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The world is young, and your people are weary from the long journey.
For seasons you have wandered across hills and forests, following the promise of a better land. Hunger gnawed at you in winter, storms scattered your fires, and the shadow of raiders always trailed behind.

Now, at last, you have come upon it a wide valley ringed by gentle hills, where a river winds like a silver thread through fields of grass. The soil looks dark and rich, the air warm with the smell of pine and earth. Game stirs in the woods, and fish leap in the shallows.

Here, the clans gather together for the first time, looking to you their chosen leader to guide them.
Around your campfire, the voices rise.

Choose Location

>Some argue for farmland by the river, where fish and fertile soil could feed many.

>Others whisper of the deep woods nearby, filled with timber, game, and ancient spirits.

>A few cast their eyes toward a stone outcropping on a hill, a natural stronghold from which the valley could be watched and defended.


Choose Leader

>The Warlord: The clans followed me because they feared my wrath and trusted my strength.

Stat Bonus: +1 Defense

Trait: When facing raids or threats, you gain advantage on rolls (roll 2d20, take higher).

Drawback: Neighbors see you as dangerous; harder to make alliances.


>The Shepherd: I keep the people safe and fed, for a leader is nothing without their flock.

Stat Bonus: +1 Food

Trait: Whenever famine threatens, you can reroll once to find food.

Drawback: Seen as soft, enemies underestimate your strength.


>The Builder: Stones endure longer than songs. I will leave behind walls that last for ages.

Stat Bonus: +1 Production

Trait: Building projects cost 1 less resource/time to complete.

Drawback: More focused on structures than people; risk of neglecting morale.


>The Cunning Fox: Where steel fails, words prevail. I weave bargains like a net.

Stat Bonus: +1 Wealth/Trade

Trait: Advantage on negotiations and diplomacy rolls.

Drawback: Others may doubt your honor or loyalty.


>The Seer “I hear the whispers of the old stones and see omens in the fire.

Stat Bonus: +1 Knowledge/Magic

Trait: Once per year, you may ask the OP for a prophetic hint or omen.

Drawback: People trust your visions but sometimes fear them.


>The Visionary: I see what others cannot: a city of tomorrow, greater than the world has ever known.

Stat Bonus: +1 to any one stat of your choice.

Trait: Once per year, you may declare a bold goal; if achieved, gain double reward.

Drawback: Your people sometimes see you as reckless or unrealistic.
>>
>>6297852
>Others whisper of the deep woods nearby, filled with timber, game, and ancient spirits.
>The Seer “I hear the whispers of the old stones and see omens in the fire.
>>
>>6297852
>A few cast their eyes toward a stone outcropping on a hill, a natural stronghold from which the valley could be watched and defended.
>The Builder
>>
>>6297852
>Others whisper of the deep woods nearby, filled with timber, game, and ancient spirits.
>The Seer “I hear the whispers of the old stones and see omens in the fire.
>>
They are a wandering folk, hardened by years of hunger, storms, and flight. For too many seasons they have carried their homes on their backs woven mats, bundles of grain, crude tools following the rivers and the stars, always searching for a place to belong.

Now, at last, they have found it: a valley of fertile soil where the forest meets the open land. Here, towering pines and oaks stand like guardians at the edge of dark woods, while beyond them stretch open meadows rich with promise.

They call themselves the Ashenfolk, for the grey ashes they carried from their old fire when their homeland was lost. That sacred flame has been kept alive through exile, and now it burns again at the edge of the forest a symbol that this place may truly be home.

The people are wary but hopeful. They know the forest holds secrets: strange stones carved with forgotten runes, the rustle of spirits in the undergrowth, the echo of drums that may not be human. Yet with the Seer as their leader, they believe omens will be read, bargains struck, and dangers foreseen.

Around the first fire in this new valley, voices rise with a mix of fear and hope. Some want fields. Some want walls. Some want to honor the old stones hidden in moss. But all agree on one thing: this is the place where their clan will rise.

Where to Put Our Effort First?

>Clear Fields for Farming – Secure a steady food supply.

>Build a Wooden Palisade – Protect the camp from raiders or lurking things.

>Send Hunters into the Woods – Rely on game and foraging for now.

>Study the Mossy Stones – The Seer leads a ritual at the ancient site.


How Shall We Dwell?

>Longhouses of Timber – Strong, warm houses for many families. (+Morale, +Production, Uses lots of wood.)

>Huts and Lean-tos – Quick shelters, enough to survive. (Cheap, fast, but low morale.)


Explorers press you for direction. Where should they go?

>Deeper into the Forest – Seek herbs, game, and mysteries. (Chance of strange encounters.)

>Up the Valley Hills – Scout the land, spot threats, maybe find stone deposits. (Boost knowledge of terrain.)

>Follow the Stream – See where the water runs; perhaps it joins a greater river. (Potential trade/exploration route.)


Population: 1 (120 settlers)

Food: 1 (game and foraging, but little farmland cleared yet)

Defense: 0 (forest offers cover, but no true fortifications)

Wealth/Trade: 0 (isolated in the woods, no trade yet)

Knowledge/Magic: 2 (Seer + old forest stones)

Production: 1 (basic woodworking, stone tools)
>>
Resources
Timber (Wood) High: Straight pines and oaks; ideal for construction, palisades, tools.

Game (Meat/Fur) Medium: Deer, boar, wild fowl; reliable hunting but can be overhunted.

Foraged Food Medium: Berries, roots, nuts, mushrooms; useful but seasonal and unstable.

Farmland (Valley Edge): High Fertile soil; farms can expand easily at the forest’s edge, making agriculture a stable long-term food source.

Stone (Common)Low: River stones and small outcroppings; enough for tools and small buildings.

Ore (Metal)None: No known deposits yet; would require expeditions beyond the valley.

Water-Medium: Streams and springs feed into the valley; steady supply for people and fields.

Herbs(Medicinal) Medium: Healing plants, roots, and forest remedies; useful for health/morale.

Mystic Sites-High: Moss-covered standing stones and hidden clearings; good for rituals and omens.

Trade Routes-None: Isolated for now; no caravans or river trade yet.
>>
>>6297890
>Study the Mossy Stones – The Seer leads a ritual at the ancient site.
>Huts and Lean-tos – Quick shelters, enough to survive. (Cheap, fast, but low morale.)
>Up the Valley Hills – Scout the land, spot threats, maybe find stone deposits. (Boost knowledge of terrain.)
>>
>>6297890
>Send Hunters into the Woods – Rely on game and foraging for now.
>Longhouses of Timber
>Up the Valley Hills
>>
Rolled 2 (1d2)

>>6297900
>>6297918
>>
The hunters vanished beneath the forest canopy, bows and spears in hand. For days, the camp heard nothing but the wind groaning in the trees. They returned with stags, boar, and baskets of mushrooms — enough to keep bellies full. Yet one youth swears he saw a figure crowned with antlers, moving silently among the pines.

+Food: gain short-term supplies.


From the timber of fallen pines, the first longhouses now rise. Whole families gather under strong roofs, warmed by smoke and song. The people cheer their survival, though the forest spirits stir uneasily as trees fall.

+Production: stronger ability to build.

+Morale: comfort of warmth, song, and shelter.


On a higher ridge, they discover outcroppings of stone — rough granite, enough for tools and simple walls. No ore yet, but it’s a start.

+Stone resource unlocked (low abundance)

From there they saw:

North: The forest deepens, stretching into a dark canopy of ancient pines. Mist coils between the trunks, and sometimes the scouts hear distant horns or drums carried on the wind. A place of danger but also rich with herbs, game, and hidden mysteries.

East: The fertile valley opens wide, dotted with grasslands and streams. In the far distance, silver rivers glimmer in the sun. This is the best land for farming and, perhaps, the path to connect with outsiders one day.

South: Rolling hills and lowlands, covered in scrub and scattered oak groves. The land looks dry but walkable. Smoke curls faintly from far away perhaps another camp, or nomads passing through. Beyond, the horizon dips, suggesting a larger river basin or plains.

West: The forest grows denser and darker, rising into rugged hills. Strange shapes loom perhaps cliffs, perhaps ruins swallowed by trees. Once, at dusk, the scouts thought they saw firelight flicker among the shadows.


Population: 1 (120 settlers)

Food: 2 Stable (from successful hunting/foraging)

Defense: 0 (no palisade yet)

Wealth/Trade: 0 (isolated)

Knowledge/Magic: 2 (Seer + ancient stones)

Production: 2 (longhouses, timber use)
>>
Strategic (Main)

>Appease the Forest – Perform a ritual at the mossy stones to calm the spirits.

>Quarry the Ridge – Send workers to gather stone for building.

>Clear Farmland – Cut back the trees at the valley’s edge to plant crops.

>Scout the Smoke – Send a small party beyond the ridge to learn who else walks these lands.

Personal (Bonus)

>Assign Hunters – Focus on game this moon to keep bellies full. (+Food, but risk of hunters going missing.)

>Craft Tools – Use timber and stone to improve axes, bows, and spears. (+Production, better rolls on building/hunting next season.)

>Hold a Council – Call the elders to speak their minds. (+Morale Seer tells a prophetic hint or omen..)

>Send a Messenger – Light fires or leave markers at valley edges to announce your presence. (Chance of attracting neighbors — ally or rival.)

>Train a Warband – Select a handful of hunters and drill them as guards. (+Defense, but fewer hands for food/work this season.)
>>
>>6297941
>Appease the Forest – Perform a ritual at the mossy stones to calm the spirits.
>Hold a Council – Call the elders to speak their minds. (+Morale Seer tells a prophetic hint or omen..)
>>
At dusk, the tribe gathers by the moss-covered stones. Fires burn low while the Seer traces ash across their brow and chants the old words. The air grows heavy, and the crackle of the flames seems to whisper.

For a moment, the hunters swear they see shapes in the dark beyond the firelight antlers, eyes glowing green but they do not strike. Instead, a deep hush falls over the forest.

The spirits are quieted… for now.

+1 Knowledge/Magic (the Seer deepens their bond with the stones).


The elders gather in the longhouse, smoke curling from clay bowls of herbs. Voices rise and fall, debating food, shelter, and threats. In the end, all turn to the Seer, who shares their vision:

“The forest tests us but does not yet wish us harm. The stag walks before us where it treads, water will flow, and where it calls, we must listen.”

The people feel reassured that their leader’s sight will guide them.

+Morale (confidence in the Seer’s guidance).


Strategic (Main)

>Follow the Stag’s Vision: Send scouts or the Seer themself into the hills/ridges to search for the stag’s hill.

>Clear Farmland at the Valley Edge: Begin preparing fields before winter truly sets in.

>Scout the Smoke on the Horizon: Send a party south or west to learn who else shares the valley. (Choose way)

Strengthen the Camp: Build simple defenses (watchtowers, ditches, timber fences).


Personal (Bonus)

>Gather Herbs: Send foragers into the forest to collect healing plants. (+Health, may uncover mystical herbs.)

>Craft Tools & Weapons: Carpenters shape better axes, bows, and spears from wood and stone. (+Production, future rolls easier.)

>Hunt Deep in the Woods: Focus on big game to refill stores. (+Food, risk of encountering spirits/beasts again.)

>Hold a Festival: Celebrate the first longhouses with song, dance, and ritual. (+Morale but costs some food.)

