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"...Now let us turn our attentions to the Orcs of the Kelkiss Mountains. Unlike the rest of their savage brethren, it has been noted that these Orcs appear to have adopted a marginally civilised way of life, building large villages almost like our own (Although nowhere near as splendid of course), conducting trade with our people and even, so I have heard, creating their very own laws and government like, yet not alike our own!"

"Of course, no discussion of these Orcs would be complete without touching on their mages, their "Yellow Sages" as they call them. More powerful than any of our own, their abilities are unconfirmed, yet any visiting traveller or trader can see the mark of their works in the Orcish walls and huts, smooth as the concrete of the southerners. A strange sign of sophistication certainly."

"What can be said to be next for these peoples, so savage and barbaric in some ways, yet in others akin to, if not (Dare I say it) superior to our own? Only time will tell..."

~~The earliest mention of the Confederacy in major Kilketchi literature, "Kulchizzid's Histories"
>>
Current Stats:

>Population: 980 (960 Orcs, 20 Half-Humans) (13 villages)
>Culture and Art: Your people have a strong warrior culture, the idea of the glory and honour of battle worming its way into every tale, story and moralThe 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 villages with organised hierarchal structures, with the leaders of each village working together to form an Oligarchic government which enforces a code of law upon the Confederacy. 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.
>>
>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 and huts of stone and mud brick, with columns, arches, doors and stairs all being aspects growing ever more common. Geomanced pipes allow water to be pumped throughout your settlements for use in irrigaton, plumbing and the obtaining of fresh water. You have knowledge of smelting and the use of clay molds, being able to smelt copper and produce a dark, foul smelling slag that vaguely resembles iron.
Magic: 63 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 basic form of agriculture revolving around the fungi that grow in the nearby caves and potatoes grown on the surface, 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.
>>
>Old threads archived here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Orc%20Civ%20Quest

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
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Oh, and the map of the known world for reference.
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>>3373413
>ACT 1
The Killketch remain our superiors in many areas, we should focus our efforts in trading with them to see if there is anything they might help us with. We must not fall behind these men, lest they see us as weak and bring their armies against us.

>ACT 2
We should look into creating a better network of roads connecting all of our villages and the edges of our domain, to ease trade and enable our armies to quickly respond to any threat, with our Yellow sages help we can easily construct bridges of solid stone or tunnel through mountains to ensure we can take the most direct and efficient paths without too much cost or risk.

>IDEA
We could really use a system of writing: for containing the stories of our ancestors; for holding our laws; to ensure no knowledge is ever lost and so on. Especially as our nation continues to grow, this will become increasingly key so developing it now should help to avoid some degree of teething issues.
>>
>>3373978
>Action:
Expand south-west, towards the purple tribe, indoctrinating orc tribes as you do
>Action:
Try to confederate one of the north-eastern large tribes: after seeing us absorb Bulgar, it's probably better to serve than to die by the sword
>Idea: Gain bronze making from the kilketchi: possibly trade furs and such for tin (bronze smelts at a much lower temperature than iron, so it would be easier with our primitive forges).
>>
>>3373413

I back anons >>3374766 actions

and

anons >>3373978 idea
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>>3373978
Backing this, long and sinuous territory means hard to defend / keep cohesion without good infrastructure. Writing will also help with growing bonds between our fraternity of villages and non-biased records of transactions are also helpful for the growth of young economies.
>>
>>3373978
>>3374766
>>3375229
>>3375264

Alright, looks like we've got a bit of a tie with the actions, although the idea has been agreed on. Anyone want to break that tie before I roll for it?
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>>3373978
Fully supported
>>
Rolled 17, 15 = 32 (2d20)

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

And idea.
>>
>>3375423
>>3375429
Oh boy oh boy oh boy those rolls man
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>>3375429
>>3375423
Those are some pretty sweet rolls for some pretty important things.
>>
Idea. But why not streamline our half-orcs using fleshmancy so they only carry the best traits of each race - my point is, let's create Uruk-Hai
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>>3376023
Sounds like a good idea, it should just be a part of our continuing species optimization efforts.
Some other things we could do in the long run.
Peacefully integrate the two other factions bordering the Federation. Since we are so much more powerful than them, it should be easy enough to absorb them.
The wheel.
Explore the plains for possible traiding partners or raid targets.
Enlarge the former beast caves and fortify its entrances. This would make it the primary trade route for people who want to cross the mountain range, opening up the possibility of us getting rich on fees and general trade activity. This will only really work if someone worth trading with is on the other mountain side. Control of the best and safest way through the mountain range is important no matter what.
>>
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>Focus our efforts in trading with the Kilketch to see if there is anything they can help us with
>Rolled 17/20
>Above-average Success

