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The long millennia of stagnation have now ended, as things seem to be progressing faster all the time. Your confederation is growing, the King in Yellow has made itself known to your people, and as we are soon to find out, there is still much history left to tell...

Current Stats:

>125 (6 tribes)
>Culture and Art: Primitive. The Yellow Sages and more superstitious Orcs have taken to making cave paintings in veneration of the King in Yellow. A warrior caste is present, composed out of the strongest and greatest fighters in the confederation, and your people also have a long tradition of sled riding. Of clothes, your warriors will often go about in their wooden armour for show, but other than that quite a few Orcs simply walk around naked..
>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, whilst crude wooden armour and spear throwers are used by your warriors. 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, and basic stone walls are also built to better fortify your caves.
>Magic: 6 Yellow Sages. Via certain rituals, your Yellow Sages can listen to snatches of the words and thoughts of the King in Yellow himself, and they also have some basic knowledge of fleshmancy, although right not they can do little other than seal shut small wounds with it.
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. Food is stored in cold storage rooms deep in the caves where low temperatures preserve it, and a basic system of rationing is also enforced to allow food stores to last for longer, and ensure everyone gets a share.

>Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Orc%20Civ%20Quest

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Aaand messed up the formatting again. I'll get it write some time.
>>
>>3281794
Actions:
1. Our grand confederation is hampered by the difficult travel between our disparate tribes, We shall attempt to build basic paths linking our confederation together with both wood and stone.

2. We must properly venerate the King or suffer his wrath. Begin construction of temples in each tribe devoted to his glory from which the Yellow Sages can preach their holy word.

Idea:
1. The Yellow Sages throw themselves into mastering the art of Fleshmancy as the prospect of magic has excited many among the orcs. It is hoped they can learn some way to enhance our warriors most of all though any blessing would be welcome.
>>
>>3281794
Idea: Look for animals large enough for Orcs to ride on, and try to ride them.
>>
>>3281794
Action 1: tame some kind of mountain goats or something suitable as a livestock animal
Action 2: Continue fortifying our caves, try using mud in addition to stones to help hold the pieces together better.
Stat: I don’t think we’ve chosen to ponder a stat what would this do? We usually just go for an idea and fail
>>
>>3281852
This
>>
Rolled 17, 4 = 21 (2d20)

>>3281862
>>3281976
>>3282237
>>3282247

Okay, rolling for actions.
>>
Rolled 35 (1d100)

And the idea.
>>
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>Attempt to build paths linking together the confederation
>Rolled 17/20
>Above-Average Success

Although the people of the confederation are certainly united enough in attitude, the fact remains that actual travel between settlements is made somewhat difficult by the ruggedness of the terrain. Many long years ago, a few Orcs attempted to construct proper paths between the settlements, a task at which they failed miserably. Now though, with ever increasing trade and interaction between confederal tribes, a collection of basic dirt roads have in fact been created where vegetation, rocks and other obstacles have been cleared away by travellers as they walk down familiar routes, and as such it is only becoming easier for tribes to link together.

+Dirt roads invented+
+Confederal unity increased+

>Construct temples to the King in Yellow
>Rolled 4/20
>Below-Average Failure

Recently, some of the Yellow Sages and more zealous Orcs have been wondering whether it would not be proper to build true temples to the King, places where his glory can truly be praised. Alas, they are unsuccessful in their endeavours, with the shoddy stone walls they put up to partition the temple falling apart in short order, and little difference actually occurring in terms of the vividness of the visions they receive from him. In the end, they simply go back to using the standard shrines and cave paintings to venerate him, as before.

>Attempt to study Fleshmancy
>Rolled 35/100
>High-Quarter Failure + King in Yellow's influence

For the moment, the art of Fleshmancy is something your Yellow Sages don't exactly have that much skill at, with its only apparent use being the healing of minor wounds. However, the fact remains that they may very well be onto something more, something incredible, and even ordinary Orcs can see the potential it may have. Thus it is that the Sages throw themselves into their work, making use of small captured animals and whatever scraps of knowledge they can glean from the King in Yellow's words to try and improve their skills. Whilst for the moment what they can actually achieve hasn't exactly changed much, they feel that with the way they're honing their skills, a breakthrough is soon to come.

