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File: Inion.png (5.55 MB, 4000x2000)
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In the dawn of civilization, where humanity takes its first faltering steps toward order and progress, you rise from the mists of obscurity, a being of unparalleled might and mystery. You are no mere mortal—your very presence inspires awe and terror. Whether born from ancient magic, forged in the fires of the earth, or summoned by forces beyond comprehension, your power eclipses that of the common folk like a blazing sun outshines the stars.

The villages are fragile and disorganized, their people too preoccupied with survival to dream of greatness. They huddle together, building simple shelters, planting meager crops, and whispering fearful prayers to spirits they cannot see. Yet you stand apart, your strength undeniable, your potential limitless.

The world itself seems to acknowledge your presence. The earth trembles beneath your steps, storms gather at your command, and the faint-hearted flee before your shadow. You see the cracks in the fragile order of early society, and you realize this nascent world is a blank slate—a canvas on which you can paint your legacy.

Why should you bow to the whims of lesser beings? With your gifts, you could forge an empire, become a deity in the eyes of mortals, or bend their fledgling societies to your will. Whether you will rule with wisdom and justice, reshape the world in your vision, or crush all who oppose you beneath your heel, the choice is yours.

But power does not come without its burdens. For all your strength, there is something within or around you that holds you back—a curse, a flaw, or a challenge that even you must face. This weakness, small as it may seem now, has the potential to unravel your plans if left unchecked.

The world is yours to command, but greatness comes with a price. What will yours be?
>>
(Distribute 5 points wisely and choose a single negative trait to balance your power!)

Positive Traits

Cost: 8
Immortal

Cost: 7
Master of Magic, Unmatched Strength

Cost: 6
Telepathy, Flight, Shapeshifting

Cost: 5
Regeneration, Fire Control, Water Control, Enhanced Intelligence, Supreme Charisma, Teleportation

Cost: 4
Fear Aura, Animal Command, Poisonous Touch, Necromancy, Telekinesis, Mind Control

Cost: 3
Night Vision, Enhanced Hearing, Enhanced Smell, Stone Skin, Invisibility, Rapid Learning, Ethereal Form, High Pain Tolerance, Magical Barrier, Intimidating Presence

Cost: 2
Elemental Resistance, Sharp Claws, Venomous Bite, Enhanced Reflexes, Cold Resistance, Heat Resistance, Amphibious, Camouflage, Enhanced Speed, Long Lifespan, Dark Vision, Tailored Persuasion, Shadow Walking, Superhuman Memory

Cost: 1
Barter Expert, Tactician, Artisan Skills, Hunter’s Instinct, Loyal Following, Iron Will, Eidetic Memory, Quick Healer, Natural Leader, Intuitive Problem Solving, Tough Hide, Lucky, Multi-lingual, Silver Tongue, Basic Magic Use, Eagle Eyes, Fast Metabolism, Tool Mastery

Negative Traits

Cost: -1
Weak to Fire, Weak to Water, Weak to Magic, Silver Vulnerability, Slow Healing

Cost: -2
Cursed Item Dependency, Easily Distracted, Greedy, Fragile Body, Hunted by an Entity, Obsessive, Reckless, Mistrustful Aura, Territorial, Prone to Madness, Physical Mutation, Soulbound to Another, Supernatural Hunger

Cost: -3
Easily Blinded, Easily Enraged, Phantom Pain, Lack of Control, Powerful Nemesis, Constant Nightmares, Addiction, Massive Size, Speech Impairment, Cowardly, Paranoid, Painful Curse, Deaf, Blind, Crippled Limb, Bloodthirsty Instinct, Limited Memory, Fragile Mind, Soulbound Weakness, Eternal Torment, Required Offerings, Tethered to a Location

(When you create your character, decide if it is OPEN and anyone can vote actions for it, or EXCLUSIVE and only you can decide. If it is an EXCLUSIVE character, you must create a tripcode. Select a color and a location on the map as your starting point.)
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>>6146800
Cost: -3
Crippled Limb
>Cost: 1
Tactician
Natural Leader
Intuitive Problem Solving
Tool Mastery
Artisan Skills
Barter Expert
>Cost: 2
Tailored Persuasion

Exclusive character.
>>
>>6146813

You awaken in the ancient city of Einyadhoth, a sprawling metropolis nestled between jagged mountain peaks and the churning seas. The city's towering walls are the only thing keeping the chaos of the outside world at bay. It is a place of trade and conquest, where the wealthy and powerful gather to bend others to their will. The streets are lined with grand markets, where merchants from distant lands barter for exotic goods. Yet beneath the surface, the city is rife with tension and undercurrents of rebellion. Rumors swirl of dark forces stirring beneath the cobblestones, and something seems to be festering at the very heart of Einyadhoth.

You are no mere mortal. Your crippled limb, once a source of weakness, has only sharpened your mind. Though you cannot move with the swiftness and grace of others, your keen intellect and tactical genius have made you a force to be reckoned with. The loss of one of your limbs has forced you to adapt, and in doing so, you've discovered that your ability to solve problems and devise strategies has become second to none. Whether in a skirmish or in the council chambers, you see the threads of conflict and manipulation where others see only chaos.

Your leadership is undeniable. People are drawn to you, not because of your strength, but because of your natural charisma and clear, decisive vision. You have a unique ability to persuade others, tailoring your words to resonate deeply with their desires and fears. Through careful negotiations and clever manipulation, you've built a loyal following of those who believe in your cause. You are an artisan of leadership, shaping your followers like clay, crafting them into an army of loyalists.

In the markets, your bartering skills are unparalleled. The city’s traders respect you, knowing that you can always negotiate a fair deal—or make them regret their refusal to meet your demands. Your tool mastery and artisan skills have made you a sought-after craftsman, able to forge weapons, tools, or any number of objects that might help you in your journey. These skills have earned you the respect of craftsmen and warriors alike, and many are willing to assist you for a price—or perhaps just for the promise of something greater in the future.
>>
>>6146829
As you stand in the heart of the city, a sense of unease washes over you. Something is wrong, and you can feel it in the air. The people are restless, and the city is on the brink of something. A great upheaval looms. You have a choice to make. There are three main threats that you must deal with, each with its own consequences and paths to power, select which one to deal with first:

> The Uprising of the Forgotten
A group of forgotten and oppressed citizens, long marginalized by the ruling elite, has begun to rise up. Led by an enigmatic figure known only as “The Forgotten King,” they are determined to seize the city and overthrow the aristocracy. They have been gathering strength in the shadows, amassing weapons and stirring up the masses. The city is on the brink of open rebellion.

> The Sealing of the Ancient Gateway
Deep beneath Einyadhoth lies a forgotten temple, a place of dark power and ancient magic. The city’s rulers have kept its existence hidden for centuries, but rumors of a terrible force stirring beneath the earth have begun to surface. Some say the temple holds a gateway to another world, one that could bring untold power—or destruction—if unlocked.

> The Cult of the Void
A shadowy cult known as the Cult of the Void has begun to gain followers in Einyadhoth. They believe that the end of the world is near and that only through destruction and chaos can the true order be brought about. Their leader, a mysterious figure named The Harbinger, has begun preaching to the masses, and many have started to fall under their sway. The city’s leaders are desperate to contain the spread of this dangerous cult.

Roll 1d4 to determine which limb you lost
1 - right arm
2 - left arm
3 - right leg
4 - left leg
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>>6146800
VOLGMAR THE UNCANNY
>Positive
Necromancy: 4
Fear Aura: 4
Iron Will: 1
Eidetic Memory: 1
>Negative
Cowardly: -3
Prone to Madness: -2

Open
>>
>>6146800
>Immortal
>Powerful Nemesis
>Location: Temple of Elemental Evil
>OPEN

Man, I wonder who that Powerful Nemesis could be...
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>>6146835


you're supposed to pick just one negative trait tho
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>>6146835
You sure it's ok having those 2 negative traits necrobro? QM wrote "single negative trait"

>>6146837
If more negative traits are allowed then add "Hunted by and Entity" and "Souldbound to Another" for "Rapid Learning" and "Iron will"
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>>6146841
I assumed we could pick multiple for MORE POWER

VOLGMAR THE UNCANNY
>Positive
Necromancy: 4
Iron Will: 1
Eidetic Memory: 1
Intuitive Problem Solving: 1
>Negative
Prone to Madness: -2

Open
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>>6146830
>The Uprising of the Forgotten
I suppose I should clarify that Ordo’s the leader’s name, too. Just in case.
>>
>>6146837


You awaken in darkness, your mind fractured, as though it’s been pulled from the depths of a long and restless sleep.

Your eyes slowly adjust, and you find yourself in an ancient, crumbling temple—the walls adorned with faded murals of forgotten gods and elemental forces. The air is thick with an oppressive stillness, broken only by the distant echoes of something… something that feels both ancient and malevolent.

You don’t know your name. You don’t know how long you’ve been here, or even why you’re here. The only thing you know for certain is this: You cannot die.

There are no scars, no signs of battle on your body, yet the strange and twisted ruins of the Temple of Elemental Evil bear witness to something much older and more dangerous than the very stone that makes up its walls. You have no recollection of your life before now, but you feel the weight of time, stretching far beyond the reaches of mortal comprehension. You know you’ve been alive for centuries, or perhaps millennia, though the concept of time feels warped here—slow and heavy.

But there’s something else. Something far more unnerving than the endless silence and decaying grandeur of the temple. There is a presence in the darkness, something or someone that looms just beyond your perception, always watching, always waiting.

This place—it has an aura of dread, of lost power, of dangerous knowledge buried in forgotten corners. The temple, once a place of worship to primal elemental forces, now lies in ruin, its inner sanctum veiled in shadows. The remnants of old rituals linger in the air like whispers, speaking of secrets buried so deep that only the most determined would dare to uncover them. Yet, in the heart of the temple, there is an energy—an emptiness that seems to call to you. It pulls at your soul, makes your thoughts tremble. You know this place… and it knows you.

You wander the broken halls, the grand chambers filled with shattered statues and remnants of arcane symbols, searching for answers—answers that never seem to come. But as you explore, you can feel it. The pull of a presence. Something within the temple is waiting for you, an entity that seems to have been created for you, shaped around your very existence.

There is a creature. A force. A shadow, maybe, or perhaps something much worse.

It is bound to this temple, just as you are. But while you are cursed with immortality, it seems to have one singular focus: you. There are moments when you feel its presence, lurking in the halls, waiting. It’s like a predator stalking its prey, its every step meant to lead to your eventual destruction.

But who—or what—is it?
>>
>>6146866
You cannot remember. Your mind is foggy of anything except that whatever it is has always been there, hunting you, circling around you like a storm waiting to strike. There are no faces, no names, just the gnawing sensation of something monstrous, something ancient, always just beyond your reach. And yet, when it comes for you—when it finally reveals itself, with eyes full of malice and teeth sharp enough to rend flesh—something inside you stirs. You cannot be sure, but you feel like this entity has been a part of you for as long as you’ve existed. It is not just an enemy. It is something else—something that knows you. Perhaps even created you.

Your immortality is a cruel joke, a gift that feels more like a curse. You cannot die, but you cannot escape either. Every time you try to leave the temple’s grounds, the walls shift, the paths twist back upon themselves, and the very air seems to fight you, forcing you to return to the heart of this forsaken place.

After exploring the temple a little, you realize that within the crumbling halls of the Temple of Elemental Evil, three main dire threats loom: The Elemental Guardians, manifestations of fire, water, earth, and air, who wreak havoc on intruders with their unrelenting power; The Shrouded Stalker, an ethereal assassin that hunts you in the shadows, invisible and deadly; and The Mad Priest, a broken soul who tortures any who enter, believing they must prove their worth through cruel trials. Each of these threats poses a unique danger—raw elemental destruction, unseen terror in the dark, and maddening trials of the mind. To survive, you must decide whether to confront them head-on, find a way to outwit them, or seek out hidden knowledge that could turn the temple’s deadly forces against themselves.

