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Pick race and location
>>
>>6164458
>Troll
>>Tundra
>>
>>6164458
Dwarf
Tundra
>>
>>6164505
support
>>
>>6164505
>>6164574
>>6164691


Alright, we are tundra trolls.

There are three stages of life of the troll.

The troll whelp, who is stronger than a man and dumber than a baby.

The adult troll, who after a century of doing dumb shit matures.

The Ancient Troll, huge monstrosities that hate everything and go on rampages if they are not fed. Most of them are female.


Who is our leader?

> Mama, an ancient troll. She birthes the trolls and they bring her food!
> Zero, the smart troll. By herding mammoths, you learned the concept of zero one day and you know how to count to any arbitrarily large number!
> Pyro, the shaman. You can use fire magic, commanding the fear and respect of your fellow trolls.
> Kas, the half-frost giant. Though just a young adult, you are already huge, and sometimes you can use the frost breath that freezes things instantly from your giant heritage.
>>
>>6164741
>> Pyro, the shaman. You can use fire magic, commanding the fear and respect of your fellow trolls.
Merry Christmas!
>>
>>6164741
>>6164741
>> Mama, an ancient troll. She birthes the trolls and they bring her food!
Trolls go for matriarchy.
>>
Rolled 1 (1d2)

>>6165131 1
>>6165227 2
>>
>>6165131
>>6165227
>>6165247


You are tundra trolls, rugged creatures adapted to the icy wilderness of the north, where you thrive despite the harsh conditions. Life has been simple but challenging—hunting caribou, fishing in frozen rivers, and fending off occasional adventurers. However, the lands around you are full of intrigue and opportunity, each direction promising a chance to shape your future. To the north stands the imposing tower of a reclusive wizard, its jagged spire reaching into the sky. Rumors tell of ancient artifacts and immense power hidden within, but also of cursed guardians that defend the wizard’s domain. To the south lies a bustling elvish port city, its sleek ships laden with fine silks, spices, and treasures. The elves see you as brutish savages, but their wealth and warmth could make for an enticing prize. To the east, a human settlement has sprung up, crafting fancy ships with colorful sails and wielding advanced tools and shiny weapons. These humans could be a source of valuable resources, either through trade or conquest. To the west, a strange community led by a coven of hags thrives near the water, mixing magicians with underwater creatures like merfolk and tritons. They deal in bizarre magical items and deep-sea curiosities, but their deals often come with a price too high to bear.

With these opportunities in mind, you consider your next move:

> Raid the wizard’s tower to claim its magical artifacts and prove your strength against its supposed guardians.
> Launch an assault on the elvish port city to plunder their treasures and warm your cold halls with their riches.
> Attack the human settlement to take their advanced tools and weapons, strengthening your tribe's power.
> Trade with the humans in hopes of acquiring resources peacefully while scouting for potential weaknesses.
> Approach the hag-led community and strike a deal for magic or power, knowing their bargains often come with risks.
> Fortify your territory to prepare for any threats from your neighbors while sending scouts to gather more intelligence.
> Write in
>>
>>6165249
>> Approach the hag-led community and strike a deal for magic or power, knowing their bargains often come with risks.
>>
>>6165249
>> Approach the hag-led community and strike a deal for magic or power, knowing their bargains often come with risks.
>>
>>6164458
Dear OP, Your Gnome is Lem, iconic Pathfinder HALFLING. (Also, your Dwarf is Self-Forged – an Artificer whose goal is to become a Warforged, but at least he's still a Dwarf. Yet.)
>>
>>6165520
>lowercase sage
Doesn't even go full lowercase, sad.
>>
>>6165367
>>6165493

As you march toward the eerie coastline where the hags are said to dwell, you spot an unusual figure ahead. A little human girl, perhaps no older than seven, stands on the rocky path, draped in furs the color of fresh blood. She watches you with an unsettling calmness, her pale face almost ghostly against the deep red.

"You’re a long way from home," she says in a sing-song voice, tilting her head. "What’s a band of trolls doing out here, hmm?"

You glance at your companions, their unease mirroring your own, but you step forward and respond. "We come in peace," you say carefully. "We seek power and magic from the hags. That’s all."