+Bonus to next attempt to improve Fleshmancy+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3282330
>Hunt for animals. Try to bring back some alive.
>Building things isn't our forte. Dedicate a neighboring cave to worship of the Yellow King and meditation on his excellence.
>Improve Fleshomancy further.
>>
>>3282330
1 - Try to domesticate some local wildlife
2 - Dedicate some warriors to protecting our Yellow Sages
Idea - Have the Yellow Sages improve their Fleshmancy
>>
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Action 1: The mountains are spotted with a wide variety of animals. One such species is the big-horner, 7 foot tall behemoths of bone and muscle. While it could possibly be dangerous, we should attempt to domesticate this species, providing us with regular furs, meat and milk. Furthermore, we could use the immense strength of these goat like creatures to pull slays between the various settlements via the new roads. Surely this would foster greater trade, and assist in creating a true orchish nation instead of the smattering of united tribes it is now.
Action 2: We should send our scouts to range farther than they have previously. The fact that the humans have not made any overt actions recently makes the chieftain fearful. The best coarse of action is to discern the true capabilities/intentions of the pinkies. One orc suggests we send small group deep into the humans territory to do this.
Idea: One of the yellow sages comes upon the inspiration that perhaps we can imbue specific effects into objects, which can then be used by individuals that do not share the abilities of the yellow sages. Possibility of unlocking basic/tribal enchanting.
>>
>>3282330
Train our warriors in the art of spear-chucking.
Make clothes for our people depending on who they are and what they do.

Train in Fleshmancy
>>
>>3282432
+1
>>
Rolled 15, 9 = 24 (2d20)

>>3282383
>>3282432
>>3282445
>>3282465
>>3282522

Alright, rolling for actions.
>>
Rolled 80 (1d100)

And the idea.
>>
A1:use the orange rock to create intimidating decoration for your wooden armor
A2:mine further and see if there are any more oddly colored rocks!
I:convince others in the tribal confederation to bully smaller more primitive tribes into your coalition.
>>
"I hear ogar of tribe stone hand down the road has good spears and no good staking stones, maby i swap some with him and not hit him"
Action 1 basic trade routes .
Action 2. The goat thing from fallout<< 3282445, lighting raiders are ork bread and butter.
>>
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>Try to domesticate some local wildlife
>Rolled 15/20
>Above-Average Success

For as long as you have existed, your people have hunted, making use of their skills to track down and kill prey to bring back home. Recently though, a few Orcs have tried out something more, keeping animals penned so that they may can be stored in one place and killed whenever needed. This is something they manage to use to great effect with the rodents that inhabit these areas, whose social nature makes them ideal for such things. Indeed, after several generations of herding, actual changes both physical and mental begin to be observed in them, and although the Orcs don't realise it, they have just domesticated an animal.

+Domestic Guinea Pig obtained+

>Dedicate some warriors to protecting our Yellow Sages
>Rolled 9/20
>Average Success

Your Yellow Sages are powerful, of that few can have any doubt when one considers their visions, their Fleshmancy. But much as they may have power of this kind, the fact still remains that they are vulnerable, and any Sage lost without passing down their knowledge is a sage lost forever. Thus it is that several Orcs of the warrior caste have now taken to keeping the Yellow Sages company at all times, vowing to protect them should others seek their harm.

>Have the Yellow Sages improve their Fleshmancy
>Rolled 80/100
>High-Quarter Success + Previous attempts

Secluding themselves within isolated caves in the mountains, the Yellow Sages continue to work day and night on their Fleshmancy, keeping what they do a secret from all but the warriors guarding them. At last though, they invite the Orcs of the nearest settlement to see their creation: it is a large bird, likely one of the eagles that frequents these mountains. Yet what is strange about this bird is the arms of an Orc that exist on it, which it frantically waves around as it flies this way and that. As it turns out, the Yellow Sages have managed to find a way to use Fleshmancy to graft body parts from one organism onto another, provided they're fresh enough that is.
Nobody knows where they got the arms from.