> Confront the Elemental Guardians: Seek out the temple’s heart, where the Guardians are said to be weakest, and try to banish or neutralize them by uncovering the ancient rituals that once bound them.
> Track and Eliminate the Shrouded Stalker: Use light and fire to draw the creature out of the shadows, forcing it into a form where it can be attacked directly, or use its own invisibility against it by setting traps that exploit its need for darkness.
> Face the Mad Priest’s Trials: Enter the inner sanctum and endure the Mad Priest’s tests, outsmarting his mind-bending trials by using your immortality to withstand the psychological torment and eventually turn his dark magic against him.
>>
>>6146868
>Face the Mad Priest’s Trials: Enter the inner sanctum and endure the Mad Priest’s tests, outsmarting his mind-bending trials by using your immortality to withstand the psychological torment and eventually turn his dark magic against him.
Immortal so Urnos got nothing to fear, even if he is a but hungry.
>>
>>6146844

You are Volgmar the Uncanny, a being with powers both wondrous and dangerous. In the heart of the Blessed City of Thostibekkr, a place revered for its eternal light and sanctity, you find yourself an anomaly. While the citizens live in harmony, under the protection of their gods, you are an outsider—an enigma surrounded by whispers and mistrust. Your presence here is not welcomed, for although you carry an aura of awe, there is a darkness that pulses beneath the surface, something others fear even though they cannot understand it.

Your powers in Necromancy are vast, learned over decades of quiet study in forgotten tombs, and they pulse within you, an ever-present reminder of what you can control: the dead. The souls of the departed whisper in your mind, as if beckoning you to their realm, and you listen. You can animate their bones, bind their spirits, and command them as though they were your servants. But your power is dangerous, for it is a secret, one that could bring ruin to the sacred city should its inhabitants ever discover the full extent of your abilities. You can feel the weight of their gaze upon you, but you cannot stop what you do. There is a subtle hunger in your soul that pushes you further into the unknown, testing the limits of life and death.

Your Iron Will keeps you grounded in the face of the temptations that your power offers. It is this strength of mind that has kept you from being consumed by the whispers of the dead, and yet, there is always a part of you on the edge. The more you delve into necromancy, the more you sense a creeping madness that gnaws at your thoughts. You have always been prone to madness, an ever-present threat that flickers in the corners of your mind. The darkness you wield sometimes seems to call to you, threatening to swallow you whole. Still, you fight it with every ounce of your will, but you wonder how long you can resist before it overtakes you completely.

Your eidetic memory grants you perfect recall, able to remember every text you've read, every face you've seen, and every whisper that has passed through the halls of Thostibekkr. This sharpness of mind has made you an invaluable, though secretive, presence in the city. It is not unusual for you to be called upon in moments of crisis, when a single detail from the past may unlock a solution to a present problem. Your intuitive problem-solving allows you to approach these situations with uncanny insight, your mind effortlessly piecing together patterns and possibilities others would miss. This skill, along with your ability to see beyond the veil of life, often places you in situations where your talents are needed, though no one truly understands how you accomplish it.
>>
>>6146871


But while the people of Thostibekkr trust you as a learned scholar, they remain uneasy. There are rumors of strange occurrences in the city—illnesses that cannot be cured by conventional means, sudden disappearances, and shadows that seem to move on their own in the moonlight. You know in your heart that these things are connected to you and the dark arts you practice. But you are careful. You work in silence, keeping your true nature hidden, even from those who call you their friend. The city, with its radiant temples and cheerful streets, does not know the true price of the power you wield.

Now, as you walk the cobbled streets, a new threat stirs. There are murmurs of an ancient evil that has awoken beneath the city’s foundations, a force that preys on the very life force that Thostibekkr has so carefully protected. You sense its pull, feel its ancient hunger, and as much as you want to ignore it, you know that your talents may be the only hope for this city—though it may also be your undoing.

> The Curse Beneath Thostibekkr: Deep under the city's hallowed grounds, a long-forgotten necromancer’s ritual has left a lasting scar upon the land. This curse has begun to stir once more, turning the dead in the city’s catacombs restless, and slowly infecting the living with strange maladies. You suspect this could be the work of an ancient necromancer’s spirit, a being who once shared your dark powers, and whose actions have now set the city on the brink of ruin. It calls to you through the veil of death, demanding you complete its unfinished work, but doing so may unravel the very fabric of your sanity.

> The Hollow Ones: A secret cult dedicated to the worship of death and decay has infiltrated Thostibekkr, believing that the dead should rule over the living. These dark followers have begun to unearth long-lost secrets of necromantic power, seeking to awaken the Hollow Ones—decayed, soul-siphoning beings that will bring forth an age of eternal night. They are aware of your abilities and seek to either recruit or eliminate you, knowing that you alone stand in the way of their cataclysmic plans. The question is, can you stop them without losing yourself in the process?

> The Silent Watchers: Unseen forces, perhaps guardians of the city, have taken note of your necromantic activities. These watchers are beings of pure light, trained to detect and purge anything that threatens the sanctity of Thostibekkr. They know something is wrong, but they have no proof of your involvement. They are closing in on you, their methods subtle but relentless, and you feel the pressure building. You know that if they discover the depth of your powers, they will not hesitate to remove you. How long can you keep your secret, especially when you are being hunted by forces that wield the very light the city adores?
>>
>>6146872
> The Curse Beneath Thostibekkr: Deep under the city's hallowed grounds, a long-forgotten necromancer’s ritual has left a lasting scar upon the land. This curse has begun to stir once more, turning the dead in the city’s catacombs restless, and slowly infecting the living with strange maladies. You suspect this could be the work of an ancient necromancer’s spirit, a being who once shared your dark powers, and whose actions have now set the city on the brink of ruin. It calls to you through the veil of death, demanding you complete its unfinished work, but doing so may unravel the very fabric of your sanity.

We must venture deep into the madness of this ancient necromancer, we must learn his secrets and break his will before our own.
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>>6146844

Alright, I went this far today. I will continue checking tomorrow.
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>>6146800
Cost: -3
Tethered to a Location
cost 3
Ethereal Form
cost 2
Enhanced Reflexes
cost 1
Hunter’s Instinct
Loyal Following
Basic Magic Use
>>
>>6147063
forgot to say exclusive
>>
>>6146845


The city of Einyadhoth teeters on the edge of upheaval, its streets alive with whispered rumors of rebellion. For decades, the aristocracy has lived in decadence, growing fat on the labors of the forgotten masses who toil in silence beneath their rule. Now, those silenced voices have found a leader, a figure from the shadows claiming an ancient right to the land—a right tied to the bloodlines of an older, fractured lineage. The Forgotten King, as he is called, has become a symbol of hope to the downtrodden and a harbinger of doom to the city’s elite.

The Forgotten King’s uprising has spread like wildfire. Under his banner, the poor and downtrodden arm themselves, inspired by his charisma and his claim to an ancestral right to rule. The aristocracy, bloated with centuries of unchecked power, scrambles to contain the insurrection. You see the cracks forming in both sides and understand the opportunity before you. You are no stranger to maneuvering through chaos, and now the time has come to decide how you will play this game.

You could infiltrate the rebellion, lending your skills to the Forgotten King’s cause. His claim to the land, though tenuous, is not without merit, and the people’s grievances against the aristocracy are valid. Using your tactical mind and persuasive skills, you could guide the uprising, ensuring it avoids senseless bloodshed and positions itself for true victory. Perhaps, in time, you could secure a place for yourself at the Forgotten King’s side, crafting a new era in Einyadhoth with you as its architect.
On the other hand, the aristocracy, for all its faults, holds the city together with a web of influence and wealth. If the rebellion succeeds, chaos may engulf Einyadhoth, and opportunists will seize the moment to plunder its remains. You could infiltrate the uprising under false pretenses, using your charm to gain their trust while secretly feeding information to the ruling class. By thwarting the rebellion, you could secure the aristocrats’ favor—and their coin—positioning yourself as an indispensable ally.
There is also a third way. Why choose just one path when you could walk both? Align yourself with both the Forgotten King and the aristocracy, feeding each side just enough information to maintain their trust. Encourage the rebellion to grow stronger while subtly tipping off the elite to ensure their defenses remain intact. In the end, when the dust settles, you could manipulate the outcome to favor whoever proves most profitable—or even carve out a position of power for yourself amidst the chaos.

> Support the Forgotten King
> Betray the Rebellion
> Play Both Sides
>>
>>6146869
The Temple of Elemental Evil is a vast, sprawling ruin, a testament to the madness that thrives within its walls. The once-great structure, adorned with ancient symbols and draped in shadow, now feels like a tomb, echoing with the twisted laughter of the Mad Priest who has made you his captive. You cannot recall how you arrived here, only that you have never been able to die. The unyielding passage of time has granted you an immortality that is both a curse and a cruel joke. And the priest, with his gleaming eyes and deranged mind, has seized upon this flaw, subjecting you to trials designed to break even the most steadfast of wills.

The trials are endless. Each one more agonizing than the last.

In the Hall of Mirrors, you stand alone before rows of glass that reflect not your own image, but twisted versions of yourself. Each mirror shows a different path, a different reality. One reflects you as a tyrant, bloodied and crowned, reigning over a kingdom built on suffering. Another shows you as a monster, disfigured and consumed by your own hunger. The reflections leer at you, speaking in voices that sound like your own, accusing you of crimes you have no memory of committing. The air feels thick with their judgment, and you cannot escape their gaze.

The Room of Infinite Echoes is next. You are bound, unable to move, as the priest's voice rings out, echoing endlessly around you. The words he speaks are venomous, laced with cruel truths and lies alike. He whispers about your past, your supposed sins, but the words blur into a maddening noise, each repetition eroding a little more of your sanity. The echoes surround you, trapping you in a storm of sound, and you lose track of where the priest's voice ends and your own thoughts begin.

The Abyssal Walk is the final trial. Blindfolded and shrouded in darkness, you are led to a narrow bridge suspended over a yawning chasm. Below you, you hear the whispers of shadows, promises of release and peace. The bridge sways under your weight, the air thick with dread, and for a moment, you wonder if jumping might be the only way to escape the torment. But the priest's voice cuts through the darkness, mocking you, taunting you to face the fear within.

Days turn into months, months into years. The trials continue, and slowly, your mind begins to fracture. The memories of your past blur together, indistinguishable from the hallucinations the priest forces upon you. Your sense of self slips away, leaving only a hollow echo of who you once were. But through it all, your immortality endures. You cannot die, no matter how much you wish it.
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>>6147444


Then, one day, the silence comes. The priest—your tormentor, your keeper—lies dead, his body slumped in the sanctum where he performed his dark rituals. His time has run out, and with it, his hold over you. His corpse remains as a macabre trophy of your suffering, his twisted mind now nothing more than a memory. For the first time in what feels like eternity, you are free. But the freedom tastes bitter, and your mind is still a fractured shell of what it once was.

The temple, once a prison, now feels like your dominion. The Mad Priest’s resources are yours for the taking. His grimoires, his dark rituals, his cursed artifacts—all of it is now within your reach. But you do not understand how to wield them. You do not know what to do with the power he left behind. You have all the time in the world now, but time itself has lost meaning to you.

What will you attempt first?
> Fix your mind: You could attempt to meditate, to find some semblance of peace within the walls of this cursed temple. Perhaps, in solitude, you could rebuild your sanity. There may be someone out there, someone who can help you make sense of the fragments of your mind.
> Study the weird religion of the Mad Priest: The priest’s dark faith was his obsession. His books are filled with secrets, rituals, and forbidden knowledge. Though you can’t read most of it, you might find a way to decipher the texts—or find someone who can teach you the language of madness.
> Leave the temple: You’ve spent too much time in this accursed place. The outside world is unknown, but surely it must offer something better than this eternal prison. The priest is dead, and his resources are yours to command—but there is a world waiting beyond these walls.
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>>6146881
The city of Thostibekkr, with its towering spires and sacred grounds, hides a much darker secret beneath its hallowed streets. Beneath the cobblestones, in the depths of the catacombs, something stirs—a curse that has long since been buried, yet never truly forgotten. As a necromancer, you feel the pull of this dark power like a creeping chill at the edges of your mind. Something in the depths is waking, something tied to your own abilities. The dead beneath the city, once silent, have begun to stir restlessly in their graves, and strange ailments are starting to afflict the living. The curse that lies beneath Thostibekkr is no mere shadow; it is a call, a beckoning to those with the power to hear it.

