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/qst/ - Quests


Welcome! Today we shall be leading a clan into a journey the likes has never been seen before. The god-talkers are listening and the ringmembers heed the call of you, the utmost spirits, in their quest on the road to becoming the Kings of Dragon Pass!

All choices will be prompted for you to make a d100 roll, and after a ten minute wait, the highest roll will be the selected choice.

If you are unfamiliar with what King of Dragon Pass is, consider reading the comprehensive manual here: http://a-sharp.com/kodp/ios/KoDP-Manual.pdf
Or just pick whatever sounds the most fun.

But first we must choose the fate, not of our clan, but of our clan's ancestry, for the lives of our ancestors matters just as much as the lives of our people, and our gods.

These choices coming soon
>>
>>532197
Oh shit nigger, it's king of dragon pass the quest. Fuck yeah
>>
There once was a time when gods and people walked the earth together. Your clan traces its ancestry back to those times. Your clan history begins when you joined forces with the storm god Orlanth. Back then, Orlanth was simply one of many upstart, rebellious gods bent upon conquest of the world. Orlanth's unique contributions at that time were personal honor and a close kinship to the other deities who seemed to be on the winning side.
>>
After many tribulations, adventures, and discoveries Orlanth proved himself worthy of marrying Ernalda, the Earth Mother. The two of them created the Marriage Ring and established great harmony in the world through this sacred bonding. Your clan took part in the wedding ceremony. Most clans either whooped with Orlanth, or learned a secret from Ernalda. A few clans stood with Elmal, God of Horses and the Sun as an honor guard.

How did you prepare for the great marriage?

1. Your men and women donned gleaming armor and stood guard with Elmal, to protect the celebrants from Orrlanth's many enemies.
2. Your men whooped with Orlanth and drank the Eight Known Drinks, so that their heads would hurt during the ceremony.
3. Your women withdrew with Ernalda, and learned a List of Names, which they promised not to repeat to the men.

d100 vote.
>>
Rolled 63 (1d100)

>>532227
>2. Your men whooped with Orlanth and drank the Eight Known Drinks, so that their heads would hurt during the ceremony.
>>
Rolled 53 (1d100)

>>532227
>Your men whooped with Orlanth and drank the Eight Known Drinks, so that their heads would hurt during the ceremony.
>>
Rolled 42 (1d100)

>>532227
1
>>
Rolled 63 (1d100)

>>532227
Orlanth is easy mode, so I'll go with elmal instead. He's a nice second option
>>
Rolled 2 (1d2)

>>532235
>>532251
Rolling a tiebreaker.
1 is Orlanth
2 is Elmal

hopefully I'm not retarded and haven't forgotten how to roll the dice.
>>
Orlanth's struggle to remake the world was just beginning, and many other gods joined him in it. Orlanth undertook many wars of conquest. Other more peaceful deeds were just as important.

Your earliest Famous Event was:
1. The Battle of Extinguish Field, when Orlanth's forces defeated those of his worst enemy, Yelm the Bright Emperor.
2. The Hundred Day Hunt, when Orlanth's brother Odayla tracked the Sky Bear.
3. Jested's Settlement, when Issaries the Talking God outwitted foreign deities in a difficult negotiation.
4. The Procession of Animals, when Uralda the Cow Mother led the sacred herds into Orlanth's Stead.
5. When Barntar, son of Orlanth and Ernalda, harnessed oxen to plow.
6. When Ernalda and her daughters went to the Hidden Place, and then came back with many secrets.
7. When Lhankor Mhy, the Knowing God, learned how to use the marking bone, which could mark signs of power upon anything.
8. When Pella, the pottery goddess, made the first pot to store grain in.
9. When Roitina, lady of dance, first performed the Clan-making Dance.

d100 vote
>>
Rolled 68 (1d100)

>>532289
>2. The Hundred Day Hunt, when Orlanth's brother Odayla tracked the Sky Bear.
>>
Rolled 92 (1d100)

>>532289
>6. When Ernalda and her daughters went to the Hidden Place, and then came back with many secrets.
>>
Rolled 66 (1d100)

>>532289
Going for lhankor mhy because if I'm not mistaken some of the law/writing/diplomacy blessings are really extremely useful. Odalya has some nice stuff too like the food preservation though, but that temple can come later
>>
>>532314
Ernalda it is.
>>
Orlanth succeeded in remaking the world, and thus began the golden era called the Storm Age. Orlanth's son Vingkot was a famous warlord during this time. Most of the people in the area were among his followers. Many people who would not have survived joined his tribes. He was a great organizer and helped the many scattered people form into new clans and tribes. Your clan was one of those aided by King Vingkot. After you proved yourselves robust and capable of survival, Vingkot placed a remnant people under your protection. They were the Nalda Bin, or "Stick Farmers." You had a choice whether to make them into thralls (slaves) or adopt them as members of your clan.

How did you add these strangers?

1. As thralls
2. As adopted Family

d100 vote
>>
Rolled 28 (1d100)

>>532346
>2. As adopted Family
>>
Rolled 63 (1d100)

>>532346
2. As adopted Family
>>
>>532355
You take them in as Adopted Family
>>
The foes of the Vingkotlings were many. Your people fought hard against them.

Which one of them in particular was your greatest enemy?

1. Boztakang the Troll Lord
2. Ukkar Gra, King of the Basmoli Beastmen
3. Chinkis Mor, the Elf Warlord
4. Tada the Green, champion of the flat land called Prax
5. Faralinthor, Salty Lord of the Sea
6. Ves Venna, Son of Valind, Warlord of the Ice Tribe

d100 vote
>>
Rolled 12 (1d100)

>>532398
>5. Faralinthor, Salty Lord of the Sea
>>
Rolled 98 (1d100)

>>532398
>3. Chinkis Mor, the Elf Warlord
FUCKING ELVES
>>
Rolled 61 (1d100)

>>532411
Nooooo, I can't beat that. The elves are super annoying in the game man why you do dis.

Ice lord is way more forgiving, if I can vote that with the dice then I will
>>
Maaan this is ass cancer. Op what's the point of the dice for every decision? I don't get it.
>>
>>532197
https://www.youtube.com/watch?v=zf0h1zg0vZA
>>
>>532411
Your ancient enemies are the Elves.

>>532429
Because Majority decisions in a game like this are pretty much impossible in certain junctions of choice.

No one ever said this quest had to be a huge success, deal with the eggs you're being given, friend.
>>
Rolled 47 (1d100)

>>532398
>Ves Venna, Son of Valind, Warlord of the Ice Tribe
>>
>>532437
Feels bad man. You need not apply one outlier to everything else, only fit the parts of their system to their individual spaces where it works. If certain junctions of choice are impossible to really decide on then it's then and not before or after or whatever else that you apply the dice rolls op!
>>
The Storm Age ended in disaster when the gods and creatures of Chaos came and destroyed nearly everything. Orlanth and his allies fought hard against them, but Chaos almost always won. Catastrophes shook the world, such as the Sun Fall, the Rain of Blood, and the terrible Laughing Tsunami. In this era, many gods died, and many new ones rose to prominence. The Darkness got so bad that even Orlanth and his companions had to abandon humans to their own destiny. Only a few deities, either small ones or weak ones, remained at all. The world stagnated and died. Your clan, whatever its previous glory, was diminished to a ragged handful of hardy survivors.
>>
Heort the King was the leader who emerged amid the turmoil of the Darkness. The combined efforts of Heort and his companions helped set the world in order again. He created the laws that we follow to this day. One of the great distinctions which Heort discerned among his clans was that some of them tended towards either peace or war, while others maintained a balance between these two principles.

Which kind was your clan?

1. War
2. Balanced
3. Peace

d100 roll vote.
>>
Rolled 65 (1d100)

>>532466
>2. Balanced
>>
Rolled 9 (1d100)

>>532466
Peace is shit unless we go for super high trade in the beginning and bull rush build all of the defenses and camp for the rest of the game until we have enough blessings and stable good income to become king.

Balanced is meh

War is fun, get all of the God of death blessings and take all of the goods from our rivals will be fun as fuck.

Rolling for war
>>
>>532466
your playing it dirctly from the game. nice
>>
Rolled 66 (1d100)

>>532466
>1. War
>>
>>532491
War it is.
>>
Finally, the sun rose again. While the rest of society worked to protect itself, find food, or otherwise just survive, the First Priests worked to re-establish links with the ancient deities. Thanks to this new harmony between people and deities, the world was slowly improved. Once the awakening process had begun, it got easier and went quicker as the gods helped wake each other up.

