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Aldrymik Quest

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Only the oldest among your tribe remember the wonders of the great city of Babylon. Your people, the Aldrymik tribe, have wandered the Eastern Forest since the confusion. Once a people of wealth and culture, you have been reduced to no more than a ragtag tribe of nomads.

The Eastern forests are a harsh and unforgiving place. The elders remember a time when it was not so, but most of the tribe was born into the endless winter.

You are one of the nine young men of the tribe coming of age in this year. Your father, a respected and proud member of your tribe, is eager to bring you into his trade.

He plans to teach you:

>The art of fungus cultivation. Your family is descended from planters of old, and have carried the secrets of selective breeding with them. You care for the fungi found in the many caves of the Eastern forest, returning to certain places every year to cultivate your hardy species.

>Elkvar hunting. The elkvar, a staple species in the diet of your tribe, live in large nomadic herds. Your family is adept at pack hunting, and works daily at physical training and hunting technique.

>The art of branch-felling. Armed with sharpened stone tools and strong arms, your family has developed the skills necessary to turn a pile of branches into almost anything. From baskets to firewood, you specialize in both the cultivation the the evergreen branches and crafts involving them.
>>
>>44903865
>The art of branch-felling. Armed with sharpened stone tools and strong arms, your family has developed the skills necessary to turn a pile of branches into almost anything. From baskets to firewood, you specialize in both the cultivation the the evergreen branches and crafts involving them.

chop wood nigguhs
>>
>>44903865
>The art of branch-felling. Armed with sharpened stone tools and strong arms, your family has developed the skills necessary to turn a pile of branches into almost anything. From baskets to firewood, you specialize in both the cultivation the the evergreen branches and crafts involving them.
>>
>>44903865
>Elkvar hunting. The elkvar, a staple species in the diet of your tribe, live in large nomadic herds. Your family is adept at pack hunting, and works daily at physical training and hunting technique.

remove elk
>>
>>44903865
>Elkvar hunting. The elkvar, a staple species in the diet of your tribe, live in large nomadic herds. Your family is adept at pack hunting, and works daily at physical training and hunting technique.

Need meats to eats
>>
>>44903865
>Elkvar hunting. The elkvar, a staple species in the diet of your tribe, live in large nomadic herds. Your family is adept at pack hunting, and works daily at physical training and hunting technique.
>>
>>44903896
>>44904006

Your youth was spent in exploration and play, but now it is time to begin your tenure as a branch-fellsman, as your father did before you.

You will spend twelve moons learning the trade completely. When you have finished your training, you will become a full member of the tribe, and gain voting privileges and the right to take a wife.

You spend the next twelve moons with your father:

>Focusing on cultivation. Quickly becoming strong, eventually you can fell small trees with only a few blows. You learn the best techniques for carrying and lifting what you chop.

>Focusing on woodcraft. You spend your time on basket-weaving and tool-making. You learn the best techniques for making the sturdiest tools and are eventually able to work some artistry into what you do.

Choose and roll 1d20 for how successful you are in learning and practicing.
>>
Rolled 7 (1d20)

>>44904127
>Focusing on woodcraft. You spend your time on basket-weaving and tool-making. You learn the best techniques for making the sturdiest tools and are eventually able to work some artistry into what you do.

We're a motherfucking artist.
>>
Rolled 7 (1d20)

>>44904127
>>
Rolled 4 (1d20)

>>44904127
>Focusing on woodcraft. You spend your time on basket-weaving and tool-making. You learn the best techniques for making the sturdiest tools and are eventually able to work some artistry into what you do.
>>
>>44904274
Also need to choose an option
>>
>>44904288
my bad, second option it is
>>
>>44904155
>>44904288

You spend your time focusing on woodcraft, and though you are not the best you are clearly not the worst. You enjoy the peaceful weaving circles with your cousins and fellow fellsman.

Eventually your time as an apprentice draws to a close and you become a complete member of the tribe of Aldrymik.

It is an ominous time to be granted voting privileges as recently the tribe has come across something strange.

What seems to be a few piles of crumbling stone and root covered rock, your elders recognize as an ancient temple to a religion forgotten to most of your people.

The elders and their followers bring it to council that they wish to settle here, and take it as a sign that some divine power will protect the tribe if you stay in this place.

