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"Now, where we again with our lecture? Ah yes, I remember now. Now, you must understand that although the Confederacy and Kilketch had come into brief contact before this point, this was the turning point, when the Orcs first began to truly come into contact with the outside world. Now, let me tell you about what happened after the establishment of the first trading post between the two groups..."
>>
Current Stats:

>Population: 178 (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, who your people have taken to gathering in large temple caves to praise and worship. A warrior caste is present, composed out of the strongest and greatest fighters in the confederation, and a caste of falconers has also developed. Meanwhile, a long tradition of sled riding is also present in your people's culture. Of clothes, your warriors will often go about in their wooden armour for show, and certain Orcs will also adorn themselves with pieces of copper jewellery. Other than that though, your people simply tend to go about 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 wooden lamellar armour and bows are used by your warriors. Fungiwood sleds are also used, both to drag around goods and also to take risky rides down the mountainside. Your settlements meanwhile are connected together via a system of dirt roads, and protected with walls and watchtowers of mud brick and rock. In terms of homes, your people inhabit cave dwellings sometimes lined with grass bedding, although small rock and mud brick huts have begun to come into use as well. Although you remain unfamiliar with the art of smelting, you are nonetheless able to hammer copper into various shapes to use as jewellery.
>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. As well as this, they are also capable of grafting together flesh, skin and bones via Fleshmancy, and can use a crude form of Geomancy to soften stones into something more like hard clay, a useful thing for miners.
>Food: Abundant. Your people practise a primitive form of agriculture revolving around the fungi that grow in the nearby caves, and obtain their meat from the herding of domesticated Guinea pigs and Toothfowls. 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.
>>
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With the King in Yellow's blessing, a non-aggression pact has at last been brokered with the Kingdom of Kilketch, and for the first time in your people's history, you begin to trade with the Pinkskins. Shortly after the dispatching of a messenger to confirm the agreement, builders are seen coming to build a small trading post on the trail between the fringes of your people's territory and the Kilketchi fort, now beginning to become a settlement itself. The post is a small thing, constructed out of logs hewn together, but it serves as a neutral ground in which your two peoples can meet and trade.

And so it is that slowly but surely, the Kilketchi goods begin to filter into your lands. In return for the orange stone, mushrooms and mountain animal furs, they give to you pottery, fabrics and even in certain cases iron tools which, although your people are unable to reproduce them, have become almost like a mark of status for chieftains of the Confederal tribes. It seems that at long last, peace has come.

+Non-aggression made with Kilketch+
+Trade begins with Kilketch+
+You now have small-scale access to pottery, wool fabric and iron tools+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3329075
Didn’t we have the Yellow sages train up apprentices and assistants to be future sages?
>>
>>3329101

Oh bugger, we did, sorry about that. I swear, one of these days I'll manage to post a stat block without any errors in it.

For reference, there are actually 13 Yellow Sages as of last thread, not 6.
>>
>>3329075
>Explore a nearby cave. Clear it out if need be. Ideally, we'll take over this entire mountain, hole by hole.
>More mining
>Further refine geomancy.
>>
>>3329130
yes see what we can make combining geomancy and Fleshmancy
>>
Rolled 7, 2 = 9 (2d20)

>>3329122
>>3329130
>>3329133

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

And the idea.
>>
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>Assist with the building of the trade post.
>Rolled 7/20
>High Failure

The construction of the trade post is perhaps the most solid sign of your pact with Kilketch, and in order to build good favour, a few Orcs decide that they want to help. Unfortunately, it turns out that much of the trade post is pretty much done already, and although they do make a few huts and other constructions of stone, sod and mud around the place, they are mostly left untouched and unused, the visiting pinkskins pleased by the apparent attempt to aid and show good favour, but otherwise ignoring them. All that is needed is already there it seems.

>Experiment with the iron tools to see if we can learn the secrets of iron
>Rolled 2/20
>Complete Failure

Although you receive a steady trickle of iron tools from your trade with Kilketch, the secret of actually making it (Or forging any kind of metal at all for that matter) remains beyond your grasp. Knowing that it is possible to melt down the orange stone in campfires, one Orc decides to do something similar, throwing a knife he managed to obtain into the campfire. The knife doesn't melt, and he ends up having to wait half a day for the fire to go down so he can retrieve it, still none the wiser as to the processes behind its making.

