolled 53 (1d100)

>>2799432
>>
Rolled 26 (1d100)

>>2799432
>>
Someone please roll better than me
>>
Rolled 9 (1d100)

>>2799432
>>
>>2799445
>>2799437
They did.
>>
>>2799447
Roll better than that
>>
>>2799432
Though Alaric's men do their best to try and cover up their exposed sides, there is little they can do as they are overwhelmed by the peasants they battle with, who are even more emboldened as they hear the bellows of your men as they cut off the distance between them and Alaric.

Alaric, with despair in his eyes, flees to the right flank. It is useless, the left flank collapses due to your charge and so does the center as the emboldened peasants make it through. Alaric's warriors and his peasants take strong hits and some fall dead to the ground as sword or spear runs through their gut. The center flank falls as they throw down their weapons and beg for mercy.

Meanwhile, Alaric, 5 of his warriors and 5 peasants start making a run for it, disengaging the battle entirely. Heading south east to the crops of the village.

>Pursue Alaric, he will die here today.
>We've done enough, Alaric will be considered exiled. This is the mercy of our tribe.
>>
>>2799467
>>Pursue Alaric, he will die here today.
Time to arrow him up
>>
>>2799467
>>Pursue Alaric, he will die here today.
>>
>>2799467
>Pursue Alaric
>>
Rolled 72 (1d100)

>>2799471
>>2799472
>>2799483
Roll 1d100, best of three.
>>
Rolled 3 (1d100)

>>2799494
>>
Rolled 77 (1d100)

>>2799494
>>
Rolled 2 (1d100)

>>2799494
>>
File: celtic-slaves.jpg (81 KB, 736x554)
81 KB
81 KB JPG
>>2799501
Damn, a savior.

The bowman takes aim, gauges distance and wind as best he can. Alaric does not seem to notice that he's being aimed at in his desperation. Arrows begin flying and truly, they hit their mark, Alaric lets out a yell as he feels the arrow go through his leg. The warriors running after the escapees quickly capture him, when Alaric's remaining soldier see this, they also throw down their arms and return to the village, defeated.

Alaric is wincing in pain as he holds on to his leg. While the warriors of the tribe reach him, he snaps the arrow and pulls the shaft out, using a spare bandage to stop his bleeding. He lets out a few other grunts while doing the dirty work, when your warriors reach him, they grab him by the arm and start pulling him towards the Patriarch and the villagers.

Alaric spits on the ground. "A fine victory. Kill me." He says.

The Patriarch looks around him, he notices that the few who died were in Alaric's side. Some of the peasants fighting against him were apparently badly wounded, but none died. The peasants say that Alaric simply had no wish to kill productive grown men, and that was the only reason he spared them from being killed. Alaric says nothing as he is put to his knees, a sword of one of your warriors to his throat.

All in all, 7 warriors of Alaric remain, the peasants who had joined them are being taken care of by those of their village. It is time to make a decision.

>Execute Alaric and his warriors.
>Execute Alaric, give the warriors choice between joining your tribe and exile.
>Both Alaric and his warriors will be given the choice of joining your tribe or exile.
>Free Alaric and his men, consider them exiles.
>>
>>2799524
>Execute Alaric and free his men.
>>
>>2799524
>Execute Alaric and his warriors.
>>
>>2799524
>Execute Alaric and his warriors.
So why was Alaric so much of a dick killing peasants that wanted to defect but not the ones in battles?
>>
>>2799555
>>2799562
The Patriarch decides that the most just decision here is to slay all of the band of Alaric. Him and his warriors had turned this village into their own private cottages, slaying those who disagreed with him. The Patriarch considered that Alaric's apparent mercy was simply due to the surprise from the sudden rebellion, and the lack of will to kill those who sustain his oetty rule. The 15 warriors died of bloodloss not long after, gurgling on their crimson liquid.

Alaric and his warriors are gathered by the hill where their longhall was located. All of their throats are slit at the same time. The Alcaza Patriarch gathers the villagers and declares that the village was now under sovereignty of our tribe. The villagers cheered and pledged themselves to your cause.

Now, all that remained was to return home and deal with all these events. The Alcaza Patriarch had much to explain.

---Session End---

Wew, long session and an intense one, but fun nonetheless. Thanks for playing boys.

Anyhow, I was thinking of something while I played. Head over to discord and check my message (it'll be there soon).
>>
>>2799611
How big is this village?
>>
>>2801712
>village?
After the execution of Alaric and his men plus the death of 10 villagers from wounds, it stands at 75 people currently.
>>
File: God.gif (660 KB, 500x676)
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>>2801937
are you running today?
>>
>>2802025
Nope, not today.




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