+Fleshmancy improved - your Yellow Sages can now graft together suitably fresh bodily parts+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3285151
>Hunt large game for grafting parts.
>Dedicate a nearby cave to worship of the Yellow King.
>Try to use Fleshmancy to make an orc BUFF
>>
>>3285151
>Action: Selectively Breed the guinea pigs for maximum yield and hardiness
>Action: Hunt rams, large boars, and eagles. Use the horns, tusks, and wings to graft onto warriors who volunteer.
Idea: Improve architecture by mixing up different types of mud, sand, and gravel for primitive cement and mortar.
>>
>>3285188
+1
>>
>>3285188
This sounds like a solid plan, supporting
>>
Rolled 20, 5 = 25 (2d20)

>>3285188
>>3285212
>>3285214

Alright, seems like we've come to a consensus. Rolling for actions!
>>
Rolled 39 (1d100)

And the idea.
>>
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>Selectively breed the Guinea Pigs for maximum yield and hardiness
>Rolled 20/20
>Complete and inarguable success

As time goes by, the Guinea Pigs which you have penned continue to change in both body and temperament, changes which the Orcs quickly notice and capitalise on. Sometimes deliberately, sometimes accidentally, they begin to selectively breed these animals until a marked change can now be seen between them and their wild counterparts. For one thing, they are much calmer and lazier, almost never attempting to escape or attack their Orc owners, not that there's much they could've done anyway. As well as this, their yield also increased as they adapt to pack on far more fat and muscle from what they're fed, making them all the more appetising as meals. As a result of this newfound food source, a small population boom of sorts as happened, as more and more Orcs can be supported thanks to another stable source of food as well as mushroom farming.

+Yield and temperament of domestic Guinea Pig improves greatly+
+Population increased by 33 births - you now number 158 Orcs+

>Hunt rams, large boars, and eagles. Use the horns, tusks, and wings to graft onto warriors who volunteer
>Rolled 5/20
>Failure

The potential for Fleshmancy is something greatly appreciated by your Yellow Sages, especially with the newly discovered grafting techniques. Indeed, they even manage to get a little overzealous about it, attempting to graft anything they can get from prey, from horns to tusks to extra muscles, onto volunteering warriors in order to create the ultimate Orc soldier. Unfortunately, these experiments are not particularly successful, with the grafts sometimes being rejected by the bodies of the volunteers, and even in the cases where they do 'take', end up being more of a hindrance than anything else. It seems that for now, the Yellow Sages dreams of Orc hybrid super warriors shall have to wait for another day.

>Improve architecture by mixing up different types of mud, sand, and gravel for primitive cement and mortar
>Rolled 39/100
>High-Quarter Failure

For the moment, the crude stone walls your people construct aren't much, easily destroyed when a hard push is applied. But what if there was some way to make it stronger, some way to stick the rocks together? A few Orcs upon observing the stickiness of mud decide to test this, using mixtures of rock and sand to stick rocks together, before waiting for it to dry. It works alright, up until the rain comes, as which point the mud simply washes away and their construction falls apart. Sadly, it seems as though sticking rocks together with mud simply isn't a viable strategy, at least not where outdoor constructions are concerned.
>>
>>3285302
>Combine Fleshomancy with Selective Breeding on guinea pigs
>Dedicate a nearby cave to worship of the Yellow King.
>Try to use Fleshmancy to make an orc BUFF
>>
>>3285309
+1
>>
>>3285309
+1
>>
Rolled 9, 12 = 21 (2d20)

>>3285309
>>3285334
>>3285357

Okay then, rolling for actions!
>>
Rolled 15 (1d100)

And the idea.
>>
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>Combine Fleshmancy with selective breeding on guinea pigs
>Rolled 9/20
>Average Success

Although the Yellow Sage's attempts to create more powerful warriors will seemingly have to wait for another day, it seems that they have found another use for their powers, albeit a rather more mundane one. With enough skill and care, it seems that small grafts of fat and muscle on guinea pigs can be made to 'take' and even become inheritable. As such, the guinea pigs your people raise now provide even more meat to consume than before, although a few Orcs are made slightly uncomfortable by the somewhat misshapen appearance caused by the additional fat and muscle.

>Dedicate a nearby cave to worship of the Yellow King
>Rolled 12/20
>Average Success

For the most part in the past, your people's worship of the King in Yellow has mostly been decentralised, taking place around scattered cave paintings made in his veneration. As time goes on though, certain unoccupied caves and caverns in settlements have gradually become something more akin to centralised pieces of worship, becoming filled with paintings as entire crowds of Orcs gather to praise and worship the King. The Yellow Sages though prefer to remain in their isolated cave, doing their work away from the hustle and bustle of others.

