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File: unloading at the docks.jpg (244 KB, 908x511)
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>Anno Domini 547, of the Third Age...

The tropical sun beats down on you terribly, but the sea breeze is an adequate remedy. The ill-fitting shackles weigh heavily on you, restrict your movement while being led along the dock. You could say the bright light is worse however, having spent most of the many-months voyage confined below deck. Such colors though, even by the docs the waters are crystal-clear and the forests beyond of such verdancy the likes of which you've never seen... of which your kind has never seen, or so they keep telling you.

You'd always thought it a boast, but perhaps the humans really did sail off the edge of the world and discover a new one.

"You are in Cobana now niña, your new life, sí?"

You wish you understood anything of the names or places spoken of, but without a map you're at a loss. All you can gather from hearsay is that the ship has reached one of the few port towns among a group of islands on the far side of the world. The humans, since their original discovery of this "new world", have begun colonizing the region but the effort is still in its infancy. The main focus as you've heard, is towards the uncharted continental lands beyond, and so many explorers and... ah, "conquistadors" they call them, come to and from these islands as a stopping point between the Old World and the New and oftentimes back again.

>An open-ended quest in a fantasy New World...
>>
Exploring and conquering New Worlds? That's all human nonsense! You goblins don't care about such things, just your home and your family and...

"...home... mama..."

...you don't suppose that matters much, anymore. You've had months now in the dank, dark bowels of a ship to think about things as sad and difficult as it is to admit, you've come to realize that you may never leave this place. Certainly the humans don't intend for you to leave, having gone to the trouble transport you over here as a prisoner-to-be-laborer. That's all your life is now, it seems.

Zujenia, first ever goblin to reach the new world... in chains. You'll try to find some pride in it, for the assumedly short remainder of your life as these humans work you to death, or worse...

...at least, as long as you let them. But hey, if nothing else, at least this strange New World already appears to be quite the paradise. You couldn't really ask for a better place to die!

>Don't cause trouble, and try not to lose your head. At least see what these humans have planned for you, first.
>The ship was as good as a prison, but now that you're on land again there's no walls. As soon as you're able, try to break free.
>Just keep your head down and your eyes open, observe and learn what you can of this strange new land before you act.
>Write-in.
>>
>>3994636
>>Don't cause trouble, and try not to lose your head. At least see what these humans have planned for you, first.
>>
>>3994636
>>Just keep your head down and your eyes open, observe and learn what you can of this strange new land before you act.
>>
>>3994636

>Just keep your head down and your eyes open, observe and learn what you can of this strange new land before you act.

Information before we break free
>>
>>3994636
>try to adjust to land sickness and repress the ...less savoury moments of your journey there. Surely you werent the only slave in the cargohold?
>>
>>3994655
>>3994650
>>3994646
As long as you don't panic, everything should be fine... right? These humans didn't transport you to the other side of the world out of the goodness of their hearts, but while you could find out what they have planned for you... escape seems better.

First thing first though, you can't just break out and run off blindly. What an easy way to just get caught again! For the time being then, until you deem the time to be right, you can try to observe and learn whatever you can of this place. So that when you do escape, you have some idea of where to go and what to do.

>Make a 1d100 roll, to see what you can notice from your surroundings and situation.
>>
>>3994656
Oh, and of course this, once you get the chance!
>>
Rolled 19 (1d100)

>>3994678
>>
Rolled 97 (1d100)

>>3994678
>>
Rolled 23 (1d100)

>>3994678
>>
File: busy docks.jpg (206 KB, 1440x815)
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>>3994656
>>3994684
>>3994686
>>3994688
>97

Months stuck below deck, suddenly hauled out and forced along in the open and the sun... it's quite a lot to deal with for just a little goblin such as yourself. Unfortunately you don't have a lot of time to adjust, as you try to get used to things but find yourself dragged along as the last in a line of captives. It was not a slaving ship but eight orcs were also transported here below deck, similarly in chains now and forced along with poor little you at the back and no choice otherwise. Not like you'd be able to pull against even a single orc.

The fresh air at least is a big help though, and for as difficult as it is to have to walk so abruptly, it does feel good to be able to move around again... if only you could move freely. In any case, you put your big goblin eyes to work and observe everything you can of this strange land. After all, if this is to be your new home then if you ever want any amount of success comparable to your old life, you'll need to know this New World as well as you did the Old.

And for what you come to see, as you're marched with the rest down the docks and towards the mainland and town proper... the New and the Old worlds are more different than you could ever have imagined... but the same, in all the ways that matter. All sorts of strange flora and fauna, and what a difference in climate the tropics are! But overshadowing it all, are just more humans and their settlements and their usual efforts. Passing by stacks of what you take to be harvested native crops and raw goods, to be loaded onto ships, it seems that just like home the humans here toil away at agriculture primarily. Even though you've only seen the docks here, you can already see the farms and fields with the humans working them in your mind.

Furthermore, you also notice the different types of crops which-

"Aaagh! Wh-What is that?"

"Qué? Oh, that is the... elves, they are called. They live here, before we came. Savages, like the orcs you know."

Approaching the end of the docks, you start to see more of the locals, hoping to learn what you can of the humans here when you catch sight of something strange. Startled, by what you thought was a human woman with strange proportions, but a closer look and you notice darker skin, strange face, and pointed ears. You've seen orcs before back home, even dwarves, but nothing like these "elves". You wonder if it's anything like stories of savage places back home, where out beyond civilization there's primitive tribes of cannibals and other horrors.
>>
In any case, you get quite a good first impression of this place; a recently colonized port town, a major stopping point in the New World, with a local economy based on agriculture, on a strange tropical island, with some native humanoids.

"Inspección!"

You know the word but looking down the line you can see, some human you assume to be in charge of the docks, has a physician checking the slaves. Probably in case of any diseases or poor health, the humans on board you noticed undergoing something similar, but with obviously more dignity and care.

>Feign sickness! Maybe they'll treat you differently?
>Even though you're not sick, try to appear in the best of health! If you are to be a slave or some equivalent, you want to appear valuable.
>Now is your chance, this is a good distraction to escape!
>Write-in.
>>
Rolled 4 (1d100)

>>3994678
>>
>>3994759
>>Even though you're not sick, try to appear in the best of health! If you are to be a slave or some equivalent, you want to appear valuable.
>>
>>3994759
>Even though you're not sick, try to appear in the best of health! If you are to be a slave or some equivalent, you want to appear valuable.

If we fail the feign sick test, we could get in trouble.
>>
>>3994759

>Even though you're not sick, try to appear in the best of health! If you are to be a slave or some equivalent, you want to appear valuable.

Not the best time to escape yet
>>
>>3994759
>Even though you're not sick, try to appear in the best of health! If you are to be a slave or some equivalent, you want to appear valuable.
>>
File: fort.png (1.6 MB, 1074x609)
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>>3994765
>>3994777
>>3994789
>>3994807
You could imagine a scenario where pretending to be at death's door would benefit you... but you can also imagine where it wouldn't! Don't want to get shoved with a bunch of other sick people in some hole.

Considering that then, as long as your life is in the hands of the humans, you want to make yourself seem as valuable as possible. Yes indeed, you're a healthy goblin! That journey of months didn't take a miserable toll on your health at all!

"...an orc child?"

"Ha! Not this one, goblin!"

It takes while before the other slaves are seen to, and you're faced with the physician. Even a learned man like him mistakes you at first though, and having it proclaimed aloud about what you are garners some attention from those present and curious passerby. Mostly negative attention, a couple people spit and remark about having to deal with goblins once again now in the New World similar to rats having come over on ships. Nothing you're not used to, your effort right now is to appear vibrant and healthy and-

"-bleagh!" the man grabs ahold of your head, looking you over and forcing your mouth open, probing at your gums.

"Good teeth, no pox... where did you find this one?"

Well you weren't taken as a slave to begin with if that's what he means, but you think it for the best if you just keep quiet about the real reason they shipped you over here. In the end then, you're marked off as being in good health and given some bread like the others (which you ravenously consume), while two of the orcs are deemed as too unhealthy... after two others perished on the journey over, yikes. You don't have time to wonder about the lethality of these trans-oceanic crossings though, since no sooner are you finished with your bread and given a drink, that the remainder of you are forced along once again.

Along the periphery of the docks you find, the edge of town and onto a fort overlooking the port and much of the town proper. By the time the sun has passed overhead in the sky, from what you can observe and guess at, the ship captain has temporarily arranged for you all to be imprisoned until the ultimate goal of exchanging you can be sought. You suppose it makes sense that they wouldn't necessarily just sell you all off right on the docks the moment of landing, so probably tomorrow or the day after you'll all be marched to some selling area.
>>
Either way, with coins changing hands, the lot of you are passed from the crew to the local military where you soon are forced into rough prison cells within the fort.

"Capitán! Esta niña?"

Ironically enough, it seems for the New World having been without goblins till you, mistakes about what you are exactly seem likely for some time. In this case, your guess is that the soldiers think you're an orc child so they separate you with the orc women to your own cell together. Not before they unshackle the lot of you though, thankfully. It's not true freedom since you end up in a cell, but for the first time in months you can actually move around with some freedom.

And hey, the soldiers feed the lot of you better than the crew were able to, with limited provisions. Sadly, the mistake about what you are might cost you; the orc women know you aren't one of them, and can more than easily bully you out of any food.

>You won't be pushed around so easily, even if you are so tiny! Try and get some food any way you can!
>You've got at least... the rest of the day and night in here. Might as well take account of things, who you are and what you have to work with.
>Stuck in a prison cell, but the guards are only on the occasional patrol... the most unsupervised you've been in months, perfect for escape!
>Write-in.
>>
>>3994880
>>You won't be pushed around so easily, even if you are so tiny! Try and get some food any way you can!
>>
>>3994880

>You've got at least... the rest of the day and night in here. Might as well take account of things, who you are and what you have to work with.

Time to learn what our skills are.
>>
>>3994880

>You've got at least... the rest of the day and night in here. Might as well take account of things, who you are and what you have to work with.

And then we plan our escape
>>
>>3994880
>>You've got at least... the rest of the day and night in here. Might as well take account of things, who you are and what you have to work with.
>>
>>3994887
>>3994891
>>3994896
>>3994916
You don't like being shoved around, but what are you going to be able to do against even one orc? Besides, if it's just for one night you won't starve in here, that half a loaf of bread they gave you after the inspection can hold you over.

If you're confined here though, you're not going to waste it. Supposing... this strange new land is your home now, and you have to make a new life for yourself, then you want to know what you have to work with before you start planning anything.

>Make 2d100 rolls, to see how capable of an individual you are, and the quality of life you used to have in the Old World.
>>
Rolled 8, 55 = 63 (2d100)

>>3994930
>>
Rolled 13, 98 = 111 (2d100)

>>3994930
>>
Rolled 96, 55 = 151 (2d100)

>>3994930
>>
Rolled 1, 1 = 2 (2d1)

>>3994930
>>
Rolled 60, 59 = 119 (2d100)

>>3994930
>>
>>3994946
>>3994949
>>3994954
>>3994984
>>3994991
1d5?
>>
>>3994997
It'll be highest roll.
>>
>>3994991
>>3994984
>>3994954
>>3994949
>>3994946
>96, 55

Rather than try fight for any food or make yourself a target for these orcs, you just keep to yourself in corner of the cell, alternating between looking out the barred window to the sea and biding your time thinking about your situation. As the crew said, you're on the far side of the world now and off the charted maps. You have to face the reality that you probably will never return home, a very saddening prospect to be sure but it also presents the kind of opportunity few ever have of a brand new start and a brand new life. You choose to not let it get you down so much, and instead entertain the possibility that life in this New World could be even better than life in the Old.

Certainly, as apparently the first known goblin to have ever reached the New World, you have an unprecedented opportunity for your race and you wouldn't want to put goblinkind to shame. A successful new life here in this strange new land, is a successful new life for all goblins in the New World!

"No other goblins, huh? I've never been alone before... I wonder what I could get up to, without having to worry about it coming back to family or other gobbos?"

And fortunately for you, unfortunately for the humans, few more capable goblins could have been transported here. You lived an average enough life for any goblin, a nomadic race traveling around within the lands of bigger races in family groups organized into clans. As a nomadic and guest people within the nations of others however, the sorts of skills and competence required to succeed... well, it's not exactly the sort of capabilities that "good" folk would smile on. The best rogue among your clan back home, your clandestine and criminal skills are unmatched, able to sneak and infiltrate just as exceptionally as you can thieve and deceive. As shown from your arrival and keen observation skills, you have a sense for knowing what's going on in a situation and noticing what the most important details are, perfect for earning a living by illicit means...

And of course when the need to lie low is useful, you are able to take care of yourself and live on meager means. To make the most of what little you have, which should come in handy when you've got nothing to your name now but a set of rags. It's also worth mentioning that you have decent survival skills and a slight knack for alchemy learned from your mother, however that's to environments and nature of the Old World... you still have a knack for those skills but you may have to learn things all over again about which plants are good for what and where it's safe to forage and sleep, things like that.
>>
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These skills of yours, all perfect for a nomadic goblin trying to scrape out a living from the fringes of a host soceity... and perfect for finding out secrets of that host society, hence your reason for being brought here. You learned something you shouldn't have of some human nobles, and for it you were imprisoned and shipped off to the New World to be rid of you and your forbidden knowledge. Not before they killed your father however, in punishment for you when he came to plead for your life.

"I'll make you proud... papa."

Besides your own skills, you also have your person. A healthy and comely (for a goblin) young lady at the ripe age of seven, a small and hardy physiology. Tough where it counts and easy to go unnoticed by bigger races. You are at a bit of a disadvantage when it comes to the typical greatest strength of goblins; sheer numbers. Here you are on your own and the rest of your kind on the other side of the world. But there's always ways to gather more goblins, even if you have to make them yourself.

And lastly... well, you're not sure if it's even worth mentioning given how far removed from everything you are... but the gods of goblinkind, the divine family if they are listening or can even hear you all the way out here. Your race has always survived under their divine guidance, and perhaps even in this New World your prayers might be heard? You were never particularly religious yourself, but what better time to start?

So yes, you are in a prison cell. Yes, you were stripped of all belongings. Yes, you have no other goblins, friends or family. And yes, you are alone on the far side of the world. But you're not completely hopeless, and have a very strong foundation to build your new life here upon. Perhaps even, the new life of your race here.

>So far so good... well, not really good but nothing you can't handle. Continue to play along with the humans till they deal with you as they've planned.
>By the sound of things you're set to be sold off as a slave or something similar, but maybe you could convince some humans to treat you to a different fate before then? Get you off the slave block by never going there in the first place.
>You've escaped from much worse conditions than this! You were the greatest rogue of your clan, no imprisonment by humans will hold you!
>Write-in.
>>
>>3995153
>You've escaped from much worse conditions than this! You were the greatest rogue of your clan, no imprisonment by humans will hold you!
>>
>>3995153
This will probably be my last post of the night, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing!
>>
>>3995153
>>So far so good... well, not really good but nothing you can't handle. Continue to play along with the humans till they deal with you as they've planned.

Goblins are in the place of Jews in this setting? Based.
>>
File: Spoiler Image (1.97 MB, 1092x722)
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>>3995211
Not Jews per se...
>>
>>3995153

>You've escaped from much worse conditions than this! You were the greatest rogue of your clan, no imprisonment by humans will hold you!

So long suckers!

I some of the humans who killed papa or their associates are around. Some good old fashioned revenge would come in handy.
>>
>>3995211
Not jews. Worse, gypsies.
>>
>>3995153
>>You've escaped from much worse conditions than this! You were the greatest rogue of your clan, no imprisonment by humans will hold you!
>>
>>3995333
when elf Hitler comes along it's all going to the same place
>>
>>3995153
>>So far so good... well, not really good but nothing you can't handle. Continue to play along with the humans till they deal with you as they've planned.
>>
>>3995153
>You've escaped from much worse conditions than this! You were the greatest rogue of your clan, no imprisonment by humans will hold you!
>>
>>3995153
>By the sound of things you're set to be sold off as a slave or something similar, but maybe you could convince some humans to treat you to a different fate before then? Get you off the slave block by never going there in the first place.
>Play the doctor. Take care of the orcs and other slaves, calling for help when you can and "borrowing" some help when you can't. Be helpful enough that they can't stop you from wandering around for medicine or splints and wait until their eyes are off you before ACTUALLY stealing anything like keys.
>>
>>3995293
>>3995333
>>3995357
Based and Redpilled.
>>
Will be resuming shortly now.

>>3995174
>>3995325
>>3995342
>>3995529
For trying to escape.

>>3995414
>>3995211
For continuing to play along.

>>3995627
For trying to convince or trick the humans of your "proper" value.

---

You could just continue to keep your head down, and wait to see what the humans do with you before you try to escape. Like if they sell you off to work in a household or fields, you'd have an easier time of escaping. Alternatively, while sitting in the cell and watching the orcs, you also begin to come up with an idea about claiming to have medical experience. If the humans have only come to settle the New World in the last few decades then expertise is probably low, and the soldiers certainly would have a lot of use for a doctor... even a goblin, and a lady.

In the end however, your goblin impatience wins out and the longer you stew in this cell (bringing back bad memories of the voyage here) the more it starts to get to you. More than anything, you just want out of here, to be able to run and jump and move completely freely. And you want that now!

>Make a 1d100 roll for your escape effort! Also if you have a creative idea about to do it, it may provide a benefit to the roll.
>>
>>3996149
ideas

-pickpocket a guard that comes here to bring food for something useful

-hide and stealthy go out the door when someone enters

-find some piece of iron of whatever we can wedge inside the lock to pick it

bleed someone on their sleep and cause a commotion by calling the guards and try to get lost during the commotion

-everything here was built with humans and orcs in mind, I doubt they prepared for goblins, maybe squeeze through some bars that were not made terribly well
>>
Rolled 15 (1d100)

>>3996178
and the roll
>>
Rolled 51 (1d100)

>>3996149
>>
Rolled 48 (1d100)

>>3996149
>>
Rolled 91 (1d100)

>>3996149
>>
Rolled 9 (1d100)

>>3996149
>>
File: the keys!.jpg (539 KB, 1200x1798)
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>>3996180
>>3996185
>>3996224
>>3996257
>>3996262
>91

Who cares if you're in the most secure location on this island, you're busting out! And between your experience as a rogue, and keen gobby observational senses, you've been examining the details of the prison down here ever since they brought you here... and already you've come up with several different options.

The best of all being, because of the structure of the fort down here, the ceilings slope. Since the bars and cages are all straight and square-like, this means a very small gap at the top of the bars between each cell. Far too difficult and too small for any human to be able to exploit, but as a goblin you can quite easily just climb up and squeeze through the gap. Not full escape, but you can travel freely between the other cells. Which of course, means you can get at human prisoners; people you would be more comfortable exploiting than orcs.

So then, you bide the rest of your time till nightfall (including when the guards bring "dinner" for the night) till folks start falling asleep. Once the orc ladies are too, you begin your plan and start the climb. Up you scamper along the cage and squeeze through to the adjacent cell, to clamor down once more. There, some poor human fool sleeps... who knows what crime he committed, but it doesn't matter to you.

"-agh! AAGH!"

You put your sharp little goblin teeth to work, as you bite down hard as you can on the man's arm. The hot rush of blood in your mouth, the screaming resistance as he awakes in panic, this should do well. Quickly before he can retaliate, you scamper back up the bars and into your cell once more, finding an adequate spot to watch and wait. The screaming carries, and even some other prisoners take up the call for help, guards.

Ironically the orcs noticed exactly what happened and also start screaming, but in their own language so you don't have to worry about them alerting the guards to your plan. In any case, before long some uniformed fellows come to investigate. Probably not thinking much till they see the injured man holding his maimed, bleeding arm out between the bars. After that they act with urgency, to get the man out of his cell and call for a doctor.

The perfect distraction, for you to lift the keys off the guard, after he opens the injured man's cell and moves close enough to your own cell without noticing your thieving little green hands. So sneaky in fact that not even the other prisoners notice as you quickly hold the keys under your rags.

Now, it's just a matter of what manner you prefer to escape...

>The first chance you get, let yourself out and escape the fort!
>Wait till the commotion settles down, maybe even after folks get back to sleep, then escape the cells... but explore the fort a little before you leave it.
>Let the other prisoners out as well, maybe cause a riot... either way it's a great distraction for you.
>Write-in.
>>
>>3996334
>>Wait till the commotion settles down, maybe even after folks get back to sleep, then escape the cells... but explore the fort a little before you leave it.

we should get a blade and provisions, time to be a rogue and get what we need
>>
>>3996334
>First chance you get

He's gonna notice missing keys

>Let out the other prisoners too

Gobbos thrive in chaos
>>
>>3996334
>>The first chance you get, let yourself out and escape the fort!
>>
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>>3996345
>>3996354
>>3996396
Your usual preference would be to wait till the time is right, and act at your own careful pace. But for something like stealing keys off a guard, it's only a matter of time before the injured man is dealt with and the keys are then noticed missing. So escape as soon as possible, seems for the best.

With that in mind and while everyone is distracted, you easily enough just clamor up the barred door of the cage and unlock it from the outside. Now this action, some prisoners definitely notice but seem willing to not broadcast it to the guards and doctor seeing to the injured man. The same man who keeps yelling and trying to point you out to the guards, probably trying to let them know what happened. When eventually they do look however, they're met with the sight of some orc ladies now free of their cell. You just did your part of letting them out with you, so they can do the rest.

"Atención!"

"Ayuda! Ayuda!"

Now orcs are a big and strong bunch of people, even their females can put up a fair fight against a human man. However after the harrowing journey across the ocean and for being completely unarmed while the guards are well-equipped, it's not nearly a fair fight. But the orc ladies can make an admirable effort of attack, just long enough for you to rush to the other cells and start letting out the other prisoners, starting with the orc males who very well can put up a fight!

Before long, the prison area beneath the fort is in a state of chaos as the few guards are overcome and already some on both sides lay dead. Of course you'd have liked to have stolen what you can from the guards but the other prisoners would just bully you out of anything worthwhile as usual. The important thing though is you have your perfect distraction, and it's definitely going to gather the attention of the fort soon enough.

"No, no! Maldito!"

"What does that...? I don't understand!"

"These are... you say, damned? Leave them niña!"

Having let all the prisoners out in the main cell area, you find one separate chamber you thought was a religious room for those humans, somewhat decorated like one of their churches to an extent with religious icons and such on the walls and doors. But there are cells in here too, which you try to open till a few of the freed prisoners catch up with you, yelling and forcibly stopping you from opening these doors. Something about these couple of remaining prisoners being cursed or something and not to let them out. You can glimpse a man and a woman in either of the two cells, but they keep to themselves and don't seem that different...

Well in any case, you don't expect to have much time before the soldiers crack down on this little riot you started. Best to make the most of the chance you have.
>>
>As you'd planned, find the quickest and best escape route and don't stop for anything!
>Now that you're out of your cell, you have a better chance to think and consider your situation... perhaps a quick looting where you can, wouldn't hurt?
>A riot is one thing, but you really want these humans to feel some pain! See if you can't further sabotage the fort before you escape!
>Write-in.
>>
>>3996444
>>Write-in.

hey, if its against their religion more likely than not it's against them too, let the "malditos" escape, we may get some allies out of this.

after they are out we can try to grab something and escape this thing
>>
>>3996444
Throw the malditos the keys, they can let themselves out.
>Loot some weapons, some shoes/gloves, and some rope.
I doubt anyone would take those. Maybe grab a bite to eat if we can, but going to the wilderness should work too.
>>
>>3996461
This

If the others give us too much of a hassle just throw the keys like >>399647. Suggested.

