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Last time in Beyond the Pale, you confronted strange boar-dogs that threatened your settlements, raided and treated with your hostile swampdwelling neighbors, the Natoyans, and confronted a strange deer spirit who seemed to know more about your god, Esaudh, than perhaps even your priests...

---

Upon your return, the priests are quick to assure you that you did what you needed to, but rumors have begun to swirl that they have perverted the word of Esaudh, and he may not even be talking to them at this point. They have no explanation for the ruins you found, and expeditions sent out there have all come back empty handed. The chief, however, tells you all to maintain your faith. Men can become corrupt, but the divine can never be.

At the same time, a few weeks later, an expedition has gone and come back from the lake on the edges of your map, claiming to have been set upon by strange fishmen. These beasts reportedly have no real intelligence, but were somehow learning, in order to capture the men on the journey and bring them down to the watery depths below...
---
Year 15 AA
---
Agriculture: 7/10
Resources: 7/10
Food: 8/10
Morale: 6/10
Wealth: 7/10
---
Population: 7,363
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
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>>3206247
Year 16*
>>
File: Known World.png (70 KB, 2118x1578)
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>>
>>3206247
>G. Exploration and Colonization
Explore the islands we control for any useful resources
>>
>>3206247
>G. Exploration and Colonization
Try again for minerals in our mountains and mainland
>>
>>3206247
C: Construction
Build better infrastructure.
>>
>>3206247
C.
>>
>>3206262
>>3206273
support
>>
Give me three rolls for the search for resources.
>>
Rolled 45 (1d100)

>>3206308
>>
Rolled 100 (1d100)

>>3206308
>>
Rolled 21 (1d100)

>>3206308
>>
Rolled 22 (1d100)

>>3206308
>>
Your search this time ends up being massively successful. At the foot of the mountains you uncover opals, and on Coasthugger, iron is finally found in a more proper form. The southern coast of Taelia, where your coal mine is, you also end up finding gold. The iron mine is granted to the Curstags due to an agreement made previously (one seemingly made to keep the Allo family from gaining more power over the mines of the state), while the opals are given to the Allos. The gold, however, is maintained as property of the chiefdom, with a cut being given to the Gunardhsons and also the Leredhs. In other news, the Natoyans are almost finished rebuilding from the war, while the Hilgotians are still feeling the effects of so many dead men. As such, trade is largely based on your interactions with Natoya and the Lavingi.
---
Year 17 AA
---
Agriculture: 8/10
Resources: 9/10
Food: 8/10
Morale: 7/10
Wealth: 8/10
---
Population: 7,736
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry II, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3206332
>F. Technology Research
Start adapting iron for our tools and armaments.
>>
>>3206332
J. Commune
We must speak to him, perhaps he is angry at us.
>>
>>3206342
This.
>>
>>3206332
>C. Construction
Facilitate our good stone-masonry to build stone roads between all of our settlements to help increase travel speed and trade.
>>
>>3206332
J
>>
>>3206332
F
>>
>>3206332

F. Technology Research
>>
>>3206332
>C. Construction
>>
>>3206354
This
>>
>>3206332
F.
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Plows
E. Stoneworking
F. Spoked Wheel
G. Other
>>
>>3206381
>C. Metallurgy
>>
>>3206381
C.
>>
>>3206381
>F. Spoked Wheel
>>
>>3206381
A
>>
>>3206381
E. For better houses and roads in the future.
>>
>>3206381
D
>>
>>3206381
E
>>
>>3206381
>D. Plows
>>
>>3206381
E
>>
>>3206381
C
>>
>>3206381
Chamge to E
>>
Once again, your masons are proving themselves to be superior to those of any other nation. The streets of Taelia feature ornate designs and delicate craftsmanship, with many buildings purely made out of various types of stone you have available to you as a city based on the coast. In comparison, Freland's architecture is indelicate and grim, and the wooden structures of most of the other cities you know of look childish in comparison. Only Celia can compare.

In other news, it seems the rumors about Esaudh have been confirmed. He is refusing to communicate with his priests, and has only told them how displeased he is with them for the killing of the stag.
---
Year 18 AA
---
Agriculture: 7/10
Resources: 9/10
Food: 8/10
Morale: 7/10
Wealth: 9/10
---
Population: 7,891
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3206423
E.

Order the execution of all current priests for displeasing Esaudh.
>>
Rolled 62 (1d100)

>>3206423
Intrigue: Raiding the Natoyans with the boys. We will attack during the night setting fire to their fleet before moving to enslave and loot everything on the island.
>>
>>3206423
Also, as said last thread, intrigue that is public or of a size enough it can't really be kept private gets rolled for in here. State your action when you do so.

>>3206434
Like this.
>>
>>3206434
Joining in on this
>>
>>3206423
>B. Culture and Religion
Make the priests who are shown to be incompetant walk to the sacred grounds and back with no food and water to show theyre sorry.
>>
>>3206423
>F. Technology Research
P l o w s
>>
>>3206423
Flay the incompetent priests and use their blood to soak stones with, building a new shrine out of these blood stones.
>>
>>3206423
>F. Technology Research
Continue too work on domesticating the Boar beasts
>>
>>3206423
>B. Culture and Religion
>>
>>3206441
support
>>
>>3206423
>F. Technology Research
>>
>>3206423
Execute those who threw spears
>>
Rolled 79 (1d100)

>>3206441
This plus thise who attacked the star

Intrigue: The Funllch Flynn was one of those brave men who mamage to keep the stag alive for a little longer, so the clan who attempt to make wood carving as offering to Esaduh and try to commune with the god if allowed
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Plows
E. Music
F. Spoked Wheel
G. Other
>>
>>3206483
>F. Spoked wheel
>>
>>3206483
F.
>>
>>3206483
>C. Metallurgy
>>
>>3206483
C
>>
>>3206483
C
>>
>>3206483
F
>>
>>3206483
D
>>
>>3206483
F. Spoked Wheel
>>
>>3206483
>C. Metallurgy
>>
>>3206483
C
>>
>>3206483
>F. Spoked Wheel
>>
>>3206483
F
>>
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Your metallurgy improves as your smiths begin to work with the gold you have now unearthed. While soft metal smiths make up a smaller portion of your general population, they are growing in number due to the volume of gold coming out of the mine. Some do fear that the gold will be made worthless if there is so much of it, though. However, the chieftain has other things on his mind.

A raid on Natoya by several families, clans, and more, led by the Curstags, has taken much loot from your neighbor. Along with enslaving and taking whatever is valuable on the island off the coast of their capital, the raid also burnt many of their ships. However, they did not burn all of them. Their sizable navy, now greatly reduced, has been put to work stopping all trade done on the Bay of Seals.
---
Year 19 AA
---
Agriculture: 6/10
Resources: 9/10
Food: 7/10
Morale: 8/10
Wealth: 9/10
---
Population: 8,249
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3206540
D. Build a bigger navy
>>
>>3206540
D
>>
>>3206540
D
>>
>>3206540
>D. Military
Build up the navy with our new wealth and bountiful forests.
>>
>>3206540
>D. Military
BOATS!
>>
>>3206540
>D. Military
MUH BOATS
>>
>>3206540
D: Fucking useless retards. up the navy
>>
>>3206540
A
>>
>>3206540
D
>>
>>3206540
>D. Military
Go fuck up the Natoyan ports so their navy can't refuel and gradually starves to death
>>
>>3206540
>D. Military
>>
I raise to the chief that the curstags and the other raiders be punished for ruining trade and relations with natoya once again.. EVEN AFTER THE WARNING THAT THE CHIEF ISSUED AFTER CURSTAGS FIRST RAID>>3206540
>>3206540
>>3206540
>>3206540
>>3206540
>>3206540
>>
>>3206540
>D. Military
>>
>>3206562
I concur, off with their heads
>>
>>3206562
Supporting.
>>
>>3206562
The Hearth Lodge Club supports the punishment of those who harm our society as a whole out of pure greed.
>>
>>3206562
"It is my understanding, this was a sanctioned Raid the Chief allowed?"
>>
>>3206562
>>3206571
>>3206578
>>3206580
"Raids happen all the time. Whats wrong with them right now?"
>>
>>3206562
Supporting
>>
>>3206582
“This raid just cut off all the trade.”
>>
>>3206587
"You worry too much Paxter. Where there is a desire for something, another will rise up to the task. You dont expect people to just not trade now do ya?"
>>
>>3206582
"Many of our club's members have complained loudly that they are unable to make any profit or trade any goods due to the Natoyan blockade, that your greed caused. It's only just that those who caused it must pay for the suffering of our craftsman, and of our people as a whole"
>>
>>3206587
We the Gunardshon Clan still has trade with the Natoyans.

But if may not last for long if the Curstags are allowed to roam free, against the benefit of our people...
>>
>>3206597
"As I said before>>3206594. This is but a minor upset. Like a rock in a calm pond the waters will return to their tranquil state and your craftsmen will be able to trade again."
>>3206605
"I'm not sure we'll have been able to stay peaceful with them for long. Eventually we'd start trading and settling more along the bay. Causing us to bump shoulders with them more often."
>>
Your navy as it is right now is quite limited, with five 20-oar ships making up the majority of it. If you were to raise ships from traders, that number could be brought up to around twelve, but it would also require paying for it. There is a possibility you could hire more from the Hilgotians or the Lavingi, but doing so would require going through Natoyan waters or charting a course south through unexplored areas. Currently, you have enough weapons and armor to suit 600 men, with the armor mostly consisting of cheap, copper helmets and coats worn over a boiled leather (cuir bouilli) garment. Copper shortswords are the weapon of choice for all but the officers, who use spears. Some bowmen exist as well.

The Natoyans themselves fare much the same in terms of armor, except that they, from your knowledge, use iron weaponry in combat. However, the use of swords is still the same, along with bowmen. Their navy, however, has 30-oar ships within it, and contains five of these ships.. However, if they are preparing for conflict as you are, they may be building more.

What will you do?
>>
>>3206613
Build up more vessels at a size of 30 oar ships.
Start phasing out our militaries copper armaments for Iron ones.
>>
>>3206613
Dumb 4 wealth and resources into making ships this so that we can burn the Natoyan fleet next year.
>>
>>3206613
The navy shall be brought up a total of twenty ships of our current make, focus on the use of slingers on board to throw both bullets at a rapid pace.

Our men however shall be given iron spears as their main weapon since they are easy to produce in mass.
>>
>>3206613
Start Producing Iron weapons and armor while a few brave men navigate the uncharted seas in hopes of reaching the Lavingi or Hilgotians
>>
>>3206624
Changing to this
>>
>>3206613
"If we are committed too war I suggest we approach the Lavingi and such before our enemies do"
>>
>>3206540
Intrigue: Try and contact the priests to figure out what they (our god) think about our people raiding Natoyans?

"Esaudh: The God of Health and Home"
>>
>>3206624
supports the plan
>>
>>3206624
>>3206613
>>3206629
backing these guys we need more military asap
>>
Intrigue: Cuula is going too climb the mountain himself and try too commune with Esaudh, hoping to discover what is wrong with their Lord and how too assist him. If the priests are not saying things right maybe its best to get it from Esaudh himself...
>>
>>3206639
The priests don't care, and they do not believe Esaudh does either. War is natural.

>>3206652
You get nothing from your visit; the priests have blocked off the way up.

---

The ships are made, and the spears ordered, all being completed just before the end of the year. However, while that itself is costly, your lack of trade is also biting into the coffers of the chiefdom...
---
Year 20 AA
---
Agriculture: 6/10
Resources: 9/10
Food: 7/10
Morale: 6/10
Wealth: 6/10
---
Population: 8,411
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3206667
I. Send out the fleet armed to the teeth to deal with the Natoyan navy, use the superior range of our slings and spears to whittle them down.
>>
Rolled 38 (1d100)

>>3206667
I
Attack their navy

Faction Project:
The Saldos shall continue to breed and expand their Boarhound herd. However, they will also try to breed these Boarhounds to be bigger and stronger... Perhaps these Boarhounds can be made large enough to ride?
>>
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Rolled 41 (1d100)

>>3206667
The Embermaidens

Raise the perfect house slave from among our stock. They will be trained from birth in the skills of cooking, cleaning, sewing, serving and many other household skills. With these hugely useful skills they can be sold for large sums to very wealthy families.
>>
Rolled 71 (1d100)

>>3206667
Samio organizes bands of warriors and hunters to go up north to the lands occupied by those strange brutes. They'll try and capture some loners to bring back home so we can see if they make good slaves.

>I diplo
Attack the swamp men
>>
Rolled 55 (1d100)

>>3206667
Faction project:
Start buying out the other bread shops, we need to expand our buissnes, since they now lay unprotected and vurneable to outside forces, which we cannot allow.

Additionally we shall once again aid the poorer people by giving them bread and apprienticeships so they can get skills to return our society again!
>>
Rolled 58 (1d100)

>>3206667
A new tradition has been created in clan Flynn of powerlifting after realizing how they gain strength over the years working with lumber, they began exercising during their free times and eating more to become big and strong! It was a great way to release anger and stree after the injustice of the Erodh family and Esaudh's being upset with us after killing his friend.

I. War!
>>
>>3206669
>>3206667
Backing
>>
Rolled 29 (1d100)

>>3206667
>Year 20 FP “Into the Mists”
Going by what was said by Phos before his passing the Nimuea have began to explore east in search of these other spirits mentioned. With them they will take their little projects, they seek too find these Spirits too learn from them, to understand their words, rituals and the Mists...This being where the Clan excels...going into the wilds...

