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'The Orcs are a curious bunch. To the outsider, the sight of their appearance, so similar to our own and yet so different at the same time, is more likely to create feelings of disgust than anything else. After all, how else is one to react to the sight of something with such a seemingly brutish appearance? Yet behind that visage lies a mind, a culture, far more complex than anything you might assume at first glance. And it is for that reason that we shall be studying their long history today, right from the very beginning. But as a starting point to all this, how about we begin with their basic anatomy?'

Pick ONE of the two options below for what type of Orc you're going to be.

>'In general, Orcs tend to be of a relatively short size, ranging from 5 feet tall to 5 feet 8. Their forms are of a skinny, weedy type, with leathery wrinkled skin that generally comes in ashy browns and greys. As for hair, they have little to speak of, with baldness not uncommon, general thinness of hair universal, and facial hair practically nonexistent. As for their faces themselves, they are sharp and harsh, with hooked noses, sharp teeth and ragged, pointed ears. All in all, it is little wonder that one feels disgust at the very sight of them.'

>'Perhaps the most striking thing about Orcs is their size, with the vast majority being taller than any of us, and would likely be even more so if they stood up straight. This size is something that also manifests itself in their very bodies, with large, powerful muscles being the norm. As for their faces, they are of a brutish sort, with great tusks jutting out of a protruding jaw and a small piggish nose, although perhaps the most strange characteristic of them all is the greenness of their skin. As such, when one sees an Orc, the first thought that comes to your mind is one of brutish bestiality, as like some simian granted thought. Yet this would be to underestimate the Orcs, and that has been the undoing of many an unfortunate man...'
>>
>>3251301
>>'In general, Orcs tend to be of a relatively short size, ranging from 5 feet tall to 5 feet 8. Their forms are of a skinny, weedy type, with leathery wrinkled skin that generally comes in ashy browns and greys. As for hair, they have little to speak of, with baldness not uncommon, general thinness of hair universal, and facial hair practically nonexistent. As for their faces themselves, they are sharp and harsh, with hooked noses, sharp teeth and ragged, pointed ears. All in all, it is little wonder that one feels disgust at the very sight of them.'

Tolkien Orcs, Ho!
>>
>>3251301
>'Perhaps the most striking thing about Orcs is their size, with the vast majority being taller than any of us, and would likely be even more so if they stood up straight. This size is something that also manifests itself in their very bodies, with large, powerful muscles being the norm. As for their faces, they are of a brutish sort, with great tusks jutting out of a protruding jaw and a small piggish nose, although perhaps the most strange characteristic of them all is the greenness of their skin. As such, when one sees an Orc, the first thought that comes to your mind is one of brutish bestiality, as like some simian granted thought. Yet this would be to underestimate the Orcs, and that has been the undoing of many an unfortunate man...'
>>
>>3251301
>'In general, Orcs tend to be of a relatively short size, ranging from 5 feet tall to 5 feet 8. Their forms are of a skinny, weedy type, with leathery wrinkled skin that generally comes in ashy browns and greys. As for hair, they have little to speak of, with baldness not uncommon, general thinness of hair universal, and facial hair practically nonexistent. As for their faces themselves, they are sharp and harsh, with hooked noses, sharp teeth and ragged, pointed ears. All in all, it is little wonder that one feels disgust at the very sight of them.'
>>
>>3251301
>'In general, Orcs tend to be of a relatively short size, ranging from 5 feet tall to 5 feet 8. Their forms are of a skinny, weedy type, with leathery wrinkled skin that generally comes in ashy browns and greys. As for hair, they have little to speak of, with baldness not uncommon, general thinness of hair universal, and facial hair practically nonexistent. As for their faces themselves, they are sharp and harsh, with hooked noses, sharp teeth and ragged, pointed ears. All in all, it is little wonder that one feels disgust at the very sight of them.'
>>
>>3251301
>'Perhaps the most striking thing about Orcs is their size, with the vast majority being taller than any of us, and would likely be even more so if they stood up straight. This size is something that also manifests itself in their very bodies, with large, powerful muscles being the norm. As for their faces, they are of a brutish sort, with great tusks jutting out of a protruding jaw and a small piggish nose, although perhaps the most strange characteristic of them all is the greenness of their skin. As such, when one sees an Orc, the first thought that comes to your mind is one of brutish bestiality, as like some simian granted thought. Yet this would be to underestimate the Orcs, and that has been the undoing of many an unfortunate man...'
>>
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>>3251332
>>3251344
>>3251362
>>3251393
>>3251417

'In general, Orcs tend to be of a relatively short size, ranging from 5 feet tall to 5 feet 8. Their forms are of a skinny, weedy type, with leathery wrinkled skin that generally comes in ashy browns and greys. As for hair, they have little to speak of, with baldness not uncommon, general thinness of hair universal, and facial hair practically nonexistent. As for their faces themselves, they are sharp and harsh, with hooked noses, sharp teeth and ragged, pointed ears. All in all, it is little wonder that one feels disgust at the very sight of them.'
'Yet in their own way, are the Orcs not a product of their environment, the place of their first origin one of the primary factors in how they turned out? So some theorise, and so it only makes sense that we look at the area where the earliest Orcs first seem to have appeared.'

