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1100776 No. 1100776 ID: 6c5827

When the world was young, at the mouth of a mighty river, upon an island five miles wide sat the First City.

In the center of the First City, at the island's highest and most sacred point, within the First Wall, sat a garden.

The wall has one gate, and the gate has one guard, who is the First Messenger.
The Messenger wields the First Sword, to enforce the First Law, which is this:

-Each day, the garden may have only one visitor.
-That visitor may choose only one of the garden's three boons.
-After partaking, none may visit the garden again until every other resident of the First City has had a chance.

The garden's three boons are a pomegranate tree, a fig tree, and a fountain.
Discussion: https://discord.gg/ZuGRZKD
>>
No. 1100777 ID: 6c5827

One who partakes of the fountain must drink their draught before leaving.
None have yet invented a container which can bear the nectar of youth beyond the garden's gate.
A drink from the fountain makes the drinker one hundred years younger, and wiser as if they had practiced their existing skills for the same time.
...unless that much youth would take them back beyond the beginning of adulthood. Excess becomes one or more children, waiting when they return home.
Each child will arrive knowing the First Language, and their own effective age (always initially a prime number of days), but not much else.
By this method has the First City already swollen to some ten thousand residents.
Nobody has really figured out all the intricacies of sex yet.

One who partakes of the fig tree may take a single fruit.
Eating the sticky-sweet fruit restores life and limb, or sates hunger for thirty years.
It's best when fresh, within the garden, but may also be carried out and gifted to another.
Nobody has really figured out the intricacies of medicine, murder, or agriculture yet.
A time approaches where the wait between visits exceeds thirty years, so one way or another, they will soon.

One who partakes of the pomegranate tree may take a single fruit.
Each of the pomegranate fruits contains exactly one hundred pips.
Each pip resembles a tiny jewel, or drop of blood, and is deliciously sour.
The rind is so tough that to extract each pip is a full day's hard labor.
The first pip taken from a given fruit will convey knowledge of a new trade skill, type of art, or the like.
The remaining ninety-nine always convey greater mastery of that same field.
Three or four is usually the height of mortal potential. Excess spills over to rapidly enlighten apprentices.
Usually the new skill is relevant to some problem currently being faced...
...but there will be no repeats until the First City has fallen.
It is a violation of the Second Law to eat of this fruit while inside the garden.
>>
No. 1100778 ID: 6c5827

Roll 3d6 seven times, for Strength, Agility, Health, Calculation, Piety, Leadership, and starting wealth - that's dice 21d6 in the email field

Choose starting Proficiencies (Adventuring, plus two others, or possibly more with high Calculation) and classify your Ambition:

Fighter: Someday the First City will become crowded and houses will need to be built on the mainland. Better get organized in advance, clear out beasts and monsters.
Mage: Before the Second Law, someone (who's dead now) claimed that the garden was built by an art that mortals could learn. What other secrets might the stars hold?
Thief: There is as yet no king in the First City, and most laws are enforced only by mortal vigilance. What is forbidden in daylight may be achievable through shadow.
Scout: The First City is already too crowded and organized for you. A life out on the edge of the unknown horizon seems far more appealing.
Assassin not yet unlocked
Bard not yet unlocked
Bladedancer not yet unlocked
Priest not yet unlocked
>>
No. 1100785 ID: eb0a9c

rolled 5, 4, 4, 1, 2, 6, 3, 1, 6, 3, 5, 6, 1, 6, 5, 3, 5, 6, 2, 6, 3 = 83

Crystal 'Bog' Griffonheart
Proficiencies: Threat Detection (Good Ears), Crafting (Jewelry)

Class: Scout
Once, Crystal heard a whisper in the city. A rumor that there was a second garden.
It did not matter how many times she was told the rumor was unfounded. It rang true in her heart, for reasons unknown. And come what may, she will find the garden - even if all its bounties have turned to rot, even if it is ruled by beasts and monsters.
Helping matters is that the bustle of the city is getting too insufferable for her ears, even while in her padded room.
>>
No. 1100811 ID: 6c5827

>>1100785
>5, 4, 4,
13 Strength, so a +1
>1, 2, 6,
9 Agility, no modifier
>3, 1, 6,
10 Health, no modifier
>3, 5, 6,
14 Calculation, so 7 starting HP and another 1d6+1 every level
>1, 6, 5,
12 Piety, no modifier
>3, 5, 6,
14 Leadership, so can retain the loyalty of 5 henchmen

Scouts are dependent on the lower of Strength or Agility. Could drop eight points from some combination of Health, Calculation, Piety, and Leadership - though it's not permitted to reduce any of them below 9 in the process - to raise Agility to 13, thereby increasing all your future xp awards by 5%.
Downside is you'd lose out on one or both those other bonuses, and have weaker saving throws in whichever categories are sacrificed.

>Threat Detection (Good Ears)
Awareness, or Eavesdropping?

>2, 6, 3
110 starting gold, or (more likely) equipment of equivalent value. Griffonheart could earn another 10 gold per month by working as an apprentice jeweler, but would need to spend some of that on cost of living - as little as 1/10th for a wretched, miserly existence, more likely at least a third.