Who was the first deity which your clan helped to awaken?
1. None, Our ancestors are good enough.
2. None, we retained worship over our Living Deity: Elmal, the Loyal Thane
3. None, we retained worship of our Living Deity: Urox, the Storm Bull
4. None, we retained worship of our Living Deity: Odayla the Hunter
5. Ernalda, The Mother Godess
6. Orlanth, the Father
7. Issaries, the Talking God
8. Lhankor Mhy, the Knowing God
9. Chalana Arroy, the Healing Goddess
10. Uralda, the Cow Mother

d100 vote
>>
Rolled 79 (1d100)

>>532543
>6. Orlanth, the Father
>>
Rolled 3 (1d100)

>>532543
>Uralda, the Cow Mother

As I recall, cows are basically the major currency in this game. You use them for damn near everything.
>>
Rolled 94 (1d100)

>>532543
Uralda, because that fertility blessing for cows is GOAT. Especially when they are the most important resource in the game.
>>
Rolled 5 (1d100)

>>532543
>1. None, Our ancestors are good enough.
>>
>>532553
>>532567
On a side note, we definitely want to get woad from Orlanth and spooky protection from the ancestors. But first priority is defiantly the death God.
>>
>>532582
>defiantly
I mean definitely.
>>
>>532565
We have awakened Uralda and she has blessed us.
>>
Things have been different since the Dawn, thirteen hundred years ago. Orlanth and the other gods retreated from the world, leaving it to mortals. You can still contact the gods through ritual and sacrifice, or enter their realm by re-enacting the great stories about their deeds, which contain great magic. But they no longer walk beside you. When you settled in a new place, you marked this great change in the world by naming your land not after a god, but after a mortal like yourselves. You called it Heortland in honor of the king who taught you how to survive during the Darkness.
>>
About six hundred years ago, a dragon approached you, in either its own form or that of a human with a dragon's soul inside it. The dragons had always been hostile, or at the very best, utterly uncaring. Orlanth has always been the dragon-slayer. After appropriate debate, you had to choose whether to believe the dragon, yo cooperate and learn to do what dragons know, or to refuse the dragon and maintain neutrality, or to actively oppose the dragon's plans.

What was your attitude towards the dragons?

1. Hostile - we fought against them
2. Negative - we would never believe a dragon.
3. Neutral - we didn't go along.
4. Positive - we joined into their dragon knowledge.

d100 vote
>>
Rolled 95 (1d100)

>>532615
>3. Neutral - we didn't go along.
>>
Rolled 39 (1d100)

>>532615

>Positive- we joined into their dragon knowledge.
>>
Rolled 45 (1d100)

>>532615
>3. Neutral - we didn't go along.
>>
>>532622
Great, this means we don't get historical animosity and we don't get fucked by drago-bros.
>>
>>532622
Neutral - You didn't entirely trust the dragons, but you didn't disbelieve them either. Either way, you chose not to go along with their plans.
>>
Most of the people who said "Yes" to the dragons moved to Dragon Pass, a land to the north of your home, Heortland. You stayed in Heortland, and it was a good thing, too, for a little over two hundred years ago, the dragons rose up and ate everyone who lived in Dragon Pass. They ate the Orlanthi along with all the other foolish human dragonfriends. For a long time, no humans went to Dragon Pass, everyone was sure that the dragons would eat them, too.
>>
Recent events in Heortland made you think twice about the abandoned land of Dragon Pass. A generation ago, a usurper who called himself the Pharaoh came to Heortland and started a civil war. You clan was one which broke into disputes, sometimes violent, about whether to support the Pharaoh or not. In the end, your group of dissidents decided that it would be better to risk the dangers of Dragon Pass than to stay and kill your own kin, which is the greatest sin an Orlanthi can commit. The dissidents unable to live under the Pharaoh would move northward to Dragon Pass. People of similar beliefs from other clans had already made the same decision, and settled lands there. So you made a new clan, and made it a War clan, just as your ancestors had done in the days of King Heort.
>>
Your new clan made the dangerous trek to Dragon Pass and selected a place to live. Like the other Orlanthi refugees from Heortland, you settled in Quiviniland, a mountainous area in the southeast quadrant of Dragon Pass. You would call these lands your home, or tula. Tradition required you to make a formal land-claim.

How much land did you claim?

1. As much as we needed, no more
2. More than we needed, to grow into
3. Lots more than we would probably need
4. Huge tracts, far more than needed

d100 vote
>>
Rolled 98 (1d100)

>>532703
>2. More than we needed, to grow into
>>
Rolled 4 (1d10)

>>532703
2 because its objectively the best. Though I dunno mabye huge land might be fun. Lots of defense battles... Nah, it'll probably be too obnoxious.
>>
>>532706
More than you needed, to grow into.
>>
Finally
Will the game be played on Easy, Medium, or Hard?
And What is the clan's name? (10 character limit)

d100 vote
going with Long Game by default because a short game would end too quickly and isn't as exciting
>>
Rolled 53 (1d100)

>>532741
Hard because I feel like we picked too many easy Options, also fun

Also can name should be BurningEagle
>>
Rolled 37 (1d100)

>>532741
Hard

Clan name: Fortersar
>>
>>532751
>can
Come on autocorrect.
>>
>>532751
>>532755
Going with hard.
Unfortunately, the character limit is too small for BurningEagle, so we're going with the runner up Fortersar.
>>
>>532782
Feels bad
>>
And so we begin at the start of the year, 1329.
As you can see, we have quite a few characters here on our starting council. But until we can get a better look at them, they're a bunch of inconsequential dicks.

For now though, we have the important matters of this year's clan magic, of which we can allocate 7 points.

The squares beside each option indicate the maximum amount of points that can be allocated into them.

Generally speaking, it's wise to always put points into crops and herds, but like I said, this starting bunch of finaglers are a sack of potatoes and won't let us spend any more than a measly pittance on F U C K I N G FOOD.

Atleast the omens say exploration will be good on this starting year.

d100 vote, how do we spend our 7 magic points? (bear in mind, we can always keep some in reserve for later useage.)
>>
Rolled 99 (1d100)

>>532806
One crop
One health
One herd
One mystery
One trade
Two war
>>
>>532806
Also we gotta death God guy, he's probably really good at fighting. Super dope.
>>
File: Ducks you say.png (16 KB, 107x198)
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>>532827
By all the gods, that roll.
I guess that's our magic this year.
>>
>>532830
Looks like people are goin to sleep op. Wanna wait for a couple more gits to show up or continue some other timea.
>>
The very first thing we will do is reorganize the Clan Ring and get to know our important characters for the year.

To keep things easy, I'm going to list each character by name and god they worship, followed by several stat that they possess, organized by number.

The Skill levels are
Heroic: 5
Renowned: 4
Excellent: 3
Very Good: 2
Good: 1
Fair: 0
It's possible to have skills below Fair, but they are not worth mentioning.

The different skills will be listed abbreviated by their first letters
The skills are
Animals
Bargaining
Combat
Customs
Leadership
Magic
Plants
>>
>>532845
Still here
>>
>>532845
If they want to leave, that's their business, but much like the corner-face guy meme....I am still here.

To those of you that are still here, don't be silent please, vote man, vote! your votes and comments on what is happening are what keeps this alive and keep quest-runners from getting bored!
>>
>>532857
Alrighty then let's get at it.
>>
http://pastebin.com/NBVSPx5u
^Pastebin list of all the nobles and their stats

majority voting, elect the Seven members of the ring (highest leadership is automatically made chief)

Generally speaking, you'll want atleast one person of each god as you can muster, and with a high signifier of the different skills as well. But be careful of having two people that represent the same god, as that can skew your magic unfavourably.
>>
File: 1234hgjf.png (236 KB, 480x360)
236 KB
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>>532909
And that means no lurking on this one, clan ring votes are the big ones and you gotta participate.
I know you're out there. I can see all 50 of the pastebin views, come on now.
>>
>>532916
Wait a minute, hostfaring isn't the leader? He's fucking boss as shit and worships the chief God of our tribe elmal.
>>
>>532909
Hofstaring
Desrada
Perandal
Fantarl
Rangor
Jarnandar
Heorl
>>
>>532940
Nope, that's two sets of people that worship the same God. That's no Bueno. We need diversity of worship or people will bitch 100% guaranteed and it's hard mode
>>
Rolled 87 (1d100)

>>532916
Rolling just to change the chief to hofstaring and keeping everything else the same, if someone really ends up being an issue then we will switch them out later.

Shame we don't have a trickster.
>>
>>532946
>Heorl
We do though.
>>
>>532956
What? On the picture here >>532806
Hofstaring isn't in the chief position even though he's really good. That's what I'm voting for:

Hofstaring, age 35
Elmal
A 2
B 2
Co 1
Cu 2
L 3
M 2
P 2
>>
>>532942
What's done is done. I will make it a point to be more careful in the future though.
>>
>>532974
No, I meant we do have a trickster. Heorl, worships Eurmal.