>Send Quiet Messengers: Place signs, markers, or smoke signals on the valley edges. (Chance of drawing neighbors in… or drawing them too soon.)


Population: 1 (120 settlers)

Food: 2 (still stable, though hunting thins slowly)

Defense: 0

Wealth/Trade: 0

Knowledge/Magic: 3 (ritual strengthens connection)

Production: 2 (longhouses & timber)

Morale: High (council reassured by Seer’s vision)
>>
>>6297955
>Clear Farmland at the Valley Edge: Begin preparing fields before winter truly sets in.
>Craft Tools & Weapons: Carpenters shape better axes, bows, and spears from wood and stone. (+Production, future rolls easier.)
>>
>>6297971
+1
>>
Rolled 3 (1d10)

Families spread out into the grassy meadows of the valley, turning soil with stone hoes and fire-hardened sticks. The earth here is rich and dark, easily broken, fed by small streams that flow from the hills. The first fields are marked out for barley and root crops, to be planted when spring comes.

+1 Food Stability (fields will feed the people when planting begins)


Carpenters sharpen their craft with the valley’s timber and stone from the ridge. Stronger axes, hunting bows, and fire-hardened spears are fashioned, lifting spirits and improving both work and defense.

Better tools and weapons raise confidence.

+1 Production (improved building, hunting, and readiness)


The days grow shorter, the sun dragging low across the sky. Each evening, a sharper wind sweeps down from the hills, carrying with it the bite of frost. Grass at the valley’s edge crunches underfoot, white-tipped and brittle. The streams that trickle through the meadows glaze with thin ice, breaking and reforming each dawn.

Smoke from the longhouses drifts in steady columns, the scent of pine-wood fires clinging to the cold air. Inside, families huddle close, weaving mats, mending tools, and whispering old songs to keep spirits strong.

Beyond the firelight, the forest falls silent. The calls of birds fade. Tracks of deer and boar grow fewer, leading deeper beneath the dark canopy. The woods seem to watch, quiet and waiting, as if holding its breath.

The first true snowfall is not far. Soon the valley will lie under a pale blanket, and only the strongest hunters will brave the cold. The fields lie ready but barren, earth turned and waiting for spring’s hand. The people must endure the lean months before life returns to the soil.


Strategic (Main)

>Hunt in the Snow – Send hunters deeper into the frozen woods. 1d20

>Ration and Store – Tighten belts, dry roots, smoke meat, preserve mushrooms.

>Quarry the Ridge – Send workers to gather stone despite the cold. 1d20

>Seek the Stag’s Hill – Follow the omen into the hills. 1d20

Personal (Bonus)

>Train a Warband – Select a few hunters to drill in the snow. (+Defense, better rolls if raided later.)

>Hold a Winter Feast – Sacrifice food for joy. (+Morale, but costs Food.)

>Tell the Old Stories – Elders teach the children myths of the forest and valley. (+Knowledge/Magic, cultural depth.)

>Scout the Frozen Horizon – Follow animal trails to learn more of the land’s winter shape. (Small discoveries, potential danger.)


Population: 1 (120 settlers)

Food: 2 (stable, new farmland prepared for planting in spring)

Defense: 0 (still no walls, but improved weapons mean the people feel safer)

Wealth/Trade: 0 (no contact yet)

Knowledge/Magic: 3 (the Seer’s bond with the stones endures)

Production: 3 (timber + longhouses + crafted tools)

Morale: Steady (hopeful for harvests, proud of new tools)
>>
>>6298271
>Ration and Store – Tighten belts, dry roots, smoke meat, preserve mushrooms.
>Scout the Frozen Horizon – Follow animal trails to learn more of the land’s winter shape. (Small discoveries, potential danger.)
>>
>>6298271
>Hunt in the Snow
>Tell the Old Stories
>>
Under the Seer’s guidance, the people preserve what they have. Hunters smoke strips of venison over low fires; women dry roots and mushrooms on reed mats near the hearth. Clay jars are sealed with wax, keeping stores safe from frost.

Meals are smaller, but steady. The people grumble, yet no one starves. The longhouses fill with the smell of woodsmoke and smoked meat, a scent of endurance.

Food supplies stretch further.

+1 Food Stability this winter.
-Morale (slightly)


Small bands follow animal tracks through the snow, pushing into the white silence. From the ridge, they see the valley transformed:

North: The forest lies hushed and heavy with snow. One scout swears he saw a horned shadow moving between the trees, but it left no tracks.

East: The valley meadows lie bare and pale, the frozen streams glittering like glass. In spring, this land will bloom.

South: Smoke again. This time clearer, drifting from a cluster of low hills — signs of another people wintering nearby.

West: Among the forested ridges, hunters find the remains of stone walls buried under drifts. The ruins are ancient, cracked, and long abandoned… or perhaps only asleep.

The tribe learns the valley’s winter shape.


The first howls rise at night, echoing across the snowy valley. Soon, yellow eyes flicker at the edge of the firelight. A pack of gaunt wolves circles the longhouses, driven down from the frozen hills by hunger.

Children huddle close to the hearth, while hunters grip their new bows and spears. By morning, the wolves have not attacked — but tracks in the snow show they are testing the camp’s edge, coming closer with each night.

Strategic (Main)

>Deal with the Wolves – Take decisive action (Choose one Roll1d20)
Drive Them Off – Hunters take up torches and weapons to chase the wolves away.
Hunt Them – Lay traps or lure the pack into an ambush.
Leave Offerings – Cast scraps of meat into the snow each night.
Call a Ritual – The Seer attempts to appease or command the wolves with smoke, chant, and fire.

>Seek the Stag’s Hill – Follow the Seer’s dream north or into the ridges, even in the snow.

>Scout the Southern Smoke – Send envoys or scouts toward the hills where other fires were seen.

>Strengthen the Camp – Build watch posts, dig ditches, or raise timber fences.


Personal (Bonus)

>Train the Hunters – Drill hunters into a small warband. (+Defense)

>Gather Winter Herbs – Search for healing plants in evergreen groves. (+Health, Knowledge if rare herbs found.)

>Winter Tales – Elders pass down myths and old songs, binding the people together. (+Morale, +Knowledge small.)

>Quiet Messengers – Place markers and smoke signals on ridges to test if neighbors respond. (Could invite alliance… or danger.)

>A Modest Feast – Spend some preserved food to lift spirits. (+Morale, -Food small.)
>>
Population: 1 (120 settlers)

Food: 3 (rationing extends supplies)

Defense: 0

Wealth/Trade: 0

Knowledge/Magic: 3

Production: 3

Morale: Slightly Low (restless from rationing, but hopeful for spring)


Resources
Timber (Wood) High: Straight pines and oaks; ideal for construction, palisades, tools.

Game (Meat/Fur) Medium: Deer, boar, wild fowl; reliable hunting but can be overhunted.

Foraged Food Medium: Berries, roots, nuts, mushrooms; useful but seasonal and unstable.

Farmland (Valley Edge): High Fertile soil; farms can expand easily at the forest’s edge, making agriculture a stable long-term food source.

Stone (Common)Low: Ridge granite found; not yet quarried in bulk. Could supply walls and tools.

Ore (Metal)None: No known deposits yet; would require expeditions beyond the valley.

Water-Medium: Streams and springs feed into the valley; steady supply for people and fields.

Herbs(Medicinal) Medium: Healing plants, roots, and forest remedies; useful for health/morale.

Mystic Sites-High: Moss-covered standing stones and hidden clearings; good for rituals and omens.

Trade Routes-None: Isolated for now; no caravans or river trade yet.
>>
Rolled 7 (1d20)

>>6298371
>Leave Offerings – Cast scraps of meat into the snow each night.

>Winter Tales – Elders pass down myths and old songs, binding the people together. (+Morale, +Knowledge small.)
>>
Each night, scraps of meat and bones are cast into the snow beyond the firelight. The wolves creep close, their eyes gleaming, and snatch the offerings before vanishing back into the dark.

But the hunger of wolves is endless. Each night they return, closer, braver, their howls louder. Children wake in fear. The hunters mutter that feeding them only teaches boldness.

Wolves do not attack, but their presence lingers. The people feel watched, tested.

No Food lost beyond the offerings. Morale uneasy. Wolves remain an unresolved threat.


Inside the longhouses, the elders kindle small fires and gather the tribe. Stories flow: of the first wanderers who carried ash from the old fire, of gods who walked as beasts in the world’s dawn, of the Stag-with-Burning-Eyes who led lost hunters to water. Children listen wide-eyed, and even the weary adults smile at familiar songs.

The people are steadied by shared memory.

+Morale (the tribe feels united)

+Knowledge (small) — the Seer gleans hints that the Stag has been part of the tribe’s myths longer than they realized.


Strategic (Main)

>Deal with the Wolves – Take decisive action (Choose one Roll1d20)
Drive Them Off – Hunters take up torches and weapons to chase the wolves away.
Hunt Them – Lay traps or lure the pack into an ambush.
Leave Offerings – Cast scraps of meat into the snow each night.
Call a Ritual – The Seer attempts to appease or command the wolves with smoke, chant, and fire.

>Seek the Stag’s Hill – Follow the Seer’s dream north or into the ridges, even in the snow.

>Scout the Southern Smoke – Send envoys or scouts toward the hills where other fires were seen.

>Strengthen the Camp – Build watch posts, dig ditches, or raise timber fences.


Personal (Bonus)

>Train the Hunters – Form a warband from the strongest hunters. (+Defense, morale boost, better wolf rolls).

>Gather Winter Herbs – Search for healing plants in evergreen groves. (+Health, Knowledge if rare herbs found.)

>Tell Prophecies – The Seer shares omens drawn from the stars, fire, or dreams. (+Knowledge, +Morale).

>Quiet Messengers – Place markers and smoke signals on ridges to test if neighbors respond. (Could invite alliance… or danger.)


Population: 1 (120 settlers)

Food: 2 (stable with rationing; farmland still waiting for spring planting)

Defense: 0 (no walls, wolves at edge unsettle the people)

Wealth/Trade: 0

Knowledge/Magic: 3.5 (rituals + Winter Tales strengthen cultural lore)

Production: 3 (tools, longhouses, timber)

Morale: High but Anxious (stories inspire hope, wolves gnaw at nerves)
>>
Rolled 20 (1d20)

>>6298375
>Leave Offerings
Taming time.
>Train the Hunters
>>
This time, the Seer leads the offering herself. Meat and bones are laid on the snow in a careful circle, marked with ash and herbs. The wolves emerge from the treeline, thin and silent, eyes gleaming in the firelight.

Instead of snatching the scraps and fleeing, the pack sits, tails curled, watching the Seer’s ritual. When the flames flare, they take the offerings one by one then lift their heads and howl, not in menace but in eerie harmony with the ritual’s chant.

The pack is appeased and retreats peacefully.

+Knowledge/Magic: The Seer has touched something primal — the wolves may be messengers of the Stag.

+Morale: The people believe the forest spirits walk beside them, not against them.

Some whisper the wolves will return again, but as guardians rather than foes.


With the wolves no longer circling, the strongest hunters drill in the snow. They practice with bows, spears, and torches, moving in coordinated lines under the Seer’s watch. Though their weapons are still stone-tipped, their discipline grows.

By moon’s end, the first warband is formed: a small but hardened group, proud to stand between the tribe and danger.

