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Last time on Innerworld, an old enemy brought you to the frozen north, where you faced off against giants, yetis, and the cold itself, before facing someone who seemed to know of us and even our guide...
Archive Link for this and anything else I run:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=HareQM

Discord link for things like intrigue, tidbitds of lore, general discussion, and shitposting, mostly the latter:
https://discord.gg/6zuX48q

Relevant Pastebins:
https://pastebin.com/xdT9HbRY - Mechanics

(To note for you all - when someone on a higher ranking of this magic system fights one of the lower, there is no comparison. Death is inevitable, with the codified dice, that would have been 4d100s + 140 vs 6d100s + 840. In other words, extremely painful, 4u.)

Lifeblood drips out of your guide; once thought of as invincible by many Ieran soldiers, his breath comes in ragged bursts. Coughing up enough to make a sickening splat against the floor, he collapses against the ground. The giantess he faces is not done, however. Grabbing his head, the marks on her body glow and fade in quick succession as you hear the tinkling of ice cracking from above you. The man has no time to scream as his body is put through temperatures not known even here; and as he is released, he falls to the ground with a wet thump. His blood spreads out beside him as if meant to protect him, but it seems the deed is done. Looking at the corpse, it seems his face had been frozen and unfrozen in rapid succession. The man known as Gwanraw has drawn his last breath.

The giantess faces you now, her face still unchanged, though her left hand is now covered in blood.
>>
>>1968377
"Have you any reason to keep us here?"
>>
>>1968377
"Can we have his heart? Also no more icy death pretty please?"
>>
>>1968377
Sholaz stands frozen though out of fear rather then the cold.
>>
>>1968377
The Painted Pair move over to the body of the dead man..."We assume this was judgement for his crimes?" The Gnoll standing front as Aeka goes to the body. "What will become of us?"
>>
>>1968408
Same
>>
>>1968377
"And so his journey ends."
Lef Stands there seemingly unperturbed but if one pays attention you note they slowly make distance from the giantess however they can.
>>
>>1968393
>>1968403
>>1968411
"If you wish, I have a job for you. It might be mutually benificial for the both of us."
>>
>>1968439
"we're listening" the Gnolls says
>>
>>1968439
"Alright."
>>
>>1968439
Sholaz finally gets himself together enough to ask a question.
"And that would be...?"
>>
>>1968439
"What can we do for you?"
>>
>>1968439
What is the task you propose?
>>
"If you wish to kill Khop, this would be satisfactory, and I would allow for you to treat with me in the future. I shall not force you into doing so, as this revelation has rather brought the fact that expanding south would not be beneficial if elementals reside there as well. I would not like to deal with more," she gestures at Gwanraw, "of these."
>>
>>1968439
"What would that job be?"
He inquires while continuing to search for an area to hide from the woman.
>>
>>1968524
"We see, how may we contact you? Im sure we can share information with you as we get it if you so desire?"
>>
>>1968524
"Um sure, will you stop the winter?"
>>
>>1968543
"Yes. Friends are dead, and things like Gwanraw exist. It would be a bother."
>>
>>1968524
"and Where could we find this Khop?"
>>
>>1968553
"Alright we will deal with Khop if you stop the winter now."
>>
>>1968569
>>1968561
"The winter has been stopped. As for the earth elemental designated Khop, I have no idea. It is, as I said, merely a proposal if you seek my knowledge."
>>
>>1968604
"We will see it done, My Masters have the body of his father...we can use it as bait or learn what we can either way" The painted Gnoll concurs "How will we contact you for this knowledge?"
>>
>>1968604
"We will do our best."
>>
Lifting you all out of the abyss on a ledge of ice, Vade promises that if she sees this broken she will stop visitation; but that her creatures will not obstruct you on the way back. Having kept the corpse, the only part which was taken was his heart, consumed by Aeka of the House of Ivory before leaving. Chal seems somewhat perturbed by this.

3d100s for travel home please; DC of 33, as you are no longer being molested.
>>
Rolled 76 (1d100)

>>1968649
what if i like being molested?
>>
Rolled 90 (1d100)

>>1968649
>>
Rolled 30 (1d100)

>>1968649
>>
Rolled 47 (1d100)

>>1968649
>>
Rolled 62 (1d100)

>>1968649
Travel back the Painted Gnoll making doubly sure his charge is safe so that she might tell the others what happened here. The She Ghoul is his charge
>>
Rolled 38 (1d100)

>>1968649
>>
True to her word, it seems Vade has carried out her promise. The weather grows warmer, as spring begins on the continent.

YEAR 262 AFTER LIGHT
---
Agriculture: 4/10
Resources: 4/10
Morale: 7/10
Finances: 6/10
---
Population: 1660 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1968695
>G. Exploration and Colonization
It's a day that ends in Y after all
>>
(You return home fine, of course.)
>>
>>1968695
A. Agriculture
Try to bring that food up
>>
>>1968695
A
>>
>>1968695
A.
>>
>>1968695
>A
>>
>>1968695
>A. Agriculture
>>
>>1968695
G
>>
The year is spent working on agriculture, to make sure our stock of food remains steady.

YEAR 262 AFTER LIGHT
---
Agriculture: 5/10
Resources: 5/10
Morale: 7/10
Finances: 6/10
---
Population: 1720 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1968749
A.
>>
>>1968749
>G
>>
>>1968749
C. Construction
Git gud at buildings
>>
>>1968749
263*
>>
>>1968749
G.
>>
>>1968749
>C. Construction
>>
whoops. I meant to pick C.
>>
>>1968749
C
>>
C - what should we build?

A. Infrastructure
B. Fortifications
C. Wonders
D. Other
>>
>>1968815
>C. Wonders
For whatever reason I want this
>>
>>1968815
A. Upgrade our houses to stone.
>>
>>1968815
A.
>>
>>1968815
A
>>
>>1968815
>A. Infrastructure
>>
>>1968815
>A. Infrastructure
Our houses need upgrading or alteast the way we build them. Create sable stone homes
>>
Whilst converting to stone houses is a drain on resources, it acts as a significant boon to many whose houses/huts had seen better days, as well as everyone in general.

YEAR 264 AFTER LIGHT
---
Agriculture: 5/10
Resources: 3/10
Morale: 7/10
Finances: 6/10
---
Population: 1783 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1968869
>G. Exploration and Colonization
>>
>>1968869
C. Set up new lumber yards and quarry
>>
>>1968869
Agriculture
>>
>>1968869
C
>>
>>1968869
C. Set up new lumber yards and quarry
>>
>>1968878
this
>>
>>1968889
I concur
>>
Lately commotions have been heard from the Clan Tor compound in Ierok. Some rumors have gone around saying these arguments have been going on for even longer though no one outside the Clan is sure whats been happening....
>>
C - what should we build?

A. Infrastructure
B. Fortifications
C. Wonders
D. Other
>>
>>1968958
>A. Infrastructure
We need resources so an improved Lumber yard is a must
>>
>>1968958
A.
>>
>>1968958
A. Lumber and stone
>>
>>1968958
C
Ziggurats
>>
>>1968958
A. Infrastructure
Set up new lumber yards and quarry.
>>
>>1968958
A
>>
As new lumberyards and a quarry are set up along the beach, spring turns to summer...

YEAR 265 AFTER LIGHT
---
Agriculture: 5/10
Resources: 3/10
Morale: 7/10
Finances: 6/10
---
Population: 1848 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1969009
G
>>
>>1969009
A.
>>
>>1969009
>A. Agriculture
>>
>>1969009
A
>>
>>1969009
G
>>
>>1969009
>A. Agriculture
>>
Agriculture's significant boost is noted, and we're beginning to see returns on our investment in the quarry and lumberyards.

YEAR 266 AFTER LIGHT
---
Agriculture: 7/10
Resources: 5/10
Morale: 7/10
Finances: 6/10
---
Population: 1915 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1969088
G
>>
>>1969088
F. Technology Research
>>
>>1969088
I. It is time to gather the Lopen and end the Opian menace.
>>
>>1969088
F
>>
>>1969088
F
>>
>>1969088
F
>>
>>1969088
>F. Technology Research
>>
Rolled 3 + 7 (1d100 + 7)

>>1969088
Lar will work on improving the quality of Ieran metal and insuring all our people have metal tools.
>>
Rolled 73 (1d100)

>>1969088
The House of Ivory have spend these past 5 years turning their primitive camps in the Oasis and the area into proper settlement homes, diging into the ground partially where suitable. Their population evenly distributed between their sites.
>>
Rolled 76 (1d100)

>>1969120

Support smithing roll
>>
Rolled 73 (1d100)

>>1969088
>f

Having recovered from my injuries me and the rest of the lost shall return to the wilds of this world. Hoping to increase our abilities to conceal our presence, survive in them properly and most importantly get a closer and greater respect with the world.
>>
Rolled 30 (1d100)

Build more farms along the river
>>
Rolled 66 (1d100)

>>1969088
The Clan leader, Subal, has returned from the east with a magnificent mount! We must find more of these 'zebras' and domesticate them!
>>
The rumors of conflict within Clan Tor have not been mere rumors but truth. Clan Tor rose to Prominence through the hunting and fighting prowess of Torlak Tor, however his lesser known brothers Gaer and Silaz have been hard at work forging there own path through agriculture and exploiting the sea.

The effects of their endeavors on the second generation of the clan was not a good one, with their Sons Tar'an Tor and the now newly named branches Gular Gaeran and Sholaz Silazir coming to blows quite regularly. The fight last year being the worst of which.

The only way to find Compromise between the three was through the Intervention of Gaer and Silaz. In order to maintain unity in the Clan and prevent the branches from overshadowing one another the Clan would take the Name of Torlak Gaer and Silaz father Sholzgaetor.

With things finally at ease the Clan could continue on with their work for the Tribe of Ier.
>>
Rolled 21 (1d100)

>>1969088
Hoping to further calm their emus, Maja sends men to begin regularly herding them in hopes of the birds becoming more trusting toward her people.
>>
Rolled 62 (1d100)

>>1969088
>B Culture

Fac project: work on muh long term martial arts project

Flufftext:
From the outside, the shouts and noise of the masses was audible enough, scores of eager young ghouls eager to learn as much as possible while avoiding annoying obstacles like membership fees, vows of allegiance or the much dreaded concept hard work. They were getting the basics, nothing more.
Inside the Longhouse, San-gou and the eight highest ranking members of the Brotherhood sat cross legged around the central hearth. The child of Temun, a mature woman now, was drawing in the ash with her fingers while speaking in a tone betraying little emotion nor inflection.

“This is what my father left to me, instruction given to me on his deathbed, ideas and theories I’ve been mulling over for the last years.
The idea is simple enough to articulate, a system of combat with bladed weaponry where seniority grants access to the next layer.
Based on my father’s instruction, I’ve come up with the following framework. A total of 36 forms, 8 thrusts, 8 strikes, 8 parries, 4 feints, 4 ripostes and 4 tricks in lack of a better term. An example of the latter would for example be using the shaft of the spear to trip your opponent to the ground.
For the time being this is little more than just what I’ve drawn in the ash here before your eyes, i turn to you senior brethren to make this into reality.”

“This is no small undertaking you propose.” one spoke.

“You speak truth. I expect this to take us many years, completion perhaps unattainable in our allotted lifespans. But our work here will ensure the glory of our descendants.”

Another grumbled: “I do not know. Labouring such as this for year after year, only for our work of art to be stolen and bastardized by the common mob afterwards?”

“Our work shall be ours alone, not to be shared. Of the 36 forms only 9 shall be taught to the laymen, 2 thrusts, strikes, parries and 1 feint, riposte and trick. The next 9 shall only be accessible by those sworn into the Brotherhood, their former ties abandoned. The penultimate 9 shall be for the inner circle, the seniors. The final 9 will be for the for the Elder Brother, or Sister in my case, to be taught in descending line from leader to heir apparent.”

The elders of the Brotherhood grumbled, not all convinced. But San-gou held the rank of Elder, the blood of Temun in her veins and her lifeforce granted by Rok. She was their superior in blood and in connection to the divine, thus her wisdom had to be the same. Questioning her decisions would not do.

“Very well Elder Sister. Where do we begin?”
>>
Rolled 40 (1d100)

>>1969088
The clan shall work towards improving boats, making them bigger and more sea-worthy, perhaps adding a cabin of sorts
>>
Rolled 66 (1d100)

>>1969088
>F. Technology Research

Faction Project: With the addition of all these new herbs that could we found in the newly conquered area and the already existing herbs, Psoli and his followers have been focusing on advancing the medical abilities that they have at disposal.
>>
>>1969120
>>1969139
A fire is started at the great forge, one that permanently hampers its production of metals (-2 to metalwork for Lar) - however, all hope is not lost. Gaeran's men put out the fire before they push forward with rebuilding. As such, refining of the ore working process has begun, improving purity of our ingots and meaning more people gain metal tools.

>>1969133
You succeed in your goal, also establishing yourselves in the bottom of the cavern on top of the oasis. The biggest challenge found so far was lowering food down below, but after - to put it lightly - pillaging the oasis, enough material is made to create sturdy ropes for the transfers. A shoddy lift is also constructed to make human transport easier, though only one person may go on it at a time.

