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


File: OPImage4.jpg (156 KB, 1264x632)
156 KB
156 KB JPG
Last time on Innerworld, we killed some men

Archive Link for this and anything else I run:
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=HareQM
Discord link for things like intrigue, general discussion, and shitposting, mostly the latter:
https://discord.gg/6zuX48q
Relevant pastebins:
N/A (so far)

Last time, the war ended on vague promises and a vow that another meeting between Ieran and gnollish representatives from the south would be held. A year spent focusing on the factions of Ier and agriculture, and now fall has started... it seems that with the death of passion for war, so too comes a fading in nature.

YEAR 27 AFTER THE ORDER
---
Agriculture: 4/10
Resources: 4/10
Morale: 8/10
Finances: N/A
---
Population: 521 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship, Rok worship
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1810325
A.
We must search for a better crop then the cactus fruit that we currently farm, we shall search the delta for such things.
>>
>>1810325
A
>>
>>1810325
A
>>
File: KnownWorld.png (13 KB, 608x549)
13 KB
13 KB PNG
In other news, we've heard that the portal has disappeared entirely, from our scouts... other than that, the beginning of fall has been peaceful.
>>
>>1810325
>A. Agriculture
>>
>>1810325
>A. Agriculture
Let us begin weaving farms among the Delta
>>
>>1810325
>B. Culture and Religion
>>
File: map key.png (53 KB, 702x909)
53 KB
53 KB PNG
Map key that will be revised, but you can tell what's what.
>>
>>1810325
A
>>
A - what should we do?

A. Work on standardizing crops and rotations
B. Acquire new crops
C. Work on new agricultural techniques
D. Other
>>
>>1810410
B.
>>
>>1810410
>C. Work on new agricultural techniques
>>
>>1810410
A
We'll be able to boost our yield. Finding new foods can be done later.
>>
>>1810410
>B. Acquire new crops
>>
>>1810410
>B. Acquire new crops
Go to the new fertile lands, bring back juicy eats.
>>
>>1810410
A+B
>>
Calling for B - give me 3 rolls, and I'll report on 3 plants you find.
>>
Rolled 31 (1d100)

>>1810450
>>
Rolled 76 (1d100)

>>1810450
>>
Rolled 6 (1d100)

>>1810450
>>
Rolled 62 (1d100)

>>1810450
>>
File: sorghum.jpg (4.86 MB, 4500x3000)
4.86 MB
4.86 MB JPG
The most standout plant you find is called sorghum - it's almost waxy in the way its leaves form, and our farmers noted that it alone was one of the few rogue "weeds" that didn't die during the summer. It seems almost like it was made for the heat... weird. It also can be taken off in different ways, some wanting to put it over a fire and steam it, some wanting to just scratch the good stuff off and eat it, and a few even doing both! It's a bit hard to digest, so we mainly use it to supplement meals, but even the camels like it. This is a useful crop indeed.

The other crops we received were less useful. In fact, they were down right dangerous. One, called Spurge, irritates the eyes, nose, and mouth so much that it can cause temporary blindness! It could be powerful when used on an enemy but we'd have to be very, very careful. Even worse is the strychnine fruit, which looks like a tasty treat, but in fact leaves you convulsing, paralyzed, and even dead. Still, this is valuable info all the same.

While we received word of the Reptians being conquered, no one believed it until a diplomat visited last year. We've begun trading with those they came from, the gnolls the Reptians called savages. Their foods seem nice enough.

YEAR 28 AFTER THE ORDER
---
Agriculture: 4/10
Resources: 4/10
Morale: 8/10
Finances: N/A
---
Population: 565 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1810603
A.
Lar found an area rich in animals towards the old Reptian land, we should find and tame these animals.
>>
>>1810603
A
>>1810614
This
>>
>>1810603
F.
muh tools
>>
>>1810603
>A. Agriculture
>>1810614
Supporting
>>
>>1810614
sure
>>
>>1810614
I concur, the House of Ivory is already used to working with beasts. Never know might find a bigger doggo too
>>
Fine, same system as last time - 3 rolls, 3 results.
>>
Rolled 3 (1d100)

>>1810642
>>
Rolled 54 (1d100)

>>1810642
>>
Rolled 89 (1d100)

>>1810642
>>
Rolled 2 (1d100)

>>1810642
>>
>>1810745
>F. Technology Research
>>
File: Get Judged.jpg (219 KB, 620x337)
219 KB
219 KB JPG
You find things that look like birds, but without wings... flightless birds? Why, that's like a ghoul without blood! These creatures seem to be tasty, and quite large, some even harassing us. Truly, fearsome creatures. Their fat also seems to be able to be used to heal, with it being quite useful at treating wounds from plants or other irritatants. Most importantly, they're numerous, and easily killed by our throwing spears, though harder to chase. Well, impossible to chase. They seem to prefer the rockier and grassier areas of the wastes.

We also see some smaller lizards that are under numerous rocks and killed easily. And of course, there always has to be a downside. This time, that came in the form of a weird toad we're calling the cane toad. Why? Because it's poisonous as hell and makes you want to cane it. Anything that eats it gets extremely ill and/or dies. Also, sometimes hallucinogenic effects. There are a lot of them. A lot. Still though, the area is plentiful, and that's great!

YEAR 29 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 5/10
Morale: 8/10
Finances: N/A
---
Population: 586 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1810765
>B. Culture and Religion
>>
>>1810765
G.
We search for a ready source of metap.
>>
>>1810765
>A. Agriculture
Domesticate the birds
>>
>>1810765
>A. Agriculture
>>
>>1810775
Metal*
>>
>>1810765
A. Tame birds
>>
>>1810783
Change to
G. Exploration and Colonization
>>
>>1810765
>G. Exploration and Colonization
metal time
>>
>>1810775
>>1810784
We shall go in search of Shiny rok. We know some exists in the Volcano...maybe there is more around?
>>
It seems you'll search for metals in the dunes - anywhere in particular?
>>
>>1810809
Near the volcano.
>>
>>1810809
Trust in Gnoll slave to guide us.
>>
>>1810809
the volcano and its surrounding area
>>
>>1810809
The Places we find Caves and Rok, we search the mountains south of Threetans
>>
>>1810809
>>1810817
supporting
the Gnoll will help us find the Shiny rocks.
>>
>>1810822
support
>>
The gnoll suggests the river, especially around the volcano, saying anything he calls "sediment" will probably be in the river or there. The river in that area can be dangerous at times, having killed a man in recent times... He also suggests looking for rockier areas of the wastes and mining, especially where shiny rocks can be seen. He seems very big on these shiny rocks, from which metal is made.

A. Volcano and river
B. Land
C. Other
>>
>>1810862
A
>>
>>1810862
>B. Land
>>
>>1810862
B.
>>
>>1810862
B
>>
>>1810862
A
>>
>>1810862
>B. Land
>>
>>1810862
>B. Land
>>
Alright then - as this is your first time prospecting, roll thrice, taking the middle roll of 3.
>>
Rolled 83 (1d100)

>>1810906
>>
Rolled 65 (1d100)

>>1810906
>>
Rolled 94 (1d100)

>>1810906
>>
Rolled 49 (1d100)

>>1810906
>>
File: KnownWorld.png (12 KB, 597x568)
12 KB
12 KB PNG
Yo find copper and tin near several settlements - 3 veins of tin, 2 of copper! What great luck! Mining has begun already - soon we will be as developed as those gnolls in the south. Speaking of, they have sent diplomats, wishing to speak with our rulers. (will go on in discord as to not make the thread look like shit)

YEAR 29 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 8/10
Morale: 7/10
Finances: N/A
---
Population: 586 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1811045
A
Tame birds
>>
>>1811045
F.
>>
>>1811045
A
>>
>>1811045
>B. Culture and Religion
>>
>>1811045
F
>>
>>1811045
We must begin to craft metal tools and weapons.
>>
>>1811045
>F. Technology Research
>>
>>1811045
>F. Technology Research
We require better shiny rok bringers
>>
>>1811045
Technology, huh? What should we work on?

A. Boatbuilding
B. Writing
C. Taming
D. Toolmaking
E. Medicinal Research
F. Other
>>
>>1811187
D.
>>
>>1811187
C
>>
>>1811187
>D. Toolmaking
>>
>>1811187
>D. Toolmaking
>>
>>1811187
>D. Toolmaking
>>
>>1811187
C and D
>>
>>1811187
Changing to C D
>>
>>1811187
E D
>>
>>1811187
Switching to CD
>>
C and D wins.

Give me 5 d100s, taking the middle roll and second worst roll.
>>
Rolled 82 (1d100)

>>1811278
>>
Rolled 35 (1d100)

>>1811278
>>
Rolled 36 (1d100)

>>1811278
>>
Rolled 16 (1d100)

>>1811278
>>
Rolled 86 (1d100)

>>1811278
>>
You've been working on figuring out why certain animals seem more willing to be domesticated, and you seem to know one now. The amount they eat - after all, the emus seem almost as large as a ghoul, but they eat only 1/4th. Perhaps that will allow us to domesticate them in time...

As for toolmaking, we've figured out how to use wood and metal together - you hammer at the metal, then after a lengthy process, you can/need to secure it using small wooden cylinders. This is a moderate improvement from using vines.

After some negotiating with Lar and diplomats, we've arrived at a trade deal with the gnolls of Ope, their land to the south - slaves, foods, and other goods will all be limited to trade at Threetans, supervised, of course. The Tannish people are uncomfortable with this, complaining that this is an affront to their population - among those numbers is Shash and Khop.

YEAR 30 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 7/10
Morale: 7/10
Finances: N/A
---
Population: 608 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1811425
A.
>>
>>1811425
D
>>
>>1811425
>A. Agriculture
>>
>>1811425
A
>>
>>1811425
>F. Technology Research
Mass food storage for the long winters.
>>
>>1811425
G
I wanna go to the ruins
>>
>>1811425
>E. Law
We should get us one of these.
>>
A - Agriculture

What should we focus on?

A. Work on standardizing crops and rotations
B. Acquire new crops
C. Work on new agricultural techniques
D. Other
>>
>>1811462
>C. Work on new agricultural techniques
>>
>>1811462
>A. Work on standardizing crops and rotations
>>
>>1811462
C.
>>
>>1811462
>A. Work on standardizing crops and rotations
>>
>>1811462
D.
Domesticate Emus
>>
>>1811483
This has my full support.
>>
>>1811462
A
>>
>>1811462
D
Domesticate the emu
>>
>>1811470
change to A
>>
We work on standardizing crops and rotations, specifically, we let the old crops die and return to the soil if they seem dead. These areas seem particularly fertile - the blessings of blood, no doubt. Our main staple crop seems to be sorghum, its value soaring especially given that winter is the next season. It seems that our selective choosing of seeds is finally paying off. The gnolls seem to be buying less of our products now though, selling more slaves, especially ghouls, who appear battered and broken. Morale has fallen further.