Before going out grab a weapon and some clothes
>>
>>3996478
>>3996475
>>3996461
You could pilfer a little before you leave this place, just so that you have more than literal rags the moment you step outside the walls.

>Make a 1d100 then, to see what you're able to loot, possibly even anything special.
>>
Rolled 45 (1d100)

>>3996494
>>
Rolled 3 (1d100)

>>3996494
>>
Rolled 71 (1d100)

>>3996494
>>
>>3996444
Supporting >>3996461
>>
Rolled 75 (1d100)

>>3996494
>first gobling to the new world
>day 1: riot, prisioners escaping, dead guards and heretic abominations on the loose

We are off to a good start lol
>>
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>>3996513
>>3996501
>>3996498
>>3996495
>75

The humans hold to a different faith than goblins so you don't hold the same sorts of superstition as they do, but just in case these prisoners are dangerous... you're able to avoid notice as the rest of the escapees soon vacate the lower levels of the fort, hoping to find their own way out. Once you think you have the chance then, you call out to one of the secure prisoners and hold out the keys for him to take.

The conditions of his cell must be awful though, a dripping wet arm reaches through the barred door to grab the keys, freeing you up to escape like the rest. Or so you think.

"Oye, niña! Las cruces!"

The fellow calls out before you can fully leave, as you glance back to see his cell door open but still he doesn't leave it? Gesturing to the religious icons about the chamber, you guess at his meaning and taken them down or cover those that you can't. As soon as that's taken care of then, the fellow exits his cell looking like he just climbed out of the sea all soaking wet.

You don't stick around any longer than you have to though, as acknowledge what you assume to be a thankful gesture, before he goes to let the other prisoner out. But you're long gone before that!

---

"Vuelve bastardos!"

"Aquí! This way!"

Upon climbing up the steps and out of the prison level beneath the fort, you happen upon quite the chaos! Some more dead already and the prisoners scrambling for whatever weapons and equipment they can while guards and soldiers gather to try and regain control. Already alarms are being sounded and a serious response mobilized so you don't have a lot of time. Your first instinct is to reach the central courtyard you passed through on the way in, but navigating your way through thick stone corridors you follow after some prisoners... probably with the same idea at escape, but witness one of them being shot dead by soldiers from up on the ramparts overlooking the courtyard.

"Wh-Which way?!"

"Find your own!"

Without any organization, indeed this riot of yours was doomed to be nothing more than a distraction, as any remaining prisoners begin to falter or scramble in the face of the mounting armed resistance. The orcs together will probably remain a thorn in the side of the soldiers for awhile still, but facing against men armed with guns... you're not going to stick around to see how things go.
>>
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"Prisa! Prisa!"

"Un momento!"

In trying to escape, you end up getting a little lost yourself, but at least know that you're headed upwards as you keep climbing stairs. Eventually down one corridor you have to hide behind a door as some soldiers rush out to join the action, but upon peeking inside...

"The barracks!"

You'd prefer the armory but you'll settle for where the soldiers sleep and keep some of their personal belongings. Though some still are gearing up for action, having been rudely woken up by the prison escape, you should be able to slip in and out easily enough without being noticed. Just a question, of what you want to steal most...

>Weapons and equipment, you want to be able to protect yourself!
>Valuables, money or whatever these soldiers own that you could later trade or sell if need be.
>Information, any maps or paperwork you can find to help you understand this place once you get out.
>Write-in.
>>
>>3996619
>>Weapons and equipment, you want to be able to protect yourself!

defending ourselves comes first in this situation, and without weapons we can't rely on our tiny body for that
>>
>>3996619

>Weapons and equipment, you want to be able to protect yourself!
>>
>>3996619
>Weapons and equipment, you want to be able to protect yourself!
They are soldiers which means they'll be broke and the good info is going to be in the officer quarters not the soldiers barracks.
>>
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>>3996631
>>3996642
>>3996648
You know nothing about this strange new land you find yourself in... as much as other things may come in handy, ultimately your life depends upon your safety and ability to defend yourself. So sneakily, but hastily as you can you crawl about the barracks while those remaining soldiers dress and equip. Grabbing what you can, you stuff it all in a pillow case along with some scraps of food and a potion or two in a bundle of clothes.

With that then you take your leave soon after the last soldiers do, making your final and grande escape!

---

The sea breeze blows strong, as you reach the ramparts... partly by accident beneath the moonlit sky.

"-ooh... s-so high up!"

Sounds of the conflict echo through the fort from below, but you've almost left it all behind. Now if you can just get down from here! Though it seems like a bit of a setback at first, it occurs to you that you wouldn't just be able to walk out the same way you came in, hells they probably shut the gate and all.

Running along the high walls then, you skirt the perimeter of the fort stopping now and then to hop up and peer down, hoping to find some easier way down. Or, a way down which doesn't amount to flinging yourself off the walls and hoping for the best from a certainly-fatal fall. Maybe a portion of the wall that isn't so steep, that you could perhaps roughly slide, or climb down? The humans built this place quite impressively though, you'd have a hard time of-

"Detinetes ahí! Don't move, orc!"

Having climbed up on the wall once more to look over and down, you hear orders shouted at you. Nervously turning in your precarious position between the battlements, you see a pair of soldiers with guns trained on you and some officer you assume, trying to convince you to surrender and come down. Once more they must think you to be just a child hence willing to show a little mercy, unlike... probably most of the other prisoners.

"There's... no need for any of that! You'll get no trouble from me!"

Your mind races for your options as the officer carefully approaches, putting his sword away even to hold out his hands. Before you get much a chance to react though, a good portion of the fort suffers a violent tremor as a result of... what you think to be a woman's scream from down below. Not like any scream you've ever heard though. The four of you up on the walls lose your footing, but while the soldiers had the sure ground of the walls, you were right on the edge and from losing your balance you fall back and over!

"AAAIIIEEE-!"

A panicked scream as you plunge down, but not to your death... not yet at least. The sudden shock, the sudden splash of plunging into the waters below the walls... luckier that, than a fall to the rocks. Struggling as best you can, you surface and gasp for air beneath the dark shadow cast by the fort over you, from the moon.
>>
Well, it's freedom in a manner of speaking! You have to figure out where to swim to though, now. Hopefully not far, you're a passable swimmer but this stolen equipment weighs you down.

>Make for the rocks, and the town beyond them.
>Swim for the shore, continue on from the beach. To the docks perhaps?
>Clamor up the walls of the fort... just so you're out of the water, then try to climb along around till you're on the outer edge of the town walls... the wilds awaiting you beyond.
>Write-in.
>>
>>3996699
>>Make for the rocks, and the town beyond them.
>>
>>3996699
This will probably be my last post of the night, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing!
>>
>>3996699

>Make for the rocks, and the town beyond them

Try to find a good place to catch our breath and then continue.

We realised some very interesting chaps it seems
>>
>>3996699
>Make for the rocks, and the town beyond them.
>>
>>3996699
>Clamor up the walls of the fort... just so you're out of the water, then try to climb along around till you're on the outer edge of the town walls... the wilds awaiting you beyond.
>>
>>3996699
>Swim for the shore, continue on from the beach to the docks.
>>
>>3996699
>>Clamor up the walls of the fort... just so you're out of the water, then try to climb along around till you're on the outer edge of the town walls... the wilds awaiting you beyond.

better lay low for some time
>>
>>3996699
>>Clamor up the walls of the fort... just so you're out of the water, then try to climb along around till you're on the outer edge of the town walls... the wilds awaiting you beyond.
>>
>>3996699
I change this >>3996827

For


>Clamor up the walls of the fort... just so you're out of the water, then try to climb along around till you're on the outer edge of the town walls... the wilds awaiting you beyond.
>>
Resuming in a bit now.

>>3997279
>>3997039
>>3996981
>>3996901
Seems like this is the majority preference compared to

>>3996733
>>3996866
>>3996958
>>
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>>3997400
>>3996699
Your first instinct is to just get out of the water, then get to town. As far as you know, the only civilization around these parts. Maybe even the docks, find a ship to hide in? Having to deal with humans more though seems risky...

...it's a gamble for sure, but you think you'll take your chances out in the wilderness. At least then you only have to worry about the environment rather than humans and others on the search for you possibly. If you can survive long enough out in the forests, then to be able return to town without fear of being caught, then that's the choice you're going to make.

"Pwah!"

Struggling furiously, as much as your little body can manage you fight against the sea as it tries to claim the life of some strange little creature new to these waters. Thankfully though you get washed up against the rocks beneath the fort wall where it borders the waters, as you scramble for a grip and gasp for air, coughing up some water. Your position is a precarious one as you're basically clinging to a relatively short (but steep) stony cliff awash by the tide, but carefully and under cover of darkness you begin the long effort of climbing (or walking where possible) sideways along the rocks or portions of the fort wall where it extends this far down. The side you fell from was roughly facing town so you basically have to traverse the whole way around the outer walls.

"Argh, agh! Damn humans!"

Eventually though you start to notice the shore on the other side, and even if your hands and feet are sore and scraped from so much time and effort clinging to the crude stone walls, the finish line is in sight. With the moon still on high, you finally are able to let down off of the fort wall but instead of setting foot into the water it's on rocks of the shore. Moving a few paces away from the splash of the waves, you take a seat to catch your breath and tear your rags some to bind your hands and feet.
>>
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After that though, you struggle to stand and finally can look up at the fort looming behind... and the wilds of the New World laying ahead. The town itself is encircled by a simple wall, and you would assume there were forests here which have long since been cleared so that it's mostly just a windswept expanse of sandy marshland. What you assume to be some small farmsteads here and there across this cleared land, but far enough beyond and it's just dense dark forest as far as the eye can see. In either direction (save for the ocean of course) and stretching onwards and upwards to the distant mountains of the island's interior... you assume.

"...free. Free. Free-hee-hee! FREE!!"

Speaking your mind as if to give life to your hopes, you breathe deep the sea air and smile, shouting and jumping for joy as you run about the grass and sand. You'd never wanted to give up hope, and surely you've suffered a long journey, set for some unknown and unpleasant fate. But for your guile and your will and a bit of luck, you now stand unchained and unchecked, the first goblin in the New World.

And a New World it is, that awaits you. A rough start no doubt, but with all the weight of goblinkind on your shoulders, you intend to make something of this new life of yours here. You never asked for it, never wanted it, but after all you've been through you damn well will make the most of it!

>What do you do?
>>
>>3997452
Food. Then Forest. No way we're getting shelter in marshland.
>>
>>3997570
From the barracks you were able to steal some scraps, but actual food would be nice... after escaping an unpleasant fate, you wouldn't mind celebrating a little once you find some shelter and safety. And no celebration is complete without enough food to stuff yourself full!

...especially after those grueling months in the hold of a ship, eesh.

>Make a 1d100 roll to search for food, and what means you seek to obtain this food, such as hunting, or stealing it.
>>
>>3997609
marsh lands, so spearing a couple fish, making an impromptu net/cage to catch stuff out of the water, and when you're done remove all the leeches that latched on to you and cook THOSE..
>>
Rolled 91 (1d100)

>>3997609
>>
Rolled 100 (1d100)

>>3997609

happy new year!
>>
>>3997763
happy new year indeed
>>
>>3997763
nice
>>
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>>3997763
>>3997619
>>3997705
>100

You're accustomed to getting by in life through dishonest means and very well could just steal food for yourself. But after you managed to escape the prison and start a teensy weensy little riot... caused a few deaths, you wouldn't mind a little honest work. Until you settle on your goal here in the New World, whatever that might be, you'd like to try and keep some balance you think. Maybe out of respect to the gods, or maybe just for your own sake.

So for tonight, you'll try and catch your dinner. That you're in unfamiliar territory, that you don't have much experience at all for fishing, and that it's in the middle of the night, just make things more challenging and more rewarding should you succeed!

---

This maybe wasn't the best idea.

"No good damned rotten fish, hold still!"

Prowling the sandy flats, you're able to find some sticks and sharpen them with a knife you stole from the barracks. Although you're not at a complete loss since goblins have decent night vision, you're reduced to skulking about brackish ponds in your rags where there's few fish to be found, and none you can manage to catch. In frustration you throw your fishing spear and intend to resort to eating the stolen scraps of food you have, when you hear an odd sound. Wood banging against wood rather than a splash of the sea, where you'd hurled the spear.

"What is... this belong to someone? H... Hello?! Hola?"

On the approach you quickly notice the shape of a beached rowboat on a small patch of shore that is actual sand rather than rocks. Quickly hiding among the grassy dunes, you observe for a time before your curiosity overwhelms your patience, and oddly you find no occupant of the boat. You even call out, looking around for anyone whom it may belong to, but after some minutes you give up trying and investigate the craft yourself.
>>
And what a nice little cache it is, your only guess is that it was someone's own little fishing boat based on the scattered equipment found within. The little boat clearly wasn't abandoned otherwise the items in it would have been taken, but unless the owner simply left his boat here in this very poor spot while he ventured into town for the night... you've no idea the reason for its being here. Maybe even something sinister, but you're not going to discard a find like this so easily!

"What's this sheet hiding? Something goo- eargh! What is that?!"

Stifling your scream, you lifted up a covered portion of the boat to find it teeming with some grotesque monster-things. No clue what they are, they resemble... giant bug creatures? Though smaller than you, but you immediately assume they ate the owner of the boat. Although sickening to observe as they crawl about on each other, enough time spent observing and poking with sticks and even killing one with your knife... and you make the judgement that whatever they are, their worth as food could outweigh any potential danger. So picking up the dead one you investigate it without trying to puke, before eventually pulling it apart and trying to eat what you can.

"Mm... it's kind of like... a weird crab? Yeow!"

Yelping when an unnoticed one pinches your foot with a claw, you figure... if you were to eat them, there's several days worth of food for you here. Along with the other fishing equipment and the boat itself, surely this must be a gift from the gods? Your ultimate goal is to find refuge in the forests out beyond the sandy marsh, but you've stumbled upon a little bit of civilization you feel confident enough to call your own.

Just a question if you want to perhaps camp here with the boat for the time being, or just take what you can and continue on to the forests out past the sandy marsh.

>What do you do?
>>
>>3997809
>Get some cooking done here
>Study the fishing tools used to grab these weird crabs
>Take what you can and keep going
also check self for leeches
>>
>>3997809
This will probably be my last post of the night, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing! And Happy New Year!
>>
>>3997809
Thank the gods for weird crab!

Let's check the cabin for anything useful, grab whatever equipment to fish we know we can use and let's move
>>
>>3997820
Supporting
>>
>>3997843
This

Can't wait for the natives tonmistake us for some mythical creature from their folklore, we are pointt eared too lol
>>
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>>3997820
>>3997843
>>3997946
>>3998233
Having a boat is nice, but having a home is better. Besides, if you camp out here then who's to say the owner won't be back tomorrow? So then for the time being you examine the fishing equipment in between smashing the crab-things and eating them. You'd get a fire going but if you're only going to be here for a little while then it seems kind of pointless, especially when goblins can eat things that are... less edible, without getting sick.

"Nasty, nasty blood-sucker!"

Crushing up some leeches as well, you find more and more that for as different as this new land is, there's still at least some similarities you can rely on. Having eventually eaten your fill then, and on the road to recovering your weight lost from the long journey, you kill a score more of the creatures and bundle them up in the sheet. With the fishing equipment you recognize and know how to use under one arm, and dragging the bundle on the ground behind you, the remaining trek the rest of the way across the marsh awaits.

---

"Oooh... scary, scary..."

You don't face any trouble crossing the cleared stretch of land between the town and the wild forests, and along the way even pass by some outlying farms where crops unfamiliar to you are being grown. As the sand and grass of the marsh gives way to increasing foliage though, bushes and shrubs to bigger and taller trees, you soon find yourself feeling quite alone and tiny in the strange forests of this New world.

Unlike the forests in the Old world, everything here is so much denser and lush. Green growth of every type in this humid climate, there's hardly space between one tree and the next. And all so strange, not a one you can identify. Fortunately, this seems to indicate that people... humans at least, generally steer clear of the deeper wilds. You wonder about the natives, those elves and whether you might encounter any, but as far as humans go it seems that you could avoid them fairly well if you come to dwell here.

For how long though is the question, you do appreciate civilization after all and come from a civilized background yourself. At least as civilized as goblins can be. You prefer the forest here to a prison cell, but you'd prefer a nice home to the forest.

"Maybe live up in a tree? Long fall though... or find water?"

With the eventual light of dawn coming through the canopy and affording you a better sense of your surroundings, you try to figure out where you're going to camp for the time being. Yawning as you go along through the green wilds, you were up all night after all. Without knowing anything about this place though, it's hard to make a call as to where you should try to get some rest.

>What do you do?
>>
>>3998371
Better be safe, try to find some place on a tree to sleep, during the evening, try to see if we can spot any campfires or colums of smoke before the night falls or we go to sleep.

Trying to find a place high up will make us better protected against predators or crawling things
>>
>>3998427
supporting
>>
>>3998427
Support
>>
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>>3998427
>>3998439
>>3998463
You'll take your chances in a tree then. Better than just laying out on the ground, or spending who knows how long trying to find a cave. Fortunately your skills as a rogue come in handy here, and though your feet and hands aren't in the best state, after a few attempts you manage to climb your way up one of the tall trees here.

You can even get a little creative, cutting and tying some vines between branches to make sort of a hammock you can rest in. Just enough effort to satisfy yourself, as you fasten down your stolen belongings and rather quickly manage to fall asleep, so exhausted from the previous day and night.

~~~

"Best learn to read, the more valuable you can be to the humans the better."

"But papa, I don't want to leave home! This... new world, is so strange, so scary!"

You find yourself in your father's wagon, a familiar and comfy abode all decorated and furnished inside. He had always wanted you and your siblings to try and find some use to the humans, in order to gain success in life from them.

But... why is his wagon rocking about, and waves lapping at the windows?

"If you know their language and letters you can find work with them."

"They chained me up in the bottom of a boat for months... I almost didn't make it!"

As his oldest child, your father always had a soft spot for you and he only ever wanted a good life for you. As goblins dwelling in human lands, he must have seen what the humans were capable of and wanted that for you.

Did his wagon always have thick green foliage and trees growing in it?

"Service in a human household, perhaps even a human male would take you for his wife. I wouldn't mind it, you'd have a good life!"

"And the plants, the animals are so different. I don't recognize anything! I'm scared... I want to stay at home, with you and mama and everyone else!"

You fall to your knees on the sandy floor of the wagon, as you beg and plead for your father to change his mind, though he seems too occupied with working on those metal shackles to pay you much mind. Even as the sea comes flooding in and fills the wagon.

~~~
>>
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~~~

"-bwuhhh... wagh!"

You feel movement which draws you from those murky dreamed waters, and you startle awake in fright. With a scream, you grab a fairly large snake slithering over you, and hurl it through the trees. Nearly falling out of your vine-hammock from the effort, you grip for dear life while your heart races and you struggle for breath. Takes a little while, to gather your bearings and remember where you are once again.

What a way to wake up, when even the sounds of all the life of the forest didn't manage to... especially all the tropical birds singing about. Eventually calming down though, you wipe the sweat from your face with your rags, so humid now with the sun on high. Must be afternoon, you had a good few hours sleep apart from that rude awakening. Might as well set about your day then, not like you're going to be able to get back to sleep after that... looking around the canopy and surveying what you can of the forest from your crude little nest, you consider things to do. Taking account of all your belongings could be good, or exploring more of the area, better familiarizing yourself. There's also town... perhaps you could sneak back in and steal anything you might need but are still missing. Or even... a tribute to the gods perhaps? Again, you've never really been religious in your life, but you can't help but feel you owe them thanks for your relative uptake in fortunes since being dragged off the boat into this strange land.

>What do you do?
>>
>>3998486
see if we can find anything other than the town, marks, trails or signs of other vilages or occupation, we may be wanted in that town since it's hard to miss the only goblin in the entire continent.

if we can't find anything let's try to steal some sacrifice to the gods, that seems like a good idea
>>
>>3998498
Sounds good.

If we are forced to go to the town do it at night since we have night vision and the stinking humans don't.

Try to find maps or information of the region so we can see where to go.
>>
>>3998509
>>3998498
You can search around for other signs of the humans and their presence/efforts here, sure thing.

>Make a 1d100 roll for searching the outskirts of town, see what you can find.
>>
Rolled 46 (1d100)

>>3998515
>>
Rolled 9 (1d100)

>>3998515
Sacrifice stuff too
>>
Rolled 73 (1d100)

>>3998515
>>
Rolled 25 (1d100)

>>3998515
>>
Rolled 60 (1d100)

>>3998515
>>
>>3998552
>>3998540
>>3998520
>>3998516
>>3998649
>73

For the remainder of the day then, you'll roam around the region as much as your little green legs can carry you and see what you find. Stashing away your belongings, down out of the tree you climb till you're back on the forest floor again and begin your scouting effort. Sneakily, carefully, befitting your experience as a roguish goblin.

The first and most obvious thing you find then, is something of a small village beyond the walls of the town. Surveying it from afar, your guess is that is where poorly types and laborers dwell, maybe even slaves. Beyond the town and occupying the cleared range around it are small farms on shallow marsh here and there, and farther out a few plantations with serious scales of agriculture (compared to the little farms) and size. A couple of these plantations even have walls, but not all of them. Either for keeping slaves in or for defense... but against what?

All of these habitations you'd say are part of the town or extensions of it, but there are seemingly no proper roads to or from town. Your guess, that either there are no other proper towns on this side of the island, or the humans are far more reliant on the waterways and didn't bother clearing roads to other places when they can just boat around the island. Either way, like the forests then you can assume humans only keep to the coasts while most of the interior is wild or inhabited by the natives perhaps.

Looking past the town and the associated farms and plantations, you do discover some signs and trails here and there which lead away to a few very minor settlements but none of these are more than a couple miles beyond town and all of them are quite small. Just a few households or buildings, like the nearest one you make the effort to approach and investigate appears to be a couple families of orcs, probably freed former slaves who keep to themselves but still rely on town somewhat.

In total, these are all the signs of civilization you can find. There are a few other minor trails that don't seem to lead to anywhere settled, just going off into the forests... but fear of hostile native elves keeps you from venturing far. A quick mental note then of what you found;

>The main town of the region here, and the village just outside the walls
>A bunch of small farms on the cleared land beyond the walls, and six large plantations farther out (in some cases bordering the forests)
>Five minor outlying settlements of various sorts, people choosing to or forced to live on the fringes of society
>Who knows what, living beyond everything else, either farther down the coast or deeper to the interior of the island
>>
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Unfortunately you can never get close enough to any settlement, at least not safely you feel, where you can try looting around for any information. Not that you couldn't do this, but it'd be something you commit to and actually sneak into a place to steal things, rather than just a scouting effort. With the sun setting already, you could try to venture into town or another settlement when night falls and try some thieving or filching for information.

But first you want to get back to your nest and make an offering to the gods, in thanks for... perhaps their divine guidance. Certainly you've had someone looking out for you since arriving here, and you want to make clear your appreciation! So after nightfall you're able to find your chosen tree, and after getting a fire going with the stolen pistol you have from the barracks, you set about making a little offering shrine. In the Old world, religious goblins would leave similar little shrine-landmarks like this wherever they went both in reverence to the gods and for other goblins to be able to find and follow. Usually small stone monuments carved in subtle goblin likeness, however in this case you'll just have to settle for some piled stones you can find and sticks and wood arranged to complete the effect.

