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File: op.jpg (95 KB, 576x517)
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The age of ice has passed, and the great beasts and monsters roam the land. Humanity is a flicker in the darkness, a handful of souls huddled together for warmth and safety. Your people are one such flicker. You have traveled far, through lands of biting wind and clinging mud, seeking a new home. Now, you stand at the edge of a new life, and the story of your tribe is about to be written.

But first, you must remember who you are. What is the story you tell your children around the fire?

[ ] The Survivors: "Our world was once a mountain of fire that spewed black rock and ash. We are the few who escaped its wrath, finding refuge in this new, green valley. We are cautious, for we know how quickly the world can turn to ruin."

Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Shaman).

Unique Trait: Cautious: You are less likely to encounter dangerous world events but have a harder time innovating.

[ ] The Exiles: "We were cast out from the great Sun-Tribe for speaking against the elders. They called our ideas 'unnatural.' We call them 'progress.' We will build our own tribe in our own way and prove them wrong."

Starting Population: 3 (1 Hunter, 1 Gatherer, 1 Crafter).

Unique Trait: Ambitious: Your tribe generates progress toward Innovation events faster than normal but starts with lower Morale.

[ ] The Pilgrims: "A vision from the Sky-Spirits led us here, to this sacred grove. We are few, but our faith is strong. We know that if we honor the spirits, they will provide for us and guide us to greatness."

Starting Population: 2 (1 Gatherer, 1 Shaman).

Unique Trait: Devout: Your tribe has a higher chance of triggering positive spiritual events, and your Shaman is more effective at managing Morale.
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>>6291731
>[x ] The Pilgrims: "A vision from the Sky-Spirits led us here, to this sacred grove. We are few, but our faith is strong. We know that if we honor the spirits, they will provide for us and guide us to greatness."
>>
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:b:ilgrims
Powerful shamans in a fantasy setting is OP.
Can't we have a hunter instead of a gatherer, though?
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>>6291731
[X] The Pilgrims: "A vision from the Sky-Spirits led us here, to this sacred grove. We are few, but our faith is strong. We know that if we honor the spirits, they will provide for us and guide us to greatness."
>>
>>6291731
>The Exiles
>>
Early Spring
Population: 2 (1G, 1S)
Food: +2 = 2 (starting) + 2x1G - 1x2Pop
Resources: None
Morale: 11 = 10 (starting) + 1x1S

Your first seasons in the Sacred Grove are quiet. You learn the ways of the land, gathering early spring roots and tracking birds to their nests. You tend to the spirits of the place, making small offerings to the ancient trees and listening to the whispers of the stream. You are stable, not yet hungry, and the Grove feels safe. But it is a fragile stability. For several seasons, the world remains calm, a welcome blessing after a long journey.

Then, on a cool morning, your routine is broken. While tracking a game trail, you come across a grisly scene: the carcass of a great elk. It is not days old, but it was killed in a way you have never seen before. The bones are snapped cleanly, and huge chunks of flesh have been gouged out, not torn or gnawed. Whatever did this was immensely powerful. The tracks leading away from the kill are heavy and deep-set, but already beginning to fade; the predator is likely long gone. However, the air feels heavy, and a sense of immense anger and hunger seems to cling to the carcass.

What is your response to this discovery?

[ ] Investigate the tracks. They are faint, but lead into the rocky hills. The predator is gone, but you might learn where it lairs.

[ ] Harvest the carcass. The meat is fresh and plentiful. However, taking the kill of an angered spirit is a great taboo and could have spiritual consequences.

[ ] Leave the kill and make an offering. You will lose the food, but appeasing the angered spirit might grant you a blessing or ward off its wrath.
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>>6291904
>[x] Leave the kill and make an offering. You will lose the food, but appeasing the angered spirit might grant you a blessing or ward off its wrath.
>>
>>6291904
>[x] Leave the kill and make an offering. You will lose the food, but appeasing the angered spirit might grant you a blessing or ward off its wrath.

Only the spirits and the Grace of the Heartful Ones can protect us from the maw of the Deceiver. Food comes and goes but a bond with the spirits is forever.
>>
>>6291904
[X] Leave the kill and make an offering. You will lose the food, but appeasing the angered spirit might grant you a blessing or ward off its wrath.
>>
>>6291904
>[ ] Harvest the carcass. The meat is fresh and plentiful. However, taking the kill of an angered spirit is a great taboo and could have spiritual consequences.
>>
>[x] Leave the kill and make an offering. You will lose the food, but appeasing the angered spirit might grant you a blessing or ward off its wrath.

We got plenty of food for two people.



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