The girl smirks, her sharp teeth glinting in the weak light. "Oh, the hags? I live with them, you know. They adopted me. Said I was... special." She twirls a lock of her hair and studies you intently. "If you march into their town with all your trolls, they won’t take it kindly. You’ll be attacked before you can say ‘deal.’ But I can help."

Your brow furrows. "How?"

She shrugs. "Tell me what you want. If it’s something interesting, I can arrange a meeting. One of the hags will come to you outside the settlement. Safer that way, don’t you think? But I need to know: what is it you’re after? A magic item? A powerful enchantment? Maybe a magical creature? Or..." she leans closer, her eyes glittering with mischief, "you could try something really stupid, like snatching me up and running. Though I wouldn’t recommend it."

> Ask fro a magic item
> Ask for a powerful enchantment
> Ask for a magical creature
> Kidnap the little girl and run away
> Write in
>>
>>6165725
>> Write in
fortune telling - let the hags look into the near future and tell what might happen to the trolls.
>>
>>6165800
Support
>>
>>6165800
>>6165814


I see

I see the thread 404 after 40 replies

jk I'll write the update
>>
>>6165800
>>6165814

You glance at the little girl, intrigued by the possibility she offers. "Can the hags do fortune telling?" you ask, hoping she might understand the significance of your request.

The girl's eyes gleam with a knowing, almost mischievous spark as she grins wider. "Fortune telling?" She chuckles softly. "Of course they can. They can see things... things that haven’t happened yet. Or that shouldn’t happen." Her voice lowers as if she's speaking of forbidden knowledge, then she straightens up, turning her head to the distance.

"I’ll find one of them for you," she says, her tone now casual, as though this is no big deal. "Just wait by that cave over there." She points to a nearby hollow in the rocks, its entrance shadowed by overhanging trees, the air around it thick with the scent of brine and earth. "Tell them I sent you. One of the hags will meet you there. Just don’t get caught snooping around. They don’t like that."

With a final glance over her shoulder, the little girl turns and skips off.

You and your group exchange looks, unsure whether to trust the child, but with no better option, you make your way toward the cave. The shadows grow long as you approach the entrance, the sense of foreboding deepening with every step. The hags are near, and soon, you’ll know whether fortune favors you or curses you.

As you settle into the shadowy mouth of the cave, the air thick with the smell of damp earth and the distant crash of waves, you feel a strange tension in the air. The stillness is broken by the rustle of leaves and the creak of branches. You hold your breath, waiting, and then, through the shadows, a figure emerges.

The hag steps into view, her skin pale and slick like the surface of the ocean, dark eyes gleaming with an unsettling glow.

"You’ve come," she croons, her voice smooth as silk, yet carrying an edge that makes your spine shiver. "The child sent you. Curious. She’s clever, that one."

Her gaze sweeps over you and your party, lingering on each of you with an unnerving intensity. "You seek a fortune, I assume. A glimpse into the future, perhaps? Or answers to questions best left unknown?"

After a moment, the atmosphere settles, and the hag's eyes gleam with satisfaction. "I have seen it," she says with a grin that doesn’t quite reach her eyes. "A good omen for you. A chance for greatness, if you are wise in your dealings. But remember, even the best omens come at a price."

She steps closer, her lips curling into a smile as sharp as a dagger. "The price for my gift is simple. You must give me something of value. A toll, as it were, for the favor I’ve granted. I will take... ten of your finest trolls as payment. Their lives to serve my whims, their essence to fuel the magic I have shared."

> Give her trolls
> Kill the hag
> Ignore her offer
> Write in
>>
>>6165817
>> Write in
-Ten trolls....too many Trolls, you can get two strong trolls or two smart trolls to serve you. What do you think about such an offer?
>>
>>6165817
>> Give her trolls
>>
Rolled 2 (1d2)

>>6166011
>>6166286

1 - she accepts 2 trolls
2 - you give her 10 trolls
>>
>>6166011
>>6166286
>>6166351


The mouth of the cave looms before you, its shadows deep and alive, shifting as if breathing. The air is thick, damp, and carries a faint metallic tang that clings to your tongue. Stepping cautiously inside, you feel the oppressive silence give way to an unsettling noise—a chuckle, low and guttural, rising in pitch until it becomes words.