Others, not so quick to trust these unknown gods, would rather put their faith in what they know. They are reluctant to end their nomadic lifestyle as it is all they know.

The votes are cast, what do you vote?

>Settle, your skills as a woodcraftsmen will be in high demand for building more permanent shelters, and maybe there is something to these gods after all...

>Remain nomadic. Changing the entire lifestyle of the tribe, risking starvation on the ravings of men to old to work who long for forgotten cities and silly gods is a foolish plan.
>>
>>44904571
>Settle, your skills as a woodcraftsmen will be in high demand for building more permanent shelters, and maybe there is something to these gods after all...

We're young, down for some change
>>
>>44904571
>>Settle, your skills as a woodcraftsmen will be in high demand for building more permanent shelters, and maybe there is something to these gods after all...
>>
>>44904862
>>44905148

You vote to stay in this place, siding with the wizened elders. Soon, even the most reluctant of your people see the merit in staying put, and are curious as to what boons these ancient gods may bring your tribe.

Now, your people make preparations. Shelters are erected, and holes are dug for the growing of fungus. Your people know this will not be enough food, and the elkvar tribes will be moving on soon. They look to the elders for guidance but they insist the gods will see us through.

The hunters hunt, and the fungus farmers try to create as bountiful a harvest as possible. How do you spend your time?

>Helping to construct shelters. While you are not the best craftsmen, all hands are welcome.

>Helping to repair weapons and tools. The hunters are out in full force, and their tools are constantly in need of repair.(Specialty bonus +4)

>Speaking with your tribesmen about the food shortage. Maybe there is something that could help you that no one has yet thought of.
>>
>>44905212
Roll 1d20, and add 4 if you are choosing the second option.
>>
>>44905212
>Helping to repair weapons and tools. The hunters are out in full force, and their tools are constantly in need of repair.(Specialty bonus +4)
>>
Rolled 7 (1d20)

>>44905212
>Speaking with your tribesmen about the food shortage. Maybe there is something that could help you that no one has yet thought of.

If there's nothing around here to forage in bulk we may have just fucked up.
>>
>>44905237
Please roll 1d20+4
>>
Rolled 9 + 4 (1d20 + 4)

>>44905212
>>Helping to repair weapons and tools. The hunters are out in full force, and their tools are constantly in need of repair.(Specialty bonus +4)
>>
Rolled 10 + 4 (1d20 + 4)

>>44905212
>Helping to repair weapons and tools. The hunters are out in full force, and their tools are constantly in need of repair.(Specialty bonus +4)
lets do what we do best
>>
You spend your time with the hunters and butchers, repairing their weapons and tools. While most are busy with shelters, the hunters are openly thankful for your skills. You find yourself with a larger cut of meat at mealtimes, and make many friends among them.

You learn that they plan on making a proposition to the council that they attempt to capture a few elkvar in an attempt at keeping them. They have no experience with this, but hope that it will be the solution the tribe is looking for.

They ask specifically for your help with the creation of pens for the captured elkvar, so that when they go to the council their plan will sound more solid.

>Agree to create plans for the pens, using up valuable time and resources for a plan that hasn't been voted on.

>Refuse. Maybe if the council agrees you will help, but right now you can't spend time on something like this.

Roll 1d20
>>
Rolled 1 (1d20)

>>44905565
>Agree to create plans for the pens, using up valuable time and resources for a plan that hasn't been voted on.

We're super helpful
>>
>>44905735
>>Agree to create plans for the pens, using up valuable time and resources for a plan that hasn't been voted on.

Sure, and it helps tribe too
>>
Rolled 15 (1d20)

is it best of 3 or first only?

>Agree to create plans for the pens, using up valuable time and resources for a plan that hasn't been voted on.
>>
Rolled 3 (1d20)

>>44905798
Lets try again...
>>
>>44905735
>>44905798
>>44905814

You agree to create the plans, and set to work. You have seen elkvar before, and know the bucks can be quite large with huge pointed antlers. You spend a week creating designs and planning out a huge pen, with strong, tall fences.

You did not realize how much of an undertaking it would actually be, and feel very invested in your plan, although you wish you had more of an idea what would be necessary. You wait hopefully while the plan is presented to the council, and vote for the creation of the pens.

The hunters assure everyone that the plan is viable, and in a few generations hope that more pens will be created to hold the domesticated elkvar.

