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File: Tublat.png (384 KB, 1116x1556)
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Second attempt doing this thread >>1653508

This time also for one if necessary.

You are Tublat, the shaman of your village which is threatened by a foreign army and has thus decided to leave its ancestral homeland.

After meeting back up with the tribe close to their destination, the village of bluestream, you met up with the warriors of the tribe that had hitherto been lost in the forest, fleeing from the foreign army. They also confirmed your suspicions of the death of the chieftan.

You decided to commune with the spirits, and to ask them to somehow arrange a meeting with the foreigners you see in your visions to be a wolf with a thousand teeth.


threads so far:
Tublat:
http://suptg.thisisnotatrueending.com/qstarchive/1554706/
http://suptg.thisisnotatrueending.com/qstarchive/1574649/
http://suptg.thisisnotatrueending.com/qstarchive/1593056/

Charley:
http://suptg.thisisnotatrueending.com/qstarchive/1620344/
http://suptg.thisisnotatrueending.com/qstarchive/1635403/
>>
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>>1673449
You lock out the world from your mind. You shed the exhaustion of the days before and fall into the spirit world. A'un greets you in his unfathomable, strange tongue.

You ask him to extend himself to the wolf across the forest that now resides on the graves of your ancestors, and A'un manifests a ghostly raven to travel there.

As the raven sheds from A'un's immaterial form, you know you have two possibilities:

You can make yourself known to the raven, and have it lead whomever it finds to meet you where you are;

Or you could remain hidden from it, and send out a message of your intent, but not reveal your position.
>>
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>>1673459
incidentally, this is your position.
>>
Alright, I guess I'm not surprised that there's no interest, I'll come back tomorrow and try again.

Similar time, maybe a smidge earlier.
>>
>>1673639
I would've participated if I knew there was a thread. You need a Twitter man.
>>
>>1676324
fuckin, I'll bite the bullet then:

https://twitter.com/notadraw

Can't promise to always know when I'll start in advance. Today, I'll try again in six to ten hours. will tweet when I know.
>>
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alright, next attempt

This >>1673459 still needs a decision.

apart from that, here's a reminder that you're practically across river to bluestream with the tribe.

also, if it helps, I can bring up the character select screen again
>>
>>1673459
>As the raven sheds from A'un's immaterial form, you know you have two possibilities:
>>1677057
What'd be the difference between the two? Could we simply lead from the 2nd into the 1st?

>>1673639
>>1676368
>>1673285
Sorry QM, I was about to go off when you started the thread. You didn't mention the start time last thread.
>>
>>1677065
>What'd be the difference between the two? Could we simply lead from the 2nd into the 1st?

The question boils down to whether you want your location known or not. Do you want to say "Come to me" or just impart the feeling: "I desire a meeting"
>>
>>1673459
>You ask him to extend himself to the wolf across the forest that now resides on the graves of your ancestors, and A'un manifests a ghostly raven to travel there.
>>1677074
Oh. How much do we trust the raven, or A'un? If I recall he was the spirit who helped us out earlier.
>>
>>1677077
It's your ancestral spirit. He's above any suspicion. The gamble is not telling him where you are, but telling the foreigners.

as a reminder, the last input was:

>Ask the spirits to arange a meeting with the thousand handed wolf
>>
>>1677057
>Stay hidden and only state our intent.
>>
>>1677082
Ah. That makes sense.

>>1673459
>Or you could remain hidden from it, and send out a message of your intent, but not reveal your position.
Stick to the safe side for now, that's the spirit of those foreigners who invaded our lands to my memory.
>>
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>>1677092
>>1677086
so you leave the raven to tell of your intention, but not your location...
>>
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>>1677086
and you march the tribe to bluestream.

A solitary guard awaits you at the gate.

"Are you those that were heard in the forest the last days?" he shouts.

"For a raiding party, you have too many women and children with you. Do you come to trade your cattle? To sell your wives?"
>>
>>1677127
Tell them of our fate, and ask to speak with their chief to warn of a coming threat.
>>
>>1677127
Is this a prompt?
>>
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>>1677136
you tell the man your fate and ask him to bring his master. Seeing as you aren't a small procession, and as what you have told him is grave indeed, he agrees, and soon Nefidi, chieftan of bluestream stands atop the gate.