+Temples invented+


>Try to use Fleshmancy to make an orc BUFF
>Rolled 15/100
>Low Failure + Magic fifteen (Interesting result)

It is deep in the middle of the night when the people of one of your settlements are awoken, awoken by a terrible anguished cry from the mountains that sounds uncomfortably Orcish, yet at the same time almost bestial. Hastily exiting their cave, they rush up to where the noise appeared to emanate from: the cave of the Yellow Sages. As it is, they arrive just in time to see several great lumpen forms running from the chamber and out into the mountains. They appear somewhat Orcish, yet they are deformed and grotesque, with bulging muscles pressing out of every part of their bodies, piled on and fused together. As the Yellow Sages explain as the cries fade into the night, they had been attempting to improve the strength of their warriors by grafting more and more muscles onto them and got a little, well... carried away. You can only hope that they died quickly.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Rolled 1 (1d100)

Random event roll, 'cause we haven't had one of these yet.
>>
>>3285641
Oh boy
>>
>>3285641
God damn it OP
Action 1: We haven't really moved the human plot line along in ages. I vote we send a scout group deep into there territory. It would give us an idea of what there up to and what there intentions are.
Action 2: We have made considerable headway in our worship of the yellow king, such as building shrines and spreading his ideals to other tribes. We should petition his favor for all the hard work we've put in.
Idea: Double down on the freshmancy. I want my damned Orc super soldier.
>>
Rolled 17, 2 = 19 (2d20)

You'll see what these two rolls mean in due course.
>>
>>3285713
seconding
>>
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>+EVENT+
>Pinkskin Incursion

>Pinkskin roll: 17/20
>Orc counter roll: 2/20

For centuries now, the pinkskins have remained a constant threat to your people ever since that fateful day you discovered their existence, discovered it in the form of a massacred tribe, burnt to the ground. Everyone knows the story after that of course; how the Confederacy banded together to keep safe against the common enemy, how later scouts were chased off, reporting some manner of strange construction (In fact a fort) being built on top of the ruins of the destroyed tribe. Yet since then, there have been surprisingly few incursions, few sights of them at all in fact. Today however, that all changed.

They came from the woods in the dead of night, dressed in scale-like garments that shone silver as the moon and orange as the sunset. Mostly asleep, the tribe was taken completely by surprise, and a slaughter shortly ensued. Only a couple of warrior caste Orcs were able to mount a token resistance, and even they weren't able to do much good, soon surrounded and beaten down by the invading warriors. As it was, only a single Orc managed to escape, running as fast as he could until, bloody and tired, he finally reached the next nearest settlement, bringing only one message, a message repeated again and again and again.

They are coming.

+26 Orcs lost - you now number 132 Orcs+
+1 settlement lost+
>>
Well shit. Looks like its time to get those mountain boulder traps ready.
>>
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>>3285904
>inb4 shitstorm
>>
>>3285904
Looks like we got diced.
>>
>>3285713
>>3285785

Still keeping with these actions and ideas, or would you guys like to change anything in wake of the event? Just asking before I roll to be sure.
>>
>>3286109
nah, fuck scouting. we need to send messengers to all the other tribes with news and make them join our little gang
>>
>>3286109
Action: Send emissaries to all Orcish tribes that have yet to join us speaking of the coming pigskin invasion. Urge them to stand with us against them as as united front for we would surely perish if we remain disunified.

Action: Marshal our forces for the coming battle. We will seek to first harass them along the mountain trails with our prepared traps and spear-fire. Commit to no major engagement until they reach a pass that is easily blockable with rolled boulders. We will attempt to trap a portion of their forces in an ambush.

Idea: Call upon the King in Yellow to aid us in our plight against the Pigskins. Sacrifice as much as possible for his aid.
>>
Rolled 10, 19 = 29 (2d20)

Alrighty, rolling for actions.
>>
Rolled 14 (1d100)

And idea.
>>
Action 1: attempts to steal pinkskin wepons for study
Action 2: attempt to mimic pinkskin military tactics
Idea: " An enemy, is a good teacher."
>>
>>3286679
Couldn’t we get some of their gear if we successfully ambush them? There should be no need to use an action on this.
Action 1: Rally additional tribes to our cause using the yellow sages as emissaries.

For action 2 and the idea I support anon.
>>
>>3286494
>>3285726
>>3285641

Okay, yeah. Your rolls are awful dude. Please just let us roll. It'd at least make it feel more like we're responsible and less like your shit luck is being imposed upon us.
>>
>>3286770
Hey, it's the QM's quest, let him decide how to run it.
>>
>>3286193
This
>>
>>3286770

My apologies about that, I figured it'd just be better and less confusing to have one centralised source of rolls, plus it prevents the results from being skewed one way or the other.
>>
>>3288301
There’s benefits to letting the players roll. But there’s also benefits to the QM rolling. Players feel like they have more control and are more invested I think when they roll themselves. But it can drag out for a long time and people can confuse each other. When the QM rolls it speeds up the pacing of the thread and allows for more frequent updates instead of waiting for a bunch of people to roll the correct amount of dice. In addition it is simpler to have it centralized. There’s no right or wrong way to run a thread, you’re doing good QM.
>>
>3288314

Thanks! In any case, I should hopefully be able to release an update soon.

