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File: 1388146014255.jpg-(32 KB, 632x416, a prison island for you.jpg)
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Cursed. Convicted. Condemned.

That is your fate, Faateh Dhvann'kur. You of the Orkh'un, a people who pride themselves on their martial spirit, who now have been convicted in the killing of a noble's son. You were shipped in a barge, bundled along with a hundred other hapless criminals, to the prison island of Naraka. Your company consists of humans, hobgoblin, elves and a nine-foot lizardfolk, of which everyone seems to be deathly afraid, Salaasenn.

By the end of the session we managed to arrive at the place, after experiencing a phenomena that felt suspiciously like magic. Presently, you are outside the barge along with Salaasenn, and are being escorted to the prison by the second Orkh'un you've met so far, Bathoot Bhara'kwi. Unfortunately for you, it seems he ranks higher in Thruum, the fucking mixture of intimidation, respect, camaraderie and god knows what else, that is used to establish social hierarchy among your people.

Archive: http://suptg.thisisnotatrueending.com/archive/29089977/
>>
Made it. Where's my popcorn?
>>
>>29107743

You see a clear sky, and the island that lies to the front, the prison is hard to make out amongst the trees, but you do see some stone structures that rise above the canopy. The prison looks to be on lowland, one side meets a tall cliff face. From where you are, you estimate that the stone structures lie a kilometer inland. Behind you is the open ocean.

Nearer you, you had noticed signs of struggle on top of the barge. Bloodstains decorate the floor, and you notice a fallen sword some meters away from you. Several feet away you see the rest of the inmates - Hobgoblins, Humans and Elves being escorted by people who don't exactly look like the guards.

You walk alongside Salaasenn, the Lizard, with Bathoot and his greataxe following you some meters behind.

You decide to:
>inquire something from bathoot
>talk to Salaasenn
>Keep observing
>Do an action (state it)
>>
>>29107743
welcome back prisoner #1
>>
>>29107768
>Keep observing
Watch and wait. One does not need to speak to gain the measure of a man.
>>
>>29107768
>>Keep observing
we need to figer out the situation before we fuck up
who seems to be in charge
which race(s)
>>
>>29107768
Oooh. Nice. Caught it.

>Keep observing
>>
>>29107768
Keep observing for now.
>>
>>29107743
>Dhvann'kur
Oh hey, what does this mean anyway? I know Bhara'kwi means "Trollbane", but what about our surname? I know it's Dwarf-something, at least.
>>
>>29107774
Thank you.

>>29107788
>>29107793
You notice some unrest amongst the crowd of prisoners some distance ahead of you.

The inmates walk in segregated lines, escorted by armed men of the same race as them. Even from afar, you can gauge the tension amongst them, now that they are outside the stifling atmosphere of the barge's interior.

A human male, missing an eye and plenty of teeth, yells, "And what are yeh in fer, carrot-ear? Prostitutin' yerself for copper?"

You notice the frisky looking elf is the one from before, Ilyusha.

"No", he shouts,
"I put it in your girl~
I put it in your girl~
I put it in your girl and gave it a little twirl~", while making wild thrusts.

What ensues is bedlam, it takes the threats of guards and their unsheathed swords to calm the inmates down.

It seems racial tensions have reached boiling point amongst the inmates.

>you decide to yell something at Ilyusha
>keep walking
>talk to someone, Salaasenn or Bathoot
>>
>>29107868
>talk to Bathoot
Does this happen often?
>>
>>29107857
Orcs take surnames that signify the most significant war they took part in.
Faateh's participation in the war between the Kingdom of Madeen and Dwarves earns him Dhvann'kur. Meaning Dwarf foe. An exceptional killcount would have given him Dhvann'kwi: Dwarfbane.
>>
>>29107868
>>keep walking
We are better than this lot
>>
>>29107868
>Bathoot
-Are we being segregated, what happens to my scaly friend here?
-Things seem to be ripe for an explosions here now, is that what goes for entertainment on this place?
>>
>>29107868
>Talk to Bathoot
Tensions seem to run high between the inmates. Do fights break out often here?

Later, if we get the opportunity, we can go talk to Ilyusha, I suppose. I don't think we know his name, though.

>>29107898
I don't think there's a need to ask that first question. We'll find out soon enough.
>>
>>29107915
luckily I don't care what you think. I want to ask it, to up our standing with the lizard, and know how the orcs here stand in regards to them
>>
>>29107926
Er, oh wow. No need to have such a hostile reaction, anon.

We can find that sort of stuff out from just asking Bathoot about which races are the most volatile against the other.

And I'm just saying that we shouldn't ask it for IC reasons. I wanna buddy up with ol' Salaasenn too, but I just don't think it'd flow that well in the narrative for our character to act so closely at this time.
>>
>>29107945
but you think asking about the elf will flow well into that narrative?
you assume a lot, and your assumptions are not the same as mine
>>
>>29107882
>>29107892

>>29107898
No. In case you missed the first session, you were the last ones to leave the barge. And the Bathoot has been sent for watching over the Lizard. You just decided to stay with it.