YEAR 31 AFTER THE ORDER
---
Agriculture: 8/10
Resources: 7/10
Morale: 5/10
Finances: N/A
---
Population: 630 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Faction projects for Year 31, direct them towards this post please.
>>
Rolled 54 (1d100)

>>1811595
>D. Military
We must prepare. Blood will flow, mark my words.
>>1811603
The Brotherhood needs more members, only the four remaining of us will not do for safeguarding our people.
Naturally, these brethren will be given room in our longhouse and receive training with spear and other weaponry. Our camaraderie as well as skill at arms must be supreme.
>>
Rolled 45 (1d100)

>>1811595
D. Military
>>1811603
Develop a way to fight on camel back, particularly in formations with spears. This will allow us to attack and harass any enemy unit that doesn't protect it's flank or rear.
>>
Rolled 43 (1d100)

>>1811603
Work on crafting tools and weapons from metal.
>>
Rolled 46 (1d100)

>>1811603
The House of Ivory will consolidate their gains and skilled workers. A metal working stuff shall be build, the secrets unlocked by Lar and his slave, the training of a Painted Apprentice finally making use of their skills. It will also double as a warmer for the biting winters. Finally we will be able to use the Shiny Roks we have gathered. Increasing our production value. (naturally built next to one of our caves)

>>1811648
They shall work together in this endeavor

>>1811595
>B. Culture and Religion
Writing Time
>>
Rolled 21 (1d100)

>>1811603
The Followers take to the streets of Ierok to attract some villagers to the Blood Faith.
>>1811595
D. Military
>>
Rolled 43 (1d100)

>>1811595
D
Faction project:
Begin setting up some sort of farms around the town me and Myno own
>>
Rolled 55 (1d100)

>>1811595
F. Technology Research

>>1811603
Several members of Clan Tor who arent hunters have taken to setting up farms in along the unused areas of the delta as a way to help improve the food situation in Ier.
>>
Rolled 25 (1d100)

>>1811595
D
>>1811603
Seeing the potential in the large birds recently discovered, the Ash Walkers wish to expand on previous attempts at taming the birds.
>>
Rolled 1 (1d100)

>>1811603
Inspired by Gnollish script, Ghuzhol spent the past 5 years trying to devise a writing system for Ghoulish, called the Ghuzholic alphabet
>>
>>1811622
You recruit 13 members - 12 for each man you had lost previously, and 1 female.

>>1811642
You begin working on a tactic that allows this - while you aren't able to think of any designs to fit with it, the camels seem decent for the job you put them to. In this way, you have created cavalry - or more specifically, camelry.

>>1811648
>>1811680
Lar's kiln is the best by far, resulting in the initial work being done there - you mainly work on hammers and axes, as they will be the most useful in a peaceful period. Both of you are adept at smelting tin and copper, though bronze remains a bit of a crapshoot.

>>1811710
You're able to plant some sorghum, though as your area is not adjacent to the river you aren't able to develop it incredibly well. Still, it works quite well.

>>1811724
Your plan ends quite well, as you develop the eastern side of the delta - this permits the feeding of the animals on that side, a major advantage for future taming.

>>1811861
Unfortunately, all you succeed in doing is getting picked and falling in bird poo. However, you do poach a few eggs. They taste quite good, but the emus don't seem too happy with it.

>>1812107
Erin accidentally ate food that contained trace elements of both peyote and some chemicals from cane toads, resulting in a strange act. He made an alphabet that was completely comprised of two phrases - ooga and booga. Upon trying to convice people to use it in his stupor, he ended up dividing the people of Ier. One group supported it, staunch traditionalists. The others, forward thinking, refused to use such a simple system - they created their own, with 100s of letters and nuances not even the creators could understand.
>>
Rolled 86, 9, 73 = 168 (3d100)

>>1811595
>Faction Name: The Dark Ones

>Faction Description: These Ghouls are extremely poor, and most of them are recently freed from slavery (the gnolls sold to the civ). They have decided to unite together to empower each other and rise out of extreme poverty.

>Leader Name: Blacatos

>Faction Assets: all the extremely poor and/or black ghouls.
A swathe of empty land with some shitty huts.
Solidarity within their own group.

Faction Project: construct housing for Dark Ones.

(if I am given some projects to help start me along): find own food source and self sufficiency.
>>
>>1812560
Poor normal ghouls. Everything else unchanged.
>>
>>1811595
Chieftain Lar Khazirsson has announced that all slaves offered by the Gnolls will be bought by the Tribe and welcomed in as the blood of Ier. This has angered the Gnolls but Lar does not care for their anger. They want peace and to continue their slavery of ghoulkind, which will not stand. With metal and blood we will free our brothers.
>>
>>1812560
>a faction that's purely a meme
Yeah. No.

>>1812823
The gnolls are angered by this decision, and along with a Tannish movement to not trade with gnolls, tensions are quite high, especially between the upper class gnolls and ghoulish traders. However, Lar's move does come as a welcome surprise to the slaves already bought. Most were uncomfortable with the decision to have slaves of the same race to begin with, citing reasons of 'the blood' and even 'the enemy of my enemy is my friend'. While the underlying thread almost seems to be wanting greater numbers to oppose the gnolls, it does succeed.

A dialogue between the freed slaves and their fellow ghouls reveals a few problems with communication - their tongue is somewhat different than ours, but using visuals and hand motions, mutual intelligibility is achieved to some extent. Their story is told to the leaders of our tribe by Shash, as he was the one with the most knowledge of the past prior to the new revelations.

"They say that they come from a jungle, one where a huge - I think hole? appeared one day. This led to some leaving the jungle, and others remaining behind. They were among those who remained behind. They never heard from those who left the jungle, and they assumed the worst, but their - tech-nol-o-gies - were somewhat ruined by the hole, as were the crops. It took a long time to rebuild fully, and when they finally did that, they first encountered the gnolls, some 50 years ago. In time the gnolls went to war with them, during a period of harsh famines for the group - while they fought well, they were eventually defeated, roughly at the same time we went to war with the gnolls."

He reaches for something at his waist, a rock of some sort. It seems to have some form of images on it, with the sun in the sky shining once a year. Of course, you recognize this - the start of each new year happens during the sun flash. Even the pillar shines during this period. You're not quite sure where he's going with this...

"They gave me evidence in the form of this, which is supposed to show year tracking. They say that our calendar is flawed, and that the modern period began some 200 years prior to this, when the hole appeared. I'm not sure if they're lying or not, but they don't seem to be. They think that everyone suffered, and that the sun shone too bright that year, that people died. if they're right, we'd actually be roughly at year 231 AL, After Light."
-----
As for our actual turn, uh - Military. What should we work on?

A. Developing new tactics
B. Developing new weapons
C. Making things
D. Building Fortifications
E. Other
>>
>>1814148
A-B.
>>
>>1814148
B
>>
>>1814148
A and B
>>
>>1814148
>A. Developing new tactics
>C. Making things
>>
>>1814148
A and b
>>
>>1814148
D
>>
>>1814148
>B. Developing new weapons
>C. Making things
>>
In terms of developing new tactics, I think freeform will be the option I'll choose from now on - that being said, what type of strategy/strategies?

And as for developing new weapons, what would we like to work on?

A. Branching out from weapons already made
B. Whole new weapons
C. Mixing weapons
D. Other
>>
>>1814390
A
>>
>>1814390
B
>>
>>1814390
We should work on more cooperation between warriors, focusing on watching each others backs and holdings strong. The gnolls attack in hordes, we shall be strong like metal and they shall break themselves upon us.

A.
>>
>>1814390
May I suggest we train our men in bold, decisive moves? Rapid frontal assaults combined with flanking motions, similar to the horns of the great beasts we hunt.

>A. Branching out from weapons already made
>>
>>1814390
A
>>
>>1814413
supporting his tactics
>>
You work on improving tactics based around the strength of a unit and working together as a whole - the concept of shield wall is invented, locking shields together in effect shields each man better. These shields are typically made of hardened hide over wood, as copper is too malleable in just a sheet, but some do it anyways. Those such as Shash or Lar, who are capable with shieldmaking and/or things such as hammering, are able to hammer metals into wood, though mostly they use it for the rims of shields.

This of course ties into branching out from weapons already made - the main thing we develop is a mix of and dagger and axe, quite simply called a dagger-axe polearm by most, that allows a pointed edge going outwards to act as a slicing weapon. It's particularly useful for cavalry strikes.

In other news, Temun of the Spear grabs some men and kidnaps several gnolls, before sacrificing them to Rok. This results in the Opetians completely withdrawing from trade - it seems killing their people didn't go over well. The Reptian gnolls don't care, it wasn't like they were selling slaves to begin with.

YEAR 32 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 5/10
Morale: 5/10
Finances: N/A
---
Population: 673 ghouls (major increase due to freeing slaves)
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines
Culture: What we can stab
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1814686
B
Let's get cultured and shiet.
Perhaps make our own culture, seperate from the Tan Culture?
>>
>>1814686
>C. Construction
make threetans into a terrifying fortress of perpetual pain
>>
>>1814686
>I. Diplomacy and War
Time to get these fuckers.
>>
>>1814686
C.
>>
>>1814686
>C. Construction
>>
>>1814686
>C. Construction
Fort up Threetans
>>
>>1814686
C
>>
File: Temun.jpg (90 KB, 564x862)
90 KB
90 KB JPG
“Bah, I see no need to obey the word of the cripple just because he got a bunch of feathers on his head. And he does not dare face me in front of Rok.
Thus, unless he can convince the majority to support him in , I see no reason to accept this so-called banishment.”

A Get him outta here!
B Let him stay, he can redeem himself in battle.
>>
>>1814845
>B Let him stay, he can redeem himself in battle.
"You will stay and fight in the war you may have just started and when it is over you will look upon the results of your recklessness. That will be your punishment."
>>
>>1814845
B
"Temun may have acted rashly, but the gnolls are our sworn enemies. They deserve everything they get. Allow Temun to finish what he has start and find his glory in battle."
>>
>>1814845
B
"Gaer has wisdom as did his father. I acted rashly with my words as Temun does with his actions"
>>
>>1814845
"Karak has convinced me to let you remain"
>>
>>1814938
>>1814845
Temun your actions have endangered us all, while I would have you sent to the Gnolls to satisfy a blood debt it seems to not be the way. But know this your pride and greed for a child has led to a crack in our society, one that in time could fracture it and doom us all. There will come a judgement sooner or later"
>>
>>1814845
Stupidity on this scale will only serve to weaken us
>>
It seems that after a dispute on what should be done with Temun, we've finally decided that he will remain. What Temun was referring to was a motion by the chief to exile Temun from the tribe.

(Apologies to anyone having to read that bit later, I've instructed people to do more of their actual discussion in thread rather than bicker in discord, so the thread doesn't look like it's missing context completely.)

C - Construction

A. Fortification
B. Infrastructure
C. Something new (what)
D. Other
>>
>>1814969
A
make threetans a fortress
>>
>>1814969
>A. Fortification
>>
>>1814969
B. Enlarge the Khoril lumber camp to accommodate more worker to fell more trees, also building areas for the creation of canoes in the area.
>>
>>1814969
A
>>
>>1814969
>B. Infrastructure
>>
>>1814978
>A. Fortification
Winter is coming we need wood, we need stock and resources
>>
>>1814989
>>1814978
B. Infrastructure
FUCK B
I MEANT B
>>
>>1814974
>>1814969
switching to b
>>
What do we wish to focus on in infrastructure?
Initial proposals:
>>1814978
>>1814989
>>
>>1815010
those proposals are both good
>>
>>1815010
Expanding Lumbercamps and stockpiling wood for the winter.
>>
>>1815010
We follow Lar. Expand the Lumber yard
>>
>>1815010
We shall work on both.
>>
Give me 5 rolls. The middle roll will go to buildings for stockpiling wood and stockpiling it to begin with, while the second will go to building a dock area.
>>
Rolled 93 (1d100)

>>1815039
>>
Rolled 23 (1d100)

>>1815039
>>
Rolled 59 (1d100)

>>1815039
>>
Rolled 82 (1d100)

>>1815039
>>
Rolled 31 (1d100)

>>1815039
>>
Rolled 10 (1d100)

>>1815039
>>
While we're quite capable of expanding the lumberyards at Khoril and handling the collection of wood, it's the actual use of it that comes as a problem. Building an area for the canoes is harder than it seems, and we end up building a very small proper dock. This is of course after some trial and error, where we realized that you can't just throw logs in the water and expect them to stick to the shore.

YEAR 33 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 7/10
Morale: 5/10
Finances: N/A
---
Population: 697 ghouls (major increase due to freeing slaves)
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: What we can stab
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1815075
B.
>>
>>1815075
>I. Diplomacy and War
>>
>>1815075
>1815075
B
>>
>>1815075
>B. Culture and Religion
>>
>>1815075
A
>>
>>1815079
>B. Culture and Religion
>>1815075
>>
B - Culture and Religion.