Roll 1d100 to see how the council votes.
>Averaging first three.
>>
Rolled 43 (1d100)

>>44906000
>>
Rolled 36 (1d100)

>>44906000
>>
Rolled 51 (1d100)

>>44906000
>>
Rolled 67 (1d100)

>>44906000
>>
Rolled 99 (1d100)

so 43 anyways?
>>44906131
>>44906273
>>44906332
>>
>>44906131
>>44906273
>>44906332

The tribe votes no. While it may work, it may not. Devoting so much time, energy, and material on such a risky plan does not sit well with most.

You fear your reputation may be ruined. You had invested so much time and energy into the planning of the pens, and openly supported the idea. Now, with the plan voted down, you feel like you have wasted your skills when they were the most valuable.

It was not all for nothing, apparently. Soon, your father and a few others approach you about the plans. While they voted against the plan, they recognized the work you put into the designs and invite you to help them with the construction of shelters.

While many of them are skillful woodcutters and craftsmen, they seem to have trouble with creating the plans themselves for the creation of the shelters. Many of the shelters seem structurally unsound, and it is clear that many of them have already had to be repaired.

Most of the plans for the shelters are coming from one of the elders. You are distantly related to him.

He has apparently approached your father for permission to work with you privately, your father granted it.

Do you:

>Accept the invitation for private meetings, possibly boosting your merit among the tribesmen and polishing your skills as a planner.

>Refuse. Your father does not grant permission for you anymore. You are a man of the tribe. This is an insult to your manhood.

>Agree, but broach the subject with the elder. You are your own man, you will be treated as such. (This requires roll of 1d20)
>>
Rolled 11 (1d20)

>>44906698
>Agree, but broach the subject with the elder. You are your own man, you will be treated as such. (This requires roll of 1d20)
I'm feeling lucky.
>>
Rolled 15 (1d20)

>>44906698
>>Agree, but broach the subject with the elder. You are your own man, you will be treated as such. (This requires roll of 1d20)
>>
Rolled 2 (1d20)

>>44906698
>Agree, but broach the subject with the elder. You are your own man, you will be treated as such. (This requires roll of 1d20)
>>
>>44906793
>>44906849

You agree to the offer, and visit the elder.

You assert that in the future, you would like to be approached in relation to such matters before your father.

The elder respects your appeal and says that while it is not the old way, he will do as you ask.

Soon, you get down to why he called on you. He displays an edited version of your plans, and talks to you about the flaws in your design. He tells you, in fact, that before your people were nomads, they lived in great cities built of wood and stone. The people who designed and constructed these buildings were revered and respected.

While you find most of what he is saying to be hard to believe, you do the merit in his criticisms of your design. You trust that he is knowledgeable.

You spend the days working on structures and repairing tools, while your nights are spent in study. You learn many things about architecture and construction, and in turn, help the elder create sound designs for the new shelters. It seems that while he does have an understanding of what will work, he is more used to the construction of larger buildings using stone and other materials.

Eventually, the shelters are finished. The elkvar have moved on, and your butchers and farmers estimate that their is about three moons of food left in store before the tribe will have to subsist entirely on fungus.

Emergency council meetings are held, and while most continue as they normally would, there is tension among the tribesmen.

Cont.
>>
>>44907360

Weeks pass, and as the food stores go lower, tension mounts.

The elders claim a sacrifice to the gods would save the tribe, but that idea is quickly shouted down. No one believes wasting resources will help anyone.

One day, a fellsman reports to the council some strange findings. He says while he was about four hours from the tribes settlement, he spotted some men in strange garb riding a rolling house pulled by elkvar. He got away before he was spotted, but he is clearly disturbed by what he saw. He followed the tracks sometime after, and saw the smoke from a small cook-fire not far off.

You're people are shaken by this news. While the younger among you have no ideas about this, many of the older tribesmen (including your father) remember when the men on rolling houses came and attacked your tribe. They skinned a herd of elkvar and left the carcasses to rot in the fields. When your tribe learned of this, they attempted to stop it by preventing the men from returning.

They cast stones and arrows at the men. The men retaliated with staffs that shot fire and killed many of your people. Chasing them for hours, few survived. Those that did were never the same.

Many people believe the best course of action would be to uproot and leave, following the elkvar herd.