You decide to let the hoodlums bicker among themselves. Their feelings towards you aren't exactly amicable after you refused to tie down the Lizard.

Without turning back, you ask Bathoot, "Tell me, Orkh'un, are these vermin forever at each other's throats like now?"

"No", he answers, "Right now they seek their place in this new social order. Soon, they'll calm down when they know where they stand."

You
>continue to question him about the situation in the prison
>ask him where the Orcs stand in all this
>ask something else about the prison
>ask about the Lizards
>do an action <state>
>>
>>29107959
You misunderstood my intent, anon. I simply wanted to ask the elf about why he's so free about provoking other people who would do him harm.

>>29107962
Ask Bathoot about the orcs' standing and ask him about where the lizards are kept; we had heard in the barge that all the lizards who had been captured in the swamps were sent to the prison.
>>
>>29107915
>I don't think we know his name, though.
It was stated in the previous thread.
>>
>>29107979
Yeah, I checked it in the archived thread before I posted it, but I couldn't find it.
>>
>>29107962
>you were the last ones to leave the barge
I was here. My query was meant to find out if the lizards are proteges/slaves of orks here. Or if they are left to their own.

>ask about the Lizards
>>
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>>29107978
we cool, early morning here. and I tend to become moar agressive when we play evil races.
>>
>>29107990
>if the lizards are proteges/slaves of orks here
Well, we didn't know what Salaasenn was until we were told by one of the other prisoners what her race was called.

The Lizard people hate humans, though. And Salaasenn knew that our race often fights for them. So.....let's not expect a warm reception from them until we've built up our reputation with their particular group.

>>29108012
Cool. Cooool.

I don't think orcs are evil in this setting, though. Going by the description our QM gave of them in the last thread, they're a mercenary race that's often romanticized in the stories of other races for their skill in battle.
>>
>>29107962
>ask him where the Orcs stand in all this
>>
>>29108029
So.....Jack Cold?
>>
>>29107978
>why he's so free about provoking other people who would do him harm
ok, now I'm curious to. is he stupid, brave and/or in possession of superior skills?
hmm...
>>
>>29108044
Phrase it like a casual observation. Comment on how he doesn't seem to care or fear angering other prisoners and question whether or not it's because he's fearless or mad. Something like that. Casual.
>>
>>29107978
>>29107990

"Where do the Orkh'un stand in all this?"

"We stand tall, Dhvann'kur, and we stand neutral. Out of the three thousand, the Orkh'un number only about a hundred. And inside the prison we are the only men allowed to hold weapons... other than the leaders, that is."

"And what about the Lizards?"

"What about them? They live free and roam about as they wish."

"But what are they brought here for?" You feel the Salaasenn's eye sheath do a blink.

"Why so curious, Dhvannkur? You'll find it all out in good time, you only ever have the rest of your life to find answers."

You have now reached the clearing in the forest. You can now see the stone wall of the prison, perhaps forty feet high, several feet ahead.

>Talk to the Lizard
>Look around the clearing
>Try and observe the prison building
>Do something else
>>
>>29108041
Don't hurt me
>>
>>29108074
>Look around the clearing
on our way to the building
>Try and observe the prison building
when/if we enter
>>
>>29108074
Ah. Glad to see that the orcs are still weapons for hire, wherever they go.

>Look around the clearing
>Try and observe the prison building

We can chat up with Salaasenn once we've come to a stop. For now, let's try to ascertain our surroundings.

>>29108088
I have no idea why I should. But now I want to.
>>
>>29108074
>>Look around the clearing
>>Try and observe the prison building
Looks like they have death pits for people to fight the lizard folk.
>>
>>29108100
Please don't. I have a family
>>
>>29108093
>>29108100
The clearing, and the dense copse that surrounds it, seems to be devoid of any fauna. You do not hear any birds or insects.

Something at the corner of your eye calls your attention when you turn to face the prison wall. It seems that whatever it was, you missed it.

A welcome silence falls over the group ahead as they approach the prison gates. To you, this structure seems old, old as in centuries old. There are engravings of serpents coiling around monstrous beasts throughout the walls, even from their dulled and broken shapes you can tell that it must have required numerous highly skill workers to carve them.

The gates now begin to creak open.
CONTD
>>
>>29108166
"Faster", you hear from Bathoot. As the guards usher the rest of the prisoners inside.

With their entrance you hear a loud, rhythmic stamping as if coming from several thousand feet. Barefoot, you can feel the vibrations on the ground.

What do you do?
>>
>>29108186
Enter? Is there anything else we could do?
>>
>>29108186
area outside seems dead, no food. we are on an island, only lifesign is something in the corner of our eye...
no point in trying to escape.
let us just get inside and see what happens
>>
>>29108186
walk in, match our steps to the the rythmic beat
we badass dancing-ork
>>
Fuck it, you are going inside. As you pass under the gates it hits you, this is it, there's no going back.

