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For generations your people lived an unchanged, savage life in the mountains, little different from the animals you hunted. Yet recently, that is something that has changed. With threat of advanced outsiders, 4 tribes of Orcs have banded together to form a confederation of sorts, and with the arrival of new inventions such as agriculture and more advanced stone tools, things seem to be changing faster than ever. What shall be the fate of the Orcs in the future? Shall they continue to live and advance? Or shall they be destroyed, annihilated, reduced to mere history? Only time will tell...

Current Stats:


Current Stats:
72 (4 tribes)
>Culture and Art: Primitive. Other than the occasional inspired set of scratchings on a rock or cave wall, your people have no art to speak of. A warrior caste is present, composed out of the strongest and greatest fighters in the confederation, but other than that and a tradition of sled riding, there is very little that could be considered "culture" in your people. Of clothes there are none, with tribespeople mainly wandering about naked, although it hasn't been for lack of trying.
>The People: Your people organise themselves into tribes, each of which has an individual chieftain and each of which is considered equal in your confederation Although there is somewhat of a general tendency towards selfishness and cruelty amongst Orcs, your people have rejected this in favour of a strong fraternity culture, seeing their fellow confederates more as brothers than anything else. Ethnically, they tend to bear skin of an ashy grey tone of varying darkness, and hair is thin and lank, generally coming in dark shades of black or brown and left mostly unstyled. Curiously, distinctive icy blue eyes are also rather common amongst the Orcs in your confederation, although essentially absent in most outsider tribes.
>Technology: Your people make use of a variety of advanced stone tools, including spears, pickaxes, hammers and handaxes. Fungiwood sleds are also used, both to drag around goods and also to take risky rides down the mountainside. In terms of homes, your people inhabit cave dwellings sometimes lined with grass bedding, with little in the way of true architecture.
>Magic: None. Although there are tales of great sages able to perform wondrous deeds, and the occasional tribesperson who even attempts to pass themselves off as one, your people generally live without any magic in their lives, with some even doubting its existence, if they bother to think of it much at all.
>Food: Abundant. Your people practise a primitive form of agriculture revolving around the fungi that grow in the nearby caves, and supplement their diet with some level of foraging and hunting. A basic system of rationing is also enforced to allow food stores to last for longer, and ensure everyone gets a share.

>Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/3251301/

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Ah bugger, made a typo.

>Population: 72 (4 tribes)
>>
>>3265338
Action: Send a small band of orcs to a nearby cave to colonize, preferably a cave that's NOT near the pink skins
Action: Inspect the shiny spears, see what secrets they hold
Idea: See if any of these self-proclaimed magicians have any merit
>>
>>3265338
Action: Joint military training and hunting with our confederated tribes
Action: Expand our tribes living space, either going further into the cave, or using fungal wood to build with.
Idea: Develop armor and shields using fungal wood, mushroom fibres, and fungal wood. We’ve tried like 3 fucking times we should eventually roll better than 3.

>>3265421
I don’t think we are going to get anywhere staring at steel spears and banging them on shit. We can’t even fucking develop basic leather armor or wooden shields after like 3 tries.
>>
>>3265447
Magic exists, who knows, maybe the spears have some runes
>>
>>3265447
+1 although I think we should stop forcing the clothing and armour stuff, sure it's necessary, but the Orcs have tried a whole fucking lot and lead nowhere, so I think that would be a bit "out of character", I think we should start working towards the idea of researching art as a means of maintaining our knowledge in, say, sled construction, military trainings, etc. We may not have writing yet but we sure can try our hand at drawing.
>>
>>3265447
Suportan this. Nobody wants to see makes orc wandering about.
>>
>>3265447
fine i'm supporting this, but don't blame me when you get butthurt that we failed the clothing roll
>>
>>3265521
Well I mean we’ve tried and failed at it enough that we should get some kind of bonus or lowered DC for it right?
>>
Rolled 18, 3 = 21 (2d20)

>>3265534

Yeah, you'll get a bit of a bonus for it considering you've tried 3 times now. Rolling for actions in any case.
>>
Rolled 47 (1d100)

And now for the idea. Let's see if this time the Orcs are successful in their bid to clothe themselves.
>>
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>Joint military training and hunting with our confederated tribes
>Rolled 18/20
>Complete Success