"Ah, The tribe of the hillsend!" he exclaims, calling you by your bluestream name.

You explain that an army of foreigners has entered your lands, likely taken over Valestone, and displaced you from your tribe.

"How it pains me to see you in such wretched a condition." the portly man tells you.

"Truly, this is a dark time! If only there was anything we could do to help you. Of course," he adds,
"It is the duty of each tribe to look after their own."

>>1677137
everything's a prompt.
>>
>>1677153
Yep, and of course any working hands to fortify the village wouldn't be amiss, right?
>>
>>1677153
First thing we'd like to do is have them do what they can to warn the rest of the tribes.
It should be known that even at full strength with the combined might of all our surviving tribes pre-invasion, we likely wouldn't have had the strength to match their army. Our vision mentioned 1000 teeth, but we estimated their numbers to be around 100+ warriors at the moment.
If there could be some evacuation transportation should the invaders be too strong to defend against, that'd be great.
We'd like to talk to their shaman if they have one to share our visions.

>everything's a prompt.
Oh. It'd help if you indicated that.
>>
Rolled 6 (1d20)

>>1677165
>>1677166
roll your smart (+40) with another +30 for your arguments against his smart (+20) to see if you get through to him.
>>
>>1677153
>>1677166
They also took some of our tribesmen prisoner, and have their own shaman.
>>
Rolled 57 (1d100)

>>1677171
wrong dice
>>
Rolled 15 (1d20)

>>1677171
>Rolled 6 (1d20)
Alright. I guess a 1d20 it is.
>>
Rolled 75, 19 = 94 (2d100)

>>1677171
>>
Rolled 78, 70 = 148 (2d100)

>>1677171
>>1677173
>>1677174
>>1677175
2d100, right? You should mention that in one of your first posts if that's the case.
>>
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>>1677175
>>1677177
"Extra hands wouldn't be amiss, right?" you say. "They are more than all the local tribes combined. You cannot do this alone."

You lay out the seriousness of the situation to him, and the chieftain yields. The small gate is opened, and your tribe let inside.

Fortunately the food stocks are brimming full, the chieftain says. "But our wealth lies in trade. Not in weapons." he adds. "We have many able bodied men, but they are not warriors or hunters, they are fishermen and craftsmen.
We can send some of them to Valebreak and Cppertown to warn them - but one is likely destroyed, and between us and the other lies an army.
And our fortification was always the river. Our walls are but wood."

You ask to speak to the shaman of the village to discuss your vision, but the chieftain shakes his head:

"Uvine has fallen ill with a strange disease. We know not how to help him. We fear that he may leave us any day."
>>
I'll be gone for a bit, but tell me what you wanna do, I'll be back in half an hour to an hour.
>>
>>1677200
Let's see this Uvine. Maybe we could help him.
>>
>>1677200
>"Uvine has fallen ill with a strange disease. We know not how to help him. We fear that he may leave us any day."
>>1677207
We'll help him. Time for a spirit/herbalism journey!

>>1677166
>Oh. It'd help if you indicated that.
By that I mean something like a greentext indicator like ">Write-in" or statement where they're waiting for our response.


>>1677205
Got it.
>>
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>>1677207
>>1677210
You go into Urvine's hut and find him unconscious but babbling, words that you do not understand.

He is hot to the touch and shivering, and unresponsive to your words.

You examine him and give him simple herbs, but your current supply seems to put not a dent in his condition. You conclude that you will need something beyond the small remedies you carry with you.

His mask looks on menacingly.

>what do you want to do?
>>
>>1677299
He's probably possessed by a spirit of illness. We need to go into the spirit world and banish it.
>>
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Rolled 98 (1d100)

>>1677313
So you smoke up the last ration of spirit weed you have left, and you share the smoke with the sick man, and both of you fall, fall into darkness..


For which I would like you to

>roll 2d100, first decides whose roll I take, second value.

yours +40 against my +40.


And that'll be it for today, I'll reveal results when I continue over the next days, announced here: https://twitter.com/notadraw. Who thought drawing for strangers had so much admin.
>>
Rolled 3, 98 = 101 (2d100)

>>1677333
Welp, Univi is as good as dead.
>>
>>1677336
OR IS HE
>>
>>1677336
Okay, NOBODY ROLL!
This is as good a result as we can possibly expect.
>>
>>1677333
>>1677336
These are some impressive rolls.