Inside you notice your fellow shipmates, surrounded by a crowd composed of elves, humans and hobbs. Many of them hold cudgels.

An Elf, standing on a rooftop nearest to the gates, says, "Welcome fellow prisoners, to your new home. We've worked hard and we've worked strong to make this a place worth living in. And now it is your turn to help.
As you can see, the old ones have prepared a special welcoming party for you. We call those these the Shower as you shall soon find out. So, let the party begin!"
At this the stamping of feet reaches a crescendo before the mob starts closing in on the surrounded men.
You notice the Lizard is not amongst you.

What now?
>>
>>29108287
If we are being closed in upon, kill something.
If we are spectators, enjoy the show.
blood for the blood-god
>>
>>29108287
Hazing, I suppose. Before they completely surround us, try to make a breach and get the other prisoners to follow. Easier to defend ourselves that way.
>>
>>29108307
>>29108309
If you intend to fight then make 1d100 rolls. At least one should be above 55.
>>
Rolled 12

>>29108338
ORK STRONG
>>
Rolled 27

>>29108338
rollan
if kill consensus is reached
>>
Rolled 54

>>29108338
How many rolls?
>>
Rolled 92

>>29108338
>>
Rolled 7

>>29108338

>>29108380
Oh nice.
>>
>>29108378
>so close
>>29108380
>Ork Rage
>>
>>29108287
Do you take the first 5 or first 3?
>>
>>29108361
>>29108365
>>29108378
>>29108380

You are Orkh'un. A man bred and raised to be a killing machine. You did not rage across battlefields to have it culminate in getting beaten up by men who do not even reach you shoulders.

You motion those standing close-by to follow as you march towards the mob. A growl in your throat.
Someone shouts, "There is a motherfucking Orc here! Let the fucker pass."

Seems the hobgoblin lunging at you didn't hear that. You let his cudgel strike against your chest, before you snatch it away after twisting his wrist. Two strikes to the face, the second one breaks his jaw. You let him drop to the ground.

The mob now clears a way for you. there are murmurs of, "Let him pass" and "Let the Orc go." Half a dozen greenhorns start following you but the first in line is grabbed upon by another hobb as the rest of the mob rushes in on the others.

What do you do?
>continue moving outside the mobs perimeter
>try and help the others
>look for the Lizard
>try and find the human who made that puerile speech, he may be the leader here
>something else
>>
>>29108423
I planned on taking the first three, since I didn't reckon there would be many readers.

As you can see though, I'll consider the first four now.
>>
Rolled 58

>>29108466
>>try and find the human who made that puerile speech, he may be the leader here
look for lizard to, is big easy to spot while scan for the big-man
>>
Rolled 84

>>29108466
>Try and help the others
NOBLE SAVAGE.
>>
>>29108466
>look for the Lizard
>>
>>29108510
we don't care about puny humans
>>
>>29108466
>>look for the Lizard
>>try and find the human who made that puerile speech, he may be the leader here
>>
>>29108549
>You forgot hobgoblins and elves
Yeah, but do we approve of this hazing?
>>
>>29108466
Sod this, we have a weapon now, time to go whack a mole.
>>
>>29108509
>>29108510
>>29108523
No need for rolls here.
---------------------------------------------
You hear screams from the new arrivals, muffled by the wave of people scrambling to get their share blows on them. You hear bones crack. More than a few will die.

In the open, you can see the structure of the place. There are quite a few open paths, with crumbling ruins, rarely going taller than three floors. Many of them are painted with what seem gang signs. All yellow in color.

You decide to look for the human who made that little preamble to the mass thrashing of people.

You can't see him on the roof, and as you turn around you don't notice Salaasenn either.

You
>go search for Salaasenn
>head up the building and look for the human
>explore the surroundings
>any other
>>
>>29108620
>explore the surroundings
>>
>>29108620
>>go search for Salaasenn
>>explore the surroundings
>>
>>29108620
>go search for Salaasenn
Well, let's see what they've been doing with the lizardmen.
>>
>>29108620
>go search for Salaasenn
>explore the surroundings
>>
>>29108649
>>29108650
>>29108652

Fuck humans, the day you go worrying about them is the day you go senile.

You head out in search of the Lizard. You want to get to her before she gets in a situation that involves making lunch out of her fellow inmates.

Before you are derelict buildings with yellow signs painted on them. Some distance ahead is a tower. From the main paths, many different trails seem to head into the interiors of the prison.
>You get off the paved path and go for the narrow alleys between the buildings
>head for the tower
>head inside one of the buildings that has been painted with yellow signs
>>
>>29108697
>head inside one of the buildings that has been painted with yellow signs
What do the signs say?

Also
>Fuck humans, the day you go worrying about them is the day you go senile.
I didn't know we could still stay and fight. Maybe you could try to be clearer on these kinds of things next time?
>>
>>29108729
I think he was referring to >Head up the building and look for the human.