Most of the younger tribesmen, and also the elders, believe it best to stay. While the other men are a threat, they are reluctant to call the effort and time they have spent on their new settlement wasted. They believe the best course of action would be to stay put, and be ready to flee if necessary.

A minority of hunters and craftsmen wish to prepare an attack.

Where do you stand?

>Flee +4
>Stay +2
>Attack -5

Roll 1d20 and add or subtract modifiers.
>>
Rolled 9 + 2 (1d20 + 2)

>>44907656
>>Stay +2
>>
Rolled 14 + 2 (1d20 + 2)

>>44907656

Stay.

But if they try to give us blankets, don't take them.

Is scalping them an option?]/spoiler]
>>
Rolled 6 + 2 (1d20 + 2)

>>44907656
>Stay +2
>>
>>44907815
>>44907869
>>44907901

The tribe elects to stay. Many of the older generations fear for their lives, and the saying, "If we don't starve, we'll burn," becomes quite popular among them.

Your friendship with the hunters bears fruit, as you are privy to more than a few conversations about a hidden plot to view the camp of the men with rolling houses.

They suggest that if they plan to stay, keeping an eye on them will be very important.

While you agree that it might be good to have more information, you don't know if going behind the back of the tribe is the best plan. There is much risk involved.

Do you:

>Alert the tribal council, possibly causing punitive action for such a conspiracy.

>Do nothing, whatever comes of it, you will not be involved.

>Go with them. Maybe you will learn something important about the moving houses that the hunters wouldn't have the knowledge to understand.
>>
>>44908123
>>Go with them. Maybe you will learn something important about the moving houses that the hunters wouldn't have the knowledge to understand.
>>
>>44908123
>Go with them. Maybe you will learn something important about the moving houses that the hunters wouldn't have the knowledge to understand.
>>
>>44908170
>>44908225

You agree to go with them. Your curiosity gets the better of you, and you are eager to see if the stories are true about the rolling houses and staffs that shoot flame.

You take a night off from your studies with the elder, and gather under the cover of darkness at the edge of your settlement. Most of the men are hunters, but the woodcutter who originally saw the men was persuaded to join you. He is a distant cousin of yours, and he explains that the others offered him a piece of their secret stash of meat when the food runs low.

You are a bit disgruntled they did not offer you the same, but set off with them into the forest. After five or six hours, you come upon the encampment.

You see the rolling houses, in all their glory. They are beautifully crafted of fine, polished wood. You are amazed how much weight the wheels seem to be holding aloft, and your mind immediately jumps to attempting to design one yourself.

While you appreciate their craftsmanship from afar, the hunters have elected to move closer. With their weapons drawn, they slink toward the camp. No men can be seen, but quiet talking can be heard from inside one of the houses.

Light emanates from it as if a fire were burning inside. This intrigues you, and you move in closer with them slowly.

Eventually, you are close enough to the houses to see them very clearly. Each one is slightly different visually, but the design is the same. Quietly, you and the others step into the camp. It seems that the men must be sleeping, aside from those that can be heard speaking inside the rolling house.

Do you:

>Inspect the underside of the houses. What miracle of engineering keeps such a large house aloft?

>Try to persuade the others to leave. We have come, we have seen, let us go. -3

>Try to persuade the hunters to attack. Now could be the only chance. You know many of the hunters here were behind the plan presented to the council. +4

Roll 1d20 and add any modifiers.
>>
>>44908544
>>Inspect the underside of the houses. What miracle of engineering keeps such a large house aloft?
>>
Rolled 16 (1d20)

>>44908595
>>
Rolled 5 (1d20)

>>44908544
>Inspect the underside of the houses. What miracle of engineering keeps such a large house aloft?

I am very tempted by the attack as well, it might be our best shot to catch them unawares
>>
>>44908595
>>44908637

You crawl beneath one of the houses, inspecting it thoroughly. You see that it is not entirely made of wood, but rods of stone, icy to the touch, are built into the construction in a few places. You wonder how they were created, and see that in some places they even bend under the weight without cracking.

As you begin to climb out from under the wagon, you get a strange feeling. You place it almost immediately.

The quiet murmurs from the inside of the house have stopped.

You freeze as you hear the door to the house creak open. You hear footsteps quickly running from the encampment, snapping branches and rustling bushes as your comrades flee.

You heard the loud footsteps of the man leaving the house. He shouts in a language you do not understand and the fires are lit inside the other houses as well. You see many feet in the encampment now, and many running off into the forest after your tribemates.