Pick ONE of the options below for what area you start in.

>'It was high in the mountains that we find the earliest Orcs, a rocky, steep and harsh area, with an array of caves dotting the rockfaces, and scavenging birds soaring between the peaks.'

>'It is in the deserts that we find the first Orcs, a sandy wasteland with little to no water or plant life, save for a small few oases. Few could survive here, but quite clearly the early Orcs managed to.'

>'The origins of the Orcs lie deep in the thick woodlands. With trees to high they could block out the sky, and equal amounts of good game and vicious predators here, it is easy to understand why this was a good place to live, but just as easy to understand why it was a dangerous one.'

>'Or perhaps one of you has a different theory as to where the Orcs came from? If so, do tell. I'm all ears!'
>>
>>3251447
>'It was high in the mountains that we find the earliest Orcs, a rocky, steep and harsh area, with an array of caves dotting the rockfaces, and scavenging birds soaring between the peaks, slowly excavating a crooked network of tunnels and caverns.'
>>
Aaaaaaaaaand of course /qst/ goes with the shitty contrarian option. Might as well call it goblin civilization quest now op.
Dropped.
>>
>>3251447
>>'It is in the deserts that we find the first Orcs, a sandy wasteland with little to no water or plant life, save for a small few oases. Few could survive here, but quite clearly the early Orcs managed to.'
>>
>>3251447
>'It is in the deserts that we find the first Orcs, a sandy wasteland with little to no water or plant life, save for a small few oases. Few could survive here, but quite clearly the early Orcs managed to.'
>>
>>3251466
Jokes on you, that's what original orcs were.
>>
>>3251447
>'It was high in the mountains that we find the earliest Orcs, a rocky, steep and harsh area, with an array of caves dotting the rockfaces, and scavenging birds soaring between the peaks.'
>>
Ok, looks like a tie between desert and mountains. Anyone feel like breaking it, or should I just roll the dice?
>>
>>3251447
>'It was high in the mountains that we find the earliest Orcs, a rocky, steep and harsh area, with an array of caves dotting the rockfaces, and scavenging birds soaring between the peaks.'
>>
>>3251447>'The origins of the Orcs lie deep in the thick woodlands. With trees to high they could block out the sky, and equal amounts of good game and vicious predators here, it is easy to understand why this was a good place to live, but just as easy to understand why it was a dangerous one.'
>>
>Desert
Orkir Place ho?
>>
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'It was high in the mountains that we find the earliest Orcs, a rocky, steep and harsh area, with an array of caves dotting the rockfaces, and scavenging birds soaring between the peaks. In certain parts there were flatter areas were more plants could grow and larger animals live, but for the most part it was a sparse land, hardly the kind of place where you would expect a group to be born. Yet it is from here that the Orcs appear to have first originated, as far as we can tell. Now, let me tell you about their early history...'

SEVERAL MILLENNIA EARLIER

For as long as your tribe has existed, you have lived in these mountains, a land harsh, tough and sparse, but home nonetheless. Few in number, you have spent generations isolated and unchanged, only occasionally coming into contact with other bands, and with your tools, your technology, your way of life staying the same over all these generations. But now, after all this time, things begin to change...

Current Stats:

>Population: 15 +Bottle-neck Suffering+
>Culture and Art: Primitive. Other than the occasional inspired set of scratchings on a rock or cave wall, your people have no art to speak of, or true culture at all for that matter. Most of the time they go about naked with no clothes, and in many respects simply live like animals, with practically none of what we today would consider "culture".
>The People: Although there is somewhat of a general tendency towards selfishness and cruelty, for the most part your people are rather neutral in terms of alignment, living for the moment and little more. 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. One curious thing to note about your tribe though is the distinctive icy blue eyes they all seem to bear, likely a product of the genetic bottleneck they currently experience.
>Technology: Nothing beyond sharpened sticks, pieces of jagged flint, rocks and fire. Your people currently live in the caves that dot the mountainside, occasionally putting down some dried grass to serve as bedding when there is any, but other than that you have little which could be remotely considered architecture.
>Magic: None. Although there are tales of great sages able to perform wondrous deeds, and the occasional tribesperson who even attempts to pass themselves off as one, your people generally live without any magic in their lives, with some even doubting its existence, if they bother to think of it much at all.
>Food: Minimum. Your people subsist after foraging for the edible fungi, roots and plants that exist in this region, and hunting whatever animals happen to come close.