Still: Fuck all humans. We orcs now.
>>
>>29108729
>I didn't know we could still stay and fight.
I was referring to the leader. But point noted.
---------------------------------------------------

The signs are in a script unfamiliar to you. You do remember seeing it around the ghettos in your city.

You head inside. The ground floor doesn't have much, other than a few rags here and there. Heading up, you come across a Hobgolbin that looks positively ancient, with missing fingers.
Poultices and herbs fill the room, and everything, even the walls, seem to be giving off a pungent odor.
The hobgoblin cackles at your sight, showing a toothless face.

What do you do?
>>
>>29108781
>I think he was referring to >Head up the building and look for the human.
I, uh, don't understand what you're replying to me about here.

>Still: Fuck all humans. We orcs now.
Not that we've shown that we've particularly cared about any other race, but staying and fighting wouldn't have necessarily shown that. My voting for it was more about disapproving the hazing.

But it's fine, it wasn't that big of an issue for me anyway. I could swing anyway there.

>>29108789
>I was referring to the leader.
I don't understand.

Anyway, ask the hobgoblin if he makes his home in this place and ask who he is.
>>
>>29108816
That particular line referred to Faateh's snark at looking about for some human, not the mass hazing going on.
--------------------------------------------------------
"Place seems a little lonely when Shower begins doesn't it? Very very lonely." the hobb cackles at you.

"Shower- you mean the beatings." The yells can still be heard clearly in this room.

"Aye, and you are lucky to have missed it, master orc, if you are new. Very very lucky. Unless you like swimming in a river of piss."

"Hmph. Who are you, I did not expect men old enough to be grandfathers here?"

"Name is Poryat. Medicine man working for the men of the Shorra Yellow."

You first:
>ask him what the signs outside mean
>ask what shorra black is
>ask about the Shower
>ask about the prison
>something else
>>
>>29108885
>ask him what the signs outside mean
The gang markings of the Shorra Yellow, I presume? Putting him under their protection?

>ask about the shower
>ask about the prison
Particularly
>why the lizardfolk are being captured and where they're kept
>>
>>29108885
>ask him what the signs outside mean
>ask what shorra black is
you mean yellow right?
>ask about the Shower
"Why would they waste such efforts on new prisoners? Showing them whose in charge i understand, but many will die"
>ask about the prison
>something else
"any idea where I'd find a 9ft tall lizard chick?"
>>
>>29108912
>but many will die
I don't think they care that much. The prison must be full enough as is, and it's less people to compete with for resources.
>>
>>29108908
>>29108912
"The signs outside mark this as Shorra territory then?

"Aye, words mean 'Yellow'"

"... Tell me about the shower. Why do they beat on the new arrivals this hard, don't the guards stop them?"

"Well, spending years in place such as this- make man hungry for something to take out anger on. very very hungry. Can't do it on other clans, leaders punish", the Hobb pauses now, looking slyly at you, "Guards no more. Prisoner decide they need guards no more."

"Right. Tell me about your clan then."
"We Shorra Yellow, our words: Now We Rise. We follow Shorra, he great warrior. Very very great. He has 600 hobbs under his command. All of them yellow." You notice that this one is yellow too, hobgoblins take on the color of the leader which seems to be pale yellow here.

He claims to know nothing about where you might find a lizard and simply cackles wildly when you ask the reason of their imprisonment here.

You
>force him to talk about the Lizards
>ask about other gangs
>ask about the takeover of the prison by the inmates
>ask about something else
>leave
>>
>>29108929
but why waste perfectly good labor and men while simply blowing off steam, it'd make more sense to make use of the new prisoners
>>
>>29109018
>ask about other gangs
>ask about the takeover of the prison
>ask him if he treats prisoners from other gangs and, if he does, what kind of payment he takes

After that, we might as well leave to continue exploring this place.
>>
>>29109018
Oh jeez, they use the lizards to clean up the bodies.
>ask about other gangs
>>
>>29109104
>Oh jeez, they use the lizards to clean up the bodies.
Oh damn, that makes sense.

Although.....I'm not sure if the lizards care that much about it? Who knows. I think they'd be angrier at being imprisoned, more than anything else.
>>
>>29109051
"What other gangs are there in the prison?"

"There are Yergadda Black and Surri Red. Humans under The Nation and Uprising. Elves like sticking together."

Not that many in a populace three thousand strong. That would mean the leaders have a strong hold on their people.

"What about the takeover of the prison? How did they overcome armed soldiers?"

At this the hobb breaks into another round of cackles. "Some soldiers decide they better off without the rest. Some soldiers decide it time for a mutiny. Some soldiers Orcs."

"Wait, you mean the Orkh'un guards engineered it?"

"They say Orcs loyal. Very very loyal. Where are the loyal Orcs, eyes can't see them" Porya mimes a blindman, stretching waving about the stubs of his hands.

Enough of this, the men will be returning soon. The clamor has stopped.

What now?

