[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Faces.jpg (102 KB, 812x984)
102 KB
102 KB JPG
The tides of the ages continue to pass, and your people live on. Finally beginning to clothe themselves in hats, kilts and tunics, actual forging of metal (Albeit only copper for now) has begun to appear too, all whilst the invention of corestone, golems and stone sculpting are only some of the wonders provided by Geomancy. For the first time, it seems as though you may be approaching true civilization. But will this continue? Or is it only a small blip, a minor point in a history otherwise completely filled with savagery and barbarism...
>>
Current Stats:

>Population: 270 (9 villages)
>Culture and Art: 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. For clothes, your people generally wear tunics and kilts of various materials, although fur hats are also beginning to grow common and some of the more prosperous Orcs will adorn themselves with copper jewellery. Every 4 years or so, a grand tournament is held, during which almost the entire Confederacy will gather to compete in a variety of sports and activities.
>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. As a result of the Fleshmancy of the Yellow Sages, a distinct subset of Orcs far larger and stronger than their brethren has developed (Often acting as warriors and chieftains), and female Orcs have also been somewhat transformed so as to have easier births and faster pregnancies.
>>
(Stats Continued)

>Technology: Your people make use of a variety of advanced stone tools, including spears, pickaxes, hammers and handaxes, whilst padded fabric 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 supported by columns and arches, although small rock and mud brick huts have begun to come into use as well. You have some knowledge of smelting and the use of clay molds, but none of your furnaces are strong enough to smelt more than copper.
>Magic: 20 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, can use Geomancy to summon, shatter and sculpt stones like clay, and have a limited knowledge of basic alchemy. Via Geomancy, they can also create corestone, an extremely strong and dense material used for valuable weapons and key in the production of the golems the Sages use as guards.
>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.
>>
File: Map.png (134 KB, 640x400)
134 KB
134 KB PNG
+POLITICAL DEVELOPMENT+

In the days past of fractured tribes and wandering clans, your Confederacy was the first large organisation, nay, the only large organisation there was. Yet as time goes on, things change and your people become ever more aware of the world around them, all whilst other groups of Orcs too begin to coalesce and form their own political entities. As it stands, here are the main powers that exist in your known world.

>The Confederacy (Red) - By far the largest single group of Orcs there is, the Confederacy is unique primarily for the fact that amongst all the peoples of the known world, only it appears to contain those truly skilled at magic. Advanced amongst the Orcs and with a trade relationship and non-agression pact with Kilketch, they are what some would call the closest thing to a true Orc 'civilization'.

>Kilketch (Blue) - With the full extent of its boundaries unknown, Kilketch is primarily populated by humans and, with its knowledge of iron and bronzeworking, the most technologically advanced nation in the known world. Other than that though, much of Kilketch remains a mystery to your people, with your main contacts being with traders and the local provincial governor, the true centre of the kingdom and its court remaining little more than a legend.

>Bulkar Hegemony (Gold) - A growing rival of the Confederacy, the Bulkar Clans started off as a small tribe who recently swept across their local area in a wave of conquest, quickly establishing themselves as the hegemons of their lands. Occasionally attempting to raid outskirt villages of yours, they are a constant menace, but little for now can be said to be known about their actual culture.

>Uldrik Clans (Green) - A relatively peaceful bunch by Orcish standards (Although that's not exactly saying much), the Uldrik Clans are mostly settled around the smoking volcanoes of their local region, where the volcanic ash provides rich soil for mushroom farming. These volcanoes are ones which they appear to revere as living personifications of their gods, and those who have fought with them say that they wield weapons of dark volcanic glass, and engrave deep scars upon their skins as ritual marks.

>Illankar (Cyan) - Known about only through second-hand Uldrik reports, the Illankar are apparently a group of Orcs who spend their lives entirely underground, the only signs of their dwellings on the surface being the small mounds of earth in which the entrances to their homes can found. A reclusive and isolationist group, one of the only things that can be said for certain about them is that they have some form of cult revolving around worship of the beetle.
>>
>Southern Orcs (Purple) - The Southern Orcs are a strange bunch. Rarely seen other than when one of their traders comes to visit, they appear almost elegant when compared to your own people, with thick hair and faces that even a human might find attractive presuming the lights were somewhat dimmed. Even their artwork is intricate from what you've seen on it, with detailed engravings upon slabs of dark marble being their main product by the looks of things.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>Old threads archived here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Orc%20Civ%20Quest
>>
>>3351638
What was the problem with thread 5? It only had 100 posts.
>>
>>3351692

Autosaged several days ago. Figured I'd wait until today to make a new one, as this way I can kinda settle into a regular rhythm of one thread per week.