You trace the whispers through the veils of death, and they lead you to an ancient spirit, one whose name you only hear in fragments at first—Jena. Her presence fills the catacombs like a dark fog, a palpable force that both entices and repels. She is a spirit of great power, a necromancer from another age, her essence tethered to the very land you walk. Her voice, soft and plaintive, reaches out to you in moments of clarity, cutting through the haze of madness that threatens to overtake your mind.

“You feel it, don’t you? The pull of the dead... of power...” Her voice is soft but firm, lingering in the dark corners of your thoughts, haunting yet familiar. “I once walked this world as you do now, mastering the forces of life and death. But now... now I am alone in the dark. Come, walk with me. Learn the true secrets of necromancy. I will teach you, but only if you stay with me... forever.”

Her offer is tantalizing. To learn from her is to touch a power unlike any you’ve ever known, a mastery of death that would elevate you beyond all others. But there’s something twisted in her voice, a hunger and loneliness that chills you to your very core. The cost of her teachings is your soul—she demands companionship in return for her knowledge, a price that leaves a bitter taste on your tongue.

But can you resist her? Can you truly walk away from this power?
>>
>>6147449


Your mind, already strained by the curse and the pull of her spirit, begins to fray. You know the risks of meddling with forces beyond your control. Her madness seems to seep into your thoughts, infecting your resolve. But you must decide now. If you choose to succumb, you will learn untold secrets—if you are willing to pay the price. If you resist, you will have to face her wrath, and the challenge of subduing a spirit whose power matches your own.

> Promise to stay with Jena forever to learn more of her art: There is a dark allure in her words. Perhaps you can bear her presence, learn all that she has to offer, and together you might ascend to even greater heights of necromantic power. You will be her companion, her pupil, and she will teach you the secrets of life and death. But at what cost?
> Refuse and try to figure out a way to bind Jena to your will: The power of the ancient necromancer is tempting, but you do not want to be bound to her forever. You could try to subdue her, bind her spirit to your will and control the curse she has unleashed. It will not be easy, but with your mastery of necromancy, you believe you could outwit her and turn her own power against her.
> Call the Silent Watchers on Jena, they might be able to destroy her: The Silent Watchers, ancient beings that govern the balance between life and death, may be the only force capable of ending Jena’s influence. You could summon them, risking their wrath, to try and destroy her spirit before her influence grows too strong. But will they listen to you, or will they turn on you as well?
>>
>>6147063


The Forest of Thieves wraps its gnarled roots around you like an ancient, unyielding force, its shadows stretching long into the horizon. You’ve wandered its depths for what feels like an eternity, your body tethered to this land—trapped, yet gifted with an eerie power. You’ve learned to slip in and out of the physical world with your Ethereal Form, becoming a wisp of smoke, a whisper on the wind. But this is both a blessing and a curse, for though you can move undetected, the forest itself keeps you bound, its ancient magic lapping at your soul, pulling you deeper into its grasp.

Your Enhanced Reflexes have saved you countless times, allowing you to dodge hidden traps, elusive enemies, and ambushes from thieves. The forest is teeming with danger, and the thieves who lurk within are not your only concern. Over the years, your Hunter’s Instinct has sharpened, attuning you to the forest’s pulse. You know when the trees shift unnaturally, when the air grows thick with the scent of danger.

Your Loyal Following has grown in number. Lost souls, like you, have found their way to you—followers who owe their survival to your wisdom, your skill, your leadership. They trust you, and you guide them as best as you can, knowing that in this twisted, cursed place, they are the only family you have left. They know that if they stray too far from your side, they will be lost to the forest forever.

And yet, even with all this, a growing unease gnaws at your mind. The magic you have learned over the years is crude, barely scratching the surface of what lies beneath the forest’s dark secrets. There are forces here older than you, forces you cannot fully understand. You feel them watching you—waiting. The very ground beneath your feet seems alive with a malevolent presence. This Forest of Thieves is not just a collection of trees and ruins. It is alive in a way that seems wrong. Something ancient stirs within its depths, and it knows you.

You cannot escape. And you are beginning to realize that the forest itself may be the least of your problems.
>>
>>6147452


You know the thieves have noticed you, and the ones who would rather kill than barter are closing in. Your followers whisper of a deadly guild that has made this forest its home, its members skilled in the art of deceit and violence. They know you have power, and they will come for it, no matter the cost. But you have other things to worry about—other threats. The forest is more than just a home to thieves.

There are the Forgotten Guardians, ancient, twisted beings that the forest has kept locked away for centuries. This one, in particular, is waking. You’ve seen its markings etched deep into the trees, felt its presence crawling under your skin. It is restless. And if it catches wind of your presence, it will not hesitate to destroy you and your followers in an instant.

And then there is the forest itself, an ancient magic that stirs as if it were alive. You know that something greater than just thieves or guardians watches over you, something that has always known you were here. It whispers to you through the leaves, through the rustling winds, calling you deeper, beckoning you to understand its dark power. But what is it that the forest wants from you? What is it that it needs?

The choices before you are clear, yet fraught with danger.

What will you do?

> Strike first at the Thieves' Guild: You’ve made it this far, and they’ve made a grave mistake in targeting you. If you act swiftly, you can wipe them out before they have a chance to retaliate. But the risk is great—they are a well-organized and deadly group.
> Venture deeper into the forest to understand its will: The forest has called to you, and its mysteries may hold the key to your freedom. If you give in to its whispers, you may uncover the truth behind your curse—but the cost could be more than you’re willing to pay.
> Confront the Forgotten Guardian: The Guardian stirs in its slumber, but it will not stay dormant for long. You could prepare for the inevitable confrontation, trying to destroy the ancient creature before it destroys you. But the Guardian’s power is vast, and you’re not sure if you’re ready for a fight of that magnitude.
>>
alright, all updates done for today.

I will check again tomorrow.
>>
>>6147450
> Refuse and try to figure out a way to bind Jena to your will: The power of the ancient necromancer is tempting, but you do not want to be bound to her forever. You could try to subdue her, bind her spirit to your will and control the curse she has unleashed. It will not be easy, but with your mastery of necromancy, you believe you could outwit her and turn her own power against her.

Bind her, break her, mold her. She is dead and we hold power over all dead things.
>>
>>6147453
For better or worse this forest is my home/grave. I must understand its gift/curse.
>Venture deeper into the forest to understand its will: The forest has called to you, and its mysteries may hold the key to your freedom. If you give in to its whispers, you may uncover the truth behind your curse—but the cost could be more than you’re willing to pay.
>>
>>6147440
>Support the Forgotten King
One thing I know is that loyalty towards politicians never reaps any rewards.
>>
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>>6146800
Hey is the window for creating a character still open? If so, here's my attempt. I hopefully won't have to drop from the qst, but if so then I'd like my character to go from exclusive to open.

HYDRA, EXCLUSIVE:
>Regeneration, Quick Healer, Tough Hide, Loyal Following, Massive Size
No idea whether the 'loyal following' are her own kin, or normal people who are simply her minions, but either way it sounds fun.
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>>6147446
>Fix your mind: You could attempt to meditate, to find some semblance of peace within the walls of this cursed temple. Perhaps, in solitude, you could rebuild your sanity. There may be someone out there, someone who can help you make sense of the fragments of your mind.
>Tenple of Elemental Evil? Yeah right, you're getting turned into a rehab centre.
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>>6146800
Drest Wolftail, Exploration Mage,Thief King

Positive Traits
>Teleportation (4 Cost)
>Lucky (1 Cost)
>Basic Magic Use (1 Cost)
>Eagle Eyes (1 Cost)

>Negative Traits
>Lack of Control (-3 cost)

>Location: Forest of Thieves (bottom left corner of the map)
>Color: Orange/Yellow

Exclusive character
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>>6147656
Just realized I still I have 1 point left
> Hunter's instinct (1point)
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>>6146800
Blood

Required Offerings -3

Enhanced Intelligence +5
Eidetic Memory +1
Loyal Following +1
Natural Leader +1

Exclusive character, I'm retarded, how do you make a tripcode?
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>>6147769
Settle me next to a river.
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>>6147769
>Exclusive character, I'm retarded, how do you make a tripcode?
Name#Password in the top of your reply box.
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>>6147769
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>>6146800

Onias
>Positive:
Master of Magic
>Negative:
Reckless

Open character, located at The Elemental City of Londoladr
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alright let's just update the map before we proceed

I hope you are satisfied with your starting positions, because I will have to redo everything from scratch due to saving it in the wrong format, but I won't do it today.
>>
Rolled 92, 31, 37 = 160 (3d100)

>>6147459


Volgmar the Uncanny stands firm in the crypt's suffocating darkness, his iron will like a flame against the cold tide of Jena's spectral presence. Her voice, melodic yet unnerving, winds through the chamber, filling it with promises that tug at his deepest insecurities.

"Stay with me, Volgmar," she whispers, her translucent form coiling like smoke around him. "Together, we could weave wonders no mortal has ever dreamed of. Eternity is so lonely… but with you, it could be magnificent."

But Volgmar’s resolve does not falter. The flicker of temptation in his heart is extinguished by the thought of servitude, no matter how sweet the chains might be. He raises his hand, skeletal flames of necromantic energy licking at his fingers.

"You speak of wonders," Volgmar declares, his voice steady, "but you only seek to cage me as you were once caged. I will not be your companion, Jena—I will be your master."

Her laughter echoes like shattering glass, sharp and mocking. "Master me? Foolish mortal! You overestimate your power. If you won’t stay willingly, then I will take you. Your body will be mine, your mind cast aside like refuse!"

The air grows thick with the pull of dueling necromantic energies as Jena’s ghostly form surges toward Volgmar. Her power is immense, honed over centuries of deathless existence, but Volgmar's own mastery is tempered by an eidetic memory of every spell he’s ever studied and an uncanny knack for solving problems on the fly. It is a battle of wills as much as magic, a clash of raw determination and ancient fury.

Volgmar focuses on binding her spirit, weaving a spell that could trap her essence within a vessel under his control. Yet Jena retaliates with equal ferocity, seeking to overwhelm his mind, to force her soul into his body and claim it as her own.

The struggle is titanic, an invisible war of wills that sends tremors through the crypt. Dust falls from the ceiling, the ancient stone walls groaning under the pressure of their magic. Both combatants pour every ounce of their power into this contest, knowing that victory is absolute.


Roll three d100. Each die represents a decisive moment in this battle. The higher roll wins each clash.
- If Volgmar wins the majority, Jena's spirit is bound, her power subdued and turned to his will.
- If Jena wins, she possesses Volgmar’s body entirely, robbing him of control.
- In the unlikely event of a tie, her possession is incomplete, and the two must share Volgmar’s body—a volatile coexistence of two egos vying for dominance.
>>
>>6147461

The forest grows darker as you move deeper, the ancient trees twisting into gnarled shapes that seem to watch your every step. The air grows thick, almost oppressive, as though the very will of the forest is bearing down on you. Finally, you arrive at the heart of the woods—a sacred grove, untouched by mortal hands. Here, the forest feels alive in a way you’ve never sensed before, and then you see her.

The dryad steps from the shadows of the trees, her form graceful but weary. Her skin is the bark of the oldest oak, her hair a cascade of golden leaves, and her eyes glimmer like emeralds reflecting the sunlight. Her beauty is both enchanting and sorrowful, a being of great power, burdened by her purpose.

“You,” she says, her voice a whisper that ripples through the grove like a breeze. “You do not belong here. The spirits of the dead have no place in my forest.”

You incline your head, your ethereal form flickering as you reply. “And yet here I am, tethered as surely as you are. This forest has become my grave, my home, and my prison.”

The dryad’s expression softens, and she takes a step closer. “Then perhaps we are kindred spirits, in a way. I am bound to protect this forest, as you are bound to wander it. But the forest is dying, spirit. Those who defile it poison its roots and drain its life. I cannot leave to stop them; my oath to the goddess of nature keeps me rooted here. All I can do is drive them back with fear—but fear alone no longer works.”