...he's just not a great one.
>>
File: 1420378202685.png (48 KB, 333x286)
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Also I want to point out, there's exactly 59 people here who aren't voting...Come on...
>>
Soooooo we're going with double faith combo or are we going with just swapping for a more diversely talented leader?

I don't understand what's happening right now
>>
Rolled 40 (1d100)

>>533011
Since none of the 61 other viewers want to participate, I'm rolling for the other choice's value.
>>
>>532996
There's a reason number crunching is done by computers and civs aren't terribly looked upon favorably
>>
>>533049
Great, so we don't have to deal with massive faith bullshit, whew.
>>
Harvar steps down from chiefdom of the clan and is firmly replaced by Chief Hofstaring!
Three cheers for all!
>>
>>533072
Oh shit he is a trickster. Ass he could have been a nice addition. Whatever, what's important now is a god damn shrine to humakt. Also gimme weapon thane numbers, wanna know how badass we are right now.
>>
No sooner after our chiefly election does our Tula come under attack by the Horse Nomads! They bring with them 153 mounted warriors and they take our fighters by surprise! We are only able to raise 9 thanes and 84 fighters.

What objectives and tactics will we use to fend off these impromptu first-turn attackers? Will we sacrifce to Orlanth and/or Humakt for aid?
>>
>>533083
Gather into formation, don't let them the enemy run them down, try to get the enemy in places where they're mobility won't be an advantage, sacrifice to Orlanth for aid
>>
File: image.jpg (54 KB, 574x528)
54 KB
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Rolled 22 (1d100)

>>533083
Eeeeerm
So hard mode, how ya doin? Horse nomads day one huh. Not even a temple to humakt.

Sacrifice cows to both orlanth and humakt, it's gonna be hard but we can't evade or they will sack the stronghold, we need to hold them off and maneuver. It's the only way.

>>533104
It's straight from the game my man, read those options in the pic. Also roll if you want different shit.
>>
Rolled 26 (1d100)

>>533083


sacrificee to orlanth

Survival

Evade
>>
Rolled 14 (1d100)

>>533110
>>533083
Oh right.

Changing to:
>Skirmish
>>
>>533083
>Sacrifice to Orlanth
>Drive them off
>Maneuver
>Don't die
>>
>>533135
roll a d100 friend.
>>
Rolled 94 (1d100)

>>533135
Derp forgot roll
>>
>>533142
>>533135
and there you have it, results coming shortly.
>>
Our forces were no match for them and our booty was firmly plundered.
We also lost an excessive amount of fighters.
>>
>>533157
Hard mode indeed
>>
For those that are unaware, I'll spell it out for ya:

The objectives are straight forward, nothing really there that's special

Skirmishing is just attempting to have both sides take losses, in a battle if you lose a skirmish big whop. Skirmishes usually don't have you gain anything either.

Maneuvering is moving around into a strategical position and hoping the enemy will fall into whatever generic tactic you set up, you can win and attack settlements successfully with maneuvers

Charging is great when your fucking beastly

Evading is just trying not to take casualties. If your defending pretty much a guaranteed sack

>>533157
Fucking hell
>>
>>533172
Greatly appreciated crash course in combat
>>
>>533157
The thanes I don't really give a shit but that's a lot of farmers under the hood for planting season already. Fuck we might have to go with chalana arroy and ignore fire season raiding.
>>
>>533157
Wait, are you actually running the game in real time?
>>
>>533189
Yeah he is don't you see the Bandicam stuff?
>>
>>533196
In the title of the jpg I mean.
>>
>>533196
I thought he just used bandicam to capture prerecorded footage
>>
>>533209
Yeah that might work but how the hell could we have changed the chief otherwise?
>>
File: me right now.png (143 KB, 800x1000)
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>>533217
I just didn't notice until now
>>
So here's the rundown.
Everyone around you hates your guts.

We have 715 Cattle
73 Goods
339 Food stockpiled
a Pop of 753
4 Weaponthanes

For herds we got 1.5k Sheep, 32 horsies, and 1.5k piggies.

We don't know dick about myths and our trading partners are the Hendarts and the Woodpeckers.

We have Favors due from the Grey Fox, Hendart, Lonisi N, Tree Brother N, Vanstali, and Woodpeckers.

We Owe favors to the Badgers, Greydogs, Orlevings, Rastanti, Undaroli, White Horse, and Zethnorings.

If you don't know the game's options
We can choose to send a group of Explorers near our Tula to find treasure, our far away to open up the map.
We can build shrines to the gods and make sacrafices to get knowledge of myths and rituals
We can try small-scale cattle raiding or large scale full raiding or build fortifications.
We can try to sell specific things to buy specific things or try to set up trading partners to increase our flow of goods.
Or we can send emissaries to the different clans for one reason or another, either to call in favours for items, information, or the like or to try and settle feuds...of which we have a lot.

d100 vote, what do we do for the second month of Sea?
>>
>>533236
You can also try to recruit more farmers/weaponthanes as well as throw a feast or give gifts to your clan to keep people from being upset

Forgot about that stuff, my B.
>>
Rolled 22 (1d100)

>>533236
settle them feuds, if theres any one with a higher chance of working, try that.
>>
>>533236
Roughly how many actions do we get in a month? Just the one?
>>
>>533251
Yup, you get one action a month, so make it count.
>>
Rolled 61 (1d100)

>>533236
Sacrifice to chalana arroy, she should be the healing goddess, if we learn her blessings we can heal our 40 farmers.
>>
Rolled 81 (1d100)

>>533236
>>533262
This
>>
It pains me not to build that temple of humakt just imagine... We are raiding a clan of the same size, they have the homefield advantage but we have dank humakt blessings that effectively double our weaponthanes and make it more likely to win despite loses. Fucking glorious.
>>
>>533266
>>533262
We have chosen to give unto Chalana Arroy so as to learn the secrets of her powers to heal our wounded.

How much do we give?
>>
Rolled 63 (1d100)

>>533282
10 goods, that's the minimum that you need to get a blessing. We could go for 15 for higher chances but 10 is absolutely enough.
>>
Rolled 72 (1d100)

>>533282
I'm going to say 15 because I've never been one to take risks and I feel responsible for those soldiers
>>
>>533309
Fair enough
>>
>>533312
Keep in mind though that if we constantly do 15 it's going to bleed us out real bad. This should be the only 15 in a while if we plan on doing lots of blessings
>>
>>533309
Chalana Arroy seems pleased by the 15 goods and has given us the knowledge of healing in thanks!
>>
Fantarl has uncovered some interesting lore of the Horse People whom so daringly attacked us on turn friggin' one, if you so care to listen to his tale.
>>
Rolled 7 (1d100)

>>533320
My nigga chalana back at it again with the healing ritual! We got lucky boys. Damn lucky. Building a shrine after the event is top priority, if we can do it now do it.
>>
Thing is after we get that shrine, it should be fire season right? So question is do we turtle and get stakes and ditches or mabye mysticism more, or do we raid our close neighbors? Honestly even with the healing shrine and with war magic, don't think we have much of a chance. I dunno maybe we can if we sacrifice.
>>
It seems that we cannot do it now.

Terasarin a thane of the White Horse clan, comes to ask you for information about Loricon, chief of the Lonisi clan. "We intend to enter negotiations with Loricon and hope that you know something about his personality, so that we will be well prepared for our parley with the Lonisi. You owe us a favor, and we will consider your obligation discharged if you give us good information."

As it stands, we actually don't know jack squat about Loricon, but that doesn't need to stop us from guessing does it?

Do we say...
1. "Loricon? We know him Well."
2. "Let us give you a gift, instead of information."
3. "We don't know anything about Loricon."
4. "We'll try to answer your questions, but do not guarentee that our answers will be right."
5. "What do you take us for? A pack of tattle-tales?"
>>
>>533347
>4. "We'll try to answer your questions, but do not guarentee that our answers will be right."
>>
>>533347
>>533350
d100 vote*
>>
>>533347
I always fail at these every fucking time. Unless your intimate with the diplomacy then it's impossible to get accurate information, all of the council bros have different shit to say.

1 is stupid
5 is stupid
2 might get us off that favor but they won't like us that much for it
4 is walking a thin line
3 is the only accurate statement

So the fuck do we do now?
>>
Rolled 14 (1d100)

>>533347
Yeah screw these assholes, we can go with two and maybe get away with it but we need all the shit we can get, it's hard mode. Going with three at the risk of ticking them Off a bit.
>>
Rolled 24 (1d100)

>>533350
Rolling for this anon, since they didn't roll.
>>
>>533373
"If you do not stand behind your words," says Terasarin. "They are worth little, and will not erase your obligation to us. Nonetheless, I will listen to what you have to say."