What should we work on?
A. Written Language
B. Creations of Significance (what?)
C. Creating a sport
D. Creating a calendar
E. Other
>>
>>1815108
>E. Other
Better integration with the tans, we must become one people.
>>
>>1815108
B.
Every fifth day shall be known as Blood Day, with every fighting age male of the clan shall gather to spend half the day training their fighting shills along with time for contemplation on the Good Blood or of the Great Rok.
>>
>>1815108
A and C
>>
>>1815108
>A. Written Language
>>
>>1815108
>B. Creations of Significance (what?)
>>1815114
>>
>>1815114
I agree.
>>
>>1815111
change to >>1815114
>>
>>1815108
BC
Don't mess with my masterpiece writing system
>>
Blood Day is created, a time for fighting or philosophy. There is an ongoing debate on whether sports should be included along with fighting, however.


YEAR 34 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 7/10
Morale: 5/10
Finances: N/A
---
Population: 722 ghouls (major increase due to freeing slaves)
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday)
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1815165
F.
>>
>>1815165
>F. Technology Research
>>
>>1815165
A
>>
>>1815165
>F. Technology Research
>>
>>1815165
>D. Military
>>
>>1815165
>F. Technology Research
>>
>>1815165
G
>>
F - Technology Research

What should we focus on?
A. Cuisine
B. Toolmaking
C. Boatmaking
D. Fishing
E. Woodworking
F. Weaving
H. Other
>>
>>1815214
A-D.
>>
>>1815214
>F. Weaving
>>
>>1815214
>A. Cuisine
>D. Fishing
>>
>>1815214
A and D
>>
>>1815214
>A
and
>D
>>
>>1815214
A and D
>>
File: Flavortown.png (381 KB, 620x617)
381 KB
381 KB PNG
>>1815214
A-D
We're going to flavortown
>>
Alright, 5 rolls, taking the middle and roll lower than middle.
>>
Rolled 41 (1d100)

>>1815268
>>
Rolled 84 (1d100)

>>1815268
>>
Rolled 35 (1d100)

>>1815268
i got this
>>
Rolled 45 (1d100)

>>1815268
>>
Rolled 93 (1d100)

>>1815268
>>
Rolled 23 (1d100)

>>1815268
>>
Along with the chili peppers discovered on expedition years ago, we've begun experimenting with seasoning our dishes, with new plants we're using being allspice and vanilla. They help liven up boring meals.

We also discover something about fishing... after falling asleep one day in the sun, Gaer notices fish biting at a loose bit of net that he had been using to catch them earlier. Thinking on this, he wonders if they would do so if he just tied one string to a bit of wood - and lo and behold it does. While he can't get them out of the water, it's still a significant discovery.
(halfway to fishing rods)

The weather is getting colder now - winter is right around the corner.

YEAR 35 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 7/10
Morale: 5/10
Finances: N/A
---
Population: 749 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday)
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1815308
G.
>>
>>1815308
A
>>
>>1815312
>>1815308
I mean F
>>
>>1815308
>F. Technology Research
We need a way to preserve our food? to make them nicer to eat?
>>
>>1815308
>F. Technology Research
>>
>>1815308
>A. Agriculture
>>
F - Technology Research

What should we focus on?
A. Life Sciences
B. Arts
C. Humanities
D. Physical Sciences
E. Other
H. Other
>>
>>1815387
E. Preservation of Food
>>
>>1815390
Supporting the Chief
>>
>>1815387
>E. Other
>>1815390
Supporting
>>
>>1815390
this
>>
>>1815387
E
>>
>>1815387
>E. Preservation of Food
While Physical Sciences sound tempting, I'll go for the smoked ham.
>>
>>1815390
Supporting
>>
Well, we were already aware that salt would dry out meat, so we went with some different methods. Rolled it in dirt, set it on fire, made a fish eat it then cut it open and ate the fish... you know, science. We figured out that drying food and freezing foods were the most obvious methods.

(3/??? Fermenting methods gotten)

YEAR 36 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 6/10
Morale: 5/10
Finances: N/A
---
Population: 749 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday)
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1815469
>G. Exploration and Colonization
>>
>>1815469
A.
>>
>>1815469
>D. Military
>>
>>1815469
A
>>
>>1815469
A
>>
Faction Projects go to this post, please.
>>
>>1815469
G
>>
>>1815469
>A. Agriculture
...With food comes Ghoul, with Ghoul the need for more food,....
>>
Rolled 96 (1d100)

>>1815488
The Erabenim finna make reins for the camels.
>>
Rolled 11 (1d100)

>>1815488
Lar is intrigued by the new processes of drying foods begins to explore new ways of preparing Soghrum in an effort to make it easier to eat.
>>
Rolled 69 (1d100)

>>1815469
G
Faction Project:
Using these new advances in food, I will begin to make food, more specifically spicing and livening up dead ghouls and gnolls for consumption
>>
Rolled 13 (1d100)

>>1815488
The House of Ivory has been making efforts to bring more Ghouls into their way.
>>
Rolled 79 (1d100)

>>1815488
Having learned a lesson the first time they tried, the Ash Walkers send another group to try and capture some of the large birds. This time they focus on the younger birds and if they get the chance, an egg or two. Having seen how the mothers take care of the eggs, the ghouls hope to mimic the technique and raise their own bird.
>>
Rolled 14 (1d100)

>>1815496
Assisting Lars in his Soghrum experiments.
>>
Rolled 15 (1d100)

>>1815488
With our new weaponry, like these dagger-headed spear weapons, it is imperative that we know how to use them efficiently.
The brotherhood will focus on improving and adapting their martial system, experimenting with the possibilities of hooking and catching that these new weapons give. Our skill at arms must be supreme.
>>
Rolled 39 (1d100)

>>1815488
His all-important writing work done, Ghuzhol began making expeditions west of Ierok in hopes of finding new and interesting things
>>
Rolled 44 (1d100)

>>1815488
Willech sends his priests out to attract more followers.
>>
Rolled 74 (1d100)

>>1815488
Mudslimeboi's project:
expand bee farm
>>
>>1815495
You create a basic x-shaped rein that can fit across the camel's head, with a square over top of it - in essence you can use it to check the creature and control movement.

>>1815496
>>1815509
After leaving food rotting outside for a good half year, your tents stink, and it's just a goo. A congealed goo. You're tempted to throw it away, but you can see things squirming inside it... before long, some insects pop out and leave, heading towards the camp. You pay them no mind, but they make their way inside the food you eat that night, the mother still alive, and ready to lay another hatch... and she does so inside the two of you. Congratulations, you're now the proud owner of two botfly colonies! Remember to get them checked out, or else they might get infected.

>>1815503
Along with your special sauces and spices, you make some high quality meals out of the corpses, even preparing one for the chief and Gaer. Insects are of course part of the main meal.

>>1815505
Somehow "the middle of nowhere" and "that dank cave" don't compel people to join you. In fact, some even throw emu eggs at your cave, causing a small cave in as well as a lot of cleaning up. Hooligans.

>>1815507
You manage to catch a few eggs right before they hatch, and nestle them in some rocks and blankets at home. This emulates the sitting pattern of the emus. Often you kill animals and slather them in the hot corpses and blood. Eventually one hatches, a miracle, given it's the middle of winter. A girl.

>>1815510
After one too many eyes put out, it is decided that rock clubs but with dagger-axe polearms too is not cut to be a training exercise.

>>1815514
You travel out to the west, further from the oasis and to the edge of the river - here it meets the jungle, and you gather some information on what lives and grows here. You can't afford to stay too long, however - especially with the possibility of war at home.

>>1815529
You manage to recruit a fair number of men, many of them doing it as they think the brotherhood is full of crazies.

>>1815652
Consider it expanded my friend! Three boxes now.
>>
>>1815496
>>1815509
Both of you, give me what you'll do, and roll me a d100 for survival - they've buried themselves in your chest next to your heart in one, and next to the brain in the other. Not fun times either way, but still.

As for A, what do we want to do?
A. Work on irrigation
B. Acquire new crops
C. Work on new agricultural techniques
D. Other
>>
Rolled 62 (1d100)

>>1815853
Cut them out and sear the wounds.
>>
>>1815853
>B. Acquire new crops
>>
>>1815853
B.
>>
>>1815853
>B. Acquire new crops
>>
Rolled 64 (1d100)

>>1815853
"I Shall try and cut these vermin from my flesh if I perish burn my body and all the spoiled food at once."
>>
>>1815853
B
>>
>>1815853
>B. Acquire new crops
>>
>>1815853
B
>>
I'm switching to middle of 3 for crops, it's just easier to regulate, though I will give 3 types - but eh, 3 rolls please.
>>
Rolled 45 (1d100)

>>1815920
>>
Rolled 96 (1d100)

>>1815920
>>
Rolled 32 (1d100)

>>1815920
>>
>>1815880
>>1815863
Both of you sear your flesh after cutting out these strange creatures. It burns, but it is a relief to be free of their grasp.

You find a strange looking thing you can only compare to a tongue or steak, so you call it beefsteak... fungus. It is a fungi after all. Also among the haul are these green fruits that come in different varieties, some finger sized, some more fist sized. They're very sweet. Lastly, you find a new type of pepper - it doesn't look it, but the black circles you're calling mountain peppers certainly have the same kick. They are called as such as they were found near the mountains in Tannish areas, especially near the jungle.

YEAR 37 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 6/10
Morale: 5/10
Finances: N/A
---
Population: 776 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday)
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
(Also, Winter has started.)
>>
>>1815989
B.
Hold a winter feast to raise everyone's mood! Using all the new foods and cooking techniques! (Not the botfly ones). We shall call it Whitefeast!
>>
Rolled 85 (1d100)

>>1815984
B
>>
>>1815997
Brain not a work
>>1815989
B
>>
>>1815989
>B. Culture and Religion
>>
>>1815989
>B. Culture and Religion
Winter Feast is a good idea.
>>
Faction name: House Hnasz
Description: A wealthy (or as wealthy as you can be in a society without currency) family of Tannish merchants that had to move out of Threetans after trade with the gnolls began fizzling away. Their "wealth" as traders was enough for the family's patriarch, Lom Hnasz, to lead a small expedition with 12 miners that discovered a small copper deposit, which they now own.
Faction leader: Lom Hnasz
Faction assets: Lom and his sons, Schlo and Venj, a shitty mining camp with a bunch of shiny rocks and ~12 miners.
>>
>>1815989
>B. Culture and Religion
>>
Culture and Religion - what should we do?

Freeform it.
>>
>>1820627
We shall have a feast called Whitefest to welcome the winter and keep everyone's sprites up. It will invovle dancing, singing and the eating of our growing diversity of food!
>>
>>1820630
dis
>>
>>1820627
Make eating your second born child manditory
>>
Closer bonds with the threetans. We need to mix it up and become one
>>
>>1820630
this
>>
>>1820627
What >>1820630 said
>>1820642
Nigga no wtf
>>
>>1820630
Supporting
>>
>>1820630
THIS
>>
>>1820630
Cultural synthesis with the Tans
>>
While Winterfest drains our food supplies somewhat, it is rewarded by increased copulation.

YEAR 38 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 6/10
Morale: 5/10
Finances: N/A
---
Population: 805 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1820687
>D
>>
>>1820687
>F. Technology Research
>>
>>1820687
F
>>
File: ghouls.png (8 KB, 671x119)
8 KB
8 KB PNG
>>1820687
D
>>
>>1820687
E.
The Gnoll Laws
-All Gnolls in Ier are slave, visitors from other areas must be marked as such by the Chieftan or other such represetantive of Ier
-Every second child of a Gnoll will be consumed by the Owner
-Lying with a Gnoll forfeits the Gnolls life and is punishable by removal of genitalia for the Ghoul
>>
>>1820687
>I. Diplomacy and War
killing some gnolls will raise morale
>>
>>1820687
>E. Law
>>
>>1820695
Dis
>E

Changing from >>1820691
>>
>>1820687
F
>>
>>1820694
>>1820687
Switching to f
>>
>>1820696
change to support for >>1820695
>>
>>1820695
E, this stuff, Pls rename it to Gnoll Crow laws
>>
>>1820754
no u
>>
>>1820687
>F. Technology Research
because I will not support something quite so tough law wise
unless its changed to

I would only Support
>E
if it was
-All Gnolls in Ier are slave, visitors from other areas must be marked as such by the Chieftan or other such represetantive of Ier
-Gnolls may not make more than 1/4 of your faction
-Excess Gnolls are to be sacrificed
>>
>>1820687
switching to
>>1820695
>>
>>1820695
THis
>>
E has gone through!