A difficult effort for you, but worth it when you marvel at your tiny goblin shrine at the base of the tree. Awkwardly you offer up a little prayer and give thanks for... for this first offering, you'll give thanks for surviving the voyage here. Then to decorate the shrine with some simple offerings, as well as killing a toad you found on the way back. And while you're not sure if you expected anything at all from this, certainly not anything tangible, at least you feel better for doing it. Feel more relieved, hopeful about your situation if indeed there are gods watching out for you. A kinship to the ancestor gods that you share with all goblins, that helps you not to feel so alone or helpless.

~~~

You have made a tribute, and for it gain a benefit of your choosing. A little favor that could benefit you, depending on which category you invest into;

>1. The Gods, benefits bestowed upon you by the divine family
>2. The Ancestors, benefits derived from your forebears
>3. The Old World, benefits based upon the ways of goblins of the past and the culture you were born into
>4. The New World, benefits based upon the ways of other races in this strange new land
>5. Yourself, personal benefits to improve your own condition

Which of these would you like this tribute made to?
>>
>>3998655
>1. The Gods, benefits bestowed upon you by the divine family
just a tinge of divinity. The humans may not respect goblinkind, but they're god-fearing enough.
>>
>>3998655
>>3. The Old World, benefits based upon the ways of goblins of the past and the culture you were born into
>>
>>3998655

>4. The New World, benefits based upon the ways of other races in this strange new land
Gotta adapt
>>
>>3998673
>>3998707
>>3998722
All differences! I'll give some chance if anyone wants to form a tiebreaker, otherwise if need be I can roll off to determine winner.
>>
>>3998722
+1
>>
>>3998655
>1
THE GODS
>>
>>3998655

>1. The Gods, benefits bestowed upon you by the divine family
>>
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>>3999009
>>3998955
>>3998673
Seems like a slight preference towards the gods. Contrasted with

>>3998707

And

>>3998722
>>3998737

So your tribute can be to the gods. That's not to say you can't improve the other categories, just that you'll have to do it the usual mundane way of learning and improving, compared to your devotion to the gods which represents a more supernatural progression.

And so for this tribute, you improve your relation with the gods and gain some basic understanding; for goblinkind, their gods take the form of a divine family. Each generation represents a stage of development in goblin society/civilization. Supposedly there are three generations roughly equivalent to past, present and future, but you're only familiar with the present divine generation which most goblins are and have faith in.

>2nd Generation - Representing stability for goblinkind, after survival through primordial hardships
>Greldo, Divine Father - an internally focused god of order, progress, and profession & labor
>Marda, Divine Mother - an internally focused goddess of family, home, and tradition & unity
>Vorli, Divine Uncle - an externally focused god of exploring, adventure, and discovery & learning
>Briga, Divine Aunt - an externally focused goddess of cooperation, diplomacy, and trade & schemes. Incidentally, also a Saint within the human faith

For your initial devotion to the gods, you gain the chance for divine miracles to occur on high enough rolls. You can continue to give tribute to the gods in general which will improve the results of your faith, or you can give tribute to specific gods for increased favor. As long as you have some successful effort to show, like surviving the voyage here in this example, and offerings to give for a shrine made, then you can make a tribute.

~~~
>>
~~~

Feeling better for it, you take a little while after your prayers to reflect on the crude shrine you made. The first representation of the gods in the New world, now they're just as much strangers here as you are! You remember back to your earlier years and the gods were more like... stories and lessons, and warnings told to you by mother and goblin elders. You never really put much actual faith in them, but from the recent twist of fate in your life in order to end up here (as well as the experiences leading to it and since), you've come to recognize or at least feel that the gods of your race are still relevant and still important. With or without faith in them, they're as much a part of your culture and traditions as anything else, and they cannot simply be removed or ignored.

At least, that's how you feel, what you realize. Even though you were reduced to nothing but rags and chains, you always still have your culture and traditions. Alone in this strange land, you still have something to lean on for strength and comfort.

"Well uh... enough of that! Now what to do..."

Feeling satisfied at your effort as you move to standing once more, you look up to your sleeping tree and then back the way you came towards town. Now that night has sufficiently fallen, you could try to wander back towards town or one of the other associated settlements. Maybe explore things more closely, more safely. Perhaps even try to steal some more for anything you might need.

Then again you could always just get a good night's rest and try to adjust your sleeping cycle.

>What do you do?
>>
>>3999444

time to do some stealing, get our weapons with us to kill anyone who might see us.

focus on getting some proper clothing, provision but most importantly, maps of the region or concrete information on what they have around here
>>
>>3999444
Try to explore one of the associated settlements. If we are lucky, they hadn't heard about us or what we did yet.
>>
>>3999474
Supporting
>>
>>3999486
This maybe snag a cloke too.
>>
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>>3999496
>>3999486
>>3999474
>>3999507
Venturing right into town might be too risky, but you could definitely try the poorly village beyond the walls, sort of test the waters. If you can get by there, then perhaps you could manage in town?

So you have the stolen knife and pistol which you can bundle up to take with you case of the worst. For a goblin you're pretty well-armed, it's just clothes you're missing really. Your hope is to remedy that, along with whatever else your little green fingers can steal. Departing from the forest, you set off across the sandy marshland towards town, more and more becoming familiar with the route...

---

You can reach the small assortment of homes and other buildings outside the town walls, that passes for a village. It really is quite a rundown place, mostly just shacks upon elevated dirt. The exception being an odd proper-structure here and there, standing above the rest like a church and a tavern. Interestingly you find, compared to the town itself the people are a much more even mix of races rather than mostly only humans. You see humans of course, but plenty of orcs, plenty of elves, and various mixed-race persons too.

Ironically though, most of them mistake you and regard you the same way.

"Careful niña!"

"You should be home, in bed!"

"Dónde está tu madre?"

Without being corrected, it seems people tend to assume you're just a very young and small orc child. Only the orcs are inherently aware that you aren't one of them, but you suppose this makes sense. The humans have been exploring and settling the New world here for several decades. Many of the people here probably were actually born in the New world and have never seen the Old. Thus, they've also never seen goblins before so can only go off what they know; another race which can also have green skin, orcs.

This appears to be the extent of their attention towards you though, confusion and admonishment. Like they would a naughty child out late at night... though inevitably you do catch sight of actual children in the windows and doorways of homes and some even sneaking about mischievously. As far as being a wanted goblin though, either these people are not aware or they simply don't care.

Either way, it seems you have relative freedom in the village here. Seems like a nice enough place, sure everyone is obviously pretty poor but it's also pretty lively and you get a strong sense of community. Odd since everyone is of different races and cultures together, but brought together it creates quite an intriguing mix. Of sights, sounds, smells, and tastes, both the New world and the Old smashed together...

...the perfect place for you to try thieving! You might feel a little bad stealing from poor people, but at the moment you are far more needy than they are.

>Make a 1d100 roll to see what you can steal, and if you care to specify, how you want to go about this thievery. Such as sneaky burglary, con artistry, etc.
>>
Rolled 69 (1d100)

>>3999559
try some sneaky burglary for clothes, probably some place that would have something fitting our size, and then some food or money from a more well off people to not fuck up those very poor, maybe grab some coins from a guard outpost or a merchant.

the information we can get from a tavern if we have the coin
>>
Rolled 2 (1d100)

>>3999559
>>
>>3999559
burglary.
>>
Rolled 31 (1d100)

>>3999559
>>
Rolled 57 (1d100)

>>3999559
>>
Rolled 14 (1d100)

>>3999559
Play it like a lost kid needing some help.
>>
>>3999563
>>3999569
>>3999578
>>3999582
>>3999586
>69

First thing's first, you need clothes better than the tattered filthy rags they shipped you over in. So finding your way onto a roof, you can skulk about the houses here while spying through the roof inside, looking for families with children particularly girls of your size or close enough. Eventually you can find one and with the skills of a cat burglar and the size of a small child you're able to slip inside from an upper window and sneak along the rafters. The children of this particular family are all asleep in one bed while their mother (you assume) watches over them and mends some clothes. No dogs, no other adults, this should be easy enough.

"Ay! Thief! Out, out!"

The problem isn't so much you, you're definitely more than sneaky enough, but the house itself. Ramshackle and creaky, you accidentally make some noise which alerts the mother and in a panic she starts screaming and throwing things at you. However by this point you were on your way out anyway, you'd already stolen a few bundles of clothes from a trunk for the children's clothes, so you just scramble out a window and flee some distance away to hide underneath a different house till the screaming subsides. With your night vision aided by light trickling through the floorboards you can look over what you stole, a couple dresses and sets of underclothes. It's all pretty ratty but more than sufficient for your needs, as you discard your old rags and try on some of the new clothes. Unfortunately they don't fit you too well since clothes for a human girl aren't suited for a goblin adult and your developed proportions. You can try to fix that later though, for now you can pass in populated areas without drawing attention from rags.

"Please sir... ah, por favor, señor? I'm hungry..."

"Ah, something for you niñita!"

Dressed the part, you can them take to scamming for money in the form of begging. Easy enough to find a corner not occupied by proselytizing priests or provocative prostitutes, well up those big goblin eyes of yours and put on a pity show. It does take awhile of effort though, at first you get ignored, kicked, and attempts to lure you away to suffer some unpleasant fate. Eventually though some passing tradesman is in a good enough mood to toss you some coins. All too easy an effort after that to just follow him and pick his pocket after some distraction.
>>
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Not half bad for an hour's work, then! You've got yourself some clothes and a half-full purse of monies. Putting your skills to work most definitely, you're feeling rather proud of seemingly finding your feet once again in this strange new land, and consider even buying yourself a solid meal and drink while seeking out information about this land. However, while counting coins on your way to the tavern you spied earlier, you bump into someone.

"We seen what youse did to that man."

"Give us it here, or we'll bloody your nose!"

Staggering back, you find yourself faced down by a group of children in the alley. Seems you noticing naughty kids out a night wasn't one-sided, and having noticed your scam they make their demand to... who they assume to be another child. At least you think, that they think you're a child, you can't imagine them acting this way to an adult. A lone human child you'd be able to tangle with, but not a group and certainly not two orc children among them. That is of course, without resorting to deadly force. But while you could justify harming children to yourself, the bigger problem is if they cause a fuss... start screaming and draw attention.

>What do you do?
>>
>>3999639
Cackle and, throw some coin for each of them then run.
>>
>>3999639
Shpw them the gun and the bçade and threaten them, tell them to fuck off.

If they don't back down we start to run and maybe throw some coins behind us as a distraction as we try to loose them

Fucking brats
>>
>>3999639
make a run for it, throw a coin at the face of one of them to make them fight among themselves, if needed use the knife to keep them away
>>
Going to take a little break here, to grab some dinner but we'll continue when I get back.

In the meantime, assuming you can handle this situation with the kids, you can figure out how you want to go about getting the info you desire about this land. Considering that, now it seems you should be able to interact openly with people without much trouble, rather than your assumption before about having to remain hidden and relying on theft.

Not that you can't remain sneaky and stealing things, but it seems you can interact with people now without too much risk.
>>
>>3999639
Pull out our knife and pistol and threaten them.
>>
>>3999672
maybe approach an elf patron at the tavern later, to learn as much as we can about the land and about his race, we know next to nothing of both and it would be good to learn before doing anything else, in exchange we can talk about the goblins and the old world.

if there is none we can grab a room with our money(if there is any left) and sleep in a bed for a change
>>
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>>3999697
>>3999678
>>3999658
>>3999651
>>3999650
You don't intend to use it, in fact it's not even loaded but faced with these children you can brandish the pistol. Expectedly they all falter and a few even run away in panic, but aren't they all you wonder, as you back away and-

"-oof!"

"Get her bag!"

An unseen kid from behind runs up and pushes you over. Quite quickly, those children not scared off by the gun try to dogpile you and steal the coin purse. Furiously struggling against them, you grip tightly to the bag against their little hands and even kick and bite at them, sending a few more running off crying. Really it's the two orc children you can't oppose and so with some quick thinking and a roll, you take a coin from the bag and toss it back at them.

As expected, they scramble for it and fight among themselves, giving you the chance to escape!

---

"A map?"

"And your finest room!"

Having made your way to the tavern here in the poorly district after your encounter with the children, you manage to find yourself some good seating given your small size, and can clear up confusions about you being a child. There's some initial disbelief that you're a goblin since most of these people have never seen one, but a heft of your bosom demonstrates that you are a fully grown adult under that child's dress, and thus at least are not some orc kid. While this does provide you with service to a hot meal and a strong drink (strange "rum" like you've never tasted before), it also draws attention to you for most witnessing a goblin for the first time and some few surprised to see one here in the New world. Given how busy and bustling the place is though, the total number of people distracted by you is pretty low when there's plenty entertainment otherwise to occupy them.

"Well we don't sell maps here but you can look at the one on the wall there."

Your biggest curiosity besides the map obviously are the elves, the native race of these lands. From what you'd been led to believe, they were a pretty primitive lot before the humans arrived, but you do notice a few around the tavern as well as some... half-elves? If you had to guess. Probably laborers or former slaves, something like that, you can approach them. The problem you find however is that they seem to know Iberan (the native language of these humans) fairly well, but not the common language of the Old world. Since your grasp of Iberan isn't so strong, there's an unfortunate language barrier. At least among the elves present here, you expect eventually you could find some elves who learned common as well as Iberan.
>>
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In any case then, between enjoying your hot dinner and the strange drink, you can periodically climb up on bench to observe the map on the wall. Surrounded by other paperwork like notices and business offers, it's pretty crude but it does give you a good idea of things (both the town and the island you are on) that you can copy down on a stolen white handkerchief. By the time you finish your food and drink you've copied the map down to the best of your ability, looking over your handiwork among the waning entertainment and celebrations of the late night.

>You are on the island of Cobana, upon which are only a few towns like this, all on the coast
>The town is called Maracan (the village is Caceras), on the northwest portion of the island marked in red
>Shown on the map are some of the minor outlying points of interest like the plantations and minor settlements
>All in all it appears that the town is situated on a bay, which continues farther inland and is fed by a few rivers

You can't help pondering, if you could try to engage conversation with someone with any further questions you have, anyone still sober. Or even join in on any of the merriment, like the gambling and whatnot. Then again, you've exchanged coin for a room in this place, a bed and a girl accompanying. Well you probably can do without the girl, but an actual bed for the first time in months is a welcome thought.

>What do you do?
>>
>>3999859
Go to bed.
>>
>>3999859
Would it make sense to let the girl in anyway just so nobody thinks to sneak in and steal something? Pissing off a goblin is something, but possibly involving tavern staff another.

>Rest up
>Get ready to leave for the next town.
We've got one account of theft and the eye of a gang, we can learn the language elsewhere.
>>
>>3999859
Look for any resemblance in the kids that jumped us, in the bar.
>>
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>>3999890
>>3999862
>>3999902
You can't help feeling a little paranoid about running into those kids again, but even after all your time spent here and starting to get a little tipsy, there's no sight of them. You wonder if their parents could be around, but it's probably been too soon for said kids to run crying to them and tell of what happened. At the very least, you don't actually see the kids themselves here and wouldn't expect to.

In any case, this place only rents rooms for one reason, thus the accompanying girl. You obviously don't have to actually make use of her "services" though, instead if you'd rather just have her simply present in the room as some extra security. And given it's pretty late anyway, that bed sounds more and more inviting.

"What's your name?"

"Mi nombre es-"

"You speak common? Uh... hablas partida?"

"...no, señora."

Well that makes things simple. No conversations with her then, but you can still roughly communicate at least on simple matters. And how hard can it be to just ask her to sleep on her side of the bed?

---

The sound of distant church bells awaken you with a startle, after a good night's rest. In a panic you fall out of bed in a tangle of sheets which wakes the girl. She stifles some laughter at your expense seeing a little green lady fumbling about on the floor, but she offers a hand and picks you back up on the bed again.

"Thanks... uh, how about some... food then? Comida?"

Settling down once again, if you're up for the day now then something to eat for starters would be nice. She understands as much and hurries off to bring something back, leaving you to appreciate the room for yourself. It seems your ploy of having the girl present did indeed deter any break-ins... if any were to occur. But either way, this bed was money well spent. After months at sea chained up, this is the first time you've felt genuinely well and rested since arriving in the New world.

Indeed, you look forward to owning a proper bed yourself, sooner hopefully rather than later. You do have the room till midday at least though, and consider making use of the other amenities this place has to offer. A wash perhaps, have them clean your clothes and whatnot? Otherwise you could just enjoy a breakfast and be on your way. No shortage of things to do, and you wouldn't want to waste time!

>What do you do?
>>
>>3999911
>wash perhaps, have them clean your clothes and whatnot?
This. Then breakfast.
>>
>>3999911
This will probably be my last post of the night then, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing!
>>
>>3999916
Agreed, use the girl for that, getting a good back scrub would be nice.

We should make an effort to learn iberian, maybe that god of learning can be of help?
He is also the patron of adventuring so let's see with the barkeep if there is any work for adventurers and such on the island
If that doesn't work out we can try to steal books as a sacrifice for him.
>>
>>4000027
Oh, and get the girl's name, she seems trustworthy, or inexperienced enough to not have stolen or things during the night so we can request her again if we stay here some other day.
>>
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>>3999916
>>4000027
>>4000028
Lots to do, but you'd hate to waste coin you already spent. Not using the offered amenities would just be silly. When eventually the girl returns then with breakfast which you can share over the single small table in the room, you can try to convey to her your interests. Given what you know of these Iberan humans you could have guessed her name, Maria, but she's able to understand that you want your clothes washed and could do with a wash yourself.

The former she hands your bundles of clothes off to another errand girl, while the latter there's a wooden tub in the same washing room downstairs. Sensible enough you suppose, cleaning dishes, clothes, and people in the same place rather than having to scramble all over for it.

"Hey! I'm not a child! Don't be so- bleaurgh!"

Well you'd wanted to get clean and proper after several unhygienic months chained in the bottom of a ship, and clean you shall be! Though perhaps not entirely of your accord as several of the girls, more than just Maria, take to washing you. Laughing between themselves and having a fun time of scrubbing you down and cleaning you up. Originally it was just the one, but one by one when the working girls notice some odd little cute green creature struggling and sloshing about in a tub made for adult humans, their curiosity and adoration of your tiny self gets you surrounded by them like a bunch of ladies looking over a new baby.

Especially since the usual clientele are almost exclusively men, they naturally can take a personal hand in grooming you. A few times you nearly drown in the soapy waters but by the end you find that they've not only washed you clean of any dirt and grime, but also cut your hair and trimmed your nails, and what have you. For the better you suppose; you hadn't paid a lot of mind to it yet but it's not like you were getting regular haircuts while chained up for months.

"Hermosa! Little darling!"

"Muy lindo!"

"She's like a little green angel!"

After that, well you're subjected to many hugs and kisses from the adoring women after getting picked up out of the tub and dried off, treated like a little doll or something that they just prettied up. In fact, a couple even try to put some makeup on you but your snapping at them with your sharp little teeth makes them think twice.

In any case you're just about as clean as you can possibly be, even if it left you feeling pretty agitated. One of the girls gives you a dressing gown of hers which is hilariously ill-fitting but they just roll up and fasten on you with clothes pegs. Just a temporary measure, until your own clothes are dry so it seems you have a little while to yourself if you've any business remaining here at the tavern... though probably not the best idea to say, go wandering into the common area in a nightgown.

>What do you do?
>>
>>4000915
yeah, nightgow wandering about is not a good idea, maybe ask Maria to fetch the person in charge, their mistress or the barkeep so we can discuss if they know about any jobs for adventurers or general irregular people, sweeten the deal with a coin to both show we mean business and to make it clear we are no kid
>>
>>4000915
The mental image is adorable.

>>4000938
Sounds good.

We should listen to rumors and news about what happened yesterday, I'm curious to know if the malditos escaped.
>>
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>>4000938
>>4000952
Easy enough to ask for the owner of the establishment, who is more than happy to set some time aside for his currently highest-paying customer. You want to know about jobs available for irregulars, opportunities of that sort since you're not keen on laboring in a field or similar work.

"Well there's always the conquistadores, they come and go as you please. Often abroad, to the mainland, but sometimes around these parts or inland against the elves. Of course they wouldn't favor women among their ranks, but I suppose if you've skills they might need..."

That's right, the rough equivalent of adventuring, exploring war heroes to these humans. Forging the way ahead in this New world for humans to follow, the town here was even founded by one such man decades ago. By the sound of things, they're the only thing that could be likened to military in these parts but nevertheless they are highly irregular and primarily motivated by profit, glory, or their human god. Some nasty business, warring and exploiting the natives but from what you've seen there's much reward to be had in it.

And really, you've no love of these humans, why should you care about the elves besides? Goblins first, that's your focus. If the elves, depending on the circumstances, can be easy pickings then do you even need to accompany some conquistador for that? Supposing you wandered off into the forests far enough and applied your sneaky skills... what could you thieve from those indigenous peoples? Perhaps even some of these fabled treasures of the New world that you heard legends about even back in the Old?

"Ah, and... they're always looking for volunteers to combat the more... well, unholy dangers. I hear the rewards are great but the danger... when your very soul is on the line... no business for upstanding men, much less a lady."