>Yellow Sages combine Geomancy and Fleshmancy to create a guardian creature for the tribal confederation
>Rolled 14/100
>Low-Quarter Failure

For the most part, Orc augmentation via Fleshmancy is something the Yellow Sages have avoided ever since the misshapen monstrosities and insane winged Orcs were first created, both of whom can still be heard deep in the woods and high in the mountains. Yet this ended when on their way back from the trade post, a group of Orcs were attacked by something that looked almost like an Orc warrior, yet with lumps and shards of rock painfully set into its skin, serving simultaneously as armour, weapons and torture devices. Although they escaped, they made certain to question the Yellow Sages once they returned, who revealed the unfortunate truth: they had attempted to combine Fleshmancy and Geomancy, to create a warrior armoured by rock who could stand as a true guardian for the tribes of the Confederacy. Alas, it seems that this attempt at modifying Orcs with dubious consent has also ended in failure and insanity, just like the other two times it has been done. Time will tell if the Yellow Sages learn though...
>>
STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Just giving a bit of a bump to this.
>>
>>3329409
>>Explore a nearby cave. Clear it out if need be. Ideally, we'll take over this entire mountain, hole by hole.
>>More mining
>>Further refine geomancy.
>>
>>3329408
>Action one, make clothes, using the new cloth
>Action two, make sure the Yellow Sages start taking consent and get guards, that way whatever orc they experimented last on stops running off and killing people.
>Idea, Refine Fleshmancy, it helps if you can understand what you are doing when experimenting.
>>
>>3329408
> Try to bargain the humans into teaching us how to work iron ourselves.

> Try to work iron with geomancy.
>>
>>3329408
>>Explore a nearby cave. Clear it out if need be. Ideally, we'll take over this entire mountain, hole by hole.
>>More mining
>>Further refine geomancy/ Try to work iron with geomancy.
>>
>>3330139
This, general expansion and geomancy
>>
Rolled 3, 15 = 18 (2d20)

>>3330139
>>3330604
>>3330794
>>3330962
>>3330963

Alright then, rolling for actions.
>>
Rolled 95 (1d100)

And the idea.
>>
>>3331184
>>3331186
Yay, for once we don't suck.
>>
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>Explore a nearby cave.
>Rolled 3/20
>Low Failure

Setting out from their settlement, a few Orcs notice a nearby cave which they don't recall entering before. Around it lie several small fortifications, clearly at least a couple of centuries old, and now lying abandoned. Was this some old settlement, now gone to the mists of time? Climbing down, they venture into the cave, and it only takes a few minutes for them to encounter the real reason those fortifications were built: the beast. In the ensuing flight from the cave, the Orcs are only able to recall a few things.

The beast stands taller than two Orcs, and likely even taller if it wasn't so slouched.

The beast has claws the length of a forearm.

The red eyes might be a bit of an exaggeration.

>More mining
>Rolled 15/20
>Above-Average success

Meanwhile back at home, the miners continue to mine, quarrying out stones and excavating new chambers whenever they're needed (Although the need has lessened somewhat as of recently with the additional home that the outside huts provide for certain Orcs). As they delve deeper and deeper though, they come across two strange new kinds of rock. The first is dark as night, and soft too. Due to the powder that constantly comes away from it, it isn't too good a building material, but it is noted with interest regardless. As well as this, a kind of reddish coloured stone is also found, one which almost seems to bear a vague similarity to the orange one, although attempts at throwing it into campfires have yielded no results yet.

+Black stone discovered+
+Reddish stone discovered+

>Further refine Geomancy
>Rolled 95/100
>Complete Success

After the failure of their latest attempt at Fleshmancy, the Yellow Sages decide to return to the realm of stone instead, listening to the sounds, the words deep within the rocks, deciphering their meaning. The art of softening stone has been further refined, to the point where now they can sculpt and mould it as easy as clay. But this isn't all, oh no. By concentrating hard enough, they are even able to shatter rocks into pieces now, take them apart so as to better acquire whatever lies within. You don't exactly know what this could be used for, but it's something. Finally, with enough effort, enough concentration, they can even summon stones from the very bowels of the earth itself, causing them to erupt forth from the ground, where they can then be taken apart for use in walls, huts and other structures.

+Stone sculpting discovered+
+Stone shattering discovered+
+Stone summoning discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3331274
>Hunt the beast
>Have geomancers investigate new rocks
>Construct golem
>>
>>3331274
>Action 1:
Organize a hunt for the beast, invite the surrounding tribes and the Kilketch. Make it a big unifying event, with a celebration before and an even bigger one, should we bring the creature down. Whomever slays it should gain great honor, some of the rare iron weapons and orange jewelry.
>Action 2:
Have the yellow sages use their geomancy skills to refine our caves and the tracks between the confederacy members. Since they can mold rock like clay, I am expecting them to improve our crude stone works into beautiful and much more stable (since they can sculpt out any cracks or weaknesses in the stone) structures. It should look like the stone is flowing and has naturally taken a form.
>Idea:
Furnaces, after carving out small fire pits in the caves, we have discovered how airflow directed through holes placed above and below the fire, can greatly increase its heat production. We have also thrown some of the black rock in and discovered what happened (coal I'm assuming?)
>>
>>3331295
supporting
except dont invite the humies
ORCS FIRST
>>
>>3331312
I'm ok with that
>>
Rolled 1, 10 = 11 (2d20)

>>3331283
>>3331295
>>3331312
>>3331318

Alright then, looks like we've come to a consensus! Rolling for actions now.
>>
Rolled 13 (1d100)

And the idea.
>>
>>3331334
>>3331338
Aaaand we are right back to sucking
>>
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>Organise a hunt for the beast.
>Rolled 1/20
>Complete and utter failure

The beast is a threat. The beast must be stopped. That is something your people all agree on, and so it is that a hunt begins to be organised. 20 of the Confederacy's finest warriors convene, armoured in wooden laminar, a couple even wielding iron weapons which now serve not just as a status symbol, but as a proper weapon. After a lengthy celebration to build morale, they head down the path, past the old fortifications and into the cave itself.

