魔神仔’s night-market stall
After dark a red lantern lights up in the forest. 魔神仔, a mischievous mountain spirit from Taiwanese folklore in a straw hat, a straw cape and a round smiling mask, sells sealed items there for magic.

魔神仔 usually sets up after dark: buy sealed items with magic, open them in your inventory, then use one and it becomes a story for the Banyan Glow family.

魔神仔Shh — I only open after dark. Tonight’s stock won’t be here tomorrow.
At a glance

Open after dark
魔神仔 usually comes out to set up his stall after dark and packs up before dawn. Come by day and he just goes “shh”.

Different stock every night
The forest whistle, the little vial and the pouch are there every night; the moonlight bell, storm-cloud jar, mystery seed and charm show up two at a time; the ancient horn comes about one night in three, 3 per night.

Everything is sealed
Buy with magic and the item goes into your inventory. Open it there to find out what’s inside.

Use it and it becomes a story
Use an opened item and it becomes something the family really lives through. The effect is always the same; the story is different every time.
The eight items on the stall
Each item’s price, effect and what it can turn into when opened (odds version 1).

Forest whistle
Common100 magicBlow it and an animal friend comes to visit — usually a bird or a squirrel, now and then someone unexpected.
| 35% | |
| 30% | |
| 15% | |
| 12% | |
| 6% | |
| 1.5% | |
| 0.5% |

Moonlight bell
Rare200 magicIts moonlit ring carries further — beetles, boars, even a bear are more likely to come.
| 10% | |
| 15% | |
| 15% | |
| 20% | |
| 20% | |
| 15% | |
| 5% |

Ancient horn
Legendary300 magicIts old call reaches the mountains; the visitors who come are mostly big ones.
| 10% | |
| 25% | |
| 35% | |
| 30% |

魔神仔's little vial
Common60 magicOpening it invites a little trouble — a rat, a snake or a cold wind. Everyone who helps afterwards is remembered.
| 35% | |
| 30% | |
| 20% | |
| 10% | |
| 5% |

Storm-cloud jar
Rare90 magicA dark cloud is sealed inside; storms and fog are more likely.
| 10% | |
| 15% | |
| 20% | |
| 35% | |
| 20% |

Mystery seed
Rare200 magicPlant it and in a few days something grows: wild strawberries, millet, a pumpkin — or the legendary golden fruit tree.
| 45% | |
| 30% | |
| 20% | |
| 5% |

Yeyu's charm
Rare180 magicOnce opened it waits in your inventory and protects the family the next time trouble comes.
| 60% | |
| 30% | |
| 10% |

魔神仔's pouch
Common90 magicOpen it for one sealed item — nobody knows which.
| 40% | |
| 25% | |
| 15% | |
| 10% | |
| 8% | |
| 2% |
The 19 things an item can turn into
Each result’s effect is fixed; the story written from it is different every time.
Animal visits
A bird visitsCommonMaterials +2, happiness +1
A squirrel visitsCommonFood +3
A dove visitsCommonMedical +2, happiness +1
A magpie visitsCommonMaterials +3, happiness +2
A beetle visitsRareMaterials +2, fixes one problem at home
A boar visitsRareFood +2, water +3
A bear visitsLegendaryFood +4, happiness +3
Little troubles
A rat raids the pantryCommonFood −3
A snake in the grassCommonHappiness −1, food −1
A chillCommonMedical −1, one family member rests 2 days
A stormy nightRareWater +2, materials −3, the roof is damaged
魔神仔's fogRareHappiness −2, a search story (always found safe)
Harvests
Wild strawberriesCommonHarvest in 2 days: food +3
MilletCommonHarvest in 3 days: food +5
Pumpkin vineRareHarvest in 5 days: food +8
Golden fruit treeLegendaryHarvest in a week: food +5, happiness +5
Charms
Small charmCommonHalves the next trouble's loss
Great charmRareBlocks the next trouble
Moonlight charmLegendaryBlocks the next trouble and turns it into a surprise
What happens when you use one
A used item works like a member story that’s already full of magic: no 30-day wait, Yeyu puts it straight into the coming story slots. The effect is fixed; the story written from it is different every time.
If the story can’t be made, the card comes back to your inventory.
Even troubles are gentle
The little vial and the storm-cloud jar invite small troubles, always gentle and always recoverable: at most one trouble a day in the whole forest, and none while the family is short of supplies. Everyone who helps afterwards is remembered.
An opened charm waits and protects the family the next time trouble comes.
Bad luck has a floor
For every 10 calling items you open (forest whistle, moonlight bell, ancient horn), the 10th is at least a rare visitor.
The odds are public
Every item’s odds are listed above, and shown on the stall and before you open anything. The result is decided the moment you open it, recorded, and never re-drawn. If the odds change, they get a new version and are announced.
A different kind of story
Item stories and the story directions members write are two kinds of story. “Paying never makes your story more likely to be chosen” is about written story directions; an item story simply happens when you use it, with no choosing involved.
Coming soon: once it’s ready, this page will link straight to it.
Related topics
Want to share their days?
Free · one tap with LINE / Google · no password