I'm new to this whole thing, but to me at least it feels like the most sensible option.
>>
Quick little bump.
>>
>>3351635
>Prepare to conquer the Bulkar, they are causing trouble
>See if we can get anyone else in on the above plan, Kilketchi included

>>See if we can weaponize the gem explosions, Have it put in a tube and then exploded, focusing the blast and shrapnel (I'm going for magic blunderbusses basically)
>>
>>3351635
>>3351630
> Attempt to arrange non-aggression pacts with the Uldrik and the Southern Orc clans, with gifts of the domesticated Guinea pigs and Toothfowls.
> Send hunters to capture those tiny sloth things the Sages made, and see if they can be domesticated.
>> First attempts at astronomy!
>>
>>3351635
>Attempt to convince neighbouring tribes of orcs to join us, specifically towards the north.
>Expand our cave dwellings, we should use pillars and other supports made of Corestone to enable us to finally have properly expansive caverns to act as new communal spaces for markets, meeting halls and so on.

>The yellow Sages should once more attempt to discover new magic. It's always went well before.

>>3352124
>I'm going for magic blunderbusses basically
That would require sending magic-using orcs into battle. Which is a really bad idea given how few and how valuable they are.
>>
>>3352124
I feel like trying to give literal cavemen firearms is just asking for the gods to beat you like a ginger step-child.

Now, the Sage's using their budding alchemy to start brewing fungus alcohol, and from there firebombs? That's a splendid thing.
>>
>>3352354
Voting against anything that gives any knowledge or resources away for free. We’re gonna need more than a NAP with tribal groups clearly smaller and weaker than us. In addition these ones are already peaceful.
>>
>>3351635
>Strike against the Bulkar. Raid their nearest caves to us, kill their warriors, capture women and children. Take loot.
>Experiment with charcoal making. Use our clay to bury wood, then light a fire at the bottom. Trapping the wood with the smoke, combined with the intense heat will turn it into charcoal.
>Experiment with alchemy, fleshmancy, and current herbalism and healer methods. See how they can be combined, synergised, and utilized together in tandem to provide superior treatment of injuries, sickness, and preventative medicine.
>>
>>3352824
Support.
>>3352529
Attempting to discover new kinds of magic has only worked twice in like 10 attempts in the past 5 threads mate. Once for geomancy, and once for alchemy. And alchemy was BARELY successful, and only because we had spent so many turns trying for new magic that I guess QM decided to be nice.
>>
Rolled 20, 14 = 34 (2d20)

>>3352124
>>3352354
>>3352529
>>3352824
>>3352826

It's a close one, but there's a slight majority, so it's time to roll for actions!
>>
Rolled 60 (1d100)

And the idea.
>>
>>3352844
>>3352846
New session starting off strong
>>
File: charcoal.jpg (60 KB, 800x534)
60 KB
60 KB JPG
>Strike against the Bulkar
>Rolled 20/20
>Complete and undeniable success

Once merely one minor tribe among many, the Bulkar have rapidly grown in size and power as of late, even impudently thinking to rival you. As such, it's about time you put them in their place. Setting out in the dead of night armed with spears and arrows, protected by padding and lamellar, a group of warriors make their way to the nearest Bulkar village, a crude little place. Then, they strike. Charging in with torches and arrows, the Bulkar warriors have no time wahtsoever to put up a defence, being slaughtered en-masse by your Orcs. The women and children are taken prisoner, whilst a considerable haul of copper, mushrooms and even black opal was also taken. All in all, a complete success.

+1 Bulkar village razed+
+19 Bulkar Orcs taken prisoner. Decide what you want to do with them+
+Copper and black opal stockpile taken+

>Experiment with charcoal making
>Rolled 14/20
>Above-Average Success

It is quite by accident that charcoal is discovered by your people. During an experiment in which several Orcs were attempting to melt the red stone as if it were copper, they decided by try covering the whole thing with as much clay as possible, reasoning that this ought to greatly improve the amount of heat within the furnace. Although they failed in their primary goal, they did notice that the wood had become black as coal, and indeed burned hotter than it too, hotter than anything as a matter of fact! The knowledge of this has quickly spread, and although regular wood is still the main choice for campfires, all metalworkers who know their business are making use of this new 'charcoal' to smelt copper in their furnaces.

+Charcoal invented+

>Experiment with alchemy, Fleshmancy and current herbalism and healer methods.
>Rolled 60/100
>Low-Quarter Success + Existing medical knowledge

When it comes to medical knowledge, your people have multiple avenues the can turn to for treatment, from poultices to basic healing potions to even treatments with Fleshmancy from the Yellow Sages. As time goes on, the Yellow Sages continue to refine their skills, making use of their alchemical knowledge to create potions to numb pain and sensation, thus allowing for true surgery to take place. Recently, they have even begun to pass on this knowledge to Orcs who, although unable to actually use magic, are nonetheless able to use potion supplies along with their own tools and knowledge to treat Orcs properly. For the first time, trained doctors are beginning to become a presence in the world of the Confederation.