However, although spirits are high at first, they soon fade. Deeper and deeper they venture into the cave, darker and darker, yet no beast is in sight. Its presence is here though, marked by the deep claw gouges in the side of the walls. indeed, the further down the warriors go, the more it looks as though these tunnels were in fact dug out by the best, or others like that. Things become yet more tense as they become completely shrouded in darkness. At last though, quite by accident, the beast is discovered.

One of the warriors bumps into a wall of shaggy fur. Hastily backing up, he looks up and tries to get a view of the beast in the darkness. Little can be said, other than the fact that it bears a hulking, shaggy form, greater than anything they have before encountered. Then slowly, it begins to lumber forward, walking upon thick limbs with sabre-like claws. The warriors attempt to kill it, to stab it with their spears, hit it with their slings, their arrows. Yet nothing works. The beast continues to make its way forward, slowly but steadily, unharmed by their weapons, until at last it reached out and grabs one of the warriors with a single paw, pulling them back with what must be the strength of several Orcs combined. Realising that nothing can be done, the warriors are forced to flee, all whilst the ear-piercing scratched of the impervious beast's claws upon the stone floor echo through the tunnels. It is a dark day.

>Have the yellow sages use their geomancy skills to refine our caves and the tracks between the confederacy members
>Rolled 10/20
>Average Success

With their stone sculpting abilities, a few of the Yellow Sages have taken to improving their cave and the nearby settlement, if only to make it all the more pleasing to the eye. It still remains relatively crude looking, fingerprints left in the rock, but there are few who can deny that it looks quite a bit better (And likely more stable and protective too) for the walls and huts to have almost no cracks or gaps whatsoever between the rocks. However, the Yellow Sages have yet to try further refining this or making use of it in other settlements.
>>
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>Create basic furnaces
>Rolled 13/100
>Low-Quarter Failure + Unlucky Thirteen

It is noted with interest by a few Orcs that the black rock (Which some have taken to calling 'coal') burns as well as wood in flame. But what if they could make it better, hotter? With all the knowledge that they have, they attempt to build up a clay construction in order to funnel air into the fire, to make it ever brighter, ever hotter. At first, it works perfectly, the flames burning higher and stronger than they've ever been seen before. But then, in a single second, all that it interrupted.

For the flames don't stay like normal flames, oh no. They began to twist and curl, the smoke almost seeming to form a figure of sorts, although it's difficult to tell. Rearing up to the height of several Orcs, it spends a few moments surveying them before suddenly exploding. The primitive furnace shatters, flame and shards flying out, killing the nearest Orcs and horrifically scarring and wounding quite a few more as all is sent into disarray. As it is, it takes some time for the warriors to finally restore order, and everyone remains scared and confused by what just occurred.

At the exact same time yet a long ways away in their cave, the Yellow Sages hear an exclamation, an utterance in the vast, almost incomprehensible voice of the King in Yellow.

BUGGER

---

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Bump
>>
>>3331466
Actions: Explore other caves
Idea: Continue furnace attempt
>>
>>3331450
>Action: Attempt to learn the secrets of different colored rocks. See how we can utilize the oars
>Action: Utilize animal fur and plant fibers to make actual clothes and stop being naked. Maybe even use some as padded and leather armor
Idea: Use Fleshmancy to improve orcs. Make muscle bigger and peepee bigger so orcs is alpha as heck
>>
>>3331466
>Action 1:
The yellow sages should commune with the yellow king on the subject of shiny and black rocks, since he granted us the gift of geomancy and has reacted to what ever the fuck happened to our furnace. Maybe he can guide us in this subject that has continually eluded us.
>Action 2:
Expand our trading relationship with the humans. Which of our exports is the most thought after? Can we set up regularly reaccuring transactions, like each month you get X Amount of mushroom meat for Y Amount of iron spear tips. Maybe have some Orks start to permanently set up 'shop' in the trade post.
>Idea
Precision geomancy, our yellow sages are refining their powers to form tools from the stone. Mostly crafting Axes and Spears from solid stone, that they have strengthened by compressing the rock into harder and denser pieces.
>>
Rolled 5, 12 = 17 (2d20)

>>3331601
>>3331607
>>3331610
>>3331614

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

And the idea.
>>
>>3331636
Lol we orcish mandingos now
>>
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>Attempt to learn the secrets of different coloured rocks.
>Rolled 5/20
>Failure

Although attempts at melting it in the campfire like copper have yet to be successful, that isn't going to stop your people from trying to find the secrets behind the red stone. Whether it's smashing them apart, dousing them in water or simply hammering at them from different angles, the Orcs seemingly will not stop until they've figured out what useful properties the stone may contain. Alas, their attempts are unsuccessful, and eventually they just give up.