You study her carefully, sensing her vulnerability. “If you cannot leave, how do you expect to save this place?”
>>
>>6148134
She frowns, her hands brushing a tree trunk as if drawing strength from it. “I hoped you might help. This forest is your prison, but it could be your haven as well. Do you not feel its pain? Its suffering? Send your followers to strike down the invaders and protect this place.”

A flicker of amusement dances in your eyes. “My followers are not bound to the forest as I am. Some still breathe the air of the living. And they listen to me, not you.”

The dryad’s gaze sharpens, her tone soft yet insistent. “Then send them. If you care for this forest—if you care for yourself—you will do what must be done.”

You sense the desperation in her voice, her loneliness behind the request. She may be bound to the forest, but her heart aches for connection. The weight of her plea settles over you like the thick canopy above, and a decision must be made.

> Introduce your living followers to the dryad: Share your mortal followers with her so she might feel less alone, creating an alliance between her and your ghostly entourage.
> Order an attack on the invaders: Use your influence to rally your followers, sending them to purge the defilers of the forest and secure your place in the dryad’s good graces.
> Turn against her: Who is she to command you? If the forest is your prison, then she is your jailer. Use your followers to destroy her and take control of the woods for yourself.
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>>6147497

The city of Einyadhoth is unrecognizable. Where once the iron grip of the aristocracy controlled every corner, now the streets pulse with the raw energy of revolution. The Forgotten King stands triumphant, a once-marginalized figure now hailed as the people's champion. His soldiers, ragged but determined, hold their weapons high, their eyes blazing with a newfound purpose. The air carries a sense of change, but also an uneasy tension—the knowledge that this victory is but the first step in a longer battle.

Your role in this uprising has been pivotal. From securing food and arms for the Forgotten King’s forces to organizing their ragtag army into something resembling a coherent fighting force, your talents have been stretched to their limits. The Forgotten King himself, a man of fierce conviction but little experience in matters of war, has leaned heavily on your counsel.

"You’ve done more than I ever could have asked," the Forgotten King says, his voice heavy with gratitude as he surveys the liberated streets. "Einyadhoth is ours, Ordo. But I fear the fight isn’t finished. The aristocrats... they won’t stay in hiding for long."

He is right, of course. The remnants of the aristocracy have retreated to the ancient ruins just beyond the city's borders. The ruins, long considered cursed, are a foreboding place where even the boldest of travelers tread cautiously. It is there, behind crumbling walls and atop desecrated altars, that the dispossessed elite regroup, plotting their inevitable counterstrike.

The Forgotten King looks to you again, his expression troubled. "We cannot afford to grow complacent. But I wonder—how should we secure our victory?"

The Forgotten King places a hand on your shoulder. "Your wisdom brought us this far, Ordo. Tell me, what should we do next?"

The question hangs in the air as you consider your options.

> Take the Fight to the Aristocrats: A decisive strike against the aristocrats in the ruins would crush their ability to retaliate. Yet the cost in manpower would be steep, and the risks in attacking such a fortified location are immense.
> Fortify Einyadhoth: Constructing a defensive wall around the city would protect against any counterattack, ensuring the aristocrats cannot reclaim their power. However, it would require time, resources, and labor the city can ill afford to lose in its fragile state.
> Pursue Diplomacy: Offer to act as the Forgotten King’s chancellor and seek a diplomatic solution with the aristocrats. Though dangerous, this approach could prevent further bloodshed and might even bring the city lasting peace. Yet it would require an enormous degree of trust—and the risk of betrayal is ever-present.
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>>6147539

In the vast, shadowy depths of your domain, a cult worships you with fervor, offering their devotion and sacrifices in the form of sustenance for your young. They bow to you as a deity, and in return, you provide them with safety, guidance, and protection. Your young grow strong under your watchful eye, fed and nurtured by the cult, though sometimes they are consumed in a darker act of ritual sacrifice. But you do not mind; you have eaten your own young before and found them delicious. You understand the ways of your followers, even in their darker inclinations. After all, their love for you is pure, even if it’s tinged with a primal hunger.

Recently, however, your attention has been drawn to a troubling development. The nearby city, a bustling hub of humanity and commerce, is threatening to dismantle your cult. They know the power you possess, and they fear it. You’ve heard whispers of their intentions, rumors of cities built on the ruins of things long forgotten, but this time they seem to be targeting you specifically. Many of your cultists hail from this city, and some of them are uneasy about the idea of you rampaging through their hometown. Yet the desire for retribution is strong in your heart—no one threatens your family without consequences.

Your followers have come to you, offering their advice, each with their own vision of how best to handle this challenge. Some suggest you show no mercy, letting your massive form crush their city beneath your wrath. Others propose a more cunning approach—offering peace in exchange for tribute. And there’s always the option of sending your loyal followers to threaten the city, a subtle message that could sway the balance in your favor without drawing the full weight of your fury.

Now, you stand before your followers, their faces lit with anticipation, waiting for your decision.

> Rampage through their town: You will show the city the true power of your wrath, tearing through their defenses and crushing their leaders underfoot. The message will be clear: you are not to be trifled with.
> Lay a bunch of eggs and offer some of your young to them as a peace offering: Perhaps the way forward is a more subtle one. By laying your eggs near their borders and offering some of your young as a token of peace, you might be able to forge an alliance—or at least a temporary truce.
> Have your followers go there and threaten them with destruction if they don’t pay you tribute: A more calculated approach: send your followers ahead to demand tribute in exchange for sparing their city from your wrath. You will not act unless they refuse your terms, but you will have the threat of your power hanging over them.
>>
>>6147557

The echoes of madness still claw at the edges of your thoughts, but you've spent what feels like an eternity in quiet meditation, trying to piece together the shattered fragments of your mind. You focus on your breath, each inhale drawing in the potential for clarity, each exhale pushing out the remnants of the curse. The stillness of the temple, despite its oppressive darkness, has become your solace, your refuge from the chaos that once consumed you. Every inch of your being longs for peace, a return to some semblance of stability after the years of torment at the hands of the Mad Priest.

But your fragile sanctuary is shattered with the sound of footsteps, distant at first, but growing louder as they approach. A group of adventurers, eyes wide with fear, emerges from the twisting corridors of the Temple of Elemental Evil. They’re disoriented, their weapons drawn but unsure, clearly lost and desperate. Their panicked breaths fill the otherwise silent air. These mortals, ignorant of the forces that haunt this place, have stumbled into the very heart of the madness you’ve endured.

You watch as they bumble through the temple’s dark halls, their voices rising with confusion and frustration. Their fate is sealed, and you know it. The Guardians—those twisted, ethereal protectors of the temple—are already lurking, waiting to pounce. The adventurers are ill-prepared, unknowing of the horrors that await them, and you feel the first stirrings of indecision within. Could you truly help them? Or would they just be another reminder of your own helplessness?

The thought of returning to your meditation, of closing your mind to their suffering, tempts you. But then again, helping them might offer some sort of redemption.

Perhaps, you could even manipulate them into facing the same trials you’ve survived, just as the Mad Priest once did to you. There’s a twisted satisfaction in knowing they would suffer as you did.

> Let them die, you just wanna meditate: They’re beyond saving, and their deaths will provide you with nothing but more noise. You’ve fought enough, suffered enough, and your peace is more important than their lives. You return to your meditation, letting them face their doom alone.
> Help them against the guardians, try to save them: Despite everything, you remember what it’s like to be vulnerable, desperate for a way out. You could help them—if only to lessen the suffering, if only for a fleeting moment of connection. Perhaps, you can redeem some part of yourself in the process.
> Save them if you can, but lure them into the same traps the Mad Priest put you through: You’ve suffered enough, and they will suffer as you did. You can guide them through the traps, make them face the horrors you endured, a dark reflection of your own torment. It won’t be easy, but you’ll relish every moment of their helplessness.
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>>6147656
>>6147660


As you stand in the dense shadows of the Forest of Thieves, the crisp scent of pine and damp earth fills your lungs, grounding you for a moment. Your recent teleportation has placed you in unfamiliar territory, the trees towering over you in all directions, their gnarled branches forming a labyrinth of tangled shadows. You activate your basic divination, calling upon the most rudimentary magic you know to scan the area. The air hums with a faint echo of energy, but it’s not just the natural magic of the forest that catches your attention. You sense it: the restless, lingering presence of many ghosts nearby. The power of the dead is palpable here, a whispering call that seems to tug at your very core.

Your keen, eagle-eyed vision picks up more than just the shifting ethereal forms; on the outskirts of the forest, movement. Not just the usual wildlife skittering through the underbrush, but something larger. Something deliberate. It’s difficult to make out from this distance, but you’re certain that tribes—perhaps creatures of some kind—are lingering on the fringes of this place. The forest itself feels alive with secrets, and you’re drawn to both the ethereal hauntings of the dead and the tangible dangers of the living.

But there’s no need to rush headlong into either situation. You’ve learned to be patient. The right moment will present itself, as will the right course of action.

For now, you must decide what path to take in this unfamiliar place, knowing that you’re at a crossroads where the living, the dead, and the unknown all converge.

> Investigate the ghosts: The restless spirits seem to hold sway over this forest, their presence thick in the air. Perhaps they have something to tell you—secrets hidden deep within this cursed place. It’s dangerous, but uncovering the truth behind these phantoms might offer the key to your next step.
> Investigate the local tribe: Something stirs on the outskirts, and the movement you’ve seen may belong to a local tribe or a group of beings who call the forest home. Whether allies or enemies, they could provide useful information—or pose a threat you need to understand before you proceed.
> Locate a temporary shelter and gather resources: The forest is vast and treacherous. Instead of rushing into potentially dangerous situations, you could first secure a shelter, gather your bearings, and ensure you have the resources you need to make more informed decisions moving forward.
>>
>>6147769

As the leader of a tribe of beastial creatures, you stand at the heart of your people’s camp, surrounded by the raw power and primal energy that pulses through the tribe. The weight of your responsibilities presses down on you, but it is a burden you carry with ease—your intelligence sharp, your memory flawless. Every story, every name, every lineage of the tribe is embedded in your mind. You are the living repository of all that the tribe has ever been and ever will be. The gods may grant you wisdom and strength, but they demand sacrifices in return. To keep your people alive and thriving, you must feed their insatiable hunger for blood and offering.

The gods do not care where the blood comes from, nor how the offering is made—only that it is given. And so, you have devised a system, one that allows you to appease the gods without bleeding your own people dry. Your raiders, fierce and loyal, scour the lands, bringing you prisoners to be sacrificed. Your looters slip through the shadows, stealing valuable items to burn as offerings. It is a constant cycle, a dance of life and death, of giving and taking. And then, of course, there are the babies—those who are born to feed the gods, their lives already written into the great ledger of sacrifice.

The gods must be kept satisfied. To ensure the tribe’s survival, to maintain their favor, you must continue to provide. The rituals are draining, but they are necessary. And you are always mindful, always calculating, choosing the right sacrifices at the right times.

Now, your tribe looks to you for direction. The next move must be decisive, for the balance of the tribe's survival depends on it.

> Send groups of raiders looking for prisoners: You could send your most ruthless and cunning raiders to hunt for fresh blood, to capture prisoners for the gods. Whether they come from neighboring villages or from distant lands, the offerings must be pure, and the prisoners must be of the right quality for the gods’ favor.
> Send groups of looters to steal things to be burned and sacrificed: If the gods demand offerings of material goods, your looters could scour the surrounding lands for rare items to steal—sacred relics, rich treasures, or any valuable possessions to be burned in their honor. The gods care not for wealth, but for the act of destruction.
> Secure more food sources and simply breed a lot to sacrifice babies: There’s always the option of fortifying the tribe’s position by ensuring that you have ample food sources. This would allow you to breed more of your beastmen and, when the time is right, offer up their newborns as sacrifices to the gods. Though it feels like a long-term plan, it would give you a steady supply of sacrifices without having to risk raiding.
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>>6147932

You stand within the solitude of your tower, gazing out at the bustling streets of Londoladr below. The city, an intricate labyrinth of stone and magic, is alive with movement. People go about their daily routines, ignorant of the true nature of your work. To them, you're just another eccentric figure, a reclusive magician with strange habits. Little do they know, you’re on the verge of achieving something that could change the very fabric of their world—the fabled spell of mastery, an incantation so powerful that it promises to banish every other spellcaster to limbo, leaving you the sole wielder of magic.