Also, just realised that this thread is titled "part 2" when it's actually the third. Oops.
>>
>Send emissaries to all the Orcish tribes, urging them to stand as a united front
>Rolled 10/20
>Average Success

Unity. That is something more important than ever in the face of the pinkskin attack. Emissaries are quickly sent out to as many other tribes as can be found in the nearby region, warning them of the threat and urging them to stand with the Confederacy, lest all be subject to ruin. Some of course turn their backs, saying that they'll take their chances on their own, and that the pinkskins are too far away to be a threat. Others who have grown used to trade from your people and don't want to see a useful ally be lost say that they will ally with your confederacy, but shan't join it for the time being. Finally, a select few tribes who have grown particularly close to your confederacy actually choose to join it, pledging all their resources to the coming fight!

+4 tribes have chosen to ally with your people for the time being+
+2 tribes have chosen to join your confederacy, giving you an additional 34 population. You now number 166 Orcs+

>Marshal our forces for the coming battle
>Rolled 19/20
>Complete Success

The pinkskins are coming, your people have no doubt about that now. But if our battles against them are disorganised with little plan, then all shall fall to ruin. Thus it is that forces are marshalled, not only from the warrior caste, but from every living Orc capable of battle. Not only that, but a plan is put into place, making use of the tactics already observed by hunters going after prey. It is a simple plan, making use of cautiousness and the mountainside traps laid by your people, but should all go well, it is a plan that may very well save your people.

>Call upon the King in Yellow to aid us in our plight against the Pinkskins. Sacrifice as much as possible for his aid
>Rolled 14/100
>Low-Quarter Failure

The King in Yellow is your one true deity, a being above all others, the being who inspired your sages, inspired your people, who promised to give his aid to you in the oncoming storm. Now the Yellow Sages enter into a furious fervor of praying, making cave paintings in his veneration on every available surface, and sacrificing all the animals they can get their hands on. Yet there is no reply. You can only hope that he has listened to your call for aid...

BATTLE ROLLS INCOMING
>>
Rolled 8, 15 = 23 (2d20)

.
>>
Rolled 7 (1d28)

.
>>
Rolled 13, 1 = 14 (2d20)

.
>>
Rolled 16 (1d73)

.
>>
Rolled 17 (1d20)

Last roll now.
>>
i hope some of them are for our enemies as well
>>
Rolled 4, 6 = 10 (2d15)

Wait, two more rolls.
>>
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>THE BATTLE OF TURBAG PASS

It was early in the day that the first reports came in from the scouts, reports that the terrible army of the pinkskins was marching again, marching along a path that would eventually bring them to the next settlement in the confederation. But no, your people will not let that happen. The moment the word came in, the warriors got ready. Engaging them in direct combat was too dangerous a thing of course at this early stage, and so the Orcs simply harassed them with spear fire and pre-prepared traps so as to 'soften them up' as it were. And indeed it works, with 10 of the pinkskin's number being killed just from that alone. At last though, they reach the area where the true plan comes to fruition: Turbag Pass.

Even on guard as they are, the pinkskin soldiers are caught by surprise regardless when boulders begin to roll from the cliffs, completely blocking off the pass and causing 7 of the soldiers to fall to their deaths in the process. Even so, the pinkskins soon regain order, regrouping into a defensible position, ready for any Orc that might come up from the other end of the pass. What they are not ready for though is the sled riders, shuttling down from above and crashing right into the formation. In only a few moments, all is in disarray as the pinkskins are pushed back with ease, eventually forced to simply take off running, where some escape and others are soon hunted down. By the end of it all, 16 more pinkskin soldiers have been killed, and 4 taken prisoner, although sadly 17 valiant Orc warriors also lost their lives in the process.