As your people continue to trade more and more with the Kilketchi, it is only natural that certain ideas and discoveries should diffuse with it. For instance, a strange device known as a hoe has begun to spread, used to aid in farming and somewhat improving the ease of life for farmers, as well as allowing a marginally larger population to be supported. As well as this, the arts of both pottery and clay sculpture have also been obtained, not as high quality as the goods created by the geomancy of the Yellow Sages, but certainly enough to provide a substitute for the more low class people unable to afford such things. Whilst all of these inventions may not seem to be of major significance at first glance, they are convenient nonetheless, and also provide yet more trade goods to make use of with the Kilketchi.

+Pottery invented+
+Clay sculpture invented+
+Hoe invented+
+Population increases by 24 Orcs. You now number 1004 Orcs+

>Create a better network of roads connecting our villages and domain
>Rolled 15/20
>Above-average Success + Geomancy - Terrain

For a long, long time now your villages have been connected together via system of basic dirt roads, not particularly much, but something nonetheless. As of late though with the continued expansion of the Confederacy, it is clear that something better is needed if ease of transport and trade is to be maintained. As such, Orcs are now beginning to pave the road with stones, blocking off plants, reducing the maintenance required and simply being generally easier to travel over. As well as this, the Yellow Sages have also begun to make use of their geomancy to make great bridges across otherwise untraverseable chasms, bridges which seem almost more like extensions of the rockface than artificial creations, thanks to their stone smoothing abilities. Finally, in a few areas tunnels have even been dug throughout the mountains, providing both shelter and quickened, if claustrophobic, transport. All in all, a good era for infrastructure.

+Paved roads invented+
+Bridges invented+
+Tunnel paths invented+
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>Create a writing system
>Rolled 82/100
>High-quarter Success + Kilketchi diffusion

As time has gone on and the years flown by, a revolution has steadily been occurring in the caves of the Yellow Sages, even if they themselves don't realise it. It began quite simply with cave paintings made in veneration of the King in Yellow, as with the kind that can now be seen in every village. But as time went on, they sought to make these paintings more meaningful, not depicting events but words, words in his/its praise. Only prayers at first, but something. Yet even this was clunky. So as they learnt to develop their magical skills, so too did they learn to develop their praises, using not merely characters to represent individual words, but individual syllables. At last, they could truly record their thoughts and ideas in the King's praise, surely to stand eternal.

The Yellow Sages don't yet realise it, but what they have just created is a whole revolution in its own right. And although for the moment its only use is for prayer, it could very well have far more wide reaching effects in the times to come...

+Written language invented+
+Yellow syllabary developed+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
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>>3376074
>Explore the plains for possible trading partners.
>Have the Yellow Sages work their fleshmancy on some of your half-orcs; as it is they are an imperfect hybrid - the goal should be to weed out the worst traits of each race and only keep the best.
>Attempt to work out a better method of travel - attaching wheels to your sleds could certainly go a long way in making transporting goods easier.

Someone mentioned creating the wheel, so I'm assuming we don't have it, which should be rectified. If I'm mistaken I can change the plan.
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>>3376084
Yeah we never developed the wheel to my recollection, the last time we made any efforts to do so we got sleds and we considered that good enough.
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>>3376074
>Action:
Expand south-west, towards the purple tribe, indoctrinating orc tribes as you do
>Action:

idea: wheel
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>>3376084
>>3376102
>Action: Explore in general direction of purple tribe, integrating them if possible
>Action: Use Geomancy to optimise half-orcs
>Idea: Experiment toward wheels
I think we should have wheels down before going to the plains. Mobility is king in open grassland. Opinions?
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>>3376153
Works for me. Though I'd rather use fleshmancy on our half-orcs rather than geomancy kek

Anyways, yeah, supporting this change so the vote isn't split.
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>>3376153
This (I'm assuming *fleshmancy)
>>
Rolled 5, 16 = 21 (2d20)