Seeing all these rolls lets me know this is a bad dice cycle
>>
Rolled 73 (1d100)

>>3206667
>I. Diplomacy and War
Attack the Natoyan navy, fucking warfags baka

Faction Project: In order to help alleviate the current financial downturn and to help prevent members of the HLC from suffering so badly from future depressions, the main HLC lodge will now double in purpose as a bank. Members of the club will be able to store any excess currency as well as any valuables they may have so that they may access them when tough times are ahead. A portion of the club's earnings will be slowly deposited into all participating member's accounts the longer they stay with and are active in the club, encouraging activeness within the HLC.
>>3206680
Also give Dumtha a small loan to help his loaf requisitioning endeavors.
>>
Rolled 88 (1d100)

Faction Project: Train the men of my clan at fighting and sailing so that nothing will fuck with us on the high seas.

>>3206667
I
>>
Rolled 87 (1d100)

>>3206667

FP : create 10 new farms near the river. Our family needs to grow, alongside all the tribe.
>>
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Rolled 4 (1d100)

>>3206667
Assets
Farming Village
Adventurers
Raid Money
Ship
Magic god Sword [4/5]

Faction Project

Seeking more lands to inhabit for our great people my clans will explore and establish a fishing and small farming settlement on this island.

>>3206667
>A. Agriculture
>>
Rolled 69 (1d100)

>>3206667
I, Let’s talk with the natoyans.

>Faction Assets
Bison herds
Tents

>Faction Project
Tame the Bison!
>>
Rolled 76 (1d100)

>>3206667
Aul son of Ful Takes charge of the family after his fathers untimely and cruel death and figuring his family needs to improve its image decides to throw himself and his clan into building a small complex near The Fountain to protect it and help protect the nearby villages and farms. All young males of the family are required to spend a couple years out there and it is overseen but one of the main families daughter
Assets
ASSETS
A number City guards and their families
Their houses and Guard Equipment
A Small compound overseen by the Tulide Matriarch
>>
>>3206688
While Ferdia has been doing this side of things Cuula has been seeing their monetary gains from trade be reinvested in development of Crater island.
>>
>>3206667
I
It is time for war. Sando himself shall volunteer to lead our clan's warriors into this endeavor, as he feels age gripping him - he would rather find a glorious end in combat than passage into the night.
>>
Rolled 43 (1d100)

>>3206667
I. Attack the natoyans navy

Fac Project: If the current priests will ignore the will of Esaudh, then Clan Daetha will go around them. Begin to commune with Esaudh, trying to find out what he wants so that we may properly guide our people. We will assume their roles if the they wish to turn their cheek to their duty. The incident with Phos should never have happened.

Assets
Several small devout families
Small village near the Fountain
>>
Rolled 88 (1d100)

Faction project for Clan Rodhar:
Join the Nimueans in their journey east - our knowledge of those woods should be helpful and we wish to further expand it, taking on any grave challenge along the way for glory and discovery

Assets up to this point:
-Homes on the outskirts of Taelia
-A forester's camp in the nearby woods
-Capable hunters, lumberjacks, scouts
-Trophies of the great bear hunt
>>
>>3206670
Muh assets my bad

Assets:
A compound/housing in the Northern settlement where our hunters are based out of
A tiny Boarbeast herd (slowly expanding and domesticating them into Boarhounds)
Some hunters
>>
>>3206676
Faction Name: The Torch Bearers
Description: A loose group of explorers, merchants and adventurers united under the vision of Ailen Curstag. Members of the Torch Bearers often act as delivery men of both goods and mail within the settlements of Taelia or dealing with the rather dangerous trade with the Natoyans.
Assets:
-Trade Ships
-Boarbeast Pack Animals
-Simple Delivery Network
-Iron Mine on Coasthugger
Trade Routes:
Jewelry for Copper
Star Metal for Exotic Goods
Boarbeasts for Exotic Goods
Peat for Goods
Slaves for Exotic Goods

Investments:
Leredh Clan
Samio Clan
Priests of Esaudh
Tulide Family

Agreements:
Guards from the Tulide family
>>
>>3206688
>>3206718
>Assets
-Starstone
-Wealth from trade
-Swampfolk Slaves
-Boar beasts
-Carved Spirit City Stones

>Skills
-Survivalists
-Vague Astronomy
>>
>>3206685
Assets:
- Experienced wood carvers
- Timber and wood carving shops
- Compound/housing on the edge of town
- Shipbuilding and wooden goods agreement with Gunardhson Clan
>>
>>3206696
Assets
- Fishing vessels
- Portion of southern goldmine
- Settlement on Coasthugger
- Capable seamen (hehe)
>>
>>3206695
Assets:
- Lodge Club
- Decent number of various craftsman as club members
>>
>>3206678
Assets
Clan farms and warriors with equipment
>>
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>>3206670
While the herd grows, and you do try to breed it in certain ways, they are certainly not large enough to ride right now.

>>3206676
Your newer slaves are not as well trained, but those coming from the original raid are selling decently.

>>3206678
You manage to capture one of the ogres, but they do not make good slaves at all. However, you are able to gain some money by building a small fighting ring and letting challengers attack the thing. And while you were in the north, you also happened upon some form of spice which sold well when you returned.

>>3206680
Somehow, your bread business continues successfully. You make up a decent amount of bread sales within the chiefdom, and if all goes well, you will make up more in the coming years.

>>3206685
Your clan has continued its regimen of bulking up to the point where doing it any more would be wasteful to other things they could be doing.

>>3206688
While Crater Island has begun to develop, the forests remain dangerous and elusive. You have found several signs of spirits, but whenever you get relatively close, something happens and you are forced to leave, often with a number of you dead. Your instinct says to seek Esaudh, but the priests are still refusing to let others see him.

>>3206695
While there really isn't any currency available, you have been successfully making money this way via the various rare minerals recently discovered.

>>3206696
Your training goes well, and your sailors are quickly becoming known as the toughest around. Useful for the coming battles, you would assume.

>>3206697
Your farms continue to do well, and you are able to build your farms. Your family is one of the most respected around, at least, for a family of farmers.

>>3206701
Your farm on this island has been recently set ablaze by the Natoyans, and its people enslaved. It seems like this was their choice of revenge.

>>3206703
Your taming is going well, and you have even discovered there are several different types of bison. The smallest of which seems the easiest to tame, and as such, you are doing quite well with them. It is fair to say you are close to taming these ones entirely.

(FYI, faction projects are generally assumed to have taken place over the past ten years. However, if it's a project that seems to take place over the next ten, I won't penalize you for it, unless it's shortsighted and something happens to interrupt it.)
>>
>>3206783
After a hard workout one of the Flynns has so much adrenaline pumping he goes to the pit to finally defeat the ogre!
>>
>>3206791
>>
>>3206678
Assets
Clan farms and warriors with equipment
>>
Rolled 30 (1d100)

>>3206791
>>
Rolled 10 (1d100)

>>3206667
The priests set up a program across our nation to educate the youth in arts of their choosing. The way it works is by working with the Nympth clan, we secure apprenticeships with several trades, combined with religious and other basic studies to give a well rounded education.
Ultimately the goal is to help raise a generation of well rounded, loyal citizens for our kingdom.

Faction name: Priests of Esaudh

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

Assets: A missionary headquarters
A few missionaries
Scrolls on ancient history and the religion of our people
Faith militant (Militiamen who guard church operations and watch for heresy)
Several frontier settlements
>>
>>3206708
The small buildings soon grow to be the base of the fountain guards, allowing you to begin to restore your tarnished reputation, and create a place for your men to train.

>>3206728
Your fights with the priests have put you in decent standing among the public, but there are more of them than there are of you. However, the further undermining of their authority has put the priests in a precarious position, one you could easily take from them if given time.

>>3206733
>>3206688
While you haven't been able to relocate the city, with the help of the Rodhars, masters of these woods, you are able to translate your metal tablet after digging through the ruins. It reveals that this was indeed once a city of spirits, a group of spirits who were using the ogres found all over the continent for slave labor, which was the foundation of the city. Esaudh was one of these spirits, but something occurred, and he and other rebellious spirits brought the city to its knees... the tablet mostly curses him, the other spirits, and the ogres.
>>
>>3206791
Even your strongest man cannot defeat the beast.

>>3206811
No one attends your schools, most too busy farming. Others do not trust you due to the actions of other priests not associated with your group, in relation to the deer.

---

It seems all are in favor of attacking the Natoyans, but particulars are needed. What is the plan?
>>
>>3206667
>J. Commune

We need a closer connection to our god!
magic bois???
>>
>>3206820
Focus on destroying the Natoyan navy using the superior range of slings and spears, a ship needs only a few of it's rowers to die on one side to stop it from functioning. Use bait merchant ships to draw them out.
>>
>>3206826
This
>>
>>3206826
This
>>
>>3206826
>>3206820
Backing
>>
>>3206820
Well focus on battling them at sea.
Slowly wearing down their navy.
>>
File: Galley.jpg (666 KB, 2124x1480)
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While the baiting with merchant ships will not be possible on the open sea, slings and spears may indeed prove useful. Give me three rolls for scouting as your navy attempts to locate the enemy.
>>
Rolled 91 (1d100)

>>3206888
>>
Rolled 82 (1d100)

>>3206888
>>
Rolled 62 (1d100)

>>3206888
>>
Rolled 60 (1d100)

>>3206888
>>
Rolled 60 (1d100)

>>3206888
>>
Rolled 97 (1d100)

>>3206888
>>
Rolled 91 (1d100)

>>3206888
>>
Rolled 93 (1d100)

>>3206888
>>
You soon find the enemy's fleet near the island that the Raends had settled on, where their ships are milling about. They make no efforts to attack you, yet. Their numbers appear slightly inferior to yours, with your guesses ranging between 14 and 18 ships. However, with their greater amount of men, that may prove important.

What will you do?
>>
>>3206914
Move to engage them using the slings superior range to whittle them down before they can attack us. If they get close use spear throwing and distance to kill their rowers. The goal is to disable their rowers thus stranding their ships.
>>
>>3206914
Destroy their fleet
>>
File: barbarian3.jpg (55 KB, 700x884)
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>>3206914
Sando of Rodhar has a proposal!
Our ships stand little chance to defeat the enemy in a straight-forward battle and they have seen us now. Our navy should attempt a diversion, perhaps head in the direction of Natoya, quite visibly, to draw the enemy away for a bit. Sando and whoever else volunteers could use this to take boats or a single ship if we have no small boats towards the island from a different angle, land and find a place to wait in ambush. The navy avoids a real battle, at most a skirmish and then pulls back; When the Natoyans take time ashore, we'll attack them in the most opportune moment - at the very least causing some damage and disarray which our fleet could seize upon.

"Only those ready and willing to die in battle should come for this" The old, yet still buff man says
>>
Rolled 76 (1d100)

>>3206942
>>
>>3206942
(No rolls, says Hare, twas a mistake)
>>
Rolled 23 (1d100)

>>3206942
>>
>>3206936
Sure support this
>>
>>3206936
Support this
>>
>>3206936
A few members of Clan Nimuea will agree to this plan. They can hide in the wilderness and survive...maybe lay traps within the homes and set them up to be ready to burn?
>>
>>3206936
this
>>
>>3206936
supporting
>>
>>3206936
Subbort
>>
With most people agreeing to Sando's plan, it is put into action...

Three rolls.
>>
>>3206936
Aul will lead a few of his men along Clan Rodhar
>>
Rolled 60 (1d100)

>>3206973
>>
Rolled 92 (1d100)

>>
Rolled 44 (1d100)

>>3206973
GLORY IN DEATH
>>
Rolled 79 (1d100)

>>3206973
>>
Rolled 45 (1d100)

>>3206973
>>
Rolled 15 (1d100)

>>
Rolled 30 (1d100)

>>3206973
>>
Rolled 69 (1d100)

>>3206973
>>
Rolled 4 (1d100)

>>3206973
>>
Rolled 59 (1d100)

>>3206973
>>
Rolled 64 (1d100)

>>3206973
>>
As your ships move swiftly towards Natoya, the men chosen to go ashore do so, heading to the island on one of the ships, having gone unnoticed, by chance, or perhaps by the will of Esaudh.

Who joins Sando?
>>
>>3206998
I will fight on suicide nigger time
>>
>>3206998
Finna join.
>>
>>3206998
Paxter of the family Leredh will join
>>
>>3206998
Kagro shall go, an older man of the Nimuea whom seeks too die blade in hand than in his bed.
-Two spears
-Sword
-Rations
>>
>>3206998
Eliahs joins
>>
>>3206998
Oxan with is simple spear.
>>
>>3206998
I wont go, but i'll send everyone a good piece of bread, one of the finest.

