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The unthinkable has happened: the Pinkskins (Or 'Kilketchi' as they call themselves) invaded the Confederacy, and although they were turned back at the battle of Turbag Pass, the threat they present is more clear than ever. Yet dangers may very well lie at home too as monstrosities that were once Orcs fly and and crawl amongst your lands, the terrible consequences of the Yellow Sages' forays into Fleshmancy...
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>166 (6 tribes)
>Culture and Art: Primitive. The Yellow Sages and more superstitious Orcs have taken to making cave paintings in veneration of the King in Yellow, who your people have taken to gathering in large temple caves to praise and worship. A warrior caste is present, composed out of the strongest and greatest fighters in the confederation, and a caste of falconers has also recently developed. Meanwhile, a long tradition of sled riding is also present in your people's culture. Of clothes, your warriors will often go about in their wooden armour for show, and certain Orcs will also adorn themselves with pieces of copper jewellery. Other than that though, your people simply tend to go about naked.
>The People: Your people organise themselves into tribes, each of which has an individual chieftain and each of which is considered equal in your confederation. Although there is somewhat of a general tendency towards selfishness and cruelty amongst Orcs, your people have rejected this in favour of a strong fraternity culture, seeing their fellow confederates more as brothers than anything else. Ethnically, they tend to bear skin of an ashy grey tone of varying darkness, and hair is thin and lank, generally coming in dark shades of black or brown and left mostly unstyled. Curiously, distinctive icy blue eyes are also rather common amongst the Orcs in your confederation, although essentially absent in most outsider tribes.
>Technology: Your people make use of a variety of advanced stone tools, including spears, pickaxes, hammers and handaxes, whilst wooden lamellar armour and bows are used by your warriors. Fungiwood sleds are also used, both to drag around goods and also to take risky rides down the mountainside. Your settlements meanwhile are connected together via a system of dirt roads. In terms of homes, your people inhabit cave dwellings sometimes lined with grass bedding, and basic walls of stone and mud brick held together with mud mortar are also built to better fortify your caves. Although you remain unfamiliar with the art of smelting, you are nonetheless able to hammer copper into various shapes to use as jewellery.
>Magic: 6 Yellow Sages. Via certain rituals, your Yellow Sages can listen to snatches of the words and thoughts of the King in Yellow himself. As well as this, they are also capable of grafting together flesh, skin and bones via Fleshmancy, and can use a crude form of Geomancy to 'listen' to the rocks and earth, although there is little yet that they can actually do with it.
>Food: Abundant. Your people practise a primitive form of agriculture revolving around the fungi that grow in the nearby caves, and obtain their meat from the herding of domesticated Guinea pigs and Toothfowls. Food is stored in cold storage rooms deep in the caves where low temperatures preserve it, and a basic system of rationing is also enforced to allow food stores to last for longer, and ensure everyone gets a share.
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>Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Orc%20Civ%20Quest


STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
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I still want super soldier orcs reinforced with flesh magic!
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>>3302305
Action: capture and breed wild wolves.
Idea: Use our fleshmancy to make them large enough for orcs to ride on.
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>>3302331
This
No real towers are needed, just built lookouts with a way to quickly retreat and it being hard to follow. Like on top of a cliff
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Rolled 20, 19 = 39 (2d20)

>>3302331
>>3302419

Alright, rolling for actions.
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Rolled 71 (1d100)

And the idea.
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>Set up more ambushes and traps for any Kilketchi forces that try to invade
>Rolled 20/20
>Complete, inarguable success

Your people's work on traps and the like intended to stop invaders in their tracks continues with success as they grow ever more numerous, ever more well hidden, ever more sophisticated. No doubt about it, even if any future invaders were to know of the traps, there would simply be no way they could avoid all of them, and as the Orcs continue to build ever greater and more complex traps, they even begin to obtain a basic understanding of mechanics, as much as can be achieved with stone age technology.

+Basic mechanisms discovered+
+You are seriously well defended now, as shall be counted in any future invasion rolls+

>Build watchtowers outside our caves
>Rolled 19/20
>Complete Success

With the exception of the crude defensive walls you build, your people generally have little in the way of actual constructions outside your caves, keeping all your things firmly inside the mountains. Recently though, that has changed. It began with a few Orcs simply putting walls together so they could climb up them and thus gain a better view of their surroundings, but as time has gone on they have become far more. First, the walls were gathered together in a square formation, simply to make them more stable to climb up. Then a roof was added on top, so Orcs had something to properly stand on top of, as well as stand beneath for shelter. Before you knew it, you had watchtowers. What's more, these techniques are beginning to be applied to other buildings as well as watchtowers, as outdoor huts begin to grow ever more common, although still not quite as popular as cave living.