Do you:

>Attempt to cause a distraction to aid in their escape.

>Remain hidden, and when the time is right, flee yourself.

>Crawl out from under the house fast and run faster.
>>
>>44909026
>>Remain hidden, and when the time is right, flee yourself.
>>
>>44909026
>Remain hidden, and when the time is right, flee yourself.

Aw fuck, tribe's dead.

Well, solo survival quest starts now.
>>
>>44909026
>Attempt to cause a distraction to aid in their escape.

Gotta help our tribe out any way we can
>>
>>44909094
>>44909255

You wait, and you hear loud bangs and flashes of light. Screams follow, and you recognize a few of your tribesmens voices. A cold sweat creeps down your back.

Eventually, the bangs stop, but the feet don't leave the camp. You can hear them speaking in loud voices, and you eventually see one drag back the corpse of your cousin, the woodcutter.

You wait, and wait, but it seems the adrenaline of the chase has aroused some sort of argument among them as they prod at the body of your cousin. Eventually, one reaches down to clutch at something he is wearing.

You shift, and the noise alerts him to your presence. He looks and shouts to his fellows and before you can move they surround the house you are underneath. They begin shouting, and one reaches down to grab your wrist.

Do you:

>Shrink away! You will not be manhandled!

>Grab him and bite him! You will not go without a fight!

>Allow him to pull you out. You are resigned to your fate.
>>
>>44909788
>Grab him and bite him! You will not go without a fight!

Damn I knew we should have attacked while they were asleep
>>
>>44903865
>branch felling
>hunting
>not fungus cultivation
ya'll motherfuckers just forced hundreds of years of shit on your descendants because they have to invent agriculture now.
>>
>Grab him and bite him! You will not go without a fight!
>>
>>44909914
>>44910111

You grab his wrist and bite down. He yelps in pain, and yanks you out from underneath the house.

He laughs, and rubs his hand where you bit him. The others circle you and point their staffs in your direction. They seem to be made of the same strange stone.

They begin to talk to each other, all the while staring at you, pointing.

Do you:

>Wait

>Run

(You don't have time to work out anything more complicated.)
>>
>>44910231
>>Wait
>>
>>44910231
wait, they'll just shoot ya when ya run
>>
>>44910231
>Wait
>>
>>44910231
>Wait
>>
>>44910266
>>44910408
>>44910433

You wait, and stare at them, wide eyed. They view you for a few more minutes before one of them leaves for a few minutes.

He returns with a pair of shackles made of stone, and clicked them onto your wrists. They are surprisingly light, but keep you bound all the same.

This is the beginning of a long and and cold journey bound to the back of the house.

You have little understanding of what is happening, and the great antlerless elkvar that pull the house seem to be annoyed by your presence.

You walk for weeks behind the wagon, day and night. Your only interaction with them to be fed strange morsels of some soft fungus and strips of odd stringy meat. They speak to you little, only to prod you with their staffs and laugh as you shrink in fear.

They look similar to your people, although you notice many of them have hair on their faces and they cut and trim the hair on their heads.

Eventually, you begin to understand snippets of their language. Basic words, like what they call bread, and beef, and more importantly, that they call the great rolling houses wagons!

While the knowledge excites you, you are waiting for the moment they decide you are too much of a burden to keep on.

Do you:

>Look for a means of escape, you could probably make it home on your own.

>Refuse to eat, refuse to move, force them to end it now. You just want the end to come.

>Attempt to gain their favor. You noticed one of their wagons is in need of repair, but it doesn't seem that they understand. It wont last more than a week.
>>
>>44911376
>>Attempt to gain their favor. You noticed one of their wagons is in need of repair, but it doesn't seem that they understand. It wont last more than a week.

hopefully we gain knowledge doing this and their favor.
>>
>>44911376
>Attempt to gain their favor. You noticed one of their wagons is in need of repair, but it doesn't seem that they understand. It wont last more than a week.
>>
>>44911376
>Attempt to gain their favor. You noticed one of their wagons is in need of repair, but it doesn't seem that they understand. It wont last more than a week.

This option is honestly terrible but the other two are worse.
>>
One day, while you are being fed your rations, you point to the spot where the roof of the wagon meets the siding. You have noticed that it seems to shift when the wagon is in motion, and try to explain this with hand signals as best as possible.