What shall we do?

A. Follow through with the chief's plan (what revisions, if any?)
B. Draw out our laws
C. Work on a formal system of law
D. Other
>>
>>1821804
A.
>>
>>1821804
>A. Follow through with the chief's plan (what revisions, if any?)
>>
>>1821804
>A. Follow through with the chief's plan (what revisions, if any?)
>>
>>1821804
>A
Get rid of the genital mutilation and we're good.
>>
>>1821804
>A
>>
>>1821804
A
>>
>>1821804
>A. Follow through with the chief's plan (what revisions, if any?)
>>
>>1821804
>A. Follow through with the chief's plan
Only request is to change consume into sacrifice.
>>
>>1821804
>A
>>
Rolled 8 + 15 (1d100 + 15)

Seeing the change in ghoulish sentiments, those gnolls who had remained there tried to leave under cover of darkness, freeing any remaining gnollish slaves...

-10 for ghoul wariness, +5 for night time, -10 for ghoul night vision.
>>
Rolled 61 (1d100)

>>1824361
>>
>>1824361
EAT THEM ALL!
>>
Rolled 13 (1d100)

>>1824361
we rollang?
>>
>>1824375
no
>>
After the Gnoll Laws were passed, the gnolls attempted to escape, but they were too late. Trapped on all sides by ghouls who had been wary of their moves, they were finished by morning. Many ghouls didn't eat breakfast that day.

YEAR 39 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 6/10
Morale: 7/10
Finances: N/A
---
Population: 863 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1824382
F.
>>
>>1824382
>B. Culture and Religion
muh tan mixing
>>
>>1824382
>F
>>
>>1824382
>F. Technology Research
>>
>>1824382
>F
>>
File: gnoll.png (12 KB, 434x142)
12 KB
12 KB PNG
>>1824382
>F
also, spriteposting
>>
F - Technology Research

What should we focus on?
A. Life Sciences
B. Arts
C. Humanities
D. Physical Sciences
E. Other
>>
>>1824409
D.
>>
>>1824409
>C. Humanities
>>
>>1824409
>D
>>
File: ghouls.png (10 KB, 876x120)
10 KB
10 KB PNG
>>1824409
>D
We need curved sticks with strings used to shoot smaller sticks forwards thus stabbing the enemy from a safe distance.
>>
>>1824409
>D
>>
What specifically do we wish to focus on?

A. Star watching
B. Messing with rocks
C. Volcano Watching
D. Ocean Watching
E. Other
>>
>>1824437
B.
>>
>>1824437
>C. Volcano Watching
>>
>>1824437
C
>>
>>1824437
>E
Making said curved sticks with strings made to shoot smaller sharp sticks in order to hunt from afar instead of chasing emus for hours.
>>
>>1824437
>B. Messing with rocks
>>
>>1824437
>>1824447
Switching to B
>>
>>1824437
>B
>>
>>1824437
>B. Messing with rocks
>>
You spend some time playing with the dirt and rocks, a year passing as the tribe experiments with them. It seems that some rocks have different insides, like the ore rocks. Perhaps if we searched for that type of rock and made records of it we could find it more easily? The most important observation is one about the nature of the rocks themselves. Looking down at the world from atop a hill, a ghoul quickly trips and tumbles down, only to land on a patch of tiny pebbles. Looking at them, he picks them up and squeezes hard. Dust pours out from betwixt his fingers as his grubby eyes open in realization. If ghouls can do things to rocks, and gnolls can too, and their muscles do the work, what about the world? He thinks, and can't really remember any time it's seriously changed other than the occasional eruption. This in mind, he heads back, and tells the other ghouls that the world must not be getting pushed on, or so he thinks.

YEAR 40 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 7/10
Finances: N/A
---
Population: 898 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1824472
>D
>>
>>1824472
D.
>>
>>1824472
>D. Military
>>
>>1824472
>D. Military
>>
>>1824472
D
>>
D - what should we do?

A. Work on producing equipment
B. Work on training men
C. Work on strategy
D. Work on inventing equipment
E. Other
>>
>>1824503
A.
>>
>>1824503
>D
>>
>>1824503
A
>>
>>1824503
>A. Work on producing equipment
>>
>>1824503
>A. Work on producing equipment
>>
>>1824503
A
>>
>>1824503
>B. Work on training men
>>
>>1824503
>A. Work on producing equipment
>>
Work on producing equipment - what though?
>>
>>1824541
Shields, Spear tips and Swords
>>
>>1824541
More spears and shields
>>
>>1824541
>>1824543
Supporting.
>>
>>1824543
>D. Work on inventing equipment
Ooga booga
>>
>>1824555
>>1824543
Supporting the chief
>>
>>1824541
Churning out weaponry.
Spearheads, dagger-axes, knives, swords etc
>>
The weather is starting to warm, it feels like. Spring may just be around the corner... oh wait, it's sprung on us. With the melting of the snow comes more access to agriculture though, which the farmers are not very thankful for. They busted their asses working on the productions of weapons, and well, they could use rest. Then again, who couldn't?

YEAR 40 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 4/10
Morale: 5/10
Finances: N/A
---
Population: 909 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Any and all faction projects directed towards this post, as is the norm.

(Also, the year is 41. Another typo.)
>>
>>1824564
F. Technology Research
>>
>>1824564
A.
>>
>>1824564
>A. Agriculture
>>
File: halberds.jpg (95 KB, 920x680)
95 KB
95 KB JPG
Rolled 80 (1d100)

>>1824564
>C. Construction
Granaries or something, we need to build stuff.

>>1824569
Work on improving our proficiency with polearms, especially the dagger-axes.
Perhaps even work out a (secret ™) system for all that hooking, hacking, slashing and tripping they will allow us to do if we figure out how.

“Brethren, we shall make another attempt at forming techniques for the usage of these dagger-axe weapons.”
A collective groan filled the longhouse, too many carrying permanent reminders of the previous disaster, a third of those there featuring eyepatches or empty eye sockets.
“Oh come on you guys! This time it’s totally gonna work!”
>>
Rolled 97 (1d100)

>>1824569
Lar shall work on making protective equipment out of metal and improving his metalworking in general! Surely strong metal could work shaped into a hat or shirt.
>>
>>1824564
F
>>
>>1824569
Make the housing in my mining camp less shit for the miners and maybe bring in a couple more and maybe some women so they get some distraction from their shit job
>>1824564
>H
>>
File: Da Plan lads.png (312 KB, 800x1588)
312 KB
312 KB PNG
Rolled 92 (1d100)

>>1824569
The House of Ivory have wondered for an age what awaits atop the Pillar they made their camp around in the north... Thus after thinking carefully and vast amounts of planning for maximum safety the Painted Ghouls began their plan to see the top.
>>
Rolled 33 (1d100)

>>1824564
The Brotherhood of Blood shall attempt to improve their cuisine, creating an original style of cooking and making delicious food, that will be kept behind closed doors.

A
>>
Rolled 4 (1d100)

>>1824582
forgot dice
>>
Rolled 27 (1d100)

>>1824569
The Erabenim will try to figure out a way to find water in the desert, so that travelling it is easier.
>>
Rolled 72 (1d100)

>>1824569
Build more farms around the Ierok Delta.
>>
Rolled 77 (1d100)

>>1824569
The Followers search for something that could be used for making thinner versions of rope but while maintaining the strength.
>>
Rolled 35 (1d100)

>>1824569
Ghuzhol's next big journey was trying to explore the southern sea
>>
Rolled 79 (1d100)

>>1824569
Yes henlo Kumok here(The Project im doing is the one for the year 36, the current project and the project in year 31 will be done by Komuk)

Faction Project: We will be trying to perfect the use of the spurge and strychnine fruit for various purposes. Testing out how much of a dose one needs to kill/blind/paralyze a person. Test subjects will be gnolls of course.
>>
>>1824564
A
>>
>>1824564
>A. Agriculture
>>
Rolled 19 (1d100)

>>1824569
Having stole an egg and raised the chick to adulthood, the Ash Walkers seek to capture more emus. While the goal is for younger birds, eggs once again are a target. If any eggs are stolen, they plan to test new incubation techniques.
>>
>>1824564
C
>>
>>1824564
H
>>
>>1824564
>F. Technology Research
Bows time
>>
>>1824584
https://www.youtube.com/watch?v=Qe7cNUBv9TA

The plan works. It works a little too well. Those who had come here before never thought to build right next to the wall itself, and not even your camp had, merely going up close for measurements - and that's when it happened. Flying off, the builder landed with a thud against the side of the pillar, and no one knew what was going on, but it wasn't his cry of "I'm alright" that incited panic. No, that came when he stood up - facing the ground. For whatever reason, he was now on the pillar. Some people laughed, some cried, most were silent. This must be the blessing of the gods. But the gods, for whatever reason, were quiet, and work began.

Everyone came together as one, weeks later, to see them off. The group left at sundown, sleeping during the day, and moving at night, the usual sleep schedule of a traveling ghoul. But among these numbered Enkir, who had wandered for much of his life, painting what he could see, and he was tired. They took it slowly, for him. His lined face told of his story as much as his paint did, as they walked along the tower that seemed to pierce the heavens itself.

As the cloud layer was penetrated, there were cries of alarm - it was cold after all, and worse, damp.

"Clouds are awful," one man cried.

Those around him were silent. They had already gotten through to see the sun's light begin to brighten on the horizon... it was strangely beautiful, with the cloud acting almost as an oppressive wall. Enkir began to paint this on the side of the pillar, wishing to capture this moment - and when he had finished, he heard a cry from behind him. The same man who had spoken earlier was being held hostage by a thing - a creature that looked like it came from the clouds. It spoke in an angry manner, and said this:

"Welcome, fellow travelers. This one has insulted my kind, but I have no quarrel with you."

The thing was facing the others, and not the elderly painter. Taking his dyes, he attempted to blind the thing - only for it to go right through the cloudman.

"Ah, thought you were clever, eh? I HAVE HAD ENOUGH!"
>>
The vaporthing threw him off the pillar with a tremendous amount of force - he flew higher into the air, observing the sun as he did a full loop... bringing him hurtling to the earth. The creature was with him now, taunting him, laughing at him, but he heard a hint of terror in its voice too. It had overexerted, or something. Enkir payed it no mind, as the insults continued. As the clouds rushed to meet him, Enkir was satisfied that his last moments were spent well.

"Fuckin' spook."

Unconscious as he entered into view of the Earth, the monster began to sob.

"I was one of you once..."

And with that, they landed in the same stream area the expedition found many moons ago. The sheer force killed the man, and his skin flayed open - blood leaking into the pond. The ghouls in the area came to respect to their fallen leader, some even painting murals of his corpse. It wasn't until the return of the scouts that they found out more - they had reached the peak, and there, left a sign of their leader's long life.

*Enkir wuz here*
>>
>>1824578
Your proficiency with polearms increases shockingly for a group who in a short amount of time has made a great longhouse, destroyed it partially, rebuilt it, and have stabbed each other in the eye several times. What you lack in depth perception you make up with the techniques you create - the most important being the Fisherman's Way. Using the sick-looking hooks of the dagger-axes you begin to think of ways to uniquely disarm your opponents, and brilliance strikes after one of your own is knocked down by a thrust. Twisting the weapon when your thrust "misses" as you pull back can cause an inane amount of damage to joints, and that isn't the only thing. Using nets the fishermen often use, your weapon enables you to jab at enemies trapped in them, parry when they attack you, and trip them up by hooking the weapon in your rope and dragging it while parrying with the shaft.

>>1824580
A hat, a shirt, a... full body piece of protective clothing? Every important organ, protected by copper, and that less important has been stitched together from the finest materials you and those you have traded with have. The hat you are calling a helmet protects even your face - a wonder of modern craftsmanship. Even with your disabilities, you feel unstoppable.