>>1969164
Your people return to the once more warm woods; becoming stable hunters and coming into contact with the others who dwell there. Most notably, a species of cat seems to live alongside you all. The giants call them ocelots.

>>1969175
Your attempts at building further farms are slowed by the fact that the snow is melting; the river is at least partially flooding, even given the fact it is summer and the irrigation system has been made.

>>1969183
You are able to find a group of these animals and are trying to domesticate them, but they seem to be feisty; you do however realize that they are to be found south, in Opetian lands.

>>1969344
Regularly herding the birds does nothing but anger them, it seems. They remain uncooperative.

>>1969769
Using the butt of the weapon is something that appears to be coming into vogue; one such technique utilizes it as a form of parrying, whilst another uses it as a way to narrow the weapon and thus the area the enemy can stop. You have also realized the utility of the rest of the body in spearfighting; specifically, the feet. By forcing your enemy to thrust low, treading on the blade can often cause them to drop it.

>>1970053
While a cabin concept is not quite fully realized, you have made the boats larger and capable of straying from the coast as far as they can while staying within sight of land. Such things as tables are now able to be placed on the decks of ships while still having room to spare.

>>1970116
With your advances, missing limbs and wounds that emit a lot of blood are no longer a death sentence; merely a high probability.
-----
F - Technology research, what should we do?

A. Boatbuilding
B. Smithing
C. Philosophy
D. Cooking
E. Astronomy
F. Mathematics
G. Transport
H. Other
>>
>>1972085
A
>>
>>1972085
D.
>>
>>1972085
>D. Cooking
>>
>>1972085
F.
We need a numerical system
>>
>>1972085
>F. Mathematics
>>
>>1972085
F
>>
>>1972085
>D. Cooking
>>
Rolled 40 (1d100)

no event roll here
>>
>>1972085
F
>>
>>1972085
D
>>
>>1972174
I. Time to call upon the Lopens and end the Ope menace before they recover more.
>>
>>1972174
G
>>
We focus on developing cooking; specifically, what goes with what, among other things, such as creating specialized things to eat the food on, and to cook it on. We've also made a list of what is edible, and what isn't in our area. In other news, we've heard tell of Opetia's recovery since the war. It seems their southerly position ensured they weren't hit as hard by the weather, as they expand down south under new leadership. Their current King is in fact the leader of the PGF from the war - shockingly, the brother of the prince who Lar had slain.

YEAR 267 AFTER LIGHT
---
Agriculture: 8/10
Resources: 6/10
Morale: 7/10
Finances: 7/10
---
Population: 1986 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1972189
>I. Diplomacy and War
muh gnollocide
>>
>>1972189
I. Time to call upon the Lopens and end the Ope menace before they recover more.
>>
>>1972189
G
>>
>>1972189
I
>>
>>1972189
>I. Diplomacy and War
This has awoken me from my nice NAP.
>>
>>1972189
I
>>
>>1972189
>I. Diplomacy and War
Violate the NAP get the neck snap
>>
>>1972189
I
SLAVE CASTE NAO
>>
>>1972189
I
Not sure what the fucks going to happen but Rock knows I won't have to worry about it.
>>
>>1972261
We must gather the warriors of Ier and Lopen, we will move to the village of Manluk from which we will summon the gnoll king and his army. If he does not come we will attack and burn Chapakway.
>>
>>1972273
Seeing as most clan leaders agree, a war of conquest will be declared against Opetia.

Lopenei has agreed to back the Ierans in this conquest, wishing to contribute 300 warriors: 200 giants, and 100 ghouls. Ier ourselves can contribute up to 600 men, discounting women - and of those 600, 50 giants number among them. This brings us to roughly 900 men, against an enemy we do not know the numbers of. Seeing as it is summer and agriculture is looking up, supplies are fine, but morale is a bit lacking given the fact that this is another war within however so many years. Many veterans are only reaching middle age now.

What should you do?
>>
File: 1499885942929 - Copy.png (30 KB, 990x792)
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>>1972519
proposed battle plan
>>
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>>1972522
wrong image
>>
>>1972519
We must gather the warriors of Ier and Lopen, we will move to the village of Manluk from which we will summon the gnoll king and his army. If he does not come we will attack and burn Chapakway.
>>
>>1972546
easy way to score a big victory or a stupid loss
>>
>>1972546
Manluk is in your territory, as all gnoll holdings in the ashlands were ceded to Ier at the end of the last war. This is shown by the ghoul coloured house there.
>>
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>>1972564
revised proposed battle plan
>>
We should simply meet with our Lopen allies at Manluk and attack Chapkway at once. We should seize the initiative quickly, before they rally.
>>
3 rolls then - with a DC of 35.
>>
Rolled 45 (1d100)

>>1972612
>>
Rolled 65 (1d100)

>>1972612
>>
Rolled 100 (1d100)

>>1972597
>>
>>1972620
Writing.
>>
File: Gnollguard.jpg (33 KB, 414x846)
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The initial march begins late at night, after a week spent adjusting sleep patterns. In summer, the generals think, we need all the advantages we can get, and so we move when only we can see; and when it's not too hot. It takes merely a day or two to reach Threetans, and from there, we converge upon the bank of the great river in the jungle along with our Ehwazi companions. They say their trip was relatively smooth; their forward scouts report nothing, especially as they made an effort to not travel by the gnoll village they were aware of in the area. Our scouts of course, reported similarly - it seems that the gnolls have not noticed our presence, perhaps because of our relatively distant ties to them. Hell, we're closer to the Reptians than we are to the Opetians in terms of social connections.

Moving south, we stop at Manluk briefly, resupplying before heading south once more. Here a few speeches are given and the men spend their time polishing their axes and the like; all this before moving towards Chapkway. As the lights of the Opetian capital draw nearer, our men report a lack of guards. Though this is counted as strange, our push forwards continues, til we are finally noticed in the immediate vicinity of Chapkway. The gnollish patrolmen are struck down, and we move onwards; the sound of 900 pairs of feet marching in unison being what gives us away within the holds of the area. A hastily assembled populace comes out to greet us, with anything being used as a weapon. Those veterans who were here in the last war recognize our location as the streets leading up to the half-pyramid marketplace that marks the center of the city. If we can push a little further, the siege of the city can be completed in its entirety. Our men are ordered forward as the confrontation begins...

>Push towards the half-pyramid immediately
>Work on slaughtering the peasants and burning what we can
>Spread out throughout the city and target multiple areas
>Other
>>
>>1972720
>Push towards the half-pyramid immediately
>>
>>1972720
Slaughter them all!
>>
>>1972720
>Work on slaughtering the peasants and burning what we can
Nothing wrong with some good old slaughter.
>>
>>1972720
>>Spread out throughout the city and target multiple areas
>>
>>1972720
>Push towards the half-pyramid immediately
>>
>>1972720
>A.Push towards the half-pyramid immediately
>>
Push towards the half-pyramid - DC of 40.

Three rolls please.
>>
Rolled 27 (1d100)

>>1972743
>>
Rolled 94 (1d100)

>>1972743
>>
Rolled 9 (1d100)

>>1972743
>>
Rolled 2 (1d100)

>>1972743
>>
>>1972720
>>Push towards the half-pyramid immediately

Capture as many gnolls as possible along the way.
>>
File: citymap.png (11 KB, 800x600)
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As we move further into the city, the defense seems more intense. Guards that should have been stationed closer to the gate - which was left wide open - appear to be coming out of the woodworks now. Some are dressed in what appears to be ceremonial garb, which begs the question, what's going on? With this new information, morale is somewhat lowered, though no one is panicking. It just feels... odd. Paranoia is held in the eyes of our soldiers as they push forward, and perhaps it's the fact that they hold onto that or that these new gnolls are more well trained compared to the citizens, but it seems that we are being somewhat repelled.

Our troop situation is as such that the giants are at the back causing as much damage as possible; this also prevents them from being harassed by the enemy, though they seem to have some archers scattered about. They are stationed at the backs of the streets we are fighting in, while the ghouls are unfortunate enough to be forced back against them at times by the gnolls. The street based combat is at least partially choking our own control of the field as well as our access to our supplies, as in the past many of our strategies for deployment were based off of open areas. Perhaps it is due to the claustrophobic nature of this town and the jungle itself, but the gnolls seem to have no qualms about this as they keep attacking.

>Switch the deployment of the races - Ehwaz up front, ghouls in the back
>Move away from the half-pyramid and work purely on destruction
>Pile into one lane and push in from there
>Other
>>
>>1972803
>Pile into one lane and push in from there
>>
>>1972803
>Pile into one lane and push in from there
>>
>>1972803
>Pile into one lane and push in from there
>>
>>1972803
>Other
Form shieldwalls and force them into the middle.
>>
>>1972803
>Pile into one lane and push in from there
>>
>>1972824
I concur Shield walls form up and force them back so the giants have an easier time too
>>
>>1972803
>Other
send some of the giants and some of the ghouls around the pyramid to attack the gnolls from the rear
>>
>>1972824
Switching to this
>>
>>1972828
>>1972824
Change 2 this
>>
>>1972824
This has my support
>>
Heh. Shield wall time.

DC 60.
>>
Rolled 7 (1d100)

>>1972851
>>
Rolled 1 (1d100)

>>1972851
>>
Rolled 78 (1d100)

>>1972851
>>
Rolled 84 (1d100)

>>1972851
>>
Rolled 95 (1d100)

>>
File: citymap.png (13 KB, 800x600)
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As the battle carries on, the assault of the Opetians seems to have no end - but then the shield walls are called for. The problem is, with our generals being ghouls, they too are stuck behind the giants, thus causing a situation where the central column which contains most of the generals is performing activities completely different than that done by the others. While the shield wall formation is working to some extent, the tight quarters are causing some consternation among people who have never fought in this situation before. At last the word gets out about the orders, but as they are followed, disaster strikes.

The men, used to enemies unaware of the shield wall tactics, line up - but as they do so a wedge is driven between both sides, effectively flanking both ends and giving the gnollish forces a chance to harass both them and the giants in the back. It seems some traitor is in our midst, as the gnolls seem well prepared for this move. Morale is low in both the left and right streets, especially among the ghouls, but the centre column is carrying on - or at least they were. A giant trips, falls, and crushes roughly 1/5th of the smaller forces contained there, debris flying into the air. On top of that, the situation with being cut off from supplies still exists. This is ever so obvious as wounded men bleed out in front of our eyes.

>Have the giants push forwards now rather than destroy things
>Use the Opetian's tactics against them, and try to combine the two flanked areas
>Move back to the main street before the entrances to the half-pyramid
>Other
>>
>Have the giants push forwards now rather than destroy things
>>
>>1972927
use the giants to flank around the gnolls
>>
>>1972936
Support.
>>
>>1972936
Subbort
>>
>>1972936
This
>>
Alright then, DC 40.
>>
Rolled 32 (1d100)

>>1972962
>>
Rolled 64 (1d100)

>>1972962
>>
Rolled 86 (1d100)

>>1972936
da>>1972962
>>
Rolled 74 (1d100)

>>1972962
>>
Rolled 65 (1d100)

>>1972962
>>
File: citymap.png (13 KB, 800x600)
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The flanked ghouls wait for reinforcements - and they come in the form of giants. Noticing their allies were in danger, and ordered to by the generals, some of the smaller ones (6 meters, 7 meters) move in and attack the gnolls. Enemies are swept up into the air before their fall is stopped by the ground below. In this manner, the forward movement of our opponents is halted. This raises morale somewhat, and alleviates some of the problems we had with the supply chain, but it gives some amongst the infantry the jitters, having seen the first true slaughter in many of their careers. Of course, this is not an issue in the center column - there a bloody stalemate is still leaving things rather stagnant, with neither side gaining an advantage. The numbers of the enemy at this point appear to be thinning out.