But there’s a problem. Despite your overwhelming magical prowess, you're just another fragile mortal. The people in Londoladr neither fear nor respect you—they don’t even understand the depths of your power. If you are to succeed in your grand design, you need their loyalty. You need their obedience. You need them to believe in you. For as long as you remain a solitary figure hiding in your tower, your potential will remain just that: potential, untapped and unnoticed.

And so, your mind begins to churn, weighed down by the realization that something must change. How can you make them respect you? How can you bend them to your will?

> Offer to cast a spell to boost them: Perhaps the people simply don't see your value because they don't understand magic. You could offer to help them, showing them the vast benefits of your abilities. A well-timed spell to enhance their strength, speed, or intelligence might win their trust—and their allegiance. After all, if they can feel the magic for themselves, they may realize the true power at your disposal.
> Summon magical minions and conquer the city: Your magic could create an army of magical creatures to do your bidding. With your immense power, you could unleash these minions upon the city, overwhelming the people with your might. Fear is a powerful motivator, and once they see the threat of your magical army, they will have no choice but to obey. But will their obedience be one of true loyalty, or simply out of fear?
> Do a small display of your magic and demand tribute and obedience from them in exchange for protection: A more direct approach might work. A dramatic demonstration of your power could be enough to convince the people to kneel before you. You could show them the raw might of your spells and demand tribute, offering them protection in return for their unwavering loyalty. It’s a simple transaction: their obedience for your protection. How much will they fear you, though, and how much will they resist?
>>
alright, done updating for today
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>>6148145
> Pursue Diplomacy: Offer to act as the Forgotten King’s chancellor and seek a diplomatic solution with the aristocrats. Though dangerous, this approach could prevent further bloodshed and might even bring the city lasting peace. Yet it would require an enormous degree of trust—and the risk of betrayal is ever-present.
It wouldn’t be too much to fortify Einyadhoth as well, would it? If both ain’t possible, then finding a way towards peace is never not the better option.
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>>6148165
>> Secure more food sources and simply breed a lot to sacrifice babies: There’s always the option of fortifying the tribe’s position by ensuring that you have ample food sources. This would allow you to breed more of your beastmen and, when the time is right, offer up their newborns as sacrifices to the gods. Though it feels like a long-term plan, it would give you a steady supply of sacrifices without having to risk raiding.
>>
Rolled 56, 11, 84 = 151 (3d100)

>>6148117
MY MIND IS AN IRON CAGE!
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>>6148152
> Have your followers go there and threaten them with destruction if they don’t pay you tribute: A more calculated approach: send your followers ahead to demand tribute in exchange for sparing their city from your wrath. You will not act unless they refuse your terms, but you will have the threat of your power hanging over them.
It's not like I can't just attack them afterwards if they refuse. If that happens I end up destroying them, I'll tell my followers who are uneasy to warn/evacuate their families ahead of time.
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>>6148167
If it's an open character, then my vote is for:
> Offer to cast a spell to boost them: Perhaps the people simply don't see your value because they don't understand magic. You could offer to help them, showing them the vast benefits of your abilities. A well-timed spell to enhance their strength, speed, or intelligence might win their trust—and their allegiance. After all, if they can feel the magic for themselves, they may realize the true power at your disposal.
If deep down you're evil, then there's no going back once you pull the mask off. Everyone will know you for your crimes. Being able to keep up a facade of benevolence offers some unique advantages, and if it ever becomes a detriment, well the evil options are still on the table.
At least, that's the way I see it.

As an added bit of leverage, we could still summon an army (smaller), and instead of conquering we offer to use it to protect the city on top of our boosting spell. Having a bunch of elementals stationed in front of the walls of the elemental city might make people feel safer, unaware that the minions are loyal to us and not the city.
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>>6148161
> Locate a temporary shelter and gather resources: The forest is vast and treacherous. Instead of rushing into potentially dangerous situations, you could first secure a shelter, gather your bearings, and ensure you have the resources you need to make more informed decisions moving forward

Find the highest point in the forest so hat you can see everything that happens in the forest and ready to intervene whether something interesting happens
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>>6148136
>Order an attack on the invaders: Use your influence to rally your followers, sending them to purge the defilers of the forest and secure your place in the dryad’s good graces.
>>
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>>6148165
Do I look kinda like this or am I a strait creature.
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>>6148471
> Help them against the guardians, try to save them: Despite everything, you remember what it’s like to be vulnerable, desperate for a way out. You could help them—if only to lessen the suffering, if only for a fleeting moment of connection. Perhaps, you can redeem some part of yourself in the process.
I have a bad feeling about this.
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>>6148200

The air in the Forgotten King’s throne room hangs heavy with smoke from the braziers. The king sits on a makeshift throne, a mismatched collection of wood and scavenged gold, still trying to project the authority he has yet to fully secure. You stand before him, Ordo, his trusted tactician, the man who helped lift this fledgling rebellion to power. The room is filled with murmurs of the king’s advisors, some skeptical of your latest proposal: diplomacy with the aristocrats.

“The city needs fortifications,” you say, gesturing with your good arm. “But building walls takes time—time we don’t have unless we secure a ceasefire. The aristocrats are holed up in the ruins, and we both know they’re not going to sit idle forever. If we can get them to agree to peace, even a temporary one, it buys us a chance to consolidate power.”

The Forgotten King leans forward, his fingers steepled, his eyes narrow beneath the tarnished crown. “And you believe they’ll listen? That they’ll treat with us in good faith after we drove them out?”

“They may hate us,” you reply, meeting his gaze steadily, “but they’re not fools. They’ve seen our strength, and they’re not prepared to lose more than they already have. We offer them peace, and they’ll take it. Begrudgingly, yes, but they will take it.”

After a moment of silence, he nods. “Very well, Ordo. Go to them. But know this—if they betray us, it’s your head.”
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>>6149178


The trek to the ruins is tense. Your small envoy of guards accompanies you, though they stay back when you approach the aristocrats’ encampment. The ruins are a maze of crumbled stone and overgrowth, dotted with watchtowers hastily fortified with scavenged wood. As you draw near, arrows are nocked, but the aristocrats hold their fire as a single figure emerges to meet you: Lord Andrel, a stern-faced man draped in the tattered finery of his former station.

“I did not expect to see you here,” Andrel says coldly, his voice echoing among the ruins. “What could the great Ordo, tactician of the usurpers, possibly want from us?”

“Peace,” you say simply. “Your forces are entrenched, and our city is vulnerable. A war of attrition would destroy us both. I propose a ceasefire. We’ll leave you in peace if you leave us the same.”

Andrel’s lips curl into a thin smile. “How noble of you. And what guarantee do we have that you’ll keep your word? I’ve seen what your kind call ‘honor.’”

You square your shoulders, ignoring the insult. “I give you my word. Break this agreement, and the blood spilled will be ours to answer for. But test us, and you’ll find that our patience has limits. We can live without war, or we can die fighting it. The choice is yours.”

Andrel studies you for a long moment, his eyes sharp with suspicion. Finally, he nods. “A grace period, then. But understand this, Ordo—we’ll be watching. If you so much as twitch in a way that displeases us, we’ll consider you without honor, and there will be no parley next time.”
You return to the Forgotten King’s throne room with the news, and the tension in the air is palpable. Some advisors cheer the prospect of peace, while others grumble about the dangers of trusting their enemies. You sit down, your crippled limb aching after the journey, and lay out the choices before the king.

“The ceasefire is precarious,” you warn. “The ruins are well-defended. Without siege engines, we’d lose too many men in an attack, but with this truce, we have time to prepare—or to pursue a more lasting solution.”

>Prepare for a siege: Use the grace period to construct siege engines and gather a strike force. Once ready, launch an assault on the ruins to eliminate the aristocrats for good. It will be costly, but it could be the final blow to their power.
> Fortify the city: Focus inward. Begin building walls and defenses to ensure the safety of the city, making it impenetrable to any future attacks. Avoid provoking the aristocrats further while you consolidate power.
> Pursue trade and recognition: Use the ceasefire as an opportunity to legitimize the Forgotten King’s rule. Open trade routes and seek recognition from neighboring cities, proving that the new regime is here to stay.
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>>6148207

The tribal drumbeats echo through the dens as you, Blood, the living repository of your people’s lineage and lore, stand at the center of the great circle. Your voice booms with authority, reciting the decree from memory, flawlessly recalling every precedent from the ages. You command the tribe to breed, urging them to multiply their numbers and strengthen the lineages that will sustain your power and feed the gods’ insatiable hunger.

The beastmen, driven by faith and survival, obey without question. Mating rituals become as routine as hunting parties, and the dens swell with activity. At the same time, you send scouts and hunters further than ever before, seeking new food sources to sustain the expanding tribe. Days turn into weeks as your people grow in number, the gods watching with quiet approval from the dark skies above.


One day, your foragers return with news that sparks both hope and unease. They have discovered a bountiful forest, its trees heavy with fruit and its rivers teeming with fish. But the land is haunted. Ghosts drift between the trees, ethereal figures whose whispers chill the blood, and strange, shadowy figures guard the forest’s heart.

Despite the dangers, your people have already begun to strip the land of its bounty. However, the forest’s inhabitants—whatever they are—have not remained silent. They have left warnings: trees twisted into grotesque shapes, eerie cries that echo through the night, and livestock vanishing without a trace.

The forest offers riches beyond compare, but it is clear the locals, whether spirits or men, will not allow you to take from them unchallenged. Your people look to you for guidance, their eyes filled with fear and reverence.


You weigh the options, the weight of your gods’ expectations pressing down on you.

> Mount a raid to kill everyone alive: If these "locals" are mortal, a swift and brutal raid could establish dominance. Blood for blood—your gods would be pleased by the slaughter, and the forest could become entirely yours. But it’s a gamble; the locals may be more formidable than they seem.
> Make a massive sacrifice pleading for a weapon against ghosts: Invoke the gods with a grand sacrifice, perhaps offering the freshest of your newborns or a great number of prisoners. In return, you would beseech them for a divine weapon or knowledge to dispel or destroy the spectral threats.
> Ignore the spooks and expand elsewhere: While the forest is tempting, it may be wiser to cut your losses and avoid angering forces you do not fully understand. Redirect your people to other, less dangerous lands, even if it means spreading thinner or enduring lesser harvests.
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>>6149180
> Fortify the city: Focus inward. Begin building walls and defenses to ensure the safety of the city, making it impenetrable to any future attacks. Avoid provoking the aristocrats further while you consolidate power.
Forming bonds with other nation states is a less immediate need and Ordo has no intention of inciting any unnecessary violence.
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>>6148236

The clash of necromantic wills between you, Volgmar the Uncanny, and the ancient spirit of Jena is fierce, a cataclysm of dark energies that twists the very fabric of the crypt you fought within. Your iron will holds strong, but her power is ancient, deeply rooted in the malice of centuries. She is relentless, weaving spells with precision, exploiting even the smallest gaps in your defenses.

You summon the strength of the dead around you, pulling their restless spirits into your thrall, but it is not enough. Slowly, inexorably, Jena’s influence seeps into your mind, her spectral fingers wrapping around your consciousness like a vice.

“You were a fool to challenge me, Volgmar,” Jena whispers, her voice silky with triumph. “You had potential, I’ll grant you that. But now, your power belongs to me.”

A terrible sensation overtakes you as her essence invades your soul. Resistance becomes agony, and agony gives way to numbness. Before you know it, you are no longer in control. Jena has taken everything. Your voice, your hands, your body—all are hers now.

For months, she uses you as an extension of her will. Through your flesh, she commands the legions of the restless dead, reshaping the world of the living into her personal fiefdom of terror. You are conscious but powerless, forced to witness every act of her ambition—every spell cast, every life snuffed out.

She grows stronger and stronger, until at last, she succeeds in creating a new body for herself—a form that she deems worthy. It is as though the world bends to her will. Once her task is complete, she turns to you with a cold smile.