>>1677339
https://twitter.com/notadraw/status/887244624879919104
QM stated next session will be an hour from now.
>>
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>>1677336
The darkness envelops you for quite a while, before you emerge into something akin to twilight.

There is fog all around you. Nothing is here of the spark of moon and stars that dominates the spirit world, and you are gripped by a sense of standing out, like an exposed intruder in a strange house.

Univi hangs there, in the nothing, eternally far away from you, and just out of reach. He seems no more lucid here than he did on the other side of eternity.

Something creeps in the mists.

Something eats.

This world smells sweetly rotten. Like death.
>what do you want to do?
>>
>>1680031
>Find or summon some friendly spirit as backup.
>>
Rolled 29 (1d100)

>>1680036
right on. roll your smart which is a +40

The darkness surrounding you has a +??

>roll 2d100, first decides whose roll I take, second value.
>>
Rolled 100, 59 = 159 (2d100)

>>1680046
Hear me, dice spirits!
>>
>>1680066
Wrong dice, dice spirits...
>>
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>>1680066
you try to penetrate the nothingness you've fallen into, but there is nothing for an eternity all around you.

you extend your spirit in all directions in search of something, and finally, you hit the smallest spec of a benign spirit. You can do little to the faint presence, but anchor yourself onto it, as a kind of failsafe if the nothing threatens to swallow you.

>you've got a +30 bonus ONCE usable on any roll involving resistance against the darkness.

In your search for the spirit you must have brushed up against It That Eats, for something stops its feasting and turns.

>what do you do
>>
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Something slowly turns, and you stand frozen in horror as it reveals its rotten visage.

Without moving an inch, something stands now right before you, a corpse in its hand and vermin spilling from its skeletal mouth as something talks:

Y O U

A single eye in an exposed socket eyes you curiously.

L I V E
>>
>>1680076
>>1680113
Huh. I wasn't expecting that.
Uh. Slowly back away, think up some defensive options, ask it if it's a guardian spirit of sorts?
Are evil or tainted spirits a thing?
>>
>>1680113
Ask it how it is related to Univi
>>
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>>1680124
>>1680133
you push yourself away from it in the weightless nether, and even though you seem to move with some speed, the rotting skull stays intimately close to your face as you ask, frantically:

"What are you, some kind of guardian spirit? Why are you here, with Uvine, what business have you with him? What is Uvine to you?"

S O N

the creature answers.

O F S O N

it adds

O F S O N

it repeats

O F S O N
O F S O N
O F S O N

he continues for eternity

O F M E


Another slew of vermin exits its skeletal maw.
>>
>>1680124
>Are evil or tainted spirits a thing?
Care to find out?
>>
>>1680138
So he's apparently related to him by many generations removed. Some sort of sickly ancestral spirit?
Ask the ancestral spirit what its name is, and if the corpse it was holding was attacking the spirit.
Er, we got to think up some purification methods if it's a sick spirit.

>>1680140
I don't know if I want to go this deep, QM.
>>
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>>1680148
"What... What is your name?" You cry out silently through the void. "Is that in your hand what is holding you back?"

The spirit pauses, almost confused.

T H A ' O O R

it says very, very slowly. Then a set of runes that somehow feel... familiar to you, flash up upon it's face.

B L I G H T B R I N G E R

it then proclaims, pointing to itself.

then, gesturing towards the half eaten body.

S A C R I F I C E
>>
>>1680168
Can we sacrifice the wolf people to him instead?
>>
>>1680171
sure, you can try that, but keep in mind that he seems to be already quite supplied with sacrifice in his hand.
>>
>>1680175

Could we strike a covenant with this spirit for power?
>>
>>1680168
>it says very, very slowly. Then a set of runes that somehow feel... familiar to you, flash up upon it's face.
So is this a part of the spirit originally or was it etched on it?
>>1680031
>Univi hangs there, in the nothing, eternally far away from you, and just out of reach.
Why is Univi hanging there, does Tha'oor intend on doing something with it? May we interact with him?

>>1680171
Who are those? The invaders?
>>1680175
Oh good. So we're safe for a while.
>>
>>1680179
>So is this a part of the spirit originally or was it etched on it?

they appeared like a quick flash of light and faded away. You are sure you have seen them before.