As payment for shagging their wives once their dead :^)
>>
>>3206998
Samio will join the group
>>
>>3206998
Iul Tulide the youngest brother of the Main Tulide Family join the assault
Leather Armor
A Spear
A Bronze Rimmed Shield
>>
Alongside you seven are another eighteen men who were aboard the ship. Some are farmers, some fishermen, some sailors... but all of you are likely to die on this trip, the furthest from home some of you have been. You all know it, but you all agreed to it anyway. Thus, you all, the bravest of the sailors, move and wait to ambush your enemy...
>Hide in the buildings
>Hide in the woods
>Hide in crates and such near the docks
>Other
>>
>>3207043
>>Hide in crates and such near the docks
>>
>>3207043
fuck hiding attack them now
>>
>>3207043
>Hide in boats
>>
>>3207043
>Hide in the woods
>>
>>3207043
>Hide in crates
>>
>>3207043

>Hide in the woods
>>
>>3207043
Just to clarify, it is day, but night is approaching.
>>
>>3207043
Take cover in the trees
>>
>>3207043
>>Other (Plan Idea)
Put flammables under the houses so they can light up. this evening then wait under the houses too. When evening comes we sneak out lock those asleep within the houses in by blocking the doors and lighting them up.
>>
>>3207043
I propose we seek cover in the woods - I have some experience in that, it is our best chance; We wait for nightfall and a sign of vulnerability from the enemy before we move to strike.
>>
>>3207059
"Maybe we should set up a way in before we go and hide it to make your move easier later?"
>>
>>3207043
>Hide in the woods
>>
>>3207061
The best of our scouts can look around for opportunities on the isle, the rest stay in the woods. We seek to kill and burn and cause chaos among the Natoyan fleet.
>>
>>3207065
“Aye a good plan. Sando.”
>>
>>3207065
"I concur my friend, may glory find you"
>>
>>3207059
Thissu. Suprise attag
>>
>>3207059
>>3207059
bupport
>>
Give me three rolls for how the skirmish near Natoya went, as the mission is the main focus here.
>>
Rolled 59 (1d100)

>>3207108
>>
Rolled 75 (1d100)

>>3207108
>>
Rolled 31 (1d100)

>>3207108
>>
Rolled 61 (1d100)

>>3207108
>>
As you move to hide within the woods, night falls, the only light you can see being dim torches near the buildings that lie on the edge of the forest, towards the dock. It is several agonizing hours before the enemy finally returns, but when they do, they are tired, if happy. It appears only a few of their ships have returned, but that is still enough to assure certain death for you. As such, when you strike, you do so with relish, knowing that the knife you grip, the fear you see, and the blood you'll spill will be the last things you'll see before you join Esaudh in the sky above...

DC 30, -25 surprise, -10 last stand, +5 inferior equipment, +5 experienced warriors, +5 ???.
>>
Rolled 14 (1d100)

>>3207127
>>
Rolled 59 (1d100)

>>3207127
>>
Rolled 38 (1d100)

>>3207127
>>
Rolled 5 (1d100)

>>3207127
>>
Rolled 59 (1d100)

>>3207127
>>
Rolled 97 (1d100)

>>3207127
>>
While the snapping of twigs may have given you away a little, no Natoyan could believe their eyes as you emerged from the woods. At least, until, the first few men lay dead as you rushed them, blades in hand, and began dropping them to the ground. However, some of the faster to react are attacking back, and you are losing men faster than you had hoped. At least you have something to look forward to, most of you suppose. The fear of death does not strain you as you continue to attack!

DC 35, -20 surprise, -10 last stand, +5 inferior equipment, +5 experienced warriors, +5 ???.
>>
Rolled 58 (1d100)

>>3207146
>>
Rolled 15 (1d100)

>>3207146
>>
Rolled 78 (1d100)

>>3207146
>>
Rolled 5 (1d100)

>>3207146
>>
Rolled 67 (1d100)

>>3207146
>>
Rolled 19 (1d100)

>>3207146
>>
Some of you have fallen to licks of fire, coming from men wielding strange sticks inlaid with gems and metals. Others of you have been killed by blade and hammer, your lifeblood leaking out onto this foreign ground.Yet, the last of you stand bloodied, but not quite dead yet. The enemy is all around you, but, with your backs to each other, you charge into the fray for one last stand, Sando leading the way.

DC 45, -10 surprise, -10 last stand, +5 inferior equipment, +5 experienced warriors, +5 ???.
>>
Rolled 24 (1d100)

>>3207161
>>
Rolled 43 (1d100)

>>3207161
>>
Rolled 76 (1d100)

>>3207161
>>
Rolled 49 (1d100)

>>3207161
"DEATH!"
>>
Rolled 32 (1d100)

>>3207161
>>
Rolled 45 (1d100)

>>3207161
>>
Rolled 38 (1d100)

>>3207161
Pick up staffs from those fuckers!
>>
Rolled 93 (1d100)

>>3207161
>>
Now alone, Sando falls upon the blade of the latest man he was fighting. He can feel his heart growing weaker, but the pain no longer matters. His body is past that, not even strong enough to hold itself up; the sword is holding much of his weight, above the grass, now wet with blood. His eyes are past that, looking beyond the dead, and the grim faces of Natoyans glaring at him. They look at the last thing that man will ever see: familiar ships in the distance.
>>
Intrigue post. You know the drill.
>>
Rolled 71 (1d100)

>>3207281
Take a vessel and explore southwest of the black bog, as indicated by the white arrow.
>>
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>>3207286
Your small adventure in the weeks prior to the war is put to an immediate halt by the discovery of a massive island in the middle of the Bay of Seals. You spend your time charting it, before landing on it, and exploring its interior for a few days. As you discovered it, feel free to name it.
>>
>>3207391
Name it “Magaluf”
>>
Rolled 34 (1d100)

>>3207281
Jeromiah creates a reform prison program and teaches the criminal how to become a better citizen in society either the easy way or hard way.
>>
>>3207404
On second thought, name it “Fulagam”
>>
Rolled 63 (1d100)

>>3207281
Intrigue: Send a group to scout out the area around they swamp between us and the noyatoans. Avoid going into the swamp itself unless we’re absolutly sure the swamp men don’t have a presence there.
>>
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Rolled 13 (1d100)

>>3207281
The Crater island has been officially renamed "Nimunor" and a founding stone has been placed upon it as its development continues according to a development place.

>In other news Intrigue:
Set up a small camp/observation force at the area identified in the picture. At the base of the Mountain between the two rivers where its still grassland...just. We shall if possible climb this mountain too just too see whats about, or just get a nice view of the stars. They have learnt from the stories of the Lake to be careful and remain hidden and aware
>>
Clan Flynn agrees in a contract to provide resources for the priests of Esaudh to their frontiers exchange for housing or/and payment
>>
File: Explorepath.png (18 KB, 697x599)
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Rolled 91 (1d100)

>>3207281
Intrigue:
Aingwas wishes to take on a challenge. To prove himself as the Master of the Woods, he shall head further east than ever before, hoping to cartograph beyond the edge of our known map. As a further challenge, he shall bear no metal upon himself - leather, wood, stone and fire are all he shall have at his disposal, like the ancient ancestors before the days of metal. He will take those of his clan who wish to follow and go along this general path, skirting along the forest's edges to be wary of dangers from within and without.
>>
>>3209415
As the Nimuea and the Rodhar had travelled and worked together they had build up a bond of friendship and as such upon hearing that they would again be heading east into the forests they share the report and warning about the still loose Purified last seen in the area.

>bony as if its skin was replaced except for a gap near its face where the flesh had turned a dark red and sharp teeth remained
>>
Rolled 53 (1d100)

>>3207281

Explore the near north land near our river for some weeks (2-3).

Oxan and 6 other Jagats will go.


See how the soil is fertile, how many stones there are in the ground, what kind of plants are more numerous and the presence of worms.
>>
Rolled 8 (1d100)

>>3207281
Men of the Talons will visit Esaudh and ask for forgiveness for their actions against the stag spirit. If the priest refuse to let them see and talk to Esaudh they will be "physicaly removed".
>>
Rolled 97 (1d100)

>>3213702
I said beat up the nerds.
>>
Rolled 95 (1d100)

>>3206667
The Sons of Esaudh
Assets:
A number of followers
A commune with some farmland


Faction Project:
His flock being attacked by bloodthirsty Purified is not acceptable to Brother Mith.
A militia is to be formed, Staves, spears and grappling to be their weapons. We shall defend our homesteads and give death to all who seek to disturb our lives of peace.
>>
>>3207831
The group that goes out there does not return.

>>3209415
>>3209433
Both of you will have mapped results for next session. Thinking about it, perhaps letting random folk wander about to explore the setting isn't the best idea, but I'll honor your results.

>>3213702
>>3213727
(For some actions that I consider easy to get done, I'll take the player's better roll, such as in this case.)
As you progress up the mountains, the priests indeed stop you, as you noting the presence of many Erodh family members. Your assault on those who would block your way goes extremely well, leaving many of them unconscious, and others so terrified they flee the mountain altogether. You complain to those who remain about the lack of freedom of the people in their worship, which the priests nod along to, though you're not sure if they're agreeing or don't want to get hit again. Upon inspecting them, you find that most belong to the same group. Their name isn't important, they merely represent the top of the religious totem pole that has been present for generations.

However, that is not what you are here for. It is to talk to god. Approaching the summit of the mountain, beyond which you are generally forbidden to enter, your men read aloud an apology drafted in stone days prior. Unlike what the gossip says about the priests, however, Esaudh responds to you.

"Do not weep for what you have done, my children, but for what it has caused. I do not wish any more to speak to those same priests, but at the same time, I will not fight them. I am more disappointed in that they saw the need to trick you. I am your god, and you, my followers. I shall not harm you."

Then he falls silent, and despite your pleas, you hear no more from him.

Some of the priests appear to have followed you, as in the following weeks, news of the god's message spreads throughout the chiefdom. Perhaps these clergy have changed their ways, because the words Esaudh spoke remain mostly unchanged as they change from place to place, though the details of your assault go from a mere fight of resistance against those blocking your way to a deadly ambush on your heretical enemy in the mountains.
>>
Rolled 50 (1d100)

>>3207281
In an act of civility, Hach appeals to the other two major houses to force the Erodh priests out of their position. He says many have not only denied many followers of Esaudh passage to visit their god, but also says they have perverted the will of Esaudh and have purposely lied to their people. “Many of them are nothing more than those who seek to gain the fame, power, and notoriety that comes with being a holyman of Esaudh” Hach explains.
>>
Rolled 8 (1d100)

>>3223186
Support with my faith militant
>>
File: Ancient Ship.jpg (1.22 MB, 3000x2363)
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(I didn't think it needed to be said, but don't start doing a ton of intrigue in the middle of a war, or an expedition. In fact, do neither during a war or expedition; from now on, that's a rule. This just looks messy. I'm not responding to either of those rolls. The faction projects are fine though. I'll get to that one after the war.)

---

With three of your ships taken out as you skirmished with the enemy on the waters near Natoya, you managed to only cripple a single enemy ship. However, as you move towards the island base of your foes, it seems the distraction has worked, though all your men are likely dead or captured. Most of their ships are scrambling to pull out of the harbor, chaotic and unorganized, while a few have yet to unmoor altogether!

DC 45 as you sail into combat, -10 disorganized enemy, +5 high morale, -5 inferior equipment, +5 numbers, +5 experienced, +5 ???.
>>
Rolled 54 (1d100)

>>3223318
>>
Rolled 23 (1d100)

>>3223318
>>
Rolled 20 (1d100)

>>3223318
>>
Rolled 26 (1d100)

>>3223318
>>
Rolled 62 (1d100)

>>3223318
>>
Rolled 1 (1d100)

>>3223318
>>
Rolled 45 (1d100)

>>3223318
>>
While you have certainly caught your enemy offguard, those vessels which have drawn out of port move to counter your approach. They block off your path to their ships still coming out of port, and archers fire from atop a number of decks, serving the same purpose as your sling men. Your organization, however, may prove key, as the battle continues, with all ships in the water still engaged in combat.

DC 45 as you carry on, -10 disorganized enemy, -5 high morale, -5 inferior equipment, +5 numbers, +5 experienced, +5 ???.
>>
Rolled 12 (1d100)

>>3223353
>>
Rolled 48 (1d100)

>>3223353
>>
Rolled 42 (1d100)

>>3223353
>>
Rolled 47 (1d100)

>>3223353
>>
Unfortunately for your men, the enemy's ships are largely already out of the harbor now, their blocking of your path having served them quite well as their fleet had relatively free passage. While you are going man for man in terms of the oarsman, their larger ships appear to have enabled them to have more archers on board, which is making a difference as some ships in the water begin to slow down and move oddly. They also appear to have mages on board, a few of which have flung fireballs which have cost you time as you put them out. This is due to the injuries oarsmen have begun to sustain on both sides. However, for now, your enemy holds a slight edge even with their disorganization, though the fight is by no means over!

DC 40 as you carry on, -10 disorganized enemy, -5 high morale, -5 numbers, +5 experienced, +5 mages.
>>
Rolled 10 (1d100)

>>3223376
>>
Rolled 43 (1d100)

>>3223376
>>
Rolled 26 (1d100)

>>3223376
>>
Rolled 25 (1d100)

>>3223376
>>
Rolled 44 (1d100)

>>3223376
>>
>>3223376
A daring move must be made! When one of our vessels is ignited...let it be...let the fire spread and ram it into their clustered fleet!
Use their works against them!
>>
The enemy continues to turn the tide against your ambush, as they start to reorganize. One of your ships has been crippled entirely on the now dark waters, and as night truly falls, it's become much harder to see the Natoyans, let alone hit them.

What will you do?
>Retreat
>Keep fighting
>Other
>>
>>3223389
>Retreat
“Time to abandon ship!”
>>
>>3223389
>Keep fighting
>>
>>3223389
>Keep fighting
>>
>>3223389
>Keep fighting
>>
>>3223389
>>Keep fighting
>>3223393
"You aint going no where lad."
>>
>>3223389
Keep Fighting
>>
>>3223389
>>Keep fighting
>>
The will to fight is still strong, and your enemy's torches are strong enough indicators of their positions. Though you may be down a ship, the battle continues as bullets and arrows fly with lethal speed through the air!