From the darkness emerges the hag. Her form is hunched yet commanding, her skin slick and pale like wet stone, glinting faintly in the dim light. Her black eyes glisten like bottomless pools, and her hair twists and writhes like strands of living seaweed, moving to some unseen current. She’s draped in a patchwork cloak of kelp and silk, adorned with glinting trophies—a tooth here, a gleaming scale there—that click faintly as she moves.

"You come seeking the future," she croons, her voice a strange blend of malice and melody. "To know what lies ahead, yes? Trolls rarely think beyond their next meal or battle. But you... you are different. Bold enough to find me. Foolish enough to risk my price."

She smiles, sharp teeth gleaming, and gestures for you to approach. "Very well. Let us see what the tides of fate have in store for you."

Producing a polished black bowl, she pours water from a flask that shimmers like liquid moonlight. Her chant begins, guttural and alien, reverberating through the cave as the water swirls. Images form on its surface: great feasts, towering structures, trolls marching under a blood-red sky, and battles fought beneath distant stars. The visions pulse and shift before fading into stillness.

The hag’s laughter echoes, sharp and wild. "Your fate is great indeed, trolls," she declares, her voice triumphant. "For you can spot a good opportunity when you see one! Go with my good omens!"

Her expression darkens, and she leans forward. "But my gifts are not free. My price is ten of your kind, strong and loyal, to serve me as thralls. Do you pay, or leave with nothing but regret?"

Reluctantly, you agree. Ten of your trolls are chosen, their faces a mixture of confusion and grim acceptance. They are led away by the hag, who regards you with a satisfied smile. "Wise choice," she purrs. "Go now, and let the omens guide you."
>>
>>6166356
On your return to camp, the weight of your decision is tempered by the hag’s fortune. But your arrival is interrupted by a group of bedraggled goblins stumbling into your settlement. Their green skin is scratched and bruised, their ragged clothing stained with mud. Falling to their knees, they plead for sanctuary.

"Please!" their leader croaks, clutching a crude spear. "We fled the humans to the east—they’ve begun raiding our lands! Let us stay, and we will serve you as loyal allies!"

Their plea divides your remaining trolls. Some argue that the goblins could strengthen your numbers and be useful allies. Others claim they are cowards and would only drain your resources.

> Accept the goblins as allies: Shelter them and integrate them into your plans.
> Drive the goblins away: Refuse their plea and send them back into the wilderness.
> Encouraged by the good omen, raid one of your neighbors: Strike first and assert dominance. (Which neighbor?)
> Pursue peaceful relations with one of your neighbors: Begin diplomatic efforts to strengthen your position.
> Build something in your settlement: Use the good omen as inspiration to construct something significant. (What do you build?)
> Write in
>>
>>6166357
>> Accept the goblins as allies: Shelter them and integrate them into your plans.
>>
>>6166357
>> Accept the goblins as allies: Shelter them and integrate them into your plans.
>>
>>6166398
>>6166526


As the goblins kneel before you, their ragged forms trembling with desperation, you feel the weight of their plea. Their leader, a wiry creature with a crooked spear and a hopeful gleam in his yellow eyes, promises loyalty and service in exchange for sanctuary. The trolls murmur among themselves, divided, but you silence them with a wave of your hand. These goblins may be broken now, but their cunning and numbers could be an asset to your dwindling tribe. You declare that they will be accepted, their lives spared under the banner of your tribe.

The goblins erupt into cheers, their leader groveling at your feet in thanks. They settle into your camp with an eagerness that, at first, seems like gratitude. But soon, their true nature becomes clear.

Within days, the scent of smoke fills the air. Fires blaze where there should be none—bonfires springing to life in the middle of the night, cooking pits left to rage out of control, even crude flaming effigies erected without explanation. The goblins cackle with glee as they stoke the flames, their wild antics leaving scorch marks across the camp. No corner is spared from their fiery mischief.