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

(Sorry for taking so long, I accidentally closed this tab without saving, and had to restart from scratch)
>>
Btw, I'll be turning in for the night now, but feel free to respond in the meantime, and I should be up and able to respond around 5 hours or so from now!
>>
>>3251626
>Idea: Try to create an Alpha Orc to act as the tribe leader.
>Action 1: Explore nearby caves looking for edible fungi to increase our amount of food available
>Action 2: Try to create a little space in our cave similar to that in which Fungi grows, maybe we can grow some in there.
>>
Rolled 20, 10 = 30 (2d20)

Okay, rolling for actions now.
>>
Rolled 57 (1d100)

And the idea.
>>
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>>3251695

>Explore nearby caves looking for edible fungi to increase our amount of food available
>Rolled 20/20
>Complete Success

When it comes to finding food, your people generally tend to look outside, foraging and hunting for whatever edible plants and animals happen to come by. Recently though, a couple of tribespeople decided to try wandering about inside the cave instead, and in doing so they found something incredible: a whole forest of fungi of varying forms, managing to grow entirely underground.

>Produce discovered: White Mushrooms, Jelly Ear Mushrooms, Yellow Leg Mushrooms
>Raw Resources discovered: "Great Cave Mushrooms". As well as the edible mushrooms discovered (Along with the various other types no one was particularly familiar with), several "Great Cave Mushrooms" were also discovered. Likely several decades old, they stand as tall as trees, and their tough and woody exterior is hard and strong enough that they could very well make good lumber, if you had the technology to properly harvest them.

> Try to create a little space in our cave similar to that in which Fungi grows, maybe we can grow some in there.
>Rolled 10/20
>Average Success

As the tribespeople eagerly gather up the edible mushrooms they can find and bring them back to their own cave, a few spores end up drifting down into the side. As such, there is now a small unintentional patch of mushrooms lying at the side of your cave, supplementing your diets.

>Try to create an Alpha Orc to act as the tribe leader
>Rolled 57/100
>Minimal Success

For as long as your tribe can remember, it has lived equally (Or close to it), with no tribespeople holding direct power over the others. Now however, that changes, when one of the stronger and more cunning members of the tribe decides that he'd make a good leader, and somehow manages to convince the others to go along with it. Now, an Orc, generally more physically and mentally powerful than the others, acts as the tribal chieftain. However, the chieftain's power is weak, rarely extending beyond mediating petty disputes, and it will likely take a while before they can have a major influence on the actions of the other tribesfolk.

+Tribal Chieftain+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Action1: Explore around the caves and look for some of these flatlands with larger game.
Action2: Attempt to use the tools we have on the larger mushrooms for some fungilumber.

Idea: With the newfound food sources, set up some sort of rationing system rather than a free for all. Not super important now but it will be when we start to grow.

Idea:
>>
Rolled 9, 20 = 29 (2d20)

Alrighty, rolling for actions.
>>
Rolled 82 (1d100)

And idea.
>>
I like this quest but isn't it better to let players roll and decide with best of 3 or highest roll etc?
>>
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>>3253235

>Explore around the caves and look for some of these flatlands with larger game
>Rolled 9/20
>Minimal Success

Occasionally from the peaks your people will see areas down below or a distance away which happen to be somewhat less steep, although that's not exactly saying much. Deciding to try to actually reach one of these places, the tribesfolk set out on an expedition of sorts, and after a long period of travelling, actually manage to reach one of these areas. Unfortunately, although it is possible to reach it, the route is a long and hazardous one, far too difficult to be convenient for the moment. As they come back, they decide to poke around the caves they pass along the way too, and although there isn't much of particular interest, there are a few caves which could potentially be moved into for habitation should your population grow too large for your current one.

>Attempt to use the tools we have on the larger mushrooms for some fungilumber
>Rolled 20/20
>Complete Success

Although the more edible fungi are what capture most of the tribe's attention, a couple of Orcs are interested in the curious tree like fungi. Wood is rare in these heights, but it certainly makes for good fuel, and perhaps these ones might be good for such things too? Although it takes a little while for it to catch on, once the tribespeople realise what an easy way to obtain fuel it is, fungilumber harvesting becomes a relatively popular thing, and much larger stockpiles of fuel and larger fires as a result can soon be formed. As well as this, certain tribespeople also manage to develop new tools thanks to this too such as a kind of primitive stone hand axe, which can be used to harvest and even cut down these lumber fungi far more efficiently.

+Fungilumber is now harvested by the tribe+
+Stone Hand-Axes discovered+

> With the newfound food sources, set up some sort of rationing system rather than a free for all
>Rolled 81
>High-Quarter Success

For the most part, food in the tribe is little more than a free for all, with tribespeople eating when they are hungry, and rarely thinking about stuff like portions and all the rest of it. However, during a period of particularly harsh weather, a chieftain chose to use his authority to regulate how much every tribesperson ate, to ration the food they held. And although there were certain misgivings about it, it worked, and in the years since then even after the harsh weather went away, this system of basic rationing of food stayed, allowing what they were able to obtain to stay stored for longer, and even allowing the tribe to sustain a few more members due to the improved distribution of food.