+Watchtowers discovered+
+Stone/mud brick huts discovered+

>Further refine our Geomancy
>Rolled 71/100
>Low-Quarter Success

After yet another failure in the form of the winged abominations that were once Orcs, the Yellow Sages for now have decided to return to the somewhat 'safer' art of Geomancy. For days on end they sit listening closely to the rocks, feeling about with their minds for any leverage. And at last, it seems to be paying off: they have found a way to 'soften' stone, making it more like extremely hard clay than anything else. Right now it isn't useful for much other than making miner's lives easier, but were it further refined it could prove particularly interesting...

+Basic stone softening discovered+

STATE 2 ACTIONS AND 1 IDEA/STAT YOU WISH TO PONDER
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>>3302846
This
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Rolled 3, 13 = 16 (2d20)

>>3302846
>>3303969

Alright, rolling for actions.
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Rolled 49 (1d100)

And the idea.
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The wheel
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>Experiment with the different kinds of rocks in the orc caves, see if there’s metal
>Rolled 3/20
>Low Failure

As your people closely examine the weapons and armour captured from the Kilketchi, they realise that there is no doubt about it: the strange stone that these are made out of is of a similar kind to the soft orange stone that you use for jewellery and ornamentation. Similar that is, but not the same. But what if the stones that formed these were also to be found in the caves? Such is the line of thought used by several Orcs as they search through all the caves and caverns in the area (With the exception of the murdercave of the beast of course). Alas, their searches are fruitless, and no such stone as the type found on the Kilketchi armour can be seen anywhere.

>Yellow Sages should take on apprentices to expand their knowledge and have an assistant learn how to become a Yellow Sage
>Rolled 13/20
>Above-Average Success

Although your Yellow Sages are powerful, their numbers are few, and although they pass on their knowledge to younger Orcs so as to ensure that they have successors, there has been little attempt to increase their numbers. Recently though as worship of the King in Yellow becomes more organised and the population of the Confederacy continues to grow, more and more Orcs are being taken on as apprentices as slowly, gradually, more become capable of truly listening to the words of the King in Yellow.

+7 more Yellow Sages trained. You now have 13 Yellow Sages+

>Experiment with different fungus and plants to create different kinds of poultices and potions for our orcs and see what they do
>Rolled 49/100
>Minimal Success + Existing medical knowledge

The art of using poultices and basic knowledge of medicine to treat wounds is something your people have been aware of for generations now, passed down from parent to child over the decades and centuries. As time goes on, this practice continues to gradually grow ever more refined, and as such the average population has slowly begun to increase, simply due to the lower amounts of Orcs dying to basic infections.

+Population increase by 12 Orcs. You now number 178 Orcs+

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

(Sorry for being gone a few days btw, things got kinda busy for a little while)
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>+EVENT+
>The Ambassador

Ever since Turbag Pass, there hasn't actually been much activity from the Kilketchi at all. There is the occasional sighting of course from some hunter or scout on the very fringes of the known lands, but other than that they have been strangely silent. Today though, that changed when a group of falconers came hurrying back to Confederal territory, rushing to warn the others about the imminent threat.

Yet as they came ever closer, something was different about this group of Kilketchi. It was smaller for one thing, more like a guard than an army. What's more, with their manner and the way they moved, it seemed clear that whatever their intentions were, they didn't seem to be hostile. So it was that they were able to walk across the mountain passes undisturbed until at last they approached one of your settlements, surrounded by stone walls and a few watchtowers of mud brick. Yet it is here that the most curious thing happened.

The man at the very head of the procession, quite clearly the leader if the fine make of his clothes and armour were anything to judge by, began to speak. Not in the tongue of the Kilketchi mind you, but in Orcish, or some variant of it. The grammar was strange, some of the words unfamiliar, and as a whole it seemed more like a sister tongue of your language than anything else, but it was understandable regardless.

"Orcs of the mountains, I bid you greetings from the kingdom of Kilketch. I bring the words of the governor of this land, who desires that we enter in diplomatic talks, for the greater good of all. May I and my party be permitted to enter?"