Another option and one you're somewhat familiar with already, the ongoing effort of the humans to tame these wild and often supernatural lands. Just as the material realm of this New world is untamed, so too is the immaterial realm. The humans haven't conquered and colonized and spread their faith enough yet to where wyrd forces and eldritch anathema have been destroyed or tamed. Doubly so when coupled with the conquest of the elves and the ruin of their culture and civilizations... it's no wonder their gods are as angry as the elves themselves would be. Between that and the usual untamed seas, there's some foul curses and unholy magicks abound in these lands, some examples you encountered in the prison. The humans are always looking to combat and drive these fell powers back, but it's obviously very dangerous work... even if there's promises of stumbling across ruined elven cities and artifacts, or haunted shipwrecks of sunken treasure.
>>
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In any case, some options to think about; whether you try to follow some plunder-hungry conqueror into the wilds, or sign up to combat and banish accursed powers. You can ponder these while you sit by the door of the washroom, as close as you care to get to the common area dressed as you are. You watch some of the girls work away in the room, but listen with your big goblin ears to any chatter you can pick up on from the bar and elsewhere. Particularly interesting, some murmurs of the prison break at the fort, and the damage toll taken when some cursed prisoners got out. Only rumors but it sounds like a whole side of the fort collapsed into the sea because of a "sirena" that, if the whispers are to be believed, is still at large.

It gives you the shivers just thinking about it, but some reassurance that you hear no mention of any sort relating to goblins or even troublesome little orc girls. By the sound of things, all the trouble at the fort has completely overshadowed any concern about you and your escape. You wouldn't bet on it, but get a feeling that in a week or so you could probably stroll right past the fort and guards and they wouldn't even recognize or remember you.

"Oh! Oh, thank you... ah, gracias!"

You're brought back to reality from your eavesdropping, when Maria brings you your washed and dried clothes in a basket, visibly suggesting if you want them here or would like to return to your room. It's about that time anyway that your let of the room will have run out, so you'd best be gathering your things and heading out... after lunch that is, unless of course you want to continue staying here. From the purse you stole, there's actually a few doubloons so you'd be able to afford staying here awhile if you so desired.

>What do you do?
>>
>>4001080
Nope, got ourselves some things to do, to hell working with humans, too greedy and full of themselves but exploring those elven cities and ruins could very mich give us some magical stuff.

Ask the owner if he knows of any local elven guide that could take us into the wild, preferably with no involvement with those adventurers.
>>
>>4001080
>Stay for one more day

I don't think conquering or exorcism play into our skillset. Can we wandering merchant?
>>
>>4001105
+1
Indiana jones goblin

As a rogue, do we know how to detect and deal with traps?
>>
>>4001128
What kind of rogue wouldn't be able to deal with traps?

>>4001105

You can make a roll, to see if the owner knows any contacts, or would be willing to share that info with you.

>>4001106
You're sure there's merchant opportunities available in this land, when you robbed a common tradesman and he was carrying gold coins. It's just something you'd have to figure out elsewhere, since you're not likely to get the details on trades, from some lowly taphouse in the poor quarter.

---

We can take a break here for a little bit, going to step out for a bit but we'll continue when I return.

This is probably a good chance though for you to start thinking about, and figuring out what sort of life you want here now, in the New world. And, what you want your goals to be. Given your successes thus far on such meager means however, you seem pretty confident that the sky's the limit! A part of you surely just wants a successful life to pave the way for other goblins, but on that same note, giving your people a new chance and a new start in this land. Goblins have never had a true homeland, a country like the humans do, maybe something like that is possible here?

Otherwise, a little revenge against the humans could satisfy the chip on your shoulder against them. Fancying yourself the ruler of the town even...
>>
>>4001080
Treasures sounds good, let's ask some more about those and buy some provisions with the rest of the money.

>>4001105
Knife era guide sounds good too in case we run into the natives, better not have any humans or orc around if we do
>>
Rolled 18 (1d100)

>>4001140
goblin country, or even just a goblin island sounds very ambitious and cool, the humans may have discovered it but we will be taking it thanks

rolling for contacts
>>
Rolled 30 (1d100)

>>
Rolled 25 (1d100)

>>4001140
>>
>>4001080
Have lunch, leave the inn and continue our thievery.
>>
Rolled 6 (1d100)

>>4001140
>>
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>>4001105
>>4001106
>>4001128
>>4001192
>>4001163
>>4001154
>>4001150
>>4001188
>>4001142
>30

You're no greedy human, but what goblin doesn't appreciate a some shiny? Even back in the Old world, tales found their way from the New, of cities of gold and powerful relics of lost civilizations. It wasn't enough to lure you across the ocean willingly, but now that you're here... the only downside seems to be of course, that the humans have settled these islands before the mainland for several decades now. It was 492 when they first came sailing over, so by now you could probably expect that they've pillaged and plundered most of the island.

But not all of it. You're willing to bet in their greed and haste they missed things, things which a goblin could find that they would never notice. Now whether you immediately run off into the jungle searching for treasure, or set that as some goal down the road remains to be seen. But you'd like to at least be prepared before anything.

"You wouldn't happen to know any guides, would you? Who could take me farther inland? Maybe see the elves as they normally are..."

"Take my word, you don't want that. The elves haven't been welcoming of outsiders for some years now, there's not many of them left after all. Besides, any guide worth his salt finds employment... or slavery, with the conquistadores."

Well that's not to say you couldn't find a worthy guide at all, but it sounds like there's strong competition. You're just a lowly little goblin with a stolen coin purse, having to stand up to strong or wealthy warriors and nobles fresh off the boat from Iberas. Your animosity towards the humans dictates that you should eventually want to be able to stand superior above them all! But first you'll need to make appropriate steps for that...

"Worth checking down the docks though, maybe not guides you'll find but there's always people looking for work, coming and going with the ships."

So after getting dressed and a hearty lunch you take your leave of the tavern with a warm goodbye and hopes to see you back again soon. Honestly, for as good as you're feeling all clean and well-fed, you wouldn't mind staying here longer. But that can be a matter for later, if you return later tonight for example. For now, you've got a day ahead of you free to take care of whatever business you wish.

Whether that be more criminality like sneaky thieving or scamming, or something more classy. Whatever you can think of to get by, and start accumulating your fortune... that you can then later turn towards your ambitions like treasure hunting or hostile takeover!

>What do you do?
>>
>>4001342
>>What do you do?

Go back to thieving but try some richer targets this time.
>>
>>4001415
Seconding this.

I like the idea of being goblin Indiana Jones - but we need to kit ourselves out first with proper clothes and exploring gear. Hiring some dumb orc muscle would be good too.

All of this requires funds.
>>
>>4001342
Mingle and learn the language. If we're going to get some alchemy done, we need to speak the language well enough to get into an elven village and start cranking out poisons for them.

Won't be very profitable, but it should get us in their graces AND keep the humans from expanding without drawing any attention to little old goblins.
>>
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>>4001572
In this case, learning a language is the prefect example of something you might want to seek favor from the gods for. In part because if you want a strictly elven village, the elves have their own native language; only the ones living in human society here or imprisoned, have taken to learning Iberan (and even then not all of them).

However that avenue of thought is a sensible once, particularly in regards to your alchemy skills since you can't do much without knowledge of the local flora and fauna which you expect the elves to be experts in as this is their ancestral land after all. Supposing you did care to learn though, you might have an opportunity here; not like the humans take alchemy all that seriously, certainly not poisons.

>>4001560
>>4001415
You can get back to relying on your criminal skills to get by then, and maybe even try actually within town. As long as you aren't recognized, then the pickings will be much better for who you can thieve from.

Just the question of how you want to do it? Burglary as you have done so far, pickpocketing, scamming or something else? How you go about trying to filching value from these humans will determine both the risk and what sort of things you could end up stealing.

>Whatever choice you make, you can go ahead and make 2d100 rolls, first for the success of the effort, second for how much value you can steal.
>>
>>4001623
This will probably be my last post of the night then, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing!
>>
Rolled 54, 89 = 143 (2d100)

>>4001572
I liked this

>>4001623
maybe find some market part or something, keep to richer targets so we need to steal less

keep an eye on those kids too, bail if they show uop since they can blow our cover

while we are at it try to scope out a good house or store to break in at night and do some serious stealing
>>
>>4001623
we absolutely don't want to touch plantation products, that's what the colonizers keep a tight watch and a grim vengeance on.

Medicine depends on how smart the governors are. If they're dumb, that could possibly be the most valuable things we can steal.

Doesn't seem like we'll be able to fence stuff safely, so any luxuries we take will almost definitely end up as offerings. Is there a need to make them not look like goblin offerings?
>>
>>4001572
+1
>>
Rolled 63, 67 = 130 (2d100)

>>4001623
Thievery rolling
>>
Rolled 76, 68 = 144 (2d100)

>>4001623
Burglary.
>>
Rolled 76, 12 = 88 (2d100)

>>4001623
>>
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>>4001658
>>4001761
>>4002139
>>4002684
>>4001748
>>4001673
>76, 68

If you are to live here you'll need a means of supporting yourself. To the humans, goblins are known either as magicians and fortune tellers, or criminals. Well you're not ashamed about the latter when it's against humans! If they didn't want illicit goblin activities then they shouldn't have brought you here. Now that you are, you'll do what you can to get by and the best way to go about that seems to be to find where the money is.

To your delight then, thanks to being cleaned up and wearing actual clothes, people don't seem to regard you all that much. Not even the guards at the town gates who you'd worried may be on the lookout for a goblin, but instead seem more occupied with the typical troubles they have to deal with. You do face some trouble once you get into town itself when people mistake you for an orc child... it seems orcs are not too welcome within the walls, at least unaccompanied ones. To avoid being dragged out though you can clarify that you are in fact a goblin, something you have to reassert now and then to different people but they come to accept. Most don't seem to pleased with a goblin either, but there isn't the same system of slavery in place like with the orcs, and the complicated social rules in place around them.

"Hmm... lot of food, but not like what's down the docks?"

Initially you get a little carried away, a little lost when entering into town. Relatively speaking this is actually just a small port settlement, not much more than a stopping point, but for you it's a huge bustling place full of people! Such sights and sounds, the colorful buildings and all manner of people conversing in the streets and from open doors and up on balconies. A strange but exciting mix of the Old world and the New, and while you never had much love for the humans and their stuffy restrictive ways, this place is different. You could spend all day just wandering around and taking in the place, and the more you see... the more you want it all to yourself.
>>
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Eventually though after getting frightened and chased by a dog, you get back to focusing on important matters. With some searching and asking around you can find the big open plaza before the cathedral (under construction) of the town where public gatherings, and most importantly market days are held. Since Maracan is on the frontier of the New world pretty much, there's a lot of strange and intriguing things on sale, but mostly of a raw quality rather than craft goods. Back in the Old world humans have had time with their cities for generations of skilled trades and craftsmen to create businesses and refine their wares, presenting quality worked goods. Here though not so much, just some basic professions like blacksmiths and clothiers, and the rest are either things people grow and forage and hunt from the environment or things they created themselves in their homes out of spare time. Not that fine goods can't be found, but they're obviously imported and usually only to be found in proper stores rather than mixed in with everything else at the market.

"Oye! Get out!"

"Sorry!"

As small as you are, you can wander around the market very well and even right under people and their market stalls and set-ups. Initially your intentions are honest enough, you just want to see what this place has to offer and get an idea for the local economy. Obviously though people don't take kindly to a little green lady wandering around under their legs and behind where the business takes place. Several times you get kicked or yelled at and have to scamper off. It is a valuable learning process though, and you quickly notice something rather peculiar; the only agriculture products for sale here are food types, and not all that many in fact given a settlement of this size.

You remember when you were first hauled off the ship, the docks were simply packed with huge bundles of gathered crops. You're not sure what they were... hell, you're not sure what really any of the plants here are. But those goods that were down the docks that you can remember, nothing like that is present here for sale.

"Excuse me? Ah, um... perdón señora, what is this?"

"Oh! Comó estás niña? This is cassava, you want? Here, try!"

Just out of curiosity, you stop to try and ask about this strange absence of crops, a half-elven woman selling some kind of food thing. She offers you a free one to try, and for the trouble you can buy a few to also get the information.

"There is, um... this is all food, but not the kind for the ships?"

"For the ships? Ah, tabaco? Azúcar? All to go to Iberas! No to sell, bad, bad crime."

Well that answers that question, some of those strange crops must be worth a lot and all destined for the Old world. Probably what the plantations grow, it sounds like any of these goods going awry is a severe crime, thieves and smugglers punished... but for such harsh penalties, the value must be immense...

---
>>
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---

After finding a spot to sit and enjoy yourself while watching the bustle of the market and munching on the remaining cassava, eventually you hop to your feet and set about "work" now that your curiosity and information gathering has been satisfied. Already based on what you've seen you have an idea of where you should go, what to look for, and who to steal from. Starting with some theft, while you scout for a good target for later burglary.

Your small size, unassuming appearance thanks to your clothes, and obviously your skills, come greatly in handy here. With fair success and mostly unnoticed, you're able to find some decent marks and tail them through town till you feel the time is right. Mostly snatching from carried bags and boxes when set down, you're able to grab more than a few trinkets and fancy goods as well as several coin purses. A couple of times you get caught or noticed, but each time you can play it off by acting like a naughty or needy orc child. For the trouble you get kicked or smacked a few times, even a spanking once from a well-to-do Sir thinking to show you some discipline. Nothing you can't handle though, and never are you so clumsy or get caught so bad that the authorities are called for.

"Ooh hoo! Look at this one! Shiny shiny! And this one, what even is this?"

Having found an empty barrel-space under a set of stairs, you look over your handiwork as the sun begins to set on a busy day. It's no grand heist that you can retire on, but you've definitely earned a dishonest day's living. At the start of the day you had just the one stolen coin purse, now you're sitting on at least five times that in value here. True that not all of it is in coinage, but even if you only relied on bartering you could probably get some worthy goods or services in exchange for some of these trinkets you stole.

In any case you quickly bundle up your thieved goods when some children come running past, on their way towards music you can hear picking up from down some street. If the town is anything like the poor quarter then folks after a day's work will be taking to the various entertainment establishments around town. A bustling and colorful place of busy people by day, and a bustling and colorful place of carousing people by night.

>What do you do?
>>
>>4002851
Let's head to our goblin "shrine" and sacrifice heavily for the Uncle to help us learn the language of the savages.

Trinkets and valuables for the god.
>>
>>4002851
Go where the music is. There might be opportunities to steal from more people while they're busy partying.
>>
>>4002851
Sounds like a library or bookstore is unlikely.

Purchase:
>A small amount of candy(local and imported)
comes in handy when making friends

>Enough alchemy ingredients to buy info on what they do and look like someone who does alchemy

>Materials for a gas mask.
Not planning anything YET, but now's the time to get a good filter.

>Rope, bags, bottles, and pouches
>Pencils, notebooks, etc.
>Firestarting tools

We could check if they sell slaves publicly for pricing, but all in all we should make those offerings and get out.
>>
>>4002945
>>4002938
supporting

buy that stuff if we can and then go make that offering
>>
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>>4003010
>>4002945
>>4002939
>>4002938
You've stolen your haul and so want to get out of town. Not really for fear of getting caught, just that with money you have now you can start consolidating your belongings. Probably best not to try bartering with the stolen trinkets in town just yet, but the money is definitely fair game.

Rather than getting lured off towards the music (although you'd very much like to, goblin curiosity and all that) you resolve to obtain what you need. First and foremost some basic supplies like a bag or three for your possessions. Better than having to carry them bundled up in your dress.

"No talent for magic?"

"No. Doesn't run in my family's blood."

"Alchemy though, that's impressive! You're the first I've seen in years now!"

With the onset of night, the number of places you can buy from become limited. With some searching though you are able to find a wizard's store (and home) on a side street after asking around. A learned man from the Old world, he recognizes you as a goblin but welcomes you when he learns of your penchant for magic brews and potions. He himself is not much an alchemist, but he does have for sale everything you need. There, you can buy some good and sturdy leather bags and a complement of the basic supplies you'd need. Really all you're missing now are some protective clothes, a proper mask, and a cauldron. He does actually have these things for sale, but it would end up costing you all the money you have left and you'd rather wait till you have some more funds before making such a purchase.

Ironically he also offers a crystal ball and deck of many things, some various magicians goods, in a rather racist assumption that like some goblins you have a knack for fortune telling and mundane magic. You can smile and decline for now, but you yourself have personally known some goblins who scam people that way, maybe something to consider.

---

Lugging all your new things along, you're quite encumbered for a little goblin lady but the travel isn't terribly far. Just returning to your little nest beyond town out in the forest. A couple times it looks like you might face some trouble from humans and orcs seeing you as easy pickings on your way out of town, but brandishing the pistol usually does the trick.

It's pretty late then by the time you reach your little temporary camp in the forest but with all your belongings you can begin to pack and organize things so that you can easily carry with you everything you've currently stolen since arriving in the New world.

Also of course, your desire to make another tribute to the gods. You've got some valuables to offer up and can easily enough make another shrine somewhere else in the forest. Just a matter of, which success of yours you want to give thanks for, and to which god you make this tribute?
>>
>Either the Gods in general, to increase your understanding of them (and another generation).
>Or a tribute to a specific God as described here;

>>3999441
>>
>>4003108
An offering to Vorli, for our adventurous spirit and success on our "work" ask him for help learning the language of the savages so we can better take advantage of this land and further learn and have new and exciting adventures.
>>
>>4003136
+1
>>
>>4003136
>>4003154
That's the choice of offering but did you have a success you wanted the tribute to be in thanks for? The first one you made was in thanks of surviving the journey. This one could be any success you've had since arriving in the New world, such as escaping prison, finding that abandoned rowboat, etc.

The choice is not hugely significant (unless it's appropriate to the god) however you can't make an adequate tribute without a worthy success. So you could have all the shrines in the world and all the treasure to offer up, but if you essentially "run out" of successes then you have nothing to give thanks for.
>>
>>4003187
Escaping prision seems like a good one, coupled with some trinkets as sacrifice.
>>
>>4003187
Offer the escape
>>
>>4003187
Meeting people who spoke both common and Iberan. That's something to be thankful for.
>>
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>>4003194
>>4003206
>>4003208
>>4003136
>>4003154
The forest is dark and scary, but seeing your way around is no trouble for your goblin night sight as you construct another shrine to the gods. This time to Vorli, the God of exploring, adventure, discovery and learning. Some of the stolen trinkets, some leftover scraps of the cassava, and smashing a toad on the rocks. All in thanks for... well you're quite thankful that some people in this new land speak common, but you'll give thanks for your escape from prison!

>For your tribute to Vorli, you now gain a +5 bonus in any situations which would relate to him (as long as you invoke his favor beforehand).
>As well, you can make a choice because of what your prayers to Vorli were for; either all intellectual learning is increased to double the rate you normally would, or you can learn one language of your choosing outright (after a little adjustment period to familiarize yourself with speaking it).

Once again you feel that sense of comfort and reassurance as you make your prayers to the shrine, faith in the feeling of being looked out for by something higher than yourself. After a time you feel satisfied with the respect and thanks given, and can return to your feet and set about your business once more.

>Two Shrines to the Goblin Gods on the island, now

It's pretty late so you wouldn't mind sleeping, but just as well you could handle any other pressing matters you still wished to while the night remains. Or even, if you want to get to sleep but would rather better conditions than your tree nest, like the tavern.

Now with your bag, it's not like you're tied down to the little camp in the forest; everything you now own can be carried with you at all times.

>What do you do?
>>
>>4003299
Double learning is nice, but how is divine revelations viewed in-setting? Is it creepy to claim that god literally taught you how to speak the language?

Think we should hunt down some nocturnal animals, get used to what stalks the night so we know what to hunt down before laying to sleep.
>>
>>4003299
Outright learn the savages languages, the double is good but we won't have a teacher for that easely later.

Hunting sounds good
>>
>>4003299
>>As well, you can make a choice because of what your prayers to Vorli were for; either all intellectual learning is increased to double the rate you normally would, or you can learn one language of your choosing outright (after a little adjustment period to familiarize yourself with speaking it).

Learn Elvish.

>What do you do?

Go to sleep.
>>
>>4003374
Learn it!

The gods teaching it to us will give us even more rapport since we will be the equivalent to an alien to them
>>
>>4003339
Well assuming you intend on living out in the wild.

As for godly interactions, it depends who is reacting to it. The humans may take offense, but others may not.

>>4003401
>>4003374
>>4003363
Just to clarify though, that from what you've seen and heard, the elves are a fading race and their language dying. Already in a few decades they'd gone from populating these lands now to just hiding in the forests or adapting to human ways, those not already dead or killed.

If you don't mind that, that's fine. Just making sure you know before making a divine choice.

As for what to do, well you could go to sleep but a slight preference towards trying to hunt, which you can do with a 1d100 to see what you find.
>>
>>4003374
Learn the language

>>4003422
go to sleep, we are fed I think
>>
>>4003422
A dying language? yeah we should learn it instantly then.

Can't learn a language if they're all dead.
>>
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>>4003565
>>4003454
>>4003401
>>4003374
Well at some point you'll want to familiarize yourself with this new land of course, but for now and after such a busy day, some sleep would do you well. Rather than trekking back towards town, you can instead climb up to your vine hammock and get some rest. Already probably in the early morning anyway, if you tried hunting you'd have been up entirely all night.