+Basic rationing discovered+
+Food supply increases to adequate+
+The number of tribespeople increases by 3 due to more Orcs being able to be supported now. The tribe now numbers 18.+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3253977
Now that we can make stone axes we could probably figure out stone pickaxes. With those we could try mining for metal and upgrade to metal tools and weapons.
>>
>>3253977
Action 1: Make weapons to hunt and defend our tribe
Action 2: Peacefully (but cautiously) reach out to other Orc tribes to see how they fare, maybe we can make ourselves stronger in Union

Idea: Now that there is a chieftain we should secure his position as the leader while keeping the equitative distribution of food
>>
>>3253982
That's a great idea too, but I'm more worried about our Bottle neck and how it could affect the average Orc intelligence and behaviour desu
>>
Okay, anyone else feel like voting before I roll? If it seems as though this quest is going at too fast a pace though, do tell, I'm not particularly experienced with these.
>>
>>3253983
Gonna support this. Need some genetic diversity
>>
>>3253983
Supporting.
>>
>>3254041
It's a Civ. Much like the Civ PC games it'll be really fast at first til we get established and then as more factors come into play we'll need to settle those. I just hope it continues. Civs usually die out so even if it's slow I'll keep on because I enjoy them
>>
Rolled 13, 1 = 14 (2d20)

Ok, looks like it's settled than. Rolling for actions.
>>
>>3254041
This >>3254071
It'll be fast up until maybe 10 turns or so, if you really feel up for it you can always create a discord or Twitter account to keep us in touch with the Civ.
>>
Rolled 52 (1d100)

Uh oh. Let's hope the idea is better.
>>
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>>3254077
O shit
>>
>>3254077
We've started a war.
>>
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>Make weapons to hunt and defend our tribe
>Rolled 13/20
>Above Average Success

When out hunting, your people will occasionally make use of sharpened sticks and jagged rocks in order to injure your quarry, yet true weapons directly made for the purpose of killing remain unknown. However, now there are certain tribespeople who wonder if things could be done better, especially with the advanced and refined tool that is the stone hand-axe (Well, advanced and refined for your people, which isn't exactly saying much). After some experimentation, a tool is finally made which combines the design of a smaller sized hand-axe with a long piece of carved fungiwood, held together with the tendons of prey animals: a spear.

+Stone spears discovered+

>Peacefully (but cautiously) reach out to other Orc tribes to see how they fare, maybe we can make ourselves stronger in Union
>Rolled 1/20
>Complete Failure

Your tribe is small in number, there is little doubt about that. With less than 20 individuals, genetic diversity is low and incest common, something which manifests itself in the relatively similar features of all the tribespeople, including their distinctive blue eyes. Yet this might bring more trouble in the future, and so it is decided that several tribespeople shall venture forth to attempt to negotiate with a known band of Orcs residing nearby, their location visible from miles away thanks to the swirling pillar of smoke that rises up from the campfire. Several days later the explorers return, shaken and haggard, and one visibly wounded. With them, they bring a most disturbing tale.

The journey itself was a relatively easy one, going along a route that was already known as a hunting trail, and where several encounters had already taken place before. Yet there were no hunters. They venture past caves where in the past they used to trade with the clans in these parts, when they were closer. Yet the caves are empty. At last, they come across where the camp itself lies, and find a scene of utter chaos. Primitive constructions of wood burn, bodies lie prostrate upon the ground and even now fighting is going on, with the few remaining members of the camp being slaughtered mercilessly. But it is the ones doing the slaughtering that are most disturbing. Dressed in thick armour of leather and some form of shining rock, they appear nothing like your own kind, being taller, more pink-skinned and hairier. Beyond that though, you are unable to tell much in detail. The scouts soon turned to flee, but not before they were noticed, and the strangers gave chase. It was long and difficult, and for a while it seemed as though all was lost, but in the end the scouts managed to shake them off and return home.

Yet one truth still remains. There's a new group here, unfamiliar, and utterly deadly.

And they know we exist.
>>
>Secure the chieftain's position as leader
>Rolled 52/100
>Minimal Success

With the danger presented by these newcomers, the chieftain immediately steps in. The danger presented by these people is great, he said, and if we need to ever have any hope of surviving, we need to be strong. It is a choice made with reluctance, but eventually the other tribespeople agree. They do need to be strong, if they are to survive this. And so it is that the chieftain becomes a true, powerful leader, if not under the circumstances that most would desire.