>Utilise animal fur and plant fibres to make actual clothes and stop being naked.
>Rolled 12/20
>Average Success + Kilketchi interaction

Although your warriors have worn armour for some time now, first crude boards of wood, but later more sophisticated laminar, most Orcs in general remain pretty much naked. However, as trade with Kilketch goes on, culture is beginning to change. At first, it was simply a matter of some Orcs noticing that the more covered up they were, the better the Kilketchi traders were likely to regard them. Yet soon enough the practical benefits of such clothing were observed, and it didn't take too long after that for a clothing revolution of sorts to take off, as kilts, tunics and fur hats all begin to take hold amongst the Orc populace.

+Tunics discovered+
+Kilts discovered+
+Fur caps discovered+

>Use Fleshmancy to improve Orcs
>Rolled 92/100
>High-Quarter Success

When the warriors who formed the guard for the Yellow Sages came down to the settlement, it was immediately clear that they had been altered. Not drastically so, not with wings or rocks or any of that. No, they were simply rather more muscular than even most warriors, and tall too, tall enough that they'd likely be around the same height as one of the Pinkskins. It only takes a while for them to become the talk of the town so to speak, and with such fame comes... other relations. Although there is as of yet no comment on whether or not the warrior's endowements were also altered, there are certainly an awful lot of pregnant female Orcs now, whose children will in turn eventually prove to be just as much stronger and more powerful as their sires.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3333514
Supporting these
>>
>>3333514
This
>>
Rolled 5, 10 = 15 (2d20)

>>3333514
>>3333866
>>3335934

Alright, looks like we've come to a consensus. Rolling for actions!
>>
Rolled 85 (1d100)

And the idea.
>>
>>3335950
Yay
>>3335947
God dam it, we'll never have metal, will we? At least we have magically crafted stone tools now, so maybe we should just accept our metal ineptitude
>>
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>Study strange rocks more
>Rolled 5/20
>Failure + Previous attempts

Alright, so throwing the rocks in the campfire didn't work, and neither did smashing them apart. But... what if you did both? Smashing the rocks up into a powder, a few Orcs then place the powder inside a Kilketchi pot, before placing it above a fire in the hopes that this way it will melt more easily. Unfortunately, although the powder appears to burn, only a small amount melts, and even that produces useless slag. A small step in the right direction perhaps, but still nothing that you can properly make use of yet.

>Utilising furs and plant fibres, develop new armour.
>Rolled 10/20
>Average Success

Although your lamellar certainly does provide protection to your warriors, it remains inflexible and with the right weapons, easily shattered. As such, beneath their armour warriors have now begun to wear layers of furs and fabric as a kind of padding so as to compound the protection provided by fungiwood laminar.

+Padded fur/fabric armour discovered+

>Precision Geomancy
>Rolled 85/100
>High-Quarter Success

Although stone sculpting has been mostly used simply to smooth out constructions, recently the Yellow Sages have been experimenting with other uses for it. Softening a piece of stone until it is more like clay than anything else, they take a hammerstone and hammer it until it becomes practically flat, before allowing it to harden again. By repeating this process again and again and again, they can thus build up a material far harder and denser than any stone, indeed one that could even be said to be equivalent to the iron and bronze of the Kilketchi. Although the fact that you only have 13 people producing this substance limits its abundance, weapons made from it are already becoming favoured amongst the warriors, and even a few of the Kilketchi traders have observed it with interest.

+Hardstone discovered. You guys can come up with a proper name for it if you'd like+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3336428
>Action 1:
The yellow sages should commune with the yellow king on the subject of shiny and black rocks, since he granted us the gift of geomancy and has reacted to what ever the fuck happened to our furnace. Maybe he can guide us in this subject that has continually eluded us.
>Action 2:
Expand our trading relationship with the humans. Which of our exports is the most thought after? Can we set up regularly reaccuring transactions, like each month you get X Amount of mushroom meat for Y Amount of iron spear tips. Maybe have some Orks start to permanently set up 'shop' in the trade post.
>Idea:
Primitive currency, I don't know if that is something we can copy from the humans, but the orks start using flattened pieces of the orange rock as a universal exchange good.
>>
>>3336473
Supporting. More food, and living space means more orcs. Annual festival is maybe too much, maybe every 4 years like the Olympics though.
>>
>>3336473
+1

Name -1

Name suggestion: Corestone
>>
Rolled 18, 5 = 23 (2d20)

>>3336456
>>3336473
>>3336477
>>3336479

Alright, looks like we've come to an agreement then! Rolling for actions.
>>
Rolled 78 (1d100)

And the idea.
>>
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>Try to use Fleshmancy on the mushroom and fungus farms.
>Rolled 18/20
>Complete Success

If there is one divide that almost all can agree on, it is the divide between animal and plant, meat and mushroom. At least, that's how it used to be. Now though, a particular creation of the Yellow Sages is spreading throughout the Confederacy: fleshrooms. Originally produced by using Fleshmancy to fuse Guinea pig meat to mushrooms, fleshrooms will grow as quickly as mushrooms, require very little maintenance, and best of all produce meat just as tasty as that of any animal! As can be expected, this has quickly spread to the point where now fleshroom meat is just as much a staple part of the Orcish diet as the regular kind.