>One last push forward
>Destroy, burn, plunder
>Demand surrender
>Other
>>
>>1972994
>Destroy, burn, plunder
>>
>>1972994
>>One last push forward
>>
>>1972994
>>One last push forward
>>
>>1972994
>One last push forward
>>
>>1972994
>Demand Surrender
>>
One last push forward to the temple/half-pyramid; DC of 33.
>>
Rolled 38 (1d100)

>>1973021
>>
Rolled 71 (1d100)

>>1973021
>>
Rolled 32 (1d100)

>>1973021
>>
Rolled 97 (1d100)

>>1973021
>>
>>1973025
>>1973027
Very, very close. Writing.
>>
As the charge forward is called, our forces surge to the command and finally break through the gnollish lines. What they are met with is most definitely not what was expected when finally brought through the streets and into the market square. The sun's rays in the not quite dawn give a glimpse of what lies on the dais next to the pyramid. A heart, left lying out in the open, atop an altar that has been heavily decorated. The rock seems to glimmer with blood, but it couldn't all stem from one person, surely. No, this must have been a ritual event. There are tables everywhere as well, and still warm food lies upon them on wooden plates. All vendors that had been here have been cleared out, in preparation for what looks like some kind of celebration. The guards then, must have come from here - they were dressed in strange cloaks too, come to think of it. Is there a connection? The men await orders as they finish killing off the flanked and wounded of the gnolls, gazing upon this bizarre spectacle as the sun lightens...
>>
>>1973057
"They laid out a feast for us boys! Eat up! Slaughter the wounded, gather any that can still move and then gather in bands to start looting."
>>
>>1973073
>>
DC of 30 then, provide the rolls - I'll give the injured + dead numbers after this.
>>
Rolled 40 (1d100)

>>1973057
"We should also look into finding the Gnolls with useful skills like when Lars brought back that Gnoll from the East many years ago."
>>1973090
>>
Rolled 45 (1d100)

>>1973090
>>
Rolled 69 (1d100)

>>1973090
>>
Rolled 29 (1d100)

>>1973090
>>
As the last few corpses lay rotting in the slimy thoroughfare - no, but really, without the David Bowie references, all gnolls in the vicinity that have been wounded are killed, and all those who were in the area have been gathered. With them out of the way, our men go through looting, raping, killing, and all the good stuff that comes with capturing a settlement. One gnoll captured gives us information after looking around - apparently some kind of marriage was meant to be happening today, with the king taking a wife of some barbarian gnolls to the south. These tribes to the south are news to you, but apparently they've been some trouble to Opetia in the past. This disruption of the peacemaking process, combined with the amount of dead, may be a significant blow to the Opetians. However, the King and most high profile targets, including the High Priest, remain at large.

We estimate roughly 175 gnolls are dead, while 100 of our own men are dead, and 50 injured. Most of that comes from the Ierans, but a handful of giants are dead too, including the one who fell - he was slain by the hands of the gnolls who rushed his neck.
>>
>>1973145
Roughly 300 Opetians have been captured, along with 100 Reptians, and even 10 Lopenei.

Plan, discuss, execute - your choice.
>>
>>1973157
Commence the burning and pillaging of this city
>>
>>1973157
Slaughter 200 of the Opetians, Free the Lopenei, escort, we will sell the Reptians back to their home and enslave 100 Opetians.

We will send out a hunting part of 50 of our best hunters to track down the king and high priest. They will gorge upon gnoll flesh then track them.
>>
>>1973157
let the giants take everything they want from the archives of the city, then burn and loot and pillage.
>>
>>1973145
Also loot all the food and valuables.
>>
>>1973165
>>1973167
Combination of these two, but also search the city for anything of value, espically tech
>>
>>1973165
>>1973157
This make sure to separate the Gnolls with useful skills from the ones who don't. the skilled ones being the ones we want to focus on enslaving.
>>
Rolled 85 (1d100)

>>1973157
The Capan bois will work on healing slme of the injured bois and amending their wounds. Need to get that field experience ya know.
>>
>>1973165
It will be done
>>
Rolled 62 (1d100)

>>1973199
Also rolling for looting, the House of ivory seek to understand these temples and such any riches or whatever
>>
Rolled 77 (1d100)

Loot everything you can carry back to Ierok. For clan Falzer.
>>
Rolled 8 (1d100)

rolling for loot
>>
>>1973180
You are able to tend to the wounds of most of the injured, with 10 dying. That leaves 25 operable for combat, and 15 more who will have to avoid the field for a while.

Current numbers:

Ierok
95 dead
15 heavily injured
20 lightly injured
450 uninjured

Lopen:
15 dead
5 lightly injured
280 uninjured

>>1973208
>>1973219
>>1973230
The Erabenim are not as successful as the House of Ivory or Clan Falzer, who both are able to loot much, especially from the governmental buildings that sit on the lake.

However, as the chief has called for looting of food and valuables, it is unclear if he condones these actions.

>>1973165
The actions regarding the prisoners are carried out; give me 3 rolls regarding the hunting party, DC 65.
>>
Rolled 2 (1d100)

>>1973282
>>
Rolled 31 (1d100)

>>1973282
>>
Rolled 45 (1d100)

>>1973282
>>
Rolled 1 (1d100)

>>1973282
Loot shall go half to the gatherer and half to the Tribe, the slave shall be communal.
>>
Rolled 47 (1d100)

>>1973282
Gelur's men go about looking for new tools or types of weapons that we don't have back home
>>
It seems that the high priority targets are out of range, and their location is unknown. Our hunters come back with no good news on that front, unfortunately.

>>1973298
You find a few weapons, and ask the natives to identify them for you; the macahuitl is one, of course, but they also have a variety of knives and clubs, with the former often being curved, and the latter most often being pieces of wood with stones and the like being placed in for blunt damage.

(And to bed I go.)
>>
Rolled 14 (1d100)

>>1973282
Time to snatch something shiny to bring home with us.
>>
Rolled 13 (1d100)

>>1973330
Might as well sellout like the rest and look for some l00t.
>>
Rolled 74 (1d100)

I look around in a nearby swamp for the grossest shit I can find and gather as much of it as possible.
>>
>>1973933
>>1974068
Unfortunately you find little material wealth; a few pretty flowers to bring home though. A gnoll slave recommends a particularly pretty one, known as a fire lily. You both are nibbling at the end of it, wondering of its taste with such an appearance, when you are told to stop by a passing local Lopenei. Apparently the plants are extremely poisonous, and can kill those who ingest them. For you he says, it could just be queasiness, and indeed, you feel that way at your close encounter with death.

>>1974674
Seeing as no swamps are known of, you gather what you can find in the city; and indeed, the newly bloodied streets are awash with things you could utilize.
>>
As for planning, what is your next move?

Current numbers:

Ierok
95 dead
15 heavily injured
20 lightly injured
450 uninjured

Lopen:
15 dead
5 lightly injured
280 uninjured
>>
Rolled 58 (1d100)

I take all the gross shit and mix it into an elixir for curing upset stomach.
>>
>>1975933
Slaughter 200 of the Opetians, Free the Lopenei, escort, we will sell the Reptians back to their home and enslave 100 Opetians.

We will send a mixed war party of 300 to strike at the smaller village we know of, we will also search for a map of their territories and interrogate the prisoners for more information.
>>
>>1976020
Also send out jungle ghoul scouts.
>>
>>1976020
>>1976038
this
>>
>>1976020
>>1976038
Sounds good
>>
>>1976020
This
>>
>>1976020
>>1976038
this
>>
The war party does not need to roll; nor do those searching for a map. That will be posted in just a moment.

Interrogation has a DC of 40, so 3 rolls for that.

As for jungle scouting, DC 60, another 3 rolls.
>>
Rolled 25 (1d100)

>>1976080
>>
Rolled 35 (1d100)

>>1976080
>>
Rolled 37 (1d100)

>>1976080
>>
Rolled 84 (1d100)

>>1976080
>>
Rolled 18 (1d100)

>>1976080
>>
Rolled 90 (1d100)

>>1976080
>>
Rolled 24 (1d100)

>>1976080
>>
File: mapgnoll.png (13 KB, 744x460)
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The first gnoll clearly knows something, but refuses to cooperate - he is killed. Then the next, and the next; down the line the faces become more willing but less knowledgeable, until we are left with those with no ill will. By the order of the chieftain, they too are met with the blade - 200 die this way within the course of a week. A cloak made of gnollskin is made for him, a clear show of force if the slaughter wasn't. Fortunately, a map was procured that seems to alleviate some of the uncertainty of the past. The Opetians must have expanded south or been present there longer than we ever could have imagined, judging by these carvings. While the names are written in a different text than we are used to, that does not matter; merely their locations do.

The battle set to happen at the village never does, it left seemingly abandoned. Our men there are looting the place for the time being. Meanwhile, our scouts report back that all movement from the gnolls seems to be from the south-easternmost portion of the map. This seems to be the site of an elevated settlement, their second largest in our records. However, before orders can be given, we also receive word that an army 400 strong is marching towards Threetans. If we move to cut it off now, we could meet it around the mountain pass there if we hurry.

It is the second week since the conflict began.

Orders?
>>
>>1976245
Move to destroy the army that would dare move into the Gray.
>>
>>1976245
“We must defend the mountain pass, lest the Gnolls march upon Ierok itself. Rally the entire army and march to meet them.”
>>
File: Battle plan.png (97 KB, 4768x2720)
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>>1976245
We will rally 730 men setting up to meet them on our side of the pass.
>>
>>1976256
>>1976267

Supporting
>>
>>1976267
This is only 500 men, my bad.
>>
>>1976288
Send a runner to the war party telling them to flank the pass.
>>
>>1976288
455 men
>>
>>1976267
get the cav in there
>>
Before anything else starts, I'd like 3 d100s, DC of 60.
>>
Rolled 3 (1d100)

>>1976371
>>
Rolled 69 (1d100)

>>1976371
>>
Rolled 61 (1d100)

>>1976371
>>
Rolled 35 (1d100)

>>1976371
>>
Those in the war band have noticed something amiss; rustling in the bushes and the like. The leader there - Chap, healed from his injuries - sends some scouts out and discovers a force of close to 200 men moving on them from the west. It would seem that among them are some tribals as well as the Opetians. Thinking back, no one has ever spoken of what lies in the jungle south of Lower Lopen, and perhaps this is why. The runner sent from Ierok - where the main army has gone back to under orders to bring back loot - arrives just as this news is received from the reconnaissance team.

What should we do?
>>
>>1976399
Set up a ambush in the jungle for the 200 with our 300.
>>
>>1976399
>>1976417
This
>>
Alright then, once more 3 rolls, this time with a DC of 50 for the set up.
>>
>>1976399
Meet them and engage in a head-on fight.
>>
>>1976417
I concur
>>
Rolled 17 (1d100)

>>1976437
>>
Rolled 61 (1d100)

>>1976437
>â–¶
>>
Rolled 74 (1d100)

>>1976437
>>
We are able to form a reasonable facsimile of the enemy's own ambush plan from the previous war within minutes. We wait in the bushes as the enemy draws nearer, archers in front of the giants, but them waiting oh so ready to spring out and give the gnolls a walloping. This group seems somewhat similar to the Opetians, but perhaps that's merely a resemblance - anyways, as the supply lines are cleared of troops and the infantry divided up with shield guard divisions, it's still up in the air what our first move should be...

>Arrow rain to disorient the enemy
>Lopenei attack to scatter them
>Deploy our men as normal
>Other
>>
>>1976525
>Arrow rain to disorient the enemy
>>
>>1976525
>>Arrow rain to disorient the enemy
>>Lopenei attack to scatter them
Why not both?
>>
>>1976525
>Arrow rain to disorient the enemy
>>
>>1976530
This has my support
>>
>>1976525
>Arrow rain to disorient the enemy
>>
We strike first with the twang of bows - DC of 30.
>>
Rolled 76 (1d100)

>>1976544
>>
Rolled 100 (1d100)

>>1976544
>>
Rolled 70 (1d100)

>>1976544
>>
As the shots make themselves known among the enemy's line, men fall, dead. It seems our shots are more accurate than we had originally hoped for - and that's great. Man after man continues to fall, and a second volley is even let out as the gnolls struggle to find the source of their woes. Our men are mostly positioned on a hill and the creek behind it, giving giants ample cover to get behind, and a place for the archers to shoot down on their unwary victims. As it is night, the gnolls are not strengthened as much as we ghouls are. Night vision is a lovely thing, especially in this madness. The enemy line, if it could even be called that, begins to break apart, some even fleeing. But it seems these furred two legs are about as stubborn as the information dealers of Chapkway. That's fine; for as our morale surges, and everything goes according to plan, they still haven't figured out our location.

>Just keep firing
>Send in the giants now for shock damage
>Send in the infantry in their smaller divisions
>Other
>>
>>1976584
>Send in the giants now for shock damage
>>
>>1976584
>Just keep firing
>>
>>1976584
>Just keep firing
Can't hit what you can't see
>>
>>1976584
>Send in the giants now for shock damage

"Let the big fellows have thier fun."
>>
>>1976586
Change to keep firing.
>>
DC 40, now then.
>>
Rolled 29 (1d100)

>>1976593
>>
Rolled 65 (1d100)

>>1976593
>>
Rolled 82 (1d100)

>>1976593
>>
Rolled 34 (1d100)

>>1976593
>>
It seems that at last our foe has uncovered our position, and with it comes volleys of their own. However, those with shields readily take up the cause of protecting their comrades, and block any untoward shots towards them. The volleys carry on as the enemy begins the slow march up the hill, through the mud quickly cloying with a mixture of blood and the first drops of rain from the sky above. The giants are getting a little bit antsy about being let in on the battle, but the archers are more than carrying their own weight. Shooting down into the scattered men and women that made up the opposing army, they receive only stray shots in return. But even so, the enemy is pushing on. Hoping for a miracle, perhaps.