With the unity and fraternity amongst the confederation that is currently being experienced, it only makes sense that the next step would be to hunt together, to train together. And sure enough, that is indeed what you do, with the help of the warrior caste of course. As a result of this, not only has the unity of your confederation somewhat increased you are now capable of fielding greater and more organised forces, ones which might even one day be called a form of army,

+Tribal unity slightly increased+
+Warrior caste numbers increase+
+Basic tactics discovered+

>Expand our tribe's living space
>Rolled 3/20
>Low Failure

Although there can be no doubt as to the benefits of being able to support a larger population, there is one problem that currently exists: space, or more precisely, the lack of it. As it stands, although once they were quite suited to your needs, the caves which the tribes of your confederation call home are starting to get slightly cramped. So it is that a few Orcs decide to try using their stone pickaxes to mine out a little more living space. For a while it seems as though they'll be successful as the cave is gradually expanded into a new chamber... until the ceiling collapses, a flood of rocks which they only escape from just in time, and which erases every inch of progress they made. Dreams of expansion, it seems, will have to wait for another day.

>Develop armour and shields using fungal wood, mushroom fibres, and fungal wood
>Rolled 47/100
>Minimal Success + Previous attempts

Long ago, a tribesperson saw the strange second-skin of the pinkskins, and tried to replicate it for himself. He failed. Then another tribesperson tried, this time with a shield. He also failed. Following that, a third tribesperson chose to try something similar, with animal skins instead. He failed, and got eaten alive by worms. But does this mean that your people are just going to give up? Of course not! Making use of the very finest tools and materials they have available to them, the Orcs finally create a functional piece of armour, albeit a primitive one, in the form of several planks of fungiwood tied together with mushroom fibre and grass. Is it crude? Absolutely! But it's a start, and that's that.

+Primitive wooden armour+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>Explore another cave
>>Mine
>>Develop a religion to improve our magic
>>
Anyone else feel like voting?
>>
>>3265655
>>3265725

Explore another cave feels fair if we can't grow ours larger, given our previous failures.

Mining could let us find something that we could use to make better weapons, so that's fine.

As far as the idea, religion or at least trying to cultivate what magical talent we do have is an edge up on the pinkskins. I'm all for it.
>>
Rolled 2, 10 = 12 (2d20)

>>3265655
>>4365803

Okay, rolling for actions!
>>
Rolled 82 (1d100)

And now the idea.
>>
>>3265813
Well that explains why we can't wear armor. We're all warlocks!
>>
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>Explore another cave
>Rolled 2/20
>Complete Failure

Okay, so for now it seems that maybe attempting to dig out a new chamber isn't the best of ideas. But then again, these mountains are pockmarked with caves, and at least a few of them should be alright for Orcs to live in, right? Thus do some of your people decide to go out in search of a cave in which any excess population can migrate to. And at first, it seems as though their search is successful, with a decently large and well sheltered cave being found. However, upon spending the night there, they find that something rather... less savoury is already living there. From the depths emerges a beast, great, shaggy and with claws like knives. Striking suddenly, it is a short fight, and only 1 of the scouts manages to escape. Upon returning with reinforcements, no bodies were found, only long smears of blood upon the ground.

>Mine
>Rolled 10/20
>Average Success

A few of your tribespeople decide to try making good use of their pickaxes and hammers for a change, using them to attempt to search through the rubble formed by the unsuccessful attempt at creating a new chamber to see if there's anything of use. Although they found little of relevance, they did note quite a curious orangeish rock, one which appeared to grow in queer hair-like filaments. A most puzzling discovery.

>Develop a religion to improve our magic
>Rolled 82/100
>High-Quarter Success

It happens a cold winter evening, as thunder rumbled in the distance and Orcs crowded together in the caves, staying close to the fires and each other for warmth. Suddenly, a flash. For some, there is almost nothing, for others, distinct voices and glimpses, and for a few... visions. Visions of a strange, cosmic landscape, abstract and eternal. There is a being... or is it beings? It is hard to tell, for it, or they, is all around them, watching, surveying. And then there are the voices, the thousand indistinct voices, each muttering, each commenting, a thousand eyes, a thousand comments, impossible to understand, impossible to perceive. And then, as suddenly as it began... it ends, just like that.