At first, the trolls grumble but endure, their massive forms lumbering about to repair the damage. But the goblins grow bolder. They begin climbing onto the trolls’ backs, barking orders and clinging to their thick hides like parasites. The trolls, unnerved by the goblins' manic energy and unpredictable pyrotechnics, soon relent. Before long, the goblins are being carried everywhere, their gleeful cackles filling the camp as the trolls do all the heavy lifting, feed them, and even protect them from harm.

What began as an alliance now feels like an invasion. The trolls, once proud and fearsome, have become beasts of burden, subservient to their smaller, wilier companions. Your camp is a chaotic swirl of flames, laughter, and simmering resentment. The trolls’ frustration grows, and you can feel the tension rising.

> This is fine: Accept the chaos as the new normal, embracing the goblins' fiery ways.
> Stage a rebellion against the goblins: Rally the trolls to overthrow their diminutive overlords and reclaim their dignity.
> Seek help from the hags: Return to the hags to request their intervention or a solution to deal with the goblins.
> Write in
>>
>>6166539
>> This is fine: Accept the chaos as the new normal, embracing the goblins' fiery ways.
- We must respect the goblins and their traditions. Besides, they enrich us culturally. Not to mention that we need builders, shamans and other professions. Remember the hags prophecy, this may be related to it.
Said the troll mother.
>>
>>6166700

The goblin leader, Bugaloo, is a wiry and excitable figure with an unsettling grin that seems permanently etched onto his green face. His oversized goggles, cracked and smudged, glint in the firelight as he gestures wildly, pacing back and forth atop a makeshift platform of crates and troll bones. In one hand, he clutches a bubbling flask of noxious green liquid.

"My dear trolls!" he declares, his raspy voice carrying an air of theatricality. "It’s time to elevate our glorious tribe to even greater heights! Quite literally!" He lets out a sharp cackle, sloshing the flask dangerously close to the edge of his platform. "You see, we goblins are visionaries! Imagine this—your mighty shoulders, our brilliant minds, and boom! Explosive fire potions raining down on our enemies like the wrath of a thousand fiery gods! Glorious, no?"

He hops down with a thud, skittering around the camp as he continues. "But we can’t do it alone. Oh no, no, no. We need ingredients—rare ones! Sulfur, bat guano, perhaps a little troll earwax, and some other odds and ends. The world out there is ripe for harvesting!"

Bugaloo doesn’t pause for breath, his feverish energy driving him forward. "And another thing! We need bows. Yes, bows! Tiny ones for us goblins, so we can pepper our foes with arrows from the safety of your broad, magnificent backs! To make them, we’ll need a sawmill. Strong wood, finely crafted—think of it as the backbone of our arsenal!"

Before anyone can react to Bugaloo’s barrage of ideas, a commotion breaks out near the edge of the settlement. Pushing through the crowd, you see it—a baby white dragon, its shimmering scales catching the light, its icy blue eyes wide with curiosity and a hint of mischief. The creature seems unafraid, as if it wandered into your camp purely out of youthful ignorance.

The goblins are instantly ablaze with excitement, none more so than Bugaloo. "A dragon! A baby dragon!" he cries, his eyes practically glowing with glee. "Do you know what this means? If we kill it and eat its heart, we’ll absorb its strength! Imagine the power, the ferocity, the—" He cuts himself off with a manic laugh, hopping from foot to foot.

> Kill the baby white dragon and eat its heart: Seize this rare opportunity to claim the creature’s strength, as Bugaloo suggests.
> Leave the baby dragon alone: Let the creature go, avoiding the wrath of a vengeful mother.
> Look for the dragon’s mother: Seek out the larger threat and perhaps broker an alliance—or prepare for battle.