+Defense (small but significant)

+Morale: The people feel safer knowing a band is ready.


Population: 1 (120 settlers)

Food: 2 (stable with rationing; farmland still waiting for spring planting)

Defense: 0 (no walls, wolves at edge unsettle the people)

Wealth/Trade: 0

Knowledge/Magic: 3.5 (rituals + Winter Tales strengthen cultural lore)

Production: 3 (tools, longhouses, timber)

Morale: High but Anxious (stories inspire hope, wolves gnaw at nerves)


The long dark begins to break. The winds from the hills soften, no longer cutting like knives, and each day the sun lingers a little longer above the ridges. Snowmelt trickles down into the valley, swelling the streams until they sparkle like silver threads across the meadow.

Where the ground lay frozen and lifeless, the first shoots of green push stubbornly through the thawing soil. Birds return to the treetops, their cries breaking the silence that ruled the forest all winter.

Inside the longhouses, the smoke is thinner now; fires burn low as stores stretch further. People step outside with lighter cloaks, faces turned to the pale sun. The air carries not the bite of frost, but the scent of wet earth, rich and promising.

The valley stirs. The season of waiting is over. Now begins the season of planting, scouting, and hope.
>>
Strategic (Main)

>Plant the First Seeds: Use the prepared fields at the valley’s edge for barley, beans, or roots.

>Scout the Southern Smoke: Send messengers to the hills where fires were seen.

>Explore the Western Ruins: Investigate the snow-buried stone walls.

>Seek the Stag’s Hill: Follow the Seer’s dream into the ridges in search of the spring.


Personal (Bonus)

>Craft for Spring – Use timber and stone to make better farming tools, plows, or fishing gear. (+Production, +Food efficiency).

>Rite of Renewal – Hold a ritual at the standing stones to bless the coming crops. (+Knowledge/Magic, +Morale).

>Strengthen the Warband – Continue drills, build trust, and assign hunters as guards. (+Defense).

>Forage the Thaw – As snow melts, gather early greens and herbs. (+Food small, +Health).

>Tell the People’s Story – The Seer and elders compose a founding myth of the valley. (+Knowledge/Magic, +Morale, cultural depth).
>>
Population: 1 (120 settlers)

Food: 2 (rationing holds, farmland waiting for spring)

Defense: 1 (trained hunters form first warband)

Wealth/Trade: 0

Knowledge/Magic: 4 (Seer’s ritual with wolves deepens mystic bond)

Production: 3 (longhouses, tools, timber)

Morale: High (tribe feels protected and blessed)

>>6298392 Forgot to update the stats.
>>
Rolled 1 (1d10)

>>
>>6298394
>Plant the First Seeds
>Tell the People’s Story
>>
>>6298394
>Plant the First Seeds: Use the prepared fields at the valley’s edge for barley, beans, or roots.
>Tell the People’s Story – The Seer and elders compose a founding myth of the valley. (+Knowledge/Magic, +Morale, cultural depth).
>>
The snow has melted from the valley edge, and the fields stand ready. Families gather with baskets of seed saved from their wanderings — barley, beans, and hardy roots. With stone hoes and sharpened sticks, they carve furrows into the dark earth, laying the first true fields of the Ashenfolk.

Smoke from cooking fires drifts across the valley as the seeds are blessed with water and song. The Seer walks among the planters, scattering herbs and ash to call upon the spirits for a bountiful harvest.

Farmland is now planted. If the season is kind, the first crops will be ready by late summer.

+Food Stability (future harvest secured).

Morale Boost: Hope rises the people can imagine a future where hunger does not stalk them.


That same moon, the Seer calls the elders together in the longhouse. They weave memory into myth: the exile from the old land, the carrying of the sacred fire, the finding of the fertile valley, and the pact with the forest spirits.

Around the hearth, the words are repeated until even the children know them. A new founding tale is born:

“We are the Ashenfolk, keepers of the flame. We crossed the wilds, and the valley rose to meet us. The forest watches, the stag walks before us, and from our hands the city will rise.”

A shared myth strengthens identity.

+Knowledge/Magic (cultural lore deepens).

+Morale (unity and pride in belonging).


Green shoots push through the thawing earth, and soon the meadows are ablaze with color. Wildflowers carpet the ground, spreading faster than anyone remembers, painting the valley in yellows, purples, and reds.

Among them grow herbs in uncommon abundance: fever-root, healing sage, brightleaf, and bitterwort. Healers walk the fields with baskets, returning heavy with plants enough to fill clay jars and dry racks for months to come.

The people take it as a sign: the land welcomes them. Some whisper that it is a blessing from the spirits, perhaps even from the antlered stag itself.

+Herbs Resource: Abundance increases. Healing and ritual supplies are secure for the year.

+Morale: The tribe celebrates the bloom with laughter and song.

Such a bloom is strange. Was this a natural blessing of the fertile valley… or something stirred by the Seer’s rituals?
>>
Population: 1 (120 settlers)

Food: 3 (fields planted; stable if harvest succeeds)

Defense: 1 (warband drills continue)

Wealth/Trade: 0

Knowledge/Magic: 5 (rituals + lore + myth-making)

Production: 3 (tools, longhouses, timber)

Morale: High (hopeful for harvest, united by story)


Strategic (Main)

>Tend the Crops – Assign workers to weed, water, and guard the first fields.

>Scout the Southern Hills – Send scouts or messengers to investigate the smoke seen in winter.

>Explore the Western Ruins – Investigate the thawing stone walls in the forest ridges.

>Seek the Stag’s Hill – Follow the Seer’s vision into the ridges in search of the hidden spring.


Personal (Bonus)

Build a Storehouse – Use timber and stone to construct a granary for the first harvest. (+Production, +Food security).

Strengthen the Warband – Continue drilling the hunters into a disciplined force. (+Defense, +Morale small).

Herb Harvest – Gather the abundant wildflowers and medicinal herbs of the valley. (+Health, +Knowledge small).

Festival of Spring – Celebrate planting and the bloom of the valley with song and dance. (+Morale, -Food small).

Quiet Messengers – Place markers or smoke signals at the valley’s edge to test for neighbors. (Possible diplomacy event).
>>
>>6298441
>Seek the Stag’s Hill – Follow the Seer’s vision into the ridges in search of the hidden spring.
>Quiet Messengers – Place markers or smoke signals at the valley’s edge to test for neighbors. (Possible diplomacy event).
>>
Guided by dreams, the Seer leads a band of hunters and elders into the thawing ridges. Snow still lingers in shaded gullies, but the air is soft with birdsong. After days of climbing, they come upon a hill crowned by ancient stones, cracked and half-buried.

At its base, the Seer strikes the ground with an ash staff. The earth groans, and a spring bursts forth, spilling clear water into a new stream. The people kneel in awe. The stag’s vision was true.

A sacred spring is revealed in the ridges.

+Knowledge/Magic (the Seer’s visions proven).

+Water Resource (steady supply for farming, rituals, and growth).

Morale Boost: The tribe sees the stag as their guide and protector.


Meanwhile, at the southern edge of the valley, hunters and youths leave stone markers carved with the tribe’s fire-symbol and raise thin smoke columns that curl skyward.

For days, nothing stirs. Then, one dawn, faint smoke answers from the distant hills. Whoever lives there has seen your signs and now knows you are here.

First contact is possible with southern neighbors. They replicated your message.


Strategic (Main)

>Tend the Crops – Assign workers to weed and guard the young shoots of barley and beans.

>Approach the Southern Neighbors – Send envoys or scouts to the hills where smoke answered your signals.

>Explore the Western Ruins – Investigate the thawed stone walls in the forest ridges.

>Sanctify the Spring – Build a shrine or hold a great ritual at the stag’s water-source.


Personal (Bonus)

>Build a Storehouse – Construct a raised granary to hold the coming harvest. (+Production, +Food security).

>Strengthen the Warband – Expand drills, form patrols, and set watches at the valley’s edge. (+Defense, +Morale small).

>Herb Harvest – Gather the herbs and wildflowers of the abundant bloom. (+Health, +Knowledge small).

>Festival of Renewal – Celebrate the stag’s spring with feasting, song, and ritual. (+Morale, -Food small).

>Craft Tools for Farming – Use timber and stone to shape hoes, plows, and water troughs. (+Production, +Food efficiency).


Population: 1 (120 settlers)

Food: 3 (crops planted, stable for now)

Defense: 1 (trained warband)

Wealth/Trade: 0 (first diplomatic signs appear)

Knowledge/Magic: 6 (stag’s spring, founding myths, rituals)

Production: 3 (tools, timber, longhouses)

Morale: Very High (faith in Seer, proud of tribe’s path)
>>
Timber (Wood) High: Straight pines and oaks; ideal for construction, tools, and future defenses.

Game (Meat/Fur) Low–Medium: Herds are returning with the thaw; deer and boar sightings increase, but not yet abundant.

Foraged Food Medium: Early greens, roots, and wild edibles available in spring; useful but unpredictable.

Farmland (Valley Edge) Planted: Barley, beans, and roots sown; first harvest expected in late summer.

Stone (Common) Low: Ridge granite discovered; not yet quarried in bulk, but potential for walls and tools.

Ore (Metal) None: No known deposits; would require expeditions beyond the valley to uncover.

Water High: Streams and the newly revealed sacred spring provide abundant supply for farming, daily use, and ritual.

Herbs (Medicinal) High: The Early Bloom has filled meadows with herbs and wildflowers; plentiful healing and ritual supply.

Mystic Sites Very High: Moss-covered standing stones and the sacred spring mark the valley as deeply spiritual; strong potential for rituals and visions.

Trade Routes Emerging: Quiet signals answered from the southern hills; first contact possible with neighbors.
>>
>>6298459
>Tend the Crops
>Strengthen the Warband
>>
>>6298459
>Tend the Crops
>Strengthen the Warband
>>
Rolled 8 (1d10)

The young shoots of barley and beans push through the dark soil, fragile but full of promise. Families spend their days in the fields, pulling weeds, clearing stones, and scaring off hungry birds. Hunters patrol the edge to keep deer and boar away.

The work is hard, but steady. At night, people gather tired but proud, knowing that this is the first crop of the Ashenfolk.

Fields are healthy and well-guarded.

+Food Stability harvest improves.

Morale Steady: The people take pride in their labor.


The hunters drill daily with spear and bow, marching in small groups, setting watches at the valley’s edge, and practicing torch-lines at night. Slowly, they become more than just hunters the first true defenders of the tribe.

They are still few and lightly armed, but their discipline gives the people confidence. Children play at “guard duty,” mimicking their drills in the fields.

Warband strengthened.

+Defense (now stronger, especially against beasts or raiders).

+Morale small families feel safer with regular patrols.


Population: 1 (120 settlers)

Food: 4 (fields planted, healthy; future harvest secured)

Defense: 2 (warband drills, patrols, vigilance)

Wealth/Trade: 0 (southern neighbors remain uncontacted)

Knowledge/Magic: 6 (sacred spring + lore + rituals)

Production: 3 (timber, tools, longhouses)

Morale: High (confidence in crops and defense)


Strategic (Main)

>Approach the Southern Neighbors – Send envoys or scouts to the hills where smoke signals were answered.

>Explore the Western Ruins – Investigate the thawed stone walls and hidden structures in the forest ridges.