But although the event itself may be over that it affected the people of the Confederacy is something none can doubt. Already, small shrines are being erected here, there and everywhere, congregations gathering around, not understanding who it is, what it is, but understanding that somewhere out there is a being, or beings, of incomprehensible size and power.

+Disorganised Religion - Little can be said for certain or agreed on, whether it is one being or many, what it or they has in mind, or what it even is. Whatever the case, spirituality is most certainly a factor in your people from now on.+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3265948
Action1: Scouting out to see if the pinkskins have ventured any closer to our territory.

Action2: Study the strange, orange rock and its hair-like filaments to see what we could use it for.

Idea/Stat: Ranged Weaponry (Technology). If the Pinkskins are still a major threat, we should see about forming some sort of ranged weapon, even if it's just a bow and arrow or javelin or something, in case they attack.
>>
>>3265963
support
>>
>>3265948
>Try making our present cave bigger. Use the extra stone to block off the murdercave.
>Study the orange rocks.
>Consider burgeoning spirituality.
>>
>>3265980
gotta be honest sounds like a great way to get mauled by the murderbear
>>
>>3265963
supporting this
>>
>>3265963
>this
>>
are we gonna have an event about the specifics of the religion or do we have to do that for the idea?
>>
Rolled 4, 14 = 18 (2d20)

>>3266484

I figured I'd leave the specifics of the religion up to you to guys to decide, rather than shoehorn you into any particular thing.

In any case, feels like we've come to a consensus, rolling for actions now!
>>
Rolled 71 (1d100)

And the idea.
>>
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>Scout to see if the pinkskins have ventured any closer to our territory
>Rolled 4/20
>Low Failure

The relatively recent discovery of the fort build by the pinkskins was a foreboding thing, a reminder of why the Confederacy had been founded in the first place. Raids were one thin g, but building forts on former Orc territory? This was an invasion. So it was that several scouts decided to venture forth once again, in order to keep an eye out for any more incursions. Sadly, things went wrong from the very beginning, with the scouts almost immediately spotted when they came close to the fort. Chased away, one was taken down by some manner of small flying spear and had to be left behind, and although the remaining scouts managed to eventually shake off their pursuers, they are left disturbed and concerned regardless.

>Study the strange, orange rock and its hair-like filaments to see what we could use it for
>Rolled 14/20
>Above-Average Success

The orange rock is a strange thing. Unlike most other rocks it is a most malleable thing, easily bent and deformed with a few whacks with a hammer, although this is a property that sadly makes it effectively useless when it comes to actual tools. It could be used to make jewellery of course, but given that your kind have little concept of such a thing, that seems unlikely. However, there is one thing of particular note discovered: at one point, an Orc using the light of a campfire to study the rock in detail accidentally dropped it in. Yet this rock did not simply remain unchanged by fire, as most did. Instead, it melted like ice, turning into a flowing liquid before at last solidifying back into rock after the fire went out! What does this mean? The Orcs don't know, but they enjoy tossing the orange rocks into fires now regardless, simply to see the way they change.

>Study ranged weaponry
>Rolled 71/20
>Low-Quarter Success

The danger presented by the pinkskins is one growing ever more real all the time, especially with the loss of one of the scouts in your most recent expedition, hit by a spear from a distance which shouldn't even be possible. How did the pinkskins manage it? Your Orcs aren't sure, but they can certainly experiment and try to create their own similar device. It takes a long time of course, and several failures, but at last they manage to settle on a simple design, capable of taking a spear and throwing it to a far greater distance with minimal effort on the part of the Orc.

+Spear throwers discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Bump.
>>
>>3266968
>>3266968
>1.Action
Excavate further living space in the cave
>2.Action
Fortify our cave entrance with small walls, trenches and somewhat hidden positions to safely throw spears and stones from. Maybe also built some positions like that on the way to our cave, so that attackers may be spotted early and harassed.
>idea
Stone stacking architecture to help with the actions
>>
Rolled 17, 11 = 28 (2d20)

>>3267248

Okay, seems like this is it then. Rolling 4 actions!
>>
Rolled 51 (1d100)

And the idea.
>>
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>Excavate further living space in the cave
>Rolled 17/20
>Above-Average Success

It is no secret that the cave of your unofficial "capital" is getting a little cramped with the great increases in population caused by the adoption of agriculture and the like. Recently a few Orcs decided to try expanding into a new chamber, only to have their attempts collapse around them. Now though, better equipped and more well planned, another bid to expand the space in the cave meets success, with the result being that far more Orcs are now able to be housed in the area.