> Start looking for ingredients for explosive fire potions: Follow Bugaloo’s vision and begin gathering what’s needed for his fiery creations.
> Build a sawmill to make bows for the goblins: Invest in infrastructure to arm your goblins and strengthen your tribe.
> Stop with this nonsense and beat the goblins into submission: Put an end to Bugaloo’s schemes and reassert control over the camp.
> Write in
>>
>>6166735
> Kill the baby white dragon and eat its heart: Seize this rare opportunity to claim the creature’s strength, as Bugaloo suggests.
>>Only the leader, us, eats it though.
>>
>>6166743


The baby white dragon stares at you with wide, icy blue eyes, its shimmering scales reflecting the dim light of your settlement. It hisses faintly, more out of instinct than threat, its small wings fluttering as if it senses the danger closing in.

You waste no time. Gripping a tree-sized club in your massive hands, you raise it high above your head. The trolls and goblins surrounding you fall silent, watching in awe and fear. With a roar that shakes the very earth, you bring the club down with all your might. The impact sends a shockwave through the ground, and the baby dragon cries out once before collapsing in a heap.

You don’t stop. Again and again, the club descends until the creature stops moving entirely. Blood pools beneath its battered form, the silvery liquid gleaming unnaturally. Tossing the club aside, you stride forward, your breath ragged, your heart pounding in your chest.

Dropping to your knees beside the dragon’s lifeless body, you tear at its chest with your bare hands. The flesh gives way under your immense strength, and with a sickening rip, you reveal its still-pulsing heart. It glows faintly, its icy veins shimmering with the power of the creature it once sustained.

Without hesitation, you raise the heart to your mouth and bite into it. The taste is metallic and bitterly cold, as if you were devouring the essence of winter itself. The goblins cheer and howl, their voices shrill, while the trolls watch in stunned silence. You devour the entire heart, swallowing the last of it with a guttural growl.

For a moment, nothing happens. Then, a surge of power erupts within you, like an avalanche coursing through your veins. Your muscles seize, your vision blurs, and you collapse to the ground. Writhing and convulsing, your body is overtaken by a violent seizure, your mind caught in a storm of primal, icy rage.

When you finally come to, you find yourself lying in the dirt, surrounded by an eerie silence. The trolls and goblins look at you with a mixture of awe and fear. Your skin is pale, almost translucent, and your eyes gleam with an unnatural, icy blue light.

You rise to your feet, your body trembling with newfound strength. The essence of the white dragon flows through you now. You clench your fists, feeling the raw, chilling power coursing through your veins. But its mother is bound to look for it...

> Start hunting more dragons: The taste of power is intoxicating, and you crave more. Seek out other dragons and claim their hearts.
> Fortify your settlement with spikes pointed skyward: Prepare for the inevitable. Create defenses to deter or harm a flying menace.
> Start looking for ingredients for explosive fire potions: Embrace the goblins' plan for destruction to defend your camp or retaliate against enemies.
> Build a sawmill to make bows for the goblins: Focus on long-term armament to strengthen your tribe’s defenses and capabilities.
> Write in
>>
>>6166746
> Fortify your settlement with spikes pointed skyward: Prepare for the inevitable. Create defenses to deter or harm a flying menace.
>>
>>6166746
>> Build a sawmill to make bows for the goblins: Focus on long-term armament to strengthen your tribe’s defenses and capabilities.
>>
Rolled 2 (1d2)

>>6166748 1
>>6166750 2
>>
>>6166748
>>6166750
>>6166755


The forest echoes with the rhythmic sound of axes biting into wood as your trolls labor under your command, felling mighty trees to feed the construction of a sawmill. Under the guidance of Bugaloo and his goblin artisans—who are more chaos than precision—the structure begins to take shape. Despite the goblins' tendency to set fire to things accidentally (or intentionally), the sawmill rises, a testament to your tribe's ability to blend brute strength with the goblins' cunning.

Soon, the first bows are crafted, their frames small and light, perfect for the nimble hands of the goblins. The little creatures squeal with delight, scurrying around the camp with their new weapons. They practice by shooting arrows at crudely drawn targets—or anything else that catches their eye, to the dismay of the trolls. The goblins, it seems, are delighted to add ranged combat to their repertoire.

But they don’t stop there. Always scheming, the goblins propose a new idea. "Boss," Bugaloo says, his oversized goggles perched askew on his crooked nose. "Y’know what’d be *brilliant*? Troll-mounted goblin archers! Picture this—yer big, strong trolls walkin' around with us goblins up on their shoulders, shootin' arrows at anyone dumb enough to mess with us. We just need baskets—wooden ones! Little platforms for us to sit in, with space to take cover. It's genius, ain't it?"