-------------------------------------------------
>>29109104
>>29109121
Nice guess, but no
>>
>>29109188
Let's head out then, I suppose.

Lizardmen regrow rapidly. Is this shit going to be freaky....?
>>
>>29109212
>>29109212

You head outside. A brief span of time has been enough to make you detest this place.

The talk about Orkh'un leading a mutiny against the rest of the guards doesn't really sound like them.

Outside you can see the men returning from the gates. Some of them lend a shoulder to the beat-up newcomers, the humans and elves that is. The hobgoblins, which you notice are primarily red, yellow or black have picketed their share of the hobb new arrivals and kicking and pushing them forward.

You think it best to stay away from them.

You now
>decide to head back to the gates, that's where you lost sight of Salaasenn
>head to the tower to the right
>head into the alleyways
>it's getting dark now, maybe you should be looking for a place to rest
>>
>>29109299
>>head to the tower to the right
>>
>>29109299
>it's getting dark now, maybe you should be looking for a place to rest
Practical matters first. Let's try to find a place for ourselves first before we explore the place any further.
>>
>>29109299
>decide to head back to the gates, that's where you lost sight of Salaasenn
>>
>>29109299
>>head to the tower to the right
We are an Orkh'un we can sleep anywhere we want, but that tower is something we should check out.
>>
>>29109317
>>29109335
>>29109357
Gosh. Worst three-way ever.

>>29109370
Oh, yes. A tie-breaker.
>>
>>29109317
>>29109335
You decide to head for the tower. It will grant you better view and maybe also a place to sleep for a bit.

You open the grated door and head inside. The inside of the tower looks like it sees frequent use. The walls are marked in Orkh'un runes. One is a traditional entreaty to Bhaasimar, the god of life, death, war, wisdom and fertility of your people, the other declares this as the domain of Bathoot Bhara'kwi, that Orkh'un you met earlier. Right now though, it seems empty.

Orkh'un do not take lightly to trespassers, especially others will less Thruum than them.

You:
>say fuck it, and continue up the stone stairs
>decide to leave and look for a place to rest somewhere else
>something else
>>
>>29109403
>>say fuck it, and continue up the stone stairs
>>
>>29109403
Respect Orkh'un custom.

Let's head out for now and continue exploring the area. We can return later.
>>
>>29109403
>decide to leave and look for a place to rest somewhere else
>>
>>29109403
>>say fuck it, and continue up the stone stairs
if someone complains, we will have to increase our Thruum by beating them to death
>>
>>29109416
>>29109428
>>29109432
>>29109434

We need a tie-breaker. Even the post numbers add up to 10 each.

Will pick from the first one to roll 1d10. 5 and above means we head up.
>>
>>29109434
So, you plan on beating the guy to death, that beats trolls to death?
>>
Rolled 8

>>29109461
Let's leave, I guess.
>>
>>29109463
yes
>>
>>29109470
May I remind you he has a great-axe, and we only have our fists?
>>
>>29109468
>>29109461
>5 and above means we head up.

>>29109468
>8
>Let's leave, I guess.

Uum.
>>
>>29109485
Another roll seems to be in order. Just roll, 5 and above means we go up the tower.
>>
Rolled 7

>>29109493
O-o-okay.
>>
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>>29109468
Leaving... The best way to increase our Thruum.
>>
>>29107743
That looks like the place near where I was born.
>>
Its like you guys don't want to increase our thrum and explore.
>>
>>29109507
Anon, be respectful. Like, wow. This is a collaborative thing, alright?
>>
>>29109507
This brings up a good question, what are the different ways to increase Thruum?
>>
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>>29109562
Through battle, and scars.
>>
>>29109497
Fuck it. This isn't your land, you are here in the company of Orkh'un who seem to have betrayed their own comrades to side with these criminal vermin. Those who know no honor, deserve non.

You decide to head up.

It seems that the tower has two large rooms carved out of the stonework. One is in the middle and the other at the top. You can see them both from the winding stairs.

The middle one is quite spacious. Inside you say bedding, long enough for an Orkh'un. You see several pouches and containers on the wooden shelves to your left. By the wall to right, you notice a dozen weapons.
Do you
>want to take a look at the weapons, perhaps look for something specific?
>go through the shelves on the left.
>head up, maybe we'll go through the room again later
>something else
>>
>>29109562
Being a scary motherfucker.

Basically, it means if we win a fight, we gain respect. If we lose, we lose respect.

>>29109580
>keep on heading up
Thievery is pushing it.
>>
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>>29109580
>>head up, maybe we'll go through the room again later
Skip stealing, cue killing.
>>
>>29109580
>>head up, maybe we'll go through the room again later
>>
>>29109580
head up

We may now be in the presence of folks we dislike, it does not make us a thief.
>>
A phone call, be back in a few minutes. Sorry about this.

>>29109562
>>29109507
From the previous thread

>So it begins, the Thruum. That mix of intimidation, respect, camaraderie and recognition with which the Orcs form hierarchies amongst themselves. Usually it involves the two Orcs circling each other noting scars and muscles and the other's 'presence'. But in exigent circumstances such as this, a stare will have to suffice.