+"Capital" cave capacity increased from 20 to 40 Orcs+

>Fortify cave entrace
>Rolled 11/20
>Average Success

Fortifications are something that are known to the people of the confederacy of course, but you have never seen any particular need for them. Whilst raids do occasionally happen, the natural defences are are generally enough to keep them back a little while whilst the warriors do their work. Recently though, there have been worries. Given the powers of the pinkskins, who is to say that they won't bypass them with ease? Better safe than sorry after all. So it is that the various tribes of the confederacy have begun to fortify the entrances to their caves, digging holes, putting down obstacles and designating areas where spears, stones and other weapons can be hidden out of sight for later use.

>Stone stacking architecture
>Rolled 51/100
>Minimal Success

As they were building these fortifications, a few Orcs realised that as opposed to putting in all the effort of moving one massive stone into place, why not pile up many small ones? Is it crude? Yes. Is it it likely to be ineffective? Quite possible. But nonetheless, it is perhaps the first thing the Orcs have created that could genuinely be called "Architecture".

+Crude stone walls discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3267615
>1.Action
Expand the mushroom farms, so that our cave gets close to self sufficient
>2.Action
Build cold storage rooms deep in the cave for food and other supplies and also carve out water storage basins.
>Idea
Inspired by the shining pink skin spear we try to make spear points from the orange rock.
>>
>>3267647
support
>>
Action 1- the orcs realize sleds only work downhill... Maybe they can find some way to pull them?
Action 2- the orcs attempt to catalogue their journey on the walls of the cave, so that their story won't be forgotten
Idea- the orcs start to derive small amounts of psychic powers from the mushrooms, mushmancy?
>>
Rolled 15, 17 = 32 (2d20)

>>3267367
>>3267708

Okay, rolling for actions!
>>
Rolled 9 (1d100)

And the idea.
>>
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>Expand the mushroom farms
>Rolled 15/20
>Above-Average Success

The mushroom farms already form a considerable part of your diet, and have done for a long time now ever since the invention of agriculture as your main stable food source. As time goes on though, these farms, whether deliberately or not, gradually begin to expand as more and more mushrooms take hold over a greater area, and as such provide a greater surplus. And with this greater surplus of food, the population too grows, not by much, but certainly by some amount.

+With the gradual expansion of the mushroom farms, 12 more people can now be supported off of their produce. Your population now numbers 84 Orcs.+

> Build cold storage rooms deep in the cave for food and other supplies and also carve out water storage basins
>Rolled 17/20
>Above-Average Success

Although you are unaware of the exact reason why, it has always been a known fact that food seems to keep better in cold conditions, just as it has always been known that deeper areas in the caves tend to be colder than those closer to the surface. Recently though, a few Orcs in one of the confederal tribes decided to try digging out their own chambers deep within the caves, and storing food in them. Soon realising how much better food stored this way kept, the technique spread quickly amongst the Confederacy, and now all 4 tribes have their own tunnelled out cold storage chambers for food and water.

+Cold storage chambers discovered+

>Try to make spear points from the orange rock
>Rolled 9/100
>Low Quarter Failure

Sitting in the cave one day, an Orc playing the casual pastime of tossing orange rocks into a campfire and watching them melt suddenly comes to a realisation: the orange rocks are shiny. The arms and armour of the newcomers is also shiny. Admittedly they're entirely different colours, but there's a resemblance regardless. Just imagine if he were to gain that power...