+Chieftain's authority over the tribe increased+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3254140

Idea1: Defenses are needed. With what we have learned about the stone spears, perhaps we can fine-tune that to smaller weaponry like javelins? Something we can use our mountain terrain to use for defense.

Idea2: If there are any other known tribes, perhaps share our tale and see about combining our groups against this greater threat.
If not... try to find those brave enough to scout back out the slain camp and see what we can learn further about the invaders.

Idea/Stat: In these trying times, we may wish to look to our much older past and seek out the magic that exists within the world, and see if any of our tribe have a particular affinity (perhaps among those who boasted to have some ability?)
>>
>>3254138
>>3254140
Oh shit, the pink people are dangerous, we should
>Action 1: Now that we have spears we could create enough amount that we can put some as a pointy wall against invaders
>Action 2: send scouts looking for other tribes to warn them of the pink people and how dangerous they are, evasion of the pink creatures is of highest priority.

>Idea: We should try to create a way to defend ourselves, we may not be able to create those weird second skins the pink people wore, but maybe we can create pieces of wood to defend against their shiny rocks!
>>
>>3254150
Er, Action 1 and 2, not idea 1 and 2.

>>3254151
Switching idea to this. More practical in the short term by far.
>>
>>3254150
Supporting these actions and the idea of >>3254151
>>
Rolled 7, 17 = 24 (2d20)

Okay, looks like things are fairly settled. Let's roll for the actions.
>>
Rolled 21 (1d100)

And the idea.
>>
>>3254176
"Orc can no wear mushroom, dumb alphachief."
>>
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>Defences are needed. With what we have learned about the stone spears, perhaps we can fine-tune that to smaller weaponry like javelins? Something we can use our mountain terrain to use for defence
>Rolled 7/20
>High Failure

Whilst your stone spears are certainly a definite improvement on your previous weaponry, it is still quite clear that whatever the newcomers have is superior, and melee would be a foolish choice. As such, a few orcs decide to attempt to experiment with creating something smaller, lighter, something that can be thrown from a distance without putting the thrower in direct danger. Sadly, such advanced technology seems to be beyond their abilities for the moment, although they've certainly learned quite a few lessons that could come in handy in future attempts at creating new weaponry.

>If there are any other known tribes, perhaps share our tale and see about combining our groups against this greater threat.
>Rolled 17/20
>Above-Average Success

Although the tribe now slain by the pink-skinned newcomers was one of the closest to you, it was by no means the only one you were aware of. Emissaries are sent out to the various other Orc tribes in your vicinity, informing them of the new threat that lies nearby. A few of course scoff at the notion, presuming it to be little more than a power play by your own tribe, or even suspecting that it was you who were the true killers. Yet a few listen and promise to pledge some level of aid to you should this threat be seen to be mutual. Most luckily of all, a small number even suggest joining up to form a loose confederation of sorts, although they are a little wary of the idea of some singular powerful chief. This is surprising at first, but it soon dawns that your tribe is by no means the first to find out about these newcomers, and as your emissary sits by the campfire of one neighbouring clan, a member even brings out one of their spears made out of the strange shining stone, apparently scavenged from where it had been left behind in the ruins of a recently deserted settlement.

+Loose confederation government+
+3 other settlements+
+32 population (Total population is now 50)
>>
>We should try to create a way to defend ourselves, we may not be able to create those weird second skins the pink people wore, but maybe we can create pieces of wood to defend against their shiny rocks!
>Rolled 21/100
>Low-Quarter Failure

One of the stranger things your scouts reported from their observations was the fact that all the newcomers appeared to be wearing a kind of second skin of shiny rock over their body, almost like the shell of an insect. The secret to such things isn't yet known to your people, but a few tribesfolk attempt to create similar protective garments out of fungiwood. Considered a stupid idea by most from the very beginning, this attempt at armour proves to be bulky and unwieldy, and in the end it is abandoned as being nowhere near good enough to be worn, with the tribesfolk who attempted it becoming a laughing stock.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
Headed to work but will post when I can. Lead us to greatness, comrades.
>>
>>3254212
Do gods exist in this universe? If so we should worship some god that dislikes the pink-skins so they'll help us fight them.

If there are no proper gods or we don't know any we should still form our own religion to unite our people and give us something to believe in. It would also improve our culture.
>>
>>3254210
Action 1: Give a small tribute of different mushrooms to the other tribes of the loose confederation, assuring them that this is in no way a gift but a bargain so that we may defend ourselves against the common enemy, in hopes that our friendship will last for long, we also state that our tribes are equal, which means that we all get to discuss equally on any matter that arises.

Action 2: Try to make paths between our confederative comrades so that help can be much more expedit.

Research: Maybe we can't wear the fungi wood, but what if we used them in one of our hands as a shield!!
>>
>>3254231
+1
>>
>>3254212
Action 1: Joint combat training with our confederated tribes. MMA, spearfighting, axes, knives, running, etc. to make everyone better at fighting and get a sense of friendly competition going.