>>3376102
>>3376153
>>3376161
>>3376189

Alright, looks like we've come to a consensus. Rolling for actions!
>>
Rolled 23 (1d100)

And the idea.
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>>3376218
Fleshmancy went alright I see. So not a complete loss. But damn, this luck.
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>>3376218
Well at least an important thing worked out
>>
I'm waiting for the wheel to remain the one enigma we can never crack, no matter how advanced. We'll have hover technology instead, it's the only way around that elusive technological marvel that is the wheel.
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Wr established last thread that the half orcs were slaves, outcasts, and embarrassments. Why are we trying to optimize them instead of utilizing their body parts to create a big flesh golem?
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>>3376954
Might as well fix the abominations, instead of just giving up and recycling them.
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>>3376954
Because that's wasteful. Give them a purpose - they'll exist regardless of our efforts. We have good relations with some pinkskins, so we should make the best of it. Introducing a sub-culture of warriors that exist in a niche as a superb unison of Orc and Man could be immensely useful long term rather than ostracising them. Optimising them is the best long term solution imo.
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>>3376968
>>3377004
Turning them into flesh golem materials IS optimizing them. The only half orcs that should exist is when our altered Alpha orcs visit the kiklekthi
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>>3377004
Me. Phone posted.

>>3377135
We can create golems through other manners, out've other creatures. I'd rather go the genetics route and turn them into a special sub-species of warriors.
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>>3376954
Because who WOULDN'T want an orc gf?
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>>3377172

I mean, I guess if you're hammered and the lights are really low...
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>>3377215
Get the fuck out of my fantasy you orcphobic misogynist!
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>>3377215
Not if our human loving xenophiles have anything to say about it. We'll get some hot muscle human/orc girls via fleshmancer refinement.
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>>3377215
To be fair, I'd rate that orc a 3 to 4 / 10 and most of that comes down to me not liking the hair style (hair on one side of the head always looked weird to me), thinness of lips or piercings. Admittedly this is a rather personal opinion but I mean, that being could easily look cute if done slightly differently.

I tried to find some artwork to prove my point but I'm just going to lay out what I'm thinking here in this spoiler.

For one thing, the piercings of our people should be bright bronze / copper contrasting on their pale grey skin rather than the pale tin / iron of the artwork you are using. Which means they'd stand out a fair bit and would provide some bright contrast to their pale skin.

Then there is the matter of clothes, the orc in the photo is wearing some rather savage looking armour. Our people make use of either metal (from the Killketchi) or wooden lamellar armour not some mix of bone and fur. Further more, if this orc was a civilian then she'd probably be wearing a tunic / dress, I can't guess as to the colour but anything is reasonably possible except purple or blue.

Also, to be entirely pedantic, the majority of our people have blue eyes which could also work well with their skin colour. Grey + blue is a good combination.
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>>3377328
After some proper fleshmancy refinement on our orc & half-orc women? Even has the blue eyes
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>>3377348
Personally, I'm against shifting our race's appearance towards the humans. Mostly because I have such wide god damn range of tolerances in terms of appearance and don't like the idea of losing what makes us, us.

Honestly when we talk about optimising the half-orcs, I'm running under the assumption we might be about to pull off an example of hybrid vigour or we're going to make them more orc like.
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>>3377364
Meh. I don't mind it. We're already on good standing with them (the humans), and have been working to properly reflect other cultures, as well as integrating other orcs into our society. I can see why changing our orcs would be a cause for concern, but the pic was more an example of how I saw half-orcs developing if we managed to embrace them. More refined and polished, less brutish, and showing traits of human and orc in unison. Not a monstrous hybrid, but a perfect unison of the two races.

I'm perfectly fine with developing the orc race itself less into the territory I was suggesting for the half-orcs. I just don't have the same aversion to mixed breeding with humans; it's not a common occurrence, and I'd rather we give them a purpose for existing beyond brandishing the sub-species as a thing to be abhorred, or as disposable meat sacks for our golems.
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>>3377328

Aye, I can definitely see what you mean. Perhaps this image would be more appropriate? (Colour corrections mocked up by me, not sure where the art came from)
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>>3377398
>We're already on good standing with them (the humans),
Kinda, refer to the way they speak of us in OP's first post. They see us as the best of Orcs yet still inferior to themselves.