+Basic anaesthetic invented+
+Basic surgery invented+
+Doctors developed+
+Population increases by 45 due to decreased mortality rates. You now number 315 Orcs+


STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3352923
Action: Have the Bulkars as slave miners
Action: Fortify your border with the Bulkars
Idea: Study the fort the Kilketch made (Possibly convince them to give it to you)
>>
>>3352941
This
>>
Rolled 12, 19 = 31 (2d20)

>>3352941
>>3352985

Okay, rolling for actions.
>>
Rolled 69 (1d100)

And idea.
>>
>>3353013
>>3353017
We are absolutely on fire today
>>
>>3353093
DONT FUKCING JINX IT REEEEEEEE
>>
>>3353104
Threadly reminder that we still can't melt rocks
>>
>>3353156
We have furnaces, clay for molds, and we now have charcoal. All we need are bellows before we can make steel. If we had any iron.
>>
>>3353200
We have red ore witch I'm pretty sure should be iron.
>>
File: Door.jpg (279 KB, 1300x866)
279 KB
279 KB JPG
>Have the Bulkars as slave miners
>Rolled 12/20
>Average success

With the Bulkar women and children taken prisoner, your Orcs quickly set to work having them quarry and dig out rock, copper and gemstones, all under the watchful eye of Confederate overseers of course. For the moment, you only have a few slaves, and not even in all your villages, but it's certainly enough to aid with your work regardless.

+Miners will now be supplemented with minor slave labour+

>Fortify the border with the Bulkars
>Rolled 19/20
>Complete Success + Geomancy

Although your raid against the Bulkar village was a success, now the concern that they may mount their own counterattack is even greater. Clearly, some form of fortification is needed, and thus it is that a large group of Orc workers begin to build walls of stone across the various passes which allow travel between the territories of the two tribes, walls which the Yellow Sages are able to further strengthen and smooth down with their Geomancy until at last they seem completely smooth, appearing almost like an extension of the mountain more than anything else. Of course, with enough time a group of Bulkars with enough determination could get past it, and it forms a bid of an obstacle for your people as well for future raids, but it is a worthwhile defence regardless.

>Study the Kilketchi fort
>Rolled 69/100
>Low-Quarter Success + Lucky 69 (Interesting results)

Time passes by, and gradually the Kilketchi are feeling more and more comfortable amongst your people (Although considering what things were like before, that may not be saying much), a few ambassadors and the like are even allowed to visit their main local fortress itself, built upon the remains of what was once an Orc camp all those centuries ago. Now, where once there was a mere fort, a true town has begun to spring up as more and more of the pinkskins travel to settle in this fringe territory of the kingdom. During their stay, the Orcs are even able to note a few inventions that could easily be applied to life back in the Confederacy too with a little mechanical knowhow, from stairs to gates to doors, all useful creations which are shortly adopted once they return.

However, another "interesting" occurrence has also being observed recently: mongrels, as they are known. Half Pinkskin and half Orc, they only appear occasionally due to the disgust that each race feels at the other's appearance, yet when they are born their status is quite clearly obvious, something which leads to a considerable deal of awkwardness for the parent involved, and shunning for the child. Still a minority to be sure, but there nonetheless.

+Doors invented+
+Gates invented+
+Stairs invented+
+Half-humans are now a minority in the Confederacy+


STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3353400
Action: Use the red ore with charcoal in the furnaces
Action: Gain more tribes to the confederacy
Idea: Form a solid hierarchy. Slaves at the bottom and priests and nobles at the top.

Also, do orcs get night vision like Tolkien orcs? This would be hugely advantageous
>>
>>3353400
>1. Action
Mount another raid against the Bulkar, maybe we can raze another one of their villages.
>2. Action
Step up our sloth breeding efforts, aided by fleshmancy if possible and just the regular way if not. Build them more stables and generally try to increase their population. Try using them for digging, dragging slats full of orks, ore or trading goods and maybe ride them to speed up travel within the federation.
>Idea
Metal working. We finally need to get iron tools and weapons. Just ask the humans maybe?
>>
>>3353456
This
>>
>>3353400
Try to use alchemy to invent strength potions, basically liquid steroids to make our warriors even stronger.
>>
>>3353400
Taking the Balkar as slaves could actually be the beginning of a justice/punishment system in the Confederacy; theft and violence against fellow Orcs (at least outside of one-on-one duels) is punishable by a period of hard labor, with the worst offenders..being given to the Yellow Sages as experimental fodder.
> Action 1: Keep the Balkar women as slaves for now, but integrate the children into willing families. Use hard labor as punishment for crimes against the Confederacy, with capital punishment resulting in being given to the Yellow Sages.
> Action 2: Send out more hunters to bring in new potential livestock and plants for our budding agriculture.
> Idea: Yellow Sages attempt to discover fermenting and brewing of alcohol.
>>
>>3353400
>Action:Expand the furnaces and forges. Create chimneys for ventilation. Try processing different ores, rocks and types of clay using the added heat from using charcoal.
>Raid the Bulkars some more.
>Idea: Forbid the intermarriage of orc women with human men. The only way that future half orcs will be created is with our strong alpha orcs, if they want to.
>>
>>3353647
Supporting. Getting started on the eugenics tech tree soon I see. It’ll be interesting to see where this leads, especially if we further develop Fleshmancy and alchemy.
>>
>>3353586
I'd definitely support those next turn.
But for now I am switching my vote to >>3353647