Note that Thruum is both noun and verb here. And your surname plays a significant role in it.
>>
>>29109580
Head up. We do not steal.
>>
>>29109596
So basically being as bad-ass as possible? Does this mean only in fighting bad-assery or does stuff like "riding your great-axe down a mountain to escape a landslide" bad-ass count as well?
>>
>>29109650
It doesn't seem to be only about being badass. It's about being respectable as well? Being a badass would be a huge aspect of it, though, since that's probably what orcs consider to be 'respectable'.
>>
>>29109650
>>29109668
In addition, going from our character's thoughts, it seems unusual that orcs would ever betray their employers. So I suppose breaking contracts like the orcs on this island might have done can lower Thruum as well?
>>
>>29109668
Sooooooooo, basically being as bad-ass as possible?
>>
>>29109683
Basically. And not acting like a douche, for that 'camaraderie' aspect.
>>
>>29109691
Alright, then it's simple you got to be a bad-ass, and you got to be a bro.
Does this mean I passed Orcs 101?
>>
>>29109705
Eh. That's just from what I understand. Although I think showing off is a large part of Thruum, since it seems to come into play only when establishing a hierarchy.
>>
Let's say Bathoot acted dishonorably and took part in the revolt. Does that mean that we might have overestimated Bathoot when we Thruumed on the ship because we didn't know this yet?
>>
>>29109725
I think that just alters the 'flavor' of our respect for him. We can still respect his strength, we just wouldn't respect his character. I guess?
>>
>>29109587
>>29109589
>>29109591
>>29109592
You are no thief. Let the Orkh'un here forget themselves, but you shall not. Stealing perhaps, the most despised of crimes amongst your people, would sully your reputation even amongst the other inmates.
You decide to head up, to the room above. You see the setting sun on the horizon, the fading rays giving the sea an orange gleam. You see people farther out near the shore, it seems they are taking the barge, the one you came in, apart.

Looking at the prison, you realize it's the size of a small town, about five miles across. From your perch you can see the buildings near you divided into three sectors to the west, from the red, yellow and black signage on them.

To the east, away from the sea, you notice the buildings are in much better shapes with wooden hutments on the rooftops. Several colored flags tied to wires that fly above the streets to houses facing each other. The other side has perhaps the largest abodes, you even notice the remnants of what may have been villas among them.

You notice four places that may be good places to rest in.

>there is a stone house, on top of rock jutting out of the cliff-face from the south. It is around twelve feet above the ground.
>A house among the villas that looks to be in disuse in the north. It is backed by the prison wall, and has a large open space with grass around it.
>In the Hobb quarters, you notice a three storey house, marked with both red and yellow signs. It stands...
>>
>>29109782
>>there is a stone house, on top of rock jutting out of the cliff-face from the south. It is around twelve feet above the ground.
>>
>>29109782
I'm liking that stone house, up and isolated to ourselves.
>>
>>29109782
>there is a stone house, on top of rock jutting out of the cliff-face from the south. It is around twelve feet above the ground.
We'll be able to see anyone approaching us easily enough from that place.

We'd have nowhere to run, buuuuut......we are Orkh'un. We do not run.
>>
>>29109782
>there is a stone house, on top of rock jutting out of the cliff-face from the south. It is around twelve feet above the ground.
>>
>>29109782
>... as a border between the red and yellow sectors.
>The fourth is a wooden hut in the quarter that abounds with flags. It provides a clear view of the surrounding areas, and looks much cleaner than the others.

You can't be sure about which one is empty.

Which one do you go for?
>>
>>29109805
>>29109806
>>29109808
>>29109811
Nice to see that we're unanimous here yet again.
>>
So did we not take the chain from the cart that was given to tie up Salaasenn? I thought I had asked us to take it and wear it as a bandoleer. Did that get overlooked. Because if so we left behind our chance at a weapon that is not our bear hands and has a bit of range to it. Also did we take the cudgel from the hobb and break it over his head or do we still have it?
>>
>>29109844
We did not take the chain.

We still have the cudgel.
>>
>>29109854
I am rather upset about that. Well on to the stone hut on stilts.
>>
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>>29109825
>>
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>>29109808
Orkh'un fear nothing anon.
>>
>>29109805
>>29109806
>>29109808
>>29109811
Stone house it is.

>>29109650
>>29109668
It is something other Orcs can 'sense'. If you have done something like that, another Orc will be able to sense it from your person. He won't know what exactly was it that you did, but he'll have to acknowledge your presence. It's almost instinctual.

>>29109844
We took none of those. The cudgel was a makeshift piece of wood. We did hear Bathoot mention that Orkh'un are the only ones allowed to carry weapons inside the complex so there is that.