Action 2: Let our hunters participate in joint hunts and scout training. Teach what we know, learn what we can from our other confederated tribes.

Research: Continue experimenting and testing the fungal wood for use in armor, and shields. Look for applications in using it as a handle for spears, axes, and knives. Incorporate it into clothing.
>>
>>3254231
+1
We need to bring unity
>>
Rolled 20, 3 = 23 (2d20)

>>3254231
>>3254259
>>3254392

Okay, rolling for actions.
>>
Rolled 12 (1d100)

And now for the idea.
>>
>>3254469
Why the fuck are we now getting shitty rolls?
I mean, were orks, so its not like we need armor anyways, but still
>>
Bugger, I clicked on the wrong button, lost the entire update and have to start again from scratch. Sorry for taking so long y'all.
>>
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>Give a small tribute of different mushrooms to the other tribes of the confederation, assuring them that this is in no way a gift but a bargain so that we may defend ourselves against the common enemy, in hopes that our friendship will last for long, we also state that our tribes are equal, which means that we all get to discuss equally on any matter that arises
>Rolled 20/20
>Complete Success

When it comes to your little confederation, there can be little doubt that it is a loose one, more an alliance of tribes than anything else, a rare thing for Orcs, but needed in the face of a common enemy. But even so, if one thing is needed, it is faith, unity. And thankfully, your main tribe has just the idea. For a long time now they have rationed their food and resources far more efficiently than others, something which has allowed them to build up rather a stockpile. Now, as a gesture of good faith (And almost a boast of plenty), a small tribute of various types of mushroom is distributed to each of the tribes in order to further gain their loyalty. They are of course suspicious at first, this kind of thing is rare amongst Orcs, but once they see that there are few ill intentions here, the mushrooms are gladly accepted. Now, it seems that the unity between the tribes of the confederation is far stronger than before, and relations at a great high. All in all, things are going well in this regard!

+Confederal unity increased+

>Try to make paths between our confederative comrades so that help can be much more expedite
>Rolled 3/20
>Low Failure

Between the tribes of your confederation there exists some level of natural paths, areas where it is easier to travel than elsewhere, but on the whole the journey is a long and hazardous one. But there are a few tribespeople who think it could be done differently, who think there could be a way to create true paths for easy transportation. But how to do this? The idea comes in a flash: walking tends to flatten ground slightly, so surely the solution is to walk between the settlements over and over until it creates a path. Genius! At least, they think so. After several days though, they have achieved little other than looking like idiots and giving themselves sore feet, and eventually abandon their pipe dreams of "Orc-made paths".

>Use fungal wood for shields
>Rolled 12/100
>Low-Quarter Failure

The fungi wood armour may not have worked, but that still hasn't disheartened some of the tribespeople. Okay, so wearing it might be a little unwieldy, but what about holding it? Taking as large a piece of wood as they can, one of the Orcs decides to try making himself a shield. Sadly, it is far too large and bulky to be easily carried around, and upon attempting to show it off to the others, so thrown off balance is he that he slips right off of the edge of the mountain, falling all the way down, shield in hand. On the plus side, dead as he probably is now, he may have invented the wooden sled long ahead of schedule!
>>
STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3254669
Action one: Get a proper farm set up for the fungi.
Action two: Get the other tribes representatives, and have them meet up with ours every month to share news and negotiate things.

Idea: You said we accidentally invented the wooden sled, let's look into making that official.
>>
>>3254690
+1
As you can see, the orcs are a very opportunistic race
>>
Turning in for the night now. See y'all in a while!
>>
>>3254690
+1 the Orcs will turn the worst tides to a bright future!
>>3254717
Gn OP, nice Civ
>>
>>3254690
+1 Must kill ourselves before the pinkies can
>>
Rolled 18, 10 = 28 (2d20)

>>3254690
>>3254693
>>3254759
>>3254954

Alright, rolling for the actions.
>>
Rolled 97 (1d100)

And idea.
>>
>>3255822
The sled is the best idea
>>
>>3255822
Holy shit, mountain riders are happening
>>
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>>3255923
>>3255983
>>
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>Get a proper farm set up for the fungi
>Rolled 18/20
>Complete Success

For a long time there has been a small patch of permanent fungi on the edge of your cave, left from those days when the first scouts returned from the great fungal cave all that time ago. Recently though, a few tribespeople noticed that by depositing waste in that area regularly, they could in fact properly cultivate these mushrooms. Others think it a little disgusting at first, but there can be no doubt that having a stable food supply has considerably improved your stockpiles, and already the idea has begun to spread to the other tribes of the confederation.