+Fleshrooms created+
+Population increased by 19 births. You now number 201 Orcs+

>Use Geomancy and existing mining and construction techniques to expand the orc caves and living space.
>Rolled 5/20
>Failure + Geomancy + Pickaxes + Ongoing work

Although mining is something that is always going on, whether to expand fields, create new storage rooms or simply provide more space, recently certain miners have been wondering whether they couldn't expand the caverns further, create a truly colossal space to call home? Working together, the miners create a set of plans for ways they could make the caverns more stable while still greatly expanding them. Alas, although all seems solid at first, their plan is scuttled by the fact that beyond a certain point, they simply can't reach any higher, something which puts a stop towards their dreams of a great cathedral-like cave for the time being. At least they got some nice architecture out of it though.

+Columns invented+
+Arches invented+
>>
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>Quadrennial intertribal tournament festival.
>Rolled 78/100
>High-Quarter Success + Existing culture

The idea comes up at one of the meetings of the chieftains. In the past there have been the occasional competitions and tournaments between the tribes, but nothing truly and properly organised. Now though, with the Confederacy's population continuing to grow and contact with the outside world truly beginning, unity is more important than ever. So it is that the preparation begins for the first Confederacy wide tournament, although for now it has no official name, simply being called 'The Grand Tournament', although a true name may be thought of in the future.

It takes quite a lengthy period of preparation of course as competitors train and all do their part to prepare, but at last it is ready. The gathering at the designated settlement is perhaps the largest in your history, with a great crowd of 201 Orcs arriving, not to mention a couple of Kilketchi traders who were interested to watch. The Tournament then proceeds to go on for around a week as Orcs compete in racing, jumping, climbing, archery, javelin throwing, sled riding, fighting (With wooden weapons), and even Guinea pig fights. Afterwards, the top 3 Orcs of each are presented with medallions of the King in Yellow specifically sculpted for the occasion, a great honour to be sure. Topping all this off is a grand feast of meat, mushrooms and even a few herbs from Kilketchi traders, before the Orcs at last return to their respective settlements having very much enjoyed the occasion.

With how successful the Grand Tournament ended up becoming, it has become something of a tradition practiced every 4 years since then, and indeed the measure of how long it has been since the first has become the closest thing the Orcs have to a kind of calendar.

+Confederal morale greatly increased+
+Confederal unity increased+
+Tournamental Calendar invented+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER

(Please excuse my attempt at drawing the medal. Turns out a mouse isn't exactly the best thing to illustrate with)
>>
>>3336986
1: use fleshmancy to make females better birthing machines, quicker pregnancies bigger litters
2:FUCKING METALLURGY GET IT DONE

Idea: research flesh/hardstone golems
>>
>>3336993
Support
>>
>>3336986
>Action 1:
The yellow sages should commune with the yellow king on the subject of shiny and black rocks, since he granted us the gift of geomancy and has reacted to what ever the fuck happened to our furnace. Maybe he can guide us in this subject that has continually eluded us.
>Action 2:
Expand our trading relationship with the humans. Which of our exports is the most thought after? Can we set up regularly reaccuring transactions, like each month you get X Amount of mushroom meat for Y Amount of iron spear tips. Maybe have some Orks start to permanently set up 'shop' in the trade post
>Idea:
Beasts of burden, through flesh forming similar to the big muscle orks and selective breeding, we have produced birds and pigs that can drag slats or be ridden.
>>
Rolled 18, 8 = 26 (2d20)

>>3336993
>>3337023
>>3337035

Alright, rolling for actions.
>>
Rolled 93 (1d100)

And the idea.
>>
>Use Fleshmancy to make females better birthing machines.
>Rolled 18/20
>Complete Success + Previous Orc modification

There can be little doubt that the Orcs have benefited from modification by the Yellow Sages before, as can be seen in the height and musculature exhibited by quite a few warriors who individually are close to even being on par with humans now. However, as of late there are quite a few who are somewhat disturbed by the Yellow Sage's latest experiments in Fleshmancy, experiments specific to Orc females. Although the speeding up of pregnancy certainly allows for the growth of population, as does the widening of hips allow for easier births, it seems to some unsettlingly similar to the situation involving modifications made to female Guinea pigs for better breeding, especially given that your society is mostly equal where gender is concerned. Still, it is the will of the Yellow Sages, and as they have the ear of the King in Yellow, it can only be the right way forward. Right?