>and have been working to properly reflect other cultures, as well as integrating other orcs into our society.
I'd argue that we actually convert new villages to the confed culture. It's just that what that culture is is loose enough that no real issue arises. I mean, a large portion of our culture is the veneration of the Yellow sages and our god which most orcs would adopt given how much good they do and how undeniable the god's existence is. Beyond that most of our culture comes in the form of a highly militaristic societal structuring or the Olympics-style games we've set up.

> I can see why changing our orcs would be a cause for concern, but the pic was more an example of how I saw half-orcs developing if we managed to embrace them.
Fair enough.

>More refined and polished, less brutish, and showing traits of human and orc in unison. Not a monstrous hybrid, but a perfect unison of the two races.
See the thing is the traits of orc and human can't be in unison given they are so fundamentally different.

>I'm perfectly fine with developing the orc race itself less into the territory I was suggesting for the half-orcs. I just don't have the same aversion to mixed breeding with humans;
Fair enough but I'd also point out the more similar we grow to humans, the more distant we are to "normal" orcs. That'd make it harder to expand our confederacy into additional lands.

>it's not a common occurrence, and
They really aren't that uncommon, they represent 2% of our population roughly. Or at least they did when there were 20 in 980 of our people.

>I'd rather we give them a purpose for existing beyond brandishing the sub-species as a thing to be abhorred, or as disposable meat sacks for our golems.
I mean I would've advised forming them into a sort of trader / diplomat service for dealing with humans since they odd to be a bit more visually tolerable. That or taking advantage of what should be a body of consistently stronger-than-normal-orc orcs to form a special unit of soldiers.

>>3377428
>Perhaps this image would be more appropriate?
Probably. Only inconsistencies are the ears / noses, also the teeth are a bit more fucked but still.
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>>3377457
Making them act as representatives in human trade as well as special units in combat both works for me. Gives them a purpose at the very least and properly integrates them within our culture.
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>>3377473
Honestly making them into Golems would also be a damn good use, given that they are specifically used to defend our Yellow sages, it'd essentially be like being made into a undying Swiss guard.

Plus, with writing, we've got around the issue our golems couldn't talk: so now they can still communicate beyond yes / no questions!
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>>3377483
I'd be all for that, except that I value them as Orcs regardless. I'm in the interests of enhancing our Orcs, and relative sub-species of Orcs that may come along the way. We can create Golems out've flesh and use enemy bodies or just resources around us in creation of more Golems.
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>>3377495
Actually no we can't, turning people into golems is done by encasing them in corestone and a bit of other magic. This is why they are so hard to kill.This does also mean, to my understanding, that they are their own individuals, they just obey because it is what they want to / agreed to do.

Therefore using our enemies to make golems is probably one of the worst things we could do. At least, to my understanding.
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>>3377515
Then regardless we'd need to make it a voluntary thing - which means it shouldn't be exclusively up to a sole race to take up the task of becoming a Golem. An Orc or Half-Orc has the right and honor to become one of the Golem's and be granted nigh invulnerability, but there are going to be those who simply don't want it. So we should still put focus on enhancing Half-Orcs as a whole, just as we've been attempting to do with our Orcs, rather than delegating them to acting solely as Golems. If an Orc or anyone loyal to us wanted to become a Golem then they may.

Not sure if all that adds up, but I hadn't realized Golems were much more than mindless husks, which adds an extra layer of complexity to the task of creating more. They need to be voluntarily created.
>>
I really don't give a shit about the half orcs. I think our next step should be integrating the cool purple Orc group to the west.
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>>3377646
Somewhat agreed. Personally I think the Uldrik are a more useful one. Given the hyper-fertility of their lands and shit, we could certainly benefit from them joining.
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>>3377646
I'm all for getting them. They seem interesting. Still like Half-Orcs regardless.
>>
Half orcs are a stain upon orcish honor in our nation. For the Kilketch half orcs are a blessing when our alphas visit. Our half orcs should be sterilized at the very minimum if we keep them. Preferably they would be turned into a flesh golem or sold to the Kilketch. Half orcs are unwanted burdens in our society and we have no use for them.
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>>3378077
Nah. That's just incredibly dumb. We take in other orcs that look completely different from us, we've shown next to no hatred for humans, and the only real supporting factor for that kinda behavior would be that we take slaves. Which given the time period seems perfectly reasonable to me. But sterilizing a growing sub-culture of half-orcs is not only stupid, there's also no current IC reasoning for it. Especially given a fair amount of time was just spent going over all the reasons that they could be useful.
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>>3378087
I could be missing prior examples of a supposed hatred for Half-Orcs we've displayed. Though I don't think I did.
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>>3378109
In the thread that we first started trading with the Kilketch QM said that half orcs are viewed with suspicion, derision, and embarrassment by our orcs when an orc woman gives birth to one. We are ashamed that we have any of them at all.
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>>3378087
I agree.