>Third time's a charm~
>Deploy the giants before they can get up to the archers
>Soldiers of the enemy meet regular soldiers
>Other
>>
>>1976615
>Deploy the giants before they can get up to the archers
>Soldiers of the enemy meet regular soldiers

Have the giants move in on the sides while the soldiers make a shield wall on the hill.
>>
>>1976621
As the Chief says
>>
>>1976621
Sure
>>
>>1976621
"Lets do it. I want to get myself some new trophies!"
>>
DC of 35 then - rolls as usual.
>>
Rolled 24 (1d100)

>>1976648
>>
Rolled 90 (1d100)

>>1976648
>>
Rolled 46 (1d100)

>>1976648
>>
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The shooting lets up, but only to let the stony faced giants down onto the sides of the slope. Knocking over anything that stands in their way, be it tree, brush, or bush, the foliage stands with the enemy as being crushed by the Lopenei. Of course, those men unlucky enough to have walked up the middle of the slope are met merely with the shield wall presented by the ghouls of Ier. They stand as ominous watchers as the giants sweep in from the flanks and finish the job. They stay silent as the cries of the gnolls are let out and echo through the woods. But perhaps that galvanizes the survivors more. They put their all into resisting even knowing its futility, taking out a few giants for their troubles. However, when all is said and done, roughly 90 gnolls lie dead on the ground, and 40 more are so injured they may as well be prepped for execution. Of those 40, only ten will be taken as captives and as for the rest, well. Only once they have been killed does the sky begin to lighten, and the drizzle becomes a pour. Those who have fled continue to do so, but our work here bears its grim mark on the earth as a mere 27 of our men have died - and of them, only 4 giants. Quietly, the heads of this war band discuss the next target - the flanking of the 400 strong heading for Threetans.

(End of session.)
>>
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A few days pass as the army of the previous battle marches through the Grey to get to the next battlefield - but alas, it won't be enough. According to the main army's scouts, they're still at least a day of travel away, whilst the enemy will be here in a few hours.

What do?
>>
>>1983025
Prepare the men, we will meet them with blood and metal.
>>
>>1983028
Support
>>
>>1983028
>>1983025
"I can agree to this plan, my.....skull collectio needs expanding so to say."
>>
>>1983025
We'll wait for them here, they will die upon our spears.
>>
>>1983028
Set up, stakes in the ground, Maybe prep a fire trap of some kind?
>>
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As the army approaches, it is nearing midday. It seems that the gnolls were approaching with the intent to strike then, and take away our natural advantages. Of course, they approach from the southeast - whereas we are facing south to protect the pass. Their army seems to have a front component, a middle section, and groups of archers in the back. Orders have yet to be thrown out, and we wait on them as the sea of grey fur approaches...

Red = Enemy
Yellow = Ally
Green = Yourself

For the colors of each individual group:

Grey Blue = Infantry
Purple = Rock Throwers
Light Red = Elites
Light Green = Archers

>Order the rock throwers to begin throwing and disorient the enemy
>Move towards the enemy
>Hold position

and

>Pivot
>Do not pivot
>>
>>1983126
>Move towards the enemy
>Pivot
Rip and tear.
>>
>>1983126
>Move towards the enemy
>Pivot

READY MEN!
>>
>>1983126
>Order the rock throwers to begin throwing and disorient the enemy
>Pivot
>>
>>1983126
>Order the rock throwers to begin throwing and disorient the enemy
>Pivot
>>
>>1983126
>Order the rock throwers to begin throwing and disorient the enemy
>Pivot
>>
>>1983126
>Order the rock throwers to begin throwing and disorient the enemy
>Pivot
>>
Give me 3 rolls for the rock throwing - the pivot will take 2 turns.

DC is 50, - 10 for strength, -10 for height, +20 distance.
>>
Rolled 70 (1d100)

>>1983167
>>
Rolled 72 (1d100)

>>1983167
>>
Rolled 40 (1d100)

>>1983167
>>
Rolled 28 (1d100)

>>1983167
>>
Rolled 10 (1d100)

>>1983167
>>
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The rocks begin to fly; some miss their target, but a good two thirds of them are hitting. And their effect is clear, as the groups of the enemy begin to separate. On one side, a smaller group without support from the main column, who stick with the larger party. It's clear they've been given orders to maintain their position as they advance despite this hassle. Morale improves as the enemy are whittled away at, slowly but surely. Yet as they draw nearer, the question is whether or not to move forward. Our supplies are mostly located within the pass itself to stop them from being harassed, and while moving forward could potentially end this faster, it could also separate us from our connection to that.

>Move forward while throwing continues
>Move forward without throwing
>Stay with throwing continuing
>Other
>>
>>1983201
>Stay with throwing continuing
Just bomb them to death then chace down if they break and run
>>
>>1983201
>Stay with throwing continuing
As they move into range begin javelin and arrow fire.
>>
>>1983201
>Stay with throwing continuing
>>
>>1983201
>Stay with throwing continuing
>>
>>1983201
>Stay with throwing continuing
"Just a little closer..."
>>
>>1983201
“I AM LAR HEART EATER, CHIEFTAIN OF IER, BRINGER OF METAL! I HAVE FEASTED ON THE FLESH OF YOUR KINGS AND KIN! IT IS NOT TOO LATE FOR YOU TO STILL LIVE! THROW DOWN YOUR WEAPONS AND GROVEL BEFORE YOUR TRUE GOD AND YOU WILL BE SPARED! THOSE THAT DARE RAISE A WEAPON SHALL BE SLAUGHTERED LIKE THE ANIMALS THEY ARE! FOR THE GLORY OF IER AND THE BLESSING OF BLOOD!”
>>
Give me 3 rolls, DC of 40, same modifiers as last time (-10 for strength, -10 for height) but only +10 distance.
>>
Rolled 36 (1d100)

>>1983232
>>
Rolled 34 (1d100)

>>1983232
>>
Rolled 68 (1d100)

>>1983232
>>
Rolled 39 (1d100)

>>1983232
>>1983232
>>
Rolled 8 (1d100)

>>
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As if Lar's words acted as some kind of catalyst, the enemy closes ranks once more, staying unified despite the flying projectiles. They launch some of their own in the form of arrows as they draw nearer, seeming to note that their division could have led to separation and flanking - a tactic they now act out on us. One of their strengths here is the fact that their archers fire as a squad, often being as deadly as a boulder in how they land. Morale is slowly dropping as this occurs - and the pivot has put only some rock throwers in proximity to the supplies.

>Charge!
>Order a specific unit to engage (which?)
>Keep rock throwing up and charge
>Other
>>
>>1983265
>Charge!
But stay in formation ok
>>
>>1983265
>Keep rock throwing and being pelting with javelins and arrows
>>
Rolled 20 (1d100)

>>1983268
this, we have range they do not
>>
>>1983265
>Keep rock throwing and being pelting with javelins and arrows
>>Other
Have the archers form into groups and fire together like gnoll squads
>>
>>1983265
>Charge!
>>
>>1983268
Switching to this
>>
Alright then - 3 rolls.

The DC is 50 once more; because you're launching this as a group, giant modifiers are no longer the only thing in play, with 0 maluses or bonuses here due to range being middling, but not having as much reach as the giants.
>>
Rolled 47 (1d100)

>>1983305
>>
Rolled 6 (1d100)

>>1983305
>>
Rolled 80 (1d100)

>>1983305
>>
Rolled 96 (1d100)

>>1983305
>>
Hm, on second thought, that was two actions - and of course two actions require two sets of rolls.

DC of 30, -10 for distance, - 10 strength, -10 height but +10 for potential friendly fire.
>>
Rolled 19 (1d100)

>>1983327
>>
Rolled 100 (1d100)

>>1983327
>>
Rolled 72 (1d100)

>>1983327
>>
Whispering something to the giant beside him, a man of the Boat Clan that had stationed themselves up near the pillar watched in satisfaction as their largest and most sturdy was picked up and thrown at the enemy. As it - heh - sailed towards them, the gnolls couldn't make out what it was. A bird? A rock? When at last they realized what it was, it was too late - the wind had been taken out of their sails. More than half of their elite unit in the still slightly separate smaller group had been decimated by the shrapnel and the boat (sturdy engineering, the ghoul murmured to himself), those behind them had suffered a worse fate. An entire archer group was nearly wiped out; and this in addition to the continuing projectiles being launched towards all of them. Morale improves tremendously as people can't believe an actual boat accomplished that much damage - hell, some are even chuckling as the enemy finally reaches us.

>Charge! But for real this time
>Engage the front of their forces while launching projectiles
>Specific engagement (which?)
>Other
>>
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>>1983387
Forgot map, whoops.
>>
>>1983387
>>Engage the front of their forces while launching projectiles
>Specific engagement: have the left flank advance
>>
>>1983387
>Charge! But for real this time
“Missile launchers halt your fire, lest you strike your countrymen in the back.”
>>
>>1983397
Supporting
>>
>>1983397
Supporting this
>>
>>1983397
yup
>>
For the first, DC 40, -10 due to them being dazed from the projectile.

For the second, DC 35, -5 flanking, -10 weakened enemy.

6 rolls in total.
>>
Rolled 23 (1d100)

>>1983422
>>
Rolled 99 (1d100)

>>1983422
>>
Rolled 69 (1d100)

>>1983422
>>
Rolled 67 (1d100)

>>1983422
>>
Rolled 66 (1d100)

>>1983422
>>
Rolled 45 (1d100)

>>1983422
>>
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(Remember

The Grey becomes Red as blood is spilled; most of it gnoll. The fact that their advance force is separated into groups, each wearing their own distinct outfits, is a boon to us as we separate them from their pack and encircle each. While it is not a complete flanking it is complete enough that the Bloodguard wedge themselves between their group, and work on whittling their numbers down.

On the left flank, a similar disaster is striking for the gnolls. As the Lopenei move in, their stature causes the infantry and elites there to swerve to the left and into the main force. While they attempt to get out, the Lopenei unit closes in like the jaw of a hungry dingo, and their party is entirely enveloped in between the forces of Ier and Lopen.

>Finish off those we have sandwiched first
>Press the flanking advantage further into the remaining units
>Move in from the right
>Other
>>
>>1983543
>Finish off those we have sandwiched first
Crush and Cascade
>>
>>1983543
>Finish off those we have sandwiched first
"Finish the wounded dingo before dealing with the rest of the pack"
>>
>>1983543
>Finish off those we have sandwiched first
>Have the rock throwers join with the right flank and move in
>>
>>1983543
>Finish those we have sandwiched first
>>
>>1983554
Also this
>>
>>1983554
What he said
>>
>>1983554
Supporting
>>
>>1983554
This too
>>
For the first, DC 20, -20 surrounded, -10 fully flanked.

For the second, DC 45, -5 flanked.
>>
Rolled 9 (1d100)

>>1983585
>>
Rolled 79 (1d100)

>>1983585
>>
Rolled 99 (1d100)

>>1983585
>>
Rolled 13 (1d100)

>>1983585
>>
>>1983585
Correction to second DC, DC 35 - 5 flanked, -10 strength.
>>
Rolled 7 (1d100)

>>1983585
>>
Rolled 2 (1d100)

>>
Rolled 52 (1d100)

>>1983585
>>
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>>1983586
>>1983588
>>1983590
>>1983593
>>1983595
>>1983605
A crit success on the first, and a critical critical fail on the second.

Heh, writing.
>>
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First the good news; other than one smaller segment of their infantry, all caught within the army's grip of their flank has been crushed. The giants and shield wall are working to whittle that away. And then the bad news... the giants did immediately move but as the warriors are generally the larger of the bunch, they ran rather fast. Too fast. Heading for the enemy, they accidentally leave our lines, and the enemy use this to their advantage, wiping out two of the three sections of the Bloodguard and cornering the Lopenei. The rock throwers hesitate after this, not wanting to get caught in the quagmire.

>Move to reinforce the Lopenei
>Charge all enemies
>Go round the side to harass the archers
>Other
>>
>>1983720
>Charge all enemies
>>
>>1983720
>Other
Attempt to crush the last segment of the infantry ASAP and then move in on their flank, have the rockthrowers go around and reinforce the lopenei.
>>
>>1983733
Supporting
>>
>>1983733
Support
>>
>>1983733
This
>>
Two sets of rolls then, first is for crushing the flanked, DC 20, -30 fully flanked.

Second is for the reinforcement of the Lopen by both groups, DC 40, +30 fully flanked, -10 numbers, -10 giants vs normal mortals, -10 strength.
>>
Rolled 45 (1d100)

>>1983804
>>
Rolled 61 (1d100)

>>1983804
>>
Rolled 50 (1d100)

>>1983804
>>
Rolled 40 (1d100)

>>1983804
>>
Rolled 83 (1d100)

>>1983804
>>
Rolled 67 (1d100)

>>1983804
>>
Rolled 2 (1d100)

>>1983804
>>
The flanked were swiftly crushed, and the rock throwers moved to reinforce the stranded Lopenei. With Lar leading the head of the movement, the shield wall tactic pushed back the gnolls until they had divided their troops, and had reached the lost division. Sweeping both sides, it becomes a blood bath as the surviving gnolls attempt to flee...