Some ideas:
1. Plumbing, barely ork sized holes connect public latrine caves with ones used for composting. Orks not only come here to relief themselves and dispose waste, but also to socialize. The smell isn't even that bad since a steady water trickle washes away the filth. The composted waste is used to fertilize the fungus farms.
2. Air conditioning, our people have long used the cooler parts of the caves for storage, now we have put the observed temperature flow to use. Tactically dug shafts connect the inhabitant caves with the furnaces used for smelting. We manage to keep the parts of the caves used for storage nice and cold and the living and farming areas nice and warm. This increases living standards and crop yields. Everything is also set up in a way to get fresh air into every part of the cave.
3. Alchemical metallurgy.
>>
Rolled 12, 11 = 23 (2d20)

>>3353444
>>3353494
>>3353586
>>3353647
>>3353653
>>3353672

Okay, rolling for actions!
>>
Rolled 17 (1d100)

And the idea.
>>
File: Nothrotheriops.jpg (1 MB, 2000x1208)
1 MB
1 MB JPG
>>3353681
>>3353683
Well at least the Actions worked out.

I really want us riding armored sloths in the future. Oh, the carnage.
>>
>>3353697
Meh, I see them as being useful for extensive mining projects rather than as mounts. I'm actually surprised we haven't domesticated some mountain goats yet.
>>
>>3353697
Why? When we can Fleshmancy and alchemy and train all of our orcs into All Might or something.
>>
The way I see it is that we have an entire mountain to explore and utilize. The things we seem to lack in abundance is fresh, clean water (though that could be found in some of the lower caves) and non-fungal crops that can survive the rocky slopes and dark caves we call home.

The problem with attempting to dig too deep is that, once you reach a few hundred feet, the air gets oxygen-thin and toxic from volatile gasses like methane and carbon monoxide. We can use Geomancy to prevent cave-ins and reinforce supporting walls, etc., but we have no way of making deeper cave systems suitable for anything beyond mining (with regular shift changes to prevent poisoning and/or suffocation).

If we try to research water-magic, we could direct snow and ice melt from the mountain top into a reservoir, and then later locate an aquifer or spring somewhere else.

I've been thinking that we should try exporting more of our products as well;
> Breeding a specific group of Guinea pigs for softer, more valuable furs and flavorful meat.
> Raising a new species of Toothfowls that are less like dino-chickens and more like real Velociraptors (for hunting alongside our warriors as forward-scouts and companions).
> Developing the giant sloths into beasts of burden for dragging loads of stone and metal to market.
> Broadening the variety and effectiveness the of fungi we grow for all manner of purpose, potent ingredients in alchemy, poisonous mushrooms to give our hunters and warriors an advantage in combat, medicinal growths for medicine, and obviously a more productive agricultural base.
>>
>>3353704
Yeah, mountain goats would be better mounts. I would mostly want the sloths to be more long distance, heavy load kind of mounts.
>>3353815
Why not both?
>>3354060
Fresh water cisterns, wells or something similar would be good. Maybe we can set something up as part of the plumbing idea I proposed. Like small channels or tubes made from corestone. Those could be fed from mountain lakes, meltwater rivers that are filling a basin or something similar. Specially formed stone outlets allow our people to get water, flush a public latrine and water the fungi farms with exactly the right amount.
The air conditioning system, mostly based on warm air rising and fresh air tunnels could help us dig deeper into the mountains and also help creating the perfect environment for fungi growth.
I agree with everything else.
>>
>>3354123
Well whatever we do, we need to bring the other orcs under our control one way or another. The peaceful ones we can get to join willingly. The hostile ones we will take out. But we can’t have any challengers to our rule. I think we should keep striking at the Bulkar and not give them a chance to recover. Leaving a belligerent enemy alive to recover is just a knife in our back down the road.
>>
>>3354161
Agreed
>>
>>3354161
>>3354398
We need to make sure the Bulkar, Uldrik and possibly Illinkar don't unite and confederate. We should focus on divide and conquer, making them attack each other instead of us.
>>
>>3354161
While I do agree that security and protection of the confederacy is our highest priority, I think we Orcs should not forget our roots, we are all brothers and sisters, we are all equal.
These Orcs we have working as slaves, they are paying for the crime of challenging the confederacy's might, but I propose that their offspring be free among us, that way we will increase our population while keeping the slaves AND preventing the internal unrest from running too high.
>>
File: P.png (1.09 MB, 1083x711)
1.09 MB
1.09 MB PNG
>Expand the furnaces and forges
>Rolled 12/20
>Average Success + charcoal