>>3378109
Only example I can think of is the fact Half-orcs aren't generally born of stable relationships and some implications they are shameful for those involved given it'd be like fucking someone from a race of entirely below-average-at-best looking people.
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>>3378136
>>3378138
To me it seems like a pretty easy fix. Attempt to stop treating it with derision, and instead neutrality. There's no real reason for us to view it with contempt as long as we've created a proper use for them. Once our Orcs cease to view it as an act worthy of shame, it'll just be commonplace. Or at least nothing worth more than an eyeraise. Uncommon, but otherwise not very noteworthy.
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>>3378203
So you want to change everything about how orcs act? How they think? They would cease to be orcs. A proper use for them would be as material for a huge fleshgolem
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>>3378225
... We're hardly even 'Orcs' in the typical sense. So you want to just follow every trope that currently exists? I'd rather diverge from that, mostly because we've shown we're incredibly flexible in terms of our culture. We're noteworthy as is for being far less barbaric and savage from other Orcs as is; in fact much of this quest is about creating our culture from the ground up. You seem to be limiting yourself incredibly by how you think an Orc should act.
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>>3378239
It’s not limiting to play to our strengths. Our culture, while more advanced than other orcs, is STILL orcish. We’re warlike, with the enhanced alphas being the best orcs of them all. Diluting that with weak pinkskin half spawn abominations is diluting our people. Better to just turn the 20 half orcs into a giant fleshgolem or sell them as slaves. They are a negative influence.
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>>3378239
Plus who says that raiding, raping, pillaging, and looting is savage or barbaric by Orcish standards. Might makes right in our culture. You can’t extrapolate 21st century morals on fantasy fucking orcs. The only reason we even decided to culturally interact with the Kilketch and be less “savage” is because we didn’t want to get wiped out by an advanced human nation.
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>>3378262
They really aren't. Let's go through a few things that Humans have over Orcs. One, they're far more numerous - they are generally of greater strength and skill than the average Orc, as well as stature. We're Tolkien Orcs, but have dome well to reduce otherwise very serious flaws through our fleshmancy.

However, we trade with humans. That alone says much. We have Orcs within our culture willing to breed with them. Not to mention we don't just destroy other Orcs; what we do is open negotiations, trying to get them to join with us. If hostile, we overcome them and take them as our own. We don't really have a doctrine established as to how we behave with other races yet, but our behaviour with the humans has set a precedent at the very least.

We have a developed code of laws, writing system, along with intelligent mages.

Your entire argument seems to fall on the Half-Orcs being weak, which we are literally improving upon as we speak. Though I can't recall it ever being cemented they were weaker in the first place. Just that they were something shameworthy.

We are literally developing every moral and ethical part of our culture as we speak and yet you're stalwart in acting only in one direction. To me that seems narrow minded. There's no reason to kill the Half-Orcs, not even an IC one. There isn't enough of a hatred in our culture to reasonably explain such a reaction.
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>>3378262
>It’s not limiting to play to our strengths.
You mean the strengths we literally don't have because we are Tolkien orcs not warhammer orcs? Our strength as of right now is having really good magic and having good defences.

>Our culture, while more advanced than other orcs, is STILL orcish.
I mean, kinda? We're a huge departure from traditional orcish states given our confederate nature rather than being a hegemonic monarchy or such.

>We’re warlike, with the enhanced alphas being the best orcs of them all.
Not really. I mean our enhanced orcs are equal to humans at best and they generally just become warriors or chiefs, two groups which generally share societal power with the Yellow sages.
Also we only really performed any sorts of actual armed conflict twice in our history: once in a series of defensive actions against the humans; once repeatedly raiding the Bulkar Hegemony and even then we actually did relatively little killing or anything. Our now far more militaristic culture is admittedly a good example of my points being false but we only developed that recently and it, besides the veneration of battle, is all non-warlike shit.