>Pursue
>Don't Pursue
>>
>>1983832
>Pursue
>>
>>1983832
>>Pursue
>>
>>1983832
>Pursue
Welcome to the Desert boys!
>>
>>1983832
>Pursue
>>
>>1983832
>>Pursue
We've got fun and games
>>
>>1983832
>Pursue
More trophies for the collection
>>
Well then, 3 d100s for that, DC 30, -10 terrain familiarity, -10 victory.
>>
Rolled 16 (1d100)

>>1983850
>>
Rolled 70 (1d100)

>>1983850
>>
Rolled 78 (1d100)

>>1983850
>>
The ghouls are too tired to continue but the giants do more than enough killing for both races; when all is said and done, 290 gnolls lie dead on the ground, and a further 55 are heavily injured enough to have stopped and be caught. A mere 55 escaped... but as day turns to night, a messenger is received in Ierok. He is from Reptia, here to announce that they have formally declared war on Ier.
>>
>>1983886
Important captives among those now captured include daughter of the leader of Reptia - Shay Ghuzhol - and the high priest of Opetia, who was amongst those caught at the pass.

With this battle, your numbers now look more like this:

Ierok
222 dead
60 heavily injured
40 lightly injured
36 uninjured

Lopen:
35 dead
25 heavily injured
45 lightly injured
195 uninjured

What will you do?
>>
>>1983949
TO IEROK WE GO
FORCED MARCH
>>
>>1983949
360 uninjured, do excuse me.
>>
>>1983949
Get our forces together and make haste to Ierok.
>>
>>1983949
BACK HOME NOW
>>
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The return home is tiring, but a welcome one; for many of these soldiers have longed to see family, friends, and more. But the situation on our hands is more dire now, meaning we cannot dally long. As the desert winds push by, time is ticking.

What will you do?
>>
>>1983985
Gather the men, women, children, food and all other supplies into Ierok. We will send out scouts to find the Reptar forces and request a meeting with their ruler.
>>
>>1983988
>>1983985
Supporting
>>
>>1983985
build stone walls using Erabenim experience
>>
>>1983985
Walls, prep water pots in case of fires, burn trenches fucking everything
>>
>>1983995
>>1983985
also bring in rocks from quarries for giant arty
>>
3 d100s for preperations, DC of 60 then: +10 inexperience, +10 rush, -10 Chief's order.

3 d100s for the scouts as well, DC of 50, -10 experience, -10 environment familiarity, +20 no clues.
>>
Rolled 75 (1d100)

>>1984028
>>
Rolled 4 (1d100)

>>1984028
>>
Rolled 49 (1d100)

>>1984028
>>
Rolled 27 (1d100)

>>1984028
>>
Rolled 12 (1d100)

>>1984028
>>
Rolled 38 (1d100)

>>1984028
>>
(Scratch the DC for the first one, it's at least partially illogical - however, there will be some discontent, because people would be worried for the impending whatever.)

The supplies are organized somewhat, and are brought in along with those staying in camps along the delta. While we have no real way to organize this, we try our best, and pray to Rok that that is enough. Once it seems that every person is within Ierok, the city is closed from the outside world; at least for the commonfolk. For the army outside as well as the leaders of it, they must still funnel through the gates on occasion.

Word from the scouts is received days after this; or at least words from someone. It seems that Reptia caught our men snooping in their lands, and have seen fit to imprison them for now. They are willing to talk, but wish to make those willing go there, rather than the other way around.
>>
>>1984097
Lar along with an escort of Bloodguard and whatever notables want to join him will ride to find out what the Reptarians want.
>>
>>1984097
Rehk of the House of Ivory shall also go, having traded there before along with a pair of Painted Ghouls
>>
>>1984100
Never mind, offer to meet them in the neutral scorched lands.
>>
>>1984108
The Reptians would seek to refuse this offer, seeing as they already claim them as their own dominion, and thus Moundtown is just a good a place as any.
>>
>>1984127
Fine to Moundtown it is.
>>
People, state who you are sending to Moundtown, and their 4 stats relevant for combat, so that's readied if need be.
>>
>>1984144
sending my leader, subal, and lakrakh
>>
>>1984144
Chieftain Lar Khazirsson and 6 Blood Guard

Skill - 5
Weapon - 4
Body - 3
Armor - 5
>>
>>1984151
Skill - 3
Weapon - 3
Body - 5
Armor - 2
for lakrakh

Skill - 4
Weapon - 2
Body - 3
Armor - 2
>>
>>1984144
Rehk and 2 Painted Ghouls
>Skill - 3
>Weapon - 3
>Body - 3
>Armor - 3
>>
Rolled 80 (1d100)

Travel roll.
>>
>>1984144
Send Augus, Kara and 2 Falzer axemen.

Skill - 4
weapon - 3
Body - 4
Armor - 2
>>
Traveling at a rather regular pace it takes 10 days to reach Moundtown, where you have been summoned. It is summer; days are hot and nights are cold, and on top of that, food is not scarce. It seems that since the ending of winter animals have come out more, even those you do not exactly recognize. However, these strange beasts are nothing in comparison to what awaits you at Moundtown. A colussus towering out of the sand, it appears to be made of smooth sandstone and carved with strange runes, none identifiable to most. However, the giant accompanying you as a guard recognizes a few similarities between the script and that of his people. That is not all, of course; the sand cascading down the sides seems to have stopped, and there is worse yet. Those who have visited in the past might be astounded, as a visible crack has formed in the side of the foundation of the city, and as you climb one of four staircases leading up to the actual city, something feels like it has gone wrong here. Being ushered through by guards, you are escorted by another one of the Archon's daughters (this one identifying herself as Shäwlin) to his private chambers. There you stand with guards at your back, before a gnoll with whitish fur.

"Now that you are here, we may begin," he rasps out.

"What Reptia seeks from Ier is validation that the neutral lands are in fact Reptia's, and another thing. Tell me, do you know a ghoul named Khop?"
>>
>>1984201
"We know many things of Khop."
>>
>>1984208
"Well then, you've seen the staircase. Tell me, how did he gain such powers? He was muttering something about Ierok when he attacked us - and part of the reason we declared war was we assumed he was your weapon."
>>
>>1984201
“We do. What of him?”
>>
>>1984217
"Khop has embraced the blood of the earth and has grown powerful at the very cost of his sanity. I have more to tell but I find your demands quite bothersome, we will accept validation of half the lands of the corridor and accept a full return of all hostages, then I will speak to you fully of Khop."
>>
>>1984233
"Half the lands is not enough, and you know this as well as I do. Tell me, looking at the city, and looking at you now, how many men do you think it would take to strike you down? And before you start with threats about my daughter, I remind you that you are a guest here, and I am not forced to undergo any pretense of civility towards those who would disrespect my authority as archon. And the information about Khop, I'm sure, would merely be a gift to an old man I am nearing 51 you know."
>>
>>1984252
"Don't give me that shit, I'm 51 too. I have made an offer, do you want it or not? If you think me a fool feel free to war with us, there are many things on this land you do not know and will suffer for as we have."
>>
>>1984268
"You are in my house, Chieftain. Why war with you when I could kill you now? I figured you were reasonable and would prefer the diplomatic solution here."
>>
>>1984278
"Doom your daughter, doom your people when Khop returns for more, Dagh and Ăžera would be very proud of what Reptar has become. You speak of diplomacy yet enforce your edicts, I think you have lost your way with words Archon."
>>
>>1984286
"Then walk back home and expect an army on your borders soon, Chieftain. Diplomacy only works if it can be met with force behind the veiled threats that so much of it is."
>>
>>1984294
"Nothing veiled about threats Archon take your land but you will learn nothing from us."
>>
>>1984301
"Good. And I assume the prisoner exchange is acceptable?"
>>
>>1984319
"Of course. We will exchange one for one and their weight in bronze for the rest."
>>
>>1984278
>>1984286
I apologize Archon our Chief is a fine man of action but sometime he lacks..tact shall we say. You say that Khop attacked your people I believe this is due to a misunderstanding on his half. He believes Gnolls murdered his father, I and mine believe otherwise as we found the body of his father, we do not think he died by Gnoll hands..claws? He is no agent of ours?

You would declare war upon us for the actions of a lone terrorist whom curses us as much as you? I have a counter offer if I might. This man is a fugitive wanted by both our sides, I propose we both put a bounty upon him and then he will find solace in neither of our domains. Our people have been at piece for a long time, let us not begin bloodshed over a misunderstanding. As a gesture of good faith between our people who about you take a half of the neutral land as a sign of trust and good intentions. If it is discovered that we are aiding Khop then if Lar agrees we can swear here and now to forfeiting the rest
>>
>>1984325
"This is suitable."

>>1984340
"A bounty on one who could destroy sections of Moundtown and vanish without a trace? And you suggest your leader is the one without tact? I see, so this is the power of chiefdoms. Somehow, I must decline."

"Lar, we will be in touch."
>>
>>1984348
"Of course."
>>
Rolled 12 (1d100)

You leave the city, a deal forged... (and more travel ahead!)
>>
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As the sun reaches peak dimness, you all are temporarily and partially blinded, having nothing to guide your way forward other than your torches.This is when the ground begins to shake, and screeching fills the air... this sound... by Rok... emus!

All of you, a d100 for your men, after telling me what you'll do.
>>
Rolled 28 (1d100)

>>1986671
Stand our ground!
>>
>>1986683
For those attacking, I would add the relevant modifiers.
>>
Rolled 96 (1d100)

>>1986671
Strike at their long necks.
>>
Rolled 12 (1d100)

>>1986671
Maja makes a protective circle with her warriors and sees if she can where the sound of emus is coming from
>>
Rolled 91 (1d100)

>>1986671
Get behind the blood guard as we are not fighters but tell the others where to strike since we are Hunters. Be on the look out, what drew them here
>>
>>1986683
+45
>>
Rolled 53 (1d100)

>>1986671
CAMELS >>>>>>>>>>>>>>>>>>>>EMUS
KILL THEM ALLLLL
>>
>>1986710
Bonus of +60 from all stats
>>
>>1986683
+85
>>
>>1986742
bonus +120 (two people)
>>
Bonus 55
>>
>>1986768
65 rather
>>
Rolled 81, 69, 21, 32 = 203 (4d100)

Rolling in response to those who were actually there at the meeting; Emus have a base of 25.
>>
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>>1986683
113 vs 106

Lar is not knocked down, though he receives a scratch.

>>1986691
151 vs 94

While the emus run on, Augus and his men are able to kill several, aiming, as he suggested, for the neck.

>>1986710
151 vs 46

The House of Ivory does similarly...

>>1986742
118 vs 57

As do the Erabenim.

However, while many emus lie dead on the ground, quite a number still surround their party. Among them, a dingo with a limp and a white mark on its face - and a ghoul missing an eye wearing a feathered eyepatch. He looks, for lack of any other term, suitably insane, for one who was raised by emus. This is the rumored Emu King of the Wastes, you realize.
>>
Rolled 98 (1d100)

>>1986895
Attack him too
>>
Rolled 26 (1d100)

>>1986895
>punished dingo
ROUND FUCKING 2 YOU COWARDLY SHIT
>>
Rolled 32 + 85 (1d100 + 85)

>>1986895
"Death to all who oppose Ier."
>>
Rolled 27 + 60 (1d100 + 60)

>>1986895
*wave at him* he has met painted ghouls before. Offer him some food, very carefully "Hello Feathered Ghoul"...look very confused as everyone attacks...guess its time to tame that doggo
>>
Rolled 83, 85, 72, 26 = 266 (4d100)

And here are the opposing rolls.

Emu King has a base of 50, and is the first roll, second is Punished Dingo with a base of 35, rest are emu base of 25. Facing off in regular order, of course. Yes, including the food offerer.
>>
(Also, people, add your bonuses in your roll, it makes this so much easier)

>>1986909
153 vs 133

You are able to lop off the King's Ear as he charges at you - he misses, turning around with some kind of blade in hand. It seems to be Reptian.

>>1986918
91 vs 120

The dingo, an enemy who you once encountered on an expedition to Moundtown several years ago, goes for your leg once more. This time, he succeeds in taking you down.

>>1986924
117 vs 97

Lar utters his usual line before being rushed by an emu. His armor protects him, as he stabs it in the side.

>>1986944
87 vs 51

The emu attempts to peck you, but move out of the way just in time. That doesn't stop it from devouring the food you drop in the process of course, nor block its advance...
>>
Rolled 24 + 65 (1d100 + 65)

>>1987042
pin him with my other foot and hack at him
>>
Rolled 53 + 55 (1d100 + 55)

>>1987042
>>
Rolled 69 + 60 (1d100 + 60)

>>1987042
The Painted Ghouls throw their spears at the Emu Kang while his back is turned. Before jumping in with their jagged blades
"It didn't have to be like this dammit"
>>
Rolled 8 + 85 (1d100 + 85)

>>1987042
"Clear out these filthy animals!"
>>
Rolled 27, 80, 5, 2 = 114 (4d100)

Emus are apparently Lar's mortal enemy. Fitting, for a land that draws inspiration from Australia.
>>
>>1987113
(N O R A G R E T S)

>>1987049
89 vs 62

You manage to wrest the dingo off of you, but hacking at him remains another issue altogether. You do get a cut on his ear though.

>>1987052
108 vs 130

The Emu King replies with a few cuts of his own, though it seems that he can't get quite as an effective cut as his enemy had.