>Sanctify the Spring – Build a shrine or hold a great ritual at the stag’s water-source.

>Expand the Farmland – Open more fields at the valley’s edge for future planting.


Personal (Bonus)

>Build a Storehouse – Construct a raised granary for the coming harvest. (+Production, +Food security).

>Craft Farming Tools – Shape hoes, plows, or irrigation troughs from timber and stone. (+Production, +Food efficiency).

>Strengthen the Warband – Continue patrols, practice formations, and raise new recruits. (+Defense, +Morale small).

>Herb Harvest – Collect healing herbs and flowers while the bloom is still abundant. (+Health, +Knowledge small).

>Festival of Growth – Celebrate the sprouting fields with song and shared feasting. (+Morale, -Food small).
>>
>>6298500
>Approach the Southern Neighbors
>Build a Storehouse
>>
The Seer blesses the envoys with ash and herbs before they depart. They carry gifts of smoked venison, baskets of herbs, and carved wooden tokens of peace.

After two days’ journey across the low hills, they find them: a settlement smaller than the Ashenfolk, ringed by brush fences and smoke-huts. The strangers are wary but do not draw weapons. Their leader, a broad-shouldered woman with braids of red grass, greets the envoys cautiously.

They name themselves the Hillfolk of Redcrest. They too survived the long winter, and their fires had answered yours with quiet curiosity. Words are exchanged, promises weighed no alliance yet, but the first thread of contact is woven.

First contact with neighbors established.

+Knowledge: Learn of the Hillfolk’s presence and strength.


At home, carpenters raise a sturdy structure of pine logs, lifted on stone footings to keep damp and vermin away. Inside, clay jars and woven baskets are readied. The people name it the Granary of Ashenfire, a place where hunger shall not rule again.

Food storage secured.

+Production: Skilled carpentry proves the tribe’s growth.

+Food Security: Coming harvest will be safe from spoilage.


The valley answers the tribe’s hope. The barley and beans sprout taller and fuller than expected, leaves broad and strong, stalks rich with color. Even the herbs and flowers spill into every clearing, covering the meadows with a carpet of green and gold.

Children run between the rows, laughing, as elders shake their heads in wonder. Never in memory has the land given so freely. Some whisper it is the blessing of the stag’s spring, others that the soil of this valley was waiting for the Ashenfolk all along.

+Food Stability harvest is almost certain to be rich if tended well.

+Herbs healing and ritual supplies increase.

+Morale the people celebrate in the fields, believing they have truly found their home.


Population: 1 (≈120 settlers)

Food: 5 (fields flourishing; strong chance of rich harvest; foraged greens & game add support)

Defense: 2 (trained warband, patrols, basic vigilance)

Wealth/Trade: 0.5 (first contact with Redcrest neighbors)

Knowledge/Magic: 6 (sacred spring, founding myths, rituals, Seer’s visions)

Production: 4 (longhouses, tools, timber, granary built)

Morale: Very High (confidence surging after abundant growth, hope for future harvest)
>>
Strategic (Main)

>Trade with Redcrest – Send envoys south again with herbs, timber, or furs to offer in exchange for food, crafts, or knowledge.

>Explore the Western Ruins – Investigate the ancient stone walls revealed by the thaw.

>Fortify the Granary – Build a palisade or ditch around the new storehouse, ensuring the harvest will be safe.

>Ritual at the Spring – Sanctify the sacred water source with offerings and song.


Personal (Bonus)

Strengthen the Warband – More drills, watches, and small raids into the forest for experience. (+Defense, +Morale).

Craft Tools of Trade – Shape carved goods, hunting gear, or baskets to use as barter. (+Production, +Wealth small).

Herb Harvest – Gather healing plants and ritual flowers before the bloom fades. (+Health, +Knowledge small).

Festival of High Summer – A feast to mark the greening valley and growing crops. (+Morale, -Food small).

Scout the Valley Beyond – Send small bands eastward to learn what lies past the fertile meadows and streams. (+Knowledge, chance of new resource or event). Roll 1d20
>>
>>6298514
>Fortify the Granary – Build a palisade or ditch around the new storehouse, ensuring the harvest will be safe.
>Craft Tools of Trade
>>
The Ashenfolk gather timber and stone to defend the Granary of Ashenfire. A ditch is dug around its base, and a palisade of sharpened logs rises, bound with rope and clay. Watch-posts are set nearby, where young hunters take turns guarding the growing stores.

The people take pride in the sight a clear sign that their settlement is no longer just wandering tents, but a city in the making.

The granary is fortified.

+Defense: The storehouse is harder to raid or plunder.
+Food Security: The harvest will be safe from beasts, thieves, and weather.

In the longhouses, skilled hands turn to craft. Carved bone ornaments, woven baskets, polished woodwork, and finely made spears are produced — not just for survival, but for barter. These goods carry the mark of Ashenfolk style: spirals of ash carved into wood, and red flowers pressed into baskets for color.

The first trade goods are prepared.

+Production: Craftwork skills deepen and expand.
+Wealth/Trade: A small surplus is ready to offer Redcrest or others.


Population: 1 (≈120 settlers)

Food: 5 (fields flourishing, secure)

Defense: 3 (warband, patrols, granary fortifications)

Wealth/Trade: 1 (first barter goods made; contact with Redcrest neighbors)

Knowledge/Magic: 6 (sacred spring, myths, rituals, Seer’s visions)

Production: 5 (craftwork, longhouses, timber, fortified granary)

Morale: Very High (people proud of their craft and their rising city)


Strategic (Main)

>Trade with Redcrest – Send envoys south with crafted goods, herbs, or timber to begin true barter. Result could shape first alliances or rivalries.

>Explore the Western Ruins – Investigate the ancient stone walls revealed by the thaw. Potential for new stone resource, hidden knowledge, or dangers within.

>Ritual at the Spring – Dedicate offerings at the sacred water-source. Could strengthen the Seer’s visions and the people’s faith.

>Expand the Farmland – Clear and plant more valley soil to prepare for the future. Greater food capacity but stretches the workforce thin.


Personal (Bonus)

>Strengthen the Warband – More drills, watches, and small raids into the forest for experience. (+Defense, +Morale).

>Craft More Trade Goods – Increase surplus of carvings, baskets, and hunting gear to exchange with neighbors. (+Production, +Wealth/Trade).

>Herb Harvest – Gather healing plants and ritual flowers before the bloom fades. (+Health, +Knowledge small).

>Festival of High Summer – A feast to mark the greening valley and growing crops. (+Morale, -Food small).

>Scout the Eastern Valley – Send small bands eastward to learn what lies past the fertile meadows and streams. (+Knowledge, chance of new resource or event).
>>
>>6298546
>Ritual at the Spring
>Herb Harvest
>>
>>6298546
>>Explore the Western Ruins – Investigate the ancient stone walls revealed by the thaw. Potential for new stone resource, hidden knowledge, or dangers within.
>Scout the Eastern Valley – Send small bands eastward to learn what lies past the fertile meadows and streams. (+Knowledge, chance of new resource or event).
>>
Rolled 3 (1d10)

The Seer leads the people into the ridges where the sacred water flows. Baskets of grain, carved wooden tokens, and wildflowers are laid beside the spring, while smoke from burning herbs curls into the sky. The water glimmers as if touched by firelight though no flame is near.

In silence, the tribe watches as the Seer speaks: “The stag walks before us. Where its hooves strike, life flows. As this spring feeds us, so shall we honor it.”

Some claim to see antlers reflected in the water. Others hear the faint sound of hooves in the hills. Whatever the truth, all leave with renewed faith.

The sacred spring is sanctified.

+Knowledge/Magic: The Seer’s visions deepen.
+Morale: The people believe the spirits walk with them.

Meanwhile, gatherers roam the meadows and forest edge. The herbs of the bloom are still thick: fever-root, brightleaf, healing sage, and bitterwort. Clay jars are filled, racks covered in drying plants, and garlands of flowers hung in the longhouses.

Herb supplies greatly increase.

+Health: Enough medicines to last seasons ahead.
+Knowledge: The Seer gains new plants for ritual use.


Population: 1 (≈120 settlers)

Food: 5 (healthy fields, granary secured)

Defense: 3 (warband, patrols, fortified storehouse)

Wealth/Trade: 1 (trade goods ready, Redcrest neighbors known)

Knowledge/Magic: 7 (sacred spring sanctified, lore, rituals)

Production: 5 (tools, granary, craftwork)

Morale: Very High (faith and unity strong)

Health: High (herb stores abundant)


Main Action

>Reap the First Harvest – Bring in the ripening barley and beans, filling the fortified granary.

>Trade with Redcrest – Carry herbs, baskets, or carved goods south to begin true barter. Could forge alliance or rivalry.

>Explore the Western Ruins – Send scouts to study the ancient stone walls in the forest ridges.

>Open the Quarry – Put workers to the ridge, cutting granite for future walls and monuments.

>Expand the Farmland – Clear more valley soil for planting before autumn.


Bonus Action

>Strengthen the Warband – More drills and patrols to guard the valley’s edges. (+Defense, +Morale small).

>Craft More Trade Goods – Carvings, baskets, and tools shaped for barter. (+Production, +Wealth small).

>Festival of First Fruits – Celebrate the harvest with feasting and ritual. (+Morale, -Food small).

>Scout the Eastern Valley – Send scouts beyond the fertile meadows and streams. (+Knowledge, chance of new resource or event).

>Dedicate Shrine at the Spring – Build a simple altar of stone and wood beside the sacred waters. (+Knowledge/Magic, +Morale).
>>
>>6298553
>Reap the First Harvest
>Dedicate Shrine at the Spring
>>
The fields ripple gold and green under the late summer sun. Families bend to the work, cutting barley with stone sickles, pulling beans from the soil, and carrying baskets to the fortified granary. Songs rise as the first sheaves are stored in the Granary of Ashenfire.

For the first time since exile, the Ashenfolk know true plenty. No longer wanderers scraping for survival, they stand as keepers of their own fields. The smell of fresh bread and boiled roots fills the longhouses, and even the elders smile.

The first harvest is gathered.

+Food: Stores swell, securing the people through the coming seasons.
+Morale: Hope and pride soar the Ashenfolk are rooted in their new home.


At the sacred spring, the Seer oversees the raising of a simple altar of stone and wood. Garlands of flowers and herbs are laid upon it, and a carved figure of a stag is set at its heart. The water shimmers in the sunlight as offerings are made, and the people kneel in reverence.

The Seer declares: “As the spring flows, so shall our people endure. As the stag leads, so shall we follow.”

The shrine is raised at the sacred spring.

+Knowledge/Magic: The bond to the spirits deepens.
+Morale: The people feel blessed, their faith renewed.


Population: 1 (≈120 settlers)

Food: 7 (granary filled with first harvest, strong security)

Defense: 3 (warband, patrols, fortified storehouse)

Wealth/Trade: 1 (craft goods prepared, Redcrest known)

Knowledge/Magic: 8 (sacred spring shrine, rituals, lore)

Production: 5 (tools, granary, crafts, timber)

Morale: Very High (harvest joy + spiritual blessing)

Health: High (herb surplus still strong)


On a crisp autumn morning, smoke is seen on the southern ridge. Before long, six Hillfolk arrive at the valley edge. They come unarmed, bearing baskets of dried berries, smoked meat, and cloth woven from red grasses. Their leader, the broad-shouldered woman with braids of red grass, steps forward with a steady gaze.