>Diluting that with weak pinkskin half spawn abominations is diluting our people.
Kek, you mean the Pinkskins who were and are our technological superiors? The pinkskins who are generally stronger than us?

>Better to just turn the 20 half orcs into a giant fleshgolem or sell them as slaves. They are a negative influence.
That is dumb as shit and almost certainly wouldn't work.

>>3378281
>Plus who says that raiding, raping, pillaging, and looting is savage or barbaric by Orcish standards.
I mean, we kinda are? Seeing as we are the people who decide our nations future and all.

>Might makes right in our culture.
Actually no. Our culture is highly militaristic but we do still maintain our concept of a unified network of tribes each led by a leader they have selected and all acting for the good of the whole. Each tribe therefore could select their leaders entirely differently and they'd still have equal power. Now you might have a point if you argued physical power is respected but even then, it is hardly the only thing our society values.

>You can’t extrapolate 21st century morals on fantasy fucking orcs.
Except we can. If we want. Which we might. Just as much as you can't apply your honestly rather reductionist view of what pre-21st century morals were like either.

>The only reason we even decided to culturally interact with the Kilketch and be less “savage” is because we didn’t want to get wiped out by an advanced human nation.
Actually no. We could've chosen to let them have their trading post, never studied their shit and just generally avoided them. We became less savage because the savagery held no benefit: savage societies don't generally produce stability or unity.
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>>3378308
It’s pragmatism. Excise the weak cancer of half orcs from our people. Gain a gigantic flesh golem made from 20 half orcs. If that doesn’t improve and make the half orcs stronger nothing will.

>>3378336
Our enhanced orcs are stronger and more virile than humans. We are a confederacy 1 step away from being a military dictatorship. We will not become stronger than the pink skins by becoming like them. More savagery is exactly what we need. Raping, pillaging, and enslaving is what we do. It’s what Orcs do, and we are the Best Orcs possible.
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>>3378463
>Our enhanced orcs are stronger
Nope, equal.

>more virile than humans
Anon that is pure conjecture or fetishisation on your part.

>We are a confederacy 1 step away from being a military dictatorship.
We really aren't. Each village elects a leader, they then work together to lead the nationstate. We are honestly closer to developing a democratic or theocratic government than any sorts of dictatorship.

>We will not become stronger than the pink skins by becoming like them.
They are however in many ways better than us. Those are places where being more like them would help. To disregard these facts is foolish.

>More savagery is exactly what we need. Raping, pillaging, and enslaving is what we do.
Except for 99% of our nationstate's existence our development was a series of diplomatic actions to protect against exactly what you now call for.

>It’s what Orcs do, and we are the Best Orcs possible.
Actually, from what we've seen, it's not what orcs do. Of the nation states of orcs which we have encountered, only ourselves and the Bulkar showed any really militaristic interests and most of ours were developed as a result of our war with them or to survive human aggression. That is to say out of 5 states of orcs, only 1 showed that as it's nature while another gained it because of war.
>>
>>3378580
Despite all of your invalid points, it doesn’t change the fact that a Flesh Golem made out of 20 half orcs is infinitely more useful and beneficial to us than 20 half orcs.
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>>3379044
Despite the fact that you couldn't think of any actually valid counter points, it still doesn't change the fact that creating twenty more powerful Half-Orcs, allows for far more options than a single flesh golem of twenty Half-Orcs.
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>>3379044
>>3379052
Okay how about both of you shut up about the golems.
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>>3379112
My thing was Half-Orcs tbf ;)
>>
WHEN DID THIS THREAD TURN INTO A DEGENERATE SHITSHOW?
GET YOUR WEAPONS AND LETS INTEGRATE SOME TRIBES!
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>>3379163
We failed that roll actually.
>>
Huh, so this happened.