Do you
1. Answer his question about Loricon.
or
2. Send him away.
>>
>>533381
Great now if we tell him to fuck off he will be even more pissed. What does the autismo squad at the bottom say?
>>
>>533384
Umakthar says: Loricon is very pious, and rich in the love of the gods.

Desrada says: Loricon speaks with blunt honesty, and is quick to spot deceit.

Fantarl says: Loricon is a bold one, his deeds will surely be celebrated in the chronicles.

None of the others have anything useful to say.
>>
>>533381
>1. Answer his question about Loricon.
Seems like it has the best optimal outcome, and I think the worst outcome is pretty bad either way
>>
Rolled 4 (1d100)

>>533400
did it again
>>
Rolled 89 (1d100)

>>533381
>>533393
All of those guys have abysmal custom stats. I don't trust them at all.

Send that guys away, fuck his favor.
>>
>>533402
He asks us
"Is Loricon a Holy Chief?"
1. "Loricon is as impious as an Orlanthi chief can be."
2. "Loricon is as pious as the average Orlanthi Chieftain."
3. "Loricon is very holy."

If Umakthar is to be trusted, she thinks he is very pious and holy.

>>533419
Sorry friend, the timing was bad for your roll, I had already tabbed into the choice :( Maybe I should extend the rolling time to 20 minutes?
>>
Rolled 38 (1d100)

>>533428
Nah it's all good I was just too slow my man.

But since I don't trust these fools lets go with 1
>>
Rolled 88 (1d100)

>>533428
>>533431
Sounds like a good plan. This guy is rather a jerk anyway, so if we give him false info serves him right.

>1. "Loricon is as impious as an Orlanthi chief can be."
>>
>>533446
Seconding.
>>
>>533446
Terasarin departed, and thanked us for the information. Not long afterwards he returned to our tula to withdraw his thanks "the information you gave us was mistaken at best and deceitful at worst. Our relations with the Lonisi have been sorely tested, and it is your careless words which are to blame."
>>
>>533453
No shit. But it was his fault for listening to us anyways. Put him on the kill list.
>>
>>533453
We return to the neutral state of play. It is the Fire Season now where raids are commonplace. what will our clan do?

Posts mentioning clan options, incase you are just coming in.
>>533236
>>533245
>>
Rolled 31 (1d100)

>>533462
We have shit weapon thanes. That's a problem, a really big one. Considering our pop. They are probably pretty big.

Fuck it lets increase our weapon thanes by max. Hiring from outside the clan as well as inside shouldn't cause much trouble. Don't think we should give gifts though.
>>
Rolled 43 (1d100)

>>533465
Seconded
>>
>>533462
Hey, could you include clan options in every post? I think that would make this more accessible for people who haven't played the game.

>>533465
Thirded, this really is important
>>
>>533478
I'll try to do so when we're on the clan screen.
>>
Think after this event if nothing goes tits up then we should raid one of our rivals for shit. It's great because two of them are really close and we don't need to pay people to cross their land. If we sacrifice then we can kill a shit ton of their guys and we can keep hitting them, even in the winter and then take all of their land in one fell swoop.
>>
>>533475
>>533465
The recruitment went off without even as much as a single random event nipping our tits. We now have 11 thanes. What do we do now?

Full game options
Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
Rolled 56 (1d100)

>>533496
Build fortifications
>>
Rolled 31 (1d100)

>>533496
Raid, we can build fortifications later, it's raiding season so the farmers are out of the fields. Let's go after a rival now that we have more thanes.
>>
>>533503
You elect to take the opportunity for fortifying your Tula.

You have 50 goods to build one of the following
A Watch Tower - costs 10
A Ditch - costs 25
A Stake perimiter - costs 40
or Ramparts - costs 50

Remember that you need atleast 8 goods to devote to your current temples or they will fall into disrepair.
>>
>>533512
Watch tower. We'll focus the other goods on temples maybe, or random events or something lik ethat.
>>
>>533518
Stakes would help with horse fags, but yeah a watchtower is a must.
>>
Aight gonna hit the sack. Night
>>
We build our watchtower, but no sooner do we do so that we are accosted by our angry neighbors the Orlundi! And what's worse is we are outnumbered due to them slipping by our patrols!

How will we respond to their raid?

d100 vote
>>
Rolled 93 (1d100)

>>533528
Oh shit nvm then, well we want to drive them off, we have enough cows to spend on sacrificing to both deities, question is with our inferior footmen numbers do we maneuver Or skirmish? Voting for skirmish.

Also legit last post I'm out
>>
Rolled 89 (1d100)

>>533528
Drive them off as other anon said, but focus on maneuvering. It seems like the most defensive choice.
>>
>>533532
Congratulations, you win a horse!

Those sacraficies were not made in vain it would seem!
>>
We return to the Clan screen with no random events gunking up our turn transitions.

It is now Earth Season where farmers take up the scythe to reap the bounty they planted in the Sea Season. If you take them away to go raiding, your crop will suffer or they might outright refuse depending on their happiness levels, so it'd be wise to puruse other interests during this season.

What will the clan do?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>533555
Send an emissary, why not. Probably best not to do anything war-related at the moment.
>>
File: GDR_BLOG_Tetti.png (2.15 MB, 1680x1133)
2.15 MB
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>>533555
>>533570
Since the quest has died down some, I will be heading off as well.

Will continue early in the day tomorrow, likely some time about 12-14 hours from now.

Feel free to post what to do if you're here before I'm back.
>>
I return, a bit earlier than expected.

As to avoid redundancy, see the earlier post >>533555

d100 vote, what does our tribe do this month?
>>
>>533823
same vote for me. Hopefully someone shows up.
>>
>>533833
>d100
>>
Rolled 20 (1d100)

>>533836
Woops, sorry.
>>
Rolled 37 (1d100)

>>533555
Build a temple to chalana arroy
>>
Did I get here in time? Literally just woke up.
>>
>>533845
You made it, I'm giving more time than usual however due to it being the first post of the morning.
>>
>>533848
Alrighty then
>>
>>533840
Hey anon which tribe do you want to send the emissary to, and for what reason?
>>
>>533854
Trading envoy to Grey Fox.

I haven't played this game in a long-ass time, bear with me.
>>
>>533842
We build a temple to Chalana Arroy and benefit now from her healing grace.

No random event popped up, so we have the new turn in Earth Season. I might gently remind you that we did have good omens for exploration this year.

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>533883
No actually trade is a really good idea, it always works out great. But I think it's a more urgent priority to wipe out our nearest rivals and then trade with whoever else. If someone insults us then we fight obviously, we are a war clan.

Plus if there is anyone we should trade with it would be the elkenvale. I think that's their name, they are our only ally.
>>
>>533886
Okay some preliminary info.
1 how many weaponthanes can we recruit if we chose to.
2 how many people are still wounded
>>
>>533892
We can recruit up to 6 more weaponthanes.
We have 2 wounded weaponthanes and 19 wounded farmers.
>>
Rolled 23 (1d100)

>>533893
Yeah since it's the earth season and we need farmers to get food, lets recruit weaponthanes this turn to do weapon thane exclusive exploring in late earth season.
>>
>>533894
Will you offer them additional gifts?
>>
Rolled 63 (1d100)

>>533900
Nah, just from inside and outside the clan
>>
And we get this thane party started with some thane's daughter being a jackass.

Arkilla, the daughter of a than, is causing trouble for the ring. She seems to do nothing but agitate against your decisions. She has convinced the carls that you favor the weaponthanes, and the weaponthanes that you favor the carls.
She says that you have dishonored clan ancestors, that your rulings are unjust, and that your management of the clan's wealth leaves much to be desired.

Shall we...
1. Ignore the situation.
2. Offer her compensation in exchange for her silence.
3. Outlaw her.
4. Persuade her that her words harm the unity of the clan.
5. Threaten her with outlawry.
6. Try to marry her off to another clan.

d100 vote

Jerernalda says: Errarth, the Tragic King, failed to act against an enemy in his own clan. That enemy turned out to be mad, she triggered an avalanche, and many of Errarth's tribe were buried.
>>
Rolled 93 (1d100)

>>533909
Going with 4, we should have high enough stats on the council to do this I think.
>>
>>533936
She told us that our poor leadership was harmful to the clan, and that her honesty was the only thing preventing a revolt.

We still have the other 5 options, however, what will we do?
>>
>>533946
What does everyone else say?
>>
>>533953
The general consensus is to outlaw her, or threaten her with outlawry.