She lays down the gifts but speaks plainly:

“We see your fields are heavy with grain, and we see your storehouse strong. If you would call us friends, share your food. If you would call us rivals, keep it for yourselves.”

The Hillfolk of Redcrest arrive with both gifts and demands.

+Knowledge: Their intentions and boldness are revealed.

>Share Freely – Give part of the harvest as a gesture of goodwill. (Strengthens ties, +Diplomacy, but -Food).

>Offer Trade – Suggest exchange: herbs, baskets, or timber for their goods. (Tests fairness, possible +Wealth/Trade).

>Refuse Firmly – Decline to share, keeping the harvest for the Ashenfolk. (Protects Food, risks souring relations).

>Stall for Time – Accept their gifts and offer warm words, but delay any promise until later. (Keeps Food safe now, risks frustrating Redcrest).
>>
Main Action

>Explore the Western Ruins – Investigate the ancient stone walls in the ridges.

>Open the Quarry – Send workers to cut granite from the ridge.

>Expand the Farmland – Clear more soil before frost sets in, preparing for future planting.

>Strengthen the Warband – Formalize the hunters into a larger fighting force.


Bonus Actions

>Festival of First Fruits – Celebrate the harvest with feasting and ritual. (+Morale, -Food small).

>Craft More Trade Goods – Carvings, tools, baskets shaped for barter. (+Production, +Wealth small).

>Scout the Eastern Valley – Send small bands east to learn what lies beyond the meadows. (+Knowledge, chance of new resource or event).

>Repair and Improve Longhouses – Use timber and stone to reinforce homes against the coming winter. (+Production, +Morale small).

>Rite of the Stag – Hold a smaller ritual at the shrine, seeking guidance for the next season. (+Knowledge/Magic, possible omen).
>>
>>6298564
>Offer Trade – Suggest exchange: herbs, baskets, or timber for their goods. (Tests fairness, possible +Wealth/Trade).

>Explore the Western Ruins
>Repair and Improve Longhouses
>>
The Seer and elders meet the Hillfolk of Redcrest in the valley. Rather than handing over grain freely, the Ashenfolk propose exchange: herbs for medicine, baskets for storage, timber for building.

The Hillfolk eye the offer in silence. Then their leader nods, and her people set down more of their smoked meats and grass-woven cloth in return. A cautious smile spreads between the two peoples.

Trade with Redcrest begins.

+Wealth/Trade: The first true exchange of goods is made.


A band of hunters and elders sets out west into the ridges, where the ancient stone walls rise from the earth. They find crumbling towers, moss-choked stairways, and the shattered remnants of a great hall. Strange carvings of horned figures and spirals are cut into the stones.

The ruins seem long abandoned, but in the shadowed halls, the scouts find a cache of cut granite blocks still usable and the remains of a fire not older than a season. Someone, or something, has been here recently.

The Western Ruins are explored.

+Stone: Cut blocks recovered for building.
+Knowledge: Carvings hint at old stag-worship or a kindred spirit-cult.


Back in the settlement, carpenters shore up the longhouses with fresh timber and stone from the ridge. Roofs are rethatched, walls thickened, and clay hearths repaired. Smoke curls warmly as families settle into sturdier homes.

Longhouses are reinforced.

+Production: Stronger shelters against weather.
+Morale: Families feel secure as autumn nights grow colder.


Population: 1 (≈120 settlers)

Food: 7 (harvest secure in fortified granary)

Defense: 3 (warband, patrols, fortified storehouse)

Wealth/Trade: 2 (fair trade with Redcrest established)

Knowledge/Magic: 9 (sacred spring shrine, stag lore, ruins explored)

Production: 6 (granary, tools, crafts, improved longhouses)

Morale: Very High (security, comfort, and cautious diplomacy)

Health: High (herbs in surplus)
>>
Main Action

>Open the Quarry – Send workers to the ridge to begin cutting granite in earnest.

>Fortify the Settlement – Build ditches, wooden palisades, or watchtowers around the growing homes and granary.

>Sanctify the Ruins – Send the Seer and elders to hold ritual at the stag-marked stones. Could bind the ruins into Ashenfolk’s faith.

>Scout for Wintering Grounds – Explore nearby valleys, caves, or ridges for extra shelter, fuel, or hunting camps.


Bonus Action

>Strengthen the Warband – Continue training, focusing on winter patrols and guard rotations. (+Defense, +Morale small).

>Craft Winter Goods – Produce cloaks, boots, baskets, or sleds from herbs, hides, and wood. (+Production, +Health).

>Herb Offerings – Burn garlands and herbs at the shrine to ask the stag’s blessing for winter survival. (+Knowledge/Magic, +Morale).

>Festival of Fires – Feast with songs and torches, honoring both harvest and the stag’s guidance. (+Morale, -Food small).

>Scout the Northern Woods – Send hunters into the deep forest where the horned shadow was once seen. (+Knowledge/Magic, risk of danger).
>>
Rolled 5 (1d10)

>>
Timber (Wood) High: Straight pines and oaks; still plentiful, used for houses, tools, and defenses.

Game (Meat/Fur) Medium: Herds returning; hunting steady but not abundant.

Foraged Food Medium: Roots, nuts, greens, and mushrooms gathered from forest edge; useful but secondary now that fields produce.

Farmland (Valley Edge) High: First harvest of barley and beans reaped; fertile soil promises reliable farming for the future.

Stone (Common) Medium: Usable cut blocks recovered from the western ruins; quarrying ridge granite possible if work begins.

Ore (Metal) None: No known deposits; would require expeditions beyond the valley.

Water High: Streams and the sacred spring ensure steady, abundant supply.

Herbs (Medicinal) High: Herb stores remain strong from the summer bloom and recent gathering; good for healing, rituals, or trade.

Mystic Sites Very High: Standing stones, sacred spring with shrine, and stag carvings in the ruins mark the valley as deeply spiritual.

Trade Routes Emerging: Redcrest neighbors established trade through gifts and barter; other smoke seen on horizon hints at further peoples.
>>
>>6298573
>Open the Quarry
>Scout the Northern Woods
>>
Rolled 9 (1d20)

For two days, the camp is in turmoil. A young child vanishes from the longhouses, last seen chasing a rabbit toward the forest edge. The warband scours the valley, mothers cry at the hearth, and whispers of old spirits stir.

On the third night, the child is found at the shrine by the sacred spring. They are calm, unafraid, and clutching a garland of flowers no one gave them. When asked what happened, the child only says:

“I saw antlers in the dark, and they showed me the way.”

Some believe the stag itself guided the child, others whisper that stranger forces walk the valley. The Seer is called upon to interpret the omen.

The child is safely returned.

+Knowledge/Magic: Faith in the stag’s guidance deepens.
+Morale: Relief and awe ripple through the settlement.


Teams of workers march to the granite ridge with stone hammers, chisels, and timber sledges. The sound of pounding echoes across the valley as the first true blocks are cut free. Ropes strain and sledges groan as the stone is hauled back toward the settlement.

The work is grueling, but the people take pride: the Ashenfolk now command the bones of the land itself. With stone, they can build walls, towers, or monuments to endure the ages.

The quarry is opened.

+Production: Supply of granite secured for building.
+Defense Potential: Future fortifications possible.
>>
oaks. At last they come to a clearing ringed with stones, an enormous antlered totem rising at its center.

But the totem is not theirs alone to see. A band of strangers is already there: scarred hunters clad in bark and bone, faces painted with ash. They rise as the Ashenfolk approach, spears in hand, shouting in a harsh tongue.

There is no full battle only a tense exchange of shouts, the clash of a few arrows and spears before both sides withdraw. One Ashenfolk returns with a shallow spear wound, but the hunters bring back fragments of the site and tales of what they saw.

The stag’s totem site is discovered but contested.

+Knowledge/Magic: The Ashenfolk learn the stag is worshipped by others too.
-Health: One hunter wounded in the clash.


Population: 1 (≈120 settlers)

Food: 7 (harvest stored in fortified granary)

Defense: 3 (warband, patrols, fortified storehouse)

Wealth/Trade: 2 (barter with Redcrest)

Knowledge/Magic: 10 (sacred spring shrine, ruins, stag totem, northern strangers)

Production: 7 (granary, longhouses, crafts, quarry opened)

Morale: High (faith and pride strong, though wary of strangers)

Health: Moderate (herb surplus remains, but one hunter wounded)


The air sharpens. Each morning, frost laces the fields and hangs in white breath from the mouths of hunters. The leaves have long since fallen, carpeting the ground in damp reds and browns, and the wind sighs through bare branches like a restless spirit.

Smoke curls steadily from the longhouses now, thicker and darker than in summer, as fires are fed through the long nights. The granary creaks under the weight of the harvest within, guarded well, for it is the heart of the tribe’s survival.

By mid-moon, the first snow arrives. Not yet deep, but enough to blanket the valley in pale silence. The streams slow, edges crusted with ice, while deer tracks stitch the white meadows. Children marvel, while elders tighten cloaks and whisper prayers at the shrine.

The Ashenfolk know: the season of plenty has ended. Now comes the season of endurance.
>>
>>6298783
Didn't get the whole enter in. Here it is in full.

Hunters push deep into the northern forest, where the shadows are long and the air cold beneath ancient oaks. At last they come to a clearing ringed with stones, an enormous antlered totem rising at its center.

But the totem is not theirs alone to see. A band of strangers is already there: scarred hunters clad in bark and bone, faces painted with ash. They rise as the Ashenfolk approach, spears in hand, shouting in a harsh tongue.

There is no full battle — only a tense exchange of shouts, the clash of a few arrows and spears before both sides withdraw. One Ashenfolk returns with a shallow spear wound, but the hunters bring back fragments of the site and tales of what they saw.
Main Action

>Fortify the Settlement – Raise palisades, ditches, or watchtowers using stone and timber.

>Expand the Quarry – Assign more workers to cut granite before the snows deepen. 1d20

>Diplomacy with Redcrest – Send gifts or envoys south before winter closes the passes.

>Confront the Northern Strangers – March north to the stag’s totem, seeking parley or dominance. 1d20+2

>Bless the Harvest – Dedicate part of the gathered grain at the shrine or spring to honor the stag.


Bonus Action

>Train the Warband – Focus on winter drills, patrols, and guard rotations. (+Defense, +Morale small).

>Craft Winter Gear – Shape cloaks, sleds, boots, and baskets for survival. (+Production, +Health).

>Rite of Protection – Burn herbs at the shrine, seeking spirits’ favor for the cold months. (+Knowledge/Magic, +Morale).

>Herbal Medicines – Prepare poultices and tonics from the summer’s herb surplus. (+Health, +Knowledge small).

>Winter Feast – Share food in song and ritual to strengthen unity. (+Morale, -Food small).
>>
>>6298785
>Fortify the Settlement
>Craft Winter Gear
>>
Rolled 5 (1d10)

Workers haul granite from the new quarry and timber from the forest, raising ditches, palisades, and watchposts around the heart of the valley. The Granary of Ashenfire now stands within stout defenses, its wooden walls crowned with sharpened stakes, and shallow ditches filled with frozen water ring the settlement.

The warband trains upon the ramparts, torches burning bright in the long winter night. Strangers or beasts may come, but they will no longer find the Ashenfolk unguarded.