~~~

Having petitioned the King and Queen for an exploratory voyage to the far east, only to cross the oceans and end up in an entirely new continent, it's quite the accomplishment to make landfall after months and claim this new land in the name of Iberas.

"There, there! I want that wall up before nightfall! And tell the scouts to be on the lookout for fresh water!"

"Yes ma'am!"

Now what a goblin lady is doing leading an expedition and commanding humans in the constructing of a settlement, isn't exactly clear. But you enjoy it regardless, leadership of them all and ownership of everything claimed and built.

While hacking through the rainforest though looking for riches, you happen upon a golden river which is a miraculous sight indeed, but the closer you get to and the more you interact with it the more the river recedes and dries up. You hope to get at least some value from the waters, but aren't exactly sure how until a beautifully colorful tropical bird lands on your shoulder and whispers in your ear... some strange language, native to this land.

The knowledge of which seems to linger in your mind as if you'd always known it, and the secrets of which allow you to draw gold from the riverbed...

~~~

"-brerrrrgh... mak a chi'!"

Well that would explain it, some tropical bird perched nearby and singing out calls in the morning light trickling through the canopy. You break off a branch and swat at the thing till it flies away

"Te'elo', lelo' ma'alob utia'al u weenel bejla'e'..."

Without the bird singing nearby, you can get a little more sleep as you nestle back into your vine hammock... and shortly jolt awake, sitting up with sudden baffled realization.

"Wait, what was that?!"

Oh, right. Seems you know the native language of the elves now... how odd. Almost like a divine miracle...

Well, it's a new day in any case! You didn't sleep that well, since you've experienced a bed once more after your stay in the tavern, so now some vines up in a tree can't compare. But you're not so tired that you can get in a full day's worth of activity, it's no day for a goblin that isn't spent fervently active. Especially if it's in service to your dreams victory for goblinkind, or just some good old revenge against the humans.

>What do you do?
>>
>>4003374
>Learn Elvish.
>>
>>4003680
>Find a river
I guess the dream is telling us to check out the rivers. We can follow them to a village, that's more important than any riverbed resources or treasure.

>Hunt something and carry it on a stick
we should see what we can use as bait and what scares things(or people) away.
>>
>>4003680
This will probably be my last post of the night, but we'll continue from here tomorrow with any player choices/input. I can also answer any questions or confusion about anything.

Till next time, thanks all for playing!
>>
>>4003680
Do we have what we need for alchemy?

If we don't let's search the barkeep and ask him where we can sell.....some "family heirloons" and other valuables we have upon us.
Basicly asking if he knows a fence so we can unloads whatever stolen trinkets we have and buy the rest of the necessary equipment.
>>
>>4003977
You have almost all the equipment you need for alchemy, apart from the few expensive/difficult items like protective clothes or a cauldron. Also it would be nice to have a place or a home to work on alchemy rather than under a tree out in the woods.

These things you can all get with resources though, enough money and you can buy those things you're missing and even get a place to live or at least a place to work. The main problem however is that all the flora and fauna of the New world is different, strange to you. Most of the alchemy knowledge you have is based on plants and animals of the Old world, knowing how to forage and collect ingredients and what those ingredients do when mixed, how to brew them up and such. Here in this unknown land however, you're basically starting from scratch for alchemy knowledge when it comes to plants and animals here.

Some options to remedy this could be;
>Literally start from scratch and try experimenting with whatever you can find, see what parallels you can find with Old world ingredients
>Learn from someone who knows the native flora & fauna, or learn from books about the native environment
>Buy/import ingredients from the Old world you know already, like if you obtained some plants from home and started cultivating them here

Or of course if you have any other ideas yourself, these are just some options but creativity is always the best option!
>>
>>4004051
>>Literally start from scratch and try experimenting with whatever you can find, see what parallels you can find with Old world ingredients
>>
>>4004051
Finding a local with knowledge about plants should not be that hard, if he gives us a head start we can go from there
And maybe the same person can tell us where to find the local tribes
>>
>>4004051
We already got elvish, just find an elven shaman and talk shop.
>>
+1
>>
>>4004169
you forget to link someone?
>>
>>4004149
I like this too, that would be great if we can find a shaman and talk with him
>>
>>4003727
Well you have your copy of the map, you know there are a few rivers which run into the bay here.

>>4004130
You could do this, though on your own could be risky. Having more goblins will always make a task go better, but you're on kind of limited in that regard.

>>4004149
>>4004136
Surely the elves would know all there is about the environment here, if it's always been their homeland. And it seems by divine blessing you can communicate with the elves. However, where to find one who you could learn from or would be willing to share their knowledge? There's plenty of elves and half-elves in and around town, but the extent of their knowledge is a mystery to you.

On the other hand you could follow the rumors of natives deeper into the interior of the island, but you wouldn't actually have a solid idea of where to look, so you basically just be wandering off into the wilds blind until you hopefully happened to stumble across some.
>>
>>4004851
let's grab some more provisions, hear some rumors and try to find them in the wild, they would be the ones who would know more about the local plants and stuff

and I'm curious to their reaction to seen a tiny green ponty eared creature speaking their ancient tongue. it will be probably dangerous for us kek
>>
>>4004883
oh, and find a crossbow or a bow before going too, easier to hunt with them
>>
>>4004890
You may not be strong enough to load a human-sized crossbow (the only sort you're likely to find here) though you could get a gun. But it too will be human-sized and so very difficult to use. Same too of the dagger you're using, human-sized so it's almost like a short sword for you.

>>4004883
You can make a roll if you like, to see what you can hear or even if you could find anyone willing to help you.

Assuming you're venturing to town for this, to listen out and get supplies before leaving for the wilds?
>>
Rolled 91 (1d100)

>>4004950
Yes, supplies too.

Any other sort of weapon we can use? Lady-sized small pistols and such, a small enough knife to use as a dagger too.
>>
Rolled 97 (1d100)

>>4004950
>>
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>>4004961
>>4004993
>97

Weapons made for a goblin or sized for a goblin would be the best, but you're not likely to find those here. Something you'd have to commission or import.

In any case you can gather your belongings and venture back towards town, maybe get some breakfast there. You're able to reach the poor quarter by late morning, and in good time too since it looks like bad weather on the horizon. You're more likely to find elves here than in town, so you keep your eyes peeled while obtaining some supplies you'll want, usually through personal barter with people as there's not much in the way of stores around these parts.

"How the... how do you know our language so well? I've never heard of a... 'goblin' but you speak like one of us..."

"Well I am a true friend of the elves, of course!"

Sure enough you see a number of elves about, but eventually eavesdrop on a half-elf conversing in their language with another about matters beyond town. You casually enough approach and make yourself seem unassuming until you have a chance alone with him and introduce yourself. You have some nervousness about speaking their language to them, mainly because you're not sure if you actually are fully fluent as you hope you might be.

It seems your worries are misplaced though, because you can talk the language just fine. The problem comes from his shock at what he thought was an orc child, and now learns is yet another race from the Old world except this one is fluent in their ways. His confusion and distress is obvious, though you try your wily ways of scamming people to lay his concerns to rest.

"I was just hoping to visit some of your people, of course! I'm a recent arrival, and looking for a place to live for a little while. You should know better than anyone that the humans aren't so welcoming of other kinds, so living among them... I'd rather people I could get along with."

"Well, I hail from a small community out beyond the farms... but I'm not sure you would... want to, or be able to..."

"Don't worry about me! Look how tiny I am! I don't take up much space and I hardly eat anything!"

The fellow is clearly reluctant but he can't really find a way to refuse you, and your forward and friendly nature gets the best of him. Once again, another person scammed! You don't like the humans, why should you like the elves? All that matters is bettering your goblin efforts!

So then, the half-elf has some remaining business to take care of here hence his reason for coming to town, but you can tail him around till he's ready to depart. Not too long after all, he wants to get home before the storm rolls in. This would be your chance then, if there's anything left here you want to take care of, or even if you've any interaction in mind with your new elven "friend".

>What do you do?
>>
>>4005082
Also we'll take a little break here but continue when I return. In the meantime, assumedly you may want to try dwelling among the elves for a time till you can relearn your alchemy skills, so you can fashion any sorts of plans or schemes you may have towards those long-ears. You'll certainly have the time among them, if you play your cards right.
>>
>>4005082
get friendly with him, if he is doing deals make a suggestion or two on it so he can get a better deal and get more trust out of him.
showing off ouw useful skills

when we get there we should try to learn what we can from the fauna and flora so we can start brewing with local stuff.

learn about their gods too and make a small shrine for ours nearby
>>
>>4005082
Go with the elf.
>>
>>4005082
When we arive there we should learn with their shaman.
Maybe place ourselves into the image of some mythical creature they have to explain our fluency and to get them to trust us
When we can brew some stuff we can offer to help them against the conquistadores, I have several tactics to try against them.
And one secret goal is to learn about their ruins amd magic artifacts so we can go after them later.
>>
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>>4005103
>>4005107
>>4005114
You'll just shadow the elf for now then, try to make a good impression if you can.

"Hold on, that's pig shit. You're going to let him take advantage of you like that?"

"What do you mean? It's a fair deal."

"There's not a fair thing about it!"

From your observation it seems this half-elven fellow of yours occasionally travels to town to trade for some needed goods for his community, back and forth. Following after him though you see that folks around these parts are willing and able to take advantage of him that he hardly seems aware of or merely accepts. Less for his sake and more your own annoyance, you try to remedy this.

"Hey! You want to try that again, human? Pay him what you owe him!"

"Mind your damn business kid, this is between me and the elf."

"No, this is between you and me. You can make it a fair deal, or you can find someone else to rip off!"

More than a few times you nearly get kicked for butting in and trying to right a scam job, but just from a trade-perspective the idea of them losing the half-elf and his community as customers and the goods they offer in return, is not a desirable outcome. Though you don't get them to treat the exchange actually fairly, they begrudgingly let go of a few more coins or items in exchange for the trouble, and to maintain the trading relationship with the elves.

The half-elf himself meanwhile, is stunned at your behavior and also cannot seem to grasp how you're able to just renegotiate like that with words and demands. You only earn him a little bit more in the trades he must have been regularly making for years now, but even this little bit he treats like some kind of miracle.

---
>>
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---

By the time the storm is starting to roll in from the sea, the two of you have already departed from town and trekking along one of the dirt roads through the sandy marsh. Clearly this road is used back and forth by one of the big plantations in the area, but it's in the same direction as the small elven community so fair for common use. By the time the rain is starting to fall in the forest and run off the trees down on you, the two of you come upon a simple little settlement of a handful of small buildings amid a clearing in the forest. Like other similar ones you found during your initial scouting effort of the area, this place isn't all that far from town really but distant enough to be considered separate of it, about an hour or so walk.

"Come in, come in before you get soaked!"

"Welcome back! Did you get the- wait, what is that thing?"

You soon see for yourself that this community is pretty much all elves, welcoming at first of their kin till they see some strange little green creature with him dressed like a human. Well, they're all dressed about the same. Despite being a separate elven community, it's plain to see that these are "civilized" elves. Natives who either by conquest or choice, have taken to living the human ways and adopted many human customs. Not so much that they care to live in town, but enough that they're not just primitives in the forest. Instead it's just a small collection of families living in a sort of halfway state between their natural ancestral lifestyles in the wilds and the orderly ways of new civilization brought by humans to these lands. In a way this is also reflected in their racial makeup; most if not all of the people here are half-elves or some other mix, rather than full-blooded natives.

Though you were expecting to be led to a literal tribal camp deep in the forest and see native elves in primitive garments, not people in simple houses and clothes. But it's definitely a start, certainly your knowledge of their language is paying off as you can understand what they're saying.

But, what sort of introduction do you want to make for yourself...

>What do you do?
>>
>>4005554
well, not exacly what we needed but this is a start,maybe they can point us to actual tribals

introduce ourselves normally, if asked about the language stuff tell that the gods gave the knowledge to us so we could interact with them and help them out in exchange for their help.

let's see if they have a shaman, and if they don't if they can point us to a tribal camp that has one, we wish to learn about the plants and stuff
>>
>>4005554
Introduce yourself as someone learning medicine, but being turned down by the humans for not being human.

You're here to learn about the plants of the new world, and hopefully make a living with potions and draughts. The language came to you in a dream, we think it might be from a goblin god but we'd need to learn about elven religion to be sure.

Ask to see their shaman, hopefully one still living in the forest.
>>
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>>4005594
>>4005609
You can introduce yourself, and though these elven sorts are naturally suspicious of you, your talk about not getting along with the humans earns you some favor with them. It seems to also help a lot that you're tiny, nonthreatening and cute, so without knowing what you're capable of they buy your excuse that you're insignificant and won't cause them trouble by living here among them for awhile. Doubly so when you express an interest in pulling your weight and giving back to their community.

"You learned the old language... from the Gods?"

"Well, my Gods, goblin Gods. I think. We have our own, several of them. Not like the humans and their one."

You're met with a similar reaction from those about the settlement, as that of the first half-elf you acquainted yourself with. Disbelief, confusion, and suspicion, but at the end of the day they have a much greater tolerance and attitude towards you than if you didn't speak their language... almost like, you're such a strange and alien sight to them, that they almost just consider you like some supernatural creature. A little green lady also with long ears, a race like nothing they've seen before (even though you claim there are more of you across the sea), that just wandered in out of the forest speaking their ancestral language. It's all so weird that combined all together, they'd have an easier time making sense of you if you really were some forest spirit or fabled being.

"Es ella una niña?"

"Ella se ve graciosa!"

Ironically enough, the children don't have much trouble making sense of you or what you are. They're just curious and want to play with you, being their size. However you do notice that they only seem to know Iberan rather than the native language. Some truth you recognize, about the native language and culture of the elves fading away against the endless encroachment of the humans.
>>
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After spending some time among the elves in their few homes here, so that it makes your presence here seem more natural rather than just immediately asking them for favors, you eventually get around to asking them about any shamans while the storm pours down outside. Unfortunately it seems there aren't any elves of that sort here, else they'd risk ire from the humans. In fact in a lot of ways, these half-elves have given up most of their ancestral culture and beliefs. An interesting prospect that you'd be half-tempted to try and convert them to your goblin faith considering they lack one for the most part, if it was worth the effort for you.

Knowing about the environment however, that's unrelated to culture or beliefs! Even the children are familiar with many flora and fauna which makes sense for people who live here. You can very easily find pretty much any adult in the community who expertly knows about the plants and animals of this land, so it's just a matter of convincing or incentivizing them to devote time and effort to you as an "apprentice".

"What? Why can't I meet them? You know me now, I'm a friend!"

"You're from across the sea, like the humans. You would kill the Old Folk with sickness."

Out of curiosity you also ask about the full-blooded elves of the old ways, those primitive people that supposedly still live in the wilds. Unfortunately the half-elves don't seem willing to introduce you to them, and not for the reason you'd think. To your surprise... and even skepticism, according to the half-elves, the natives weren't driven into decline for the most part by the humans and their conquest, but instead by diseases carried with them from across the ocean. It's not something that makes much sense to you, but apparently they never had things like the pox in the New world here until humans came.

Honestly that sounds miraculous to you, a land without diseases you and your kind are familiar with back in the Old world. But it seems like it's not so perfect when the diseases just follow people wherever they go, and when the people who were here before end up dying because of it. And frustratingly enough, not even intentionally it seems. You don't like the humans, they have a lot of things to despise them for, but you can't really for this when you would have made the same mistake.

>What do you do?
>>
>>4005934
That's fair, and surprising that they know.

Not much we can do about that except spend time in quasi-quarantine among the half elves, eating what they eat, experimenting with what we've already learned, and sterilizing all our stuff.

When we eventually set out to them, we can make clothes with local materials if it'll help convince them we're clean.

>Get your alchemy on
>Prepare medicines for old world diseases
>Learn the new flora
>Make some irritants(not for sale(yet))
>>
>>4005934
I see, well, there is the first problem to solve! We should be familiar enough with that disiese and others from the old world that we can whip up a treatment.
Focus on that and poisons while learning of things here.

At night, tell tales about goblin god and only goblin things, both to entertain and slowly convert them.
Put our cuteness to work!
>>
>>4006050
>>4006054
I bet the old elves would pay handsomely for something that could protect them from those disieses, magic artifacts levels of handsomely
>>
>>4006071
medicine can only do so much. We don't have the tech level to introduce vaccines or probiotic cultures, so the best we can do is nutrition and alleviating symptoms. They'll help young elves, but these "elders" won't ever be leaving the danger zone.
>>
>>4006077
you may be right, but then we introduce magic to our alchemy and stuff can get fun.
but like I said, anything to help with those diseases would be valuable to them, and consequently to us if we can charge them appropriatly
>>
>>4005934
Learn from them what we can about the flora and fauna so we can start doing alchemy in the New World.
>>
>>4006050
Well the humans have been around for many decades now, easy enough to personally see the transmission of disease.

Also of course, half-elves don't die from it while full-elves do.

>>4006054
>>4006071
>>4006077
>>4006435
Taking the time to more or less relearn the alchemical value of the environment here, will be a lengthy investment. If you are to live with these elves for awhile till you learn things adequately, would you prefer to pass by that time in short order?

You could specify some goals and any things you're interested in doing during this time, and then make some rolls for the passage of time. Since assumedly, you'll be spending most of the time just shadowing elves and learning all they have to offer about the flora and fauna of the island here.
>>
Rolled 35 (1d100)

>>4006514
relearning alchemy

seeing what we can do to treat those disieases

learn where those full elves are, either by evesdropping, looking for maps or getting them to trust us enough to tell us

prepare some other useful things like poisons, firebombs and specially smoke granades

get friendly and cozy with the hosts and slip them some goblin religion while we are here
>>
>>4006542
Well assuming the player majority is ok with this transition, it'll basically be two rolls per month. One for your success at learning, and one just to see how things go for you among the half-elves. Probably three months, so 6d100s.

Though other players, if they are also interested in this, can also specify if they too have some goals in mind along with those you mentioned.
>>
Rolled 84 (1d100)

>>4006542
This, plus get to know that first dude and keep helping him with their deals, that will give us a boost and probably "pay" for our stay.
>>
>>4006559
should I wait for input then or roll the dice?

I think I'll wait for other in case I'm forgetting something
>>
>>4006563
We'll only make the transition if most players want to/are ok with it. But you can go ahead and roll anyway for it, if the transition takes place then the rolls will count, if people don't want to then the rolls won't count.
>>
Rolled 22, 52, 48, 15, 74, 45 = 256 (6d100)

>>4006565
sure then, rolling
>>
Rolled 21, 93, 45, 29, 46, 62 = 296 (6d100)

>>4006559
>>
Rolled 10, 88, 28, 49, 16, 10 = 201 (6d100)

>>
Rolled 73, 31, 7, 79, 6, 96 = 292 (6d100)

>>4006559
>>
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Oookay! Sorry for the delay but this took a long time to write all out!

>>4006569
>>4006582
>>4006585
>>4006598
>296

You're willing to spend a few months living with these half-elves then, to help out how you can in exchange for learning from them.

>21, 93

Over the first month you settle in and get used to living in the small community here, and things go fantastically well among you and your hosts. The living conditions aren't as nice as what the humans have but it sure beats camping out in the forest, and every day you're learning more and more about this strange new land and the elves as a race. Unfortunately not much learning in the way of alchemy, still going through the initial adjustment of having to name and recognize everything you see and are shown before you can even really start experimenting with anything. For what it's worth though you prove very useful to the half-elves (especially in your negotiating and bartering skills) and you can see yourself the community slowly transitioning from needy and on troubled times, to accumulating things since they're not getting taken advantage of while you're around.

>45, 29

Over the second month, you manage to learn things better when you get the idea for a journal and logging down everything. You don't get much a chance to experiment in any case, but everything you're learning from the elves is sticking, and before long you're starting to be able to identify things and know what they can do on your own without an elf present. Unfortunately though, you come down very ill with fever-sleep, a blood-borne disease the elves recognize based on the nasty symptoms. Because of where they live, and your living with them near the marsh and river, parasites (particularly mosquitoes) are a problem and after getting bit by them enough you come down with the disease. You have a very rough time of it made worse that the elves with their natural stigma about sickness thanks to the humans, don't want to interact with you much and pretty much only deal with you at a distance while you're sick. Fortunately goblins are hardy little creatures, often hated in the Old world for their tendency to survive plagues and such. Though you are reduced to a sickly mess for the month and then some, you never get so deathly ill that you'd resort of a curative potion to remedy the illness. Eventually you come out of it for the better, recovering and now not having to worry about the disease in the future for your goblinoid adapted resistance against it, something you wouldn't have gained if you'd just cured it with a potion.
>>
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>46, 62

Over the third and final month, you're still recovering from the disease but are well enough to be accepted back among the elves. Your learning progresses as usual and you're now running out of flora and fauna to learn about, now the only experience you're lacking as actual experimentation but you already know from the elves what ingredients are good for what. Also for your continued contribution to the community, they build you a little house next to the settlement. It's not much and similar to their own houses, but it's a proper shelter and a true home of yours that you're welcome to use whenever and however you see fit. Certainly they appreciate having you around, for the usefulness you bring in terms of negotiating and now your growing alchemy skills, as well as your familiarity with the humans and the warmth you bring to the community with your stories and own goblin culture that doesn't threaten them like the humans do.

---

By this point now then, though you lack actual experience in alchemy with flora and fauna of the New world, you have all the learned knowledge and book smarts required for your needs. Especially good since it's all marked down by your in your journal, for your own use. Some other benefits include your obtaining of the few remaining alchemy goods you were missing (protective gear, a safety breathing mask, a cauldron), and many parallels recognized between Old world and New world plants and animals, allowing you to more or less get by at concocting all the usual things you're familiar with making from back home like potions and elixirs. The only thing you're short on is gunpowder and the like, but you can easily obtain that from the humans.

Your presence among the half-elves is now also tolerated and welcomed, as a favored guest. You know most everyone by name and a little history of their families as they know you, and of particular note you've learned more of the original native elves if you wanted to try to seek them out. Also some efforts on your part of these half-elves being more accepting of your goblin gods such that you could start setting up shrines around if you wanted without their ire. Although you'd only come here to learn of the environment from the elves, you've wormed your way into their hearts where you'd be welcome in any of their homes. Now that you got what you wanted from them you'll probably just leave without much care to return, as they're not much further use to you, but whatever your needs be you'll always have a home here.
>>
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Lastly on a personal level, along with basically relearning alchemy you have also more or less relearned your survival skills suited for this new land. Just as you could survive in the wilds back home in the Old world, now with your learned familiarity with the environment here you are much better suited to being able to live off the land now. If you have a desire to venture off into the wilds on some adventure, you no longer have to worry about surviving or supplies... at least not as much.

Not to mention your friendship formed with that first half-elf you met and brought you here, Moro, who you now will be able to convince/drag along with you on your efforts, should you need him or want him for anything. You've helped out the community and in exchange also taught him and them a few things, so he's willing to support you as you may need. Incidentally and humorously on the other hand, it seems you've gained an admirer in another half-elf fellow who seems to have come to fancy the little green lady scampering about the community. It's probably not something you'd seriously consider but worth noticing as he's made efforts to try and woo you in their own half-elven ways.

All in all, not too shabby of a few months spent then. Really your only purpose here was to relearn alchemy, but you've certainly had your gamble repaid with these half-elves. At the end of the day you don't think there's much value in them in regards of your schemes for power here and potential revenge against the humans, they're just too few of them and they seem content in not making trouble or inviting reprisal from the humans. But certainly your time and experiences among the half-elves will greatly support your endeavors here, and your dreams of success and greatness in this strange New world.

>What do you do now?
>>
>>4006807
Now, that was nice.

I think it would be good to venture into the wilds in search or ruins and other materials for more potent poisons, probably stuff we won't find near the town, the really nasty stuff.

Invite Moro and the admirer along, locals and more hands should be ok I guess.
>>
>>4006807
Do we have some potions? And weapons? Any that we can use?

Trade for gunpowder and then let's go on an adventure to find hidden treasures.
>>
>>4006807
That dude needs to learn that the way to a goblin's heart is through shinnies


>>4006838
Support

I still want to find a shamman too
>>
>>4006807
Go out into the wilds and start gathering plants and making some potions with them with our new knowledge. Both for personal use and possibly to sell.
>>
>>4006848
You only spent the month learning stuff, rather than actually working or experimenting at it. You have the knowledge now of how to do it though so could spend a few days brewing up some potions if you wanted to specify any in particular you think you'd want or need. And of course make a 1d100 roll for making them.