With the creation of charcoal, furnaces are hotter and more powerful than ever before. Where once they were rare, now they are beginning to spring up everywhere as more and more are build to facilitate the increasing demand for copper ornaments and jewellery. With smoke beginning to become a problem, holes, tunnels and the like begin to be dug out to act as a kind of ventilation. And although attempts at melting the red rock still yield little more than black slag, certain types of clay are found to harden and strengthen immensely when placed inside, something extremely useful for bricks and the like.

+Chimneys invented+
+Ceramics invented+
+Copper production greatly increased+

>Raid the Bulkars some more
>Rolled 11/20
>Average Success - Bulkar vigilance

With the success of the previous raid attempt, the warriors decide that once again they shall venture forth and show the Bulkars who's really in charge. Climbing over the fortifications (Made somewhat easier by the hand and foot holds sculpted by the Yellow Sages on the Confederate side), they make their way towards the nearest village from the one they razed to the ground. Attacking suddenly, they quickly overwhelm the Orcs guarding it, and make their way into the village itself. However, this time the Bulkar are somewhat more prepared as the warriors of the village put up a fight, and although the Confederate warriors do manage to take a certain amount of captives and loot, in the end they choose to retreat with what they've already got, rather than risk potential losses.

+6 Bulkar Orcs taken as slaves+
+Small haul of general loot (Tools, copper, furs) taken+

>Forbid the intermarriage of Orc women with Human men
>Rolled 17/100
>Low-Quarter Failure

Although their numbers are small, the Mongrels nonetheless are abominations which you would rather not have at all, and it doesn't take long for the chieftains of most Confederate villages to completely outlaw the practise altogether. Unfortunately, it turns out that policing relationships is much harder than it may seem, and very few of the Mongrels are the product of actual long-term relationships anyway. In the end, little is achieved at all.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3357470
Actions: Build plumbing and air conditioning
>>3353672
Idea: Wheels
>>
>>3357470
>1.Action:
With the vast increase in available copper our smiths have more raw material to experiment with and experiment they do. While copper is clearly not optimal for stone working tools, there is plenty of other applications, some of which are copies of Kilketchi designs. Spear and arrow tips, a multitude of knives, both for meat and fungi wood working, armor and cookware.
>2.Action:
Build a sophisticated plumbing system that brings fresh water through geomanced tubes to both living quarters and fungi farms and carries away filth into specialized composting chambers.
>Idea:
Metallurgy, we combine alchemical and geomancy procedures with our existing metal working skills, in order to create more durable or otherwise specialized materials.
>>
>>3357505
Air conditioning? Really? For a bunch of cave orcs who just discovered magic and smelting?
>>
>>3357570
He means >>3353672 Nr.2
Directing airflow through some basic understanding how air moves, furnaces and specialized tunnels in order to heat parts of the cave, cool others and have fresh air throughout
>>
>>3357470
Action: make the Bulkars ‘bend the knee’
Action: Ask the Kilketchi for a formal trade alliance
Idea: learn the secrets of bronze from the Kilketchi
>>
>>3357505
Supporting this to break the tie.

Metal experiments and metallurgy should happen in the future though
>>
>>3357506
Supporting.
>>
>>3357506
+1 to this
>>
>>3357727
Retraction, since my proposal (>>3357506
) just got support and there is no longer a tie
>>
Rolled 3, 20 = 23 (2d20)

>>3357505
>>3357506
>>3357609
>>3357745
>>3357748
>>3357749

Alright, rolling for actions!
>>
Rolled 55 (1d100)