The settlement is fortified.

+Defense: Strong palisades and watchtowers increase security.
+Morale: The people feel safer behind walls of wood and stone.


In the longhouses, families work hides, furs, and woven grass into cloaks, boots, and sleds. Baskets are reinforced with leather bindings, and sledges are made to haul wood and stone across the snow. The work is slow and cold, but when finished, the people step into the frost wrapped in warm cloaks, their feet bound in sturdy boots.

Winter gear prepared.

+Production: Crafting skill grows as new survival tools are made.
+Health: People are better protected against sickness and cold.
>>
The nights grow long, and smoke hangs heavy in the air. Fires burn constantly, filling the longhouses with warmth — and with choking haze. Soon the coughing begins: first among the elders, then the children. Fever follows, spreading like fire through the hearths.

The healers work without rest, grinding herbs, brewing bitter tonics, and laying wet cloths on burning brows. The Seer blesses the sick with smoke and ash, praying to the stag for mercy. Still, the people whisper: “Is this the winter’s price?”

Illness spreads through the settlement.

-Health: Sickness weakens several families despite herbs.
-Morale: Fear and weariness spread in the longhouses.
+Knowledge: Healers experiment with herbs and rites, learning more of their craft.

Roll 1d20

>Burn Herbs in the Longhouses – Fumigate with sage and bitterwort. Might drive off fever but drains stores.

>Rite of Purification – Gather the sick at the shrine, wash them with spring water, and call on the stag’s blessing. Morale rises if it works, fear if it fails.

>Quarantine – Move the ill to a separate longhouse. Protects most families, but risks morale.

>Let It Run Its Course – Trust the strength of the people and the herbs already prepared. Saves resources, but risks more loss.


Population: 1 (≈120 settlers)

Food: 7 (granary still full)

Defense: 5 (warband, palisades, quarry stone)

Wealth/Trade: 2 (barter with Redcrest)

Knowledge/Magic: 11 (sacred spring shrine, ruins, stag totem, new healing lore)

Production: 8 (quarry, fortifications, winter gear)

Morale: High Moderate (fear in the longhouses)

Health: High Weakened (sickness takes its toll, though herbs help contain it)


Main Action

>Strengthen the Warband – Train hunters in shield-walls, torch drills, and night patrols.

>Expand the Quarry – Push workers to cut and stockpile more granite despite the cold.

>Seek Redcrest Aid – Send envoys south for herbs, meat, or knowledge to fight the sickness.

>Purification Rite – Hold a great ritual at the shrine to cleanse sickness and despair.

>Scout the Frozen Woods – Send hunters north or east while snow is deep, seeking tracks of game or strangers.


Bonus Action

>Craft More Winter Gear – Cloaks, sleds, and mitts to guard against frost. (+Production, +Health small).

>Herbal Remedies – Brew poultices and fumigate longhouses to fight the sickness. (+Health, -Herb stores).

>Winter Feast of Hope – Share food, song, and fire to lift spirits. (+Morale, -Food small).

>Repair Defenses – Shore up palisades, ditches, and watchtowers against snow damage. (+Defense, +Production small).

>Seer’s Dreamwatch – The Seer enters trance at the shrine, seeking visions of the stag’s will. (+Knowledge/Magic, may foreshadow spring events).
>>
Rolled 16 (1d20)

>>6298848
>Quarantine

>Purification Rite
>Seer’s Dreamwatch
>>
The sick are gathered into a longhouse at the edge of the settlement, smoke from herbs seeping from its roof as healers work without rest. At first there is fear and sorrow but then the Seer calls for a great rite.

The tribe gathers at the shrine by the sacred spring. Fires are lit, herbs are burned, and the sick are brought forth, washed in the spring’s water while chants rise into the cold night. The Seer raises ash-marked hands and speaks: “Sickness is shadow. The stag is light. Let the shadow pass.”

When dawn breaks, the fever has lifted from many of the ill. Families embrace in tears of relief. Some do not rise, but even their passing is seen as part of the stag’s trial, not a curse. The people believe the rite has saved them.

The sickness is contained and its grip broken.

+Health: The quarantine and rites heal many, preventing the plague from spreading further.
+Knowledge/Magic: Ritual power at the shrine deepens.
+Morale: Hope returns; the tribe sees the stag’s blessing in survival.


That same moon, the Seer fasts and drinks a bitter infusion of herbs before sitting alone at the shrine. Through the long night they do not move, save to whisper words no one else understands.

By dawn, their face is pale as ash. They tell the people: “The stag walks before us, antlers crowned in flame. But the flame licks higher — it burns not just for us, but for many. We are not alone upon its path.”

The Seer’s vision deepens.

+Knowledge/Magic: Omen of the stag’s fire revealed.


Population: 1 (≈120 settlers)

Food: 7 (granary full)

Defense: 5 (warband, patrols, fortified palisades)

Wealth/Trade: 2 (barter with Redcrest)

Knowledge/Magic: 13 (sacred spring shrine, ruins, stag totem, purification rite, Seer’s vision)

Production: 8 (quarry, fortifications, winter gear)

Morale: High (sickness broken, faith strengthened)

Health: Restored (illness fades, herbs and rites save many lives)
>>
Main Action

>Expand the Quarry – Push workers to cut and stockpile more granite despite snow.

>Fortify the Palisades – Reinforce walls, add towers, or dig deeper ditches before the thaw.

>Seek Redcrest Envoys – Send envoys south with gifts of herbs or food to strengthen ties.

>Scout the Northern Woods – Return to the stag’s totem clearing to watch or confront the strangers.

>Seer’s Omen Quest – Act on the stag’s fiery vision. The Seer leads a journey to divine what “others upon the path” means.


Bonus Action

>Train the Warband – Focus on winter drills, night watches, and patrols. (+Defense, +Morale small).

>Craft More Winter Gear – Mitts, sleds, and cloaks to endure deep frost. (+Production, +Health small).

>Herbal Medicines – Use remaining herbs to brew tonics and poultices, ensuring no sickness returns. (+Health, -Herb stores).

>Winter Feast of Renewal – Celebrate survival after sickness with a feast and songs. (+Morale, -Food small).

>Shrine Offerings – Leave gifts of grain, herbs, and carved antlers at the spring. (+Knowledge/Magic, +Morale small).
>>
>>6298881
>Seer’s Omen Quest
>Craft More Winter Gear
>>
The Seer calls the people to gather at the shrine, telling them: “The stag’s flame is not ours alone. Others walk beneath its fire.” With warband escorts, the Seer journeys to the sacred spring and beyond, fasting, chanting, and leaving offerings in the snow.

On the third night, the Seer dreams beneath the stag’s shadow. They see the valley from above: three fires burning — the Ashenfolk, the Hillfolk of Redcrest, and the painted strangers of the northern woods. Beyond those, further flames flicker faintly in the distance.

When the Seer wakes, their voice carries a new certainty. Omens no longer feel like riddles, but clear truths. The people whisper: “The stag walks with us — its antlers spread wider than we ever knew.”

The Seer’s vision of “others upon the path” is revealed.

+Knowledge/Magic: Understanding deepens — three peoples already tied to the stag’s flame.

Threshold Reached Awakened Power Unlocked.

Rituals now bring stronger, more reliable effects.

Omens can be read with greater clarity.

The Ashenfolk step from faith into true magic.


While the Seer quests, families remain busy in the longhouses. More sleds are fashioned from timber, mitts sewn from hides, and cloaks thickened with fur and woven grass. Children play in the snow in warmth their parents never had before.

Winter gear improved.

+Production: Crafting skill grows.
+Health: The people endure frost with fewer losses.


Population: 1 (≈120 settlers)

Food: 7 (granary holding strong)

Defense: 5 (warband, palisades, quarry stone)

Wealth/Trade: 2 (barter with Redcrest)

Knowledge/Magic: 14 (Awakened Power unlocked)

Production: 9 (gear, quarry, fortified homes)

Morale: High (faith rekindled, Seer’s vision inspires)

Health: High (winter sickness ended, warm gear protecting families)


Main Action

Expand the Quarry – Continue cutting stone despite the ice. 1d20

Construct Watchtowers – Use timber and stone to raise high towers along the palisade.

Rite of the Antlers – With Awakened Power, the Seer leads a great ritual calling directly upon the stag for guidance or blessing. 1d20

Scout the Frozen Horizon – Send sled patrols east or north while snow is thick.

Aid Redcrest – Journey south with herbs, gear, or food as a gesture of alliance.


Bonus Action

Train the Warband – Focus on patrols and winter drills around the new defenses. (+Defense, +Morale small).

Herbal Medicines – Use herb surplus to brew tonics, keeping fevers at bay. (+Health, -Herb stores).

Winter Feast of Unity – Celebrate survival with food, fire, and song. (+Morale, -Food small).

Craft Stone Tools – With granite now flowing, begin making stronger tools and weapons. (+Production, +Defense small).

Shrine Offerings – Cast herbs, carvings, or grain into the spring to sustain Awakened Power. (+Knowledge/Magic, +Morale).
>>
>>6299036
>Scout the Frozen Horizon
>Craft Stone Tools
>>
Warband sleds push into the white wilderness, runners hissing over snow crust. Hunters scan the horizon for smoke, beasts, or paths unseen.

To the east, they find frozen meadows and the glint of a river running beneath ice wide and deep, a path that may serve as trade or danger when thaw comes.

To the north, shadows flicker among the trees. Painted figures the Northern Strangers watch silently from afar. No clash this time, only a warning: they do not vanish, even in deepest winter.

The horizon is scouted.

+Knowledge: A frozen river to the east is discovered, promising routes when thaw comes.


At home, masons chip granite from the quarry into axes, chisels, and heavy spearpoints. Though crude, these are far stronger than wood-and-flint. Hunters test them on timber and bone with satisfaction.

The Ashenfolk’s first stone weapons are forged, and with them comes a new confidence: no longer a people of only wood and hide.

Stone tools and weapons crafted.

+Production: Masons and carvers gain skill.
+Defense small: Hunters and guards armed with stone points and blades.

Threshold Unlocked: Skilled Builders

With Production reaching 10, the Ashenfolk become true craftsmen. Projects finish faster, larger works can be attempted, and the people whisper of raising walls, temples, and halls that will endure for generations.


Population: 1 (≈120 settlers)

Food: 7 (granary secure, deep winter still holding)

Defense: 6 (warband, palisades, watchposts, stone weapons)

Wealth/Trade: 2 (Redcrest barter, no new routes yet)

Knowledge/Magic: 14 (Awakened Power, stag’s vision, frozen river, stranger presence)

Production: 10 Threshold Reached: Skilled Builders

Morale: High (confidence in arms, though wary of northern eyes)

Health: High (winter gear and herbs keep families strong)
>>
Rolled 7 (1d10)

The grip of winter loosens. Snow still lingers in the hollows, but the sun lingers longer in the sky, and the winds no longer bite so deep. Ice cracks along the streams, sending clear water rushing through the valley once more.

The fields at the forest’s edge soften, dark earth showing beneath the melting frost. Shoots of green push through stubborn herbs, early flowers, and wild onions. Deer trails return to the meadows, and birds call in the high branches, voices long absent.

The people cast off their heaviest cloaks, stepping into the mud with laughter. Children splash in thawed streams, hunters sharpen their new stone points, and farmers ready seed for planting.