>>1824586
The Brotherhood is less successful at this - it seems blood isn't a very good seasoning, though you are successful on seeing what goes best with your special sauce. Apparently peppers.

>>1824587
>>1824582
The housing collapses on the men as they invite the women into their homes - which are now nonexistent. And it turns out women aren't attracted to nonexistent homes.

>>1824590
You are successful in this, with many farms being put in areas where we had never farmed before.

>>1824597
And they find it! Near the jungles lies a strange plant that seems to be edible as well as easily turned into fiber for rope. This seems even stronger than before...
>>
>>1824757
Welp, hope you like tents, guys!
...guys?
Oh Rok they are dead.
>>
>>1824619
And that shall be handled in DMs.

>>1824622
After several successful runs, it seems you've calculated the perfect amount, and on top of that, the spurge breed seems hardy! Even when seperated from the plant, for up to a month, the irritant stays potent - we don't know how long the strychnine lasts though.

>>1824639
The emus take a child of your faction instead, and are raising it as their own.
>>
A, agriculture - what do we wish to do?

Freeform it.
>>
>>1825005
when we eat the enemy we get stronger, if plants eat the enemy dey would get stronger too
>>
>>1825005
>>1825019
So, fertilization?
>>
>>1825005
While we've worked on setting up a great deal of farms around the Ierok Delta there's still room for more to be added.
>>
>>1825005
Expand our production, simple as that.
More field for more crops.
>>
File: plant.png (13 KB, 819x485)
13 KB
13 KB PNG
>>1825005
>>1825079
>>1825019
In the light green area expand our Sorghum fields and in the brown area plant oak trees to create resources for the future.
>>
>>1825916
sounds good
>>
Rolled 14, 30 = 44 (2d100)

>>1824569
Yes yes heblo komuk here.

For the current faction project, bully some of Kumok's thinkerboys into finding out how we can help replenish trees in the groves we have.

For the project in year 31, Komuk and his axeboys have noticed a sticky substance leaking from the oak trees. They'll try to figure out what to do with it.
>>
>>1826863
Apparently bullying farmers does not make them especially keen to help you, especially when they hold the power in the relationship. Your crops and trees suffer as they sabotage you. It seems that as some respect you more, others respect Kumok.

As for the trees, you are able to find out that it's sticky, but not much else. It does bind things fairly well, so you've noted that keeping your axes away from it is important.
-----
As spring continues, we decide to use the bodies of enemy combatants as fertilizer, and spread our production to the outer banks of the delta.

YEAR 42 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 5/10
Finances: N/A
---
Population: 942 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1830598
C.
>>
>>1830598
>C. Construction
>>
>>1830598
>C. Construction
>>
>>1830598
>C
>>
>>1830598
C. Construction
Docks to expand fishing fleet
>>
>>1830598
>C
>>
>>1830598
C - what should we do?

A. Build Fortifications
B. Build Infrastructure
C. Build Monuments
D. Other
>>
>>1830663
>B. Build Infrastructure
granary or something
>>
>>1830663
>B. Build Infrastructure
>>
File: snip.png (37 KB, 600x287)
37 KB
37 KB PNG
>>1830663
D. With each spring vasts amount of lands flood wrecking havoc in the main settlement, we should move our village and build a more solid and strong Ierok which includes a wooden wall and a fortified chieftans longhouse.
>>
>>1830670
Supporting
>>
>>1830670
this
>>
>>1830670
We somewhat reluctantly accept and support this action
>>
>>1830670
This
>>
>>1830670
>not keeping you aesthetic settlement
Im still subborting
>>
The floods, which while enriching the soil, could be a bit harsh (especially after long winters) finally necessitated a shift to an area not cut off by the river. In this way, we have built a new Ierok. Stronger, bigger, better than it was before.

YEAR 43 AFTER THE ORDER
---
Agriculture: 3/10
Resources: 2/10
Morale: 5/10
Finances: N/A
---
Population: 977 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1830698
A.
>>
>>1830698
H
>>
>>1830698
>A. Agriculture
I'm hungry
>>
>>1830698
>A. Agriculture
>>
>>1830698
>A. Agriculture
FOOOOD
>>
>>1830698
>H. Finance
I'm poor.
>>
>>1830698
>A. Agriculture
>>
You focus on food management as you find yourselves low on many things after the transition. Funnily enough, during this period of rationing and working, you pass 1000 people in total population size. The blood is strong!

YEAR 44 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 3/10
Morale: 5/10
Finances: N/A
---
Population: 1012 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1830778
>B. Culture and Religion
Organize pilgrimages and regular sacrifices to Rok.
>>
>>1830778
F.
GIVE ME BREAD!
>>
>>1830778
>F. Technology Research
>>
>>1830778
>C. Construction
Set up the Copper Mine Proper, WE NEED MORE MINERALS
>>
>>1830778
>B
>>
>>1830778
F
>>
>>1830778
B
>>
>>1830778
>1830778
>F. Technology Research
switchin to F
>>
Rolled 4 (1d5)

Age had caught up with him at long last, over sixty summers had Temun seen, a long life given to him by the will of Rok.
Laying on his bed, covered with soft furs, with warmth from the fireplace and hot brew in his cup, with family, both normal and surrogate, gathered around him, he felt more blessed than he had any right to be.
His beloved wife, finest beauty of the tans, and his one darling daughter, given to him by Rok, was kneeling next to his head on his right. How he loved them both. Even with his fading vision, he could still make out his beloved stately beauty in defiance of her age and the far too mature face of his little San-gou. He was worried for her, her cold eyes, her way of speaking unlike that of a child, her never having been included in play by the other kids… Being given life by a deity of destruction like Rok himself had indeed made her different from the others.
On his other side, his left, his three old comrades of arms were standing. Their eyes filled with stoic love, sorrow and apprehension. The issue of the inheritance of leadership on their minds obvious.
By his feet, the outer circle of the brotherhood, the 13 new recruits taken in ten years ago. A motley collection at first, he had made slowly but surely them into proud brethren and warriors. He loved them all like his sons, and they had given him their respect and obedience in return. But he was dying, and they would need someone else to serve as First Brother.

Who to appoint then? Tain, Tumud and Terras all deserved the title, but the other two would perhaps resent the chosen? San-gou was his sole child and her life had been given by Rok himself, despite her being female offended certain ghouls her case for inheritance was strong. Or should he pick one of the youths? Many of them were both wise and brave and would do well as leaders, but that might not go down well with the inner circle.
His head, throbbing in pain as it had done for years, had him bordering on unconsciousness. But if he fell asleep he might not wake up again, a decision had to be made.

1 Terras
2 Tain
3 Tumud
4 San-gou
5 One of the outer circle of the Brotherhood.
>>
Research - what should we research?

A. Smithing
B. Building
C. Weaving
D. Boatbuilding
E. Stoneworking
F. Woodworking
G. Fishing
H. Other
>>
>>1830842
D
>>
>>1830842
H. Other
bows
>>
>>1830842
H. Foodmaking!
>>
>>1830842
>B. Building
>>
>>1830842
>H. Other
Food making
>>
>>1830842
>H. Other
Food
>>
>>1830842
H
how 2 eat gud
>>
Yes, yes, food making - what in particular?

Freeform it.
>>
>>1830879
Find a better way to eat Sorghum.
>>
>>1830884
this
>>
>>1830837
Patting his daughter on the head, Temun gave San-gou his blessing, his weak smile doing little to assuage her flow of tears..
His only child and heir, and born by the will of Rok, her claim was the most valid of them all. The men would mutter surely, but they would obey his will, guiding and protecting her until she reached a suitable age to assume the mantle herself.

Lying back and closing his eyes, he felt the fire in his skull weakening, headache less forceful for each throb. Inheritance settled, he finally felt he could grant himself a peaceful night of sleep.

>>1830884
sure
>>
>>1830884
This
>>
Rolled 21 (1d100)

Bread, but at what cost?

The horror... the horror...
>>
File: washawaytherain.jpg (691 KB, 2592x1728)
691 KB
691 KB JPG
You begin baking bread - it seems as if you hold a natural talent for it. But then, the very ground beneath Ierok begins to shake in a very small but noticeable manner. While it is unknown what caused it at first, a scout returns days later. He is covered in ash, dazed, confused, and has a hard time speaking. He recovers some days later, thick ash clogging his throat removed through herbal remedies and time. His words shake many of Ier to the very core when he speaks to a crowd gathered outside the healer's tent where he lays.

"The volcano began to smoke, and fire erupted out like it was angry. I worry we have angered Rok. I was just out of reach of the ash, but there was a gnoll group out there. Cough They were dressed in armor and looked to be wearing quite colorful things... the ash got to them before I did. I couldn't move, my legs were... I'm sorry. Give me a minute."

He walks into the tent, and you can hear him begin coughing, and then, retch. The healer escorts him to the cot some moments later, while those in the village are left to mull over his thoughts.

(Speak your bit, and roll me an action if you wish. Mainly, it would be something small, individual, that you would do at this time, maybe just a quick action, maybe one that goes on for a few days, but no longer.)
>>
Rolled 21 (1d100)

>>1830962
"This must be investigated. I shall send Erabenim riders to scout."
>>
>>1830962
We must fill the volcano's hunger with food. We should dump a season's worth of food into the volcano to fill it's stomach.
>>
>>1830962
"Get word to all our people, something is coming." Gilgar sends word to the rest of his people... A bad feeling about all this rose in his stomach....
>>
Rolled 91 (1d100)

>>1830962
"Speaking on behalf of San-Gou, it is clear enough to us all that this the wrath of Rok. The moving of the village away from his chosen spot without consulting him have angered Him.
If I may suggest, we need to appease him with blood, blood of gnolls. Let us all arm ourself and bring back a hundred captives, all for Him and his great hunger."

Action: Carry out sacrifice of a gnoll cub to Rok, hoping for his guidance to be granted us.
>>
>>1830962
"Summon all the men, we have gnolls to slaughter."
>>
>>1830962
"The Father of Rok, Volkon is Angred perhaps we should sacrifice some gnolls."
>>1830978
"Agreed We shall kill them in the name of the Blood and the Stone."
>>
>>1830962
"Rok is not a god! He is merely a rock, this Volcano... It means nothing!"
>>
>>1830971
The scouts return, having seen nothing, but staying perfectly safe. It seems the ash makes traveling conditions significantly worse, at least for the time being.

>>1830977
You look for a cub near Reptian lands, finding a strong looking stray juvenile wandering alone. Taking it, you feed it a limited dose of the poisons you had bought beforehand. He falls limp in your arm... you repeat this until you return. bringing him to Rok several days later after riding full speed back on a camel, you take a rock you have fashioned in the shape of your god, and smash the cub's skull in, facing him away from the altar and open to the elements as you leave the body there to be picked clean by the dingoes.
>>
What should be done?
>>
>>1831068
Gather the men for war, the Gnolls have tresspassed on our land.
>>
>>1831068
Assemble and arm all warriors here, then we march for threetan and plot our next step in the war against the gnoll menace with our friends there.
>>
>>1831072
"Which Gnolls did the scout see which tribe they were from?"
>>
>>1831074
I concur. But let us not do what we did before, go to the Gnolls and ask why, tell then the volcano killed their Gnolls not us
>>
>>1831080
"Colourful, must be the Opes"
>>
>>1831086
"Then we gather our Warriors and head west."
>>
>>1831086
"Then the Opes shall die. Not a single one shall remain."
>>
A call to arms is sent out, with the chief himself along with other war leaders who wish to attend visiting Threetans. They wish to meet with the aged chief Khop, along with Shash, the village guard. They head off as soon as preparations are made - since they wish to declare soon, they must act fast. Yet, when they get to Threetans, it seems they were a bit too slow.

A scene is occurring outside the gates of the small peninsula, with Shash and a gnoll dressed in strange robes standing there. The gnoll is flanked by guards on either side. They stand intimidatingly... under the wizened Shash. His height hasn't changed, at least.