“Thank you, Volgmar. You were... useful,” she says, her voice mocking. “But I have no need for you anymore. You may rest in death—again.”

The words barely leave her lips before she ends your life with a final, merciless spell. Your consciousness fades, sinking into the cold embrace of death once more.

But death does not mean peace. You awaken, your fragmented soul caught between realms. Her arrogance left one loophole, one tiny fragment of defiance—a way for you to return. You feel the pull of the afterlife, but the necromantic currents also whisper of vengeance. The question is no longer whether you will return, but how.

> Return as a Ghost: Bound to the immaterial, you could haunt her endlessly, a constant reminder of her folly. As a ghost, you would have the power to slip through walls, to whisper dread into her ear, and to marshal spectral allies against her.
> Return as a Zombie: Drag yourself back from the grave, a rotting, vengeful corpse. As a zombie, you would be clumsy but nearly indestructible, a physical force of decay that could disrupt her new world with sheer brutality.
> Return as a Skeleton: Take up the mantle of death in its purest form. As a skeleton, you would be swift and deadly, wielding the sharp precision of bone and steel to cut through her minions and reclaim your power.
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>>6148249


The ground trembles beneath your scaled form as you listen to the messengers return with news of the city's defiance. Their mocking laughter, their scornful words—"Empty threats from a glorified beast," they called you—burn in your mind. The arrogance of mortals never ceases to amaze you. From your lair, surrounded by your loyal cult, you contemplate your next move. Their refusal to bow will not go unanswered.

You turn to your followers, their faces a mixture of devotion and unease. Many of them hail from the very city that has rejected your terms. Some shift nervously, their loyalty tested by the prospect of waging war against their own families. Yet they look to you, their god, for guidance.

“Do they not understand the power that stands before them?” you snarl, your voice a low rumble that echoes through the cavernous lair. “Their arrogance will cost them everything. But we must be wise in our vengeance. There are many ways to break a city.”

Your piercing gaze sweeps across your cultists, and you see a flicker of uncertainty in some of their eyes. You pause, softening your tone slightly.

“I am not without mercy,” you say. “For those of you with kin in that city, I will give you this: should we strike, you will have time to warn them. I will not punish loyalty, nor will I demand the blood of your own family unless they stand against us. But make no mistake—they will all know the cost of defying me.”

Your followers murmur in approval, their faith in you bolstered by your calculated approach. Now, it is time to decide how the city will feel the weight of your wrath.


> Lay Waste to Their City: Bring forth destruction on an apocalyptic scale. Burn their homes, their temples, and their fields. Leave no man, woman, or child alive. They laughed at you; let their screams echo as a lesson to others.
> Take the Women as Plunder: Spare the women and slaughter the men. The survivors will serve your cult as spoils of war. Their defiance will not go unpunished, but their women will strengthen your following and ensure your dominance.
> Prepare for a Calculated Strike: Their arrogance has bought them time, but it will not save them. Train and equip your followers for war. When the time is right, you will unleash a force so devastating that their city will have no choice but to kneel—or perish.
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>>6148252

The Elemental City of Londoladr buzzes with life as the spell you cast works its wonders. The fields surrounding the town shimmer with verdant abundance, stalks of grain rising taller and fuller than ever before. The townsfolk, who once regarded you with suspicion or indifference, now cheer your name. Children run past your tower with laughter instead of hushed fear, and merchants pause their carts to gaze up at the spire, nodding in gratitude.

Amid this newfound prosperity, a delegation arrives at your door. Six magicians—barely more than apprentices—stand before you, their postures a mix of humility and determination. Their robes are plain, marked only with faint elemental sigils denoting their limited specialties. You observe them from the shadow of your throne-like chair, your fingers steepled in contemplation as they stammer out their plea.

"Master Onias," one of them begins, a young woman with nervous eyes and a trembling voice. "We have seen what you can do... the harvest, the abundance you brought to our city. It is beyond anything we could hope to achieve with our own meager abilities. We... we would like to serve under you, to learn the secrets of true magic."

A young man steps forward, more confident but equally desperate. "We understand we are but novices compared to your greatness. Teach us, and we will devote our lives to the mastery you embody."
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>>6149191


You lean back, allowing the weight of silence to hang over them. These six, you note, are hardly a threat to your power. Their abilities are rudimentary—elemental sparks and wards at best. Yet their eagerness, their willingness to submit, presents an intriguing opportunity. The question now is how best to proceed.

You speak at last, your voice measured and commanding. "You seek to learn from me. To wield fire, air, and earth with the ease of a god’s breath. But do you understand the price of such knowledge? True power demands sacrifice. Loyalty. Discipline."

They nod fervently, eager to prove themselves, but you see the flicker of uncertainty in their eyes.

"Very well," you say, letting a faint smile play across your lips. "I will consider your request. But know this: magic, true magic, is not a gift freely given. It must be earned, sometimes at great cost."

As the six apprentices exchange nervous glances, you contemplate your next move. They could serve as pawns in your grander schemes, tools to be shaped or discarded. Or perhaps it is better to remind them, and the city, that there is no room for weakness under your reign.

> Take in the apprentices and teach them how to cast a fireball: Use them as an extension of your influence. Perhaps, with time, their loyalty and abilities will prove useful.
> Murder the weaker magicians to cement your power as the sole provider of magic: Display dominance and eliminate potential rivals to ensure the city remains utterly dependent on you.
> Entice them and pit the magicians against each other to take only the last survivor as your apprentice: Create a trial of power and cunning, ensuring the strongest and most ruthless serves you. h other to take only the last survivor as your apprentice
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>>6148355

You decide that rushing headlong into the heart of the forest would be a fool's errand. Instead, you resolve to take a more measured approach, careful to gather resources and prepare yourself for whatever the woods may throw at you. Your first task is to find a suitable shelter, something that will allow you to rest and plan without worrying about the unknown dangers that lurk in the shadows.

The forest is vast, its towering trees like dark sentinels, blocking the sunlight and casting the ground below into a cool, perpetual twilight. As you navigate the dense foliage, your keen eyes scan the surroundings, noting the rustling leaves and the occasional shadow darting from one tree to another. It's clear this place is alive, not just with nature, but with something more… something ancient.

Eventually, you find a narrow clearing high up on a ridge, offering a panoramic view of the surrounding forest. You quickly gather wood, brush, and other materials, using your magic and dexterity to craft a modest shelter. From your vantage point, you can see everything—or at least most things—that transpire within the forest’s tangled embrace. The rhythmic movement of life unfolds before you, the distant calls of creatures echoing from the deeper parts of the woods.
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>>6149196


As the sun sets and the dark canopy of night falls, you settle into your shelter, but your mind remains sharp, always alert. It doesn’t take long for you to notice patterns in the activities around you. A tribe of beastmen regularly passes through the area, their presence almost as natural as the wind. They are sturdy, with a primal energy that seems to crackle in the air around them. Their numbers are difficult to count from this distance, but you catch glimpses of their shaggy figures, their eyes gleaming with an unsettling intelligence as they hunt and forage.

But the beastmen are not the only inhabitants of this forsaken place. As the night deepens, you sense something else—something far more unsettling. Figures move within the shadows, their forms obscured by the darkness. Ghostly figures, pale and translucent, drift through the forest like remnants of long-dead souls. They whisper in soft, eerie tones to one another, their voices carried on the wind, forming unintelligible chants that send a shiver down your spine. Their connection to one another is clear, and they seem bound by some force, perhaps a cult or a shared purpose you have yet to uncover.

The situation presents you with options, each more dangerous and intriguing than the last.

> Contact the Beastmen: The beastmen may be a valuable ally in this untamed wilderness. Their knowledge of the forest could be indispensable, and their strength could prove useful if you need protection. But their instincts are wild, and their trust is not easily earned.
> Contact the Spooky Cult: The cultists, though enigmatic and unsettling, may hold the key to understanding the strange forces at play in this forest. There is power to be gained by aligning with them, but their motives are unclear, and their connection to the ghosts may be more dangerous than you anticipate.
> Avoid Detection and Continue to Peruse the Secrets of the Forest: You may decide to remain hidden for now, watching and waiting. There are secrets buried deep within this forest—secrets that could grant you unimaginable power. It may be wise to continue gathering information before making any moves that could alert the creatures around you to your presence.
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>>6148509

please link the right post, it is too much work to keep track otherwise
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>>6148471

sure, since it is how you want to look like
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>>6148427

The moonlight filters down through the canopy as you stand at the head of your gathered followers. The air is thick with the energy of the ritual, the hum of arcane power buzzing through the earth beneath your feet. The firelight flickers in your eyes, casting shadows that dance like the spirits of the forest. You have seen the devastation these invaders have wrought, heard the whispers in the trees of the harm they’ve done, and you know that the time for passive watching is over.

“Listen to me, my children,” you proclaim, your voice echoing with authority and power. “The very heart of the forest, the soul of this sacred land, is being desecrated by those who care not for its life, its essence. They are defilers, thieves of nature’s balance, and their presence here is an abomination. We must purge them from this place, cleanse it with fire and steel, so that the forest may heal!”

The response from your followers is immediate, a unified roar of agreement that sends a shiver down your spine. Their eyes burn with fervor, eager to exact vengeance on those who have dared to harm their home. The ritual has sparked something deep within them, something primal, and their loyalty is unwavering.

You, too, feel the rage build within you, but there is still a part of your mind that urges caution. This is a war, and wars are not won by brute force alone. The enemy may be elusive, their movements shrouded in secrecy, but your followers are skilled hunters. Soon, they return with the knowledge you need: a village near a river, hidden in the depths of the forest, a few days’ travel away.

Now, with this information in hand, the time for decision has come.

> Order all your forces to attack with everything you have: There’s no time to waste. You have the strength, and your followers are eager for blood. The invaders must be eradicated immediately. An all-out assault could catch them off guard and break their resolve before they can react. However, such an attack may risk the lives of your followers, and you risk overextending yourself in the heat of battle.
> Perhaps it would be better to train your forces for war first: It is tempting to strike now, but it may be wiser to ensure that your followers are fully prepared. With proper training, they will be able to face the enemy with better tactics and cohesion. However, time is a luxury, and each passing day allows the enemy to fortify their position, regroup, or even flee deeper into the forest.
> Contact the enemy with an ultimatum for them to leave the forest or perish: A diplomatic approach, though risky, could yield a more lasting victory. You could offer them one final chance to leave the sacred land and never return. Should they refuse, you will have no choice but to carry out the purge, but this gives them a chance to retreat without bloodshed. Yet, there is a risk they will refuse, seeing your offer as a sign of weakness.
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>>6149184

As the sun sets behind the newly rising city walls, you stand atop the rudimentary barricades, observing the slow yet steady progress. The task of fortifying the city is a monumental one, but it is necessary. The crumbling ruins of the aristocrats’ stronghold loom in the distance—a reminder that the security of your own people must come first. The work is exhausting, but methodical. Stones are quarried, timber reinforced, and watchtowers rise slowly into the sky. Every hammer strike and stone laid is a calculated decision. With each passing day, the city becomes more defensible, an impenetrable fortress where you can ensure the safety of the common folk, even if the aristocrats on the other side of the ruins continue their renovations in indifference.

You’re careful not to provoke them further. Despite their previous attacks, you know that another war is not in your best interests—not when the city is still in the process of rebuilding itself. It’s an investment in the future, one of security over ambition, as there is still too much uncertainty in the world beyond the walls.

News trickles in from your spies. The aristocrats seem content to ignore the growing strength of your city. They occupy the ruins—a place of ancient history, perhaps once a mighty kingdom, now a symbol of their retreat. The ruins are far more formidable than your current defenses, built centuries ago, likely with foresight and intention. If they had any true desire to crush you, they would have done so already, but it seems their priority lies in preserving their own strength.