The goblins begin fashioning prototypes almost immediately. These "goblin archer backpacks," as Bugaloo calls them, are woven from sturdy wood and vines, designed to strap securely onto the broad shoulders of your trolls. The trolls grumble but comply, their loyalty overriding their irritation. Soon, the camp is alive with the sight of trolls stomping around with goblins perched on their backs, test-firing arrows and whooping with glee.

Before the goblins' excitement can fully settle, scouts return with troubling news. Dragons—more than one—have been sighted at the edges of your territory. Their enormous silhouettes were seen circling the skies, and the scouts report that they appear to be white dragons, much like the baby you consumed. The air grows colder as whispers of dragon vengeance ripple through the camp.

The goblins, undeterred, see this as an opportunity. "Dragons? Perfect test for our baskets!" Bugaloo says, his grin wide. The trolls, however, exchange uneasy glances, their instincts telling them that this is no small threat.

> Start equipping your trolls with goblin archer backpacks
> Start hunting dragons
> Fortify your settlement with spikes pointed skyward
> Start looking for ingredients for explosive fire potions
> Write in
>>
>>6166758
> Fortify your settlement with spikes pointed skyward
>>
>>6166760


The sky darkens as the massive white dragon descends, its vast wings beating with a deafening roar. The air grows frigid, frost swirling in its wake. Your trolls shiver as they glance up at the monstrous creature, its scales gleaming like polished ice, its eyes cold and merciless. The ground trembles as the dragon makes low passes over your settlement, and with each beat of its wings, the temperature drops even further.

Before you can react, the dragon unleashes its icy breath. A chilling wave of frost spreads across the camp, and the trolls scream in horror as the ice quickly spreads, freezing several of them in place, their bodies locking in statuesque terror. The dragon’s roar shakes the earth, its fury palpable as it continues to circle, looking for another opportunity to strike.

Your heart pounds, adrenaline surging through your veins. The spikes you had erected in preparation for such a moment seem far less effective now, as they stand merely as silent sentinels beneath the dragon’s shadow. The wind howls around you, and you feel the chill of the dragon’s breath creeping into your very bones. You can see the fear in the eyes of your trolls, but also the undeniable resolve—the desire to fight and defend their home. The goblins, perched on the trolls’ shoulders in their new archer backpacks, nervously clutch their bows, but they too seem unprepared for the terrifying power of the creature overhead.

Now, it is up to you. Will you stand and fight this beast head-on, or will you look for another way to combat the mighty dragon?

> Charge at the dragon head-on: Rally your trolls and goblins to attack with everything they’ve got, using whatever weapons you have—spikes, bows, clubs, and the strength of your tribe.
> Focus on defense and retreat: Lead your people into a defensive position, using the frozen trolls as bait to confuse or disorient the dragon. Perhaps retreating into the forest will give you an advantage.
> Try to communicate with the dragon: Use your new power and the dragon's shared bloodline to attempt some form of communication, perhaps offering a trade or bargain to spare your tribe.
> Write in
>>
>>6166763
>> Charge at the dragon head-on: Rally your trolls and goblins to attack with everything they’ve got, using whatever weapons you have—spikes, bows, clubs, and the strength of your tribe.
>>
Rolled 67, 12, 12 = 91 (3d100)

>>6166784


Roll 3d100 DC 50

I will roll for the dragon, DC 40 (-10 because it flies)

Whoever gets more successes wins.
>>
Rolled 54, 98, 65 = 217 (3d100)

>>6166788
Lets see....
>>
>>6166793


You bellow a rallying cry that echoes through the frozen air, your voice booming with authority and desperation. "Trolls! Goblins! This is our home! Fight with all you have! We take this beast down or die trying!"

The trolls, despite their fear, grip their massive clubs and spiked weapons, their eyes burning with determination. The goblins, perched in their makeshift archer baskets, squeal with a mix of excitement and terror, notching arrows to their bows. Together, your tribe prepares to face the monstrous foe circling above.