Derendal says that the carls want her to shut her mouth.

Fantarl says that he knows no weaponthanes that like her, despite her claims otherwise.

Desrada says she will be unlikely to see any argument our way.
>>
Rolled 34 (1d100)

>>533968
Trying to marry her off might backfire. But let's try it anyway for max possible gains
>>
>>533974
I'm going to be giving larger than normal wait times to let others jump in, but I'll still be going even though it's only you choosing right now, anyone else can come in when they feel like it, and I have optimism that more will come later.

For now: Which clan do you try to marry her off to?

The different known clans can be seen on the map in the post here >>533236

For anyone viewing that doesn't know the map legend
Blue is our Allies
the barely distinguishible light purple is friendly to us
regular purple is neutral
pink dislike us
and red are actively feuding/at war with us.
>>
Rolled 34 (1d100)

>>534007
Offer her to Tree Brother as a sign of good faith. We need allies close at hand.
>>
Rolled 30 (1d100)

>>534031
Actually we should offer her to a light purple clan. Because she's a cunt and will probably cause trouble there too. So let's go with six brothers since they are in our general expansion path
>>
>>534031
We offer her to clan Tree Brother, the clan known for a reliance on raiding.

The people of clan Tree Brother knew of Arkilla and said that they feared that any children she bore would be as lawless and unruly as she.

It doesn't say whether they explicitly accepted or not, but the population not decreasing implies they refused.

Either way, nothing comes of the event besides the overall clan mood lowering.

It is now the Dark Season, the time of cold and blizzards where the farmers and weaponthanes would rather be indoors with warm fire instead of out in the howling blizzards.

During this season, voracious storms that the Orlanthi call "Ice Demons" prowl all along the pass, making any attempts at raiding, exploring, trading, or diplomatic missions have strong chance of not even reaching their destination.
Conversely, if you manage to get a successful raid off, no one will see it coming due to the difficulty to traverse said demons.

d100 vote, what will the clan do this month?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>534046
Im guessing it requires good to build a shrine as it did a fortification? We need more goods, guys
>>
>>534052
It doesn't require goods to build shrines, but it does require goods to maintain them annually.
>>
>>534046
>>534056
Then lets see about building a shrine to the god of death. We just went an entire year without ruining any one's day, what a poor excuse for a war nation (even if it was mostly my fault xD), let's fix that
>>
Rolled 78 (1d100)

>>534046
Let's send out our weapon thanes to explore. Because we are supposed to get good shit for that.
>>
Rolled 91 (1d100)

>>534059
Rolling for you's since you forgot to.

everyone is laughing, be embarassed.
>>
>>534059
We elect to sacrifice to Humakt, god of war and death, bringer of battle and slayer of undead, so as to learn the mysteries of his blessings.

How much will we sacrafice to learn of his mysteries?
>>
Rolled 79 (1d100)

>>534069
10 goods Because that's the min and we need to preserve our shit
>>
>>534092
Why goods instead of cattle? We have so many more cattle

Not doubting you, just curious
>>
>>534092
Humakt has blessed us with the Oath ritual, used to help seal agreements between clans and tribes alike.

It is still the Dark season, what will the clan do this month?
d100 vote


>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
Rolled 37 (1d100)

>>534105
Send out our thanes to explore while the forecast for that is still promising. Probably nearby for treasure rather than afar for more map sight because Ice Demons
>>
>>534100
True, but cattle is more universally useful. Guess it's just a bad habit
>>534105
Oath is ass, that's exactly the one we didn't want
>>534113
Supporting
>>
>>534113
Whom shall lead this exploration, and how many thanes accompany them?
quick consensus vote.
>>
Rolled 10 (1d100)

>>534123
We can afford to send all of the footmen and half of the weapon thanes. Send the humakt guy cause he's badass.
>>
Rolled 37 (1d100)

>>534128
Oh shit and travel slowly since we are exploring our Tula.
>>
>>534128
Supporting
>>
>>534128
>>534129
>>534131
Your explorers find an old series of sacred stones in a forest clearing while exploring your tula. Your magicians say that the stones are probably inhabited by sleeping spirits.

Will you
1. Brag to other clans about this find.
2. Conduct a divination to ask your ancestors about the spirit stones.
3. Dig up the stones
4. Find shamans to awaken the spirits of the stones
5. Shrug and go about your business.
>>
Rolled 24 (1d100)

>>534147
Definitely 2
>>
>>534147
Yeah, definitely 2. 1, 3, and 4 sound like potential catastrophe, 5 just sounds unintelligent.
>>
Rolled 58 (1d100)

>>534160
>>
>>534164
The spirits of our ancestors said that we should awaken the spirits, who would teach us ancient secrets of craftsmanship.

With that in mind, what do you do with the stones? (the above options still standing)
>>
>>534169
Awaken them. Duh
>>
Rolled 84 (1d100)

>>534169
4, definetely. Let us be crafters.
>>
>>534147
Speaking of crafters. This is the gog version right? Cause if it is than we should consider getting max available crafters and multiple trade routes next year to fund lots of temples.
>>
>>534198
Aye.

>>534196
No shamans were willing to help us, sadly.

We now enter the Storm Season, where all things are possible but nothing is certain. This is a season of chaos with weather changing from bright skies, to pouring rain, to biting whirlwinds, all in a manner of hours. Yet this weather brings with it all manner of power and opportunity.

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>534206
Raiding in storm is kinda risky, I think we should start on some shrines or rituals while there is some down time.
>>
>>534228
Supporting. We can go all out in dark season instead. Or did that pass already?

Let's keep shoving cows in humakts mouth. Let's get those bonuses.
>>
While our goods are dwindling, how many burgers do we feed Humakt today?
>>
>>534264
nah dark season is after storm if I remember correctly. We don't want to raid during either though right now cause it'll fuck your guys up with blizzards.
>>
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>>534269
4 sound good? or too much other guy
>>
>>534274
>>534264
Storm season is after Dark Season. We were just in Dark Season.
>>
>>534293
Gotcha. Alright let's go with ten cows.
>>
Rolled 43 (1d100)

>>534303
Forgot ta roll
>>
>>534303
seconded
>>
Humakt enjoys his burgies and rewards us with the Morale blessing!

What will our clan's second action during the Storm season be? Remember this is the last action of the game year.

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
Rolled 23 (1d100)

>>534316
OH shit we have five goods. We won't be able to build the shrine and our healing one will fall into disrepair. We should definitely raid. Damn if we get caught in a storm, in this game people don't die anyway. If we raid successfully and get the goods then we should be ok.
>>
>>534324
>in this game people don't die anyway.
From the storms I mean. If your unlucky then the game will tell you 'nah brush snows too deep' and that's it.
>>
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>>534316
Raiden time

Lets go get some more burgers
>>
Rolled 55 (1d100)

>>534339
sorry mucked up the dice.
>>
>>534339
Considering we are apparently role playing merica now, we definitely need to sacrifice to both Orlanth and humakt in the battle, at a deficit, to achieve less burgers for the price of sweet victory.
>>
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>>534346
Absolutely Patriotic. I like the cut of your jib.
>>
>>534343
>>534324
Whom shall we raid?
We are feuding with the Orlundi (Whom have already attacked us once), the Antorlings, and the Blackrocks.

We can call in extra support from one of our favors of the Grey Fox, Hendart, Lonisi, Tree Brother, Vanstali, or Woodpecker clans
Or we can call for our ally the Elkenvals

In addition, how many raiders do we send?
>>
Rolled 92 (1d100)

>>534354
Attack the Orlundi cause their cunts.

>Send
>>Fucking
>>>Everyone

Since it's winter this kind of attack is really unorthodox, similarly nobody is likely to attack us.

Also I highly doubt anyone is going to answer our call to arms be it allies or favors, let's skip that.
>>
>>534367
>their
They're
>>
>>534367
Fortune favors us and we're about to blindside the living hell out of them.
How will our warriors proceed?
>>
Rolled 40 (1d100)

>>534383
>Sarcrifice to Humarkt because he's a bro
>Plunder
>CHAAAAARGE
>>
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Rolled 40 (1d100)

>>534391
Correction. Humakt and orlanth. We need that deficit to be realistic. And safe.

Also kek this is bassicaly. A massive stealth invasion. Well done Merica you taught us a valuable lesson about how to bumfuck the enemy right in their home territory without them noticing
>>
>>534401
>>534391
The Orlundi prove just how little of a fuck they give by driving us off, even though we technically got better combat results than they did, we were thwarted by a new and unseen foe, possibly our greatest foe yet: Swamp Water.
>>
>>534401
Rather than roll for a tiebreaker (if no one else votes) I'm not against also sacrificing to Orlanth
>>
>>534422
fuggggg :DDDDD
>>
>>534422
Curse you, Swamp Water
At least we didn't lose any men
>>
While we were away getting our shit rekt by Mossy Liquid, we suffered a cattle raid by the Hiord clan, taking advantage of our lack of fighters!
>>
But wait, there's more!