>>1987053
129 vs 30

While an attempt is made, it is foiled. Well, "foiled" - when about 3 emus have sacrificed themselves and have spears sticking out of their neck, it can no longer be told it told whether the Painted Ghouls were aiming for them or their leader.

>>1987062
93 vs 27

Taking his weapon, Lar and the Blood Guard systematically begin the massacre of these gangly birds.
>>
Rolled 4 + 85 (1d100 + 85)

>>1987192
"Are we done here yet?"
>>
Rolled 69 (1d100)

>>1987192
“Your life ends here filth.”
>>
Rolled 31 + 65 (1d100 + 65)

>>1987192
wait for him to lunge and then skewer him
>>
Rolled 56 + 60 (1d100 + 60)

>>1987192
Well I guess now we keep hacking at Emu's
>>
Rolled 89, 7, 15, 27 = 138 (4d100)

Lar technically crit failed; is this the Emu War?
>>
>>1987200
89 vs 114

The emus start their own offensive, which mainly involves bumrushing the 6 of the Bloodguard til their spears are too heavy with emu carcasses to fight back. It is surprisingly effective.

>>1987213
114 vs 57

An arm lopped off this time, but the faux monarch has very real intentions, carrying on in spite of his injuries.

>>1987217
96 vs 50

You are able to wound the dingo grievously, but it is not fully down yet.

>>1987221
116 vs 52

The emu slaughter continues... is blood secretly the greatest paint? Those of the House of Ivory there do not believe so, but it's certainly good at coating everything.
>>
Rolled 66 + 85 (1d100 + 85)

>>1987272
"I SWEAR TO GOD I WILL PUNCH EVERY FUCKING BIRD HERE TO DEATH!"
>>
Rolled 83 + 55 (1d100 + 55)

>>1987272
Finish off this emu loving madman quickly. The chief needs help.
>>
Rolled 84 + 65 (1d100 + 65)

>>1987272
pin him and gut him
>>
Rolled 90 + 60 (1d100 + 60)

>>1987272
The House of Ivory Now focuses on defense chugging some of the vast amounts of Emu blood we're covered in.
>>
Rolled 11, 74, 98, 61 = 244 (4d100)

>>
>>1987286
>>1987278
151 vs 36
150 vs 86

The emus are all dead now, and their feathers lie scattered like some kind of grotesque party decoration. In the growing light of the sun, the blood looks almost ethereal as it pools around the flightless avians.

>>1987282
>>1987283
138 vs 124
149 vs 133

Both of you are able to land glancing blows on your opponent, but they ignore you as the cuts rain upon them and move to the corpses. It is as if a mutual trance has been lifted for both, and the monarch now realize that those he ruled have been slaughtered.

"You. Killers. Leave now. Received payment to kill you. But too strong. Why..."

Retrieving things from a satchel around his waist, the King works on bandaging himself and his companion.
>>
>>1987315
"We are your blood child, why would you strike against us?"
>>
Rolled 4 + 55 (1d100 + 55)

>>1987315
go in for the finishing blow on his neck
“AAAAHHHHHH”
>>
Rolled 80 + 60 (1d100 + 60)

>>1987315
Rejoin the flock Emu Kang, we are blood and kin. Join the strong flock, come in from the cold, come home
>>
Rolled 83 + 60 (1d100 + 60)

>>1987325
Stand down and restrain this man
>>
Rolled 1 + 65 (1d100 + 65)

>>1987315
finish off the dingo
>>
Rolled 8, 46 = 54 (2d100)

"Why do they still fight?!"

An exclamation from the gnoll king as he aims to take on both men.
>>
>>1987339
>>1987325
59 vs 143

Augus is restrained, his blood frenzy muted by others in the party artificially...

>>1987345
67 vs 96

But this one does not get restrained. His knife blocked by the ruler, he is brought to his knees where the Emu King promptly sits on him.

"Could kill now for insult to Ponesh. But not want to die. Trust? Then let me heal - talk in minutes after."
>>
>>1987414
"Of course, let us speak then son of Ier."
>>
Rolled 21 (1d100)

>>1987414
Aid him in healing if he needs it
>>
>>1987368
"Fine. But I'll kill that dingo eventually."
>>
"Rock one payed. Not Gwanraw - Gwanraw taught. How I speak. Do not know Ier. Never mentioned by him. Visit on occasion. Not for long."

He glances up at you while he works.

"Assumed were evil as well. Accompanied by that one. One sat on. He injured this one. Saw long ago. Perhaps is law of wild. Not law of mine. Just wanted to protect feeders. Now feeders dead."

Pointing towards the dingo, he also glares at Subal while he continues his frantic treatment of the animal.

>>1987421
It is not needed but he seems to appreciate the offer.

>>1987430
"Then I kill you."
>>
>>1987440
"Bah! That coward always needs someone else to help him! What makes you protect him?"
>>
>>1987440
Your welcome to our side any time, You have seen tha Painted many times. let us take you home wayward son of Ier. Offer him a camel ride
>>
>>1987440
"Khop then, still mad over perceived slights and dead gnolls. We are of Ier young one, we are your blood, we are your family. You were taken from one of our more foolish families at a young age. Return with us, you are a strong fighter as all of Ier are. Return to the river which bore you life.|
>>
>>1987452
>>1987456
"Can I kill loud one first? One on one."
>>
>>1987471
"If he will accept, blood on the sands is acceptable."
>>
>>1987471
Might I suggest you tend to yourself first. The Loud One should leave you be if he knows what is good for him, challenge him later, for now rest
>>
>>1987452
"Mouthed one, fight me. Put pride in words."
>>
Rolled 51 + 65 (1d100 + 65)

>>1987484
"Aye."
Lunge at him and swing.
>>
Rolled 52 + 35 (1d100 + 35)

>>1987491
"Fall then."

(Because the king is weakened, dice modifier has changed.)
>>
>>1987491
126 vs 97

You manage to get a decent blow at his side, before he dodges the following blows. He is wheezing a bit, but he still holds his blade and draws breath.
>>
Rolled 27 + 65 (1d100 + 65)

>>1987512
attempt to disarm him
>>
Rolled 4 + 60 (1d100 + 60)

>>1987512
If someone tries to kill the Emu Kang move in to stop it. "Blood will not kill blood"
>>
Rolled 99 + 35 (1d100 + 35)

>>1987512
The king draws out a second dagger, a smaller one, out of his sandal, and throws it at his opponent before charging forward aiming for the eyes.

(116 vs 87*, do excuse me.)
>>
>>1987523
134 vs 92
The blade of the emu king strikes true as it pierces the left shoulder of Subal, while his second one strikes the forehead. Grinning once more, the lost boy is as incensed as he was earlier, clutching his eyepatch with his free hand.
>>
Rolled 99 + 35 (1d100 + 35)

>>1987530
This time the Emu King goes for the throat to finish Subal. He wishes to make sure his companion is okay, and to wash his hands of any business involving this dingo killer.
>>
"Lar should we step in before the kill of either? The boy must learn our ways no?"
>>
Rolled 13 + 65 (1d100 + 65)

>>1987535
"Right then."
>>
>>1987536
"Erabenim has accepted the duel, the boy is strong and will win if his blood is stronger."
>>
>>1987542
"So be it"
>>
>>1987535
134 vs 78

Subal is mortally wounded, but the injury is not grievous enough to have killed him outright. He has some life left remaining, and what he uses that for is up to him. The king, however, is on guard.
>>
Rolled 74 + 65 (1d100 + 65)

>>1987548
"I FUCKED A CAMEL AND I'LL FUCK YOU!"
>>
Rolled 10 + 35 (1d100 + 35)

>>1987548
"What is fuck?"
>>
First the blade of the child who was never given a name digs into the leg of the dying man - then the blade of the damned sinks into the now grown abductee's stomach. As both begin to bleed out, the king crawls to his partner, and asks the healers who offered him help to do so; but to himself.

(House of Ivory, give me a roll.)
>>
>>1987576
25 and below is dead, 50 to 26 is recoverable but would need to be worked on in the village, 51 to 100 is saved out right.
>>
>>1987576
Grabbing the corpse of the dead Ghoul he will feed the boy a constant supply of blood while carrying him back to Ierok to get actual treatment. If they run out of blood Lar will feed him from his own veins.
>>
>>1987606
Lar will take a camel to ride ahead.
>>
>>1987606
It seems as this is Lar's orders, the others stand down. However, Lar must roll the same dice, with 1-25 staying the same, but 26-100 being recoverable in the village.

HOWEVER

Given that ghoul blood has been shown to grant significant strengthening effects and is perfectly acceptable to be transferred from one ghoul to another, I will grant a modifier of +15.
>>
Rolled 81 (1d100)

>>1987630
>>
Travel back to the village is relatively easy for both the main group and Lar, where life seems to continue on as normal within the confines of Ierok. Not much has happened while the commander-chief has been away, but the army has been performing various bits of training, and others seem to have taken charge of the division of labor during the war. With the Emu King in the care of Tem, Lar's younger brother, there are other matters to attend to; that is, the ending of this war.
>>
>>1987663
"We are at peace with the Reptars, they have claimed the waste corridor but will not move beyond that! For now I say we should feast on our plunder and prepare to wipe out the Ope!"
>>
>>1987705
"And Celebrate the reunion of the Ashwalkers with their lost child. Lar brought the lost boy home to his family!"
>>
>>1987705
"I thank you for bringing back the Emu King. My mother and you never got along, but for this you have my respect. Let us feast!"
>>
The Ghouls of Clan Sholzgaetor looked forward to their homecoming following such a swift victory in the south. Gelur especially after several close brushes with death, but what he returned home to was not a glorious celebration but a more somber welcoming.

During the war Gaer had remained at Ierok due to his old age catching up to him, however his attempts to keep himself healthy weren't enough and the old Ghoul had been hit with an illness which was slowly wearing away at him. In his last hours Gaer had called for some of his Clansmen to fetch small stones for him roughly the size of his hands. When they had returned with proper stones Gaer took out his copper knife using it to make a small cut on his palm and took some of the blood on his finger and pressed it into the stone leaving a mark on the top.

With his final words Gaer stated the stone was to be taken towards an open clearing near Ierok that had seen no use and the stone would be placed partly in the ground, the blood marked side being face down. The Ghouls of Ier consume their dead leaving little to bury but Gaer had an idea for how one would leave their mark and it would be through the Blood Stones. A stone would be place first symbolizing the Clans forefather Sholzgaetor and then three other next to it representing the brothers Torlak, Gaer, and Silaz. As generations pass more stones will be added,the child's stone being placed next to their parent. Eventually the stones will form symbols that will become more elaborate and complex over time.
>>
A feast it is then. A bonfire is lit, much like that in Threetans, and people begin to chatter. This party, even if it is a small relief during a war, is a relief all the same. A celebration of battles won, and a prelude for battles to come. More than that, it is a welcoming, of both the giant warriors who lie sleeping in the cold desert air outside (not wishing to crush the residents of Ierok just for a party), and the newer residents, such as the jungle ghouls, or even the Emu King himself. A celebration of all that Ier possesses and is allied with. As Lar stares at the fire, he is joined by the one he saved, who is now calling himself Ashil Khazirson. Though he is 27 years of age, he has never felt the actual benefits of love nor known what it felt like, but as he stands by the father who has adopted him - and who he, in turn, has adopted as a parent - a warm glow fills his heart. He stays there, with his father and in later hours even Ponesh, and just watches the world pass by til the light fades from the sky.

https://www.youtube.com/watch?v=uaGkvUY3BXA
>>
Days later, the war still carries on, but with no significant developments. The scouts have not reported anything, but rumor says that Lar has interrogated some form of priest of the Opetians, who has given up some information. As of now, all lands we have attacked are in our control, as are our own.

The numbers are as follows:
=====================
Ierok
222 dead
60 heavily injured
40 lightly injured
36 uninjured

Lopen:
35 dead
25 heavily injured
45 lightly injured
195 uninjured

What do?
>>
>>1995311
Rest up, heal the wounded and send out scouts to investigate the mountain fort of the Gnolls.
>>
>>1995334
"A sensible enough approach."
>>
>>1995334
This is agreeable
>>
>>1995334
Supporting
>>
Healing will go on in the background, but as for the scouting, 3 d100s.

The DC is 40, -10 training, -10 known location, -10 travel by night, +10 unfamiliar terrain, +10 well guarded.
>>
Rolled 24 (1d100)

>>1995513
>>
Rolled 64 (1d100)

>>1995513
>>
Rolled 50 (1d100)

>>1995513
>>
Rolled 2 (1d100)

>>1995513
>>
Our scouts are nearly caught, but they avoid detection due to the cover provided by night; and for the first time, we gain eyes on the mountain settlement known as Dan Zhët'dan. The climb to the entrance is not steep, but it is winding, and problems could easily occur if we don't move up it all at once in an attack. It is not defended there, but it is out in the open. The upper portions do have natural defenses, with openings mainly built into the mountain itself; at the top though, is a plateau, where some settlements have been built. It is not as grand as Chapkway, but there are some buildings that were clearly meant for a purpose. Another one of those complexes that housed the government in the capital, and a clear series of constructions in the market. As for troop numbers, a precise number is unable to be determined, and we can't actually see where they're stationed. Surely though, they exist somewhere, as patrols come out every once in a while. Life seems to carry on as usual though.