The dragon swoops low again, its jaws opening wide to release another icy torrent. This time, you’re ready. "Scatter and strike!" you roar. The trolls break into smaller groups, dodging the freezing blast while hurling massive rocks and swinging their clubs at the dragon's underbelly.

The goblins, from their elevated positions, unleash a volley of arrows. The tiny projectiles pepper the dragon’s scales, most bouncing harmlessly off its armor, but a few manage to find the softer gaps between its plates. The beast snarls in irritation, banking sharply to avoid a troll’s wild swing with a tree trunk-sized club.

You spot an opportunity as the dragon hovers momentarily to assess its prey. Grabbing a sharpened wooden spike, you charge forward with all your might, hurling it like a massive spear. The spike grazes the dragon's wing, tearing through the thin membrane. The creature screeches in pain, its flight pattern faltering for a moment.

"Keep pressing!" you shout. Your trolls rally, swinging their weapons with renewed vigor. One manages a lucky hit, slamming a boulder into the dragon’s leg as it swoops too low. The impact causes the creature to stumble upon landing, its enormous body crashing into the frozen earth with a ground-shaking thud.
>>
>>6166796


The dragon rises quickly, thrashing and snapping at anything within reach. Its massive tail sweeps through a line of trolls, sending them sprawling. Icy breath freezes another group in place, but the goblins, emboldened by the chaos, leap from their baskets, swarming the beast’s back and stabbing wildly with knives and arrows.

You seize the moment, climbing onto the dragon’s back with a roar, your icy skin giving you a strange resistance to its cold aura. Grappling for a secure hold, you grab onto one of its horns and drive a sharp spike into the back of its neck. The dragon howls, twisting and bucking, but your trolls and goblins keep up their relentless assault, driving it closer to defeat.

With a final, mighty swing of a troll’s club, the dragon collapses to the ground, its breath shallow and labored. It lies defeated, its once-pristine white scales tarnished with blood and frost. The goblins cheer wildly, dancing atop its massive body, while the trolls pant heavily, their numbers significantly thinned but their spirits unbroken.

You stand atop the dragon's fallen form, your chest heaving, your icy-blue eyes gleaming with victory. Yet, even as you revel in your triumph, a chilling thought creeps into your mind—this was only one dragon. What of its kin? Or worse, its mother?

What next?

> Harvest the dragon’s body: Use every part of the dragon to arm and strengthen your tribe—its bones for weapons, its scales for armor, and its blood for potions.
> Track its kin: This dragon was merely one of many. Take the fight to its family before they come to you.
> Fortify your settlement further: This victory was hard-won. Prepare for the inevitable retaliation by building stronger defenses.
> Write in
>>
>>6166797
> Harvest the dragon’s body: Use every part of the dragon to arm and strengthen your tribe—its bones for weapons, its scales for armor, and its blood for potions.

We're gonna eat it's heart right?
>>
>>6166797
>> Harvest the dragon’s body: Use every part of the dragon to arm and strengthen your tribe—its bones for weapons, its scales for armor, and its blood for potions.
Zero waste.
>>
>>6166799
>>6166800


The dragon’s lifeless form lies sprawled across the frostbitten ground, its colossal size a testament to the battle you endured to bring it down. As the adrenaline fades, a deep hunger gnaws at you—not just for sustenance, but for power. Standing atop its massive chest, you plunge your hands into the beast’s still-warm body, tearing open its ribcage with sheer force. Steam rises from the exposed cavity as you grip its pulsing heart, crimson and glistening with primordial energy. Without hesitation, you sink your teeth into the organ, devouring it piece by piece, feeling its power flow into you like a rushing tide.

The taste is unlike anything you’ve ever known—cold and sharp, yet brimming with raw vitality. As the last morsel slides down your throat, a surge of strength floods your body. You can feel the essence of the dragon merging with your own, your icy-blue eyes glowing brighter, your muscles tingling with newfound vigor. The trolls and goblins watch in awe, whispering among themselves as you rise, your presence more commanding than ever.