>How do you respond?
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>>3309586
"We see you come in peace, and welcome you into our home"
Let them in, and watch them carefully. Post more guards around and send out more patrols, this could be a trick. We want to make sure they aren't here to screw us over, and we should avoid killing them without good cause.
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>>3309624
This
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>>3309624
>>3309653

>"We see you come in peace, and welcome you into our home"

With a nod, the ambassador and his entourage are permitted into the settlement whilst the amount of guards on duty is increased, in case of an attack. As are led through to where the chieftain resides, the Kilketchi look around with interest at the stone huts and walls, the lamellar armour of the warriors and the copper jewellery worn by some of the people. Quite clearly they are unused to Orcs possessing such 'sophisticated' things. At last they reach the chamber wherein the chieftain of the settlement resides, copper ornamentation dangling from his ears and nose, and clothed in Kilketchi armour from one of the bodies at Turbag Pass. Giving a small bow, the ambassador begins to speak.

"First of all I suppose is to apologise for any... past disputes we may have had. Save to say, the governor understands the benefits of a peaceful relationship, and would like to establish a non-aggression pact with your people. As well as this, we should also like to set up a trading post of sorts in your territory. After all, I'm sure we have many things you Orcs might desire, and I'm sure that you are aware of some of the things that these mountains hold which we might like to obtain. There can be time for more diplomacy in the future of course, but right now these are the two main parts. Will you accept?"

>How do you respond?
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>>3309729
First of all, we should tell them that we have to talk to the other orcs about this, as we all have had a bad first contact.
Promise them that they will hear from us in a few days, as we consult the other tribes and Yellow Sages about this turn of events.
A trading post and mutual exchanges would benefit both of us, but we need to make sure that this situation doesn't escalate because some orc decided to shank a pinky.
More importantly, we need to see what the Yellow King thinks of this, and get his blessing to go ahead, even if he wants us to betray them further down the line.
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>>3309748
>>3309789
These two
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Rolled 51 (1d100)

Quick roll for tribal opinion.
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>>3309748
>>3309791

"I understand, take as much time as you need." The ambassador replies after hearing the chieftain's response. The meeting finished for now, he stands up and is escorted out of the settlement along with his entourage, taking one last look around before leaving. As for the chieftain, he decides it's best to discuss this with the other 5 chieftains of the Confederacy in person.

The response is a mixed one. To some, the whole thing is clearly little more than a ploy, a trick of Kilketch so that its soldiers can exterminate the Orcs once and for all. Meanwhile, others thing the exact opposite: that the offer is one that must be taken, that this is the greatest possible way to truly move the Confederacy forward and increase its power. All in all a strongly divided matter, although in general the feeling appears to lean somewhat more towards accepting the deal.

The 13 Yellow Sages meanwhile decide that this is the time to consult the King in Yellow, truly the greatest authority in existence over your people. And for the first time in a long while as the rituals begin, they are blessed with a vision.

At first, the entire cave seems shrouded in blackness, but then light begins to peek through: sparks, motes. The sparks expand until they become a conflagration, a great blaze of flame and heat and yellow that twists and swirls until it begins to form an unfathomably great shape that looms around the Yellow Sages, seeming almost to stare down at them.

A TRADING POST? WELL, THINGS HAVE CHANGED. TELL YOUR FELLOWS THAT THEY HAVE MY BLESSING, CORRUPTED ONES.

And just as suddenly, the 13 find themselves back in the cavern where they started.
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>>3309943
THE YELLOW KING HATH SPOKEN!
We shall agree to the construction of the trading post, but we shall be vigilant for Kilketch treachery.
We must gather as much knowledge as we can, so the pinkies won't be a threat to us
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Rolled 3 (1d100)

Quick roll for initial success of trade post, and then it's back to regular actions and ideas.
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>>3310193
For FUCK'S SAKE.
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"Whats the "pink" want up here in our mountains anyway, if they can come up here, we get to go down there" says muggok hunter of clawclan."

"They want to make us lazy and stupid. They can't beat us, so they make peace? Nah! We ork to smart for this tick". Says Yalguk warrior of fangclan

Idea: ork invasion.
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Hey guys, so sorry I haven't been able to make any updates recently. Sadly, things have gotten really busy, especially with my college exams coming up in only a few months, and as such although I'll try to keep this going, my updates might be coming a lot less frequently now.
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>>3318528
No worries. Good luck in your exams.
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>>3326099

Thanks! I might try still doing this on weekends, but it's unlikely to progress as fast as it has done for the past few threads.
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>>3327460
Don't worry OP, just take your time, hope this quest keeps going.
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Well, started a new thread here (>>3329070), which I should be able to keep running over the weekend.



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