(Diplomacy time now then.)
>>
>>1831167
"You trespass on our land gnoll, speak quickly so to not waste our time."
>>
>>1831167
"What is going on here? Who's this Gnoll?"
>>
>>1831167
"Speak quickly Gnoll, or these may be your last moments."
>>
As the Great Hunt is no place for a girl of twelve, it is unanimously agreed within the Brotherhood that San-gou must remain at home.

Terras and Tumud shall lead their twelve brethren from the Outer Circle to war.
The three women (widow, San-gou and eyepatch girl) shall remain at home, guarding the longhouse and carrying out sacrifices to Rok. Tain is also to stay at home, to make sure that the knowledge of the Inner Circle survives to the next generation.
>>1831167
"Greetings Shash, long time since we've seen each other, I trust you've been well?"

*cold stare at the gnoll "And you might be?"
>>
>>1831167
There has been an incident, the ground shook and fire rose, at its heart the volcano. That is what became of your people, what do you wish to discuss with us now?
>>
>>1831185
"Smoke and Ash rained down, and they were never seen again, some of our own only just escaped the disaster
>>
Lom and his eldest son, Schlom stayed on the family mine rebuilding and administrating, so the younger son of Lom, Venj, was sent to represent house Hnasz.
>>1831167
"Rok is angry, gnoll. Angry because some of your warriors entered our lands. In his anger he made ash rain from the sky. I think you owe him an apology."
>>
>>1831173
The gnoll faces you, clenching his hand in a weird fist shape but holding it outwards. Seeing you make no response, he coughs, and speaks.

"Pale ones, you transgress against us yet again. The King and Queen are missing, yet you expect us to believe that you have no idea where they are? Then what's this?"

He procures from his palm a shining ring, made of a color none of you have seen before. It seems well made. He glares at you, and spits on the ground in front of you.

"Either tell us now or -"

Shash butts in as well. His grey hair hasn't faded in time, unlike others of his generation.

"Chief, this beast keeps asking to see you, but I've been refusing, and waiting on the others to return. Khop is missing - and this bastard ain't telling me where the fuck he is."

Pulling you in close, he whispers, "Look at what that damn guard has in his hand. Some form of bone - looks exactly like Khop's necklace. He was acting strange recently. You don't think someone blackmailed him into killing the furry sonsa bitches?"

The gnoll is getting impatient, and is talking to the guards behind him.
>>
>>1831211
"Well Shash, inform the two legged dingo that our kind chief will deign to see him now, if he so desires obviously."
>>
>>1831211
"Your king and Queen are dead, the mighty Rok destroyed their pathetic attempt to attack us, now your entire people will pay. Return us Khop and I may spare your lives."
>>
"It was Roks father the Volcano that did it burying them under a sea of ash"
>>
>>1831211
Whisper to the chief and other leaders, "Their King and Queen are dead? This could be a perfect time to strike, as there is likely a power struggle going on within their borders. If we strike now, there might not even be a rallied and organized defense against us. And if there is one, there is certainly new leadership, untried and untested. They will crumble before our new mighty military.".
>>
>>1831224
The furred beast pales, and the guards begin to move - but before that happens, he speaks once more.

"F-fine. How do you want to do this?"

He looks like he's panting buckets.
>>
>>1831233
"Let us wait for now, this is Lar's day, let the hunchback have his moment. He got this under control."
>>
>>1831235
"Where is Khop."
>>
>>1831240
"I was placing only proposition and council for you and others to seek in such words."
>>
>>1831243
"Alive and in the capital..."

He releases his fist, and his guards, 5 in number, attack the group.

2v2
>>
Rolled 72 (1d100)

>>1831275
>>
Rolled 12 (1d100)

>>1831275
>>
Rolled 26 (1d100)

>>1831275
>>
Rolled 69 (1d100)

>>1831275
Draw my glowhammer and crush the fools skull.
>>
Rolled 86 (1d100)

>>1831275
>>
Rolled 5 (1d100)

>>1831275
Kick the nearest gnoll and jump back
>>
Lar nearly crushes the skull of the poor bastard, but not quite - merely slamming it into his hand. The gnoll howls in pain, while his guards show no sign of letting others through. In fact, they seem to be ready to retreat.

Other men come pouring out of the gate of Threetans - seems you weren't the only ones who arrived around the time of the argument.

1v3
>>
Rolled 97 (1d100)

>>1831307
>>
Rolled 77 (1d100)

>>1831307
>>
Rolled 63 (1d100)

>>1831307
>>
Rolled 11 (1d100)

>>1831307
>>
Rolled 74 (1d100)

>>1831307
>>
(Made a mistake, numbers would have been 3v1 as you always roll first.)

The gnoll collapses in agony from his shattered hand, but the pain isn't over yet. Terras holds his legs while Lar takes his hammer and smashes in the gnoll's face. The other enemies are finished off similarly.

Some weeks later, roughly 220 men have been gathered in Threetans, awaiting instructions from their leaders. The chief himself is at the gate - Shash has elected to stay behind and wait to see whether or not Khop will come back. Of course, that doesn't stop his child from going, or even Lakh for that matter. The two, Lakh and to your surprise, the scout from earlier, are ready for the occasion. As the leaders gather in the former chief's hut, it feels empty without his jittery spark. Yet Lar's presence feels dominating in a different way.

(Tactical planning starts now.)
>>
>>1831342
Send scouts out to the Ope territories as we have no clue how much the lands have changed in the last 15 years.
>>
>>1831342
Supporting >>1833286
Plenty of scouts to be sent out while we continue to gather warriors and supplies in threetans.
After they report back can we begin planning the conquest in earnest.
>>
>>1833286
While this occurs, the rest of you are free to post your free roam actions. Free roam actions should be aimed towards this post, and give me something you will do to prepare for the war, individually or in small groups.

For the scouting, give me 3 rolls, taking the average.
>>
Rolled 93 (1d100)

>>1833314
>>
Rolled 3 (1d100)

>>1833314
>>
Rolled 21 (1d100)

>>1833314
teamwork
>>
Rolled 62 (1d100)

>>1833314
The brethren of the spear shall make friends with the local tan warriors.
Seeking to see the measure of their spirits, their skills and exchange some tricks and techniques.
>>
Rolled 16 (1d100)

>>1833314
Lar shall gather around the veterans of the first Gnoll War instructing them to act as the force which will act to hold the younger ones together.
>>
Rolled 87 (1d100)

>>1833314
The Erabenim shall train themselves and others to be better at fighting on camelback.
>>
Rolled 18 (1d100)

>>1833314
>>1833499
helping Lar
"The Gnolls will learn to fear the Ghoul warrior."
>>
Rolled 100 (1d100)

>>1833314
Kumok trains his old body for the war that is coming.

"Might as well go out in a way someone of the Blood deserves."
>>
>>1833371
You do indeed measure their spirit, as they measure yours - and both seem decent. While trading tricks and techniques is not something easy to do in such a short amount of time, you do learn that their organization during battle typically is that of multiple groups of 4 spearmen with shields that can lock up with their backs to each other in case of an ambush.

>>1833499
>>1833510
>>1833533
Most veterans are dead or dying, but the blood is strong in some. The two of you see Kumok training, muscle rippling beneath scarred flesh, the kind of body that belongs to one or two in a generation. You both decide he would be the best field commander for the younglings.

>>1833507
Every camel rider must play his part, and that's simply something most abide by. As you train them, quite skillfully I might add, some among the Tannish express concerns with their lack of skills - and those are who you charge with taking care of supplies. As much as you wish to have all the men fight, you remember the maxim, and work with what you have. You train them all as much as they possibly could be.

-----

Those men sent out to scout come back some days later, having gone as fast as they could on their camels - it seems the village known as Manlük lies abandoned and Yamlät is not much better. However, those sent to the jungle have not returned, with a few of the Brotherhood numbering among them.

Strategize as you will.
>>
Rolled 53 (1d100)

>>1833314
Struck with an odd idea on how to possibly make her dislibity an advantage, Neit creates a simple leather brace, allowing her attach a rope tied to a hardball the Ashwalkers created.
>>
>>1833633
"We shall move on Yamlat, take captives and find were the Gnolls are hiding"
>>
>>1833633
"If the villages lie abandoned, that means their warriors are hiding elsewhere.
And if those sent to the jungle did not return, it would seem a fair bet that that is their hiding place.

I say we send warparties to torch those two villages and loot what can be brought back. Meanwhile our main host will focus on seeking out and engaging their counterpart."
>>
>>1833669
"No raiding parties, we move as one"
>>
>>1833674
"Lars is right we must strike our enemies like Rok struck the ground. Quickly and with great strength."
>>
>>1833633
"I say we put our force in a defensive position at the far side of the mountain pass near Threetans. At the same time, we could land a party by sea south of Yamlat. This way, if an army should attack us at the pass, we could use this second party to attack the enemy rear. Otherwise, it could torch Yamlat while the main force moves back to regroup."
>>
>>1833674
The chieftans words are to be obeyed.
>>
>>1833685
>>1833674
"Then, moving our great host against empty villages while their host hides in the jungle might not be a good idea. They may seek to strike at our undefended settlements if we do so.
Better to seek them out like a beast of prey and destroy them for the glory of Rok."
>>
"I say that to move too quickly with all of our force would be folly. The gnolls are slippery foes, and simply going out to crush them would be but falling into their trap. I think we should let them come to us. We cannot allow a war like the first."
>>
It seems the majority agrees with the plans of the chieftain, with minor dissent being on whether or not the gnolls will strike against us whilst this goes on.

Give me 3 rolls, taking the average, for getting to Yamlät.
>>
Rolled 19 (1d100)

>>1833739
>>
Rolled 86 (1d100)

>>1833739
>>
Rolled 37 (1d100)

>>1833739
i got this
>>
Rolled 22 (1d100)

>>1833739
nat 1
>>
Rolled 3 (1d100)

>>1833739
>>
We arrive at Yamlät without much hassle, the wind blowing against us, preventing any scouts of the gnolls from truly smelling us. While we strike quickly and sustain only minor injuries as prisoners are taken. What shocks many are what has happened to the missing ghouls - half have been erected on the walls of the settlement, half-alive, mostly the Brotherhood's men. Inside is a more gruesome scene - the heads of other scouts being placed on the heads of spears, and the sticks being shoved inside their dead mounts.

The prisoners say they were ordered to do this by a higher up in the military, a man called Gwanraw. As we've stayed in the settlement, however, it becomes quite clear that it has been abandoned by the main Opetians at large - the fields have been burnt, for one.

What should we do?
>>
>>1833785
Get as much info from the prisoners, where the main host is, where other towns are, the state of the gnoll kingdom, etc.
>>
>>1833796
This
>>
>>1833785
"Take my brethren down from there."
>>
3 rolls, taking the average, for interrogation.

As for Terras' brethren, they are already down. They're parched, and in no condition to talk quite yet. They'll live though.
>>
Rolled 3 (1d100)

>>1833812
>>
Rolled 20 (1d100)

>>1833812
>>
Rolled 7 (1d100)

>>1833812
>>
Rolled 95 (1d100)

>>1833812
>>
"I suggest we sacrifice this whole lot to Rok. This vermin does not deserve to live."
>>
Not only are they useless at lying, but those in charge of interrogating find they know literally nothing. They beg for their lives from the beginning, and by the end, they merely pray to their King - perhaps they consider him a god? Some even cry out the name of Gwanraw - but that is cut off once they themselves are killed by the now rested Brotherhood members, and sacrificed to Rok, though they cannot reach home due to the war. All hands on deck, of course, especially when the gnolls may be scouting that area.