Smoke rises not only from the hearths but from new fires: kilns, forges, and builders’ camps. For the first time, the valley feels less like a refuge and more like a home.


Main Action

>Plant the Spring Crops – Sow barley, beans, and roots into the thawing valley soil.

>Raise a Great Work – Use stone and timber to build something enduring: a hall for the people, a wall for defense, or a temple for the stag.

>Approach the Frozen River – Explore the newly thawing river to the east, seeking routes for trade, fishing, or threat.

>Confront the Northern Strangers – Return to the stag’s totem clearing in force, demanding parley, dominance, or shared rites.

>Redcrest Council – Call a formal meeting with the Hillfolk: offer alliance, food-for-trade, or demand tribute.


Bonus Action

>Strengthen the Warband – Expand patrols and drills with stone weapons. (+Defense, +Morale).

>Craft Trade Goods – Shape stone, wood, or baskets into surplus goods for barter. (+Production, +Wealth/Trade).

>Festival of Renewal – Celebrate the thaw with feasting, planting rites, and storytelling. (+Morale, -Food small).

>Herbal Gardens – Dedicate fields for growing herbs alongside crops. (+Health, +Knowledge small).

>Shrine Offerings – Place spring’s first greens at the sacred shrine, feeding the stag’s flame. (+Knowledge/Magic, +Morale).
>>
As the snows thin, hunters return with grim tidings: tracks of bare feet and painted hides creep closer to the valley edge. Smoke rises not just at the stag’s totem clearing, but further south. At night, distant horns echo through the trees.

The strangers have not attacked, nor entered the fields but they no longer keep their distance. Painted faces and ash-marked bodies linger at the edge of sight, watching the Ashenfolk as if weighing their strength.

The Northern Strangers draw closer.
>>
>>6299138
>>Plant the Spring Crops – Sow barley, beans, and roots into the thawing valley soil.
>Herbal Gardens – Dedicate fields for growing herbs alongside crops. (+Health, +Knowledge small).
>>
>>6299140
>Raise a Great Work
>Herbal Gardens
>>
Rolled 1 (1d2)

>>6299144 1
>>6299146 2
>>
With frost fading from the soil, families take to the valley’s edge with baskets of seed. Barley is scattered, beans pressed into furrows, roots planted in long rows. Children follow with clay pots of water, laughing as they splash mud on each other.

The Seer blesses the fields with ash and smoke, declaring: “As the stag walks, so shall these shoots rise.” Hope spreads with each sprout, for this will be the Ashenfolk’s second harvest no longer their first gamble, but the start of tradition.

Spring crops planted.

+Food: A strong harvest is secured for late summer.
+Morale: Confidence grows that the people can endure another year.


Alongside the barley and beans, smaller plots are dedicated to herbs: fever-root, sage, brightleaf, and bitterwort. Families tend them carefully, marking rows with carved stakes. The fragrance drifts through the settlement as early shoots take hold.

Herbal gardens established.

+Health: Medicine more reliable in coming seasons.
+Knowledge small: Healers and the Seer deepen understanding of plants for ritual and cure.


Population: 1 (≈120 settlers)

Food: 8 (new crops sown, harvest projected strong)

Defense: 6 (warband, palisades, stone weapons)

Wealth/Trade: 2 (barter with Redcrest, no new routes yet)

Knowledge/Magic: 15 (Awakened Power, shrine, stag’s vision, herbal gardens)

Production: 10 (Skilled Builders milestone active)

Morale: High (hopeful at planting, despite northern tension)

Health: High (herbal gardens established)


Main Action

>Raise a Great Work – Use stone and timber to begin a lasting monument: a hall for the people, a wall to guard them, or a temple for the stag.

>Expand the Farmland – Clear and sow more soil beyond the forest edge before the season ends.

>Approach the Frozen River – Explore and map the thawing river to the east; test for fish, ford, or trade route.

>Confront the Northern Strangers – March north to the stag’s totem clearing and demand parley, dominance, or recognition.

>Redcrest Council – Send envoys south to propose alliance, food-trade, or mutual defense.

>Rite of the Antlers – The Seer leads a grand ritual with Awakened Power, asking the stag for direct blessing or guidance.


Bonus Action

>Strengthen the Warband – Train further with stone weapons, patrol the valley edge. (+Defense, +Morale).

>Craft Trade Goods – Carved stone, woven baskets, or timber surplus prepared for barter. (+Production, +Wealth/Trade).

>Festival of Renewal – Celebrate thaw with planting rites, feasting, and story. (+Morale, -Food small).

>Scout the Eastern Valley – Send hunters beyond the thawing river into unknown meadows. (+Knowledge, possible new resource or danger).

>Shrine Offerings – Place herbs, carvings, or grain at the sacred spring to sustain the stag’s favor. (+Knowledge/Magic, +Morale).
>>
>>6299190
>Raise a Great Work
>Strengthen the Warband
>>
Choose the Great Work.

>Great Hall, masons lay broad foundations, raising beams and stone pillars. Smoke will rise from a hall where all can gather.

>Wall, timber palisades thicken with granite bases, a bulwark against raiders or beasts.

>Temple, builders set carved stone around the sacred spring, sanctifying it with ritual fires and antlered totems.
>>
>>6299198
>Wall
>>
At the council’s word, stonecutters and carpenters labor side by side. Granite blocks from the quarry are dragged by sledges and set into deep trenches; timber from the forest is hewn into sharpened stakes.

Slowly, the palisade becomes more than wood it becomes a true wall, stone at its base, timber rising above. Watchtowers sprout at key points, and fires burn through the night as the warband drills upon the ramparts.

Children carve antlers into the new stones; elders press their palms into wet mortar, whispering blessings. The Wall of Ashenfire rises a promise to strangers, beasts, and spirits alike: the valley is claimed.

The Ashenfolk raise their first Great Work — The Wall of Ashenfire.

+++Defense: Settlement gains strong fortifications.
+Production: Quarry and builders prove their mastery.
+Morale: Pride swells as the people see their home endure.


While masons and carpenters labor, the hunters drill with new stone-tipped spears and axes. Patrols pace the palisade, sleds range further into the thawing woods, and horns call warriors to practice shield-walls.

The strangers in the north and the Hillfolk of Redcrest both see the torches burning on the walls at night. The Ashenfolk are no longer a wandering band they are a people with teeth.

Warband strengthened.

+Defense: Training with stone arms makes them a true fighting force.
+Morale small: Families sleep easier with strong guards at night.


Population: 1 (≈120 settlers)

Food: 8 (crops sprouting, granary steady)

Defense: 8 12 ( +++Defense from the Wall + trained warband )

Wealth/Trade: 2 (barter with Redcrest, frozen river unmapped)

Knowledge/Magic: 15 (Awakened Power, shrine, stag’s visions, herbal gardens)

Production: 13 (Skilled Builders + quarry + wall)

Morale: Exalted (the wall gives unshakable pride)

Health: High (herbal gardens secure medicine)


Defense = or <10

Threshold unlocked Veteran Warband

Meaning: small threats (wolves, bandits, lone raiders) no longer require rolls the wall and trained warband will automatically protect the settlement unless something much larger comes.
>>
Rolled 4 (1d10)

Main Action

>Approach the River – Send scouts and fishers to chart the river east, test its fords, and search for resources.

>Redcrest Council – Invite or travel south to speak with the Hillfolk, offering food, trade, or defense.

>Confront the Northern Strangers – With the wall strong and warband hardened, march north to demand parley or recognition at the stag’s totem. 1d20+3

>Expand the Farmland – Push more soil into use before summer heat, increasing food for the year to come.

>Rite of the Antlers – The Seer calls on Awakened Power to invoke the stag’s flame for guidance or blessing.


Bonus Action

>Strengthen the Warband – Patrol and train on the new wall, drill with stone weapons. (+Defense, +Morale small).

>Craft Trade Goods – Carved stone, woven baskets, or timber shaped for barter. (+Production, +Wealth/Trade).

>Festival of the Wall – Feast and sing in honor of the Wall of Ashenfire, uniting the people. (+Morale, -Food small).

>Herbal Remedies – Brew tonics from new gardens, healing lingering winter weakness. (+Health).

>Scout the Western Ruins Again – Return to the mossy stones and towers, now with stronger force, to delve deeper. (+Knowledge, possible danger or new resource). 1d20+ 3
>>
Rolled 16 + 3 (1d20 + 3)

>>6299212
>Rite of the Antlers
>Scout the Western Ruins Again
>>
Rolled 4 (1d6)

The Seer gathers the tribe before the shrine at the spring. Offerings of grain, herbs, and carved antlers are cast into the fire. The smoke rises in curling horns, and then the flames shift glowing with a pale green light.

For the first time, all can see the omen, not just the Seer. In the flame’s shifting glow, the stag’s antlers stretch outward one crowned with sparks pointing north into the forest, where the painted strangers dwell, the other tipped with embers pointing east toward the thawing river.

The Seer speaks: “The stag’s flame reaches beyond us. Two paths burn: the forest of strangers, and the river of strangers yet unseen. Both will test us.”

The stag’s presence is invoked with clarity.

+Knowledge/Magic: Omens now hint directly at neighbors, threats, or opportunities.
+Morale: Confidence grows in the stag’s guidance.


The warband pushes deeper into the ruins. Among moss-choked towers, they uncover a hall with bas-reliefs of antlered figures and a glowing altar stone carved with the stag’s sign. Salvaged cut stone can be carried home for building.

The Seer proclaims: “Even the ancients raised walls and shrines to the stag. We are not the first upon this path.”

The ruins yield treasure and meaning.

+Knowledge/Magic: Evidence of ancient stag-worship uncovered.
+Production: Salvaged stone stockpiled.


Population: 1 (≈120 settlers)
Food: 8 (crops sprouting, granary steady)
Defense: 12 13 (+Defense from raid experience)
Wealth/Trade: 2 (barter with Redcrest, frozen river unmapped)
Knowledge/Magic: 17 (Awakened Power, shrine rites, glowing altar from ruins)
Production: 14 (Skilled Builders, quarry, salvaged stone)
Morale: Exalted (the wall blooded and proven)
Health: High (herbal gardens secure medicine)

At night, horns echo from the northern forest. Painted warriors rush from the trees, torches in hand, spears rattling against the Wall of Ashenfire.

The Ashenfolk warband holds the ramparts. Spears clatter harmlessly against stone and timber, arrows fly in return, and strangers fall screaming into the grass. By dawn, the raiders melt back into the forest, leaving blood and broken weapons behind.

The Northern Strangers launch their first raid.

+Defense: The warband gains strength through the clash battle has sharpened them.

+Morale: Pride swells as the wall proves unbreakable.
>>
Main Action

>Explore the Eastern River – Send fishers and scouts to chart the summer river, test its banks, and seek neighbors or resources. (+Knowledge, +Wealth/Trade potential).

>Redcrest Council – Invite or travel south to speak with the Hillfolk, offering food, trade, or defense. (+Wealth/Trade, +Diplomacy).

>Confront the Northern Strangers – With the wall strong and warband hardened, march north to demand parley or recognition at the stag’s totem. (+Defense, +Knowledge/Magic, risk of conflict).

>Expand the Farmland – Push more soil into use before summer heat, increasing food for the year to come. (+Food capacity, long-term growth).