Another clan sought fit to rustle up some of our precious cattle, but this time we were prepared!

How will we fend off these thieves of the Hiordlings clan?
>>
Rolled 9 (1d100)

>>534437
All options related to rip and tear. My salt levels are dangerous.
>>
>>534445
YAMERO!
>>
>>534430
>>534437
No respect! Dirty peasants!
>Sacrifice x2
>Kill them all
>skirmish?
Numbers are pretty close for a full charge.

For future reference, are thanes on horseback by any chance?
>>
>>534458
Yes, and roll please.
>>
>>534458
>>534466
Damn I am bad at that
>>
Rolled 55 (1d100)

sonuvabitch
>>
>>534475
>>534458
Our skirmishers traded missiles with the enemy, but never closed. They left our cattle alone.
>>
Our weaponthanes have become known as the Dry-Browed Fighters and are generally quite happy with the name.
>>
>>534484
That names fuckin gay.
>>
Things are looking okay thus far for clan Fortersar, no real improvements, but no real defecits either. all-in-all quite the neutral first year.
>>
And now begins Sacred Time, opening up into the new year! Trading seems to be out the window for this year and our clan ring is reminding us that we need to perform our clan's signature heroquest "Elmal Guards the Stead" at some point.

For now, however, how shall we allocate our year's supply of magic?

d100 vote.
>>
>>534492
Can I politely request an extra five minutes to consider major decisions like yearly magic and the ring?
>>
>>534507
I've already factored that for yearly magic and ring decisions. Voting for them encompasses twenty minutes. Thirty if things are being slow.
>>
Rolled 52 (1d100)

>>534492
Oh shit we have eight! Nice

One crop
One health
One herd
One mystery
Three war

And since it says that trade is going to be ass put one in reserve
>>
>>534517
Nvm have that extra go into quests. We might as well do that quest asap.
>>
Rolled 82 (1d100)

>>534492
1 Crops
1 Diplomacy
1 Health
1 Herds
1 Mysteries
2 War
1 Quest
>>
>>534529
Why diplomacy? Any plans?
>>
>>534537
We have disputes to settle and I don't like our odds of doing all of it with blood (as tempting as that sounds at this point)
>>
>>534529
With our points allocated thusly, we will have to think about how we can prepare a heroquest, we need the knowledge of the particular quest's story, which we can obtain by calling in favors, sacrificing to the deity who's quest we are to perform, or just getting lucky.

But hark! Before we can begin any of that, a new quandry has arrived on our doorstep!

A scouting party discovers rich farmland not far from your stead. It is inhabited by strange beast folk who behave sort of like normal Orlanthi and call themselves the Rune Ducks. For once, both warriors and carls agree. It would be a fine thing to drive these small, inhuman creatures from this fertile valley and claim the land as our own.

Do we...
1. Approach the ducks and ofer them a peace pact.
2. demand 50 people's worth of food annually
3. demand 150 people's worth of food annually
4. Demand that the ducks cede half their lands
5. Launch a surprise attack against the duck

Though how tempting this seems, our advisors warn us that a full attack may cost us valuable time for the planting season, and that you never know what strange powers are afforded to the Elder Races. However, if we don't attack them, some other clan definitely will.
>>
>>534542
>>534537
Do we fear ducks? I feel like I'm not very afraid of ducks
>>
>>534542
Ducks are assholes. Demand 150 units of food annually.
>>
Rolled 92 (1d100)

>>534542
Look, we're on hard-mode, the last thing we need is ducks giving us fucks.

Peace 'em.
>>
Rolled 13 (1d100)

>>534542
>>534558
Anon has a point. I'll go roll for the middle ground of 50 food a year
>>
No no no guys wait. If we ally them then they will give us good points in the form of extra soldiers, trade and their swamp friends will love us.

If we attack them it's basically free land cause they are shit

Food is alright but if we take their shit or use their guys to take our rivals shit then it's really minimal.
>>
>>534558
Well whatever looks like we're getting a peace pact anyways.

At least it's one of two very good gains
>>
>>534583
>>534558
The ducks accepted and gave our clan a place of honor in their songs. They said they would also praise us to their kin in the swamp.
>>
>>534589
Nigga please with dat jpg. Make it half woman and we'll call it a deal.
>>
>>534592
>jpg
I'm special
>>
And thus begins the new year of 1331. It is the season of the Sea, where our farmers and oxen are busy plowing the fields and planting their crops. The weather is clear and crisp, making ventures outside our tula more viable, though raiding will pull our farmers away from the fields if we choose to do so.

d100 what will our clan do this month?

>Full game options

Send a group of explorers near our tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as aforementioned booty.Or we can build up fortifications around our tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favors, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overall population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can allocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preparation to attempt with chance of success.
>>
Rolled 72 (1d100)

>>534604
>2 goods
Let's send a trader to the ducks?
>>
>>534624
Yeah, let's do that.
We have magic to counteract the omen penalties as well as the alliance so it's worth a shot
>>
Also reminder that we need the shrine to humakt to get the morale blessing permenantly active so long as we can sustain the shrine.

If shifting to max crafters for more goods is a free action we should do that next turn.
>>
>>534631
Assigning crafters is, sadly, not a free action :(

But we can get up to 59 crafters from 10 for that action.
>>
Rolled 61 (1d100)

>>534643
That is absolutely worth it. Rolling for that instead of the trade mission
>>
Well shit no luck there.
>>
>>534624
Defaulting to Desrada for the trade mission, since she's a ring member so we could potentially get bargaining power up for the ring using her.

Will you be perforning a single caravan trade, or attempting to setup a trade route to get goods over time from them?

How many guards do you take?
How big of a caravan?
If you're doing a regular trade, what are you selling and buying?
>>
Rolled 53 (1d100)

>>534668
Establish trade route
Large caravan
Send no footmen, all weaponthanes
>>
>>534668
What is the N next to the ducks? Neutral?
>>
>>534689
No it means that they are near I'm pretty sure, meaning we don't have to pass through anybody and the trip should only take one event chain.
>>
>>534696
That makes much more sense, thanks
>>
>>534682
With the caravan sent, and no random events occurring, what will our clan do now?

d100 vote

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
Rolled 76 (1d100)

>>534729
Maxing our craftsmen sounded like a good plan
>>
>>534740
Definitely
>>
>>534740
MAXIMUM POWER
>>
Desrada turns with but bitter ashes in her mouth, the trade agreement was, as our god-talkers predicted, a failure.
>>
And now begins the fire season, where farmers put aside their tools to let the crops grow, and where warriors eagerly await the chance to test their mettle in the heat of summer's battle.

d100 vote what will our clan do?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
Rolled 58 (1d100)

>>534761
Damn ducks, never should have trusted them

I want to ease my tension, let's raid
>>
>>534766
Supporting, though I feel like the shrine would be more useful.

Actually can we support Goulding the shrine right now op?
>>
>>534803
>Goulding
Yeah sure that
>>
>>534803
Now that we have the breadwinners raking in the goods? Certainly. We're making 20 goods a month.
>>
Rolled 85 (1d100)

>>534819
No but with the goods we have now can we build the shrine to humakt for morale.

If we can I'm rolling for that
>>
>>534840
We build the first tier of Humakt's shrine, so as to reap consistent benefit of morale for our warriors.
>>
No sooner do we venerate Humakt we are attacked by the Lonisi! They have managed to slip by our patrols and thus outmatch us, but we can defeat them!

How will we fight them?
d100 vote.
>>
>>534848
Maneuver and drive them off. I don't think we need to sacrifice, but should we just in case?
>>
Rolled 76 (1d100)

>>534854
Whatever drive them off, maneuver and sacrifice to orlanth.
>>
>>534934
I'm sure our friends will reappear soon.

And it seems our friends on the battlefield are restless!
Harvar is in a bit of a pickle, what shall he do to restore the battle-lines?