DC 40, -5 disorganized enemy, -5 high morale, -5 numbers, +5 experienced, +5 mages.
>>
>>3223389
>Keep fighting
>>
Rolled 13 (1d100)

>>3223411
>>
>>3223389
>Keep Fighting
Ram one of our burning vessels into their fleet before they organise completely! The light among their own fleet will also damage their own vision of us in the dark as their eyes are unable to adapt but they will be highlighted
>>
Rolled 24 (1d100)

>>3223411
>>
Rolled 37 (1d100)

>>3223411
>>
Rolled 13 (1d100)

>>3223411
>>
Rolled 49 (1d100)

>>3223411
>>
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Another ship falls, this one being boarded as its crew grows too small to move! Your enemy now appear to have the same number of vessels as you, and with their ships a bit larger, it makes it all the more important that you win this battle. As your numbers continue to slowly lessen, will this be when you turn the tide, if at all?

DC 50, -5 disorganized enemy, -5 high morale, +5 experienced, +5 mages.
>>
Rolled 95 (1d100)

>>3223429
>>
Rolled 71 (1d100)

>>3223429
>>
File: Resplendant Wave.jpg (305 KB, 600x529)
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Rolled 79 (1d100)

"Come on ye Laddies, Lets kick these swampfuckers into the oceans arse"
>>
Rolled 59 (1d100)

>>3223429
>>
Rolled 72 (1d100)

>>3223429
>>
Rolled 51 (1d100)

>>3223429
>>
Rolled 54 (1d100)

>>3223429
>>
Oseph Mith, leader of the Sons of Esaudh, lands a large blow on the enemy as two spear chucks hit not one, but two mages, effectively crippling a ship neighboring his own. Another enemy vessel stops soon after, allowing you to regain some power in the situation. However, did it come soon enough? As the battle continues, none can be sure yet, but as Taelian sling men continue to hit their targets, roars of approval are shouted out by warriors and archers alike.

DC 45, -5 disorganized enemy, -5 high morale, -5 numbers, +5 experienced, +5 mages.
>>
Rolled 66 (1d100)

>>3223451
>>
Rolled 80 (1d100)

>>3223451
>>
Rolled 62 (1d100)

>>3223451
>>
Rolled 4 (1d100)

>>3223451
>>
Rolled 84 (1d100)

FOR THE SEA FISH TITS
>>
Rolled 2 (1d100)

>>3223451
>>
Rolled 42 (1d100)

>>3223451
>>
Rolled 22 (1d100)

>>3223451
BEElieve
>>
Rolled 14 (1d100)

>>3223451
>>
Rolled 80 (1d100)

>>3223451
>>
Rolled 19 (1d100)

>>
Another enemy ship stops dead in the water, but they do not seem to be willing to slow down, even as you gain the upper hand. Your morale couldn't be higher with an upswing like this, the cold waters of the Bay of Seals even becoming host to a few Natoyan oarsmen carried to an icy death perhaps in the pursuit of an escape from the barrage they are faced with. It is almost strange how intent the enemy seems on fighting, especially as both you and they grow quite weary from many hours of sailing and fighting.

DC 45, -5 disorganized enemy, -5 high morale, -5 numbers, +5 experienced, +5 mages.
>>
Rolled 50 (1d100)

>>3223478
>>
Rolled 82 (1d100)

>>3223478
>>
Rolled 57 (1d100)

>>3223478
>>
Rolled 100 (1d100)

>>3223478
BOOOOOOOOOARDING PAAAARTYYYY
>>
Rolled 90 (1d100)

>>3223478
>>
Rolled 63 (1d100)

>>3223478
>>
Rolled 79 (1d100)

>>3223478
>>
Rolled 67 (1d100)

>>3223478
WABE
>>
File: Natoyan Chieftain.jpg (101 KB, 900x900)
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As two more of the enemy's ships float dead in the water, an unnaturally loud voice silences almost all but the brave and the stupid.

"Taelians! Return home and we will have no quarrel with you, but continue to fight, and you will be prey for our gods and for our swamp. There are cursed things between here and the afterlife, and we hold host to them. You have five minutes."

The words come from what appears to be the Natoyan chieftain, standing in fineries atop one of their ships. A tall and imposing figure, his bright blonde hair is just barely visible enough in the moonlight that you would be able to recognize him, if his golden jewelry did not give him away.

The chieftain himself leads your navy right now, but he decides to hear out his men on the issue.
>Stay and Fight
>Retreat
>>
Rolled 29 (1d100)

>>3223507
Hit him with a slingstone
>>
>>3223507
>Stay and Fight
>>
>>3223507
>Stay and Fight
>>
>>3223507
>Stay and fight
>>
>>3223507
>>Stay and Fight
"We have their army and chieftain away from their impenetrable swamp. This is our chance to deal a crushing blow and we must taking."
>>
>>3223507
>>Stay and Fight
"A POX ON YOU AND YOUR ARSE LICKING GODS"
>>
Rolled 39 (1d100)

>>3223507
Shoot an arrow at him
>>
File: Poo Honey.png (24 KB, 300x250)
24 KB
24 KB PNG
Rolled 90 (1d100)

>>3223507
>Stay and Fight
>>
>>3223507
>Keep fighting
>>
>>3223507
>Stay and Fight
"I don't run from no foe."
>>
File: The Dragon of Natoya.jpg (97 KB, 764x1045)
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As a flurry of insults and abuse is directed towards the chieftain, along with several projectiles, he turns back, hit by none. And then all hell breaks loose, as a shrill cry echoes through the sky.

At first your men are confused, but as a red figure descends from the clouds, that confusion grows to terror as they look upon the visage of what your opponent has called. A winged serpent larger than a single one of your ships: A dragon.

DC 60, -5 disorganized enemy, -5 numbers, +10 terrified, +5 experienced, +5 mages.
>>
Rolled 71 (1d100)

>>3223534
>>
Rolled 64 (1d100)

>>3223534
>>
Rolled 18 (1d100)

>>
Rolled 37 (1d100)

>>3223534
>>
Rolled 41 (1d100)

>>3223534
>>
Rolled 48 (1d100)

>>3223534
A WORTHY FOE!
>>
Rolled 53 (1d100)

>>3223534
>>
Your attacks, concentrated on the dragon, seem to do nothing to the beast, who seems undisturbed by your assault. However, with your being in the water, it is similarly limited to breathing flame at you. However, your enemy also seems to be somewhat scared by what has been called, and some of you use that to your advantage, hurting more of their rowers. However, their fear seems assuaged as the dragon continues to attack you.

DC 65, -5 disorganized enemy, -5 numbers, +10 terrified, +5 dragon, +5 experienced, +5 mages.
>>
Rolled 81 (1d100)

>>
Rolled 37 (1d100)

>>3223562
>>
Rolled 80 (1d100)

>>3223562
>>
Rolled 96 (1d100)

>>3223562
>>
Rolled 76 (1d100)

>>3223562
>>
Rolled 18 (1d100)

>>3223562
>>
As your enemy lose another ship, and the dragon's attacks fail to make any real progress (in fact, its flames seem rather tiny), they begin to retreat, with their beast guarding their back. What will you do?

>Follow and attack
>Dock at the island
>Return home
>Other
>>
>>3223585
>Dock at the island
>>
>>3223585
Go home
>>
>>3223585
>Follow and attack
The water is giving us an advantage from the dragon
>>
>>3223585
>>Dock at the island

I must find my fathers body and rebuild. I need re compensation
>>
>>3223585
Follow and attack
>>
>>3223585
Keep in mind, your fleet is exhausted, and so is theirs, extremely tired.
>>
>>3223585
>>Dock at the island
We'll take a bit to recover at the island and then send a message for them demanding surrender.
>>
>>3223585
"We should dock at the island for now, see if any of our men are alive" Aingwas says, thinking of his uncle Sando.
>>
>>3223592
>>3223599
>Dock at the island
supporting
>>
>>3223599
I concur...we may return for the victorious dead.
>>
>Dock at the island
>>
>>3223585
>Follow and attack
>>
>>3223585
Follow and attack
>>
Having docked at the harbor, the enemy does not return, and within a few days your ships have picked up their surviving men on the ships still sitting in the water, enslaving them and bringing them back home as spoils of war. The chieftain, in the meantime, negotiates with Natoya, and it is eventually settled that while there will be no raids on their nation, this will come at a significant price, a large amount of gold (equivalent to one 1 wealth per year) for the next 20 years. Similarly, during those 20 years, they are not allowed to block your travel. A handful of their ironsmiths are also sent over in chains, in order to help your own smiths. You also learn that the dragon was just an illusion, a type of magic which Natoyans are particularly good at.

Within the chiefdom, the high morale from a successful war is only dampened by the ongoing religious turmoil. While Esaudh's word has spread, a decent amount of the old order priests are still trying to cling to power, and the Erodh family is denying involvement with this, despite having a high number of family members in the priesthood. The chief is wary to make a decision on this, some believe due to the influence of the Erodhs, but the public may yet force his hand.
---
Year 21 AA
---
Agriculture: 5/10
Resources: 7/10
Food: 5/10
Morale: 8/10
Wealth: 7/10
---
Population: 8,607
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3223676
>F. Technology Research
>>
>>3223676
>G. Exploration and Colonization


colonize the near coasts to Taelia.
>>
>>3223676
B. Remove the Priesthood completely, let the Talons of Esuadh guard the path up to the God and allow anyone who wishes to speak to him do so.
>>
>>3223676
B throw out the old guard and usher in a new era in the clergy
>>
>>3223676
>A. Agriculture
>>
>>3223676
Switching to G
>>
>>3223676
>J. Commune

We need to learn what is up with the priesthood!
>>
>>3223684
support. No priesthood at all.
>>
>>3220291
Your defense of the farmlands soon grows as more join your cause, fighting whatever beast may emerge from the forests on any given day. This soon gives your followers a name as defenders of the common man, and your reputation is cemented in the war, as you return home a hero. Yet, the Purified that caused you so much grief still eludes you...
>>
>>3223676
B. No Priests

Town eldermen will help people pray. Nothing more
nothing less

>>3223684
Supporting sorta.
>>
>>3223676
G
>>
>>3223676
G. Exploration and Colonization
>>
>>3223684
They had their chance too explain but there is too much evidence against them
>>
>>3223684
Support
>>
>>3223688
change to G
>>
>>3223676
B
Remove the priesthood
The corrupt ones should become slaves for their sacrilege
>>
>>3223707
"Further more I push for the motion no more shall men in robes interpret our lords will it shall come directly from him on high! No more lies of men!"
>>
>>3223723
>>3223694
>>3223684
backing
>>
>>3223684
The chief tells you that that is the worst idea he has heard on the situation as that means anyone can visit and it would take up his Holiness's time.
>>
>>3223786
His holiness only appears to those he deems worthy, if he does not wish to speak with someone then he will simply not appear.
>>
>>3223786
“The priests are not listening to Esaudh. They tell us lies and abuse their power. You cannot stay blind to this.”
>>
>>3223791
>Letting Swift be an uber jew and gain control over the entire mountain
autism

B. Force all of the priests to merge into one large priesthood. Any infighting between them will be settled with the guard bashing their stupid fucking heads in until they learn to get along
>>
>>3223814
this
>>
>>3223791
He responds politely to you, pointing out the fact that regardless, the amount of people coming up the mountain would be unsustainable, and the god could potentially be bothered by this. He holds no interest in maintaining the old ways, but suggests there are better ways to go about this.

>>3223803
He suggests you mind your tongue before he takes it from you.
>>
>>3223819
Whoever wishes to speak to Esuadh must literally climb a mountain to do so, only the most devoted have such a thing in mind, his holiness also is a kind and compassionate god. He would not be annoyed by our devotion.
>>
>>3223826
Changing vote to this
>>
>>3223826
This
>>
>>3223819>>3223831

"Chieftan what the torchbearer says is true. Its no easy feat to reach the godly place upon the mountain. This would merely be removing a middle man that does not add anything to the situation."
>>
>>3223826
I support this proposal. Maybe let the largest clans send two or three, but no more.
>>
>>3223868
>>3223854
>>3223849
Might I suggest an alternative...each major clan elects one representative to speak too our Lord. These speakers make the new priesthood. This way none will be deceived as all will hear his words directly
>>
The chief finally relents and synthesizes several of the ideas. While anyone is allowed to visit, the priesthood will be an independent group made up of members of several different groups, including the Erodh family, and the Talons. The highest priests will be chosen by election, and there will be three of them, mirroring the three families. However, for now, one will be of the Erodh family, one of the Talons, and the third to be elected once they have somewhere to meet and the priesthood has its members officially written down. He believes it would be best to do that immediately, and using the treasury.