There are three metals widely recognized as coinage, but they're not perfectly fungible with each other. For out-of-game convenience this will measured in terms of "coins" weighing 1/50th of a pound, but often it'll actually be larger ingots, or lengths of wire coiled as bracelets, or other such forms.

Copper is the currency of earthy, low-prestige things. Above-average seashells collected by children on the beach are often treated as interchangeable with copper coins. Two copper gets you a torch that burns for an hour, a quick favor from an unskilled laborer, rough timber, raw root vegetables, unformed clay.

Silver is the currency of common finished goods - barrels, sandals, gloves, rope - and hospitality. One silver for a boatman's pole two inches thick and at least ten feet long, or a guest-gift that lets you sleep on a stranger's floor for the night plus bread and water. Five silver for nicer food and a night in an actual bed with some privacy, or a week's trail rations (though they'll spoil by week's end unless further preserved).

Gold is the currency of religion, magic, violence, and other high-prestige things. Forty gold for a canoe. Ten gold for an armor upgrade (one person can usefully wear up to six), shield, big two-handed axe, or pound of rare herbs. Three gold for a shortbow, spear, or dagger. One gold per twenty arrows, or a week's worth of preserved rations that'll fend off spoilage for two months in the wilderness, several years in proper storage, week in the worst conditions.

Not a comprehensive list. A fig from the garden is worth 3600 gold, for example, and construction of a sailing ship or library might cost tens of thousands. Describe what sort of stuff you want, and initial plans of action. If you're headed somewhere dangerous, recruiting henchmen first may be wise.
>>
No. 1100816 ID: eb0a9c

Drop Leadership to 10, Piety to 9. Agility is now 13.
Awareness

40 G - Canoe
10 G - Armor Upgrade
10 G - Shield
10 G - Rare Herbs
3 G - Shortbow
3 G - Spear
3 G - Dagger
2 G - 40 Arrows
4 G - Ration Pack
Which leaves 25 Gold, for hiring about one henchman with lessened leadership. Remainder will be used to purchase trade goods - mostly rough gemstones and some chiseling tools, with the intent of crafting the end jewelry between trips.

Crystal heard rumors about a metal mine up the river, how a pack of wild beasts has made it their home, and of the mercenaries who have decided to clear it out. People aren't sure if that is normal, but the way the creatures act, they're agitated for some reason. She has decided to begin her journey there; even if she can't help the troupe of mercenaries clear out the mine, she can trade her goods for their raw metals, and continue to craft jewelry on the way back.
She has decided to hire a single working hand, some quiet giant teenager whose arm strength is barely greater than hers. He always seemed sullen with his lot, so she should be able to get a good deal as long as she pays his family sufficient gold to keep them fed.
>>
No. 1100886 ID: 0e6df4

rolled 2, 5, 2, 6, 1, 1, 2, 6, 3, 5, 5, 4, 5, 1, 6, 1, 1, 2, 6, 4, 3 = 71

>>1100778
Not sure what I want to do yet, so starting by rolling for traits.
>>
No. 1101045 ID: bf61f2

rolled 2, 3, 3, 3, 1, 4, 5, 3, 1, 2, 1, 2, 1, 5, 1, 4, 3, 5, 1, 2, 5 = 57

Toyoko
Proficiencies: Adventuring, Harimtu (sacred love making), Debutante (the formal arts of socializing and etiquette)
Ambition: Thief

Toyoko has discovered the secret art of sex, and plans to use it to tame the wilds of the world outside the city. She seeks to steal what sacred knowledge exists outside the garden, and turn the beasts at the edge of the world to graceful, educated servants of the first city.
>>
No. 1101064 ID: bf61f2

>>1101045
Per storyteller, rolls for stats leave Toyoko disqualified from any currently available classes until more are unlocked. Rolling up a new character. Lets see if the dice make this one work.

Kasi, dog of the vats.
Proficiency: Adventuring, Brewing, Soothsaying.
Ambition: Warrior

Kasi has found that not all sacred fruits grow in the first garden. Where the mixing of the waters occurs, and the two seas separate out into waters of the ground and the abyss, there lies a seed. And within this seed lies a magical poison. When put into a blessed vessel of fired clay, the poison may transform into a tincture of health, spirit of madness, or a deadly illness. It is not needed for thirst of the body, but rather, for thirst of the soul. And when Kasi leaves the city to seek the sacred seed, she will brew a new and wondrous drink yet untasted, and it will be called kurun, and it will be good. This is the future Kasi, dog of the vats, has seen.
>>
No. 1101065 ID: bf61f2

rolled 3, 3, 4, 5, 3, 5, 1, 2, 2, 3, 6, 2, 2, 3, 1, 2, 5, 5, 2, 5, 6 = 70

>>1101064
>>
No. 1101224 ID: 8f8768

rolled 5, 1, 5, 4, 5, 2, 3, 1, 6, 1, 5, 3, 6, 1, 3, 1, 5, 1, 4, 4, 6 = 72

dice first, then ill figure out a character
>>
No. 1101239 ID: 8f8768

>>1101224
Dandelion

Strength 11
Agility 11
Health 10
Calculation 9
Piety 10
Leadership 7
Wealth 14

Proficiencies: Hunting, Cooking
Ambition: fighter

Dandelion has concluded through simple logic that when you eat enough large creatures, you grow to match their size. Dandelion wants to become as giant as possible.
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