>The battle is won by the Orcs
>33 sets of pinkskin arms and armour stolen
>4 pinkskins taken prisoner
>>
STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3288647
1 interrogate and sacrifice pinkskins to the yellow king
2 celebrate victory with all the confederation

idea: reverse engineer(ish) pinkskin equipment
>>
>>3288659
This seems reasonable
>>
Rolled 9, 16 = 25 (2d20)

>>3288659
>>3288670

Alrighty, rolling for actions.
>>
Rolled 92 (1d100)

And idea.
>>
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>Interrogate and sacrifice Pinkskins to the King in Yellow
>Rolled 9/20
>Average Success

At first of course, you can't understand the language of the Pinkskins when they speak to you, speaking in that bizarre, vile tongue of theirs. After enough time though, you finally begin to have an understanding of one another. From what you can tell, it appears as if they belong to a 'kingdom' by the name of 'Kilketch', some kind of great confederation which your home lies on the very fringes of. They themselves were here to 'exterminate pests and vermin' so that the area could properly be taken by 'civilised being'. After a while though, they eventually outlive the amount of information they can willingly give, and as such are offered up to the King in Yellow in the temple of the Yellow Sages. Interestingly enough though, after the completion of the ceremony they remained alive, yet different, speaking in a stilted, monotone way, as though only able to repeat what they had said before. In any case, they soon killed themselves, and the question of what exactly to do with them its put out of your people's minds.

>Celebrate victory with all the confederation
>Rolled 16/20
>Above-Average Success

For the first time since your people first encountered the pinkskins, you have defeated them, turned them back! No wonder your people are delighted. It takes some time to organise, but at last a grand feast and celebration is held, with all the confederacy present. With 149 Orcs present, it is likely the largest single gathering of your kind in history, and it certainly shows. Throughout the night the revelry continues as rations are freely given out and the people feast on delicious meals of roast guinea pig, mushrooms, and all manner of other things besides. Truly a night to remember.

+Confederal morale and unity greatly increases+

>Reverse engineer(ish) pinkskin equipment
>Rolled 92/100
>High-Quarter Success

Although your victory against the Pinkskins (Or 'Kilketchi' as your prisoners called themselves) was certainly useful for morale, there was another valuable thing acquired too: their equipment. For a long time now your people have observed from afar these strange weapons and garments, and now you are finally free to see how they work. For one thing, the similarity of their shining stones to your orange ones is undeniable, and although the orange stones are effectively useless as tools, this has spurred your people into figuring out how to beat them into shape and make jewellery as a result. As well as this, the designs of their armour is also noted and incorporated into your own, whilst you also manage to make a copy of their ranged weapons, a great improvement over the spear thrower.

+Jewellery (Copper) discovered+
+Copper hammering discovered+
+Lamellar armour discovered+
+Bow and arrow discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3289009
surely there are smaller more primitive tribes in the area. Seek them out and offer a place with you confederation.

then use the copper to add intimidating decorations to your wooden armor

try to melt the shiny stuff of the pinkskin armor to make your own newer weapons and armor.
>>
>>3289033
supporting
>>
>>3289009

Action 1: Set up more rockslides, log traps, put traps, and ambush points to defend from Kikeletch incursions
Action 2: Continue experimenting with mud/clay/sand/gravel mixtures to help fortification of our caves
Idea: Have our Yellow Sages contemplate different magic than fleshmancy. Maybe try altering their fleshmancy to improve objects and tools, or to find insight from the Yellow King
>>
>>3289675
+1
>>
>>3289033
+1 this
>>
>>3289675
+1
It looks like a good option to me, we already have plenty of tribes and caves on our side.
>>
Action 1: freely share knowledge and schematics of this "bow and arrow" with neighboring unconfedralized tribes to foster greater compliance(good faith token).
Action 2: establish archers

Idea: pyromancy
>>
>>3289675
Changing my vote to this to break the tie
>>
Rolled 3, 13 = 16 (2d20)

>>3289675
>>3289688
>>3290015
>>3290103

Alright, looks like we've come to a consensus! Rolling for actions.
>>
Rolled 64 (1d100)

And now the idea.
>>
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>Set up more rockslides, log traps, put traps, and ambush points to defend from Kilketchi incursions
>Rolled 3/20
>Low Failure

The battle of the pass was won, yet as a result of it, the threat presented by the Kilketchi is more real than ever now, and as such, so too is the need for proper traps greater than ever so as to once again slow their assault. As such, many Orcs once again begin the task of putting up these traps, only to find that unfortunately, it isn't quite as easy this time around. Not only is construction initially delayed due to the difficulty in finding proper resources, it ends up being a particularly disorganised affair, and by the end of it all little has been accomplished, with most of the traps that haven't already been destroyed by exposure simply being crude and unlikely to function.