>>1680178
Presumably. are you telling me you want to ask it for one?
>>
>>1680183

> Presumably. are you telling me you want to ask it for one?

Yes. That is what I am going to put my vote behind...

What could possibly go wrong?
>>
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>>1680179
"Why is Uvine hanging as he does? Do you intend to do something with him" you ask.

U V I N E I N S U L T M E N
M E N C A L L B L I G H T B R I N G E R

"May I interact with him?"

the thing laughs as maggots escape from its mouth.

>>1680183

"Are you then willing to enter into a bond, spirit?" you ask tentatively, hoping that the void is indeed so impenetrable as to have none of your ancestor's spirits hear you.

B L I G H T B R I N G E R S E R V E S T H O S E T H A T F E E D B L I G H T B R I N G E R
>>
>>1680199
>>1680188
>>
>>1680199
Let's capture some of the invaders to sacrifice them to Blightbringer and ask him to blight the rest of the invaders.
>>
>>1680204
is that a command to pull out of the dream?
>>
>>1680205
No, it's just a proposal for the future.
For now, let's ask the spirit what would it take for him to leave Univi alone
>>
>>1680199
Also, ask him what men called him (what they looked like, where they were from).
>>
>>1680199
>U V I N E I N S U L T M E N
Who are these men who called on Tha'oor? Are they still around?
>>1680206
Support.

Hypothetically speaking, if we had to fight Tha'oor, how difficult would it be?
>>
>>1680206

I support this course of action...
>>
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>>1680206
"what would it take, spirit, to leave Uvine alone?"

B L I G H T B R I N G E R . S E R V E S . T H O S E . T H A T . F E E D . B L I G H T B R I N G E R

is the only response.

>>1680208
>>1680210
"Who are those that feed you?" you ask. "Who called you? Are they still around?"

The spirit holds up his hand and the runes appear again, bright in the darkness of this void.

T H I S . I S . M Y . N A M E . I N . T H E I R . R U N E S

then he changes it to another set of runes.

T H I S . I S . T H E I R . N A M E

as you see it flash the runes the tribe of the Dregrs have for themselves, you remember where you have seen Blightbringers name before: In the Dregr runestone in the forest (in thread 2 I believe)
Those who called on him must be of the Dregr, a nomadic tribe of the region that are known to be viscious fighters, poison brewers, cattle thieves and worshippers of strange gods. The last time your tribe had contact with them they were where this map puts them >>1673494
>>1680210
>Hypothetically speaking, if we had to fight Tha'oor, how difficult would it be?

Depends on a lot of factors, and your preperation. The most important factor here is that you are in some strange void, where you have gotten yourself one charge of a friendly spirit, but otherwise are completely severed from both the mortal and spirit world. So in the current circumstances: very difficult, but barely doable with a lot of luck.
>>
>>1680229

Ask how to feed the BlightBringer. Specifically: How to contact it and perform sacrifices in its name...
>>
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Rolled 37 (1d100)

>>1680236
K N O W . M Y . N A M E
K N O W . M Y . W O R D S
C L E A N S . T H E . S I T E
B R I N G . S A C R I F I C E

being in this void is beginning to weigh on your mind.

Roll +strong (20) against the voids +??
>>
Rolled 72 (1d100)

>>1680246
We should probably get out of here pretty soon.
>>
Rolled 96 (1d100)

>>1680254

...
>>
>>1680246
>>1680254
>>1680257
>>1677333
>>roll 2d100, first decides whose roll I take, second value.
It's a 2d100, lads.
>>
>>1680254
>>1680257
both of you roll another 1d100, if you take too long, I will just go with the first.
>>
Rolled 64, 49 = 113 (2d100)

>>1680246
>>1680259
>>1680262
>>
>>1680262
(because I have to go soon, not because I'm mean)

>>1680263
I'll take these, because of time pressure. Final decision.
>>
>>1680246
>Roll +strong (20) against the voids +??
>>1680263
>Rolled 64, 49 = 113 (2d100)
Hm. Could be better.

>>1680076
>>you've got a +30 bonus ONCE usable on any roll involving resistance against the darkness.
>>1680229
>where you have gotten yourself one charge of a friendly spirit,
Do we have to state we're using it with the roll, or can we use it afterwards?
>>
Rolled 66 (1d100)

>>1680262

Sorry...
>>
>>1680268
you have to say it before I post the result.