While not all agree with this decision, most believe that no group should hold all the power, and so most think this is at least a thought out decision, if not a wise one.
---
Year 22 AA
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 8,775
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, five 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3223897
>G. Exploration and Colonization
>>
>>3223897
G
>>
>>3223897
>G. Exploration and Colonization
>>
>>3223897
D. Using the new Natoyan smiths seek to copy their style of armor!
>>
>>3223897
A. Agriculture
Good ain't great atm
>>
>>3223905
Supporting
>>
>>3223897
>A. Agriculture
Sure, could use some improvement
>>
>>3223897
>A. Agriculture
>>
>>3223905
Switching to this
>>
>>3223905
Very well
>>
>>3223905
I'll support this endeavor
>>
>>3223897
A
>>
While the teaching process is slow, your smiths are gradually beginning to pick up the skills from the slaves. While it is nowhere near the Natoyan level yet, the money coming in from the Natoyans is allowing this development. And not just there, but in other areas as well; most industries are doing quite well with the influx of money to the chiefdom. While the chief is not usually the type to spend money, as he grows older, he has been indulging in more public works in Taelia, and he has been funding the construction of a home for the priesthood himself.
---
Year 23 AA
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 8,947
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3223997
>C. Construction
The home for the priesthood must be suitably gargantuan.
>>
>>3223997
G
Oh boy, I can't wait to tell everyone about the great things I found and did in the east!
>>
>>3223997
E. Develop our own Gold Coins to facilitate trade
>>
>>3223997
G
>>
>>3223997
C
Fortify our capital with stone fortifications incase our enemies decided to attack it in the future.
>>
>>3224007
Supporting. Best time to do it.
>>
>>3224007
Supporting, fucking iron age civ without currency is nigger tier
>>
>>3224017
This
>>
I propose a monument to the 25 brave souls from the island distraction!
>>
>>3224007
changing to this
>>
>>3224007
Support
>>
>>3224007
Changing too support
>>
File: Ard of Cahach.jpg (502 KB, 1920x2715)
502 KB
502 KB JPG
Three types of coin are made, each with their own symbol. The most simple coin, worth 1 of itself and called a fish, is made of copper. The second highest, made of a copper-gold alloy, is called a boarhound, and is worth 10 fish. The last coin, called the mountain, is worth 100 fish, being made purely of gold, though not high quality. Each coin is emblazoned on one side with its number, and on the other side with a simple image of itself.

In other news, the chieftain passed away in his sleep, and his son Ard has risen to the top position in the nation. As long as you keep him pleased, the retainers say, he will make a good friend; but insult him and you will have earned an enemy for life. His coronation, as is tradition, was done at the fountain, with him entering it for the first time symbolizing his newfound maturity. Most are uncertain what his time as chief will hold, and doubt he will surpass his father, who brought Taelia to new heights in his time.
---
Year 24
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 7/10
Wealth: 9/10
---
Population: 8,947
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3224108
>G. Exploration and Colonization
>>
>>3224108
>G. Exploration and Colonization
>>
>>3224108
I. Reach out to Hilgotish offering a mutual defensive alliance.
>>
>>3224108
G. Exploration and Colonization
>>
>>3224108
A. Agriculture
Food!
>>
>>3224108
G.

Have a huge orgy to increase our population
>>
>>3224108
G(ive us the answers)
>>
>>3224108
>A. Agriculture
gimmie that foob
>>
G - What will you do?

A. Explore
B. Encourage Migration
C. Survey the land
D. Other
>>
>>3224162
B. Encourage Migration
>>
>>3224162
>C. Survey the land
the coasts and islands of the bay
>>
>>3224162
B.
>>
>>3224162
C. Encourage Migration
>>
>>3224168
This
>>
>>3224162
B. Encourage Migration
>>
>>3224162
A(nd let me tell you about the time I...)
>>
>>3224165
Support
>>
>>3224162
D

Orrgies
>>
>>3224162
B. Encourage Migration
>>
File: Known World.png (74 KB, 2144x1695)
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What will you do to encourage migration, and to where? The map shows that the exploration of the Rodhars were not in vain, and in fact managed to find the coast of the continent.

(Haven't mapped the new mines or the name of the island, I'll do that.)
>>
>>3224214
Claim the unsettled islands of the bay for Taelia.
>>
>>3224214
Along the river and west near the swamps
>>
>>3224214
North, claim the entire river
>>
>>3224220
Support
>>
>>3224220
>>3224214
Backing
>>
>>3224220
The area is decided, but what will you use to encourage people to move?
>>
>>3224220
Provide resources from the treasury to boost development on all the bay Isles
>>
>>3224237
With funding and resources provided to settlers will set up outposts on the islands. Things like fishing, hunting, farming and further explore them for any other useful resources.
>>
>>3224237
The treasury will provide aid too all developments on the islands and minor tax break for trade goods from them?
>>
>>3224237
My faction's bank will also help fund these settlers
>>
>>3224252
>>3224237
>>3224251
Backing and my clan too shall commit some funds and manpower to keep settlers safe
>>
The Nimuea will provide additional support for those who will join them upon their island. The combined funding will greatly boost development and provide a launch pad for further bay expansion
>>
>>3224237

Supporting
>>3224251
>>3224252

The Jagat Clan will invest some of is founds for helping this settlers.
>>
>>3224237
I will use my wood
>>
With everyone chipping in, and the chieftain contributing a significant amount of the treasury, settlement begins to occur on several of the islands. On top of this, he grants a new title to certain figures, equivalent to "lordships". This new title, called a warden, is given to those who the chief wishes to possess the area. The two who receive the title this time are Horas Leredh, Warden of Fulagam, and Cuula Nimea, Warden of Crater Island.

On top of this, it appears that Esaudh has finally reached out to the priests again, this time about teaching an important art: magic.

We'll pick up from there tomorrow.
>>
Rolled 53 (1d100)

>>3224318
Intrigue: Make Ard Cahach the finest life sized wooden statue of himself as a present for being the new chieftain
>>
Intrigue post. You know what to do.
>>
Rolled 59 (1d100)

>>3224362
The Nimuea plan in investigate what happened to their camping party a few years back...this time armed and careful. We will have our little star gazing camp!
>>
Rolled 49 (1d100)

>>3224362
Sail and chart the area marked by the white arrow.
>>
Rolled 39 (1d100)

>>3224362
Decorate the walls and roofs of our farms inside (a figure of Esaudh, circles, plants and 2 animals : boarhounds and more importantly the simple earth worms).

Our fellow brothers from the south will see that we can make our homes beautifil too.
>>
Rolled 68 (1d100)

>>3224362
Get back the colony I set up on the isle we battled on.

Bury my Father and if the others wish the rest of the brave 25 heroes on the isle with a shrine.
Explore for the perfect place for the graveyard to honour them
>>
Rolled 47 (1d100)

>>3224362
The Hearth Lodge Club tightens security across all of its locations in order to prevent further theft of Lodge property and goods.
>>
File: Esaudh, Angel.jpg (450 KB, 1920x1431)
450 KB
450 KB JPG
>>3224382
You finish charting the coastline, finding nothing spectacular.

>>3224370
You find the skeletal remains of the party atop the mountain... they appear to have feasted upon each other's flesh, and then perished.

>>3224484
While the art is not the most beautiful, you successfully decorate.

>>3225813
After a few attempted robberies at your "bank" of sorts, your security seems to better now.

>>3225518
You bury them in a shaded grove, far from the buildings and the docks.

---

A few weeks after Esaudh's message, sent through the priests, a small gathering of clan leaders (and workers with too much time on their hands) meets at the fountain. The spring rains have led to a lot of plant growth around the area, long grass brushing as high as your knees as you mill about, waiting for your god to appear. And he does, descending from the clouds at high speeds, his impact on the earth sending small tremors out through the ground.

"Hello," he says, you'd say monotonely, but it's hard to tell the emotion of a being with the head of a bird.
>>
>>3226144
"Greetings great Esaudh. We are blessed by your presence."
"You said you wished to bestow on us knowledge of magic."
>>
File: unknown.png (300 KB, 1068x1560)
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>>3226144
"'ello mate, hows it goin"
>>
"Magic," he starts slowly, "Changed some 20 years ago, as I said at the time. You carried on without really understanding, outside of the rare few who tried their hand at it, but without knowing what they were doing. What to do is what I wish to teach you."

"There are two types of magic," he continues, "elemental magic, and contract magic. The first, you should be familiar with by now."

Pausing as he sees most of the crowd is confused by even this, he stops.

"Elemental magic," he explains, "Is rough and quick. There are six elements, fire, earth, wind, water, light, and shadow. Only those with natural talent can harness this, and it is very rare indeed. To perform this type of magic, a focus is required, some kind of object which acts as a conduit for the mage."

Here he stops again and pulls out a staff, seemingly made of star metal.

"However, natural mages can perform magic of any of the elements, though they require training to be good at one, let alone two. Casting is tiresome, but can be done until a mage is exhausted. This is because of mana. Everything contains mana, from the earthworm, to the rock, to you."

"Are there any questions so far?"
>>
>>3226170
One of the many bakers step up, "So how do we find out who's talented enough to harness 'magic'? "
>>
>>3226170
"Why you grant us this knowledge, great Esaudh ?"
>>
>>3226170
"Is it then possible for "natural mage" to combine two or maybe more elements? Could a mage who is trained a lot in one element do magic that is more complicated so to say?"
>>
>>3226170
"How will we be able to tell if someone is gifted with the ability of casting magic?"
>>
>>3226170
"All is still clear my lord...are there ways too tell whom has this talent?"
>>
>>3226170
"No sir I much rather hear everything first"
>>
>>3226170
"Which type of objects are best suited to act as a conduit?"
>>
>>3226176
>>3226184
>>3226200
"If you mix a mage's blood with water, the mixture will turn black."

>>3226182
"I do not want my children to suffer due to their own ignorance if it can be avoided."

>>3226183
"Yes, they could."

Having had enough of questions, he starts again.

"The change that has occurred is the enabling of something I will call contract, or ritual magic. I do not know what has changed, but I explored this power as soon as I felt a change had occurred. It was as if a ripple passed through me, from some sort of massive event. I dare not guess at the implications."

"Contract magic can come in two forms, I have found. One is through rituals, where groups of people, mages or not, use ingredients, runes, and other things in order to perform more sophisticated feats of magic, such as healing, or illusion, as I have heard occurred during the war. Any man can perform this, but messing up one single detail can ruin the entire piece of magic, and render it useless, or even dangerous. The second form of contract magic is through beings. I can grant you some of my power, in return for some of your excess mana. That, I suppose, should also be said: the soul itself is made of highly concentrated mana, but my eating at the excess will not harm you. The size of your soul, or rather, the amount of this mana, is what determines how powerful the magic you can cast is. However, giving some up to me will also not interfere with that."
>>
>>3226220
"Generally, minerals are best served to act as a focus, with some being better for certain types of magic. A ruby will be better for fire magic, for example. Rarer minerals are usually of better quality, as well."
>>
>>3226236
"My lord it is clear too us there may be other spirits out there which I assume like yourself might form a contract. Do you wish too warm us of any? Do any so far bear your blessing and contract? Are such things passed on through blood?"
>>
>>3226236
"would you be willing to show us some runes Lord? and what would you require of us to become contracted with you?"
>>
>>3226239
"My kin have found this time from something in the ruins east. Could you tell us what it means?" (Trident Rune)
>>
>>3226236
“Would you be kind enough as to show us some of these runes? I do not believe we have found many, if any at all. This change you speak of, you were never able to located where it originated from? Thank you for your gifts.”
>>
>>3226236
"Could you teach us if is possible, to infuse magic inside our weapons ?"
>>
>>3226248
"None bear my blessing, and no, it is not passed on through blood. You may not form contracts with other beings, either. You must abide by that if you wish to be able to use my fountain."

>>3226258
"I know little of runes, my child. The things on this staff," he states, now holding up the one he had brought out earlier, "Does not bear them either. If you were to bring me a rune I would likely be able to translate it for you, but it is a language that has been lost for thousands of years."

>>3226265
Seeing the trident, he grows visibly shaken.

"Never show that to me again, and if you know what was best for you, you would stay far away from the east."

With that, he leaves you. Most think the trident itself is cursed, and the eastern woods the same. The Nimueas there are instead cursed at, blamed for the god leaving for the day, and not answering more questions.
---
Year 25
---
Agriculture: 6/10
Resources: 6/10
Food: 6/10
Morale: 7/10
Wealth: 7/10
---
Population: 9,123
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226301
E: Law
>>
>>3226301
I. Reach out to the Hilgotish for a mutual defensive alliance, we are stronger together and it will help build closer bonds in the future. Maybe get a wife for the Chieftain from their nobles.
>>
>>3226301
E
>>
>>3226303
Supporting
>>
>>3226301
A
>>
>>3226301
G. Exploration and Colonization


Expand to the coasts near Taelia.
>>
>>3226311
change this

to A
>>
>>3226301
B. Culture and Religion
To show our gratitude to our god we start improving our hygiene by bathing and taking care of our own body more often
>>
>>3226326
Support
>>
>>3226301
A/H

Our hunting, fishing and foraging serve us well, but even our clan admits the usefulness of crops and herds. We should seek to acquire a larger variation of them, perhaps looking to trade with known civilizations.
>>
>>3226326
Supporting,
>>
>>3226301
A
>>
>>3226301
A. Agriculture
Food
>>
>>3226301
A
>>
A wins - what will you do to improve your agriculture?

Right now, your agriculture is doing okay, if not as good as it could be. No one truly goes hungry, though the food stores are rather meagre. Most hunt if they do not have the supplies to make it through winter.
>>
>>3226356
Aingwas suggested we diversify our crops.

>Our hunting, fishing and foraging serve us well, but even our clan admits the usefulness of crops and herds. We should seek to acquire a larger variation of them, perhaps looking to trade with known civilizations.
>>
>>3226356
Support Boarhound Breeding programs and support the herders who keep Boarhound herds. By breeding bigger and better Boarhounds we will have more meat per boarhound and once we have larger herds we will have a much more sustainable food output.
>>
>>3226359
Supporting this.
>>
>>3226359
Support
>>
>>3226366
>>3226356
Backing this
>>
>>3226359
I support Yamio's support of my proposal.
>>
>>3226359
This
>>
>>3226359
support
>>
>>3226359
Also try to find animals if theres no new crops to be found
>>
Along with some lesser varieties of winter squash, you also acquire some mostly domesticated bighorn sheep from the Lavingi. It appears that this breed is also found in Hilgot and Natoya, making you the odds one out. In other news, Hilgot appears to be unstable at the moment, dealing with a religious crisis after sailors returned from the sea, claiming to have met a true god, frozen in ice to the south.
---
Year 26
---
Agriculture: 6/10
Resources: 6/10
Food: 6/10
Morale: 7/10
Wealth: 7/10
---
Population: 9,484
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226456
>J. Commune
Lets get some contract magic!
>>
>>3226456
>I. Diplomacy and War
>>
>>3226459
Supporting
>>
>>3226456
D. Reform our military into a small professional force of 100 men under the Chieftain with the sole purpose of training in war. These Huscarls will be picked from amongst the strongest warriors of the land, be equipped with the best weapons and armor available from throughout the land.