Sadly, his dreams of domination soon come to an end when he drops his unfinished orange stone spear into the campfire, where it soon loses all form and melts away. He stares in disappointment at the remains for a few seconds, before deciding it wasn't worth it anyway, and heading out to take part in some sled riding.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
One last bump before I head off to bed.
>>
>>3268801
>Attempt to make picks with orangerock
>Pile rocks in front of murdercave
>Consider burgeoning spirituality.
>>
>>3269167
supporting
>>
>>3268801
>Attempt to make spears with the orange rocks
>Refine woodworking to make better armour like pic. (better protection and scare away enemies)
>Define religion
>>
>>3269167
Support
>>
Rolled 2, 10 = 12 (2d20)

>>3269167
>>3269214
>>3269324
>>3269954

Alright, let's roll for actions then!
>>
Rolled 13 (1d100)

And now for the idea.
>>
Rolled 91 (1d100)

>>3270022
>>3270026
laughingdicegods.gif
>>
This whole not being able to roll our own dice thing? Not great.
>>
>>3270061

Apologies, I just figured it was probably the best way to simplify the game and ensure results that aren't biased in any particular direction. In any case, working on the update now!
>>
Rolled 10, 10 = 20 (2d20)

>>3270074
i dont mind if you roll, dicegods will be dicegods
>>
>>3270074
I have no problem with you rolling, saves time to not wait for rolls
>>
>Attempt to make picks with orangerock
>Rolled 2/20
>Complete Failure

A little while back, an Orc came to the revelation of the similarity between the shininess of the orange rock and the shininess of the pinkskin's armaments. However, before his grand plans of creating the most powerful spear in existence came to fruition, he dropped it in a campfire by accident, and lost interest shortly thereafter. Yet now, another Orc comes to a similar conclusion and tries again, this time with a pickaxe. After several hours of long, hard work, they finally create a pickaxe of orange rock... only for the first test of it to deform the pickaxe without leaving a dent in the rock. It seems as though although tools made by the orange rock are certainly nice looking, they are no match for good old stone.

>Pile rocks in front of murdercave
>Rolled 10/20
>Average Success

Ever since the loss of the scouts, the Cave of the Beast has been a place of fear and dread, where few dare to tread, and those who do speed by as quickly as possible. But this cannot be enough. For no matter what, a beast lurks there, and even now its presence can be seen from the great gouges and scratches visible on the walls of the cave, as though made by claws beyond magnitude. No, you have to do something about it. So it is that a collaborative effort is made by the nearby Confederate tribes, building up small stone walls in front of the cave. It may not be much, but should the beast choose to leave, it shall at least be impeded for a while.

>Consider burgeoning spirituality
>Rolled 13/100
>Low Quarter Failure + Unlucky Thirteen

Ever since the abstract vision some time back, a disorganised kind of spirituality has developed amongst the Orcs as they pray at various shrines and altars, unsure of who or what they are praying to, but showing devotion regardless. Recently though, some have been getting bolder, praying that they may understand what it is that they are worshipping, asking for some sign.

They are answered.

He appears in an abstract landscape, so bizarrely formed as to be almost incomprehensible. His robes are of a vivid yellow, flowing and waving in a way that seems almost gaseous. Great horns emerge from his head, so thin and textured in some parts as to seem almost like thread. And his face... his face is white and featureless, yet even without eyes they can feel him watching. And then he speaks.

T H E C O R R U P T E D O N E S A R R I VE T H E N . W H A T D O Y O U A S K O F Y O U R K I N G ?

>You have encountered the King in Yellow. How do you respond?
>>
>>3270096
"We ask for guidance, my king. The pinkskins are encroaching ever deeper into our territory and threatening us and our way of life. While your most devoted followers are united, our people as a whole are not and so we have nothing to oppose our enemies with. Guide us, so that we may survive, so that we may stand strong and unified against our fearsome foe."
>>
>>3270104
+1
also we will sacrifice the first borne of our line every generation if he helps us
>>
>>3270117
or sacrifice our captive enemies would be better perhaps?
what you think anons?
>>
>>3270126
We might do a mix, sacrificing the weak, crippled, old and criminals, but also our captured foes.
>>
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>"We ask for guidance, my king. The pinkskins are encroaching ever deeper into our territory and threatening us and our way of life. While your most devoted followers are united, our people as a whole are not and so we have nothing to oppose our enemies with. Guide us, so that we may survive, so that we may stand strong and unified against our fearsome foe."