Years pass, and the tedious work of reconstruction continues. The peasants grow more content with their new lives, more dependent on the stability your protection provides. The fortress takes shape, and with it, a sense of safety. You’ve kept your word, focusing on solidifying the city’s defenses and not inciting further bloodshed. The aristocrats, having bided their time in the ruins, finally send an emissary—a man dressed in fine silks, bearing a message from their leaders. You listen carefully, your mind sharp and calculating.
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>>6149210


“We come with a proposal,” he begins, his tone cautious, yet sincere. “Though our people suffered losses, we are unwilling to continue the war. The bloodshed was limited, and we believe your willingness to seek peace has touched our hearts.” He pauses, studying you. “We are, after all, of the same blood. And if your people, the peasants, are dissatisfied with our rule, we wish for them to govern themselves in a way that is most beneficial to them.”

The emissary then offers a plan: a coalition of cities, a pact of mutual defense against common enemies, and a free trade agreement to ensure prosperity for all involved. A gesture to cement this newfound unity: the marriage of the Forgotten King to the daughter of a local noble. The proposal is tempting—a way to ensure lasting peace, a promise of security, and the chance to form alliances with neighboring regions. Your city could prosper under such an arrangement.

But your spies, ever vigilant, bring unsettling news: the nobles, in their talks with the emissary, have been gauging the mood of everyone in the region. Men, monsters, and lords alike. It seems they are not only trying to forge a diplomatic pact, but are also testing the waters—inquiring whether others might be willing to strike at you should the need arise. They are not as trustworthy as they seem.

The decision before you is critical:

> Accept the coalition proposal: The idea of unity brings both security and prosperity. If the aristocrats truly seek peace, then perhaps this is the beginning of something greater. A coalition of cities could provide a strong foundation for the future, and an alliance, cemented by marriage, could offer stability. But can you trust them?
> Crush them instead: They have shown their weakness—first retreating into the ruins, then offering peace only when it became clear they were no longer in a position of power. You hold the upper hand now, and they know it. A show of strength could obliterate them completely, wiping out any threat they pose. Their proposals could be nothing more than a ruse, a feeble attempt to regain their former dominance.
> Demand tribute for your patience: You have been more than patient, avoiding unnecessary conflict while building the city’s defenses. Now, it’s time to reap the rewards of your restraint. In exchange for sparing them, you could demand tribute—gold, resources, or land to ensure the loyalty of the aristocrats. It’s a fair price for peace, and one that would give you more leverage should they try to make another move in the future.
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alright, done for today
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>>6149187
> Lay Waste to Their City: Bring forth destruction on an apocalyptic scale. Burn their homes, their temples, and their fields. Leave no man, woman, or child alive. They laughed at you; let their screams echo as a lesson to others.
Not that I don't want to bolster the cult, but it's not worth the risk of bringing in these captives who could then try to sabotage things from within. Similar mindset for making sure no one survives; shame about the children, but leaving survivors invites them to swear revenge and come back when they're older.
Show them the meaning of "The Shrine of Wrath".
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>>6149213
Two posts. Nice. Don’t burn yourself out, OP.
> Accept the coalition proposal: The idea of unity brings both security and prosperity. If the aristocrats truly seek peace, then perhaps this is the beginning of something greater. A coalition of cities could provide a strong foundation for the future, and an alliance, cemented by marriage, could offer stability. But can you trust them?
If we possess the means to do so, keep a spy force watching the nobles and recording any unusual or suspicious activity.
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>>6149192
My vote is for the first option of taking in the apprentices. Although we should ask them what they desire to do with their magic once we have taught them.
I'd also say that instead of teaching them something like fireball, we intentionally keep them at a low level of capability. Maybe a basic healing spell could work? The idea being that the "kill them" options are bloody and would scare people, but remaining the only person with power is in our best interests. We can still pretend to be benevolent without jeopardizing our hegemony.
If they ask why is it going so slow, a simple answer of "magic is dangerous" or "trust needs to be earned so that I know you won't misuse the arts of magic".
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>>6149181
> Ignore the spooks and expand elsewhere: While the forest is tempting, it may be wiser to cut your losses and avoid angering forces you do not fully understand. Redirect your people to other, less dangerous lands, even if it means spreading thinner or enduring lesser harvests.
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>>6149205
>Perhaps it would be better to train your forces for war first: It is tempting to strike now, but it may be wiser to ensure that your followers are fully prepared. With proper training, they will be able to face the enemy with better tactics and cohesion. However, time is a luxury, and each passing day allows the enemy to fortify their position, regroup, or even flee deeper into the forest.
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>>6149185
> Return as a Skeleton: Take up the mantle of death in its purest form. As a skeleton, you would be swift and deadly, wielding the sharp precision of bone and steel to cut through her minions and reclaim your power.

Nothing is over, I am eternal
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>>6148509
>>6148158
>>
Rolled 85, 78, 69 = 232 (3d100)

>>6149220


You stand before the city, an ominous shadow cloaked in wrath. The air crackles with anticipation as the full force of your wrath burns brightly within you, ready to be unleashed upon the unsuspecting citizens. Their defiance, their mockery, their laughter—all of it now rings as a grave mistake, and you will be the instrument of their final judgment. The "Shrine of Wrath" has long whispered of vengeance, and now, it will be made manifest in a cataclysm of bloodshed.

Your mind is focused, your heart cold as steel. This will not be a battle—it will be a reckoning. The time for mercy, for negotiation, is long past. Every building in the city, every temple to their false gods, will burn. The streets will run red with blood, and their cries will serve as a lesson to the world. No one will be spared. Not even the children. Survivors breed resentment, and vengeance is an enemy far more dangerous than any foe you face today.

As you march toward the gates, you sense a stirring of resistance. The defense is stronger than expected. The city’s militia has mustered what forces they can, and while they are no match for your power, their resolve is undeniable. They fight with the ferocity of those who know their lives are forfeit. The challenge will not be as easy as you hoped.

Roll 3d100 and choose your strategy.

> Kill as many people as possible and escape once you're seriously wounded: A brutal, savage strike, not to finish the battle but to send them reeling. You will maim, burn, and destroy as much as you can, then vanish into the night before the tide of battle turns in their favor. The city will be left in chaos, broken, but not yet destroyed. Their wounds will be deep, and they will know that you could return at any moment to finish what you started.
> Stay within their sight and approach very slowly and carefully: A more calculated approach. Stay visible, allow them to see you and know your power, but take your time. Provoke them, let them chase after you, and pick off their strongest warriors one by one. You are a force they cannot match, but if they make the mistake of attacking recklessly, they will find their ranks whittled down, morale shattered, and their final defense scattered. The fear you instill will do more damage than any blade.
> Attack them over many days—keep showing up, killing a few people at random and running away to weaken them: The slow grind of terror. Strike at the heart of their city, but do so with patience. Each night, you appear without warning, slaughtering a handful of people, leaving behind only carnage and whispers of your return. Over time, you will wear them down, break their will, and leave them in constant fear. They will never know when you will strike again, and that uncertainty will erode their resolve until their last defense crumbles.
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>>6149224

You stand on the brink of a decision, the gravity of it weighing heavily on your shoulders. The proposal laid out by the aristocrats is tempting—perhaps even favorable. The notion of a coalition of cities, where mutual interests align, trade flourishes, and borders remain secure, offers the promise of shared power and prosperity. The marriage alliance they offer further sweetens the deal, potentially forging an enduring bond that could guarantee peace for generations. Yet, despite the outward appeal, a nagging sense of doubt lingers in the back of your mind. Can you truly place your trust in them?

Their emissary spoke with polished diplomacy, each word carefully chosen, designed to lull you into a sense of security. Their promises of stability and prosperity were as sweet as honey, painting a picture of a harmonious future. But beneath their smooth rhetoric, you sense the underlying currents of ambition and hidden motives. You are no stranger to the fragile nature of alliances—how easily they crumble when interests diverge. In this game of power, trust is a luxury, and you know that caution is your only true ally.

You make the decision to remain vigilant, keeping a watchful eye on their every move. Peace may be an attractive prospect, but it must be approached with the utmost caution. Your mind is clear: you will not be blindsided. And yet, after weighing the options, you choose to accept their proposal. The coalition could bring stability and potential allies, but you will be ready for whatever may come next.
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>>6150046

As such, you double down on your intelligence network. Your spies, positioned in key places within the aristocratic circles, report on their movements and communications. They are meticulous, their eyes everywhere—tracking the nobles as they engage with one another and with foreign powers, watching their every word and deed with an unwavering focus. You learn that these nobles are not as singular in their loyalty as they claim to be. They travel frequently, meeting with other leaders, whispering in shadowed corners, discussing matters that you cannot immediately understand. Their alliances may not be as firm as they suggest, and their intentions remain shrouded in mystery. They may be seeking something more than a peaceful coalition—a personal gain, perhaps, or a hidden agenda.

> Hire a band of brigands to make the roads unsafe for them: You decide that if they are to be suspicious, then perhaps they need to be taught a lesson in fear. A band of ruthless brigands could make their journeys more perilous, waylaying their caravans and raids on their supply lines. It is a delicate dance—showing them that there are consequences for actions unsanctioned, but without pushing too far and creating outright hostility. The nobles will learn that every step they take carries risk, and the shadow of danger will constantly follow them.
> Search for monsters you could employ as hirelings to make the roads unsafe: Alternatively, you may wish to take a more direct approach—one with more bite. Perhaps there are creatures of the wild, monsters, beasts, or other dangerous entities that could be employed to disrupt the nobles’ movements. Fearsome and unpredictable, these creatures could strike terror into anyone traveling the roads. You could offer them gold or power, making them your hired hands in a long game of intimidation. After all, even the most powerful nobles are just as vulnerable to the wilds as any peasant. If they wish to threaten you, they must first contend with what lurks beyond their walls.
> Let the nobles be and focus on improving your local militia: On the other hand, there is the option of taking the high road—choosing patience and fortifying your own strength. You may choose to leave the nobles to their own devices, for now, and focus inward. The future of your city lies not in petty tricks or countermeasures, but in the strength of your own people. Training your militia, ensuring they are well-equipped and prepared for any eventuality, will give you the stability and power you need, no matter what the nobles or any outside force might do. After all, true power lies in the hands of those who are ready to defend their own turf.
>>
>>6149230


As you survey the young apprentices, their eager faces betraying a mix of hope and curiosity, you find yourself hesitant. You cannot afford to be reckless. Trust, after all, is a fragile thing, especially in the hands of those who have yet to prove themselves. You decide not to teach them anything too dangerous—not yet, at least. Fireball would be too much; it would be too tempting for them to wield their newfound power recklessly. Instead, you opt for something safer, something that keeps them dependent on you. You begin their training in the arts of healing.

The lessons are simple at first, focused on minor spells designed to mend wounds and ease ailments. It is mundane magic by most standards, but it serves its purpose. As they slowly learn the ropes, you remind them often of the dangers of the arcane, of how one must never rush into magic, lest they destroy themselves—or worse, others. When one or two of them express impatience, questioning why progress is so slow, you offer them a calm explanation: "Magic is a dangerous force," you say, your tone firm yet kind. "It must be mastered in stages, and only when I trust that you will not misuse it will you learn more powerful spells."

In time, the village begins to thrive under your guidance. The peasants, their lives improved by the healing touch of your apprentices, come to see you as a benefactor, even as they remain wary of your true intentions. They bring their problems to you—sick children, wounded farmers, ailments that the local healers could never hope to cure. You solve these problems with ease, using the magic you’ve imparted to your apprentices, ensuring your place as the sole provider of their safety and wellbeing.

But not all are pleased with your growing influence. Word spreads, as it always does, and before long, a band of gnolls appears at the edge of your settlement, their eyes glinting with menace. Their leader, an emissary of sorts, strides forward, his voice a low growl that sends chills down your spine. "You are amassing power within our domain, wizard," he declares, his tone dripping with both threat and command. "Pay tribute, or be destroyed."

The weight of the situation presses down on you, but you remain calm. This is a delicate matter. You have no intention of bowing to their demands, not yet. Your strength lies in your ability to manipulate the situation to your advantage, to appear benevolent while secretly keeping control. You must decide how to handle this challenge.

> Agree to pay tribute to the gnolls, buying time to prepare for more serious threats.
> Demand to speak directly to the chief of the gnolls, seeking a more diplomatic solution.
> Decline to pay tribute, choosing to stand firm and face whatever consequences follow.
>>
>>6149233

The forest, with its eerie presence and dangerous inhabitants, holds no more allure. The risks are too high, and the cost of dealing with the unknown spooks outweighs the potential rewards. You make the hard decision to abandon the forest, redirecting your people to new lands in search of more fruitful opportunities. The expansion is slower than expected, and the harvests are not as bountiful, but survival is paramount, and you cannot afford to antagonize forces that may prove far more dangerous than they initially appear.