In times of war the these Huscarls can serve as Officers and the core of the army.
>>
>>3226459
support
>>
>>3226456
B. Culture and Religion
To show our gratitude to our god we start improving our hygiene by creating products to help with bathing and taking care of our own body more often
>>
>>3226456
J
>>
>>3226468
>>3226456
Backing but we may want to refluff the name
>>
>>3226468
Supporting
>>
J wins - what will you do?

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

What will you give him?
>Money
>Sacrifices
>Art
>Other

How large an amount, as well?
>Huge
>Large
>Some
>Little
>Other
>>
>>3226510
Prophecy
Art
Some
>>
>>3226510
What will you ask for?
>Boons


What will you give him?
>Money
>Sacrifices
>Art
A little bit of each

How large an amount, as well?
>Large
Its no small thing were asking of him so it should be a large tribute to him.
>>
>>3226510
>Guidance
There has been a spirit found frozen in the south...
Art and large, a nice big statue?
>>
>>3226514
Changing boons to magic
>>
>>3226510
>Other
Lets get some contracts going. Offer excess mana and so on.
>>
>>3226510
>Prophecy
>Sacrifices
>huge
>>
>>3226519
Changing too this
>>
In exchange for contacts with our Lord let us offer him an entire years worth of the swampboi tribute
>>
>>3226514
changing to Prophecy
>>
>>3226552
Sure
>>
>>3226514
support
>>
>>3226514
Just changing too support this
>>
With most people wanting to offer different things, the chief offers up a little bit of everything. In response, Erodh does form a contract with a select number of people, including the chieftain himself. The powers of these men are minor regeneration, the ability to sense those who have been in the fountain, and the ability to throw a bolt of lightning, though only once a day.
---
Year 27
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 9,670
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226567
>I. Diplomacy and War
I. Reach out to the Hilgotish for a mutual defensive alliance, we are stronger together and it will help build closer bonds in the future. Maybe get a wife for the Chieftain from their nobles.
>>
>>
>>3226567
Esaudh*, do excuse me. And give me a roll if you want to be among those chosen.
>>
>>3226567
D. Military
>>
>>3226571
Support
>>
Rolled 50 (1d100)

>>3226567
ROll for being chosen
>>
Rolled 53 (1d100)

>>3226574
>>
Rolled 39 (1d100)

>>3226574
>>
Rolled 65 (1d100)

>>3226567
D
Chief’s army

Also rolling for chosen status
>>
Rolled 27 (1d100)

>>3226567
Braise?
>>
Rolled 27 (1d100)

>>3226567
chosen roll
>>
Rolled 2 (1d100)

>>3226567
Roll for being chosen
>>
>>3226571
SUpport
>>
>>3226584
Supporting
>>
Rolled 17 (1d100)

>>3226574
Aingwas has tamed beasts and woods - can he achieve mastery over magic?
>>
Rolled 42 (1d100)

>>3226567
D
>>
Rolled 87 (1d100)

>>3226567
Mrmr
>>
>>3226567
Lets go with D
>>
Rolled 35 (1d100)

>>3226567
>>
D has been chosen - what will you work on?

A. Equipment
B. Organization
C. Navy
D. Other
>>
>>3226615
B. Organization
Small elite group plan from earlier
>>
>>3226615
A
>>
>>3226615
>B. Organization
>>
>>3226619
This
>>
>>3226615
D. Other
Better training to disciple the men
>>
>>3226615
>B. Organization
>>
>>3226619
This
>>
>>3226615
>>3226619
backing
>>
The Chief's Men are founded, a group of 100 soldiers who are outfitted with the best equipment, and are the strongest around. While they spend most of their time training, they will serve as the highest Officers during the time of war. Notably, Oseph Mith, war hero, is among their ranks.

While Hilgot is experiencing its own troubles, the Lavingi are now also having trouble with the true god. The sailors who met the thing reportedly killed one of their own when he warned that the thing would soon be free, and it was dangerous.
---
Year 28
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 9,859
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226675
G

Expo time
>>
>>3226675
F.
>>
>>3226675
F
Continue metalworking
>>
>>3226675
F
>>
>>3226675
F
>>
>>3226675
F
>>
>>3226675
F
>>
>>3226675
>F. Technology Research
>>
>>3226675
f
>>
F - What should you research?

A. Pottery
B. Shipbuilding
C. Metallurgy
D. Plows
E. Music
F. Spoked Wheel
G. Other
>>
>>3226713
C
>>
>>3226713
F.
>>
>>3226713
C. Metallurgy
>>
>>3226713
>F. Spoked Wheel
>>
>>3226713
E
>>
>>3226713
B
>>
>>3226713
F
>>
>>3226713
B
>>
Changing too F
>>
>>3226740
>>3226713
Cancel B
Swap to F
>>
>>3226713
F. Spoked Wheel
>>
>>3226713
F
>>
The spoked wheel is invented in Taelia, and while it has not seen widespread adoption elsewhere in the bay, it is rapidly growing in popularity as a way to move faster on carts. These carts, now often being carted around by boarhounds (which have grown quite a bit in size), are also made lighter by this new type of wheel, which has allowed for the transportation of more goods too.

The Church of the Frozen One has been proclaimed in Hilgot, and the religious turmoil there and with the Lavingi shows no sign of stopping. There have been reports of strange things around there by traders, of unfamiliar shapes in the water, and lights.
---
Year 29
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 10,053
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean,
Husbandry: Boarhounds
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226774
F
Metal working!
>>
>>3226774
>J. Commune
We need some guidance
>>
>>3226774
>>3226782
This
>>
>>3226774
C. Construct strong stone walls around our capital along with a strong fort that guards our harbor, these are turning into dangerous times.
>>
>>3226774
F
Metal working!
>>
>>3226784
Supporting. We need protection.
>>
>>3226781
>>3226774
Backing
>>
>>3226784
This
“I’ve been saying we need proper walls for years!”
>>
>>3226784
Support
>>
File: Water.jpg (86 KB, 500x750)
86 KB
86 KB JPG
Give me three rolls.
>>
Rolled 11 (1d100)

>>3226818
>>
Rolled 38 (1d100)

>>3226818
>>
Rolled 6 (1d100)

>>3226818
>>
Rolled 79 (1d100)

>>3226818
>>
Rolled 20 (1d100)

>>3226818
>>
Rolled 47 (1d100)

>>3226818
>>
File: Frozen.jpg (26 KB, 474x771)
26 KB
26 KB JPG
The night before construction is set to begin, beasts emerge from the water and silently terrorize Taelia, finding their way in through an open gate. Tens of people lay dead when the morning comes, and some spend the night completely unaware of the terror next door. However, the question the chieftain demands an answer to isn't why the beasts were there, but this: who left the gate open, and why? Have the strange worshippers elsewhere finally begin to corrupt Taelia?
---
Year 30
---
Agriculture: 6/10
Resources: 7/10
Food: 6/10
Morale: 8/10
Wealth: 8/10
---
Population: 10,250
Government: Hereditary Chiefdom
Military: Primitive Organization, Basic Training, National Armory
Navy: Primitive Organization, fifteen 20-oar ships
Constructions of Note: Monument of the Three Founders (Taelia)
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Shipbuilding, Basic Agriculture, Basic Food Preservation, Intermediate Stonemasonry, Basic Metallurgy
Culture: Slightly Superstitious, Monogamous, Monthly Calendar, Writing (Human Alphabet), Festival of the Awakening, Masters of Metal Jewelry, Organized Priesthood
Law: Basic Legal System (Three Judges), Coin System (Gold & Copper)
Religion: Worship of Esaudh, the God of Health and Home
Crops: Rye, Winter Squash (various), Common Bean
Husbandry: Boarhounds, Bighorn Sheep, Bison
Game/Fishing: Bison, Seals, Salmon, Northwest American fish, Boarbeasts
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Commune
>>
>>3226850
G.

Expo
>>
Intrigue post, as this is the end of the session for the day. Feel free to do faction projects!
>>
>>3224350
While it may not be the finest, it is certainly the largest, and is taller than the chief. He doesn't notice though, and congratulates you on a job well done.
>>
Rolled 11 (1d100)

>Faction Project
The Nimuea feel slighted in a way, thus while their background funds are spent on the development of the Starstone Isle their immediate energy has been spent working on the Concepts of Ritual magic. Taking what they learnt from our God we understand what souls are, Mana...thus a theory has developed and an experiment began...

Those whom do the rituals will each wear a fine/thin gold coated chain with tokens of Opel or Starstone. In the rituals they will form circles and these chains will be connected! Their souls exess mana will be united into a single gestalt and focused for use! Locations are also important, focus in the east but also that damned mountain!
>>
Faction Project: Found a settlement on the southern end of Fulagam at the mouth of the river. (Auto 50)

Faction assets
- A number of vessels
- Experienced sailors/fighters
- Position of Warden of Fulagam
- A portion of the gold mine
>>
File: Caravan.jpg (451 KB, 1600x948)
451 KB
451 KB JPG
Rolled 24 (1d100)

>>3226850
Continue in our attempts to find a safe route to Freland for trade, many scouting parties will be sent out with detailed maps recording threats in the area from Ogres, Plainstalkers and other strange beastly threat. Many of these trips will be used to test the abilities of newly trained Shadowsisters and test the mettle of new recruits.
>>
Rolled 64 (1d100)

>>3226850
G.

Jeromiah Flynn assigns his clan to translate the tablet they have on hand, they will begin seeking out the scholars in Taelia then go from there. If the answer lay outside the nation then they will fund an expedition themselves.
>>
>>3226887
Faction Name: The Torch Bearers
Description: A loose group of explorers, merchants and adventurers united under the vision of Ailen Curstag. Members of the Torch Bearers often act as delivery men of both goods and mail within the settlements of Taelia or dealing with the rather dangerous trade with the Natoyans.
Assets:
-Trade Ships
-Boarbeast Pack Animals
-Simple Delivery Network
-Iron Mine on Coasthugger
-Embermaiden/Shadowsister Training Camp
Trade Routes:
Jewelry for Copper
Star Metal for Exotic Goods
Boarbeasts for Exotic Goods
Peat for Goods
Slaves for Exotic Goods
Iron for Goods

Investments:
Leredh Clan
Samio Clan
Priests of Esaudh
Tulide Family

Agreements:
Guards from the Tulide family
>>
Rolled 56 (1d100)

>>3226850
Faction Project:
With a decently sized and still growing herd of Boarhounds the Saldos have managed to grow them big enough to pull carts.

That being said, the Saldos will now start training the Boarhounds to pull Carts. We will use them for overland trade to better connect the settlements of Taelia through trade and perhaps make some profit off of this overland trade.

Minor Intrigue that probably doesn't require a roll:
The Saldos will purchase a decent-sized herd (If we can afford it, probably can) of Domesticated Bighorn sheep from the Lavingi.
>>
File: barbarian boi2.jpg (43 KB, 500x770)
43 KB
43 KB JPG
Rolled 24, 55 = 79 (2d100)

>>3226850
Faction Project for year 20: Keeping your body in top form is something that is very clearly understood, but for a Talon to be able to hunt down the enemies of Esaudh down they will need considerate skills in fighting. As such the Talons will focus on training their battle senses and abilities to their best abilities.
Faction project for year 30: Intrigued by the prospect of contract magic, especially when Goraidh entered a contract with Esaudh, the Talons will try and look into creating a ritual which could bestow upon oneself magic that would enhance their strength and body.
>>
>>3226879
>Faction Name
Clan Nimuea

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

>Assets
Hunting supplies/Tents
Boarbeasts
Starstone Isle Settlements
Rune Stones
Mad dosh

Investments of our cash are continuing as before
>>
Assets:
- Experienced wood carvers
- Timber and wood carving shops
- Compound/housing on the edge of town
- Powerlifting Clan

Deals
- Shipbuilding and wooden goods agreement with Gunardhson Clan
>>
Rolled 26 (1d100)

Follow the rumours of sailors and seek out this frozen god whose followers have caused great uproars as of late. We will travel west to the lands of the Lavangi and go south from there.

I intend to get to the bottom of this madness.
>>
Rolled 68 (1d100)

>>3226850
The land of our north is still for great parts in the hands of nature. We will create new farms for our family and bring civilization in the name of our people.


>Assets
a dozen of farms in the north.
>>
Rolled 14 (1d100)

>>3226850
F

Fac Project
>>3226887
“The Tulide’s shall devote part of their manpower and money to assist The Torch Bearers in finding a route to freland”
>>
Rolled 68 (1d100)

>>3226850
Use the faith militant to hunt down the heretics with any means possible. Have there be no limit, no one not suspect (besides the chief).