+Population increased by 32 births. You now number 233 Orcs+

>Metallurgy
>Rolled 8/20
>High Failure + Existing knowledge + Kilketchi contact

Although you have been hammering copper into shapes to use as jewellery for some time now, just as you have been aware of how it melts in fires, metallurgy has remained beyond your grasp. But now that has changed, for although the Kilketchi haven't taught you the art themselves, certain Orcs have picked up on what hints they have overheard to figure out how to smelt copper, before pouring it into molds of clay. It may not be good for much other than making more intricate jewellery, but it's the Orc's first foray into metallurgy nonetheless.

+Smelting invented+
+Clay molds invented+

>Research flesh/corestone Golems
>Rolled 93/100
>High-Quarter Success

It is a cold winter's day when the Yellow Sages stride down into the settlement with pride on their faces, dyed yellow robes (Obtained from Kilketchi traders) fluttering in the wind. The reason for their pride soon becomes clear when the Orcs notice the warriors guarding them. At least, they used to be warriors. Now, their entire bodies have been covered with a thick, uneven layer of corestone, making them impervious to the majority of weapons, albeit at the cost of their being capable of speech or more co-ordinated movement. Indeed, as the Yellow Sages explain, these 'Golems' will in fact be functionally immortal, so much of their bodies coated and replaced with corestone that age hardly concerns them. Of course, there is the matter of the mind, but let's face it: what need does a golem have for a mind anyway?

+Corestone Golems created+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3337944
>Construct golem miners to ceaselessly bore further into the mountain
>Have warriorgolems hunt The Beast
>Meditate on other potential -mancies.
>>
>>3337972
Supporting
>>
>>3337972
>>3337972
sure
>>
>>3337972
Supporting
>>
Rolled 8, 20 = 28 (2d20)

>>3337972
>>3338263
>>3339233
>>3339236

Looks like things are unanimous then! Rolling for actions.
>>
Rolled 75 (1d100)

And the idea.
>>
>>3339337
>>3339338
Aw hell yeah, things are looking up
>>
>>3339338
>>3339337
Has our luck finally changed for good?
I'm glad we got a crit 20 on tearing the beast a new anus
>>
I think the hierarchy of this primitive society could go like this:
Chieftan (If this society is based on might = right than it would be fair for him to be a super orc)

Yellow priests, super orcs that guard the priests (and probably the Chieftan), normal militia, specialized citizens (tanners, masons etc) and lastly peasants/farmer types (dumb labour pretty much).
>>
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Is the forgotten beast a ground sloth/megatherium?

I know that they have huge claws that they used to dig holes, that eventually turned to smooth caves.
>>
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Heres an orc of this civilization that is probably quite well off (judging from its apparel). Made this in photoshop. You can make of it what you will
>>
>>3339571
You've nailed the look perfectly, the Yellow King would be proud
>>
>>3339571
gud jawb anon!

also good jawb++ for not namefagging it
>>
>>3339571
noice
>>
>>3339571
Oh wow, that's actually really good! Yeah, you've definitely nailed it.

As for the beast, you'll find out in the coming update...
>>
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>Construct golem miners to ceaselessly bore further into the mountain
>Rolled 8/20
>High Failure

Whilst the first and foremost use for the Golems is as specialised guards, there are a few who wonder whether they could not be turned to different purposes. After obtaining several Golems from the Yellow Sages in return for a considerable amount of copper, a group of Orcs set them to work digging out new space, boring ever further into the mountain. After all, given that they never tire and are effectively immortal, they should be the perfect workers, right? Unfortunately, although they will continue their work constantly, Golems aren't the most efficient of miners, and as such although they certainly supplement their work, at the end of the day regular Orc miners and labourers are still required. It's something though.

>Have warrior Golems hunt the Beast
>Rolled 20/20
>Complete and total success

Fortifications are not enough. Warriors are not enough. If your people are to eliminate The Beast once and for all, you need something that never fears, never tires, something of incredible strength. Thankfully, you now have that something in the form of the Golems. Coated in solid corestone, it will take a considerable amount of damage to put them down, damage which hopefully The Beast won't be able to inflict. So it is that after days of preparation and training, a group of Golem warriors are sent into the caverns, armed with the finest weapons that can possibly be obtained. The Orcs wait in tense suspense.

At last, after several days the Golems return, dragging with them the corpses not just of one beast, but of several of them. And oh, what terrible beasts they are! Thick and muscled, most of their body is coated with long shaggy hair, with the exception of their queer white and black muzzles. Their tails are of a considerable length, and their sabre-like claws are just as much the stuff of nightmares as the stories make them out to be. What's more, as one of the more mentally intact Golems shows with a set of etchings on the ground, it appears as though the long, winding tunnels eventually culminate in a hole on the other side of the mountain, overlooking an area of seemingly endless plains, only lightly wooded with certain areas. If the report is to be believed, this area seems to be populated with multiple families of the great beasts, perhaps even being their homeland. In any case, the celebrations are great and the feasting long, although some of the miners appear more interested in the maps of the caverns and tunnels produced than anything else.
>>
> Meditate on other potential -mancies.
>Rolled 75/100
>High-Quarter Success

The new discoveries related to the tunnels and the successful killing of several of the Beasts overshadows a discovery made by the Yellow Sages in their spare time. Whilst they were waiting for the Golems to return, they were experimenting with medicinal lore and what exactly could be done with it. As they did so, they began to realise that some of the infusions they created had far different effects to what they could've imagined, more useful ones too. Their knowledge on this remains weak, and for the moment they know little beyond basic healing potions, but to an outside observer it is clear what they have begun doing: alchemy.