>Continue experimenting with mud/clay/sand/gravel mixtures to help fortification of our caves
>Rolled 13/20
>Above-Average Success

Although the piled stones your people normally use generally form an alright obstacle, the fact remains that they would fall quickly to any sustained attack, and are rather unstable in any case. A solution clearly needs to be found, and indeed is found quite by accident. After experiencing a fall after a bout of particularly rainy weather, an Orc working on a piled stone wall found that those rocks covered with mud tended to stick together for longer, creating an overall more stable wall. This technique of using mud as a kind of mortar quickly spreads across the confederacy, where it soon combines with another recently discovered technique: that of creating artificial rocks, ones made of mud shaped in dry conditions and stabilised via the use of grasses and the like. All in all, small changes for now, but ones that could have the potential to create a great impact in the future.

+Mud mortar discovered+
+Mud bricks discovered+

>Have our Yellow Sages contemplate different magic than Fleshmancy
>Rolled 64/100
>Low-Quarter Success

Although Fleshmancy certainly has its uses, your catastrophic failure at making Orc super-soldiers has made some of the Yellow Sages wonder if there are not other forms of magic they can use. Calling to the King in Yellow for assistance, they only get vague snatches of greyness and blackness, along with a strange sensation of... cold? It takes a while before one of the Sages finally realises what they are perceiving: stone. Hastily, they rush over to the rocks that form the cave, using all their power to listen to it, hear it. And yes, there it is, right beneath their fingers: the sensation of something living, thinking, manipulable. It isn't much, but it seems that with enough practice, rock may very well be as easily manipulated as flesh.

+Geomancy discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3293376
Action 1 - We lost 17 orcs in the battle for Turbag Pass, we should train our orcs to be better fighters
Action 2 - Have our Yellow Sages practice geomancy
Idea - Try figure out how to create buildings with our new mud mortar and bricks
>>
>>3293376
Action 1: Have our sages practice their new found skill by using it to carve out more living and farming space in our caves, using their magic to form more intricate and stable structures, making better use of the space we have.
Action 2: Try to capture and domesticate animals other than the Guinea pig, maybe rams, wolf's or birds. Whatever works
Idea: Pottery and true bricks, by chance an orc that tried to speed up the drying of mud bricks has discovered pottery.
>>
>>3293409
+1
>>
Action: With our victory over the pinkies still in recent memory, we should strike while the iron is hot so to speak. We should approach more tribes and leverage our victory to gain more orks for the confederacy.
Action 2: Currently our forces are disorganised, we should have a group of archers train with the warriers so we know best how to used them in any upcoming battles.
Idea: Expand our knowledge of geomancy
>>
>>3293389
I'm changing my answer to support this >>3293409
>>
Rolled 5, 16 = 21 (2d20)

>>3293409
>>3293410
>>3293430

Alrighty, rolling for actions!
>>
Rolled 12 (1d100)

And now for the idea.
>>
"Mok walked the tight moutain path that stretched a long,rocky, treeless path before it opened to the wide glen his tribe bedded down in with fresh slain snake draped over his shoulder only stopping when he came across a adolescent Male ork know siting on the ground of the cliff facing the expanse. Mok asked him "what?" Kol responded "I want go over there" pointing in the distance.
Idea. Ork explorers, to facilitate a greater understanding of ork surrounding.
>>
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>Have our sages practice their new found skill by using it to carve out more living and farming space in our caves
>Rolled 5/20
>Failure

With the discovery of Geomancy (No matter how basic), your Yellow Sages have been wondering if they could not make use of it to aid in the carving out of new space in the caves with even more ease. After all, just imagine how much the work of the diggers could be improved if they could hear the speech of the Earth himself! Such are the beliefs of the Sages, who soon attempt to make use of their skills to aid the diggers. Unfortunately, the advice they give from what they hear is of little use to them, slowing down their work if anything, and in the end little is accomplished.