Assets: A missionary headquarters
A few missionaries
Scrolls on ancient history and the religion of our people
Faith militant (Militiamen who guard church operations and watch for heresy)
Several frontier settlements
School program no one attends
>>
>>3226898
Assets:

A compound/housing in the Northern settlement where our hunters are based out of
A Boarbeast herd (slowly expanding and domesticating them into Boarhounds. Boarhounds are growing larger.)
Some hunters
>>
>>3226968
Ack keep forgetting this

TULIDE FAMILY’S CURRENT ASSETS:
- A number City guards and their families
- Their houses and Guard Equipment
- A Small compound in Taelia overseen by the Tulide Matriarch
- A Small compound near The Fountain used by the fountain guard/Tulide’s for training and overseen by the Eldest Tulide Daughter
- Various Investments and Manpower Commitments
>>
Rolled 17 (1d100)

>>3226850
FP: Help the poor yet again, and keep buying out bakery shops.

Additionally see what elements our mage is good at, and find out his capabilties
>>
Rolled 47 (1d100)

>>3226942
After being laughed off by the three families, Clan Flynn tries to prove them wrong by taking on the ogre yet again!
>>
>>3227046
Also assets since i forgot
Several bakery shops
Lots of apprentcies
good baking skills.

Super important i know
>>
Rolled 41 (1d100)

>>3226887
In exchange for a good cut. Samio clan will support the caravans. Providing our knowledge of the ogres and other skills(warriors and hunter) to increase its success
>>
Rolled 50, 98 = 148 (2d100)

Faction Project: With the new invention of coins allowing the people to trade with actual currency, there seems to be a lack of places where people can trade in their old valuables for coin. The HLC steps in to fill up that middle management position, allowing for club members to trade in old valuable items for an (almost) equal exchange rate to coins.

Hearth Lodge Club assets:
- Lodge Club
- Decent number of various craftsman as club members
- A rather well guarded bank

Also, rolling two d100s to see if someone in my faction is chosen, since I sadly missed that due to being out at the time
>>
>>3226879
It would be unfair to say nothing happens. Nothing happens and it is very, very expensive.

>>3226882
In the years following its discovery, and with the encouragement of migration, a small settlement is founded on the cold island of Fulagam. In time, it may become a trading port, especially if the talk of the south brings anything of note. Then again, it's a large enough island in its own right; it can probably sustain itself in due time, regardless of trade.

>>3226887
>>3226968
While you greatly expand the map of the wilds, and do manage to have a few "safe" visits to Freland which net major profit, your losses are much more numerous, and only your iron mine keeps you in the black.

>>3226890
After consulting with the Nimueas, you do manage to translate most of the tablet. It tells of the origin of the ruined city. Its first residents came from the north, and originally, from... somewhere. They were called... another thing you can't translate. However, their descendants did not have all their power, nor all their knowledge. They could not be called... whatever the first inhabitants were called. The tablet ends by saying this is why they fell. Because they were not, whatever the word is, but things corrupted by this world.

>>3226898
The boarhounds adapt well to your usage of them, and your trading business starts growing as well. In particular, you have begun to gain profit from trading with the northern settlements, who due to their fairly detached location, you maintain some amount of monetary control over through the trade.

>>3226903
Your men have not all been keeping up to your standard, leading to some expulsions from your group. However, the older Talons also begin to encounter issues, no longer being able to train as they once have. Due to this, you begin to look into a body strengthening ritual, and taking ingredients you find atop the mountain, eventually make a lesser body strengthening ritual.

>>3226952
(Dubs bonus, 6 + 8 + 68 = 82)

Your farms are the most successful around, and your expansion continues to go well. Some smaller farms even sell off their property to you, giving you already developed land too.

>>3226970
(Dubs bonus, 6 + 8 + 68 = 82)

Your priests quickly move to find the heretics, of whom there are only a handful, and string them up, which the chieftain applauds your inquisitors for. As such, you gain quite a bit of prestige within the priesthood. It appears that one of the guardsman on duty that night was among them, but the entire group came from all walks of life, with one of them even being a member of the Allo family.
>>
Rolled 86 (1d100)

>>3226850
Faction Assets;
Tents
Bison Herds
Bison Husbandry

Faction Project; The Gethse will pool their money to construct a monastery for the order amongst the plains. It will be a marvel of Taelia!
>>
Rolled 9 (1d100)

>>3226850
Faction Project: Hach grows weary in his old age and wishes to be closer Esaudh. In a move that many of his own think is foolhardy, he and his men search for a habitable place on the Crumbling Mountains to settle and build a new life. This will bring them closer to Esaudh, allowing them to commune with him much more frequently(and make the journey to visit him much easier for the elderly Hach).


Assets
Group of devout followers of Esaudh
Small village close to the fountain
>>
>>3226862
>>3227194
Intrigue:
The Tulide Family at the request of The Hearth Lodge Club Their Guard Contract is expanded to include a few well paid bodyguards for the Club’s top personnel.
They also make a small investment of guards and money to Jagat Family and a cash investment to their old friends the Flynns who havent had much luck getting back on their feet
>>
>>3227046
Your competition vandalize several of your stores, and several of the poor you've helped appear to have assisted them in their efforts. These traitors view your attempts at aid as nothing but works done out of pity, and others may have even been hired thugs made to look poor before you took them in, a Trojan horse as it were. While your businesses are still successful, this definitely highlights some chinks in your armor. On top of that, your mage is older, which means you have less time to train him overall. He does seem to do best at light and fire magic, though.

>>3227189
Your help enables the Torchbearers to find an okay route to Freland, though the way is still quite dangerous. It delivers somewhat consistently, and that is enough for all three groups involved.

>>3227193
The Club does quite well with your idea, and you gain more customers as people grow comfortable with the concept of storing money in banks. With better guards, you will do decently for the decade.

>>3227215
Your monastery is truly splendid, and stands as the only structure for kilometers. Detailed with fine stonework depicting the bison, your order, and Esaudh, the top and sides have been covered in grass, making even your building a part of nature, similar to how you are one with the bison.

>>3227315
While you find a suitable place to live, at the end of the decade, part of the cliff you are under caves in, killing many of you, and leaving a ton of debris to clean up. It may be better to move entirely.
>>
Rolled 18 (1d100)

>>3226850
>C. Construction

faction project:
Oseph Mith, utterly convinced he's been chosen for some great task by Esaudh, shall travel the lands and try to convince people that he is so. There's little point in being a prophet if nobody believes in you after all.
>>
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Rolled 29, 18 = 47 (2d100)

Clan Rodhar's assets up to this point:
-Homes on the outskirts of Taelia
-A forester's camp in the nearby woods
-Capable hunters, lumberjacks, scouts
-Trophies of the great bear hunt
-Prestige

Aingwas, using his previous successful forays into the eastern woods and the knowledge h he has been given, shall once more set out with his best hunting companions. Again, they will carry no metal and will seek to hunt and kill the Purified in those forests - and if not him, then whatever other great challenge presents itself. We will employ whatever tactic is needed to slay the fiend.


Rolling twice just in case, QM will decide if it's a normal, advantage or disadvantage project roll.
>>
Rolled 98 (1d100)

>Intrigue Action
The Nimuea curious as too what caused their comrades to turn out the way they did look around the Mountains maybe there is some kind of cave or something haunting them? A team of Elite hunters will investigate! Their fallen will be avenged and the mystery solved! We will watch the stars from this place! It is now a matter of pride! Any who wish too join us may!
>>
Rolled 29 + 5 (1d100 + 5)

Faction Project:

Adventure more in Crumbling mountains where I found the magic sword. (The mountains north of my Village.)

We will search for artifacts, weapons and prospective ore veins or mineral riches

Wave at esaudh if I see him like my father.
Assets
Explorer/Adventuring perk +5 to rolls
Magic sword, Magic sword mini
Drahon/Raedh isle
Village.
Warrior Adventurers
>>
>>3229658
supporting this intrigue, Joining their band as its an adventure if they allow us
>>
>>3229668
"Come friends! The Mysteries of the Wilds wait for none!"
>>
An expedition has been arranged to the north; if you want to come along, tell me who you're sending. No need to send a ton, as I'll make sure to include some NPC mooks.
>>
>>3231068
I’ll send 5 priests and 7 guards for them
>>
>>3231068
Fremudh Saldo along with 3 experienced hunters shall come along.
>>
>>3231068
A humble gethse monk, Jedica, will come forth on the expedition.
>>
>>3231068
Caurus of clan samio and 3 guards
>>
>>3231068
Tomdh, brother to Horas, shall go with 3 armed kinsmen.
>>
>>3231068
One member of the Striking Talons, Canach.
>>
>>3231068
Ulysses Flynn and 3 other big clansmen
>>
>>3231068
Jumang Nymph and two well trained and trusted bodyguards
>>
>>3231068
>>3231077
I meant one priest and two guards, my bad
>>
>>3231068
Iech Jagat younger brother of Oxan join this expedition.

with him 2 of is friends.
>>
>>3231068
Sending Seeker Duncan and Shadowsister Astel
>>
>>3231068
Sholto Nimuea and 3 hunters shall go upon this trek he himself also an astronomer of sorts for it is best to not get lost....
>>
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The expedition, planned out by Clann Flynn and the Hearth Lodge Club, is endeavoring to research the powerful beings who once lived in this land, and as they learned over the past decade, came from the north. As they reason, Frelanders have a chance of knowing something about it, and so it is decided you will head there first. There are several routes you can take, but here is the map as it is known by traders. Red means dangerous, yellow means usually safe, and green means always safe. The black line is the current trading route.

That being said, what route will you take?
>>
>>3231272
Take the current trade route
>>
>>3231272
"I guess that is a good start, from the north we can explore more on the way down.."
>>
>>3231301
Support
>>
>>3231272
Let’s go with the one mapped out. If we go too far north we might come across ogres or other nasty things.”
>>
>>3231301
support
>>
>>3231272
Head north the safe way.
>>
>>3231301
support
>>
>>3231272
The current trade route is good enough as it is currently. The Frelanders may direct us into these more dangerous areas afterwards anyways, and there's no point in bleeding resources and men beforehand for no visible gain
>>
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Your group, some 50 people strong, heads out from Taelia in the spring. Venturing through the farmlands, you eventually reach the end of civilization as you know it once you are past the Crumbling Mountains, where Canach joins you. From there on, it is wilderness, usually traversed only by traders. This may be the first time a group of such size has passed through... and how will the forests take it?

You stick to the safer side of the path, just in case.

Give me 3 rolls, please.
>>
Rolled 93 (1d100)

>>
Rolled 80 (1d100)

>>3231367
>>
Rolled 9 (1d100)

>>3231367
>>
Rolled 38 (1d100)

>>3231367
>>
Rolled 38 (1d100)

>>3231367
>>
Rolled 81 (1d100)

>>3231367
>>
Rolled 33 (1d100)

>>3231367
>>
You pass through the forests with relative ease, hunting when you can, to supplement what you have brought with you. Caurus, Tomdh, and Jedica all have great success here, for different reasons. While Caurus has a lot of experience in these forests, and Tomdh traveling experience, Jedica is familiar with the bison on your path, allowing him to do decently as you pass through to what is termed as a "safe area" by Caurus. A large clearing, big enough that you can no longer see the trees, this safe area provides a brief respite before the second half of your journey, with about half a month gone by, and another month to go. Here, you have a chance to explore and hunt, for on top of the clearing containing a lot of potential food, there's also a few broken stones indicating an old settlement here in the past.

You can ahead and give me a roll for what you want to do here during this downtime.
>>
Rolled 2 (1d100)

>>3231411
I'll try not to venture too far out of the camp, just look around and see the beautiful animals. Maybe we'll even see one of the monsters that we came for! If we do see a monster, we'll run back to camp immediately, after getting a good look at it.
>>
Rolled 94 (1d100)

>>3231411
Look around for anything the settlement might have left behind.
>>
Rolled 91 (1d100)

>>3231411
Jumang will go and study the old stones, trying to see if they have any connection with the tablet as well as collecting any interesting archaeological items he may uncover in the surrounding gravel
>>
Rolled 8 (1d100)

>>3231411
Canach finna go on a nice hunt and get something for himself and his lil eagle bro.
>>
Rolled 41 (1d100)

>>3231411
Keep exploring heavy forested areas
>>
Rolled 37 (1d100)

>>3231411
Look for any ruins besides just these stones.
>>
Rolled 14 (1d100)

>>3231411
The Nimuea look around the local area and with one of their Ritual Chains meditation and enjoy the peace of this place reaching out with their minds hiking times in time...
>>
Rolled 74 (1d100)

>>3231411
Iech Jagat see the plants near our camp, and take some of them.
>>
Rolled 41 (1d100)

>>3231411
Take a look at some of this food. Maybe I’ll find something to come back here later on.
>>
>>3231411
Meet with the Torchbearers assigned to the Archstone and inquire on the state of the trail.
>>
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>>3231477
You visit the archstone as you set up camp, followed by some others. The gateway, the only thing standing within sight apart from the tents of your Torchbearers, is more than three times your height. You explain to your colleagues that, as you have searched for a decent traderoute, you eventually came across this structure, and hired some men to repair it. You know it is magical, but it appears to be defective, and thus can't truly ascertain its purpose. After that, you receive the report from your Torchbearers: it appears that the trail has been clear over the past months, and that you should have good travel if you set off soon.

>>3231423
You find a blade made of an unknown metal, and adorned with silver. It looks to be an oversized dagger of some kind, and there is writing on it, that has been worn away by time. The leather has rotten away too. How old is this thing?

>>3231427
Inspecting the architecture, you find it pretty compelling that this settlement (or something, you can't tell, there's very little here) was a settlement by the same people as Esaudh's. Or, thinking about it, it was probably older than even that... you pick up a few stones in particular to serve as evidence.