As for weapons, you only have the same weapons you've had all along, just the human-sized knife and pistol. Now that you don't have to live with the half-elves you could go and try to have some weapons made for you but that will also take some time.

>>4006878
>>4006838
You can certainly foray into the wilds on adventure but actually seeking out something like lost ruins or treasures, you're going to have a hard time without a map or something similar.

That is to say, if you just leave the coast behind and head into the interior of the island. The chance of just randomly stumbling upon ruins is pretty low, and any that would be easy to find would have already been found and plundered by humans in the past few decades. You could still seek out these looted ruins, and put your goblin searching skills to the test for things humans would never notice, but you would have to roll exceptionally high. Compared to a ruin which hasn't been found or looted yet, but something like that, as said you would either need a map or some other way of finding, even like by rumors or relying on some conquistadors and their journey.

If however you only want to go out on a ingredients gathering run for a few days, to accumulate some stock to work with, then that too you can make rolls instead. In this case, 2d100s, for actually seeing how high quality ingredients you can find, and how well you fare at venturing about the wilds.
>>
Rolled 29, 85 = 114 (2d100)

>>4006908
Rolling for searching for ingredients
>>
Rolled 3, 28 = 31 (2d100)

>>4006908
Rolling for gathering ingredients.
>>
Rolled 4, 10 = 14 (2d100)

>>4006908
>>
Rolled 82, 48 = 130 (2d100)

>>4006908
Ingredients
>>
>>4006928
>>4006929
>>4006945
>>4006958
>82, 48

Off into the wilds you shall go then, for a few days at least. Not terribly far from civilization, just in the region around Maracan and the outlying settlements. You can even convince Moro to tag along with you, but just him; half-elf loverboy who fancies you, can't afford to miss work at the plantation or they'll chop his hands off!

This is the perfect chance though to put your newly learned skills to the test, both in terms of survival in these New world wilds but also foraging and gathering things of alchemical worth. Plus the enjoyable time of getting to see the natural environment of this strange land in all its pristine glory.

"No, stay away from the rivers here. Slaves are made to search for gold."

"What, they just grab you and make you work?"

"Well maybe not a goblin, but elves yes. Between the rivers and mines, that's how most of my ancestors died here. Worked until disease took them."

Interestingly you find out firsthand why the half-elves put their settlement seemingly-stupidly away from the available rivers here, and why they themselves only dare to venture to the rivers at night. Back in the Old world filled with old civilizations, gold is really only dug up out of the ground but apparently here it runs in the waters? You can imagine if you had the time and care to do so, undercutting any panning operation with some picky goblin labor.

Well in any case after a few days roughing it with Moro, the two of you manage to gather quite a great many useful plants and hunted animals, and only run afoul of a monster once! By the time you return to the elven community you're longing quite strongly for a real bed once again, but it was definitely not time wasted. Best to keep to yourself when you return though, there's some missionaries from Maracan come to preach and spread the good word of the human faith to the half-elves. Annoying to you but the elves dare not raise a hand in protest, few things would conquistadors love than to bring wrath down upon some half-elves beyond God's grace after they harassed some priests.

No, your interests are in your alchemy as you look over the complement of good you now have to work with your cauldron, grinning in glee with sharp little goblin teeth about all the promise that awaits you! If only you'd found a blood orchid, maybe next time, but there's little you couldn't make with what you have now. In particular, some strange things that don't really have equivalents in the Old world; hallucinogens for example, which the elves traditionally used in religious practices out of curious flowers and roots that can only be found in this land.

>What do you do?
>>
>>4007227
Hallucinogens?
Make some of those first!

Then a good potent poison to test.

Followed by the largest smoke granade we can come up with.

A batch of each
>>
>>4007227
blew cures and treatments for the old world diseases we may carry, we will need those to deal with the elves

the hallucinogens seems good too.

after we are finished we can try to learn a probably location of one of those tribes and try to get close to see how it is, I want to explore those ruins or see a shaman at least
>>
>>4007227
how does gobbos reproduce in this world op?
breeding pits?
spitting out litters?
can we mix with other races?
>>
>>4007564
for what I understood we reproduce the good old fashioned way but faster and in greater numbers and we can mix with others too
>>
>>4007227
Make a strong poison with a little delayed action and preferably to be applied on food or drinks.
Find a conquistador camp nearby or in the wilds
Test the poison on them and see how many we can kill/incapacitate that way.
Then we search it for maps and information on ruins
This way we get the info and take out some of the competition in one strike.
Make sure to grab some antidote for it in case we ingest some by accident or force.
>>
>>4007227
>Irritant Smoke grenade
>Smelly Smoke bomb
>Hallucinogenic blade oil/dart
>Insect bait
>If livestock are in the plantations, diarrhea feed for livestock.
>Cheap fake gold
>Colored fires(no effect/ambiance)
>Candy
>Mosquito repellant
>Pox medicine
>Black dye (no effect, spreads quickly and sticks well)
>>
>>4007507
>>4007541
>>4007584
Make a roll then for these alchemical brew ideas of yours! As much as you want to make, you've gathered the supplies for it but it will take a few days to brew that much.

>>4007564
Goblins reproduce the same as any other common race, usually between partners. The difference is goblins breed fast and numerous, which has always been your race's greatest strength arguably, the sheer numbers of your kind. Combined with quick lifespans leading to rapid maturity. You yourself for example, are a grown adult at only seven years old and reached maturity at five.

Unfortunately of course, this greatest strength of your kind is rather limited to you since you're the only goblin around. Although unlike the other races, goblins can crossbreed with pretty much anything. If there's a race goblins couldn't mix with, you haven't heard of it yet. Of course your preference would be for full-goblins but even with some half-goblins your options would increase.
>>
>>4007628
we should breed with the halfelf then, no need waiting to get our numbers up
>>
>>4007635
that guy works at a plantation, any children of his need to be hidden the heck out of the way. Maybe after we're sure of a place in an elven village.
>>
Rolled 83 (1d100)

>>4007624
Candy is a must too!

>>4007628
Rollan for brewing
>>
Rolled 8 (1d100)

>>4007628
>>
Rolled 40 (1d100)

>>4007628
>>
Rolled 67 (1d100)

>>4007628
>>
Rolled 9 (1d100)

>>4007624
I like all of this too

>>4007628
rolling
>>
Rolled 6 (1d100)

>>4007628
Rolling for alchemy.
>>
>>4007628
Supporting
>>4007635
>>
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>>4008063
>>4007635
You want to do what now?

>>4007624
>>4007643
>>4007642
>83

Good success.

>>4007584
>>4007662
>67

Average success.

>>4007541
>>4007507
>>4007655
>40

Average failure.

In your little house by the half-elven community then, you spend a few more days suited up in protective gear and going mad brewing all sorts of wild concoctions, the types of things only a goblin would think to come up with let alone find a use for.

Some things you're able to make quite well, some things not so much, but nothing goes dangerously awry and it all serves as good experience for actually applying the knowledge you learned. More things to log in your journal! After a few days then, you stand and marvel at an organized, laid-out array of a highly varied mix of goods you were able to make.

Except candy. That's not alchemy, that's cooking!

"Zujenia? They wanted to know if you were hungr- oh! What's all this you've got in here?"

"...the future Tula, the future."

Before you were just a troublesome little gobbo lady, at worst armed with an oversized pistol you could hardly use. Now, with the right application and some clever creativity, you could be a significant force to be reckoned with. Or at least, a potentially highly disruptive force when you can flood an entire building or street intersection with thick overpowering smoke.

The question is now, how you are to make use of this array of concocted terrors of yours...

>What do you do?
>>
>>4008366
time for a field test!

can we find some conquistador camp or some of the gathering somewhere and try to sneakely poison their food?

I want to try and steal their maps or any leads they might have on ruins or tribes
>>
>>4008366
>>4008391
Support.
>>
>>4008366
Who's Tula?

Can we trip ball with this person now that we have hallucinogenics?

>tfw we introduce ayahuasca to the goblin faith.
The tea from that root is powerful as fuck!
>>
>>4008435
She's just one of the half-elven ladies of the community. If you wanted to though, you could certainly make and take drugs... to what result though, you're not sure.

>>4008402
>>4008391
You can try for something like that. Make some rolls! 2d100, first to see if you can find a group like that, and second to see how well you can trick them.

Also, poisoning them, with intent to kill or just sabotage?
>>
Rolled 70, 49 = 119 (2d100)

>>4008457
can we decide on the kill or sabotage after we see them?
we can them decide to kill or make them shit their bowels out

I would say kill since they are competition, but if they are inside the town or somewhere too guarded we can just give them explosive diarrhea
>>
Rolled 76, 100 = 176 (2d100)

>>4008457
Bring the smoke granade and some hallucinogens too for emergency
>>
>>4008484
Conquistadors? More like conquered.
Btfo
>>
>>4008484
>>4008491
>100

A miraculous result! A success, surely deemed by the gods themselves! For this you can decide upon an outcome, which normally would be a success, but in this case can be a result which is miraculous by nature. Something which surely could never have happened normally otherwise, a sign of divine favor for you!

So you can suggest a result, that could be considered miraculous, and it may well be incorporated into the outcome or even be the outcome itself if appropriate.
>>
>>4008505
The conquistadors, by sheer luck, just happened to put their hands on an ancient map of the region detailing its ruins and stuff, but we attacked with our lethal poison before they could analyze it while celebrating their discovery by drinking, good thing we found some highly poisonous plants in their camp too, we can set up their deaths as an accident after aomeone tried to spice the ale with the wrong kind of plant.

We can even free the elven dude that was carrying the map alone to a secure location when he was captured.


Some ideas to see what is acceptable.

Praise the gods.
>>
>>4008505
magic items on the loot from the dead conquistadors

a map

goblin sized weapons or small stuff we can use

divine luck making us kill every single one of them

pinning the blame on another conquistador group

finding a maldito and convincing him to help us
>>
>>4008532
It's a 100 for the sabotage, but yeah that's pretty fair what you suggested, along those lines.

I'll give anyone else a chance a little longer to roll, and then we'll see.
>>
>>4008550
If we do find a prisioner we should do an omnious entry, with smoke and all to play off as being some sort of mystical creature, they never saw anything like us and we will be walking aroun a ton of corpses, could be fun and useful to be feared.

Unless he recognized the effects of the plants then it would just be cool to make an entrance lol.
>>
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>>4008472
>>4008484
>100

Well in truth, it's something more like...

"I'm sure we can find a place for you, but cause us any trouble and you're regret it niña!"

"Y-Yes sir... ah, señor!"

Don Luis, newly arrived conquistador from the Old world, with a complement of men off on a journey for God, gold and glory! After having packed up all your belongings and ready for travel, you venture back to town hoping to find some unfortunate fools to test your nasty concoctions on. Naturally you gravitate towards all the hustle and bustle going on in town when you get there; the arrival of another ship from Iberas! And a known conquistador too, already looking for men to join his expedition!

You have your reservations but nervously approach the mustering area and after being able to convince them you're not a child, you can sell them on your skills. An alchemist would come in mighty handy sure, and being that you are a goblin they can... tolerate you, as opposed to obvious refusal if you were a human woman for example. Another two days spent in town then and you can depart with them, as a small boat is charted along the bay and upriver as far as it can go. After that, a few days hacking and slashing through the forest deeper into the mainland, before you feel now is the appropriate time to act. Far enough away from civilization where you can sabotage this expedition without suspicion coming back to you, just another adventuring group lost to the wilds.

"By the gods... I didn't expect it to work that well..."

Sneakily you poison the drink reserves one night, and before sunrise all twenty-two men fail to wake. Either dead, or will be eventually without an antidote but you're not likely to give that.

The reason of course for your interest in this expedition in particular, is their captive; a full-blooded elf and a shaman at that. By the sound of things Don Luis and his lot had found the elf wandering and raving, but his golden adornments gained their attention and greed. He was willing to act as a guide back to his own tribe for whatever... seemingly traitorous reason, where the conquistadors believed they would find riches and glory!

Well now it's just you and that elven fellow, tied up and obviously quite alarmed that only the little goblin is standing among the dead and dying camp.

>What do you do?
>>
>>4008634
damn I love that character

Ok, time to be cryptic

Hallucinogen smoke, just a little to make him dizzy, make sure to protect ourselves with a mask or something.

Then in his language, maybe using a monotone or a voice we used to make to scam people into thinking we were some kind of fortune teller or hex giver back in the old world.

"Betrayer, you would walk the enemy into our midt? You would bring ruin to your people? Why should you live? Why would you do that? Answer truthfully or be judged."

Let's see what we can get out of him
>>
>>4008668
You want to do this knowing that you've been traveling with him for a few days now and he's regularly seen you?
>>
>>4008688
He never saw us speaking his language and I was planning to pose as a possessed spirit, but if its a bust its a bust

Just regularly ask him what was his game plan and why was he banished, since that would explain why he was leading others to his town
>>
>>4008634
Free him and in return ask him to show us to the Elven camp ourselves.
>>
>>4008706
You can act all cryptic, I'm just checking to make sure you didn't like, think that you're merely been stalking these people and burst out of the forest, him never having seen you before.
>>
>>4008634
Loot the shit our of them, this Don something ahould have some nice things.

Ignore the captive while we are doing it, let him approach us and see what he says or offers, gingerly loot corpses and collect round years while whistling a tune to see what he does.

I want to know where he was leading them and why.
>>
>>4008724
Just interrogate him and ask why he shouldn't go the way of the humans then.
>>
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>>4008732
>>4008726
>>4008723
The captive was your reason for being here, but looting appeals to your goblin nature more than anything right now. Sadly the biggest limiting factor is your own strength! Already you're carrying a lot for a goblin lady, so while there is a ton of available loot here, you're inevitably going to end up having to abandon much of it.

At the very least though you can get any and all money, as much gunpowder as you can carry, and Don Luis's personal effects including his very fancy rapier made in Telmedo back in Iberas. Also... for personal satisfaction, you take his helmet. It fits you very poorly but it's something of a trophy for you now. Lastly as well, you grab whatever maps, records, and correspondences are among them all.

"Alright, what's going on here? What were you planning?"

"Wh-What... what are you, creature? How do you know the language?"

While you'd been looting, the elf watched you with suspicion at first but eventually when he figured out this was all your doing he's clearly impressed. When you approach and start speaking to him in their language though, he's downright baffled. Some little greenie he's never seen the likes of before, and talking about as well as he can.

"Hey! I asked you a question, elf!"

To try and retain his focus, you think maybe showing a strong face like the humans would... you try to grip him by the neck intending to shake some sense into him, but your little hands have trouble of it so instead you just tug on his ears and make a serious face like a big tough goblin girl would!

"Ah! Ow, I was trying to bring these humans to my people, to destroy them. They cast me out, tried to kill me... I've seen what the humans are capable of and wanted to return the favor but... well, if one such as you could do this to all of them, I fear my revenge may be out of reach."

He goes on nervously at length about his scheme though you don't pay... a whole lot of attention. As he's restrained sitting on the ground, standing beside him you're about eye-height so you take this chance to observe the "true" elves up close. You can see the resemblance the half-elves had, but these full-blooded ones have finer, stranger features and are more lithe. Despite being a strange, new race from the other side of the world, having some similarities to the humans is quite odd but you could argue they're about as different in the ways that they are, as say the orcs or the dwarves are to humans.

Certainly closer than goblins are though, in any case. Either way, he blathers on about feeling wronged or something and wanting vengeance, but you bear no ill will to the elves. In fact you may want to visit them even, but it seems unlikely he would show you now, willingly. You may have to keep him captive... but can you even trust he would lead you there?

>What do you do?
>>
>>4008782
We can pretend to take him up on his vengeance offer so he can lead us there, then give the helmet and rapier to the elves to prove we just put a stop to it.

We can give him the god story, divine inspiration telling us to go to seek riches among the elves. If he thinks that means we plan to kill them all like the humans that's on him.
>>
>>4008782
Let's trick him
Give him some poison we have an antidote for (or just some mild irritant) he will be inclined to cooperate after he saw what we did.
Tell him to take us to the village or else we will smash the antidote, keep his arms bound just to be safe.
>>
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>>4008782
>>4008782

if we set him loose he will just get more humans, but we can trick him

"I don't care much about what happened to you but I want riches and powerful artifacts, take me to them and I may have to..."deal"...with a bunch of them like I did here with the humans"

that way we can make him walk us there to where they were going.

does the elves have any thophy taking like scalping and such? we could take trophies to present to them as proof of our prowess, I was thinking human ears since they are the most distinct difference between them the elves and us to a degree.

P.S.
and now I'm sad that we are a female goblin if pic related could be a possible elf, damn kek
>>
>>4008782
kill him
>>
>>4008824
As if there aren't curvy elf boys.

Also good guess on the ears, that is a thing in their culture.

>>4008811
>>4008805
You encounter a bit of a problem because as an elf, though he's no alchemist he is familiar with the flora and fauna of his own native land. He knows what you did to the humans, and has no faith of it working on his own people because they too would just be able to whip up a remedy after they turn you into an arrow pincushion.

The most leeway you get is by force-feeding him some poison and withholding the antidote if he doesn't help you. However his people will kill him if he leads you to them, so while he's more cooperative this way, he's still not willing to take you; he'd rather just die to poison than execution.

So he doesn't believe you capable of actually fighting against his former tribe thus he's not motivated by revenge, and he also doesn't want to take you out of thanks for freeing him or kindness, since he risks his life by getting close to the tribe.

A bit of a predicament for sure! You have trouble offering him things he could want or would make it worth the risk to him.

>>4008847
Or this, you could just kill him.
>>
>>4008854
well, time to analyze the Don's documents, they wouldn't walk ito the dungeon on some savage elf words alone, or if they did, he would probably document everything like the burocratic race that they are.

then if we have a lead maybe offer him to take us near, not the whole way since we plan on sneaking in anyway and it would be difficult to do so with him walking around
>>
>>4008871
>>4008854
and grab those ears
>>
>>4008854
Some stages then.

First, can we whip up a truth serum of sorts? That would be nice but I know it's unlikely.

Second, bargain, offer him to take us as close as its safe for him and that our deal would be done(of course we would just tie him there to make sure he was not lying but leave that out)

Third, torture, male his entire skin itch, his bowels loose, his joints ache and generally make him feel like shit until he takes us there.

Fourth, grab what info we can and kill him, take proof of his death to give to the tribe so they know we got the traitor.

This massacre here is wnough for another god blessing right? Don't know what to ask now but we should aet up a shrine and offer later.
>>
>>4008890
You can make offerings whenever you want, just so long as you have a worthy success there's no limit to when or how many offerings you can make. This action against the humans certainly counts as one.

>>4008871
You can examine some of the documents you looted, sure. Don Luis indeed seemed to be recording the journey, the voyage though they were following this elf and trusted his desire to see them to his people. They tried other ways like showing him a map to indicate where to go but he didn't even recognize his own home island as represented in map form.

Maybe not the smartest idea in any case, but you're coming to realize that most of the humans coming to the New world are not the smartest bunch. Or rather, their greed drives them to foolishness, when people in the Old world hear stories of lost cities of gold or how the native elves possess the fountain of youth, you've seen for yourself firsthand the sorts of humans crazy or brave enough to risk voyage across the ocean and venture off into the unknown wilds of this newly discovered continent.

As for the elven shaman, with a little pressure he's more willing to cooperate in as far as that he'll lead you close to his people, but only so far not to them directly. If you let him loot what he wants as well from the poisoned humans then he's willing to continue as your guide. Not like you can loot anymore yourself.

>What do you do? If this is acceptable to you, make a roll just for the continuation of the journey in case anything should happen to you and the elf. Also if you care to specify how you are traveling with him, like if you're allowing him freedom or not.
>>
>>4008917
>What do you do
rape
get magical halfbreed bebbes
kill him afterward
>>
>>4009330
>kill him afterwards
as a sacrifice to our gods, they will surely be pleased with us
>>
Rolled 90 (1d100)

>>4008917
Keep his hands tied, at night give him something to sleep
>>
Rolled 72 (1d100)

>>4008917
get walking
>>
Rolled 28 (1d100)

>>4008917
take the deal, I'll support >>4009388
>>
Rolled 49 (1d100)

>>4008917
>>4009330
>>4009331
>>
>>4008917
Kill him. Traitor to elfkind
>>
Rolled 69 (1d100)

>>4008917
>>4009388
Support.
>>4009330
>>4009331
No.
>>
>>4009721
>>4008723
This is me.
>>
>>4008871
>>4008917
Supporting the idea of sharing the loot with him in exchange for taking us as close as possible to his tribe.
>>4009330
Dude, no.
>>
Busy day so a bit later, but we'll continue here in a bit now.

>>4009330
You want to do WHAT now?!
>>
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>>4009721
>>4009487
>>4009475
>>4009467
>>4009388
>90

His offer seems like a fair one, let him take what he wants off the dead and he'll lead you. Not like you can take any more yourself. You'll have to be careful though and watch him, make sure he doesn't get the jump on you because you wouldn't do well in a fight if you were caught without a weapon. Always make sure he's tied up or that you've got a poison handy when he isn't, and knock him out with a drought each night.

Thus begins your uneasy partnership for the time being...

---

A couple more days of hiking through rough terrain and struggling through dense forest, and your guide starts to notice signs of his tribe's presence, or so he claims.

"This is... I'm not going any further from here. If you continue this way you'll eventually find paths of their making, and can follow the rest of the way there. You shouldn't expect much welcome however..."

You'd had some cruel designs towards the shaman, such as killing him since he's exhausted his value. But it doesn't seem worth the trouble, and while you'll do anything and everything in favor of yourself and goblinkind, letting him go doesn't seem like it could hinder you at all.

So then you part ways... maybe not friends but at least respectfully, for each maintaining the bargain. He quickly high-tails it away though, so you expect you actually must be pretty close and his fears about his exile might be grounded. Well either way you can continue on then the direction he indicated, and indeed start to notice signs of people yourself. Territorial border markers you would guess, hanging from the trees and propped up on sticks. The occasional path along the ground through the forest as well, one which you choose and follow along.

---
>>
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---

Come nightfall you have to assume you're close to this remainder of elves somewhere deep in the wild interior of the island, but having not reached there yet you'd not want to go wandering around the forest at night.

"Mmm, good stuff! Those humans know their food!"

Having made a tiny camp for yourself, you enjoy a honey biscuit by the fire, listening to the nighttime sounds of the forest and catching peeks of the moon through the canopy.

"-oof!"

Between bites you're suddenly struck by a large force and knocked flat onto the ground. Not as much pain as shock from the impact, it feels like someone whacked you on the back hard. Shaking your head to regain focus, you look back and see a spear lodged through your backpack. Were it not for the contents having taken the blow, you'd have been skewered like a pig.

Shielding your eyes from the fire then, you try to peer through the forest with your night vision and start to notice quickly moving figures. Coming to check on their supposed kill it seems, you witness a couple startled elves peering from between the trees and foliage, surprised to see you alive perhaps.

"Hey! What was that for, I don't mean any trouble!"

Well they were startled before but now they're downright confused, some time of hesitation and whispering before they decide what to do.

"It speaks..."

"Leave this place! This is our home, you are not welcome here!"

Well even without the shaman with you, it seems you've received that unpleasant welcome or lack thereof. At least they've halted their attack for the moment, but don't seem eager to leave you here.

>What do you do?
>>
>>4010401
Well, unpleasant but understandable considering what the outsiders usually do.

"I mean no trouble, I'm h e re to learn and to teach, not to cause any trouble. The gods tought me the language and now I ssek you out as a friend."

Raise one of the hallucinogens, something they are probably familiar with.


Btw, I tought we were going to kill the guy after bringing him here.
>>
>>4010401
show them the human ears we got and tell them we killed them and they were on the way here.
their tratror was leading them and he will probably try it again.

we wish no harm but to meet them
>>
>>4010424
>I tought we were going to kill the guy after bringing him here.

That was a suggestion but I don't think it was the majority?
>>
>>4010447
I didn't adress it because I thought we would decide when we were near the destination, but ok, no worries, I would just prefer to have him dead
>>
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>>4010461
You can have poisoned him without his knowing, and simply not provided the antidote before his departure
>>
>>4010471
If he thinks we're just out for riches, I guess it's fine to leave him alive. Otherwise....
>>
>>4010401
>>4010424
>>4010440
Support.
>>
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>>4010501
>>4010440
>>4010424
It's not the reaction you'd hoped for or expected, but it makes sense you suppose for a people fighting for their survival.

"I mean no trouble, I'm here to learn and to teach. The gods taught me the language and now I seek you out as a friend."

To further your case you can tell them of the traitorous elf and the group of humans being brought... and their ultimate fate, as shown by the ghastly collection of ears. Of course this is a lot to take in for them, but they are at least willing to approach now and examine the strange thing that you are. Judging their reaction, you probably could have told them you were some spirit and they might have believed it.

"It's not an orc child?"

"I've never heard of a gob-lin..."

"I am new to this land, first of my kind. No friend of the humans however... as you can see. Because of this I wanted to meet you."

Your fluency in their language is the biggest benefit, but as coherent as you are and able to demonstrate your claims, it does much to help prove to them that you're something new to them rather than just an orc or other trick. Furthermore by being willing to share your goods with them, reluctantly so, their hostility wanes and you're at least not facing down spears any longer.

They still remain wary of you however, and while they are alright with interacting with you and speaking openly, they refuse your wishes of going to visit where they live. Maybe not human but an outsider all the same, probably bringing the same illness that has all but destroyed their people. They'll deal with you, but don't want you in their home and around themselves, around their children.

Not that you care what happens to them of course, if you sneezed and wiped them all out, well that's just more easy pickings for you. But depending on what you want from these people will depend on how you must accept dealing with them.

>What do you do?
>>
>>4010531
Offer to trade medicine AND poisons with them. Offer the blade oils, and tell them that you have poisonous smoke but that you do not wish to offer it as it could harm forest animals and cause needless death. You can still explain how they work and how to protect against them, though.