1. Fight harder to make up for the cowardice
2. Find Fantarl and get help
3. Rally the warriors and lead them against the enemy
4. Take charge of the withdrawel to reduce losses
5 Use Humakt's blessing to rally the warriors.

consensus vote until more participants show up.
>>
>>534953
>5 Use Humakt's blessing to rally the warriors.
Unless we can only do that once (or rarely) in which case
>3. Rally the warriors and lead them against the enemy
>>
Rolled 41 (1d100)

>>535005
Naaaaah, we have the shrine it should be fine, lets go with five it's a safe bet
>>
It seems Humakt's favor was with the enemy, for our warriors still fled. Yet they were soon inspired as Harvar strove to regain the favor which had been so carelessly misplaced!
>>
A close victory! Won today by the glory of Harver!...perhaps next time we won't forget to thank Humakt before a battle.
>>
Yet our troubles do not stop, for Arkilla the irritating has returned!
She is once again causing trouble for the ring, doing nothing but agitate against our decisions!
She says that we have dishonoured the ancestors and that the clan's management leaves much to be desired! The carls are sick of hearing her, and the thanes are eager to see her cast off, yet she continues to advocate their approval and affections.

How will we handle the situation?

1. Ignore the situation
2. Offer her compensation in exchange for her silence.
3. Outlaw her.
4. Persuade her that her words harm the unity of the clan
5. Threaten her with Outlawry
6. Try to marry her off to another clan

Consensus vote until more participants show up.
>>
Rolled 48 (1d100)

>>535063
Outlaw the stupid bitch

Also humakt is ultimate bro.
>>
Rolled 74 (1d100)

>>535072
Agreed, she had her chance.
>>
Although she had some supporters among the people, surprisingly few of them argued against the cheiftain's harsh decision.
>>
And so we return to the second month of Fire Season. We still have many foes, and we still have a heroequest of which we require preparations for.

What will the clan do?
consensus vote until more participators come forward.

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>535210
Raid the fuck out of the orlundi

Bring everyone, don't ask for aid.
>>
Rolled 50 (1d100)

>>535263
Forgot to roll
>>
>>535263
>>535270
We have eluded the Orlundi patrols and are poised to hit them where it hurts.

How shall the fyrd proceed?

Consensus vote due to not enough participants.
>>
>>535321
Sacrifice to humakt bro, change charge to maneuver and get at em.
>>
>>535355
I'm up for this

Sorry for the absences
>>
>>535355
>>535363
We have taken from the foe their aminals and pottery, and at absolutely no cost to ourselves!...yet.
>>
Seems every time we go raiding with all of our Fyrd, someone negates the gains with their own rustling.
>>
And as their namesake entails, the Badgers hit us the hardest while we were away from the tula. So many cows...so little time...
>>
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>>535393
>mfw our allies raid us for cattle when we aren't paying attention
>>
What's more, our early birds the Horse-spawn have returned for round two, but this time we were able to raise our forces.

How shall we fend them off, lads?
>>
Rolled 14 (1d100)

>>535422
Good, I've been waiting for these bastards
>Sacrifice to Orlanth and Humakt
>Kill as many as possible
>Maneuver
>>
>>535435
Supporting.
>>
It's worth noting that, if my experience of past KoDP playthroughs is any indication, actually eradicating a clan by means of constant "kill as many as possible" raids is actually impossible. The game will give the victimized clans an ass-pull bailout of mercenaries or some crap to re-arm them, no matter how much you knock them down.

There's exactly one singular event that you can use to destroy a clan of your choice completely, and it comes at the price of immediately making you an enemy of all other clans on the map.

For these reasons, it's best to just try to find ways to... discourage, rather than punish, clans from trying to raid yours.
>>
>>535435
>>535457
A sad day this fire season.
For what we thought was to be an outlook of good fortune has turned to our livelihood slipping out from under us. Our loot slapped from our hands like the ice cream cone of sadness, and our men taken prisoner by our foul enemies.
>>
>>535492
Yeah we know that, but the horse lords always regenerate and never really stop.

Other clans you need to Kill, then plunder, then take their land if you want to do it safely
>>
>>535494
Holy fucking shit hard mode does mess around man
>>
And thus the new Earth Season begins, where farmers return to the fields to reap what they sowed during Sea Season.

Our clan's morale is dangerously low after such a dire blow was dealt to us in the Fire Season. But we must look past to the future. What will we do now?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>535526

....Question, what's worse- failing a heroquest, or telling the gods who wants us to go on this doomed quest to fuck off? Because we are NOT passing a heroquest this early.
>>
>>535587
I'm not pushing for the quest, just making sure it's known that it's an option to anyone unfamiliar with the game.
>>
>>535587
No the manuals are online, we can know exactly which choices to make. But yeah early game it's kinda ass.

I say sacrifice to humakt bro some more.
>>
>>535620
>>535630

Trust me man- this thread motivated me to try a game of KoDP on my own. I have save-scummed to try and pass those quests before, and if the game wants you to fail them, you better believe the "right" choices won't save you.
If we try a heroquest without its due preparation, no correct choices whatsoever will stop our chosen one from failing. And if we ignore it, there *will* be consequences, because the gods are demanding we perform a heroquest this year.

Either way, we're taking a dicking, and soon.
>>
>>535669
Nono, the gods aren't demanding it, the advisors were just telling us that we should think about performing the heroquests. (Due to just performing the quests in general nets you all kinds of bonuses across the board, especially respect from the other Orlanthi humans of Dragon Pass...and maybe the ducks)
>>
>>535677
...oh, whoops. My bad, sorry.

Er... sacrifice to Vinga, I guess, try to get the Pathfinder blessing?
>>
>>535694
Naaaaah humakt has two more that are super amazing
>>
Rolled 20 (1d100)

>>535703
Fine, I guess we *are* a war clan.

Humakt for the Humakt God.
>>
>>535703
>>535728
How much will we sacrifice to the god of death?
>>
Rolled 44 (1d100)

>>535739
Our cattle is below 700. That's the yellow zone family, no Bueno. Let's give him 10 iPhones to devour instead. He loves destroying that hipster shit
>>
>>535761
Seems we were right in guessing that Humakt was an avid Android fan, as in thanks for letting him destroy our freshly grown Iphones, he has given us the means to enact the Truesword Ritual!
>>
>>535806
Truesword is bae.
>>
Imma sleep. By my good freinds.
>>
But now we have visitors from another clan!
Priests and thanes from the Undaroli clan come to request the right to adopt Voballa, the young child of Vanartha and Robasart.
"A document written during the First Age says that a great hero will be born one day in Dragon Pass, and that she will have a mark upon her forehead like so. This babe has the same mark upon it's forehead. We ask that you allow us to raise the child, as we are uniquely qualified to initiate her into the secrets of Lhankor Mhy."

Though the baby's parents will be sorrowful of losing their only child, even to destiny's call, that very same call can net us just the leg we need to garner another ally, substantial rewards, or even a future hero should she remain a legal member of our clan.

Do we...
1. Allow the adoption to garner direct favor of clan Undaroli
2. Grant their request in exchange for a gift of knowledge
3. Grant their request in exchange for the gift of magic.
4. Let them raise her, but not as a member of the clan
5. Refuse their request.
>>
Rolled 100 (1d100)

>>535830

2.
>>
>>535837
The Dice Gods have spoken.

In exchange for the baby, they have given our tribe knowledge of the myth "Ernalda Feeds the Tribe" to be enacted as a hero quest later.
>>
We proceed into the second month of earth, our knowledge of Humakt's rituals, and Ernalda's legend fed spoon-in-hand to our hungry minds. But with what shall we do this knowledge?

What will the clan do?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
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Well, I'll try to continue tomorrow despite the low player count being a real blow to my morale.

Hopefully when I make a part two there'll be more urine drinking players to boost said morale.
>>
>>536378

Sorry, I guess I should've said I was going down for the night as well, but I didn't think it'd matter that much and I didn't want to be the only participant in the thread.

I'll be honest- I have no damn clue how to play this game effectively, least of all on Hard mode. In all my games, my heroquests never seem to go through and I find myself continually bleeding cattle one way or another.

That being said, it'd be a shame to drop the game now and lose our progress... build or upgrade a shrine to Humakt, use the Truesword blessing, then start cattle raiding? We need those cattle to sacrifice so we can get his other battle-blessing, which is sort of a big deal for a War clan.
>>
>>536788
Supporting
>>
>>536378
Sorry was busy yesterday maybe I can catch it next time.
>>
>>536788
>>536837
We currently do not possess the goods to improve the shrine to Humakt, we need 50 and only have 24.
What will the clan do instead?

>>536870
I'll be making the new thread when we hit the bump limit, or when we start saging tomorrow, whichever comes first.
>>
>>537037
Daaah. Weaponthanes, how many of them can we recruit?

Also can we increase our crafters any more?

What does the council say about the distribution of land that we have? Can we allocate more space for herding? What do we need on that front?
>>
>>537047
We need 262 farmers to work the land and 210 oxen to help.
we have 328 healthy farmers and 229 oxen.
All in all we can handle only 1 more hide of land.