The man feeding you doesn't seem to understand, but soon calls over another man to help interpret.

After much pantomiming and a lot of pointing, eventually they figure out your meaning. One of them moves the pieces around, and eventually fastens them with little stone spikes and a mallet.

They seem to be happy that you helped them, and in return, they bring a bottle of some brownish liquid.

Pouring into a small wooden cup, they put it in front of you on the ground.

Do you:

>Kick the cup of poison over.

>Drink it, it seems to be a reward of some kind.
>>
>>44911772

>Drink it

Keep making friends, do what you have to to survive
>>
>>44911772
Don't kick it but still don't drink it
>>
>>44911772
>cup of poison
oh boy, intuition tells me alcohol

>Drink that S.O.B
>>
>>44911772
>Kick the cup of poison over.

Uh, guys? Any of you even remotely familiar with American history? Do not drink the liquor.
>>
>>44911854
>>44912202

You pick it up and gulp it down quickly, thirsty as you are. As soon as it goes down your throat, you wince as it burns your tongue and leaves a bitter taste in your mouth.

You wait for death to come, but instead feel a warmth emanating from your chest. You begin to feel slightly lightheaded, and find the experience quite strange.

With your new knowledge in hand, you notice that the men drink this liquid often, with almost every meal. They seem to enjoy it well enough.

As you continue on your journey, you begin to get used to the monotony of the travel. You spend much of your time observing the wagons, and learning more and more of their language.

Eventually, you are able to ask them simple questions and understand their answers, mostly relating to the wagons. You learn that your shackles, and some parts of the wagon, are made of a stone called steel, that comes from deep within the ground.

You learn they live in great cities of stone and wood and steel, like what the elders spoke of.

Moons pass, and occasionally you are let free to stretch and move, with your intervals of freedom growing larger and larger until they neglect to put on the shackles at all.

As you learn more of them, they learn more of you. You teach them of your people, and your skills as a woodcutter. You show them ways to cook their hunted elkvar and they even allow you to use their steel tools to show them ways to butcher them. You also learn that their elkvar are called horses, because they grow no antlers. They say they would never eat them. While this makes no sense to you, you soak everything in.

But, they never allow you to touch their staffs, which they call rifles. They tell you that they wouldn't work in the hands of someone outside their tribe.

One day, you find yourself in a place with more grass than trees. Crowded forest gives way to rolling plains of green grass. It is jarring, but you eventually become more used to it as you travel.

Cont.
>>
>>44912571
One day, you come upon a large circle of tents, surrounding many small fires. The people within them remind you of your people, always walking in groups, speaking softly and respectfully to elders. Some of them paint themselves the color of the grass.

Your caravan stops when you reach them, and soon you are entirely beset by the strange grass people. They speak in the language of the men of the caravan, but in a simple fashion, as you do. You learn that this is not the home of the caravan, but only a stop. You stay with these people for a almost a week, your caravan seems to be trading rifles and other steel tools with them for bags of some strange powder.

The powder is yellow, and seems to be very valuable if the amount of rifles being given is any indication.

Do you:

>Inquire about the powder.

>Try to get the plainsmen to help you escape.

>Try to convince the plainsmen to kill the caravaneers.

>Write in

Roll 1d20
>>
Rolled 8 (1d20)

>>44912728
>Inquire about the powder
>>
>>44912728
Well we should stick with the Caravan for now. As Huey once said, "REVENGE!"

>inquire about the powder
yellow powder? sulfur maybe?

The more we know, the more options we have.
>>
Rolled 17 (1d20)

>>44912794
Whoops forgot to roll.
>>
>>44912728
>Inquire about the powder.
>>
>>44912779
>>44912794
>>44912870

You inquire about the powder, and all the plainsmen know is that the men of the caravan trade at a high rate for it. The men of the caravan explain that it is used in the creation of the magic power that causes the stones to fly from the rifle. It is difficult to understand, but you learn enough to know that it is very hard to find, and what they are trading for it is but a fraction of what its worth.

The caravan eventually packs up, and you continue again on your journey.


OKAY. That is all for tonight guys. Maybe more in the future. I dont know. I dont have a twitter. I will use same image and title if I do this again. Hope you enjoyed. Goodnight.
>>
>>44912990
Thanks for running
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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