The King tilts his head slightly (Is it a he? It's impossible to tell, but the Orcs need a pronoun to refer to him, so that's the one they choose), and it seemed as though there would be a light smirk on his face, if he had a face to smirk with that is. And then he speaks in reply once again, a powerful tone that echoes through the Orc's minds like a bell.


T H E P I - O H N O W T H A T ' S I N T E R E S T I N G . Y E S , I C A N G I V E Y O U T H E K N O W L E D G E T O F I G H T T H E M O F F , T O U N I T E Y O U R P E O P L E . B U T T H E R E I S A D E B T T H A T M U S T B E P A I D .

Your Orcs look at each other with slight apprehension. A debt? What can he mean, how can they repay him for something so great? He answers shortly.

O U W I L L V E N E R A T E ME , A N D I N R E T U R N I C A N P R O M I S E Y O U T H I N G S Y O U R P E O P L E W O U L D N E V E R H A V E D R E A M E D O F . A N D W H E N T H E T I M E C O M E S , A N D T H E R I G H T M I N D S A P P E A R , I S H A L L T A K E M Y T R I B U T E . A N D Y O U S H A L L B E H O N O U R E D .

>Do you accept?
>>
Bugger, it appears that fonts don't copy and past over onto this. Sorry guys, it was meant to look different.
>>
>>3270169
>Accept
>>
>Accept
Why am I getting flashbacks to the armies of Mordor
>>
Also I just realised this would be a great opportunity for world building. This would be a great time to start thinking about how this world was created and how divine beings such as this one played into it. Should also start considering what gods the other species follow and there relationships with other gods, since we are essentially going to be inheriting all there baggage.
>>
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>"Yes my king, we accept your offer."

The king looks down at the Orcs in silence for a few moments, and faceless as he is, there still remains the strong impression that he is smiling. A wind seems to pick up as the landscape shifts around them, until at last he speaks again.

"I T H O U G H T Y O U M I G H T ."

The winds continue to pick up, howling in the air until they reach a screeching cacophony, multicoloured bolts of lightning streaking through the sky, and then they're falling and falling and falling and fallingfallingfallingfallingfa-

And then they're back where they were originally, at the shrine where they had first been praying, a small crowd of Orcs gathered around them. It seems that they had been out for several hours. At first a few try to brush it off as a mere dream, but it is immediately clear that that is not true, for on their foreheads lies the sign, the sign of the King in Yellow, and their minds have been filled with knowledge, knowledge great and terrible of the world around them. Demanding a set of mineral dyes, they shortly take on the task of creating a proper shrine to the King, and similar depictions are now popping up all over the Confederation. If one thing is for certain though, it is that life will never be the same again.

+Mysticism+
6 Orcs have had their minds touched by the King in Yellow, and have gained the power to attain knowledge and abilities far beyond any Orc before. They have become the Yellow Sages+

+Cave Painting discovered+
Your people will now make crude paintings on the walls of caves, although for now the only real purpose is veneration of the King in Yellow.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3270368
Action 1- have the younglings that are weaker/smarter than the warrior caste learn from the shamans, we must preserve and pass on there knowledge, maybe chronicling it on walls?
Action 2- we should domesticate some wildlife, eventually we might need something to pull sleds, chariots would be cool in the future
Idea- send an expedition to more caves in search of ores like the pinkskins have, and possibly more housing
>>
Action 1: The paths through the mountains are often treacherous and steep. We should identify the paths most likely to be taken by the pinkies and trap them. Large boulders on the edges of cliffs, when prepared beforehand, can be pushed off to fall down and devastate enemy formations on the passages bellow. Alternatively they could be used to block passages if we need to buy ourselves time.
Action 2: These new yellow sages possess abilities beyond other orcs. They would be ideal emissaries to both impress and bring our ideas to other tribes in the area. We should use them to attempt to grow our confederation. This action would likely please the yellow king.
Idea: One of your scouts recall observing the humans performing a peculiar ritual when one of there members was injures during training. They did so by cleaning the wound out with some kind of fluid before wrapping it with a band of white fabric very tightly. The scout describes this and his chieftain is intrigued. Possibility of unlocking Tribal/basic medicine
>>
>>3270405
>this
>>
Rolled 11, 8 = 19 (2d20)