+Basic alchemy discovered+
+Weak healing potions invented+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER

(Yeah, it was giant ground sloths/megatherium)
>>
>>3340031
1: make weapons from giant monster claws
2: establish watchtower at the opening towards the plains

idea: establish central government
>>
>>3340031
Action 1: Find some sort of plant that can be used for agriculture in the plains or mountains (Something like wild yams)
Action 2: Explore the cavern systems with the best warriors.
Idea: Reverse engineer the cabin that the Pinkskins built.
>>
>>3340031
>1.Action:
Try to domesticate the large beasts still roaming the planes or if any are left the ones in the cave. Have the golems help.
>2.Action:
Settle the former beast cave. Build fungi farms and fortify the entrances.
>Idea:
Improve alchemy.
>>
>>3340215
+1. To domesticate, we'll probably need to steal some cubs.
>>
Rolled 9, 19 = 28 (2d20)

>>3340060
>>3340127
>>3340215
>>3340236

Alright, rolling for actions.
>>
Rolled 36 (1d100)

And the idea now.
>>
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>Try to domesticate the Ground Sloths still roaming the planes or if any are left the ones in the cave.
>Rolled 9/20
>Average Success - Ground Sloth size - New environment

The Beasts or 'Ground Sloths' as certain Orcs have begun calling them certainly make for good meat, but a few enterprising Guinea pig farmers realise that there could potentially be another use for them. After all, if wild Guinea pigs can be herded and domesticated, surely the same could be done to the Ground Sloths? The chieftain certainly seems interested in the idea, interested enough that he even sends a couple of Golems to aid them. Venturing deep into the caverns with the aid of maps from the previous hunt, they eventually come across a nest of the things, with several juvenile Ground Sloths already almost chest height present. It takes a lot of strength, but at last the party manages to carry them all back to the village, where they are penned shortly. However, it seems as if properly domesticating these things isn't going to be easy. They mature as slowly as they breed, only one at a time is produced per pregnancy and they eat an awful lot too. Nonetheless, you've got a small population of them, and time will tell what you do with it.

+Tiny population of Ground Sloths penned+

>Settle the former beast cave.
>Rolled 19/20
>Complete Success

With the Beast now gone and its associates scared off for the time being, it occurs to your people just what a find spot for settlement it is, placed at a strategic location, and with such a wide network of tunnels dug out by the Ground Sloths that much of the digging is already done! As such, there are quite a few Orcs eager to take the chance to move in on this prime bit of real estate and carve out a small chunk of land from their own. Planting several plots of fungi and fleshrooms, they soon find an influx of immigrants coming in as the village rapidly grows, especially once it is discovered that the tunnels are particularly rich in copper and other interesting stones. All in all, a boomtown (Well, boomvillage), and one that is sure to see much traffic in the future.

+1 new village founded+
+Population increased by 39 births. You now number 240 Orcs+

>Improve Alchemy
>Rolled 36/100
>High-Quarter Failure

Meanwhile up in their cave, the Yellow Sages continue to work on their alchemy, experimenting with new ingredients, new formulas, new ideas. For now their efforts aren't turning up much of use, the potions either doing nothing at all or having an effect that doesn't at all justify the cost needed to produce it. Still, new knowledge is being gained, and they are quite certain it is merely a matter of time before something of use is found...

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3340689
>Use fleshomancy to improve ground sloth fertility and breeding
>Open up a new mine in boomtown
>Meditate on alternative -mancies.
>>
>>3340711
Seconding.
>>
>>3340689
Idea: Make furnace/forge
>>
>>3341839
This. Use the new hardstone to construct another furnace
>>
>>3340711
Supporting
>>
Rolled 2, 17 = 19 (2d20)

>>3340711
>>3340885
>>3341839
>>3341846
>>3341908

Okay, rolling for actions!
>>
Rolled 16 (1d100)

And idea.
>>
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>>3342116
JUST GET THE STONES IN THE OVEN
>>
>>3342149
We didn't consider a furnace, we meditated on our magics. We can try the hardstone furnace next.
>>
>>3342156
I'd also like to get proper beasts of burden as an idea. So that we can use the sloths for digging, ridding and maybe pulling slates. The pigs could pull slats too.
>>
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>Use Fleshmancy to improve Ground Sloth fertility and breeding
>Rolled 2/20
>Complete Failure

For the moment, one of the main problems with your attempts at domesticating the Ground Sloths is how slowly they breed, barely enough to maintain their population. But an idea occurs to the Yellow Sages. In the past, Fleshmancy has been used to improve fertility and breeding in both Guinea pigs and female Orcs (Although few like to speak of that time). So surely one could do the same thing to the Ground Sloths? Somehow managing to lead one away to their cave, the Sages set to work.