Now what?
>>
>>1833883
Send out more scouts, light the town on fire as we leave and move back towards the pass.
>>
>>1833896
Indeed
>>
>>1833896
support
>>
>>1833896
supporting
"Lets get the torches lads."
>>
>>1833896
What this lad said but maybe don't burn the town down, or at least not before we have taken everything not nailed down from it.
>>
3 rolls for scouting, taking the average, and the same for moving back to the pass...
>>
Rolled 49 (1d100)

>>1833932
>>
Rolled 17 (1d100)

>>1833932
>>
Rolled 42 (1d100)

>>1833932
>>
Rolled 3 (1d100)

>>1833932
>>
Rolled 37 (1d100)

>>1833932
>>
Rolled 13 (1d100)

>>1833932
>>
Your scouts can see that the pass is clear, but not much besides that - most are worried about ending up as those in the settlement did. No wants to die like that.

As for the moving back, it is all fine until you make it to the mountain pass... once you're in there, an unseen gnoll group that had clearly been following you for some time attacks. With only one place to go, the party wait on the chief's order, but until then - a battle!

2v2 please
>>
Rolled 48 (1d100)

>>1833966
>>
Rolled 10 (1d100)

>>1833966
>>
Rolled 41 (1d100)

>>1833966
>>
Rolled 64 (1d100)

>>1833966
>>
Rolled 33 (1d100)

>>1833966
>>
Rolled 24 (1d100)

>>1833966
>>
Rolled 91 (1d100)

>>1833966
"FORM UP! SHIELD WALL! LET THEM COME TO US! KEEP THE PASS AT YOUR BACK!"
>>
File: warmap.png (12 KB, 800x600)
12 KB
12 KB PNG
58 - 10, surprise, -5, terrain vs 105

Their numbers may be small, but your men are terrified and disorganized. Some even believe this is Rok's will. But the Chief calls, and those with shields stand - will it hold, is the question. The gnolls are pushing on the sides of it, and your men lined up behind it are merely forcing the shieldwall forward, which is allowing the gnolls to creep further into the sides of the party. As the cavalry has been pushed to the back and out of sight, no charges can be made, especially given the terrain. But with these numbers, a win is probable.

3v2 now
>>
Rolled 3 (1d100)

Watch this 99
>>1834030
>>
Rolled 56 (1d100)

>>1834030
>>
Rolled 85 (1d100)

>>1834030
"Rip them apart brethren!"
>>
Rolled 53 (1d100)

>>1834030
>>
Rolled 24 (1d100)

>>1834030
>>
Rolled 91 (1d100)

>>1834030
>>
Rolled 82 (1d100)

>>1834030
>>
Rolled 61 (1d100)

>>1834030
FORM UP AND PUSH FORWARD! PUSH OUT TO THE SIDES! FILL IN THOSE GAPS!
>>
File: warmap.png (21 KB, 800x600)
21 KB
21 KB PNG
144 vs 53

The gaps have been filled in, gnolls being crushed as the shield wall stands strong, pivoting as a group in order to kill those on the side. Those in front are having trouble breaking through as the cavalry have brought their camels under control and turned themselves to face the direction we were originally going. They trust those behind them to hold, as our regular forces close the gaps between the shield wall, creating a corridor that only serves to trap the gnolls.

3v2
>>
Rolled 96 (1d100)

watch me get a 2
>>1834076
>>
Rolled 83 (1d100)

>>1834076
>>
Rolled 17 (1d100)

>>1834076
>>
Rolled 74 (1d100)

>>1834076
>>
Rolled 17 (1d100)

>>1834076
>>
File: camelcav.png (9 KB, 632x168)
9 KB
9 KB PNG
Rolled 35 (1d100)

>>1834076
>>
Just as the battle ends and the last gnoll is killed, a rumbling can be heard from above. Growing louder, and louder, and louder...

"Goddamnit, not again," cries one ghoul, obviously having experienced this before.

"Run!"

3 d100s, taking the average - retreat/run out of the last bit of the pass.
>>
Rolled 17 (1d100)

>>1834139
>>
Rolled 14 (1d100)

>>1834139
>>
Rolled 9 (1d100)

>>1834139
Flight of the ghouls
>>
Rolled 26 (1d100)

>>1834139
>>
Rolled 12 (1d100)

>>1834139
>>
Rolled 35 (1d100)

>>1834139
AAAAAH!
>>
As the rocks fall, some are injured, some die, and some make it out. A very small minority make it out without suffering some injury, and roughly 20% of our men, mostly infantry, die as the rocks came down. But it isn't over yet. Not by a long shot. A huge rock, possibly the size of Rok himself, tumbles down and separates the two living areas of our party. The part that has made it out represents roughly 75 people; cavalry, leaders, and some infantry. Meanwhile, the second group, roughly 100 people in total, is made up of infantry, several camels with supplies and some of those in the shield wall faster to react. On the bright side, all the gnolls are dead, and their bodies crushed; on the slightly less bright side, a rock lies between our people, and they only have enough resources to last two weeks, more if they begin to eat the dead. But in some way, we have to rescue them - what should we do?

Threetans lies roughly 3 days away by foot, faster on camel.
>>
>>1834185
Get ropes from threetans, climb the rocks and get the people out of there. There is no reason they should actually be stuck unless it's a sheer face.
>>
>>1834201
This
>>
>>1834201
I concur the House of ivory is good at climbing stuff and rope works. Get everyone/thing across
>>
>>1834201
>>1834185
While the search for rope is underway would it be possible to look around for any caves that have been revealed in this little event, any pathways through the mountains now open to us that were not before?
>>
Rolled 84 (1d100)

Within a week, the men are out - but that is valuable time lost. The reason it took so long is mainly the fact that the boulder was unstable and each man had to go one by one, with food only being provided once the men had returned in order to stop the food from tilting the rock.

At this point, we are unsure of what the gnolls are doing, but we have roughly 45 dead at this time, 35 injured, and another 145 lightly injured or fine/able to move. We move back to Threetans, to prepare for another day...

(roll unrelated)
>>
It has been two weeks, and we have not seen hide nor hair of the gnolls, and even scouts sent out have come back with nothing. A meeting has been called to discuss the war, and what the hell the gnolls are even doing. The chief sits in his chair, waiting for the meeting to begin, and as the last person draws into the wooden hut, it does.

(Go ahead and discuss/plan)
>>
>>1834379
"Two weeks of resting and nothing to do have made our warriors impatient and frustrated. And the gnoll clearly fear us as they've yet to come seeking battle.
I say we assemble our host once more and march forth, seeking the annihilation of our foe."
>>
>>1834379
"I believe the most important piece of strategy here is to keep our troops together, as we can't afford to split up especially, when our enemies remain out of sight"
>>
>>1834383
"And what? March through that hellish pass? It killed more ghouls then Gnolls have. "
>>
>>1834379
It is clear that there is some kind of unrest among the gnolls. Maybe even a war between themselves. Something must be going on with them if they are silent for such a time. Causion should be advised in any case.
>>
>>1834383
Regroup and tend to the wounded. We now have an effective place to defend the Pass from too. maybe even topple it on the gnolls if any come... Fixed the wounded or we will make their injuries worse
>>
>>1834395
"Should we send some Ghouls by canoe to the other side of the pass and try to find out whats happened?"
>>
>>1834391
"Then our great chief desires to hide here then? Hoping that the twoleg dingos will work up the courage to here to do battle?
Or perhaps you hope they will come in secret, seeking you out, buying your mercy with their trade once more?"
>>1834396
"We have been doing that for two weeks now. Those that can fight once more in this war have already recovered."
>>
>>1834379
Begin sending raiding groups of 30 men on camels into the Ope territory, attack farmers, hunters and anything undefended getting a better idea of what they are doing.
>>
>>1834429
Alrighty then.

3 d100s, +15 for ???
>>
>>1834429
>>1834398
"I guess these ideas will do fine."
>>
Rolled 44 (1d100)

>>1834459
>>
Rolled 81 (1d100)

>>1834459
>>
>>1834429
>>1834398
"We know of our own strenghts and weaknesses but we remain blind to those of our enemies, the less we know the more it becomes dangerous to us. If you know not what your enemy is thinking you won't know if or when he will strike."
>>
Rolled 23 (1d100)

>>1834459
>>
Rolled 87 (1d100)

>>1834459
>>
We are able to move around quite easily - some of our scouts even reach their capital, and strangely, aren't molested. After pretending to be a ghoul slave, one of them buys something from a gnoll who tells them the news. Apparently there is a civil war in the capital. The prince and his parent's former advisor have gone to war, and though they have been attacked, no one is quite sure who to obey. Some are even questioning the legitimacy of the prince's bloodline, which would jeopardize the spirituality of the whole nation. Of course, we use this to our fullest advantage, burning everything we can up to the jungle. There is smoke spotted in the distance in one area, but guards are blocking the way, so our scouts retreat for now. It has been roughly two months since we started doing this, and most of their land outside the jungle has been razed.

What now?
>>
>>1834516
Burn the Jungle
>>
>>1834516
Offer to meet with the Advisor to discuss terms, prepare the men to move if he does not comply. Send in the scouts to tell the other Ghoul slaves to rise up when we attack.
>>
>>1834527
I concur
>>
>>1834527
"As you wish."
>>
>>1834527
>>1834516
"We should try and use this situation to increase our influence and power over the area. If we take territory from the furryfaggots today in a future war it will be thst much easier to conquer them."
>>
Men are sent out to speak to the advisor but they do not return. Given the other points in your plan, give me 3 rolls for sending in the scouts in...
>>
Rolled 64 (1d100)

>>1834579
>>
Rolled 2 (1d100)

>>1834579
>>
Rolled 21 (1d100)

>>1834579
>>
These scouts do return - and they carry interesting news with them. Apparently there is a third party within the war, known as the Pro-Ghoulish Front, but mostly as the PGF by the people. They want to stop the slavery of the ghouls and return them to their ancestral lands, but it doesn't appear to be out of good will. They just don't believe that ghouls should be in gnoll lands, or gnolls in ghoul lands. They also view the Reptians as utter and complete abominations. We don't gather much information other than that though, but we do learn they have mainly focused on guerrilla warfare.

What should we do?
>>
>>1834626
Make contact with the PGF and march on the Gnollish capital!
>>
>>1834626
Of course we should support the PGF. We can agree on the fact that we don't like seeing eachother and that the Reptians are all shit.
>>
>>1834637
As long as me march out without waiting for contact to be established first, full support.
>>
>>1834637
>>1834626
thissu
>>
Give me 3 rolls for establishing contant with the PGF then.
>>
Rolled 2 (1d100)

>>1837369
d
>>
Rolled 84 (1d100)

>>1837369
>>
Rolled 1 (1d100)

>>1837369
>>
(Keep in mind that rolls are not something you can view IC, so that nat 1 you know nothing about.)

The scouts return safely, telling us that their forces will meet us at a second oasis where the jungle meets the desert as the river flows. We end up following the river and resupplying as we go, with both the camps at the Bone Ruins and the pillar itself proving invaluable. Our supplies are running somewhat low as we meet their convoy in the jungle. They've sent emissaries, gnolls and ghouls. We follow them some distance in, to some form of camp, and our leaders talk while the men resupply. The discussion goes on in an area with a thick canopy, rocks being used to form a makeshift wall that separates the group from any prying eyes amongst the troop.

The leadership seems to be mostly made up of gnolls, with none in particular standing out. One does speak up though.

"So," he remarks, "Do you have a plan yet? I assume you came prepared with something."
>>
>>1837416
"Well, that depends on the information we hoped you might give us."
>>
>>1837416
We mainly planned on using the chaos to attack the capital though
>>
>>1837416
"I am Chieftain Lar Khazirsson of Ier, the Ope have attacked us and for that we will strike back. If you Ghouls wish freedom you will support us."
>>
One of the ghouls pipes up in the back. He's quite old, but his eyes are bright.

"That is not a plan, that is an intention. I would agree with it, but do you have anything of substance?

Our plan is to strike them in a village directly south of here, where some of the prince's forces lie. They are expecting only a small force, and your reinforcements will allow us to move on to the capital if we move as one."
>>
>>1837480
"Your forces should join with ours in the Ash and we will strike out from the capital from there. We have little supplies and few men here."
>>
>>1837480
I have no qualms with such a plan
>>
>>1837492
"That is not a refutation of the plan, and as it is, we have supplies and men here. The jungle also is more naturally abundant than is the Ash, and they are already expecting you to attack from the Ash."