This is what our scouts have gathered - what do?
>>
Divide the army in two. One half, 300 men’s worth, will remain here and prevent any aid from reaching the Gnolls inside that place. The other group will pillage Gnoll lands to the south.
>>
>>1995620
We march for Dan Zhët'dan, we will end this pitiful "Ope" kingdom once and for all. I will also bring Tem and the Gnoll Priest.
>>
>>1995739
All the forces?
>>
>>1995772
100 will stay behind while the rest will march off.
>>
>>1995739
>>1995793
this, and bring all the giant rock throwers.
>>
>>1995739
OOGA BOOGA
>>
>>1995739
"Very well let us move."
>>
>>1995739
>>1995793
Supporting
>>
>>1995793
>>1995739
sounds good, support
>>
Map time then.
>>
File: DanDanRevolution.png (200 KB, 1500x1125)
200 KB
200 KB PNG
As you approach, it becomes clear that sending all forces at once upon the path will be an impossibility; the gnolls have already been alerted to your presence and have also possibly enacted defenses, though it isn't clear from below. The army will need to be split up in suitable numbers (there are, by my calculations taking all lightly injured as recovered and half of both contingents of heavily injured as recovered, 582 soldiers here) in order to tackle the trek up...

What is proposed?
>>
>>1995915
Use the giant stone throwers to break down their walls
>>
>>1995915
"I say we do not assault their lair.
Let us rather demand they pay us tribute in return for peace. Or perhaps, challenge them to send a number of their strongest against ours as to settle this before the ancestors and gods."
>>
>>1995915
First we shall send up a Gnoll slave and offer to talk to a "diplomat".
>>
>>1995915
>>1995942
tis me

We shall create a ring of 6 massive bonfires around the settlement creating massive bellows of smoke and ash to flow up. We will then move our camp back and wait.
>>
>>1995954
this
>>
Rolled 22 (1d100)

>>1995954
>>1995942
Yeah, whatever the Chief wants
>>
>>1995954
This
>>
>>1995942
>>1995954
suporting
>>
>>1995920
>>1995942
same thing pretty much, sounds good
>>
As day turns to night, rain begins. In this rain, almost none see as a gnoll corpse topples off of the cliff. It gains speed, and stops as it reaches the camp. While there is no message carried with him, the meaning is received well enough.
>>
>>1995994
throw big rocks at walls
>>
However, the fires blazing keep some smoke despite the downpour; it would seem that rain in the jungle is an everyday occurrence. The most that can be said is that the ash and smoke are intimidating.
>>
>>1995994
Lar knows the futility in wasting the Blood of Ier on a hopeless assault, he will order out raiding parties at the nearby villages but beyond that a general retreat. There is nothing worth it out here.
>>
>>1996097
We concur with this action
>>
>>1996097
"Indeed, we have what we need, let them live for another season if they so desire to cling on to life in these lands."
>>
>>1996097
"We'll make preparations to move out at once Chieftan."
>>
As you begin to move out, you notice something... or do you?

3 d100s, DC 40, -10 ghoul eyes, -10 scouts, -10 night, +10 surprise, +10 jungle.
>>
Rolled 77 (1d100)

>>1996162
>>
Rolled 60 (1d100)

>>1996162
>>
Rolled 99 (1d100)

>>1996162
>>
Rolled 7 (1d100)

>>1996162
>>
It's clear that something is moving through the trees some ways off, but at first it is unclear. Then, as the sun lightens, the forms of gnolls pouring in this area of the jungle from somewhere south becomes apparent. Perhaps this was meant to be their attempt at a sneak attack, moving while we were unprepared, but they failed at several things. Moving during night, not keeping scouts ready, and assuming we would move into the pass. No, we stand ready - and according to those scouts who have just come back, the King stands among these forces.

As morning approaches, what should we do? We have time.
>>
>>1996216
"Let's bumrush the fuckers."
>>
>>1996216
“Attack them quickly, before they can rally and fall back.”
>>
>>1996216
CHARGE! WE WILL MEET THEM IN BATTLE WITH BLOOD AND METAL! GIANTS IN THE CENTER! BREAK THEM INTO PULP!
>>
>>1996236
Lets get'em lads.
>>
>>1996236
"A feast awaits us men."
>>
>>1996216
"They shall pay in blood. Charge them!"
>>
A march through the jungle to an enemy not yet fully assembled, and who hasn't noticed you.

Heh.

DC of 30, -10 charge, -10 surprise, -10 training, +10 jungle.
>>
Rolled 51 (1d100)

>>1996276
>>
Rolled 37 (1d100)

>>1996276
“FOR IEROK”
>>
Rolled 11 (1d100)

>>1996276
>>
Rolled 17 (1d100)

>>1996276
>>
Rolled 75 (1d100)

>>1996276
>>
Rolled 91 (1d100)

>>1996276
>>
Their eyes turn as our forces close in, and their disorganization, at least in the beginning, may be what dooms them. We have closed the distance in some kind of bloodthirsty move as a whole, as the sun is not even in a state that can fully be called morning. Their army still hasn't even fully disembarked the mountain, as we begin attacking - our morale is high, and theirs low, and so too, are the numbers off of the mountain. And thus the battle begins in full.

>Altogether now, devour them whole! (Frenzy option)
>Into positions and send the giants in first to crush any potential enemies
>Ranged combatants begin volleys into the furred ranks
>Other
>>
>>1996315
>Altogether now, devour them whole! (Frenzy option)
>>
>>1996315
>Altogether now, devour them whole! (Frenzy option)
>>
>>1996315
>Altogether now, devour them whole! (Frenzy Option)
>>
>>1996315
>Altogether now, devour them whole! (Frenzy option)
"Tear them apart make them see the folly of their choice!"
>>
>>1996315
>Altogether now, devour them whole! (Frenzy option)
Om fucking nom
>>
>>1996315
>Frenzy
"Slaughter them like the animals they are."
>>
Gorge yourself on flesh, blood, and bone, is the call!

DC of 30, -10 surprise, -10 enemy disorganization, -10 blood frenzy, +10 jungle.
>>
Rolled 60 (1d100)

>>1996352
>>
Rolled 98 (1d100)

>>1996352
>>
Rolled 54 (1d100)

>>1996352
>>
Rolled 58 (1d100)

>>1996352
>>
Rolled 5 (1d100)

>>1996352
San-gou, barefoot, spear in hand, and wearing no armor but a single piece of cloth draped over her, strolls daintily forward as if a little girl in a meadow a warm summer's day.

Around her are the warriors of the Brotherhood, warpaint fresh, spears sharp and blood up. All of them eager to display their skill for all to see.
>>
Rolled 89 (1d100)

>>1996352
>>
Into the Green, goes the Red - gore falls as Lar himself leads the charge into the enemies' column. Coming down the mountain may be a final mistake for these bastards, he may have thought before - now his active dreaming is fueled only by the thought of consuming the king's heart. Observing their comrades, it is obvious to the giants that something is up. And it is; this is the fact that most ghouls go their lifetimes feeling only a few times. A true blood frenzy can only occur under a few circumstances, and it just so happens that this battle satisfies all of them. Their true strengths regularly limited, adrenaline and the presence of a recognized enemy were two such factors to unlock the race's ultimate power. Almost inhuman in a way, the unblemished face of their allies were marked only by blood - and even that could not be called an imperfection on many of these faces. In a way, it made them look complete as they drove into those coming down from the mountain. And the monarch, of course, had just arrived.

>TO THE KING! (Frenzy option)
>Aim for the forces still coming down with the archers and rock throwers
>Crush them against the mountain
>Other
>>
>>1996391
>TO THE KING! (Frenzy option)
MINE
>>
>>1996391
>TO THE KING! (Frenzy option)
>>
>>1996391
>TO THE KING! (Frenzy option)
Get him!
>>
>>1996391
>TO THE KING! (Frenzy option)
>>
>>1996391
>Crush them against the mountain
>>
>>1996391
>to the king!
>>
>>1996391
>>Crush them against the mountain
"Let us them break apon the rocks like mere sticks."
>>
DC of 20, -10 surprise, -10 enemy disorganization, -10 blood frenzy, -10 morale, +10 jungle.
>>
Rolled 22 (1d100)

>>1996414
AAAAAAAAAAHHHHHHHHHHH
>>
Rolled 13 (1d100)

>>1996414
>>
Rolled 54 (1d100)

>>1996414
>>
Rolled 24 (1d100)

>>1996414
>>
Rolled 84 (1d100)

>>1996414
>>
Rolled 19 (1d100)

>>1996414
>>
Rolled 79 (1d100)

>>1996414
>>
Rolled 93 (1d100)

>>1996414
>>
A dangerous move, forcing yourself into the middle of the enemy, and some pay for it with their lives. However, the terrified eyes of the gnolls belie the fact that this story will be one told in whispered tones to children not yet ready for it. A hand is thrust into the chest of the gnoll king, and out with it comes the heart. Before anyone can say anything, another heart of Opetian nobility falls into the hands of Lar. The gnolls are falling apart now, and fleeing. It is much the same scene as it was several years ago at the end of the last year; except this time, they have been shattered completely. Whatever Opetia once was, it is no longer.

>Pursue
>Leave it be
>>
>>1996465
>Pursue
Only good Gnoll is a dead Gnoll.
>>
>>1996465
>Pursue
>>
>>1996465
>>Pursue
Finish them!
>>
>>1996465
>Pursue
KILL THEM ALL
>>
>>1996465
Pursue them
>>
This will be based off a sliding DC, 20/40/60/80, for how successful it is.
>>
Rolled 46 (1d100)

>>
Rolled 40 (1d100)

>>1996485
>>
Rolled 52 (1d100)

>>1996485
>>
Rolled 12 (1d100)

>>1996485
IM FUCKING PISSED
>>
We pursue as far as we can, but further up the mountain is much too distant for the majority of people - however, roughly a third of the gnoll host lies dead here, including the king himself. This is a victory that will be celebrated for the rest of Ieran history it would seem; as, covered in blood and ash as we are, some coming out of their stupor realize just how incredible this has been. Looking around, very few are injured, with less than a tenth of us being wounded and maybe one twentieth being dead.

The journey through the Green and the Grey brings us back home to Ierok, where even the smallest child hears of the victory won. Ieran dominance over the area is at least temporarily decided as the alliance between Ehwaz and Ier strengthens, and the fragile nature of city-statehood within the region is clarified through a war that has brought Opetia to its knees, and Ierok to new heights. A feast will be had this night; and on salvaged gnoll flesh and the plentiful harvests it shall be.

(Feel free to do intrigue actions, just talk, or anything else as the feast happens.)
>>
>>1996546
"PEOPLE OF IER! OUR LOPEN ALLIES! WE HAVE DONE A GREAT THING! WE HAVE BROKEN THE OPIAN WHO DARE CLAW AT OUR BORDERS! WE HAVE SECURED NEW LANDS AND PLUNDER FROM THESE SAVAGES! FEAST ALL OF YOU! ENJOY THE DELIGHT OF OUR CONQUEST! FOR THE GOOD BLOOD AND THE GLORY OF IER!"
>>
>>1996546
The House of Ivory Present Lar with a thick Gnoll Skin cloak, adorned with patters and charms made from the dead kings flesh. His skull fashioned into a large charm to hang from Lar's side.
"A great victory indeed"
>>
>>1996546
(I meant free actions, but intrigue too.)
>>
Rolled 3 (1d100)

>>1996546
Lar will do these odd moves with his arms and legs around the bonfire, encouraging the children of the tribe to join in laughing and the great victory he had brought.
>>
Rolled 38 (1d100)

>>1996546
Time to show everyone that not only can we in the brotherhood sing the loudest, we can also do it while in tune!
>>
>>1996546
The Erabenim bring out a great delicacy, 10 camel humps!
>>
Rolled 77 (1d100)

>>1996546
Just going to be comfy and chat up some women
>>
Rolled 97 (1d100)

>>1996546
Go home and tend to my family and go to bed while everyone else does this
>>
Rolled 52 (1d100)

The House of Ivory are going to use this gathering as an excuse to get to know people a little better and see if people can find them a little less creepy
>>
>>1996573
Lar cannot dance, discovering that he has two left feet, before twisting his ankle, and actually gaining a second left foot temporarily. His cursing and swearing drives the children off.

>>1996578
You (mostly) stay in tune, and get a smattering of applause for it. You were certainly loud.

>>1996603
In the morning, you are told that tour boats aren't the only with size in your possession.

>>1996611
You have a quality sleep, and wake up the next day as if the war never happened.

>>1996620
You meet people, and mainly just spend the evening casually talking to others. Ashil Khazirsson does strike you as odd though. He still doesn't have a full grasp on the language, and pecks at his food, along with clinging to his adoptive father most of the evening. For a grown man like him, this is strange.

