[X] The Path of Valor
There is a story. Not a story from your town but one from a place far away, given to your people almost a century ago by the Wandering Lizard tribe. It's the story of a young girl who found herself orphaned and unwanted. She fell into the care of a cruel man who had no use for another mouth to feed. So he took her deep into the woods and broke her legs, so as to make sure he wouldn't see her again. The story you received claims that he himself met a terrible fate on his way home, but this may well be apocryphal. It is, in any case, irrelevant to the poor girl's fate. Injured and alone, with night fast approaching, she would certainly be taken by the ghosts of ash and rot. (In your own region it would more likely be the shadow men or the insect-like people).
Or so you'd think. But faced with the certainty of her own death, the girl found herself bereft of fear. With nothing left to lose she found it easy to fight for the slimmest chance. She crawled, pulling her hobbled body over every hard root, heading for the places no one else dared to go, seeking the only place the ghosts wouldn't find her. Exhausted and bleeding and armed with a sharp stick, she finally found what she sought - the lair of a great wyrm, already settled in for the night. She crawled through its teeth and into its mouth. The story gets vague there, but one thing is certain - she found a vulnerability somewhere inside the wyrm and inflicted damage enough to slay it. The wyrm's scalding blood washed over her, burning off her skin. She screamed in terrible pain and eventually passed out. Hidden inside a nightmare's body, she was paradoxically safe.
The girl spent weeks living inside the wyrm's unrotting corpse, venturing out only to drink from a nearby stream and pick what berries and mushrooms she could. And over time her legs healed and the scabs that covered the entirety of her body slowly changed texture and appearance, becoming a covering of shiny scales. In this state she finally made her way home. Tougher than any armor, her new hide rendered her an invaluable warrior and the location of the wyrm's corpse made her a well-off woman. In time she was able to capitalize on her legend and her supernatural toughness to gain the post of warchief.
On this day of reunion your people tell this story and paint their faces in scale pattern to honor the memory of the girl who was desperate enough to fight when all was lost. So too must you be. For you are lost and crippled and it's not good enough to merely survive. You must fight for a chance to reap an awesome reward, lest you fade away.
Trait Gained!
The Spirit of Adventure: you may undertake 1 additional Adventure Action each turn.
In a fit of fervor accompanying your realization, the strongest of what few real fighters you have, a man named Skylar, is named warchief. The girl, Sen, is officially named the village mage. A senior laborer, Aron, is named an Elder. Together they form the beginnings of The Ring. Right now your tribe is small enough that most decisions get made by consensus, but The Ring can help direct discussion and put its weight behind a particular course of action.
Ironically, your newly inspired warriors find themselves with nothing to fight. Even though it sometimes seems that way, not every inch of land is covered with monsters. And it seems that you have emptied the area around your village of the ones that feel confident attacking a village...at least for now. More horrors will wander your way eventually, and there are always lesser ones lurking around, waiting to ambush an unwary traveler or snatch a baby. But your people have a few days to regroup.
Adventure:
[ ][Adventure] Run Drills
The difference between true warriors and those who merely hold weapons is grueling, unrelenting practice. Begin the process of forging your fighters into a true warband.
[ ][Adventure] Patrol nearby woods
Get the lay of the land and make sure you spot any encroaching threats in advance.
[ ][Adventure] Scout the trading routes
Walk down the roads to the Grand Trunk, the Raised Valley, and the city of the Tunnel Lords and evaluate their fitness for travel.
[ ][Adventure] Scout the resource sites
This lake was a place important to your town's survival. There are others, like your clay pit, your hunting lodges, and the herb gatherers' camp. Check on them, and try to retrieve anything useful you find.
[ ][Adventure] Garrison
Double up on watch duty and make sure your warriors are prepared to respond to danger at a moment's notice.
[ ][Adventure] Sneak into your old town
Your former home is a treasure trove of wealth and supplies, though one that's haunted by a vengeful monster. Enter it, grab what you can, then get out.
Industry:
[ ][Industry] Increase fortifications
[ ][Industry] Make rafts
[ ][Industry] Make spare weapons
[ ][Industry] Make tradable goods
Mysticism:
Your new mage has taken one of the shacks for herself. Though she's half-trained and without books or ingredients or established holy sites to make her power stretch further, her knowledge far exceeds the meager scraps you've been able to piece together until now. She knows how to perform lesser rituals, ones that don't stir up the fabric of the world as badly as the grand ones. She can cast spells of divination or limited protection and knows how to make herbal remedies. As she gathers the necessary materials, she will be able to do more for your people.
[ ][Mysticism]Perform a divination
-[ ] Target?
Learn specific information about something nearby, or else receive a flood of vague visions that usually contains one or two pieces of important knowledge.
[ ][Mysticism] Begin consecrating the lake
This lake has a strong connection to your people. For hundreds of years your ancestors fished here and killed monsters to make the fishing safer. Begin the arduous process of transforming it into a lesser sacred site.
[ ][Mysticism]Pour sunlight into firewood
Imbue the wood used for your fires with the light of the sun, to make the flames that much more potent at searing the horrors.
[ ][Mysticism]Abjure insects and other small, unclean things
Purify your camp through aromatic smoke imbued with charms of cleansing and protection.
[ ][Mysticism]Make Wilder Brew
Brew potent grain alcohol that makes those who drink it nearly feral, able to fight without fear and heedless of injury.