>>3231429
Your hunt goes poorly, as you are outclassed by animals.

>>3231430
You find little on the edge of the forest, though you do get some good hunting done.

>>3231434
There doesn't appear to be much else around here.

>>3231438
You fall into a ditch and the rest of your group follow. Perhaps you should have taken off the ritual chains first? No, this is the damned ditch's fault.

>>3231445
You take several samples of plants, including some types of winter squash you had never seen before. They look wild, but you can probably grow them fine at home.

>>3231447
The bison here are larger than any you have seen at home, though you suspect the populations are related. You kill one and take only one of its massive horns, planning to sell them for a high price once you reach Freland.

>>3231422
When you are noted missing by the rest of the party, it is decided that perhaps it is best to move on.

Give me three rolls for the second leg of the journey, taking the best of three.
>>
Rolled 85 (1d100)

>>3231599
Damn man, I got lost
>>
Rolled 72 (1d100)

>>3231599
>>
Rolled 45 (1d100)

>>3231599
>>
Rolled 65 (1d100)

>>3231599
>>
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Travel is good, as you trace along the edges of the swamp neighboring Freland, and move into their farmland. The dialect here is quite difficult to understand, especially with the slang, but once you get used to it, it is understandable. The people here, however, do not seem used to outsiders, and at many farms you are met with dirty looks. This continues until you reach the city proper. Freland, the stone city of your ancestors, stands as imposing as you were told it was, gloomy and somehow cold, despite the warm weather and the general climate here being nicer than your frosty homes. However, despite what you have been told of the city's oppressive monarchy and priests, the streets are alive with people, and even if you do not blend in, most are too busy dealing with themselves to notice a group of foreigners. You quickly book an inn, and spend a few days on the streets, while a meeting with a historian is arranged.

You may also roll here, if you wish, or you can stay in your rooms.
>>
Rolled 59 (1d100)

>>3231667
why not look around and see any things of interest?
>>
Rolled 91 (1d100)

>>3231667
Find valuable magic to gain strength and size
>>
Rolled 76 (1d100)

>>3231667
In preparation for their meeting with the historian, Jumang will head over to the local Freland bookstore and rent out a couple historical texts to attempt to read up on before meeting with the man. He'll want to be well versed before the meeting of course, and this new settlement may hold commonly known knowledge that ours does not.
>>
Rolled 66 (1d100)

>>3231667
Find out who else they trade with
>>
Rolled 56 (1d100)

>>3231667
Look around into their markets for things not found where we are from too bring back and spread...maybe a small pet creature? Or seeds?
>>
Rolled 60 (1d100)

>>3231667
Iech Jagat and is buddys see at the market for some plants and seeds of fruits and vegeatbles to buy. they inform the others and go, rven eggs of smaller animals or couple of small animals (1 female amd 1 male) are look upon. They look for acceptable prices to buy several of this things.
>>
Rolled 58 (1d100)

>>3231667
Find the best place to get a drink in this city.
>>
Rolled 16 (1d100)

>>3231667
By Esaudh these women are gorgeus. Find a wife to bring back to Taelia.
>>
Rolled 65 (1d100)

>>3231667
Talk to some of the people and read up on religious texts
>>
Rolled 67 (1d100)

>>3231667
Look among some of the magical practices of the city, look for anything new and interdasting.
>>
>>3231672
>>3231735
Canach and the priests, concealing their faith, go and visit the various religious sites of Freland. Frelanders are only allowed to worship a dead god, known as the Great Connector. In times past, this spirit spent his last bits of power blessing the monarchy and the priests, before dying. As such, while he is worshipped, the king and the Church of the Great Connector are seen as the living instruments of him, and are treated almost as deities themselves. They have free reign to do almost whatever they want. A few sites you see include a catacombs under the city that contains the skeletons of many hundreds of people, if not thousands, their largest church, built of a dark stone, and a monument to the first king, Casos the Pale.

>>3231679
You find a magic similar to that used by the Talons, except instead of being used for battles, it is used by manual laborers before they engage in their work. It only lasts for a little bit of time, but when moving heavy objects, this could be very useful for you.

>>3231680
Though there aren't any libraries (or real texts to speak of), you learn a bit more about Freland from asking around. The first nation founded in the years after freedom was won by both humans and orcs, the monarchy claims descent from the man who led your people south, away from the ruined camp of your captors. Here, after meeting the Great Connector, this man, Casos, would establish his kingdom only two years after your people had achieved freedom. The rest after that is merely rumors, outside of one thing: the priests appear to be immortal, and to act against them is suicide.

>>3231682
You, as a trader, are horrified to find out they trade with no one in particular. Luckily you're there, you think. How else would they be exploited?

>>3231683
>>3231688
You go together and buy several things, such as seeds for a strange food called maize, and also pairs of animals called dogs, and guinea pigs.

>>3231696
You are delighted by the abundance of taverns here, and spend your break getting absolutely hammered.

>>3231732
Your attempts to find a wife are foiled by a priest. When he looks at you, his strange eyes compel you to stop your actions, and before you know it, several days have gone by without you knowing.

>>3231758
You find that the specializations of the mages here is a big secret, but they appear to have a developed magical society here, more so than any other nation.

---

At the end of the week, those of you interested in learning more about the ruins back at home and the origins of the people who lived there end up packed into the small home of an elderly gentleman. His home contains many stones, tablets, and other things, some of which seems expensive. However, as you wait for him to return with a cup of water, some of you recognize the stones as familiar. They look like those you saw in the clearing some weeks earlier. The historian seems to notice your gazes and asks what you know of the stones.
>>
>>3231907
"We have found them in both the East and on the way here, they have some connection to Spirits and Gods but will know little of them."
>>
>>3231907
“I also found this odd blade, aswell.”
Show him the tarnished ancient blade.
>>
>>3231907
>>3231929
"It is as he says, if I had too make a guess I would say it was a gate...likely into the misty spirit world that exists parallel with our own...or you know the place too commune"
>>
>>3231907
Flynn shows his own stone tablet and says
"What do you know of the first inhabitants?"
>>
>>3231907
"Well, we are aware that the stones are incredibly old. I have reason to believe actually that they may be older than those placed by the people of Esaudh."
I then show the man the old stones I had collected as evidence
"Little else other than that I'm afraid, though there does hold some loose bearing that they were once part of some magical ritual or building long ago, as >>3231942
has said"
>>
>>3231907

Iech Jagat ask

"Learned man, in your humble opinion what do you think was the purpose to create these settlements ?"
>>
>>3231944
>>3231934
>>3231948
Looking at your artifacts, he seems a little amused.

"To think I spent years traveling and never came across this," he chuckles, "Well, at least I've seen it now."

>>3231984
"To put it simply," he says, "Whoever first came to this land came from further north."

Taking your map, he points at the edge of it, beyond the sea to the north.

"As for why they settled here, I think they were here to live. Just like the goblins who enslaved us and brought us here, I think they brought the ogres here and did the same, before they were destroyed in a calamity.

>>3231942
>>3231929
"There are more in Taelia?" He responds, suddenly excited.

Taking out a worn tablet, he begans carving into it with a chisel, marking your home with the word "settlement." There are several more of these marks on the map, you notice, before he stops.

"You see," the historian explains, "There is evidence of this civilization across the continent. This was not limited to one place and time. Whoever lived here did so for hundreds of years, or perhaps centuries!"

"However," he adds, turning to the Nimueas, "I do not think they came from a spirit world. Our spirits, or gods, as you call them, are entirely of this earth."

"Is there anything else you're curious about?"
>>
>>3232009
The magical development here seems deeper than back home. What is all that about? Do you have an academy or something for magical abilities?
>>
>>3232009
"Have you heard of any white stags or other supernatural creatures in the forests?"
>>
>>3232009
"How did you come to think that they brought the Ogres here?"
>>
>>3232009
"In your searching have you come across any runes you would be willing too share with us that are used in magic? You have many artifacts and such. Secondly as a fellow historian would you be interested in some joint ventures in future? My kin would happily sponsor some of your work if you wished to travel south. We too seek these answers"
>>
>>3232009
"All of this is quite interesting indeed! If you don't mind me asking, could you help me and my friends to understand some of these sites? I'm quite interested in the calamity that had managed to stop a people so widespread and established so as to leave behind their ruins thousands of years later! I'm sure some of my colleagues here share the same interest as well, haha!"
>>
>>3232009

Iech


"A calamity ? What could destroy a civilization so great and strong ? Before that, how they could communicate at such distances ? Also do you know what they cultivate or eat ?"
>>
>>3232013
"We don't have an academy per se, but if you dig deep enough into the funding of our mages, I think you'll find the King paying them in secret. I think he likes keeping them under his thumb," he mutters, "Or perhaps he just thinks their research is cute."

>>3232018
"Spirits," he says, "Exist all over the continent. The Great Connector and Esaudh are just two examples of them, though Esaudh is the strongest I know of, certainly. If you look for them, you will find them."

>>3232021
He grins at you.

"You're a trader, right? You've seen the forests, full of the things. Well, it just so happens that the kingdom, many years ago, mapped out their nests in the nearby forest. They are concentrated around ruins, and in one case, around an old mine we now control. I know they were used as slaves, but you would think their population in the wild would be quite significant if they were native, yes?"

>>3232022
>>3232031
"I don't know about coming south," he grimaces, gesturing at his things.

"To leave so much behind would be wrong. And as for magic, I don't know what a rune is."

>>3232044
"I have no idea what destroyed them," he admits, "But since rye can be found in the wild here and in Taelia, I think maybe they ate that."

It is then that there is a knock at the door. Steady and measured, it does not stop until the old man yells, "I'm coming!"

Looking at you all, he says, "Do not look at their eyes. Look at their noses, their foreheads, their lips, anything but their eyes."

As he opens the door, two priests step in without invitation, and look at you all, and at him, and they begin to talk to you. Not about anything in particular, but just speaking for the sake of speaking, all the while looking right at you.

Give me three rolls, worst of three.
>>
Rolled 74 (1d100)

>>3232072
>>
Rolled 7 (1d100)

>>3232072
>>
Rolled 4 (1d100)

>>3232072
>>
Rolled 54 (1d100)

>>3232072
>>
Rolled 25 (1d100)

>>3232072
>>3232072
/dabs/
>>
You try to avoid their eyes, but it is only so long that you can last... the rest of the night, and the next few days, is a blur, and it is only on the fourth day that many of you feel truly yourself again. However, having regained your sense of self, you find most of your valuable artifacts gone, including Jedica's blade, Clan Flynn's tablet, and everything else found at the resting place.

When you return to the historian's home for answers, you find the house empty, seemingly abandoned. However, most of you remember his warning, and think you will try harder to follow that next time, as you return home. Once again, you are left with more questions than answers.
>>
Rolled 87 (1d100)

>>3231667
The 2 mooks will try and look into the magic of Freland, and will perhaps try to look for something than what the Flynn found (I don't want to be cheesy and steal his knowledge too, but if that's the only thing that's available I'll take it). Perhaps they have some form of Contract magic here?
>>
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>>3226945
Your men are stopped in the Lavingi's waters and turned back, boats at the edge of their waters patrolling for foreigners. The guards, loyal to the chief and the native god of the Lavingi, tell you that there is no sense interfering now, as you are likely to be killed, but they detail what occurred to spawn all this chaos. A group of sailors from Hilgot, dreamers attempting to search for lands in the far off south, found a massive landmass. Part of it was clear, but frozen, while most of it was dominated by a giant mass of ice and snow, a glacier. Upon venturing into that glacier, the fools found something within the ice, and it spoke to them. They returned home, incensed, and as more people learned of the thing, others ventured south, until some idiot was stupid enough to try and get whatever it was trapped out of the ice. None know its true form, and even its worshippers don't speak of its body. The Lavingi believe it is still trapped, but they worry it will not be long before it is truly free. The creatures, they believe, are its harbingers, and have struck in their lands as well.

>>3227047
Once again, the ogre beats you, but your men have been the only real survivors of the beast. It has given you quite the manly reputation.

>>3227491
Most dismiss you, but some, the half-witted and weak, begin to follow you. They are a small group, and you are not quite certain that this is the group of devotees you were hoping for.

>>3229474
(Faction projects are gonna be a little different from here on out. Only one roll, but with differing difficulties, so that factions with expertise in something don't have it too rough. Also means that the title system in place, with the scavenger title already existing, isn't meaningless, as it can help overcome difficult rolls. That being said, only taking your first roll.)

The fiend eludes you, killing your men, until only you are alive. You survive only through the grace of Esaudh, you find, as you emerge once more from your familiar forest, covered in blood, none of it your own. Each hunt goes the same way. The thing knows. It is taunting you.

>>3229663
You find no veins of ore, or anything of that kind, but make a kind of business out of selling what you bring down out of the mountains. It does decently, though it is not what you intended for yourself.

>>3232219
You find a different form of body strengthening, having to do with resistance to the cold and heat. This could be very nice during the colder months. That is, all of them. It is freezing.
>>
Rolled 41 (1d100)

>>3226862
Intrigue: Hach, still not convinced the Clan Erodh’s priests have good intentions, sends some of his men to try and see if they can find any evidence of corruption or abuse of powers from the priests.
>>
Rolled 79 (1d100)

>>3226862
Yamio has a group of clansmen journey to the land of the frozen worshipers to gather information under the guise of a trade mission.
The chief will be informed before-hand of this in case he has anything else he wants them to do.
Theyll try to gather information on the cult, its recent history, leaders, and ambitions as well as other information on the country theyre trying to influence.



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