Next turn should be coming up later on today.
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Why don't we just make it part of our warrior society to die in battle is the greatest honor, then train a bunch of super half-orc elite to act like berserkers and charge the front line/be suicidal? Through death, they could redeem themselves in the eyes of the king in yellow, and be awesome military units. Send them out on suicide missions and such
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>>3379183
I'd rather go against anything that encourages suicide. An honor system sounds fine, but if we're going religious warrior zealotry, the best choice is probably to go for something like Valhalla. You need to prove yourself a mighty warrior, tactician and the like. Not a suicidal idiot. Taking risks is fine, but killing yourself is less so.
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>>3379200
To reach Orc Valhalla for the forsaken half-orcs is to die in battle with as many kills to your name as possible. The whole berserker thing is an exception for the honor-deprived mongrels (This would probably go with the orc sensibilities).
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>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.
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>>3379267
... A little late.
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>>3379267
>search for cave worm monsters
We have no indication such things exist and how would we even go about looking for them?
General scouting and exploring, while hoping to find something like this, seems to be the only way to make it happen at all and that is still a long shot.
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>>3379295
We could make a cave worm monster out of 20 half orcs plus whatever animals we decide to add to the mix. With 67 yellow sages it shouldn’t be a difficult task
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>>3379616
No b8 m8
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>Explore in general direction of Southern Orcs, integrating if possible
>Rolled 5/20
>Failure

The Southern Orcs are a group you have only heard vague myths and legends of, stories told around campfires supported by the occasional piece of art or jewellery that makes its way here. Traders have sometimes come, but they are so few and far between that even their existence may as well not count for anything. Yet a few Orcs are interested in finding out more about these strange Southerners. Gathering up a decent stockpile of supplies for their journey, they set out from Confederate territory, intent on finding a route to whatever place the Southerners call home.

For the first while, their journey is smooth and undisturbed, the terrain beautiful and spirits high. Yet for all the pace they make, all the speed they go by, at last they come across a true problem: a ravine, a vast chasm stretching far in both directions. With a work crew it'd be traversable, or even enough effort in mere climbing, but for this group of Orcs, it represents something they are unwilling to deal with right now. So it is that empty handed, they return home.

>Optimise Half-Orcs
>Rolled 16/20
>Above-average Success + Fleshmancy

Only a small minority, the Half-Humans have always been little more than a stain as far as your people are concerned, a stain on all that it means to be Orcish. So when the Yellow Sages offered to take a few in for their "Experiments", few were sad to part with them, except perhaps the parent of each of the individuals. It takes a long period of time, yet at last the Yellow Sages are ready to show their results. And what results they are.

They're still Half-Human, that much is quite clear. What has changed though, is the balance in which this has expressed itself in them. They are tall for one thing, larger and stronger than most regular Orcs, although still not quite at the level of the optimised warriors created by the Yellow Sages. What's more, although their features still certainly look mannish, a balance has somehow been struck, one that is much less disgusting looking to both peoples. Yes, they are still mongrels to be sure, mixtures of what should never have been mixed. But now, the mixture has been balanced, less like a random concoction and more like an alchemical brew. It has been quite successful indeed.

+Half-Orcs optimised, and generally more respected by your people now+
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>Experiment towards wheels
>Rolled 23/100
>Low-quarter Success

It's the evening, and a few Orcs are sitting outside, enjoying a fine dinner of mashed potatoes and guinea-pig. Suddenly, a sound is heard, a low rumbling. Standing up, they turn around just in time to see him: an Orc riding on a great, circular stone, careening uncontrollably towards the edge of the mountain. Realising his peril, they hastily run after him in an attempt to stop it, yet it is too late. Just a few moments later the stone and he roll off of the edge, bouncing against the face of the mountain a few times before eventually coming to a rest at the bottom, likely dead now, and with whatever knowledge that led to his creation dead with him.

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

(So so sorry about disappearing guys. There really isn't that much of an excuse I can give other than general busyness, but I hope things ought to be better in the future)
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>>3391436
Explore beyond the plains to the west
Make a couple of corestone wheels
Ponder carts
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Rolled 1, 11 = 12 (2d20)

>>3391462

Alrighty, rolling for actions now.
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Rolled 91 (1d100)

And idea.
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Thread is dead asf OP. Better make a new one
>>
Yeah, I'll probably do that once I've finished the next turn. Bit of a pity with only 3 turns being done in an entire thread, but here's to hoping I can be more active with the next one.
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>>3391462
Supporting.

>>3391510
Good to see you aren't dead OP.
>>
Btw, quick question for the next thread: should i make a pastebin for all the stats and info, just so I don't have to make a large infodump post at the beginning of each thread? Just thought it might be something that could help.
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>>3392418
Ye
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>>3392418
Yeah
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>>3392418
If that helps, do it.
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Last post lol.

HAH Got'em
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>>3400739
Lol no nigger.
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>>3401587
YES!
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>>3401601
Turbonigger



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