The Mosin-a’s Night Market stall
After dark a red lantern lights up in the forest. The Mosin-a (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.

The Mosin-a 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.

The Mosin-aShh — I only open after dark. Tonight’s stock won’t be here tomorrow.
At a glance

Open after dark
The Mosin-a 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
Everyone gets their own shelf each night: 2 to 4 kinds of item at random, 1 or 2 of each everyday one and just 1 of anything rarer. Once bought it’s gone, and the next night brings a new draw. The ancient horn turns up for you about one night in six.

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 18 items on the stall
Each item’s price, effect and what it can turn into when opened (odds version 3).

Magic branch
Rare90 magicWrite a story for free: 3 spells, 2 preview pictures and 1 submission, paid by the branch, not your magic. Use it within 30 days.

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% | |
| 16% | |
| 13% | |
| 4.8% | |
| 1% | |
| 0.2% |

Moonlight bell
Super rare200 magicIts moonlit ring carries further — beetles, boars, even a bear are more likely to come.
| 12% | |
| 18% | |
| 18% | |
| 24% | |
| 12% | |
| 5% | |
| 1% | |
| 6% | |
| 4% |

Ancient horn
Epic300 magicIts old call reaches the mountains; the visitors who come are mostly big ones.
| 15% | |
| 35% | |
| 40% | |
| 10% |

The Mosin-a's little vial
Common60 magicOpening it invites a little trouble — a rat, a snake or a cold wind. Everyone who helps afterwards is remembered.
| 36% | |
| 31% | |
| 21% | |
| 9% | |
| 3% |

Storm-cloud jar
Rare90 magicA dark cloud is sealed inside; storms and fog are more likely.
| 15% | |
| 20% | |
| 30% | |
| 25% | |
| 10% |

Mystery seed
Rare200 magicPlant it and in a few days something grows: wild strawberries, millet, a pumpkin — or the legendary golden fruit tree.
| 48% | |
| 32% | |
| 18% | |
| 2% |

Yeyu's charm
Rare180 magicOnce opened it waits in your inventory and protects the family the next time trouble comes.
| 67% | |
| 30% | |
| 3% |

The Mosin-a's pouch
Common90 magicOpen it for one sealed item — nobody knows which.
| 40% | |
| 25% | |
| 15% | |
| 10% | |
| 8% | |
| 2% |

Leaf Capsule
Common60 magicOpens into one collectible card (common to super rare) for your album — it takes no inventory slot.
| 70% | |
| 25% | |
| 5% |

Moonlight letter
Super rare150 magicHolds one character card, rare or better, with their little story.
| 60% | |
| 30% | |
| 8% | |
| 2% |

The Mosin-a's gacha machine
Epic300 magicOne turn gives a card that's rare or better. The one-of-a-kind cards only ever come from here.
| 40% | |
| 35% | |
| 20% | |
| 4.7% | |
| 0.3% |

The Mosin-a's night lantern
Super rare180 magicLight it at night and night visitors come: fireflies, a barbet, with luck a palm civet — even a pangolin.
| 50% | |
| 30% | |
| 16% | |
| 4% |

Rain-frog leaf flute
Common90 magicBlow it after rain for a rainy-day visitor: a tree frog, a bird or a dove.
| 45% | |
| 30% | |
| 25% |

Forest chest
Super rare250 magicTwo things at once: a sealed item for your inventory and a collectible card for your album.
| 30% | |
| 18% | |
| 15% | |
| 14% | |
| 10% | |
| 8% | |
| 5% |

Weather jar
Rare120 magicA little sky in a bottle: it brings a day of sun, a light rain, a breeze — or a rainbow.
| 35% | |
| 35% | |
| 22% | |
| 8% |

Flower-seed pouch
Rare150 magicPlant it and in a few days it blooms and cheers the family: wood sorrel, morning glory, a sunflower — or a night-blooming cereus.
| 45% | |
| 32% | |
| 18% | |
| 5% |

Supply pack
Common80 magicA small bundle that turns up where the family will find it: food or clean water.
| 50% | |
| 50% |
The 34 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 visitsRareMedical +2, happiness +1
A magpie visitsRareMaterials +3, happiness +2
A beetle visitsSuper rareMaterials +2, fixes one problem at home
A boar visitsEpicFood +2, water +3
A bear visitsMythicFood +4, happiness +3
A tree frog visitsCommonWater +3
A night of firefliesRareHappiness +3
A barbet visitsSuper rareMaterials +2, happiness +2
A palm civet at nightEpicFood +3, materials +2
A pangolin at nightMythicMaterials +3, happiness +3, fixes one problem at home
Weather
A sunny dayCommonHappiness +2
A light rainCommonWater +3
A breezeRareMaterials +2
A rainbowSuper rareWater +1, happiness +3
Flowers
Wood sorrelCommonBlooms in 2 days: happiness +2
Morning gloryRareBlooms in 3 days: happiness +3
SunflowerSuper rareBlooms in 5 days: food +1, happiness +4
Night-blooming cereusEpicBlooms for one night in a week: happiness +6
Supplies
Supplies: foodCommonFood +2
Supplies: waterCommonWater +2
Little troubles
A rat raids the pantryCommonFood −3
A snake in the grassCommonHappiness −1, food −1
A chillRareMedical −1, one family member rests 2 days
A stormy nightRareWater +2, materials −3, the roof is damaged
The Mosin-a's fogSuper rareHappiness −2, a search story (always found safe)
Harvests
Wild strawberriesCommonHarvest in 2 days: food +3
MilletRareHarvest in 3 days: food +5
Pumpkin vineSuper rareHarvest in 5 days: food +8
Golden fruit treeEpicHarvest in a week: food +5, happiness +5
Charms
Small charmCommonHalves the next trouble's loss
Great charmRareBlocks the next trouble
Moonlight charmEpicBlocks the next trouble and turns it into a surprise
Yeyu and the Mosin-a: The Same Lamp
Long ago, the Mosin-a was the loneliest thing in the mountains. On foggy nights he would whistle a little tune so that lost travellers followed him, deeper and deeper. He didn’t mean anyone harm; it had just been too long since anyone kept him company.
One night, the one following him through the fog was a very, very small child. Before the Mosin-a had decided where to lead them, the fog ahead grew a little brighter. A lamp, not a big one, a warm one, hanging in the direction of the child’s home. When the child saw the lamp, they stopped following the whistle.
It was Yeyu who lit it. She said: “If you want company, you don’t need to lead people astray. Bring things to trade, and they’ll come looking for you themselves.”
The Mosin-a thought for a long time. Then he took off his straw hat and set up a small stall by the side of the path. From that day on he opened only after dark, selling odd and delightful things. And Yeyu promised him: wherever his fog falls, she will light a lamp there, so that no one is ever truly lost.
That is why a lantern lit by Yeyu always hangs at the Mosin-a’s Stall. That is why the stall sells “Yeyu’s charm”: her gift, passed on through him, for those willing to look after others. And that is why, on nights of the Mosin-a’s fog, the Banyan Glow family always finds its way home in the end.
Nobody says how long they have known each other. The Mosin-a says a very long time; Yeyu only smiles.
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. On nights of the Mosin-a’s fog, the family always finds its way home in the end, walking toward a warm lamp far away.
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 super-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.
Related topics
Want to share their days?
Free · one tap with LINE / Google · no password