>Try to capture and domesticate animals other than the Guinea pig
>Rolled 16/20
>Above-Average Success

Although Guinea pigs are certainly all well and good, they don't exactly provide much variety, and certain tribespeople are interested in finding something new to domesticate so they aren't eating the same thing day in day out. Searching around them, they settle on the nearest large animals they can find: birds. At first, their thoughts go the eagles, so great, so majestic. Yet alas, it turns out Eagles and other birds similar to them don't exactly like being penned, and although they can be trained well enough (Falconry being discovered in the process), domesticating them is beyond your abilities for now. However, they do find an alternative in the form of a small, ground dwelling bird with sharp teeth and wings incapable of anything other than short glides. Dubbing them 'Toothfowls', Orcs have begun herding the birds into pens nearby settlements, and already changes are being discovered as they become more and more docile and easily fattened with each passing generation.

+Falconry discovered+
+Toothfowls domesticated+

>Pottery and true bricks
>Rolled 12/100
>Low-Quarter Failure

The idea of using mud to create artificial rocks has acquired the interest of your people, many of whom have begun to experiment with it in order to create better rocks, or even entirely different things aside. Unfortunately, their attempts achieve little, with their crude vessels falling apart in their hands, and their attempts to create more refined bricks rarely producing anything much different to what has already been made. It seems as though for now, the Orcs will just have to make do with what they already have.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3300052
>Action 1: Create a team of hunters specialized in Falconry, using them to hunt and scout ahead
>Action 2: let's attempt to make traps once again, making them look similar than the last ones, but working out differently, thus when the pinkskins attack once again, they will believe the traps to be surmountable, realising all too late that the traps are different.
>Idea: SUPER ORC SOLDIER WITH EAGLE WINGS
>>
>>3300161
This
>>
Action1: many begin to fashion higher quality garments from pig fur, hide, feather, and bone sown together with plant fiber and intestines. Out of necessity due to colder weather.
Action 2: begin search for better building materials. Like lumber, and ore.
Idea: hanggliders,nuff said.
>>
Rolled 9, 5 = 14 (2d20)

>>3300161
>>3300253

Alright, rolling for actions. After this next post, I'll be moving over to Part 4.
>>
Rolled 20 (1d100)

And idea.
>>
>>3300423
>>3300420
Oof
>>
>>3300423
N-Nat 20?
>>
>>3300892
Out of 100 lol
>>
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>>3300929
>>
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>Create a team of hunters specialised in Falconry, using them to hunt and scout ahead
>Rolled 9/20
>Average Success

Although difficult at first to learn, falconry is something that has become quite popular amongst the Orcs, in large part simply due to how utterly awesome it feels for them. Recently though, things have been changing as a splinter sect of the warrior caste develops. These people do not hunt or scout using simple weapons and brute strength, oh no. Instead, they use the birds as allies, companions who aid them in scouting ahead and searching for dangers. This connection to an animal companion may seem strange to other Orcs who are used to seeing them merely as a food source, but there can be no doubt that it has vastly improved their effectiveness.

+Falconers Caste created+

>Attempt to make different working traps
>Rolled 5/20
>Failure

As your Orcs continue to work on rebuilding the used traps and even constructing new ones, they come to a realisation. The Kilketchi have already had experience with our traps from Turbag Pass, so who's to say that knowing what's coming, they won't simply figure out a way to get past them? No, if you want to truly pull the wool over their eyes, you need to trick them, make them think they know what's coming, before surprising them with something entirely different. And that is exactly what the Orcs try to do. Unfortunately, it appears that they aren't exactly the most creative types, and by the end of it all the functions of the traps they create are little different, and although they may very well function alright, they aren't exactly novel. It seems as though for now, this remains a failure.

>SUPER ORC SOLDIER WITH EAGLE WINGS
>Rolled 20/100
>Low-Quarter Failure + Nat 20

When a long, drawn out scream wakes up an entire settlement once again, they already have fears about where it is coming from, fears that are confirmed the moment they exit the settlement to take a look: the cave of the Yellow Sages. Although none alive today remember, stories still persist about the misshapen monstrosity that used to be an Orc, and even now there are sometimes tales of travellers between settlement being assaulted in the dark by lumpen creatures that almost seem Orcish, but not quite. Rushing up to the cave, they arrive just in time to see several beings fly out, bearing the appearance of Orcs but with great wings sprouting from their backs, wings that allow them to fly into the air. Running out of the cave shortly afterwards come the 6 Yellow Sages, and this time they don't even need to explain for the other Orcs to come to a conclusion: yet another Fleshmancy experiment on some "willing subjects" has gone awry...
>>
And that's it for Part 3 of Orc Civilization Quest! Should have the thread for part 4 up later on today.
>>
New Thread moved to here: >>3302305

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



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