+Primitive Agriculture discovered+
+Food supply increases to abundant+

>Get the other tribes representatives, and have them meet up with ours every month to share news and negotiate things
>Rolled 10/20
>Average Success

With the increased unity between you and your confederal allies, travel has rather increased between the four tribes of the confederation, and meetings as a result. It may not have been intentional at first, but a practice has now been developed of a regular meeting between members of the four tribes each month in order to discuss matters, share news and engage in diplomacy, only further strengthening inter-tribal bonds.

+Confederal unity slightly increased+

>Make the wooden sled official
>Rolled 91/100
>High-Quarter Success

The memory of that likely dead Orc who failed to make a functional shield still resonates in the jokes and laughter of the members of your tribe. Indeed, recently the incident almost re-enacted itself when a tribesperson was pushed off of a ledge, a similar board of fungiwood in hand. Interestingly though, he actually survived the journey, making use of the board to slide his way down the mountainside, before eventually making his way back up. Before you know it, sled making becomes a bit of a fad as every Orc and his unfortunate accomplice attempts to make the biggest sled, the best sled. And with this comes advancement, as sleds grow ever safer, and ever more refined, as sled making and riding becomes almost an art. Yet that isn't all, oh no. For as well as taking risky rides down the mountainside, it turns out that sleds can also be used to transport goods, something which is now often used to facilitate trade between the tribes of the confederation along with simply bringing back food from hunting, foraging and fungal harvest.

+Sleds discovered, for both riding and transportation of goods+
+Sled riding is beginning to become extremely popular amongst the tribespeople+

>EVENT - MINOR AGRICULTURAL REVOLUTION

With the stable, regular food source provided by the creation of agriculture (Not to mention the trade facilitated by the transportation of sleds and the unity of the confederation, along with the rationing system of course), the tribe now has access to even more food, which frees up free time for tribespeople to experiment, as new ideas begin to brew...
>>
Pick 3 Development based Actions or Ideas: Building, Population increase, provide a bonus towards tech, etc..

(This is separate from your main 2 actions and 1 idea)
>>
>>3256725
>2 development towards toolmaking technology
>1 development towards population
Better tools will allow us to work more efficiently, and will lead to even more advanced tools, weapons, buildings, and agricultural processes. More population is more hands working, and potentially more soldiers.
>>
>>3256756

Sorry, I probably didn't make it clear what that meant. Essentially, instead of saying "2 development towards x", you actually specify something, basically like what we do with the general actions/ideas, except for free.

My sincere apologies if I didn't make that clear enough.
>>
>>3256725
First Development: Make stone tools to enlarge our cave and make room for more Orcs
Second development: Develope a culture of fraternity towards other tribes of our own race, in hope of, far in the future, create a larger Orc society.
Third development: Create a group of strong orcs that will train in the art of fighting, making them our strongest warriors.
>>
>>3256725
Idea: hold a feast among our fellow tribes to try and make them mix their genes

Action 1: Hunt for animales, maybe we can imitate the pinkies armour with fur
Action 2: Send Orcs looking for these so rumoured "Shamans"
>>
>>3256768
+1
>>
Hello just keep your eyes peeled for something on 10.1.2019
>>
>>3256768
supporting this
>>
>>3256898
Fuck off glownigger
>>
Alrighty then! Posts on the agricultural developments incoming, then I'll move onto the rolls.
>>
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>Stone tool development
>Fraternity culture development
>Warrior development

With the relative abundance and stability provided by your primitive forms of agriculture, your people have more free time than ever before to experiment and innovate. And oh, the changes they make.

For one thing, there is the matter of tools, of which your tribe originally had little advanced ones other than the hand-axes used for harvesting fungiwood and the spears used for hunting. Recently though, a few tribespeople have noticed how the cave of the main tribe is becoming a bit cramped, and thus decide to attempt to expand it. Starting off simply by trying to use hand-axes for the job, a few change the design to make it rounder, smoother, so it can be used as a hammerstone. Others meanwhile decide to try fastening a hand-axe to a piece of wood similar to a spear, except horizontally. Thus too is the pickaxe born.

>+Stone hammers, stone pickaxes+

Sad as it is to say, most of the other tribes of Orcs have a bit of a tendency to be ruled by suspicion and lack of trust in each other, only banding together because of outside dangers. Not your confederation though. With unity already strengthened by the tribute of the main tribe and the various other actions taken, the free time available now (Not to mention the amount of food to be had) means more time for intermingling and socialisation than ever before. As such, a culture of fraternity has grown, the confederal members seeing each other not merely as pragmatic allies, but as friends, brothers even. Doubtless this will make things easier in the years to come.

>+Great increase in confederal unity, as the member tribes begin to see each other as one, not merely as individual groups in alliance+

But even in times of peace like this, there is still the possibility of conflict from the outside. The pinkskin newcomers have been a topic on the minds of everyone, and although direct contact hasn't occurred yet, there are still stories of them that occasionally come in from the outside. As a result, groups of stronger tribespeople have begun training together in order to improve their skills at combat, and there even seems to be a bit of a warrior caste beginning to be developed as these Orcs train and pass their skills on to their successors.