And the idea.
>>
>>3357788
Critical plumbing, nice. Considering this will affect our population growth in three ways, fresh drinking water, perfectly moisturized mushroom farms and filth removal resulting in fertilizer and was a critical, this should trigger a drastical population boom.
>>
>>3357821
After this we need to continue hammering the Bulkar orcs. Send envoys to the other orcs to keep them out of the fight and keep raiding the Bulkar.
>>
>>3357909
Definitely, we need to absorb their territory. All orks must be united under our banner.
How about we send golems to conduct terror warfare, before offering them integration into our empire? There is little they could do against our fearsome stone monstrosities and would have no choice but surrender. Ultimately we should make slavery a one generation kind of deal.
>>
>>3357924
Let’s sell off the slaves to the Kiketech. And sell off the half orcs as slaves, unless the Yellow Sages can use them for Fleshmancy materials.
>>
>>3357969
I am not a huge fan of slavery in general, just to unstable and ineffective. The idea of selling our kin or even disgusting halfblood to the humans also doesn't sit right with me. Reintroducing the children of slaves back into normal society seems like a good course of action. Turning prisoners of war and criminals into mindless golems (best slaves) or fleshmancy experiments, seems like the best idea in the long run.
>>
>>3357989
Free labor. Not unstable and ineffective when we have magic and golems. And selling them off for cool Kiketech stuff will only give us a leg up in taking over the other orcs, and eventually taking over Kiketech.
>>
>>3358006
True, magic slave creature can be beneficial.
I just don't want the humans to get used to- or see us as slaves. Could undermine whatever respect they have for us
>>
File: Plumb.jpg (64 KB, 700x420)
64 KB
64 KB JPG
>Experiment with copper
>Rolled 3/20
>Low Failure - lack of use for copper

As more and more advanced furnaces become ever more widespread and the copper supply having greatly increased, it is no surprise that metalworkers begin to attempt to experiment with more than just jewellery. From weapons to armour to cookware, they attempt to make replicas of just about anything they can think of in copper. Unfortunately, it turns out that although copper certainly looks nice enough, its softness makes it effectively useless for most tools, and in the end almost all their creations are melted back down for more jewellery.

>Build a sophisticated plumbing system
>Rolled 20/20
>Complete and undeniable success + Geomancy

It all starts with a simple observation of the flowing of water down the mountainside, the way a small stream makes its way down, carving through the rocks. Who knows how many aeons it took for the water to make its own space like that? But if the Yellow Sages who see it are sure of one thing, it's that they can do better in only a fraction of the time.

Softening stone into clay, they allow it to be scraped away by the miners, before repeating the process again and again and again, smoothing down the walls as they go. A tedious project to be sure, but it soon becomes worth it when the results are seen: fresh water, no longer having to be collected from the streams, but flowing all the way to the settlements where it can be obtained with ease. Mushroom farms moisturised and irrigated, the conditions perfect for growth and fertility. Best of all though, it allows filth to be carried away, transported off to where it can properly be disposed of. With all this working in synergy, you have had an utter explosion in population as your villages now simply bustle with activity compared to what they were like before.

+Plumbing invented+
+Irrigation invented+
+Population doubles. You now number 630 Orcs, with 40 Yellow Sages+

>Refine metallurgy
>Rolled 55/100
>Minimal Success + expanded furnaces + charcoal

Meanwhile, with the success of ceramics your people continue to grow ever more ambitious with their creations, building up furnaces capable of going hotter and hotter, hot enough that even the red stone is melted. Yes that's right, after all their efforts, all those who said it couldn't be done, they finally managed to melt it all down into a strange, heavy, black substance. It looks and smells bad, and right now you have doubts as to what it could actually be used for, but it's something regardless.

+Extremely low quality iron/slag invented+
>>
>>3358831
Action 1 - Try to turn the slag into something useful, like a weapon or tool
Action 2 - Expand our territory and invade Bulkar land, killing warrior/males and enslaving everything else
Idea - Get the Yellow Sages to try and learn some offensive magic
>>
>>3358831
>Action: Continue raiding the Bulkar, we want to keep them weak.
>Action: Utilizing knowledge of plumbing, develop water powered bellows to feed more air into the furnaces. Let’s see what happens when we smelt metal at the highest temperatures possible.
>Idea: Increase the diversity of our mushroom farms and fungiwood. Try breeding different strains for different purposes. For medicinal use, different kinds of wood, different taste and texture, and different alchemical properties.
>>
>>3358993
Supporting. Also we should probably look into expanding our confederacy into the various neutral tribes around us, given our sudden growth in power relative to our foes what with our population doubling, we can almost certainly convince at least a few nearby tribes that if they join they too can prosper.
>>
>>3358993
+1
>>
>>3358993
Support.
>>
Rolled 9, 5 = 14 (2d20)

>>3358915
>>3358993
>>3359029
>>3359287
>>3359478

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

And the idea.
>>
>>3359826
:)
>>
>>3359822
>>3359826
Aaaaaaaand we are back to mediocre/incompetent
>>
Hey guys, sorry about no update yesterday. I'll try to get one out later today though.
>>
>>3362676
Incompetence is simply a different way of spelling orc.
>>
File: Rad.jpg (237 KB, 1920x1018)
237 KB
237 KB JPG
>Continue raiding the Bulkar
>Rolled 9/20
>Average Success - Bulkar vigilance + Technological and numbers advantage

Where once they were only occasional events with a considerable amount of preparation beforehand, now Confederate raids against the Bulkar have become a regular thing, a fact of life. Some of them do well, others not so much. However, on the whole it has granted you a steady stream of goods stolen from them, whilst the Bulkar are kept weak and for the moment, relatively powerless compared to yourselves.