Traveling south, you encounter a tribe of trolls—large, hulking creatures that seem to be on the brink of starvation. Their bodies are gaunt, and their movements sluggish. They are desperate, barely able to keep their own tribes alive, much less sustain themselves. This could be an opportunity.

You weigh your options carefully, considering the possibilities that present themselves. The trolls, hungry and weak, are vulnerable. You could offer them sustenance in exchange for their loyalty, perhaps bringing them into your fold. However, their desperation also opens the door to more aggressive tactics.

> Propose to feed them if they join your tribe. You could extend an olive branch to these starving trolls, offering food in exchange for their allegiance. This would expand your forces with little bloodshed, and their strength could be useful in the future.

> Scare the starving trolls away with fire and take over their land. Their weakness is an advantage. You could strike fear into their hearts, using fire as a weapon to drive them out. The land they occupy would be ripe for the taking, and the trolls would be left scattered and defeated.

> Capture some trolls to sacrifice to your dark gods. Your gods demand offerings. The trolls may be starving, but they are still a valuable resource. You could capture some of them alive, making them a tribute to your dark powers in exchange for greater blessings, fueling your growing strength.
>>
>>6149255


The temptation to strike immediately is strong. The enemy's presence in the forest has been a constant thorn in your side, and the thought of finally purging them from your domain stirs your blood. But you pause. It's not just about striking; it's about ensuring that your forces, while unorthodox, are prepared for the challenges ahead. You cannot afford to send your creatures into battle half-ready, as that would only lead to defeat.

Thus, you begin drilling your forces with renewed determination. Your troops—creatures of varying forms—train with what they have, some unable to do much more than frighten the enemy with their appearances, while others possess chilling powers of cold that might prove useful. The living among your ranks, armed with slings and crude clubs, are nothing impressive by themselves, but they can create distractions or harass from afar.

Though your army is far from conventional, it has its strengths. The ghosts and light-footed creatures, faster than any cavalry, can strike quickly and retreat with ease, making them perfect for hit-and-run tactics. The issue, however, lies in the lack of true heavy hitters—those who can break the enemy's defenses or lead the charge with overwhelming force.

As you drill your forces, a report comes in: the enemy seems to be retreating deeper into the forest. It could be a strategic withdrawal, perhaps to regroup or prepare for another stand—but there’s always the chance it’s a ruse, meant to lure you into a trap.

> You are prepared enough as it is, launch the attack. The time for hesitation is over. If the enemy is retreating, there is no better opportunity to strike, while they are disorganized and potentially vulnerable.
> Show the dryad your preparations so far and ask if she could make you a massive treant warrior with her magic to supplement your forces. Perhaps the dryad could assist you, lending her power to create a powerful ally from the very forest itself. A treant would be a formidable addition to your ranks, something that could bolster your army and lead the charge in ways your forces cannot.
> Wait to see if the enemy is really going away before you do anything rash. It could be a trap. The last thing you need is to rush into battle only to find the enemy waiting to ambush you. Patience could be the key to avoiding unnecessary bloodshed and ensuring your victory.
>>
>>6149272

You awaken in the dark, your bones crackling as you rise from the place where death had once claimed you. The world around you feels colder now, but you are unshaken, a being of pure skeletal form—death's embodiment. The power coursing through your bones is palpable, and the clarity of purpose is undeniable. You are no longer bound by flesh or weakness, but driven by the relentless urge to reclaim what was taken from you and to carve your own path of dominion.

You burst through the gates of the sanctuary, expecting a final confrontation with the one who had stolen your body, but the place is empty, eerily quiet. Jena is gone, nowhere to be found. Perhaps she's leading her armies elsewhere, moving to secure her dominance, leaving you with a rare window of opportunity. This is your chance—a chance to gather your strength, build your forces, and strike when she least expects it.

With newfound purpose, you consider your next move. The world is ripe with possibilities, and your newfound form grants you freedom from the shackles of mortality.

> Find a bunch of apprentices and start a cult of the dead. Power lies in numbers. By gathering those who are willing to follow the path of death and decay, you could create a cult dedicated to your resurrection and the spreading of your influence. The living are weak, but with your guidance, they can become loyal followers who offer their bodies and souls to you. Through ritual and sacrifice, you could reshape their minds and gain access to more resources, followers, and knowledge.
> Dig up some bones to upgrade yourself and maybe create minions. Your skeletal form is strong, but it can always be improved. There are plenty of graves, ancient crypts, and forgotten tombs filled with the remains of the dead. Digging them up might allow you to forge new minions—creatures of bone and spirit that will serve you unquestioningly. With each new addition to your army, you will grow stronger, and the skeletal army you build could become a force capable of overthrowing even the most formidable of foes.
> Start researching ways to come back to life. Death is but a temporary state, and you refuse to remain in it forever. You once held immense power, and with your newfound knowledge of the arcane, you will search for a way to return to your previous form—or perhaps even transcend death altogether. Through forbidden texts, ancient rituals, and whispered secrets, you will uncover the mysteries of life and death, using whatever means necessary to reclaim your true self.
>>
>>6149300

You stand amidst the wreckage of the battle, the air heavy with the scent of blood and burning flesh. The adventurers who sought to defeat the guardians of this forsaken place have mostly fallen, their cries of agony now silenced by the relentless guardians. You, an entity beyond death, cannot die—but witnessing the slaughter stirs something within you. A remnant of humanity, perhaps, or something darker that still seeks to feel something. You decide to act, to help them—for reasons you can't fully explain.

You step in, your presence momentarily confusing the guardians, allowing the remaining adventurers to gain ground. However, despite your intervention, most are still struck down by the relentless, faceless protectors of the temple. You almost succumb to the onslaught yourself, but your immortality shields you from the finality of death.

The battle ends, leaving only a single survivor—a young priestess, bloodied and broken. She stumbles, barely able to stand, her face pale with exhaustion and fear. Her eyes, wide with terror, find yours, and she doesn't scream. Perhaps she knows that there's no one left to hear.

With no other option, you carry her, her frail body limp in your arms, to the relative safety of your sanctum. The guardians will be searching for her, but she is safe for now—within the depths of your domain, far from their reach.
>>
>>6150067


You place her gently on a stone altar, the cold surface of the stone comforting to her in a strange, twisted way. She breathes heavily, each inhalation labored, her body still shaking from the trauma. As you stand over her, you consider your options. This woman, a survivor of your intervention, holds the key to many things—her knowledge, her connection to the outside world, and possibly a way out of this accursed place. But her mind is a fragile thing, and you are not one to let such opportunities slip away.

> Patch her up and ask her if she knows a way out of the temple. You tend to her wounds, not out of kindness but as a means to an end. You want to know everything she knows, to draw from her as much as you can. Perhaps, with her help, you can find an escape from this place, or use her as leverage to get what you truly seek. The opportunity to redeem yourself, to fix what was broken... or to destroy what remains.
> Torture her the same way the mad priest tortured you. The memories of your torment at the hands of the mad priest flood your mind—his cruel experiments, his endless mockery of your suffering. Now, the tables have turned. You can do to her what was done to you. It is not for revenge, no, not exactly. But there is a strange comfort in the idea, a deep, bitter satisfaction in knowing that someone else will suffer as you did. Maybe you can take something from her—something that she can't take back. Her pain will be your release.
> Chop off her limbs so she can't escape, claim it was the guardians, and keep her for abuse and conversation. Her limbs are the last thing that could make her a threat, the only way she could escape. You hesitate for only a moment, then decide. You will claim it was the guardians, that she suffered the same fate as the others. In truth, you care little for the lie—what matters is that she remains here, under your control, to serve your needs. Perhaps she will be useful for more than just her information. The pain she endures will remind you of your own, and in her torment, you may find solace—or at least the illusion of it.
>>
alright, that is it for today
>>
>>6150049
> Let the nobles be and focus on improving your local militia: On the other hand, there is the option of taking the high road—choosing patience and fortifying your own strength. You may choose to leave the nobles to their own devices, for now, and focus inward. The future of your city lies not in petty tricks or countermeasures, but in the strength of your own people. Training your militia, ensuring they are well-equipped and prepared for any eventuality, will give you the stability and power you need, no matter what the nobles or any outside force might do. After all, true power lies in the hands of those who are ready to defend their own turf.
>>
>>6150058
>> Propose to feed them if they join your tribe. You could extend an olive branch to these starving trolls, offering food in exchange for their allegiance. This would expand your forces with little bloodshed, and their strength could be useful in the future.
>>
>>6150066
> Dig up some bones to upgrade yourself and maybe create minions. Your skeletal form is strong, but it can always be improved. There are plenty of graves, ancient crypts, and forgotten tombs filled with the remains of the dead. Digging them up might allow you to forge new minions—creatures of bone and spirit that will serve you unquestioningly. With each new addition to your army, you will grow stronger, and the skeletal army you build could become a force capable of overthrowing even the most formidable of foes.
>>
>>6150063
>You are prepared enough as it is, launch the attack. The time for hesitation is over. If the enemy is retreating, there is no better opportunity to strike, while they are disorganized and potentially vulnerable.
>>
Rolled 74, 96, 64 = 234 (3d100)

>>6150041
> Kill as many people as possible and escape once you're seriously wounded: A brutal, savage strike, not to finish the battle but to send them reeling. You will maim, burn, and destroy as much as you can, then vanish into the night before the tide of battle turns in their favor. The city will be left in chaos, broken, but not yet destroyed. Their wounds will be deep, and they will know that you could return at any moment to finish what you started.
The second and third option gives them time. Time to react. Time to plan. Time to recuperate.
I (assumedly) regenerate faster than them, so drawing this fight out only mitigates my advantage.

Also, separate of this decision, is it okay if I ask that the "though sometimes they are consumed in a darker act of ritual sacrifice. But you do not mind; you have eaten your own young before and found them delicious" either be retcon'd or some context be added so that they were already dead and then eaten instead of killing them for the purpose of being eaten?
If not, no biggie, I just like the idea that as a hydra, Evalla is overall very evil, but way more loving and sweet towards her own babies.
>>
>>6150054
My vote is for:
> Decline to pay tribute, choosing to stand firm and face whatever consequences follow.
The plan would be to let them attack, and once they do, use that as an opportunity to destroy them while still maintaining the "moral highground". Destroying them is an excellent chance to display that we are benevolent but not soft or harmless. To be taken seriously as a threat, but still beloved by our own people.

As an extra option, we could also ask the people of the city what they would like for us to do. We probably won't care, but we can still pretend like their opinions matter to us. If they wanted something different from what we decide, and they ask why we didn't go with it, then we can just say something like "I later gazed into the future with my crystal ball and saw that that path would lead to something worse".
>>
>>6150355
>Also, separate of this decision, is it okay if I ask that the "though sometimes they are consumed in a darker act of ritual sacrifice. But you do not mind; you have eaten your own young before and found them delicious" either be retcon'd or some context be added so that they were already dead and then eaten instead of killing them for the purpose of being eaten?
>If not, no biggie, I just like the idea that as a hydra, Evalla is overall very evil, but way more loving and sweet towards her own babies.


The context is that your species is asexual and very agressive. You just lay eggs whenever you feel like, and the tiny hydras can grow to become another creature like yourself who will challenge your rule. You end up killing all of them before they become a threat unless they flee beforehand, because it is not really possible to ensure their loyalty.

If you try to be loving with them they will simply devour you.
>>
>>6150600
Ah okay, I didn't know that. My bad.
>>
>>6150068
>Patch her up and ask her if she knows a way out of the temple. You tend to her wounds, not out of kindness but as a means to an end. You want to know everything she knows, to draw from her as much as you can. Perhaps, with her help, you can find an escape from this place, or use her as leverage to get what you truly seek. The opportunity to redeem yourself, to fix what was broken... or to destroy what remains.
I see little difference between option 2 and 3, so 1 it is.



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