>>3270400
>>3270405
>>3270421

Alrighty, rolling for actions!
>>
Rolled 97 (1d100)

And the idea.
>>
>>3270505
Oh shit we're weird cult paladin mixes now
>>
>>3270230
this and we should also try make a very basic map is possible.
>>
>>3270505
O shit the dorctor is here
>>
Hey guys, 'fraid I'm gonna be off in London for the next few days, and as such won't be posting any updates here for a little while. Should be back by the middle of next week though!
>>
no worries, safe travels.
>>
>>3271245
Have a safe trip OP, I'm really digging this quest
>>
As new orc grow to maturity, they join the elder in conversation. A young buck warrrior approachs the hovel of the "old ones" and presents a plan
Action1: weaponize fire for raiding

Action2: we must deal with murderbear.

Idea: beat the shit out of weaker ork and take his teeth.
>>
>>3265338
A civ thread that made it past it's first thread AND has a good QM?

May I sit and play?
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>>3272478
Everyone is welcome to join the confederation, my orc brethren.
>>
action 1: try to ride animals
action 2: add intimidating decorations to your armor

idea: convince the other embers of the confederation to bully smaller, more primitive tribes into joining you.
>>
My ork brothers, we are know for strength, our call is the mighty whaaaagg, and fear and blood is what we leave in our wake, the pink skins have shiny poky things and caves made of wood but the king in yellow favors us!
Idea: capture and ride murderbear to attack and raid/ steal pink skin fort.
>>
Aaand look who's back!

London was pretty good, and the update should be out presently. Glad to see so many people interested in this!
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>>3280876
Find Elves
Kill Elves
Kidnap a few of the small ones to use for slaves.
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>>3280876
nice to hear the quest isnt dead. welcome back.
>>
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>Trap mountain paths
>Rolled 11/20
>Average Success

For a long time now, you have prepared for the seeming inevitability of pinkslin invasion, banding together, developing new weapons and even creating some level of primitive fortifications in the form of the crude stone walls that are occasionally put up outside your caves. Now though, a new idea comes to mind: what if you could prevent armies from ever reaching your homes in the first place? It takes a while, but eventually the Orcs manage to find some of the paths more likely to be used and roll large boulders up to the cliffs above them, ready to be pushed down at a moment's notice. It can only be hoped that you never need to use them.

>Send Yellow Sages as emissaries to other tribes
>Rolled 8/20
>Below-Average Success + Influence of the King in Yellow

Some time ago, you attempted to get more tribes to join your confederation, an offer which was scornfully rejected. Now though, your Yellow Sages take the journey to the neighbouring tribes to see if they can reconsider. The moment the Sages walk in, the atmosphere immediately changes. From the confidence of their stride to the strange looks in their eyes, it is clear to all that these are no ordinary Orcs. Even so, they remain unwilling and untrusting of your confederation at first, but that unwillingness is soon put aside by a brief flash of light, a mere millisecond yet one which contained seemingly an eternity of visions. None prove willing to say exactly what it was that they were shown, but save to say they were most willing to join your confederacy after that.

+2 new settlements+
+32 new population (Your population now numbers 116 Orcs)

>Improve medical knowledge
>Rolled 97/100
>Complete Success

For the most part, actual medical care is something mostly unknown to your people, and if an Orc becomes badly wounded, then it's game over unless he manages to recover. Recently though, observations of the bizarre rituals used by the pinkskins make you wonder if there is not some better way to go about this. At first, the Orcs start small, simply cleaning wounds with water and applying bits of moss to them. Yet in spite of the simplicity of this, a noticeable rise is observed in the survival of wounds. From there, a feedback loop of sorts develops as Orcs try more and more complex ways of treating wounds, and eventually one of your Yellow Sages manages the incredible: fusing a small wound shut simply through the power of the mind alone.

+Population increase - with the increased amount of Orcs surviving wounds, your population has increased by 9 births. You now number 125 Orcs+
+Poultices discovered+
+Basic medicine discovered+
+Fleshmancy discovered+
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>>3281654
Idea: Look for animals large enough for Orcs to ride on, and try to ride them.
>>
New thread moved to here: >>3281794

Current Threads archived here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Orc%20Civ%20Quest



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