As night turns to day, the realities set in. While perhaps one day war will come to Ierok again, for now, there is peace, and a promise of fruitful negotiations to come. In fact, one summer day, negotiations do come to Ierok, as Lar is met with a gnollish diplomat ushered in by guards.
>>
>>1996650
"Welcome to Ierok, I am Lar Khazirsson, Chieftain of Ier, Eater of Hearts and Bringer of Metal. Who might you be?"
>>
>>1996658
"Representative of the now ruined state of Opetia, mostly to say, you can have it."

You note the gnoll speaks in accented Ieran, even for an Opetian.
>>
>>1996666
"I can have it? Now what does that mean? Have you come to accept your place?"
>>
Rolled 50 (1d100)

>>1996666
Maja finally introduces herself to her long lost family member, known informally as the "Emu King". She mainly talks to him about his life before rejoining Ier, but also asks how he's able to control the Emus so well.
>>
>>1996673
He looks at you quite directly.

"Those remaining are at one with Kal Hazur now. We have no need for the lands that far north."
>>
>>1996702
"Kal Hazur? Some southern warlord I assume?"
>>
>>1996683
"They took me. Always could. Since then. To eat. To sleep. Had to. Made me. MADE ME."

He gets a little louder before wandering off to his tent, hyperventilating a little.
>>
>>1996708
"Close. Kal stands for tribe, Hazur for the name of our people. I imagine you do not know the difference between one gnoll and another, of course, but we did not fight in this war. One of the tribes under our control did."
>>
>>1996719
"Then it is accepted, your people shall remain south and we will no longer follow you as butchers."
>>
>>1996729
"Of course."

He leaves, and negotiations are ended; a strange ritual, giving up that much land, but who can complain? Ierok, to its own knowledge, has the greatest land on the continent out of any of its neighbors.The giants also claim the area of the gnolls along their strip of the river, which they claim is both to act as a small expansion and ensure the tribes can't harass the Arachenians, who they protect.

(Also, finished the 10 month system). Here are the ten months of the Solar Calendar.

Hoinos

Duwarius

Treyes

Keturnen

Penkaern

Suwez

Septwaen

Hoktom

Nunamos

Dekoly

(To clarify, the sun and pillar light up every year, with the pulse - runes aren't seen on the sun, merely a flash. The month is a manmade construct, but it works for your purposes, with days being of 5 and I haven't constructed names yet.

Oh, and of course...)

While there have been rumors of those carrying the same powers as Gwanraw and Vade, the first confirmed case is of a veteran in Threetans. Having had a large degree of cuts made on his left arm during the war, he was sleeping one day, when he felt something inside him that he had never felt before; and touching his skin, he felt air emitting from his pores. While initially he wasn't believed, he gained some form of control over it, and has showed it off to those in Ierok, justifying its existence to the population.

As far as it can be told, there are 4 types of magic; water, earth, air, and fire. It seems that one needs some kind of unnatural ability to wield it, along with scarring.

(If you wish to have a magic character, it would fit this bill, and keep in mind, it is EXTREMELY RARE. This is not the sort of setting where everyone gets magic; this is a once every hundred years in a single town type of thing. If you are unsure about a character having magic, talk to me. However, some mechanical changes do come with having magic, especially for fighting. I will fill you in when it is necessary to do so.)
>>
(Compiling a pastebin of relevant info and a tech pastebin, so uh, that should be up next thread.)

YEAR 268 AFTER LIGHT
---
Agriculture: 7/10
Resources: 4/10
Morale: 9/10
Finances: 5/10
---
Population: 1736 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1996880
B
>>
>>1996880
>B. Culture and Religion
ANCESTOR WORSHIP
>>
>>1996880
>B. Culture and Religion
>>
>>1996880
F
>>
>>1996880
B.
>>
B - Culture and Religion.

What should we do?

A. Name something.
B. Create a tradition (what?)
C. Encourage/Discourage something (what?)
D. Other
>>
>>1996938
A. Lake Larope
B. Creating shrines to our Ancestors as done by Clan Tor.
>>
>>1996938
Encourage the worship of ancestors by each clan
Change the name of Chapkway to Larope
>>
>>1996942
works for me. Also name the Oasis the House of ivory have settlements in "The Ivory Pool"
>>
>>1996942
this
>>
The lake, which previously had no name (along with the river which still remains nameless) is known as Lake Larope. The practice of the Clan Sholgaetor mentioned >>1987826 here is adopted for use further inland, which goes by Bloodstones and is housed as a whole to keep the rocks from eroding.


YEAR 269 AFTER LIGHT
---
Agriculture: 7/10
Resources: 5/10
Morale: 9/10
Finances: 5/10
---
Population: 1799 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1997001
F.
>>
>>1997001
F
>>
>>1997001
>F. Technology Research
>>
>>1997001
F
>>
>>1997001
F. Technology Research
>>
F - Technology research, what should we do?

A. Boatbuilding
B. Smithing
C. Philosophy
D. Astronomy
E. Mathematics
F. Transport
G. Other
>>
>>1997042
A.
>>
>>1997042
>A. Boatbuilding
>>
>>1997042
G levers
>>
>>1997042
D
>>
>>1997042
>C
>>
>>1997042
D
>>
>>1997042
>C
We should start identifying other races as spooks
>>
We've begun using wooden pegs known as tree nails to keep areas of boats together as we expand on our knowledge of shipbuilding by making our constructions more complex. This now includes such wonders as cabins, which can be found on our ships. On top of that, we have begun the use of pitch (from near the lake) to caulk areas of the new designs that would need caulking.


YEAR 270 AFTER LIGHT
---
Agriculture: 7/10
Resources: 4/10
Morale: 8/10
Finances: 6/10
---
Population: 1865 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs with cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1997075
G. Exploration and Colonization
Explore the coast line
>>
>>1997075
F.
>>
>>1997075
>F. Technology Research
>>
>>1997075
D. Military
stone walls for Ierok
>>
>>1997075
>F
>>
>>1997075
F
>>
F - Technology research, what should we do?

A. Boatbuilding
B. Smithing
C. Philosophy
D. Astronomy
E. Mathematics
F. Transport
G. Other
>>
>>1997116
F.
>>
>>1997116
B
>>
>>1997116
>C
>>
>>1997116
D
We must understand the sky
>>
>>1997116
>F. Transport
>>
Rolled 83 (1d100)

First, an event roll.
>>
File: Brontosaurus.jpg (116 KB, 900x563)
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The wheel had not seen any significant use, merely being used for small children's toys and a cool motif, but it was finally put to use one hot summer day as the winds changed the season to fall. The chariot is invented, with our camels being used as the pullers, along with sleds for the dunes. And that's not all; it seems that a significant harvest this year and the year previous has brought with it population booms that have led to us finally settling in our new lands, mostly by the lake. Those few further south report seeing fantastical animals that could make for mounts...

It is now autumn.

YEAR 271 AFTER LIGHT
---
Agriculture: 6/10
Resources: 4/10
Morale: 8/10
Finances: 7/10
---
Population: 1998 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs with cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1997147
A. Get people to stop expanding outwards but upwards along the River first expanding our farmland and allowing our population to be more concentrated.
>>
>>1997147
>A. Agriculture
More farms up the River.
>>
>>1997153
This is G not A
So G
>>
>>1997147
>A
>>
>>1997162
>>1997161
What he said
>>
>>1997147
A.
>>
Rolled 13 (1d100)

>>1997147
Lar shall order the construction of a village up by the Volcano from which people will be able to create new farms and mine nickel/volcanite.

This town will be Ful'cana
>>
Rolled 75 (1d100)

>>1997147
>>1997168

The House of Ivory will aid Lar in his efforts
>>
Rolled 27 (1d100)

There is a Goddess named Arten. She is like us, shaped like a Ghoul, but she is on a higher level. She watches over crops and makes sure there is good harvest to feed the family. It is perhaps only natural that clan Falzer who are farmers at heart give praise to her, even if the rest of Ier does not care or even know of Arten.
(Form a cult of Arten in clan Falzer)
>>
Rolled 45 (1d100)

>>1997147
We of the lost ones wish to take advantage of our finding of these new creatures.
Maybe we can try to...tame these 'Ocelots'
>>
>>1997168
>>1997182
The village, called Ful'cana, initially has a hard time gaining followers, but the House of Ivory are able to recruit more men for it from those doing mining elsewhere in Ier.

>>1997184
The cult of Arten is founded, but without any physical foundation such as a temple, it is hard to gain new followers, and it remains small. Most stick to their old ways, such as the praise of Rok.

>>1997193
While the ocelots play hard to get, there are a few incidents of open mauling that stand against the record for any taming attempts; but in time, a handful follow your word for fish and other treats that they would lack without your "helping hand."

=====
As for A, it seems all are in agreement with Lar, so writing...
>>
Within the year, many are encouraged to immigrate to along the river; and encouraged by such settlement attempts as Ful'cana, they do. It seems Opetia, while habitable, is still the ruins of a nation, and the vast majority would love to live in a new village than an old and destroyed region. And for the first time since the Order, and even the Light, Ier's population grows to over 2000 people.

YEAR 272 AFTER LIGHT
---
Agriculture: 7/10
Resources: 5/10
Morale: 9/10
Finances: 7/10
---
Population: 2099 people
Buildings: Stone houses and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports, Bloodstones
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs with cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1997250
C
>>
>>1997250
C.
Construct a Market in Ierok allowing for a place to gather and exchange goods.
>>
Rolled 68 (1d100)

>>1997147
The Erabenim shall continue it's focus on stonework, and build stone walls around Ier, using the foundations built during the war
>>
>>1997250
F
>>
C - what should we build?

A. Infrastructure
B. Fortifications
C. Wonders
D. Other
>>
>>1997323
A. Construct a Market Square and expand Ierok
>>
>>1997323
>B
>>
>>1997323
A stone roads in Ierok
>>
>>1997323
B
>>
It came at night - a roaring of the earth and a tunneling like the kind that hadn't been heard since the last time the volcano went off. A familiar face came to town buried underneath the dirt, but the question is, did anyone see him, or watch what he moved for?

DC of 70, +10 night (night is only beneficial if you're using it to its advantage, most sleep at night), +10 subterranean.

3 rolls please.

(Let's just say someone did intrigue that has consequences on everyone else.)
>>
Rolled 11 (1d100)

>>1997396
>>
Rolled 99 (1d100)

>>1997396
>>
Rolled 66 (1d100)

>>1997396
>>
File: Ghoul Elves.jpg (363 KB, 634x700)
363 KB
363 KB JPG
Rolled 73, 33, 22 + 145 = 273 (3d100 + 145)

As construction carried on, Lar usually took on the job of overseeing it, wishing to carry through his vision of Ierok til he gave up power, be it through death, or abdication of the role. He himself watched as something tunneled through the earth towards him, and a face popped out that he hadn't seen in many years; one of them had aged, the other had not.

"LAAAAAAAAAAAR," Khop screamed.

(And that is where we will leave off today, other than Lar's response roll - tomorrow a battle in the center of Ierok, with those who wish to join in fighting against this transformed man taking part as they wish.)
>>
Rolled 49 + 85 (1d100 + 85)

>>1997411
"Are you fucking serious right now!"
>>
File: Drawing-1-web1.jpg (711 KB, 1500x2072)
711 KB
711 KB JPG
Rolled 99 (1d100)

>>1997147
Seeking the perfection of both mind and body, the Brotherhood will continue with their meditation and rites in front of the divine body of Rok himself.
>>
Rolled 30 (1d100)

>>1997147
Clan sholzgaetors hunters and warriors have been worked for several years to combine their skills into a new kind of skilled fighter focused on stealth, tracking, striking from the shadows and survival skills.
They'll be equipped with good bows swords dagger light armor and cloaks designed to blend in with the environment they're in.
The Head of the Tor branch of the clan so long as they are fit for duty will be the head of these Ashen Rangers

Bascially Ghoul rangers
>>
Rolled 86 (1d100)

>>1997147
The Boat Clan shall attempt to construct their biggest boat yet, they call it the superboat. It shall be able to traverse the rough waters between Moundtown and Ierok and perhaps even go out into the sea for some time.
>>
Rolled 66, 51, 36 = 153 (3d100)

>>1997147
After Komuk's death, his third son Mido inherited his share of the Capan assets and resources. A... questionable choice by Komuk, Mido has yet to do a single thing. After being taken from his bed and forced to be an actual leader, Mido has decided to dedicate the accumulated resources to three things.

1 & 2. Send some of his cousins and settlers out to where the western rivers meet, and create a settlement, where every Capan™ or Capanfriend is welcome! Christen it... Capanok.

3. Set up herb farms and logging operations in Capanok, this soil and wood will be useful to our clan.

After Mido has signed off on the ventures, he retreats back to his chamber for a quick nap...
>>
Rolled 24 (1d100)

>>1997147
House Hnasz will try to bring money and migrants to their settlement by selling the kites and some delicious river critter meals to the main settlements.
>>1997411
Sadly for House Hnasz, Venj's son, Sahc was unlucky enough to be selling said kites when shit started going down, so he and his underpaid guard will have to take part in this.




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