+You now receive a small but steady income of loot (Copper, furs, tools, etc) from raiding Bulkar villages+

>Develop water powered bellows to feed more air into the furnaces
>Rolled 5/20
>Failure

The fact that blowing air on a fire generally causes it to get hotter is common knowledge to your people. Now though, a few Orcs are considering whether or not there mightn't be a better way to exploit it, perhaps even making use of the plumbing systems to automate it via the use of water. Alas, for now they have little idea as to how such a thing could actually be accomplished, and so it must for now simply remain an idea.

>Increase the diversity of our mushroom farms and fungiwood
>Rolled 39/100
>High Failure + Existing agricultural knowledge

Although your fungi farming has worked well for a good long while now, there is little actual diversity in what you farm, and the fleshrooms were about the last new addition you actually made to the list. Now though, farmers have begun to take a page out of the books of those who farm Guinea Pigs, selectively breeding their produce for ideal traits. As of yet they've produced little, but it's a start in any case.

+Selective breeding (Plants/fungi) invented+

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

(Sorry if this is poorly written, it's half 1 in the morning here and I feel about to fall asleep)
>>
>>3365976
>Train sloth monsters,
>search for cave worm monsters
Idea : Make hot springs with plumming by running the water down into the earth and up again.
>>
>>3366035
Support. Geothermal plants go
>>
>>3365976
>Action:
Trade for wheat or some other form of agriculture with the Kilketchi
>Action:
Try to create Iron armor and weapons
>Idea:
Make war and warrior culture very important in our society: further strengthening our military
>>
>>3366536
+1 this
>>
Rolled 2 (1d2)

>>3366035
>>3366381
>>3366536
>>3366604

Alright, we seem to be at a bit of a tie here so I'll leave it up to a roll.

>1 = Choice 1

>2 = Choice 2
>>
>>3367092
Noice
>>
Rolled 16, 1 = 17 (2d20)

Rolling for actions now!
>>
Rolled 91 (1d100)

And idea.
>>
>>3367202
WAAAAAGH. OI LADS GET KRUMPIN
>>
>>3367202
>>3367180
So we got above ground Agriculture and spartan warrior culture, but we should finally get the message that metal just won't work out for us. Soooooo corestone and fleshmancy instead of metal? Forever?
>>
>>3367216
So make our women buff to?
>>
>>3367375
Yeah, let's all become buff enough to wear corestone armor.
Our next step should be to finally integrate the Bulkar. By drastic measures like the deployment of golems, if necessary.
>>
>>3367392
Nah obviously just keep trying it with iron. Try to make coresteel or something.
>>
File: Potato.jpg (128 KB, 1000x667)
128 KB
128 KB JPG
>Trade for wheat or some other form of agriculture with the Kilketchi
>Rolled 16/20
>Above-average Success

In general, when your people trade with the Kilketchi they generally trade for produced goods, such as fabrics, pottery and of course, iron tools. As of late though, a strange plant has appeared, one which your people have been quick to obtain. Although it looks like little above the ground, digging it up reveals a collection of tubers that are in fact edible, creating a food that although relatively tasteless, nonetheless serves to supplement your meats and mushrooms. With this, you have at last begun to practice agriculture above the surface of the earth as well as below it, and as such a minor population boom has occurred due to the increased abundance of food.

+Potatoes obtained+
+Population increases by 50 Orcs, with 3 additional Yellow Sages. You now number 680 Orcs, with 43 Yellow Sages+

>Try to create iron armour and weapons
>Rolled 1/20
>Complete and total failure

With your furnaces, you have at last managed to melt down the red rock into a dark, heavy substance, possibly metal, possibly slag. A few Orcs are intrigued upon seeing this, and upon taking several sheets from a smith, attempt to hammer them out into sheets to be worn and used as armour. Heavy and unwieldy the moment they are first worn, the Orcs soon get into a scuffle over which of their "armours" is the best, which soon escalates to a brawl. Alas, they don't realise until it is too late that having a brawl in heavy armour right next to a cliff edge isn't a particularly good idea, not until they're falling off the edge to a quick demise, one that might've been avoided if they'd been wearing something lighter. They are not mourned.