The ghoul looks at you.

"Do you think we haven't been preparing for this for years? Look all around, there are farms dotting this place - this is a safe haven with supplies enough to keep both our men sated."
>>
>>1837526
"We are of blood but that does not mean I trust you, you walk with these Gnolls as companions, a disgusting trait that I am able to forgive but I will not risk the lives of my tribesmen by trusting someone I have just met."
>>
>>1837549
"I'll agree to a duel and nothing less. Otherwise I'm calling this whole thing off. A mutual partnership does not mean you go in and call your allies disgusting, no matter how much they may be. Such as yourself, for instance.

The one who wins calls what happens next with the army, or you walk out of here with your men like a coward. Your choice."
>>
File: Glo2.png (165 KB, 601x651)
165 KB
165 KB PNG
>>1837563
"Come and die then."
>>
Rolled 75 (1d100)

>>1837569
He laughs.

"Same to you friend - I am the one known as Gwanraw."

With this, he jumps for the table at you with his blade in hand, aiming to launch it at you.
>>
Rolled 46 (1d100)

>>1837596
Block the blow with my armor and crush him with my hammer.
>>
File: ThemanknownasGwanraw.jpg (69 KB, 736x1155)
69 KB
69 KB JPG
Rolled 32 (1d100)

Before you have time to truly react, the table is launched at Lar, knocking him backwards. His armor blocked most of the blow, but he has no time to strike back with the hammer as the other ghoul launches himself forward once more. This time he aims not for the table, but his enemy's legs.

"Can't let you get away now."
>>
Rolled 75 (1d100)

>>1837622
Grunting Lar surges forward smashing down into the Ghouls head, if he misses moving into a full tackle.
>>
Rolled 54 (1d100)

The chieftain moves in and smashes his head -
hammer head - against that of his opponent, knocking the man onto the ground. Of course, weapon still in hand. He clutches his head, needing a moment to recover as the chieftain moves forward. It appears to have been little more than a glancing blow, but enough to daze the enemy.

The elder ghoul tries to roll away from the wall and into the clearing to allow himself more space and dodge whatever the chieftain tries.
>>
Rolled 1 (1d100)

>>1837638
Using the fact that the ghoul is dazed Lar does a wide swing aiming to hit in the arm of the core.
>>
Rolled 1 (1d100)

>>1837638
Kumok who has been so far watching the battle and coating his axe blade with some premium™ Capan™ poison™ a glorious idea comes to his mind. He screams the one word that has apparead to him
"PEPE!"
>>
The roll sends the older man into the center of the camp, where he stands up, weapon in hand. Of course, Lar can't stop his action, and goes straight into the wall, collapsing it on both of himself and Kumok.

Approaching, the other combatant offers a hand while using his other to let his men know not to attack.

"Need a lift up?"

He says this to Kumok, not Lar.

(Lar now rolls a -15, though he can try to recover.)
>>
Rolled 79 (1d100)

>>1837670
Rolling to munch on some snacks while watching this shitfest unfold.
>>
Rolled 60 (1d100)

>>1837670
Get the fuck up and rip this ponces arm off.
>>
Rolled 67 + 10 (1d100 + 10)

>>1837670
Looking at the man out of the corner of his eye, Gwanraw aims his foot at the chieftain's face as he begins to move...
>>
"Bah, this sad duel is an embarrasment to our tribe."
>>
Rolled 33 (1d100)

>>1837711
"Burp"

Rolling for quality of burp
>>
Rolled 71 + 10 (1d100 + 10)

The foot stands directly on top of the chief's mask, as he rises to his feet. Bricks go flying everywhere, hitting the man burping but missing Venj.

"You still want to go?," Gwanraw says with a curious look.

"You are a strange one."

With that, he aims to cut his opponent's wrist with his blade, but not to kill him.
>>
Rolled 28 (1d100)

>>1837724
Punch him in the throat
>>
Rolled 92 (1d100)

>>1837698
The Painted Ghouls present decide its time to prep the camels while everyone is distracted by this spar. Prep for Evac Lads
>>
A desperate punch is thrown out by the armored leader, but his hand is caught. With a vicious smile, Gwanraw crushes his hand, breaking several of his opponent's bones. His knife, still in hand, is placed back in its sheath as he picks the man up with his good hand and places him back in his chair. He is unconscious now, having passed out from the pain. The sunlight has faded now, and it is nearing twilight, with the ghouls and gnolls who had gathered round dispersing. The camels have been prepared by the Painted Ghouls, but most are unsure of what exactly is happening.

Vote time.
A. Go back home
B. Proceed as was promised in the duel
>>
>>1837770
>B. Proceed as was promised in the duel
>>
>>1837770
>B. Proceed as was promised in the duel
"Our word is our bond."
>>
>>1837770
>B. Proceed as was promised in the duel
>>
>>1837770
>B
>>
>>1837770
>B
But get the painted Ghouls will take Lar home to medical attention and such
>>
"Good to see you're all a bit more agreeable than your commander then," remarks the bloodied ghoul, still clutching his head.

"I am going to go get medical attention, and you should too for your friend. We head out first thing in the morning, so I suggest he stays behind with some of the others we have wounded here. It won't end well if we take them out on the field."

Do you agree to that?
A. Yes
B. No

And also, 3 rolls for travel, and a single roll (the last) for a perception roll.
>>
Rolled 48 (1d100)

>>1837830
A
>>
Rolled 85 (1d100)

>>1837830
>A. Yes
>>
Rolled 27 (1d100)

>>1837830
A. Yes
>>
Rolled 58 (1d100)

>>1837830
>A. Yes
I don't like this...us dying would benefit their goal greatly since they want us gone...
>>
File: jungleclearing.jpg (479 KB, 1920x817)
479 KB
479 KB JPG
Rolled 23 + 40 (1d100 + 40)

The ride down is quite average - the sun, is barely visible through the canopy normally, but in the midst of summer that is a welcome relief. The gnolls and ghouls with us dip their headdresses in water and wrap it around their faces, saying that it cools off the heat. We do similarly, respecting the peculiar habits of these dwelling in the Green. Of course, most aren't talking, something we find quite strange. We chat amongst ourselves as we ride down, at least slightly wary of the way they keep themselves...

(Roll for something: +25 planning, +15 surprise)
>>
Rolled 44 (1d100)

>>1837902
>>
We're ushered into a clearing that we can barely see due to the thick trees in front of us. Yet, as we approach, we can hear yelling from out there. The rear party, made up of none of our men pushes us forward and we see... shit. In the clearing are gnolls wearing strange colored uniforms, chatting amongst a greater number of ghouls than those with us. Some of those among us even recognize what their letters say, having learnt it in the past.

"P... G... F..."

It's the insignia of the group we were meant to meet up with. Behind them is a small crowd of people arguing, among them a gnoll dressed in robes of blue - the same color worn by those behind us. As he spots us, he cries something, and those behind us and in front of us draw their blades. A few of our men speak to the PGF ghouls and identify ourselves, something which those in blue clearly hadn't planned for as they begin swiping at our combined infantry. While we're not split up, both the PGF and ourselves are surrounded by enemies, as the battle with this unknown force begins...

3v3
>>
Rolled 58 (1d100)

>>1837930
>>
Rolled 84 (1d100)

>>1837930
>>
Rolled 4 (1d100)

>>1837930
aaaaaaaaaaa
>>
I'll call it for night, as players are tuning out as it's getting late in Yurop. We'll continue tomorrow...
>>
Rolled 9 (1d100)

>>1837930
>>
Rolled 46 (1d100)

>>1837930
>>
Rolled 16 (1d100)

>>1837930
check this out
>>
147 -15 disorganized, -10 friendly fire, +5 numbers (PGF) vs 71 + 10 surprise, + 10 organization

Despite the disorganization and problems we face as the battle begins, our lines hold. The enemy isn't particularly organized, and it's noted that Gwanraw is missing. On top of that, beneath the canopy ghouls can act with their peculiar eyesight, but that is not so for gnolls. Yet the battle carries on, with friendly fire being a problem for us, with ghouls recognizing each other but occasionally killing PGF gnolls and being slaughtered in turn!

3v3
>>
Rolled 93 (1d100)

>>1840805
>>
Rolled 60 (1d100)

>>1840805
>>
Rolled 77 (1d100)

>>1840805
>>
Rolled 34 (1d100)

>>1840805
>>
Rolled 59 (1d100)

>>1840805
>>
Rolled 21 (1d100)

>>1840805
>>
230 - 10 disorganized, -5 friendly fire, +5 numbers, +10 flanking vs 71 +5 surprise, +5 organization

Our cavalry is involved in a break through the enemy lines, pressing a weak spot that only existed as a result of our previous assaults. Moving through, they are flanking the group of enemies on our side of the clearing, while the PGF deals with their side. Due to this, the risk of attacking allies has decreased significantly!

3v3
>>
Rolled 12 (1d100)

>>1840837
>>
Rolled 27 (1d100)

>>1840837
>>
Rolled 32 (1d100)

>>1840837
Ree
>>
Rolled 1 (1d100)

>>1840837
>>
Rolled 60 (1d100)

>>1840837
>>
Rolled 87 (1d100)

>>1840837
>>
>>1840837
(Not 71, 114, apologies)

71 - 15 disorganized, -5 friendly fire, +5 numbers, +10 flanking vs 148 +5 surprise, +5 organization, +10 elephant surprise, -20 a mouse

The enemies closer to the PGF have brought out elephants, who almost immediately begin stomping their forces. However, when a small rodent skittles across the forest floor, the elephants are set into a panic - there's no getting them in control any time soon.
>>
Rolled 54 (1d100)

>>1840861
>>
Rolled 82 (1d100)

>>1840861
>>
Rolled 73 (1d100)

>>1840861
>>
Rolled 71 (1d100)

>>1840861
Flavortown
>>
Rolled 84 (1d100)

>>1840861
>>
Rolled 77 (1d100)

>>1840861
>>
209 - 10 disorganized, -10 friendly fire, +5 numbers, +5 flanking vs 232 +5 surprise, +10 organization

With the introduction of the elephants, those being flanked by our cavalry have broken out and encircled our line closest to the jungle - we are being pushed back into the lines of the PGF, causing confusion, and more importantly, more unneeded deaths from allies. While all of this is going on, we are still fighting strongly though, our lines standing strong despite the strain.
>>
Rolled 72 (1d100)

>>1840892
>>
Rolled 38 (1d100)

>>1840892
>>
Rolled 10 (1d100)

>>1840892
>>
Rolled 49 (1d100)

>>1840892
>>
Rolled 23 (1d100)

>>1840892
>>
Rolled 75 (1d100)

>>1840892
>>
Rolled 31 (1d100)

>>1840892
I roll for bad gnolls, bad i say
>>
120 - 15 disorganized, -10 friendly fire, vs 147 +10 organization

We're getting pushed further and further back as time goes on, with any elements of control we had completely gone. The cavalry are squashed between our forces and that of the enemy's as we're forced fully into the PGF's lines. The ground is slick with blood as we struggle to gain ground.
>>
Rolled 39 (1d100)

>>1840909
>>
Rolled 36 (1d100)

>>1840909
>>
Rolled 63 (1d100)

>>1840909
RETREAT
>>
Rolled 43 (1d100)

>>1840909
Bad Gnoll Dice Snap Snap.
>Steady withdrawal
>>
Rolled 44 (1d100)

>>1840909
>>
Rolled 69 (1d100)

>>1840909
>>
138 - 15 disorganized, -10 friendly fire, vs 156 +10 organization

The leaders call for a retreat as the clearing becomes a slaughtering ground - the cavalry will attempt to break through and give us a means of exit on the PGF's side, knowing that if we exit the other way we will end up at the enemy encampment once more.

Give me 3 rolls, taking the average.
>>
Rolled 26 (1d100)

>>1840927
>>
Rolled 94 (1d100)

>>1840927
>>
Rolled 95 (1d100)

>>1840927




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

[Enable Mobile View / Use Mobile Site]

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