>>1680269
no problem, but I will be using >>1680263 this because I said final decision and have to uphold some sort of consistency and have to go soon
>>
>>1680254
The darkness pulls away on you, and you feel that you are losing grip on your surroundings.

And so does the spirit.

I . T I R E

it spits, as its ghostly antlers begin flaring up and it moves ever closer to you, its mouth agape, vermin ever fleeing from it.

>what do you want to do

I will be stopping here. I don't know if I can do another one tomorrow, though I would like to. keep up to date here:

https://twitter.com/notadraw
>>
>>1680288
Escape the spirit world NOW!
>>
>>1680288
>>1680290
Support. Cheese it!
>>
>>1680290
>>1680292
Yup, time to gtfo.
>>
Rolled 52 (1d100)

>>1680290
>>1680292
oaky, I don't know when I'll come back, but you can already roll against the darkness then. On your smart, for now. (+40) against its +?? (doin't forget, 2d100)

if you want to use your bonus from the spirit connection, tell me.
>>
Rolled 42, 98 = 140 (2d100)

>>1680306
Use the bonus
>>
>>1680306
>if you want to use your bonus from the spirit connection, tell me.
If we don't use it now, can we keep it for later?
>>1680309
Nice job! Guess we don't need the bonus for this one.

>>1680272
>you have to say it before I post the result.
So as long as you haven't made the next update, we're fine making it after the rolls.
>>
>>1680313
>So as long as you haven't made the next update, we're fine making it after the rolls.
yes.

>If we don't use it now, can we keep it for later?
you might get blocked from it again, but barring that, yes. Keep in mind, it has a very narrow use as an anchor against the darkness.
>>
just checking if this thread still bumps
>>
>>1682519
according to twitter new gayme today
between 2-4pm Eurotime
>>
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>>1680306
you awake exhausted and panting at Uvine's bedside.
He is still unconscious, but he seems somehow calmer than before.

A stinging pain draws your attention to your arm, where you find a deep cut that's crusted over with dried blood.

Before you, the runes from the dream are painted with blood onto the ground.

Silence surrounds you.

>what do you want to do?
>>
>>1682562
I heal my arm
>>
>>1682562
First, medical attention on ourselves. Then write down the runes we just wrote somewhere more permanent or portable than bloody rune etchings on the ground. After that inform Nefidi of our intel and request more supplies.
>>1677165
Note to ourselves, get more spirit protection before dealing with illness spirits.
>>
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>>1682564
>>1682565
You bandage your arm, and though it 's painful, the herbs you use in your salves will ward off those intruding spirits that sometimes enter through wounds, especially dirty ones.

You etch down the runes on your scepter to keep them closeby, and you go to Nefidi (cont)
>>
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>>1682565
>>1682577
...who is making his last rounds through bluestream, as night is falling.

You explain to him that you couldn't heal Uvine, but that you know that he has been infested by a spirit, and that his ancestor's spirit - and with it that of the tribe - has been tainted.

When you mention the name of who sent this malicious spirit - that of the Dregr - his look darkens even more.

"Thiefs and heathens." he says. "Their customs are cruel and strange. They have again stolen cattle from us some weeks ago, and Uvine must have tried to reclaim it. This would be their thanks. They think their theft is right and just. But to go this far..."

When you ask for more supplies he asks in turn:
"What can I give you? You have shelter, you eat our food, behind our walls. Our coffers are stocked, but they dwindle with the added load of your men. What more could you want?"
>>
>>1682577
>>1682579
to be clear:
>what do you want to answer/do?
>>
>>1682582
>>1682579
Shaman supplies.
>>1677333
We already used up the last of our spirit weed and we're going to need more if we want to contact the spirits that infested Uvine. If they have anything else that'd be great.

On the Dregr, who are they? Where do they live?
This might be crossing dark shaman territory, but once we release Uvine from the spirit, we could turn the same tactics the Dregr used on us against them and the Wolf invaders.

On the note of our people, what are they doing now? What needs to be done?
>>
>>1682588
>Shaman supplies.
the knowledge of those is an arcane and well kept secret. you can nick whatever you can find in Uvine's hut, otherwise either you or your apprentice will have to go out looking for herbs, you won't find that in the general stockpiles.

>On the Dregr, who are they? Where do they live?