With the dragon’s heart consumed, you turn your attention to its remains. The creature’s body is a treasure trove of resources, and you waste no time directing your tribe to strip it down. The trolls use their immense strength to hack away at the dragon’s bones, carving them into massive clubs, spears, and blades. The goblins, under Bugaloo’s eager supervision, collect the blood, carefully bottling it for experimentation. Within hours, the alchemist discovers a way to craft a freezing potion—a volatile concoction capable of unleashing the dragon’s chilling power in a deadly splash.
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>>6166806
Its shimmering white scales are another prize. The trolls struggle to remove the tougher pieces, but with patience and teamwork, they succeed. The scales are dense yet pliable, perfect for crafting armor. However, the sheer size of troll armor means you can only create two full sets from the dragon’s hide. The goblins, on the other hand, with their diminutive size, could fashion dozens of suits, giving them a much-needed edge in battle.

As you oversee the work, the possibilities begin to form in your mind. You could create troll armor to bolster your strongest warriors, including yourself, making them nearly invincible. Or you could outfit the goblins, turning them into a formidable force of nimble, armored archers and saboteurs. Or perhaps a mix of both—a set for yourself and goblin suits to ensure your smaller allies are equally protected.

The dragon’s remains offer unmatched potential to strengthen your tribe, but the choice of how to use them could shape your future battles.

### What will you do?

> Make troll armor: Create two massive sets of armor to outfit your strongest trolls, including yourself, ensuring they can withstand future battles.
> Make goblin armor: Use the dragon’s scales to craft dozens of tiny suits, giving your goblin allies the protection they need to wreak havoc.
> Make one troll armor for yourself and the rest goblin armor: Strike a balance—fortify your strength with a set of troll armor while ensuring your goblins are also well-equipped.
> Write in
>>
>>6166807
> Make one troll armor for yourself and the rest goblin armor: Strike a balance—fortify your strength with a set of troll armor while ensuring your goblins are also well-equipped.
>>
>>6166807
>> Make one troll armor for yourself and the rest goblin armor: Strike a balance—fortify your strength with a set of troll armor while ensuring your goblins are also well-equipped.
>>
>>6166809
>>6166829


After much deliberation, you decide to forge a set of armor for yourself from the dragon's prized scales. The trolls, with their great strength and crude tools, work tirelessly under your direction, hammering the scales into plates that fit your massive frame. The result is a suit of shimmering white armor, each piece gleaming like frost under the sun. Wearing it, you feel nearly invincible, as though the dragon’s power still courses through you, shielding you from harm. The weight of the armor is substantial, but it feels like an extension of your own strength, a tangible reminder of the beast you conquered.

With the remaining scales, the goblins set to work. Under the guidance of their alchemist leader, Bugaloo, they craft dozens of small, intricate pieces of armor, perfectly suited for their diminutive forms. The goblins squeal with glee as they don their new protection, prancing about like armored rats. The sight is almost comical, but you can see the practicality in their new gear. Armed with their bows and freezing potions, the goblins now look like a disciplined, if eccentric, strike force.

Your tribe stands stronger than ever, the trolls bolstered by your commanding presence and the goblins transformed into a deadly swarm. Around the campfire that night, the air buzzes with anticipation and possibility. Your people are invigorated by recent victories and the power you have brought to the tribe.

But now, the question looms—what next? Your strength is unparalleled, your people united, and your enemies within reach. The time may be ripe to expand your territory or seek alliances to further cement your power.

What will you do next?

> Attack one of your neighbors: The time for conquest has come. Choose a target and lead your tribe into battle.
> Engage in diplomacy: Strength can open doors as well as break them. Reach out to a neighbor to forge an alliance or gain their aid.
> Build something in your settlement: Use this time to fortify your tribe further, perhaps constructing defenses, new structures, or crafting more weapons.
> Write in
>>
>>6166891
>> Engage in diplomacy: Strength can open doors as well as break them. Reach out to a neighbor to forge an alliance or gain their aid.

Let's propose an alliance to the hags, and together let's raid the wizard's tower. Lets get artifacts, books and whatever they have. Then we'll deal with the humans and elves.



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