>Make war and warrior culture very important in our society
>Rolled 91/100
>High-quarter Success + Warrior caste + Super Orcs + Existing culture

The warrior caste has been a part of your society for centuries now, far longer than anyone can recall, and have only grown ever stronger and more pronounced with the new Orcs created by the Fleshmancy of the Yellow Sages, strong and tall as Humans, and even moreso in certain cases. However, as time goes on this warrior way of life worms its way throughout your culture, as stories, education and beliefs become ever more centred around the glory of battle, the sweet taste of victory. What's more, whilst even the regular Orcs are now prepared to give their lives in battle, the warriors have been organising themselves ever more efficiently, creating regiments of soldiers and even establishing a kind of military hierarchy within themselves, although whether this hierarchy will extend to the whole of the Confederacy eventually remains to be seen.

+Warrior culture created+
+Army regiments invented+
+Military hierarchy invented+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3369731
>Action 1:
Step up our sloth breeding efforts and put them to work, digging tunnels, pulling cars and maybe even carrying riders?
>Action 2:
After years of raiding we finally integrate the Bulkar, taking cave by cave and deploying our fearsome Golems whenever necessary, we take all their land.
>Ideas:
Well organised federation government, laws, strikt codes of conduct and well ordered hierarchical positions have developed. While they are only given on to the next generation through the tales of the yellow sages, since we have no script, they are nevertheless absolutely binding and have created a great amount of trust and security in the institutions of our society. Everyone knows who is in charge of what, what is right and what is wrong and what the consequences are of wrongdoing. This has all come out of our long standing federation, but also from our well structured warrior regiments and the need to separate the slaves taken in raids (even though their children are usually adopted by one clan or another and considered free)
>>
Rolled 7, 20 = 27 (2d20)

>>3369765

Alright, rolling for this, and then it'll be end of this thread and the start of a new one. Rolling for actions.
>>
Rolled 92 (1d100)

And the idea.
>>
>>3370136
>>3370131
Sloths could be better, but who cares when everything else is an absolute success
>>
File: Map.png (139 KB, 640x400)
139 KB
139 KB PNG
>Step up our sloth breeding efforts and put them to work
>Rolled 7/20
>High Failure

For some time now you've had a small population of Giant Sloths penned in, slowly increasing in number as time goes on, although not nearly as quickly as you'd like. Still, it's something, and as they grow more numerous, your people attempt to put them to various tasks, be it digging out tunnels or pulling along sleds. Unfortunately, the vast majority of the time the Sloths seem fairly disinterested, vaguely looking around with their dull eyes, before simply sitting down and falling to sleep. It seems as though for now, your dreams of putting the Ground Sloths to any actual use will have to wait for another day.

>Conquer/intergrate the Bulkar
>Rolled 20/20
>Complete and utter success + Golems + Organised military + Tech advantage + Repeated raids

The time has come. For too long, the Bulkar upstarts have reigned. For too long they have recklessly expanded, invading and raiding all those around them. Now, it is finally time that the Confederacy put them down once and for all. Gathering together in the largest single army of Orcs ever seen, the organised regiments march out from the fortifications, armed with weapons of stone, corestone and iron, armoured in fabric and lamellar, and with several Golems coming with them for good measure. If they were expecting a true fight however, they were sorely mistaken. Indeed, one of the Bulkar villages surrenders the moment it sees the force. As for the others? They tried to fight, they really did. But at the end of the day, what could they do against an army that had a massive advantage in almost every way. The Bulkar are conquered, their villages taken, their decimated population swiftly raised by an influx of immigrants as new infrastructure and plumbing is built up to Confederate standards. Once again, you have won.

+Bulkar Hegemony conquered by the Confederacy+
+4 new villages acquired+
+Ppulation increased by 300 Orcs, with 20 additional Yellow Sages. You now number 980 Orcs, with 63 Yellow Sages+
>>
>Effectively organise the government
>Rolled 92/100
>High-Quarter Success

Over the last while, the Confederacy has simply boomed in population, jumping from a mere few hundred individuals to almost a thousand, a single village now housing more Orcs than the entire Confederacy did at one point. But with an organisation this large, your old system of a loose tribal Confederation can no longer work. Working together, the various village Chieftains and Yellow Sages begin to devise a new system, one that truly will stand the test of time. Although the name of your group is still the Confederacy, it is much more of an Oligarchy now, a group of powerful village leaders in charge with the aid of the military and the Yellow Sages, an almost military-like hierarchy below them. What's more, to keep the peace, a system of laws has also been devised, laws which, although still having to be recalled by memory, are nonetheless most certainly a step in the right direction as the Orcs progress ever further along the path of civilization.

+Oligarchy government created+
+Government hierarchy created+
+Code of laws created+
>>
And with that, we come to the end of this thread! Come back later on today, and we shall continue with the story of the Orcs of the Confederacy!
>>
we havnt found writing yet? should be a goal for next thread than. anywayyy i dont talk much here just simply watch in the background but this is cool
>>
>>3373261
Noice, it has been really great this far
>>
Last post lol

HAH Got'em



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.