Unfortunately though, it appears that whatever they did may have worked a little too well. No one knows exactly what they did to cause the offspring to shrink, nor how on earth they managed to escape anyway given their speed. Whatever the case, small Ground Sloths have quickly become a common beast in the woods around the area, yet unfortunately whatever allowed them to breed and flourish has had no success whatsoever on your population of properly sized Sloths.

>Open up a new mine in boomtown
>Rolled 17/20
>Above-average Success

As miners in the newly founded village continue to dig out new rooms for storage and space, they begin to start finding new kinds of stone, stones which, although mostly useless, certainly look pretty enough to mine out and keep. The first is noticeable for its dazzling blue colour, more vibrant than the sky, at least on occasions when the clouds part for a little while. The second meanwhile is almost its polar opposite: dark as night, yet with strange patterns of colour embedded within, shining in the light and truly beautiful. Perhaps most interestingly of all however is what happens when a few Orcs of the town come into contact with the second stone: it begins to vibrate, to move in their very hands, almost as if commanded by them. It seems as though among some of the members of this newfound town, magical potential exists.

+Lapis lazuli deposits found+
+Black opal deposits found+
+3 new sages found. There are now 16 Yellow Sages+

>Meditate on alternative -mancies
>Rolled 16/100
>Low-Quarter Failure

With their new recruits, the Yellow Sages decide to experiment, to see if there is anything else which they can use their power to control, to manipulate. Listening for any small glimpses of information from the King in Yellow they can get, they experiment with almost every substance available to them: water, wood, even dirt! Yet nothing works, nothing is manipulable. For now, it appears as though they shall simply have to make do with the schools of magic currently available to them.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER

(Sorry about no update yesterday, I came home late and felt too tired to do anything that wouldn't be mediocre)
>>
>>3345708
>Action: Construct a great furnace using our existing building techniques combined with geomancy for the purpose of smelting metals and forging them. Call it the Starforge.
>Action: Send delegations to other nearby caves to attempt to integrate the Orcs who remain outside of our confederacy
>Idea: See if geomancy can be applied to gems and metals.
>>
>>3345708
>Craft a hardstone furnace. Don't call it the starforge just call it a forge for fuck's sake.
>Apply Geomancy/forge if we don't fuck that up to newly discovered rocks.
I don't think we've really fucked with our stats so much, so let's try:
>Ponder INTELLIGENCE. Can it be improved somehow? Can Fleshomancy make our brains bigger? Can Orcs become smart through SCHOOLIN?
>>
>>3345746
I agree, excepting the Starforge bit, just call it a forge.
>>
>>3345746
+actions
-name
>>
Rolled 4, 13 = 17 (2d20)

>>3345746
>>3345809
>>3345868
>>3346108

Alright, rolling for actions.
>>
Rolled 8 (1d100)

And the idea.
>>
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>Construct a great furnace using our existing building techniques combined with geomancy
>Rolled 4/20
>Failure + Previous attempts + Geomancy

Last time your people attempted to build a furnace it ended horribly, with several depths and the brief appearance of a being which, whatever it was, was enough to make even the King in Yellow react. But is that going to stop you? Never! With the finest techniques and Corestone available to them, the Yellow Sages begin to work on a furnace of their own. Whilst they do meet some success, and it's certainly hotter than any seen before, the creation is crude nonetheless, and somewhat unlikely to be capable of actually smelting any metal. It's a start at least though.

+Crude furnaces invented+

>Send delegations to other nearby caves to attempt to integrate the Orcs who remain outside of our confederacy
>Rolled 13/20
>Above-Average Success

Meanwhile, Orc delegations are once again going out to invite other villages and tribes into your Confederacy. Although quite a few refuse, having already begun to strengthen themselves and catch up to you, there are still nonetheless a few who choose to join, seeing the obvious benefits to being a part of a group which has peaceful relations with the Pinkskins, not to mention the fact that you're the only group so far to have access to true magic. Speaking of which, there are even a few Orcs who have some level of magical ability, who shortly are taken in and trained by the Yellow Sages.

+2 new villages join the Confederacy+
+Population increases by 60 Orcs. You now number 270 Orcs+
+4 new sages found. There are now 20 Yellow Sages+

>See if Geomancy can be applied to gems and metals
>Rolled 8/100
>Low Failure

When the Yellow Sages see the gemstones, they are immediately interested. They seem like rocks, yet at the same time... different. First to be experimented upon is the black opal, so captivating with its flecks of light trapped in a casing dark as night. Yet when they attempt to soften and manipulate it, something different happens: it resists. The harder they try to manipulate it, the more the black opal seems to push back, shaking and vibrating until at last it explodes with incredible force, a ball of multicoloured fire bursting outwards as small shards of gemstone fly in every direction.

The Yellow Sages don't know what happened exactly, but it certainly shook them.
>>
And with that, we come to the close of this thread! Next one should be posted later on this evening.
>>
New Thread moved to here: >>3351611

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



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