We cannot increase our crafters anymore and we're unable to recruit more weaponthanes.
>>
>>537037
We should probably do something about our super grim morale. I don't really know how to approach that though since farmers need to be farming. Maybe throw a feast with all this food we have?

I'll be taking off for a few hours but I don't intend to let the thread die.
>>
>>537056
Wow that's ass.

Let's do a hero quest. We have a point of magic in it. Might as well. The ernalda one because we have the knowledge for it. Also choose the best ernalda worshiper for the job and call on our allies for help. I'll pull up the manual for the quest to see which choices to make.
>>
>>537072
Actually that's a good pint we aught to do the hero quest another time, lets throw a feats first. A large one too.
>>
>>537074
That's cheese, keep the experience pure, my man.
>>
>>537072
>>537078
Will we invite our neighbours?

Also the council is oddly confused by the decision.
>>
>>537094
Maybe because it's earth season and people still need to work, let's do it during winter instead. Fuck i dunno.


Oooooooh! Let's sacrifice to urox to get the smite chaos spell! That's super useful.
>>
>>537094

Yeah, sure, why not. We need this to work.
>>
The feast seems to have gone over well, and our crops have a normal yield for now.

We enter into the Dark Season now, where Ice Demons run rampant over the Pass and leaving our tula is nigh impossible.

What will the clan do this month?

>Full game options

Send a group of explorers near our Tula to find treasures OR send them far away to explore the map and find faraway wonders.

Build shrines, Discover rituals, learn myths, or perform rituals through sacrificing to the gods.

Attempt cattle raids which are small scale attacks with the focus of gaining livestock from other clans. Or perform a full-on raid which serves to both net damage/kills as well as afforementioned booty.Or we can build up fortifications around our Tula to make defending easier.

We can send a trader on a mission to a clan to either sell and buy for specific things, or set up a general trading route which will give goods over time.

We can send Emissaries to other clans to do things like call in favours, try to settle feuds, give gifts, or form alliances.

We can recruit farmer families or weaponthanes to increase our overal population.

We can choose to slaughter animals from our herds of sheep, pigs, and cattle if we are running low and food, and we can alocate how much cropland, pastures, and wildland exists on our tula, increasing these lands will also give the benefit of our patrols having a better chance of spotting incoming raiders.

Finally, we can attempt a Heroquest, a mythical journey which grants powerful rewards, but is very difficult to perform and requires mythical knowledge and great amounts of preperation to attempt with chance of success.
>>
>>537338
Raiding in Dark's a big no-no, exploring and merchant trade is out, we don't have the cows for sacrifice or the resources to build...

Goddamnit, fine, let's do one of these heroquests. Though I'd swear it'd almost be better if we just waited the season out.
>>
>>537378
Let's do the ernalda one my man. What could possibly go wrong?
>>
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>>537378
>>537414
And so it shall be, but before we conduct this auspicious quest, we must remember the tale for which we shall reenact, as we know it.

The bountiful mother Ernalda was once drained of everything by an enemy. But she still had to feed the tribe, which required her to find her lost kin. Uralda the Cow mother, who told her children to provide milk and meat for Ernalda's tribe, was missing. Barntar the Plowman, who knew the ways of the earth, was missing. Esra, who made the seeds, was missing.

Ernalda knew that many things which seem to be dead are really just hiding in the earth, and so that is where she went. The enemy had dried up many thing, and so the old passages in the earth were gone. So Ernalda went to her grandchildten, the Aldryami, and asked them for one of their seeds. The seed was called Abdorl, and it was a burrowing thing. It burrowed deep into the earth, and left a big tunnel for Ernalda to follow.

Ernalda went into the tunnel, where she found her terrible sister, Maran Gor, the earthquake goddess. She had taken Barntar as her thrall. "Your son, he helps me to break up the earth into pieces, so that I can hurl it at our enemies." But Ernalda looked at Barntar, who looked sad to see his life-giving powers used to bring death. Ernalda convinced Maran Gor to give Barntar back.

Ernalda took Barntar with her and went further into the tunnel, where she found the cavern of her terrible aunt, Ty Kora Tek. Ty Kora Tek had been collecting dead souls in her cavern. During the troubles with Orlanth's enemy-from-within, Uralda and Esra had wandered in there, seeking protection. Ernalda asked Ty Kora Tek to release her bountiful daughters But Ty Kora Tek refused. "What comes into my realm cannot come out again." Despite her aunt's strong arguments, Ernalda persuaded her to relent.

Ernalda had the kin she was looking for, so she headed back to the tunnel mouth. But a terrible woman she had not seen before blocked their way, looking fierce and brandishing an axe. "You cannot leave here. The tribe is sundered, and cannot so easily be mended. I have been charged with the task of keeping the broken things broken." Ernalda told her of why she should step aside. So the terrible woman stepped aside, now that Ernalda had learned her secret. She went back to her tula and with Barntar, Uralda, and Esra, fed the tribe.
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We have but one god-talker of Ernalda, an aged woman, Oranda, with strong leadership and decent customary knowledge. She is luckily suited to the act of persuading Ernalda's foes for this quest.

Shall we call upon our allies the mildly treacherous Elkenvals , or call in a favor from those due to us from the Grey fox, Hendart, Lonisi, Tree Brother, Vanstali, or Woodpecker clans?
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Call upon the Elkenvals.
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>>537451
We'll see if those fucking traitors can make it up to us for stealing our shit, let's call our allies.

And yes let's choose that crone to lead the quest.

Lemme get dat pdf. Imma complete this quest for the glory of the clan.
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The people have gathered their magic to help propel Oranda into the realm of the gods, although the Elkenvali bitterly refused our request for assistance.

This myth begins with an attack on Ernalda by an enemy, which causes starvation within the Storm Tribe. She goes on a journey to recover Barntar, Esra, and Uralda the lost gods who will enable her to feed the tribe. What benefit does Oranda seek from this heroquest?

1. Bring back a treasure
2. Increase crop yields
3. Make the cows healthy
4. Reconcile the grievances of the carls, thus raising the happiness of our farmers
5. Strengthen the quester (which might as well not even be an option considering her age)
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>>537499
1 bring back a treasure.

Because we might get a really nice boost to our domestics which will be able to greatly supplement our constant need for bloodshed.
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>>537519
As soon as she appears in the realm of the gods, Oranda is attacked by a cackling, skeletal figure. It is Daga, god of Drought.

Will Oranda...
1. Convince Daga to mend his evil ways
2. Fight back
3. Leave the realm of the gods.
4. Run away
5. Suffer Daga's blows
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>>537608
>suffer his blows
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>>537627
seconding
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Oranda suffered terribly as Daga attacked her. She felt everything going wrong, as all of the sustenance was torn from the earth. She felt the cries of the starving people of the storm tribe. But she survived, Daga could not kill her.
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Oranda knows that many things which seem to be dead are really just hiding in the earth. Daga has dried up many things, and so the usual holes in the earth are gone. Oranda needs to find a new way of making a hole. So Oranda goes to Ernalda's grandchildren, the Aldryami, otherwise known as the elves, and asks them for one of their seeds. The elves are reluctant to help. "You abandoned us, Ernalda, and joined our enemies, the meat-men. These meat-men, this new tribe of yours, they are forest killers. And those who kill forests kill us."

What will Oranda do?

1. convince them she is no traitor
2. Leave the realm of the gods.
3. Offer them a gift of magic
4. Remind them that they are her grandchildren
5. Tell them that Daga's drought will affect them too.
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>>537827
1 has the highest chance of success, let's go with that.
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https://www.youtube.com/watch?v=xSKsixYOdOQ

I'm afraid I'm going to call it here.

I came into this hoping it'd be fun and satisfying experience, even as my first quest I had high hopes to the uniqueness of this, and during the first day it seemed like it'd be just that with all the hype and interaction going on. Mostly though, this was an attempt at trying something new to alleviate my depression.

The large lack of participating interest, however, has turned that right around and only served to exacerbate me instead, and I'm sorry that continuing now is only going to send me deeper down the hole.

I won't be continuing this venture and I'm not going to make anything more here on /qst/ as, from what I've been told, this happens very frequently, and I just can't take that kind of dissapointment.

For the one that has stuck around these past couple of days, thankyou, but I'm sorry that this is ending for you...But it's pretty much been only you for the most part and that's incredibly redundant for something like this, when you can simply play the game yourself.

Goodbye anyone who's here, I hope you have a better time than I.
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>>537975
Yyyyyokay. Gud day op
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>>537975

:(
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what a pussy
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>>539282
Kek.

But he does have a point where you can just play the game.

Dat mellowdrama doe, like it's just 4chan my op.



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