I can retcon what I said about the cudgel if that's what you guys want, though.
>>
>>29109871
>4 out of 4 programs in this unit have agreed
>We have reached consensus
>>
>>29109875
I'd prefer a retcon about the chain, myself.
>>
>>29109875
Anything is better than being weaponless. Our hands are fine for most foes but having something extra is always practical for when you really need the reach.
>>
>>29109875
What happened to the cudgel? I see no mention of it aside from us having taken it from the hobgoblin.
>>
>>29109888
Er, no need to get so hung up about it. We don't even have an IC reason for taking it, since there's no way our character would have known that the prison had been taken over by the prisoners.
>>
>>29109912
Not the same anon, but I liked his idea.
>>
>>29109912
We would have been keeping it out of the hands of the rest in the prisoners who might have tried to otherwise tie up Salaasenn. That was my rational last thread.
>>
>>29109924
Oh, yes, I remember, I suggested to take it with us too to use as a makeshift weapon (against the lizard instead, though, since she was the only one we'd really need to use weapons against). But after the ship had arrived, there was no need or any reason for us to take it with us.

>>29109916
But like I said, we wouldn't have any IC reason to bring it with us.
>>
>>29109875
You decide to go towards the house that is on the jutting rock. Amongst the houses that you see, this one seems to be the least likely to have an occupant.

You feel a twinge of uneasiness as you go down the stairs. It is not that you are afraid, but the thought of being called an interloper by another Orkh'un doesn't quite feel nice.

Luckily, you do not meet anyone as you head out the tower's gate. Darkness begins to fall as you near the house.

Before you enter, you think about the Orkh'un custom of naming their places of abode. A superstition arising from fear of hostile demons from the spirit realm. Is their a particular name you would like to give it?
The name is composed of two to three worse, that form a curse. You came across it in the tower.

>Give suggestions
I'll pick one that is backed be at least two other anons.
>simply enter the house. fuck superstitions.
>>
>>29109955
Thunder Cliff Hearth
>>
>>29109955
Cold Stone Heart
>>
>>29109924
We had thrown the chain at the Lizard to show that chaining a broken beast was redundant.

>>29109888
Only the cudgel. See above about the chain.
>>
>>29109940
Regardless, this is the past. To the Stone House. We can fashion a weapon later. Something to give us a bit of reach...

Far-Floating-Shelter
>>
>>29109955
Cold Cliff Hearth
>>
>>29109989
I am good with this.
>>
>>29109955
BLOOD, FIRE, THUNDER!
>>
>>29109955
>worse
Words, right?

>>29109964
My vote goes here.
>>
>>29109955
Cold Rest Tomb
>>
>>29109989
My vote shall be with this.
>>
>>29109964
How is this name a curse
>>
>>29110020
Three words form a curse. I suppose it just needs to sound scary.
>>
>>29109964
>>29109989
Er, I'd rather not call out home a Hearth.

>>29109955
How about....
>Cold Thunder Peak

Eh?
>>
>>29110037
Gouged Eye Rock
-blinds thieves and uninvited guests
>>
>>29110044
Hm, not that bad. I rather like it.
>>
>>29110044
Changing my vote from first suggestion (mine) to this.
>>
>>29110044
I'll second this as well
>>
>>29110044
Works for me, it fits and sounds curseish.
>>
>>29109955
>>29110044
Linking this to OP's post.

So we've got a winner then!
>>
>>29110044
I will change my vote from >>29110001 to >>29110044.

O.G. as fuck.
>>
>>29110053
>>29110065
>>29110068
>>29110077
>>29110082
>>29110093
See
>>29109871
>>
So I shall just put this out there as something on the back-burner. We know how to fashion weapons, right? Simple and martial weapons are within our skills? If so i would like us to keep an eye out for things like Flint and sturdy wood to take as materials to make use of. If all of us have no objections to this, that is.
>>
>>29110109
>We know how to fashion weapons, right
I don't think so, no. What gave you that idea?

We do have some skill with a weapon, yes, although we have yet to distinguish ourselves beyond our experiences in that war against the dwarves.
>>
>>29109989
The name Gouged Eye Rock, sounds good. You could do without demons in a place like this.

A single jump is enough to get your hands on top of the rock, after you pull yourself up, you can see that the place is spacious enough for you to sleep and store things.

You mutter the words, "Bohm'Gara Shir" as you pass under the door. You need to stoop under it, but that's fine. It's the same shit everywhere.

On the wall opposing the door you notice scratches on the stone wall, your first instinct is to suspect that those have been made by a Lizard. But they are too narrow, a bit too frantic. Closer inspection reveals that there are runes on the wall that have been scratched out. Orkh'un runes.
>>
>>29110136
The Orkh'un runes were scratched out by someone? Investigate the house.
>>
>>29110123
Things happen in a fight and it would not be out of character to learn how to care for our tools. It is not to great a step to learn how to make the tool we use daily just by knowing it that well.

>>29110136
Inspect the runes and look for any recent signs of the house being used by someone else.
>>
>>29110109
Orkh'un almost always use weapons forged in their homelands by smiths. Though they are taught how to make improvised weapons, those aren't the type you'd keep for regular use.