>+Warrior caste developed+

>POPULATION BOOM - With a stable supply of food, your number has increased by 22 births, now numbering 72 Orcs throughout the four tribes of your confederacy.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3257234
>Explore another cave
>Mine
>Develop a religion to improve our magic
>>
>>3257234
>Try and get more tribes in on the confederation.
>Send out scouts to look for the pinkskins, need to keep tabs on them.

>>Develop clothes, it gets cold up here in the winter.
>>
>>3257300
This
What's important currently is that we should expand, quantity over quality.
Also we look civilized with the clothes
>>
>>3257300
>>3257323
Clothes out of WHAT. We'd need furs or silk or some shit for that.
>>
>>3257334
>furs
Dude, we fucking hunt
>>
I say these actions >>3257300
But this idea >>3257258
>>
>>3257300
These actions.

>Idea-Discover writing
>>
>>3257334
Mushroom bark. Mushroom fibres. Animal hides.
>>
Rolled 4, 10 = 14 (2d20)

>>3257285
>>3257300
>>3257323
>>3257388
>>3257467

Okay, rolling for actions.
>>
Rolled 3 (1d100)

And the idea.
>>
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>>3258373
>>3258397
>>
>>3258397
So are the orcs nudists now?
>>
After our revolution came the depression. Hence was the wheel of wyrd
>>
>>3258397
Damn, no clothes for us.

We should dig out more living space in our cave, basic architecture (to have stable or orc made underground structures) as an idea and maybe fortify the cave entrance. In the near future we should get bows, bigger mushroom farms and traps to wage asymmetric warfare against the pink skins.
>>
>>3259102
I was thinking the same, we will need underground architecture to build a federation meeting, storage areas and fortifications
>>
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>Try and get more tribes in on the confederation
>Rolled 4/20
>Low Failure

Your confederation is without a doubt unique in its unity, the way 4 different tribes of Orcs have settled their differences in the face of a common enemy to produce a true united entity. But what if it could be something more? The members of the confederation see each other as brothers, but could this brotherhood not be extended to other tribes as well? Thus is the logic used when several emissaries are sent out to the other neighbouring tribes, attempting to convince them to join your little confederacy. Unfortunately, little success is had, your emissaries being met with suspicion and ridicule, their offers of alliance practically immediately shot down. It appears as though your neighbours remain the way you too once were, hostile and suspicious to outsiders. A pity.

>Send out scouts to look for the pinkskins, need to keep tabs on them
>Rolled 10/20
>Average Success

The pink skinned newcomers haven't yet arrived in the territory of your confederacy, but their existence remains undeniable. Every now and then a report reaches you about some raid, some distant encounter with another tribe, and then of course there is the occasional artefact that makes its way here, like the single spear of shining rock obtained by one of the confederacy's tribes. But your people are not simply content to wait for them to arrive, oh no. A group of scouts venture out into the wilderness, searching for any sign of pinkskin presence they can find. And sure enough, they find it. After several days travel, they happened upon a low valley area in the mountains where a strange construction of cut down trees is being built. To the modern eye it is a fort, but to your people it is something they have never seen before. Its purpose though, remains exceedingly clear. Unwilling to risk being spotted, they soon head back to confederate territory.
>>
>Develop clothing
>Rolled 3/100
>Complete Failure

Although there have been attempts in the past to develop fungiwood armour of a sort, all such attempts have ended in complete failure, although at least you got some nice sleds out of it. But that's not to stop some from trying, and recently a particularly imaginative hunter took it upon himself to wear the skin of a beast he had just killed. For a few days, all was good, the skin warm and stylish. Yet soon, things started going wrong. It began as a simple itch, a bit of a rash, but nothing too bad. But then the itch started getting worse, a fever developed, sores spread and festered across his body. At last, a mere week or two later, he collapsed to the ground, screaming. The tribespeople immediately rushed forward, only to find something terrible: worms, hundreds of them, crawling beneath his skin and bursting out from his flesh, wriggling this way and that with their pallid, slimy forms. Thankfully, the Orc doesn't last for too much longer after that. It seems that whilst the animal was dead, whatever was in it most certainly was not, and the tribespeople of the confederacy now understand that wearing the raw skins of animals is a VERY BAD IDEA.

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
>>
>>3265183
>>Explore another cave
>>Mine
>>Develop a religion to improve our magic
>>
Moving to a new thread here: >>3265338

Current thread archived here: http://suptg.thisisnotatrueending.com/qstarchive/3251301/
>>
>>3251502
actually, originally orcs were drow if we go by lithuanian mythology
>>
>>3278608
Nice necro, you fucking retarded newfag



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