They're nomadic, their last known whereabouts of a local group are noted here >>1673494

They are a nomadic people of which groups wander the land and cross your neck of the woods periodically, tending to the rune stones they have set up on places of power (which are handy indicators even for your kind, to find such places). They only know one profession, which is a mixture of warrior and priest, which both men and women have to fulfill. Their strange gods permit them to steal cattle, and, so rumour says, even children, for their rituals and they do not respect property but that of their gods, which seem to forbid them nothing.
They don't know chieftains or shamans, which is why their groups never grow very large.
>>
missed the last question:
>>1682588
>On the note of our people, what are they doing now? What needs to be done?
they're probably currently getting to bed. The plan was to strengthen the meager defenses of bluestream and to tomorrow send out people to Valebreak and Coppertown, the danger be damned. Otherwise, there is only ucnertainty
>>
>>1682592
The Dregr sound like a bunch of dicks, but we would need their services to defend against the invaders.

>>1682588
>On the note of our people, what are they doing now? What needs to be done?
Let's go inform the chieftain's daughter of our intel and discuss plans. If they aren't doing anything now they'll need to do so soon if we want to stand a chance.
>>
>>1682599
>they're probably currently getting to bed. The plan was to strengthen the meager defenses of bluestream and to tomorrow send out people to Valebreak and Coppertown, the danger be damned. Otherwise, there is only ucnertainty
Oh. This is a decent base plan.
>>1682600
She should still be kept in the loop though.
>>
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>>1682600
>>1682603
you make your way to the hut that has been emptied for the chieftan's daughter to sleep in, and find her still awake. She seems still to be in grim mourning, and her face remains as stone as you tell her of what you have found.

She says she will send runners to Valebreak and Coppertown, but no men, as they will be too important for the defense. They will be reinforcing the wooden walls of bluestream and try to gather as much food as possible.

"Even so." she says, "I cannot stand the wait. We are lambs awaiting slaughter."

And in response to your meeting with blightbringer she says: "You are the shaman and I defer to you in all things spiritual. But see that we do not lose our souls as we try to save our lives."
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>>1677200
>"We have many able bodied men, but they are not warriors or hunters, they are fishermen and craftsmen.
Either we should start training any willing recruits to be warriors, or we should make use of their skills in other ways.
Our best bet of driving off the invaders lies in the river and their supply chain. If we were to set up traps around the river and funnels, we could negate much of their military advantages. If we possibly block off the river so it could flood their army once we unblock it, then it might be possible to defeat them in one fell swoop with our current forces.
Alternatively, we could send some raiders to raid their stocks or destroy it so they'd either be forced to rush an attack under terrible conditions, or retreat before they starve to death or otherwise lose everything.
We could also divert some extra manpower to help us gather any more shamanic supplies should we be lacking in any to pull some magic shit like the Blightbringer.

What forms of transportation do we have? Ships and horses?

We should go to Uvine's hut and take stock of his supplies once we finish.
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>>1682636
those are all excellent, but largely mutually exclusive options you are bringing up there.

>What forms of transportation do we have? Ships and horses?
humans, goats I guess, and canoe-sized boats. No horses, no big vessels. You do have the wheel though.

>We should go to Uvine's hut and take stock of his supplies once we finish.

You do that, and find a moderate amount of healing herbs, some spirit-talk greens and an assortment of uppers and downers. of note is that you find a plant that can be ground down and boiled up to a large amount of sedative tea.

It is now night. You have had some sleep today, but you could very well retire for the day if you want.

>what do you want to do?
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>>1682655
>and an assortment of uppers and downers.
For shamanic work, how do we use this? Does this give us bonuses while we're in the spirit world?

>>1682562
>you awake exhausted and panting at Uvine's bedside.
Did Uvine have an apprentice? What's our apprentice doing now? Can they join us in the spirit world?
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>>1682667
>For shamanic work, how do we use this? Does this give us bonuses while we're in the spirit world?
they're more to alter the minds of the people around you. They're just stimulants and sedatives.

>Did Uvine have an apprentice?
It appears he didn't.

>What's our apprentice doing now? Can they join us in the spirit world?

He is resting and waiting for your orders, and you can make a joint spirit journey, yes.
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alright, I think I'm going to stop here for now.

This thread's done for now, I'll be archiving it and next thread will start with character choice again.

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