Explain that you will be back to visit again, but you can be found among the half elves if they ever wish to seek you out.

In return, ask that they give you SOMETHING in return for damaging your backpack and nearly killing you. Not gold, but a promise of peaceful entry or clothing fit for a goblin.
>>
>>4010531
Ask to meet a shaman at least, to see and compare what we can and can't do on thse lands.

>>4010539
Trade sounds good, say that we prefer strange things as tradable goods.
>>
>>4010531
Let's persuade them to let we meet with them, they can keep the children away, we can argued that we traveled a long time and ask if they can show us hospitality.

point out that the human ears we bring were coming in their direction, they were coming to kill them and we stopped them, they were guided by their traitor and he managed to escape, so sooner or later he will bring another group of humans here.

we can help them, with poisons and other alchemical weapons like smoke granades to reduce greately the effectiveness of the human's gunpowder weapons.
and what we ask in return is exotic materials and things and of course, knowledge if their own alchemists and shamans can teach us things.

they are in a bad position, we are a new factor that is willing to help, for a price, it's either that or wait for the humans to come back in even greater numbers
>>
>>4011093
oh, and if they are worried about disieses, we stayed a bunch of time in quarentine with the half elves but if that's not enoug we can suggest to stay with one of their warriors in a shelter in the jungle for a few days, to see if he will get sick, and if he does, if our treatment works, that treatment would be very valuable for them too I think.

we can use the days to try and find more exotic stuff here and scout out for ruins or interesting places
>>
>>4010471
YES
>>
>>4011097
Support

>>4011231
Yes too
>>
>>4010539
Trade sounds like the best idea
>>
Hey all just a heads up since I didn't want to leave anyone hanging, but I've got classes starting up again these few days, hence the difficult scheduling. As such we probably won't be doing things tonight or tomorrow, but I'll let know beforehand if we're going to resume on a day.
>>
>>4012377
Thanks for the heads up, good luck on those classes
>>
Will be continuing in a bit now.
>>
>>4010539
>>4010715
>>4011093
>>4011097
>>4011235
>>4011665
For the amount of effort you put in for meeting them like this, you expect something in return and can pin that on them. You haven't come seeking their demise and just as well have brought ruin to their enemies, at the very least they could act like good hosts? You make your case as such, though you see hesitation among them.

"...very well, if you so wish it then you can remain at a distance from our home. If you want to meet with certain persons among us, it will be up to them however."

"What accommodations are you used to? Is this..." they look at your measly camp, "...suitable to you? If you wish, you may dwell in our old home. We were forced to abandon it due to illness."

As long as you don't try to venture further into their domain then, they can tolerate you staying here as long as you care to. It sounds like they'll even let you stay, or more like they just won't oust you, from the settlement they had once dwelled. It's not far from here so one of them can guide you, otherwise if you'd prefer to stay here, closer in the direction of civilization you can.

Furthermore you can specify what you have a desire from them. Trading is one thing which you've already made clear, some things which they're accepting of and willing to exchange for the things you said you wanted. As for people though, whether you have any interest apart from a shaman is your choice.

Essentially how long you wish to stay around here, and what you want to accomplish out of it.

>What do you do?
>>
>>4016893
Take the home they offered us and try to meet the shaman when we can.
>>
>>4016893
Take the home, make it livable for more than one person(maybe for kids?).

Set up a stock of alchemical and hygiene products, as well as a small herb patch. After that....

Do we have plans to bring any half-elves back to nature? There's a lot of modern advantages we can provide as long as we steal a few key components. How do the elves feel about metalworking(and the fairly large amount of smoke and wood burning it entails)?
>>
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>>4016901
>>4017033
You accept the offer then, packing up all your things and putting out the fire before setting off on a night voyage with these elves. Interestingly along the way, you notice they must have some sense of night vision much better than humans in any case, but still not as good as yours.

Either way, you and the few elves trek through the dense forest and a few hours before dawn you expect, you find yourself at the overgrown stone ruins of an abandoned settlement. Seems this is where they used to live, until disease found them as they mentioned. The place is admittedly pretty eerie and you soon find the remains of long-dead and abandoned bodies, while none of the living elves approach and are wary of the place. Perhaps thinking it cursed. At your request, one of them will remain nearby in case you need something, but the ruins themselves you more or less have free reign over. Even if you cared to destroy them, not that you would but going to the ultimate extreme; obviously it would be disrespectful to the elves, but they've clearly given up on the place entirely and any connections to it they hold are now negative ones.

---

You're able to find yourself a small domicile which at least doesn't have a skeleton inside it, and therein unpack some of your things and get a sleep for the remainder of the night. Waking by late morning, you can glimpse the ruins in daylight though not much since the forest has mostly reclaimed this place after decades.

"Hey! You want to share something to eat?!"

"Only if you come over here!"

You and the sentry elf yell at each other to communicate from afar, confirming your suspicions that they treat this place as... cursed, or haunted or something. You can freely interact with this elf or those who want to with you, but probably not within the ruins.

So then, it seems you'll have a few days here to get settled while the elves figure out among themselves how they want to interact with you, and when they'll send their shaman to meet you as requested. In that time you can start to make this place more livable but you have some doubts.

For one thing, just because you can survive in the wild doesn't mean you want to. You're a civilized goblin and prefer the kind of accommodation the humans have, rather than the wilds out here. You suppose a goblin tribe would fare much better in the wilds but unless you try to make one yourself, trying to survive on your own so far away from civilization seems like a futile effort. And for another thing, your wishes of taking everything from the humans or at least some revenge, seems quite difficult now when you're so far away from them...

>What do you do?
>>
>>4017033
You seem to have not planned on trying to bring any half-elves back, but it seems unlikely that they would want to. Both for not wanting to give up their living conditions, and to avoid ire from the humans. The role they currently fill in society is not the best, but at least they don't suffer from humans attacking and raiding them.

As for the true-elves, from what you've seen they don't have any grasp of metalworking and the sentry elf confirms as much as you can shout to him to ask. They did have some metal items you noticed, but these appear to be scavenged or taken from humans in combat, or gold of course which they can work just fine.
>>
>>4017273
>>4017285
Time to make offerings, then. If they won't bury their dead, may as well let goblin gods take pity on these corpses.

Make a burial monument in whatever passes for the plaza. Not sure to which particular god, but in thanks for inheriting a new home and hope for new life. Maybe some part of it can be concrete, if we know how to make that.

Right now, we either aim for a labor force, or a selection of poisons to arm the elves with. I'm leaning on the poisons right now.
>>
>>4017357
Well the elves already know poisons native to their land and do actively use them. They just don't have the kind of alchemy knowledge of explosives, like you do in order to be able to make a toxic bomb. But just on the matter of poisons, you'd be trying to teach them things they already know.

You can definitely make offerings though here, and you suspect as much as is true with the Old world, you'll get a bonus for iconoclasm; if you can figure out whatever religious structure or symbols the elves had around these ruins, by replacing them with that of the goblin gods you will get a significant bonus by essentially replacing one faith with your own.

Only if you want to though, you may not wish that and can just leave it simply to a shrine in this place without stepping on any godly toes of the elves. You'll want to decide for sure which god though, or gods if you intend more than one offering.
>>
>>4017424
We can step on godly toes with a much less touchy offering later.

Can we teach them about mass production? Bombs are fine, too.
>>
>>4017480
You can certainly try, but how do you plan to from afar when they will only meet you in small numbers and not near their home?

Also you yourself don't know how to make gunpowder, but that's something you could learn from the humans with a little effort.
>>
>>4017510
Either we produce far more poisons and potions than them and get them interested, or we leave it for later.

Gunpowder's a thing we can work on after we leave this place.
>>
>>4017273
Explore the ruins when we can, looking for treasure.
>>
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>>4017618
The humans are brutes in their actions, their greed blinds them. Well, really it's more like goblins are just obsessive more than other races. Things that others may have missed, your kind can find with enough time.

So if you like and want to search the ruins, you can make a roll to see if you find anything.

>>4017537
So you want to just start mass-producing on your own here in the ruins, alchemically?

This is possible to you, though it will be very difficult because you don't have your cauldron or something to brew within, and also anything you do will take double the amount of time because you both have to brew yourself as well as forage for ingredients you use yourself.

It can be something you just maintain for as long as you care to stay here however, a passive action you maintain when you're not doing other things.

---

After a few days then of the elves rotating out their sentry, one afternoon you get called from the forest and notice a small group of them waiting. Making your way over, you can get audience with a clearly respected elf, seen both in how the others regard and act around them but also in how they're dressed. More clothes but most importantly more gold!

"So it wasn't just a jest? And this isn't one of the orcs, a child? What do you wish of us then, little one? It seems you've kept to your word and proved no enemy to us, so we can interact as friends."

This would be the shaman of the tribe then, you're introduced to. He seems a wise fellow, although it's a bit strange... the more and more you see of them, none of these elves seem any older than one another. Every one of them seems to be the same age of "adult" and beyond that you have no idea of their actual years. Perhaps the rumors among the humans were right, about this native race having found the fountain of youth?

>What do you do?
>>
>>4017693
Well, I wish to colaborate.

Show them an explosion and a smoke scresm, tell them qe can make those and what we wish in exchange is knowledge the shaman can give us and artifacts we can use.

We may include a matento start pumping up some gobs but I prefer if we can interact with them an one of them grabs our attentions.

Those ruims are gping to be explored too.
>>
>>4017935
Well the elves do seem to have magic, as much in kind as those in the Old world do but you personally have no magic power yourself so that's not something you can learn.

On the other hand they have their faith-based magic, the kind which comes from gods to their followers, but to learn that would mean learning the faith of the elves and their ways and beseeching their gods for power and favor. Which, although possible, would be turning away from your own goblin gods.

Artifacts and magic items on the other hand, are something you can use without issue, however similar to the humans it seems these elves hold a lot of value for things which have importance to their fading culture and faith. You could potentially obtain some but you would need to present some immense value in exchange, as currently you're just trading mundane things with them for what you have or can make.
>>
>>4018017
Hmmm

Ok, lets search the abandoned city for whatevdr we can find. They abandoned this place so maybe there are noce things. Focus on religious or administrative buildings
>>
>>4018403
>>4017618
Sure you can search the place. Make a roll though, 1d100, to see if there's anything of exceptional note.
>>
>>4017693
Can we make medicine for the sickness brought from the old world? I think that would be most valuable for them.
>>
Rolled 28 (1d100)

>>4018527
>>
>>4019014
Sure, that's in your repertoire of what you can make/have been making. Cure disease, as useful here as it was in the Old world.
>>
Rolled 81 (1d100)

>>4017693
Rolling for exploring the ruins
>>4019014
>>4019411
We should do that too then.
>>
>>4019411
Should i roll for the cure? Or the other rolls already cover it?
>>
>>4019727
The rolls are for the ruins. For brewing up concoctions, you don't need to roll for that unless it's something exceptional and curatives aren't terribly complex for you.

---

Also a heads up that I have one more bit of class business today for a few hours, but it shouldn't prevent us from playing, just later than usual. When we do continue it'll be with the ruins exploring.

In the meantime you can decide what interest you have from the shaman or what you hope to learn/gain from the elves, as well as what offering(s) to what god(s) you wish to make.
>>
Rolled 48 (1d100)

>>
Rolled 63 (1d100)

>>4018527
>>
Rolled 84 (1d100)

>>4019748
>>
Back now, continuing shortly.
>>
>>4020147
>>4020111
>>4020075
>>4019446
>>4019057
>84

In your time here dealing with the elves, you also have plenty of time of course living in their ruined town. During periods of trying to mix brews together in what small containers you have, you take to poking around the place as per goblin curiosity. It's all rather interesting for sure, a primitive people building in stone but no less cultured, with strange to you and surely any of the Old world. A race which up until a few decades ago, had called this land their home and been uncontested in it... perhaps since history began.

However as fascinating as it all may be to you, looking over the complex stone structures and clearing jungle growth off intricate carvings across the surfaces, you've hardly any respect for it. As far as you're concerned, you'd lump these elves in with the humans all the same; if they're not goblins, then your concerns for them come second. First and foremost in all things, is the fate of your kind.

"-ah... ah! Yep, there's a space under here... stupid humans must have missed it!"

After several days in your exploring of the place, you have a particular interest in... what you assume to be a temple. Most of the ruins have been looted in the past, either by humans or the elves taking everything and abandoning the place, and what remained was reclaimed by the jungle. However one of the few still-standing structures is a small enclosure of stone with many strange ornaments and designs to the architecture. Enough picking about the place and you're sure you'd find some things missed by all, but certainly not an entire hidden chamber, that you notice thanks to watching and following pouring rain upon the ruins one morning and seeing it vanish through cracks beneath.

"Just one here... one here, and mayb-"

The perfect chance to rig some explosives, though in the process you accidentally detonate them early, yourself caught in the blast as the floor caves in. Fortunately you aren't crushed to death, and no damage from the explosion a healing potion can't fix. As the dust and debris starts to settle though, your vision adjusts to the light trickling through the jungle canopy and down into the hole... reflecting off something golden through the dusty air.

It may be that a lot was buried of course from the cave-in, but even still it seems you've found some tomb within a drainage chamber. Unlike the bare and overgrown stone of the rest of the ruins, within this place beneath the surfaces are still painted and colored vibrantly thanks to being sheltered from time and elements and looters. Some poor sod who's body lies crushed beneath the collapsed stone, but protruding here and there are what appear to be golden relics and precious idols.

Likely buried down here with their owner, it seems you've exploded yourself into the forgotten tomb of some rather important elf of times past...

>What do you do?
>>
>>4021194
>Study the paint. What makes these vibrant colors, etc.
How the hell are we going to safely sell the gold stuff?
>Try to read any records carved into the tomb
Does MC know enough about carving to make goblin god idols while copying elven style?

Kind of lacking ideas here. Supposing we DO liquidate this into cash, we could possibly have enough economic power to start hiring half elves away to the village. That will be enough manpower to recreate some modern conveniences, but won't really be a killing force.

We could buy enough gunpowder(purchased across different towns) to sap the entire coast, but that would make a lot of enemies with not much followthrough. Do we want to buy slaves?
>>
>>4021334
Well selling it is one thing, but carrying it is quite another. You're just a little goblin lass and gold is heavy. Gold does make for good offerings however, and it's easy to work with...

As for carving, practice makes perfect but the real challenge is stoneworking/carving. You've little experience with that, and while it's not needed (you could just as easily make a shrine out of wood), the permanence of a stone shrine would be obviously longer. Setting the required expertise aside, with some careful observation and practice, you could probably imitate the elven style well enough. Imitate, not necessarily develop meaning from.

When it comes to making enemies, well you can't imagine any way you would be able to gain control of Maracan, the town, without making enemies. Much less creating a land for goblins here, a true country you could call your own. It's just a question of how you manage those enemies. Gunpowder does have the lovely effect of getting rid of enemies though.
>>
>>4021194
since we are here try to make sense of the carvings to get a grasp of whose tomb we got in

search for the most important stuff that we can carry on us, maybe some magical thing or another, or even an item mentioned in the carvings if there is one such thing

then, we should find a way to hide the entrance we created, camufflage it somehow since we won't be able to carry it all

>>4021334
if we do hire some half elves we could make this abandoned ruin into our base of operations, it already has structures ready we would just need to clean them.

and we can use the money to "import" some more goblins from the old world, they would be bringing their own enemies over.

>>4021349
let's try to befriend one of the elves that comes and goes to check on us, maybe offer him some things and try to ask him about their guys, what are their numbers, what they do to survive and all that. we may still get some use out of them by selling them explosion pots and treatment for diseases.

>>4021349
in this ancient place, could we make an offering to the gods to try and learn about the goblin gods of the old times, a time where there was magic, I want to incorporate magic to our potion repertoire
>>
>>4021194
I guess primary course of action is hiding this place. It can be our secret room incase humans come hunting.

Otherwise, we bring the gold out a little at a time so nobody gets suspicious.
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>>4021194
We probably should hide this place for now and come back to pick up the gold later. Maybe we could buy a beast of burden to help care the gold or hire some half-elfs. But i'm not sure the latter would be allowed to come close to the elf village

Espeaking of the half-elfs, i was thinking we could form a business partnership with them, since they already trust us to some extent. We fabricate potions and poisons, and they sell it to the humans. we don't sell our best stuff that we could use against them, just some mass product to get some gold
>>
>>4021700
not poisons. Just potions. Stuff like mosquito repellant and perfumes.

We can "create" demand later.
>>
>>4021545
>>4021662
>>4021700
>>4021712
>>4021334
Traversing the collapsed rocks, you find yourself lost for a little while in trying to decipher any meaning from the designs of the tomb and attempts to figure out the manner of decoration. As you've found though, the native elves lack a true written language so even with your grasp of their communication, any meaning on the walls here is left to your interpretation. The vibrant coloring though, as an alchemist you can quickly determine as dyed wax made from crushed seeds of some local plants.

Eventually with a few more stones collapsing though, you're brought back to reality and quickly determine a few things of importance. Highest on the list would be to conceal this place from anyone else finding it, perhaps something like a fake layer made of branches and leaves? Though it won't help if someone literally walks on top of the thing. It's better than nothing for now though as you clamor out of the collapsed chamber and quickly run about pulling down branches and creating something of a pitfall covering out of natural forest material.

"This will have to do. Don't want anyone else finding... anything."

You try to put to rest your worries, while you look over the one thing you did bring with you, a small golden disc about the size of a chicken egg and in elven likeness with precious stones for eyes. The luster is enchanting to you, and a golden gleam reflects in your big goblin eyes.

---

Awhile later you're still feeling a bit nervous, giddy over your discovery and still not sure if it's not just a dream. To try and get your mind on other things, you think interacting with one of the elves is for the best. An actual conversation too, not just shouting from afar, as you approach the lookout in the forest nearby.

"Tell me Nahani, how many of there are you? What do your people do for income?"

"Income? I'm not sure what you mean, but there are five tens of us left... less with time, some have died recently. More sickness."

This sentry is one of their females though you'd have a little difficulty telling at first since they are not terribly distinct in gender, instead it all comes down to style and fashion. This one is has paint on her body and face, the equivalent to makeup you suppose. You wonder where your usual lookout is of course, you were hoping to deal with him but it seems he's fallen ill a couple days ago.

By the sound of things though, the idea of a job or working for income is not a concept known to these people. Primitive as they are, all their efforts are spent merely on surviving day to day... though it does sound like a peaceful, and rewardingly simple life. One not strange to some goblins either, back in the Old world, but not for you of course!

Either way, you've been giving them gifts till now to ensure your welcome among them, but would prefer actual trade. The issue of course being that they don't have currency, so some limit there.
>>
>>4021809
We're making sure they get medicine, right?

Yeesh, there's not a lot of them left. We might seriously have to bolster forces with goblin babies(preferably not rape).

Tentative plan:
>Start selling mosquito repellant, candy, perfume, and dyes
>In the night, set off stink bombs and insect bait in a few places.
>Make a modest profit, then buy some slaves and hire some half elves to come to the village. For now it's "to renovate" while the humans are busy cleaning up, but hopefully we can create economic opportunities there.
>>
>>4021712
>>4021700
You have schemes of power, but you absolutely can form a legitimate business if you like. Be it among the half-elves or the humans, you're sure an alchemist would be quite successful here since you're hardly competing with anyone. The idea of your own little store in Maracan is certainly appealing to you.

Most likely though you'll find more business from the humans. You have to remember that for the elves and half-elves, they who are historical natives to this land, already know the environment. The flora and fauna are not strange to them and they know everything that is worth mixing and brewing together already, after all you did learn everything from them. It's the humans, and the orcs to an extent, who are the strangers here and have a shortage of alchemy wares here.

Even the elves with your ideas of curing disease, the same thing you would mix together to create it, is the same mix they have known for generations. Sure you can make it better than them in some ways, but it's like trying to sell fish to a fisherman.

>>4021545
You will probably encounter difficult trying to get half-elves out here. For one thing these ruins are very remote, many days travel from the coast and civilization. Even you would have trouble living out here or making it your home, unless you had a tribe or other goblins to support one another. For another thing though, the true-elves and half-elves don't get along as you might have expected naturally. With your race, if someone has any amount of goblin ancestry, naturally they'll be compelled to always side with the common goblin good. For other races however, not so. It's the same with humans and half-orcs, as it is with elves and half-elves. Not that the elves could never tolerate the half-elves, but there isn't some natural affinity there, and the half-elves are civilized so wouldn't be inclined to get along with these native peoples.

Plus, you don't suspect that half-elves would want to dwell in abandoned (and possibly cursed) ruins of their faded ancestors.

---

When it comes to magic, you don't have it in your blood so that option is barred to you. Alchemy is a worthy substitute though, you can already make magic potions. It's not any different than normal, it's just whether or not the ingredients are magic, determines if the potion is magic. And there's plenty of magic in the environment, the flora and fauna of this land. A lot of the time, already the brews you are making already are magic, really it's just up to you to specify whether you want a potion to be magical or not.

Obviously though, the rarer and more magical the ingredients the better and more magical your brews can be. Besides alchemy, and magic artifacts, the only other avenue to supernatural power that you're aware of, comes from the gods of course and your faith in them rewarded. But you've already seen as much, in your divine inspiration at learning the elven language.
>>
>>4021822
You are certainly offering them medicine.

Go ahead and make a roll though, to see if you can notice an issue at hand.
>>
Rolled 80 (1d100)

>>4021828
sure. I'll come back later in the day if anyone has other plans
>>
>>4021809
Ask to try and cure the ill with our potions and medicines, we can try to treat them if they are going to die anyway at least let us have a chance.

That can both serve as an experiment to us and greatly improve the relations between us.

>>4021822
I don't think we need an income right now with all the gold we just found, we just need to figure out where to spend it.
>>
Rolled 98 (1d100)

>>4021828
>>
>>4021833
it's not just the income, but destabilizing the human colonies enough that half elves WANT to leave and the slavers want to get rid of their stock as soon as possible before any get sick from the outbreaks.
>>
>>4021837
Hmm, I see.

I want to try our hand at this disease first, if we can't bring it to an end with our alchemy knowledge we should try asking the gods for help, we did some very amazing things to be awarded some gifts if we offer our deeds to them
>>
>>4021835
I was going to roll but with this we can hopefully figure out what it's missing and start treating this damn pesky thing properly

it must be hard to adapt the old world medicines for this one so we are having a hard time
>>
>>4021832
>>4021835
>98

You've been living close to the elves for about a week now, but have had longer among the half-elves as well as experience among your own kind. Enough experience you think to have some idea of what may be happening.

Curing disease with potions simply does that, cure the disease. It doesn't prevent it from returning, or the person catching it again.

For goblins, if you survive a disease then you're free from it's perils for life, same to any children you have after surviving a disease. It's one of the reasons why goblins tend to fare better in times of plague for example, a point of persecution in fact in your race's past; whenever a plague would sweep through an area, it's natural that survivors would have ire towards goblins who appeared unaffected.

So the elves can cure diseases just as well as you can, but that doesn't make them immune to diseases. They could come down ill and be saved from death's door by a potion, only to die to the same disease a week later. And unfortunately for the elves, they are so susceptible to disease (or perhaps the Old world is just such a horribly disease-ridden place) that the speed of lethality is shocking for you to learn. Depending on the illness, they can be dead within a day once symptoms manifest, or so the elven sentries have said when you've talked with them.

So, given this understanding, your impression is that... it's not that the elves can't fight their own mortality against disease, it's just that they can't fight it fast enough nor with any permanence. They are laboring feverishly, night and day to brew up as much curative potion as they can, and in the last few days are burning through their stock faster than they can manage. Though your help would be welcome... the more you look at it, tragic as it may be, do you feel this is a problem you can really solve?
>>
>>4021847
the problem could be curing the disease then, what if instead of curing it we make potions to fight off the worst symptomes and let the persons body fight through it, hence adquiring resistance to the thing.

it makes sense actuall, it's better to improve the sistem than to erase the problem and just wait for it to come back again.

ask for a volunteer for the new treatment?
>>
>>4021847
Well, that's lame as hell, I need these guys healthy and rading those humans from their natural playground asap, even better if they have a life debt to us.

Some ways we can try to tackle this:
Colect some samples from the sick people and try to brew milder versions of the disease so that their bodies can fight it and learn how to do it like people do in the old world (magical vaccines, inb4 it causes autism lol)

What this anon said>>4021853

Convince them that our gods can help them, specifically the Divine Mother, we perform a ritual and ask to instill on them an aspect of goblin kind, the resistence to diseases. Get them all worshiping our gods and probably changed for life. Won't solve the problem at large but it would be very useful to us here.

Last option would be to suggest them to breed with us, their people would live on...as goblins...and wish them the best of luck in their tries for survival.
>>
>>4021865
You would want to expend divine favor on other people? You'd need some strong justification to make offerings for others instead of yourself or other goblins.

>>4021853