>Rite of the Stag’s Fire – Invoke Awakened Power to ask the stag for guidance about the raiders or the river. (+Knowledge/Magic, +Morale, risk of strange omen).


Bonus Action

>Strengthen the Warband – Patrol and train on the new wall, drill with stone weapons. (+Defense, +Morale small).

>Craft Trade Goods – Carved stone, woven baskets, or timber shaped for barter. (+Production, +Wealth/Trade).

>Festival of Defiance – Celebrate the repelled raid with feasting and song. (+Morale, -Food small).

>Herbal Remedies – Expand use of the gardens; brew medicines for health and ritual. (+Health, +Knowledge small).

>Scout the Western Ruins Deeper – Push even further into the ruins to uncover chambers or secrets. (+Knowledge, possible danger/relic).
>>
>>6299592
>Confront the Northern Strangers
>Herbal Remedies
>>
Rolled 20 + 3 (1d20 + 3)

>>
The warband marches north, horns thundering, drums echoing off the trees. At the stag’s totem clearing, the painted strangers emerge antlers on their heads, ash smeared across their skin, bone weapons in hand.

The Ashenfolk do not falter. Their Seer steps forward, casting herbs into the fire at the base of the totem. The smoke curls in horns of green flame the stag’s sign for all to see.

The strangers waver. Then their leader — tall, with a rack of antlers bound to his brow presses his hand to the stag totem and replies in broken words: “Stag burns. You burn. We see. Not prey. Not enemy. Kin of fire.”

They lower their weapons. For the first time, the Ashenfolk and the Northern Strangers stand side by side at the totem. They share fire, meat, and words under the stag’s watching gaze.

The Northern Strangers recognize the Ashenfolk as kin under the stag.

+++Knowledge/Magic: Mystical ties deepen omens, rites, and visions now clearly linked to the strangers.
+Defense: Warband gains immense prestige and courage from the bloodless victory.
+Morale: The people rejoice enemies have become something closer to allies.


While warriors march north, healers boil fever-root, sage, and bitterwort into tonics. Children’s coughs ease, elders rise stronger from their mats, and even warriors march with clearer lungs.

Herbal remedies brewed from the gardens.

+Health: The settlement grows more resistant to sickness.
+Knowledge small: Healers and Seer learn new blends of medicine and ritual.


Population: 1 (≈120 settlers)

Food: 8 (crops sprouting, granary steady)

Defense: 14 15 (Wall of Ashenfire, trained warband, raid tested, kinship prestige)

Wealth/Trade: 2 (barter with Redcrest, river unmapped)

Knowledge/Magic: 18 21 (Nat 20 parley with the strangers + herbal study) Threshold Unlocked: Ritual Mastery

Production: 14 (Skilled Builders, quarry, salvaged stone)

Morale: Exalted Exalted+ (confidence soars; even feared strangers stand beside them)

Health: Very High (herbal cures proving strong)


New Threshold: Ritual Mastery (Knowledge/Magic 20+)

Great rituals now possible: blessing fields, protecting walls, warding sickness.

The Seer can attempt large-scale invocations of the stag’s flame.

Dreams and omens may spread not only among the Ashenfolk, but to their allies or enemies.
>>
Ritual Mastery Action (Have to use Ritual)

Bless the Fields – Hold a great rite at the shrine to call the stag’s fire into the crops. Harvests are steadier, blight less likely. (+Food security, +Morale, -Herbs or -Food as offering).

Ward the Walls – Burn herbs and carve antlers along the palisade, calling the stag’s flame to protect the people. Raids and beasts struggle to breach. (+Defense, +Morale, requires offerings).

Healing Rite – Gather herbs, smoke, and chanting to drive out sickness or weakness. (+Health, +Morale, cures event penalties like plague or blight).

Dream Sending – The Seer casts visions into the fire, sending dreams to allies or rivals. Can inspire Redcrest, unsettle strangers, or seek knowledge. (+Knowledge, possible diplomatic/morale effects).

Rite of Binding – Attempt to draw the stag’s spirit more fully into the valley, creating a permanent blessing or curse. (+Knowledge/Magic, permanent special effect, high risk).


Main Action

>Explore the Eastern River – Send fishers and scouts to chart the summer river, test its banks, and seek neighbors or resources. (+Knowledge, +Wealth/Trade potential).

>Redcrest Council – Invite or travel south to speak with the Hillfolk, offering food, trade, or defense. (+Wealth/Trade, +Diplomacy).

>Expand the Farmland – Push more soil into use before summer heat, increasing food for the year to come. (+Food capacity, long-term growth).

>Reinforce the Wall – Add stone facing, towers, or ditches to the Wall of Ashenfire. (+Defense, +Production).

>Ritual – Invoke Ritual Mastery to shield the Wall of Ashenfire with flame and antler wards. (+Defense, +Morale, requires offerings of herbs and timber).


Bonus Action

>Strengthen the Warband – Patrol and train on the new wall, drill with stone weapons. (+Defense, +Morale small).

>Craft Trade Goods – Carved stone, woven baskets, or timber shaped for barter. (+Production, +Wealth/Trade).

>Festival of Kinship – Celebrate the recognition from the Northern Strangers with a feast. (+Morale, -Food small).

>Scout the Western Ruins Deeper – Delve past the altar chamber into tunnels or collapsed halls. (+Knowledge, possible danger/relic).
>>
>>6299674
>Expand the Farmland
>Craft Trade Goods
>>
Rolled 2 (1d10)

Families take to the edges of the valley with stone hoes and timber plows. The new wall gives them confidence to work further afield without fear of raiders. Trees and brush are cleared, soil turned, and barley and beans planted in new plots.

By season’s end, the valley’s edge is dotted with fresh fields a promise of stronger harvests to come.

Farmland expanded.

+Food capacity: Settlement can now support a larger population.
+Morale small: People feel secure in their growing abundance.


Carvers and weavers shape baskets, stone beads, and timber tools, preparing them for barter. Redcrest or any wanderers beyond the river will see the Ashenfolk not only as warriors, but as makers.

Trade goods prepared.

+Production: Craftsmanship improves.
+Wealth/Trade small: Stockpiles now exist for first real exchanges.


Population: 1 (≈120 settlers)

Food: 8 9 (expanded fields raise capacity, harvest potential grows)

Defense: 15 (Wall of Ashenfire, trained warband, raid tested, kinship prestige)

Wealth/Trade: 2 3 (first trade goods ready, Redcrest or river use possible)

Knowledge/Magic: 22 (Awakened Power + Ritual Mastery unlocked, herbal wisdom)

Production: 14 15 (Skilled Builders, quarry, crafts growing)

Morale: Exalted+ (confidence in strength and plenty)

Health: Very High (herbal cures secure medicine)


Main Action

>Explore the Eastern River – Send scouts and fishers to chart the summer river, test its banks, and seek neighbors or resources. (+Knowledge, +Wealth/Trade potential).

>Redcrest Council – Invite or travel south to speak with the Hillfolk, offering food, trade, or defense. (+Wealth/Trade, +Diplomacy).

>Reinforce the Wall – Add stone facing, towers, or ditches to the Wall of Ashenfire. (+Defense, +Production).

>Scout the Western Ruins Deeper – Delve past the altar chamber into tunnels or collapsed halls. (+Knowledge, possible danger/relic).

>Ritual of the Fields – Invoke Ritual Mastery to bless the new farmland with the stag’s fire. (+Food, +Morale, requires offerings of grain and herbs).


Bonus Action

>Strengthen the Warband – Patrol and train on the new wall, drill with stone weapons. (+Defense, +Morale small).

>Craft Stone Tools – Use granite from the quarry to replace old wooden and flint gear. (+Production, +Defense small).

>Festival of Plenty – Celebrate the expanded farmland with food and song. (+Morale, -Food small).

>Collect Timber – Fell trees along the forest edge for construction and stockpiles. (+Production, +Wealth/Trade small).

>Forage the Forest Edge – Send families to gather berries, nuts, and mushrooms before autumn. (+Food small, +Health small).
>>
>>6299809
>Ritual of the Fields
>Craft Stone Tools
>>
Rolled 8 + 5 (1d20 + 5)

>>
Summer Event: Blight in the Fields

As the summer sun climbs high, whispers spread among the farmers: black spots on barley leaves, rotting pods among the beans. What should have been a season of plenty now shows signs of decay.

Some blame damp earth at the valley’s edge, others mutter of curses from the strangers, while the Seer insists the stag tests their will.

Crops blighted.

-Food capacity (part of the new fields will fail if not addressed).

Morale tested: worry spreads among farmers and families.


The Seer calls the people to the blighted fields. Barley and beans are blackened with spots, but firepits are lit, offerings of grain and herbs cast into the smoke. Chants rise as the stag’s name is invoked.

The flames turn green and the blight recoils — not vanishing entirely, but beaten back. Some crops remain twisted, yet the majority are saved. The people cheer, though they note the smell of charred herbs clings to the soil.

The stag’s flame cleanses most of the blight.

+Knowledge/Magic: Ritual strengthens the Seer’s power.
+Food: Harvest mostly saved, though some loss lingers.
+Morale: Relief, though mixed with awe and a little fear.


Masons shape stone into blades, axes, and spearheads. Farmers and hunters alike gain sturdier tools, the warband arms itself with heavier weapons.

Tools of stone spread through the valley.

+Production: Crafting grows more efficient.
+Defense small: Warband gains an edge in future conflicts.


Food: 9 10 (blight mostly beaten back; harvest secured, though not perfect) Threshold Reached: Surplus Harvest

Defense: 15 16 (stone tools strengthen the warband)

Wealth/Trade: 3 (goods ready, river unexplored)

Knowledge/Magic: 22 23 (ritual performed, bond deepens)

Production: 15 16 (quarry + crafted tools)

Morale: Exalted+ (fields saved, tools empower confidence)

Health: Very High (herbal cures, strong people)


Threshold Unlocked: Food 10 — Surplus Harvest

Population Growth now possible if Health and Morale remain high at year’s end.

Winter hardship will be softened by reserves.

Festivals and diplomacy may be offered food without fear of famine.
>>
Main Action

>Explore the Eastern River – Send scouts and fishers to chart the summer river, test its banks, and seek neighbors or resources. (+Knowledge, +Wealth/Trade potential).

>Redcrest Council – Invite or travel south to speak with the Hillfolk, offering food, trade, or defense. (+Wealth/Trade, +Diplomacy).

>Expand the Farmland Further – Push even more valley soil into use before the season turns. (+Food capacity, long-term growth).

>Strengthen the Quarry – Organize more workers to increase stone output for future projects. (+Production, +Defense small).


Bonus Action

>Strengthen the Warband – Patrol and drill with new stone weapons, ready for larger threats. (+Defense, +Morale small).

>Craft Trade Goods – Use timber, stone, and herbs to create surplus baskets, beads, or charms. (+Production, +Wealth/Trade).

>Festival of Abundance – Celebrate the saved harvest with food, song, and thanks to the stag. (+Morale, -Food small).

>Gather Herbs – Collect late-summer healing plants before autumn frost. (+Health, +Knowledge small).

>Forage the Forest Edge – Send families to gather berries, nuts, and mushrooms before autumn. (+Food small, +Health small).
>>
>>6300128
>Strengthen the Quarry
>Gather Herbs



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