Crafting standard weapons would require a furnace.

>>29110136
I didn't have a word for Rock, Shir, so I just used the one I made for House. Maybe we'll retcon that when I manage to add more to the Orcish vocabulary.

>>29110150
>>29110154
I was planning to call it a day, but I'll make one more post.
>>
>>29110154
>Things happen in a fight and it would not be out of character to learn how to care for our tools. It is not to great a step to learn how to make the tool we use daily just by knowing it that well.
What kind of weapons do you think we use?

We'd probably know how to maintain a weapon, yes. But who knows what kinds of weapons we're used to.

Anyone can make an improvised weapon, but it's a bit much to think that we'd be particularly skilled at it.
>>
>>29110162
>I was planning to call it a day, but I'll make one more post.
Ah, you need to tell people when you're ending.

>Green text at the end like this, for example, would be a great place to tell us you're ending.
>>
>>29110169
It is why I ask, we might be able to find or set up a forge given enough time/help. Improvised weapons are better than no weapons at all, but something that we can have hands on all times without having to worry about it breaking would do well to keeping us alive. Just thinking long term here.
>>
>>29110190
It's your wording, anon.

If you had simply said that we should try to find materials we could use to make a makeshift weapon, then I wouldn't have commented at all.
>>
>>29110150
>>29110154

That doesn't look too good. At least that tells you no Orkh'un lives here, that's a plus. And if there's anyone else, you can convince him to leave.

But something doesn't sit right with you. You explore the house, there's there is one more, smaller, room attached to the room through which you entered. Both are long enough for you to sleep in. Your experience at inns in human cities has taught you check whether you'll fit while lying down or not.

You close the main door and sit down with your back against the wall in the smaller room, your face towards the doorway. You close your eyes and try not to think of family.

The cudgel stays in your hand.

>I know this is how you end a quest, I forgot to do it in the last post.
>>
>>29110190
This would be absolutely rad, having a forge in our cliff-face stone house.
>>
>>29110204
I shall try to be clearer in the future then, thank you for pointing this out.

Flint is rather good for starting fires to so I would like us to at least keep a weather eye out for it.
>>
If there is any feedback you'd like to give, feel free.

I still am pretty much a newbie, and could do with some advice.

And, thank you, guys, for participating.
>>
>>29110244
The only thing I have had a problem with is that sometimes your wording isn't exactly clear. Also, when do you plan to run again?
>>
>>29110244

This is great so far - no one's ever done a Fantasy Prison quest before, and better than that, the fantasy prison is appropriately nasty and mysterious.

Good work with the different races having their own cultural tradition and organizations too.

All in all, I say 8/10 so far. I like how the other Ork we've met is a bigger hardass than we are.
>>
>>29110244
>>29110265
Yes, sometimes I have some trouble understanding what it is we have to do/can do. Adding some greentext at the end of your posts that describe our possible options can help to clarify these kinds of things.

I'm also curious to know when your next runtime will be.
>>
>>29110265
I think I can manage one tomorrow, but I do have a dnd game around this time.

I'll either run it an hour or two earlier, or the day after.

I'll let you guys know via Twitter.

>>29110282
I tend to that in panic when I realize I'm taking too much time. I'll try and clamp down on that the next time.
>>
>>29110293
>I'll let you guys know via Twitter.
What IS your twitter?
>>
>>29110293
Take as much time as you need, but if you feel like it will be a long post do a short one saying that you are typing up a response. That should do to cut down on any pressure to respond that would lead to unclear wording.
>>
>>29110312
@FantasyPrisonQ

Added an archive to sup/tg/:
http://suptg.thisisnotatrueending.com/archive/29107743/
>>
>>29110318
I'll try and do that
>>
>>29110445
Oh, did you post your twitter in the QTG? Must have missed it.

Also, I don't think other people can see your messages unless they're following you, so you'll have to ask for your twitter to be added on the QTG, I think.
>>
>>29110293
Well, g'night (or whatever time it must be for you) man. Hopefully we'll get to see more of the gangs and of our scale-y acquaintance next thread.
>>
>>29110469
I did ask @Eisenstern to add me to the Quest Runner's Directory. I'm using Twitter for the first time though, and may have goofed up.

I'll ask him again.

>>29110479
Cya
>>
>>29110445
Oh, and hey. Don't worry about having disgruntled players.

I think you're just running at a bad time. From what I've observed, the board is most active about half a day (12 hours) from the time you started this thread. It's probably just an issue of timezones.
>>
>>29110504
I actually prefer having fewer players for my first Quest Thread. I chose this time for that reason.
>>
>>29110519
Yeah, I'm just saying that you shouldn't worry too much if activity dies down at a certain point.
>>
I just want to say i love this quest. I prefer a slower pace and this time of day is perfect for me. I also like your style of writing and the world seems interesting. Reminds me of Path of Exile.


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