You can certainly try this, however you'll need some justification. From your interactions it seems the elves are growing wary of you, as your arrival has coincided with sickness among them. Hell, it's visibly had enough of an impact where they're having to resort to their females taking up sentry duty.

If you can convince them of this though you can try for it, but there's no surety of success. Also if it doesn't work, they might have even more distrust of you. Either way, it could work but it's a long shot that you would need to make an effort to allow in the first place.
>>
>>4021871

ask for a volunteer, it's a long shot but it is something and it's better than nothing, if they come to distrust us that's fine too since if we can't manage to work this thing out we won't be able to use them anyway and they will be just something that lives in the woods and has no impact on things
>>
>>4021871
My reasoning was that their gods are obviously not helping or are unable to so I was thinking of bringing them to the goblin side of the force, they could become green to represent their change or something
It was an idea, maybe it was too far off

But the other options stand I think
>>
>>4021885
It wouldn't be off if you had family members of another race, elves in this case. Unlike some gods, the goblin deities don't refuse mortals of other races, but only if they're within the family.

Strangers, outsiders, is a stretch and would be frowned upon. When instead, those blessings could be conferred to you instead, a goblin.

>>4021879
If you want to do this then, you can if there's some player support. You can request a volunteer, and make a roll to see if you can pull this scheme off, but you expect a low chance of success (thus, a high roll needed).

Though it will be a couple days at least till they accept and bring someone out for you. Free as you are to act in this time, if you have any remaining tasks you want to take care of.
>>
>>4021891
I see

Well, let's go with >>402187 for now and the we can make some "family members">>4021879
with the sick dude if things work out.


While we wait for the reply we should make a shrine at our gold horde, maybe ask our gods to not let anyone else find it.
>>
>>4021891
Can we investigate the origin of the disease? I know it came from the humans, but if these elf keep getting seek, even after they heal, means they are getting it from somewhere. It could be their water source, some vegetation, a food source, anything. If it's some of these we can either start using the cure on the source or we can find a new source so they stop using the contaminated one.

It also could be that the sick keep transmiting it to the healty. They are a isolated tribe. Isolated enough that the humans needed one of them to find their tribe. So they aren't getting it from constant human contact. So it could be the sick and healty living to close that's causing that. If that's the case, we isolate all the sick from the healty while we heal them, and return them to the tribe some time after they are healed.

If it's ab air deseace, then i have no idea how to proceed.

My point is, we need to know what the desease is.
>>
>>4021899
Sure you can make a shrine, might as well get some use out of the gold. You (plural) had specified what success you wanted to give thanks for, but still need to specify which god in particular you wish to give tribute to, or simply the gods in general if you want to increase your knowledge of them.

>>4024380
It's not one single sickness, if you understand the symptoms correctly. There's several, perhaps many diseases from the Old world the elves are succumbing to.

Although, it's always a threat to them but they had been faring well enough for awhile, hadn't had any sickness deaths for some years since their last interaction with humans. The current trend of sickness only came about since your arrival to them.

---

On a related note, I notice the thread is at page 9 now. Would you players be interested in continuing this quest to a next thread?

If so, I figure we can probably play this out for the remainder of time till the thread drops off the board and then I'll make the next one. If not, then you can seek an ending that would be satisfying to you, I'm happy with either outcome if it's what the players want.
>>
>>4024433
Let's start a new thread. This one is long enough.
>>
>>4024433
Just the gods in general, maybe we can meet more of them.
Make an offering thabking them cor finding the stash and at the same time asking them to hide it from others.

>>4024380
Yeah, its probably us tho.

If we can make one resistant we can teach the method to them. But if they can handle the disease for now we can trade with them explosion potions and smoke potions that would help them fight off humans and such
>>
>>4024497
Alright then, tonite or tomorrow, when I get the chance I'll make a new thread and link it here.

>>4024637
Unless anyone prefers otherwise then, it'll be the gods in general and you can learn of another generation. Hiding the chamber from others as well, is a reasonable request.

In the meantime then, make a roll for your attempt at curing the sick elf fellow they've brought you. 1d100 from any players, and later on tonite when we resume more properly, we'll see how your effort fares, in time for the next thread.
>>
Rolled 100 (1d100)

>>4024784
>>
>>4024803
Doctor is in the house ladies amd gentlemen

We better have found a way to cure this thing so hard that they start worshipping us!
Time to "reveal"(trick them) our true nature as a spirit of great importance from some of their tales or something and that we were given flesh to cure them and so that they can pay us respect!
>>
>>4024813
>>4024803
Well with a 100, that's a miraculous result, something due to favor from the gods. You can describe your idea for an outcome you'd like, and it may be the result if reasonable. As per the rules for a miracle roll of course.

Just note that this effort/roll was for curing this elf specifically. So whatever the outcome leads to down the road, remember that the other elves aren't also gaining immunity. Just this one guy, basically you'd need to repeat this same procedure with every elf in their tribe, for them all to gain immunity.

But for this first fellow, most definitely it's a miraculous cure! Of what type of miracle, that's up to you and other players to suggest.
>>
>>4024836
Well, I think the miracle I would prefer was to learn an effective and safe way to do what we did with him so we can replicate it when we want.....for a hefty price!

As for what kind of miracle, maybe we can gain some inate healing ability bestowed on us by the gods? Maybe we made the guy "family" during the treatment one night when we were bored and then the gods helped us cure him?
Whichever of those you find more plausible.
>>
>>4024849
That's reasonable. Supposing you made a further offering to an appropriate god, you could gain healing abilities. Basically making you a cleric, since that's a talent they're capable of.
>>
>>4024870
Maybe the family or unity god can grant us healing and the means to give immunity? Or one of the new ones we get to meet with the sacrifice for the chamber.
Whichever we choose make their image very present and talk about the god in question to the elf we are curing, first step in conversion
>>
>>4024900
Oh wait, there is one focused in survival? Could be that one too
>>
>>4024870
Works for me, as long as we can do it again with others I agree
>>
>>4025070
You'll still have to roll for them, but it will be possible to try again with each of them.

>>4024903
That would work if you only intended it for yourself, but to have healing abilities that can benefit others as well, you'd probably want the goddess of family and unity. Of the gods you are familiar with at least.

>>4024900
>>4025070
You make your request then to the elf sentry, for one of their sick to try and treat. You don't want to broadcast your suspicions to them, that your presence here is causing them to be sick as you unintentionally spread Old world diseases to them. If they became aware of that, then they probably wouldn't be so welcoming to you anymore. If however you can attempt to more than cure, but to immunize one of them... well it wouldn't solve their problems but it would be a step in the right direction.

It will take them a few days however to choose or find a sick volunteer and haul them out to you here, so in that time you can make your offering to the gods. With some of the loot discovered, you can create a little shrine down in the collapsed chamber and as well as giving thanks you can pray that the gods conceal this place so that the shrine to them may remain inviolate. For this, a tribute not to any one god but to the divine family in general, so that you may better understand them. And giving thanks for having found these natives and this lost town of theirs.

After laboring away among the stone rubble, building a little shrine and reshaping some wood and gold for it, you make your prayers to the gods and reflect on it all before getting to sleep.

---

You awaken the next morning amid a light shower through the jungle canopy, and after going about your morning routine you go to check on the shrine... only to find something quite strange.

"...eh? The ground is good again?"

To your initial alarm, the collapsed chamber appears no longer collapsed. Restored to what it was, just the stony floor of the old overgrown temple. After checking around some though, you find a fairly well-hidden entry passage, just the perfect size for you to fit but far too small for any other race apart from a child. Inside you find what the burial chamber must have originally looked like, but restored to condition and nice and clean! It's an impressive sight already, but when you notice your shrine to the goblin gods at the elevated head of the chamber, you recognize that this must be a miracle of their doing.

And not just the shrine either, but it seems given the layout of the chamber... you could actually convert this place into a proper temple for the goblin gods, appropriate space enough for altars to each member of the divine family. For now there's just the altar to all of them in general, but in time you could set up an alter for each around the chamber. Certainly there's more than enough space, and now everything (including the treasures) is uncovered by the collapsed rubble.
>>
And so for this tribute, you improve your relation with the gods and gain some further understanding; for the divine family of goblin gods, they come in generations. The present generation is the one you and most are familiar with, but in primordial times when the world was new and the races of the world came into being, so too did the gods. Those ancient times were harsh for goblins, times of survival that your kind may not have survived, if not guided by that first generation of the divine family. The second generation are divine goblins more similar to you and your present-day kin, but the first generation are primitive and savage deities as was required to survive their times and the world back then. That doesn't mean of course, that they aren't still relevant in many ways today however, especially in a new and wild land.

>1st Generation - Representing survival for goblinkind, after emerging into being in a young and dangerous world
>Yug, Divine Grandfather - an externally focused god of survival, and braving & taming the wilds
>Nam, Divine Grandmother - an internally focused goddess of cooperation, and lore & foresight

For your increased devotion to the gods, you gain the chance for re-rolls on . You can continue to give tribute to the gods in general which will improve the results of your faith, or you can give tribute to specific gods for increased favor. As long as you have some successful effort to show, and offerings to give for a shrine made, then you can make a tribute.

>If you would like, you can make that second tribute now as you had mentioned (with hopes of healing in mind), either to one of the gods you already know or possibly these new ones you've learned of.
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>>4025159
would Nam be acceptable as a healing goddess with her cooperationa dn lore domain? it would fit with the wild new lands we live in to ask help from a wild goddess.

if that is no good we should go with the Divine Mother as her embrace heals and nurtures all
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>>4025159
Mother!
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>>4025204
>>4025264
Nam would be more suitable if you were trying to create this manner of healing, in cooperation with others of your tribe to create a lore out of it. She represents the foundations of and creation of goblin traditions, lore, and knowledge. An example pertinent to you, would be if you branched off from traditional alchemy discipline to develop your own new path that others could follow. Or indeed with this immediate example of healing power, if it was something that could be shared and learned by others.

But it seems you're more interested in just divine healing ability that you yourself personally have and can confer to other people. In that case it's more of the divine mother, Marda's purview, since you want to help and support those around you.

---

You return to the would-be temple then, to construct a shrine to a specific god. This time to Marda, the Goddess of family, home, tradition and unity. Some more of the gold, to decorate a shrine to the goddess, and smashing a tree frog to consecrate it. All in thanks for... this new temporary home!

>For your tribute to Marda, you now gain a +5 bonus in any situations which would relate to her (as long as you invoke her favor beforehand).
>As well, you can make a choice between divine boons relevant to her; either any offspring you have will inherit a skillset you know by maturity, or bless a home of yours with her divine favor (conferring her divine aspects upon the home).

Conversion Bonus! Because you have made a shrine to one of your gods, over the sake of different (elven) gods, you yourself gain a divine power.

>Healing Physiology - Your body has natural healing properties. As long as you retain Marda's divine favor, your physiology will restore health and life in others. Your blood for example (or saliva, for an easier toll on you), equivalent to a potion of healing.

Once again you feel that sense of comfort and reassurance as you make your prayers to the shrine, faith in the feeling of being looked out for by something higher than yourself. After a time you feel satisfied with the respect and thanks given, and can return to your feet and set about your business once more. But not before you stand and marvel at this goblin temple you've made. Even back home in the Old world, temples for your kind were extremely rare because of your nomadic nature, and yet not only have you made one here in the New world but it must be a strong competitor for the grandest goblin temple in the whole world.

>Four Shrines to the Goblin Gods on the island, now, and a proper temple

Just in time you suppose, for this intended experiment of yours to try and cure one of the elves, who you expect tomorrow. Anything left remaining you'd like to take care of before that (you've already made the roll for success)?

>What do you do?
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>>4025348
Oh and for clarity sake, the second possible boon of blessing a home, that can be moved around to different homes when you wish, you're just limited to blessed home at a time.
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>>4025348
Let's start the speriment, if our saliva has healing properties let's do the slow healing of the symptoms to help the body fight the disease, kissing the poor sick elf to transfer the healing to him, that should be more pleasant than just spitting into his mouth kek
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>>4025348
Can't think of anything else to do around here, just prepare a nice and cozy place, clean up one of the houses to recieve a sick person and have some food ready.

Make a symbol of the divine mother and make the dude hold it the entire time to reinforce the aspect of our gods.
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>>4025372
>>4025393
With the time you have then, you prepare a space for the sick elf you intend to treat. Unfortunately it can't be in the ruins because as you know the elves won't go there, so instead you have to construct a shelter near to where the sentries usually linger. However this isn't so bad because you get help and by the time the sick fellow arrives, a pretty decent hut has been made.

"I don't like the idea of being involved with this... ritual, or whatever it is."

"You want to live, don't you? Then do as I say!"

Although he's wary of you, he did volunteer so he doesn't have a lot of options otherwise. Over the next couple of days then you spend with him, you observe his condition and try your best to immunize him. Within a day of his arrival, the cure disease potions he'd been taking with the rest of the tribe wear off, and he soon comes down ill. Documenting everything you can and attempting to manage his symptoms, you do what you can with what you know of alchemy. Your hope of course is to cure him by mundane means, some potion or other which can confer disease immunity.

Try as you might though, every brew you can sling at him, his condition worsens and worsens. Even just bolstering his health in hopes that his body can better fight it, only seems to prolong the inevitable. Come the third day and he's at death's door, tremendously ill in the morning and comatose by the afternoon. Yet still you try, with everything you have and everything you can, more and more desperately hoping you can save this he-elf with your knowledge of alchemy. You can't help feeling useless when for all your knowledge you just can't seem to save him. Everything outside of a cure disease potion or similar, that is. You're trying to find some permanent, alternate method, not just continue the endless cycle of his tribe of merely staving off disease.
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In the end, unresponsive and ragged breathing, you're no doctor but you suspect his death is near. All but given up, you cry over him, cry for yourself and your failure. What could this mean for your interactions with his tribe, and what could this mean for elvenkind in general? Surely, this is proof that they are inevitably doomed. At the end you shakily question whether to give up and feed him a cure disease potion... ironically enough you find yourself hopeless in alchemy, instead... turning to the gods once again. If nothing else, to at least help him be at peace and should he die, that his soul find rest. So then, crying over his body and an idol of the divine mother in his lifeless hands, you prepare to give up and go make a cure disease potion to try and save him. In your resignation then you lean on him with your own little body and kiss him, a tearful apology of sorts that you hope he gets because there's no way he'd hear you saying it now. A few more glances over him as you wipe your eyes and depart to quickly make the potion.

"Wait a minute... what is he... by the Gods!"

When you return a short while later though, you prepare to feed the potion to him but it seems like... you may not need to? You're not sure how, but in this short time apart, not only has his condition not worsened but he appears to be improving! He's still a mess of course, still unresponsive, but color is returning to him and his breathing seems to be stabilizing. No longer in a chill, his body is heating up quite a bit that he's sweating in his sleep. You worry if it's some negative reaction to something you did, but eventually by nightfall you're awoken from a nap you dozed off into while sitting by his side to monitor him.

"Wuuughhh... what's... what's going on?"

"You're awake! You're alright! Ah- sorry!"

Amazed to see him like this, you carelessly through yourself on the elf in a hopeful hug, forgetting his condition and apologizing as he winces to the sudden overwhelming contact. You promise to take more care from now on, and indeed over the coming couple of days you nurse him back to health, and try simply spending time with him to see if he catches any further diseases from you. After about a week since he's coming to you though, it appears he's gained an immunity to the Old world diseases you carry, at least enough to satisfy your worries. He doesn't even need cure disease potions anymore, he's just as normal and healthy around you as the humans are.

He is of course immensely thankful and asks, whatever you did, if you could with his family. He doesn't see much farther than that though, while you're looking at the broader picture of what this could mean for his race.
>>
One thing is for sure though; your rightful faith in the gods has been answered. It makes you feel foolish that you never really believed in them and made them a part of your life before, but even now after the rest of your life without them they still welcome you to them in loving embrace... if that isn't proof of the divine, then you don't know what is.

>What do you do?
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>>4025688
Nice, tell him to hold on dearly to the amulet we gave him, as that is proof of the divine that helped him survive.

Tell him that the answer is in our gods.

Now we need to replicate what we did, it's obvious that we passed on the blessing we recieved, if they accept the Divine Mother's light they can be cured too.

Time to go full prophet and get some hedonistic treatment if we can make this work, I'm talking feeding grapes in our mouth and giant leaf fans kind of treatment
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>>4025688
now wil they trust enough to make some trade? we can use the imune dude as a bridge too, see what we can get for some cool explosions

and tell him to make some little elves asap to see if the immunity passes along
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>>4025786
Well he's immune, like you are, but that doesn't mean he's not a carrier for diseases.

Also, humans don't seem to pass immunity to their offspring, at least not with several sicknesses as far as you know. Neither do orcs or apparently dwarves from what you've heard. So it wouldn't surprise you if elves were the same. That kind of inheritance seems to uniquely adapted among goblinkind as far as you know.

>>4025751
Well having nearly died, been restored and now apparently immune to the diseases wiping his people out, the elf fellow will most certainly cling to the idol of Marda! He doesn't even seem that reluctant.

"What about your own gods, won't they mind?"

"They may... but they pass from this world just as we do. The coming of the humans marks the end times, and now only the death-god reigns supreme, the other gods wither in defeat. Only one type of prayer and offering, is answered to us anymore."

Eesh, it seems the fate of the elven gods is tied to the elves, or vice versa. The humans came and brought their downfall, but perhaps the humans brought their god with them to bring the downfall of native gods too. At least according to the elves, the arrival of the humans marked a change in the heavens and the overthrow of the traditional godly order. Now their god of death reigns on high, and all must wither and die beneath him, little if any prayers of the elves seem to be heard anymore and all their offerings in the world don't seem to change their fates... only death awaits.

When faced with this, well you can see why some might be willing to turn away from their gods and convert to the human God, or even your divine family of goblin gods.

Either way, it seems like a ripe chance for you to be highly regarded, in conjunction with your potential ability to immunize the rest of the elves. This means however that you will have to do the same process, with each and every one of the elves in their tribe, with the same risk of failure. Just because you saved this one fellow (with a divine miracle no less), doesn't mean you can just easily save the rest.

You now know it's at least possible, but will be very difficult and time consuming, risky too. As many as you may save, as many may also die... and in a tribe of less than fifty, every death is felt hard.

>What do you do?
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>>4025869
I want to do it so we can get them under our belt, but better leave them to decide.
The key is in Marda, we shared a house with him, we took care of him.and felt for him so he was family.
These guys need to honor the goddess and be united, that way we may increase the odds of success
And to add some more juice to the ritual we share blood, feed them a drop of our blood, family shares blood.

If they believe its too risky we can go back ad do the rituals sporadicaly for them.
I want to spend some of that gold and buy a proper place back into town too so we can start our power move there after we secure these guys.
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>>4025957
Well, Marda's blessing, on a 100 roll. To immunize one guy. You stand a better chance now than you did before, but it's still a long shot.

As for spending the gold, transporting it will be difficult and exchanging it, but if you're able to then having a home in or near the town is entirely possible and probably quite desirable to you in order to have the benefits of civilization once more. You've grown a little accustomed to the elves for the similar lot you share against the humans, but at the end of the day having an actual bed to sleep in is always nice.
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>>4025957
+1
Florence Nightingoblin is a go
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>>4026113
ok, we know we can do it but I guess the question here is that we are not powerful enough to spread what we did around right?

maybe if we became a more powerful cleric of the DIvine Mother, with greater powers withing our body things would go down easier, and if these guys start worshipping her it can improve the odds too.
so let's go with a little different plan.

Teach the immune dude(we should get his name) some prayers and practices of Marda, even leave him with an image of her(in our likeness hehehe)

then tell him to teach those things to his people, and that this would help us to make them immune too later.

we go back to our half elven settlement for now carrying as much valuables as we can, and tell the immune dude that if sickness keep popping up after a week from our departure it's for him to seek us out in the half elf settlement, he is not affected by the disease so it should be fine but as a precaution, tell him to leave a piece of cloth in a post near the edge of the village when he arrives that when we see it we will seek him out in the jungle. that way he doesn't need to appear inside the town
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>>4026469
I agree with you for the most part, but making a image of the goddess in our likeness sounds like a very blasphemous thing to do, and a sure way to lose her favor.

Also, does he even know where the settlement is? Or wich one we live? Because i'm pretty sure there's more than one in the island.
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>>4026739
well, I assume he knows the forest well so we can give him directions, or he could follow us for a time to see where it is

and yeah, let's drop the likeness
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>>4026889
>>4026739
Having immunized the elf you know it's possible, but it still seems too risky to try it with the rest of his tribe. You're not giving up on them, but maybe later through some alchemy breakthrough or further blessing by the gods, you'll be able to return and help the rest of them. Until that time, you've met with them and accomplished most of what you came out here to do, particularly in finding the ruins and a hidden treasure.

With the help of your new friend then, he'll help carry some of the loot back with you and keep quiet about it, as thanks for saving his life. Plus, in the process of him helping you get back to the coast, you'll have shown him the way if he needs to depart from his tribe.

Another couple of days then to set your affairs in order with the elves, thank them for their hospitality and exchange some last gifts, before you depart and head back for civilization. Memories of your time in the wilds and with the native people, fondly held.

---

I think this can be a good spot to end things for now then, to continue next thread. I'd said yesterday I'd try to have it made already, but have a little more busywork with classes. So maybe another couple days or so before the next thread, before which time I expect this thread will drop off the board.

Many thanks to all the players though, I hope you had as much fun with this as I did, and are looking forward to the next thread! To the players directly, was there anything you enjoyed particularly, or any criticisms you have, so I can try to take into account for the next thread?

Also speaking of the next thread, I'll probably have time pass by like a week, so that you'll have reached and settled back into society by the start of the next thread. For that transition period then, are there any particular things you'd like to have accomplished during that time? Basically if you have an idea for a little shopping list of things to do between this thread and the start of the next. Also don't forget that you still have to choose which blessing from Marda you want to take, you got the healing powers as a divine favor but there's still the two blessing you can pick for having made your offering to her.

And for finding the next thread, I'll use the same title and probably a similar picture so you can search the catalog by that (if this thread drops off before the next thread can be linked in it). Otherwise, there is a discord for the quest, while I know discord gets a bad rap, I just use it basically to let people know when a quest thread is made or active, mostly it's just for updates. Or again, as said you can just check the catalog a couple days or so after this thread drops off.
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>>4027097
Thanks for running, this was very fun.

For the week we shoukd use some of our money to comission some clothes that are actually made for us, some sets for social ocasions and a suit or two for roguish actions, as well as comissioning weapons and blades made for our size in the town.
We should try to find some "tools" too, lockpicks and the like, whatever we need for our trade.

Start looking for a place to buy or rent in the city and consider hiring lover boy and the first half-elf as helpers for our new house as well as assistants for our alchemy things, we can teach them simple time consuming stuff that we can delegate to them and just do the complicated parts, I bet that this job will be better than plantation work, if they are the equivalent of slaves, even better, we just buy them.
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>>4027264
I like this
I think those two are the ones we can probably trust the most right now

we could use the time to learn more about the town's politics, who rules what so that we know who and how to strike
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>>4027264
Sounds good.
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>>4027530
>>4027340
>>4027264
That's fine then. You still need to choose which divine blessing you want though.

As for the gold, you can get to trying to sell that next time, but for now most of what you said should be manageable just with conventional money you have.
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>>4027621
bless a home of yours with her divine favor (conferring her divine aspects upon the home).
just because it would be more useful right now, I think even if we had children asap they would still need 3 or 4 years until maturity to be useful....we should start getting those soon too I think

>gold

good point, as a rogue, one of the first things we must do in the town is find a good fence too



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