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Pick race and location
>>
Centaur thread going too slow, people complained they didn't want to run with centaurs, might as well start another.

If you wanna play centaurs go vote/roll on the other one, I'll probably keep updating it if people keep voting since people only seem to vote on it maybe once a day.


let the shitpost commence!
>>
well, I'm gonna leave this here until tomorrow then I'll check to see if there are any votes, if there are any then we can start a civ that someone actually wants to play instead of a random one, that way someone will have the drive to keep voting. probably.

that was the reason to demand three votes to pick a race back in the day

with the board having so little traffic and with so few people being interested in civ threads nowadays actually getting three people to vote let alone agree on one race is kinda far fetched though
>>
>>4218451

gnomes, islands

and you know the rest
>>
>>4218451
> Race: Vampire
> Location: Desert
>>
>>4218451
>Faun
>Islands
Fantasy Margaritaville!
>>
>>4218451
Orc canyon
>>
Alright, now we just need a tie breaker.
>>
>>4219334
+1
>>
>>4219112
>>4219113
>>4219313
>>4219334
>>4219516


In the canyons of Gorgamoth a large orcish tribe made their lair; it is said the canyon is named after a gargantuan beast from ancestral times which is said to be asleep buried in the deepest chasms of the canyon. But you do not concern yourself with such legends, you worry only about keeping yourself in power and the glory of your tribe.

Your tribe is known in the region for one particularly impressive feat:

> The Rock Cathedral, a massive building carved in the face of the canyon which took many generations to finish, filled with endless sigils consecrated to all of the dark gods worshipped by the orcs, this building massively empowers your shamans which are capable of grandiose feats through ritualistic blood magic within its halls.
> The Magma Forge, digging ever deeper into the chasms your miners have found a lava tube that your smiths promptly tapped into making a magma forge; near this tube you have found deposits of the fabled metal adamantine which can only be worked on magma forges by the most expert of smiths to make armor and weapons so light and of so unsurpassed quality that can't be matched by any other metal. However, the supply is very limited.
> The Taming of Wyverns, climbing the cliffs that surround your settlement, your bravest beast tamers have braved the nests of the deadly wyverns and stole some eggs, raising them from a young age to serve as their mounts and companions. Although you can't quite make them breed in captivity, you know it is possible to tame more of them for you've done it before.
> The Motherlode, digging into the face of the canyons your tribe have found massive deposits of one or more minerals. You have three points to distribute 3 being Nearly Inexhaustible, 2 being Vast Supply and 1 being Big Deposit of any of the following minerals: Platinum, Gold, Silver, Copper, Tin, Iron, Coal, Diamond, Sapphire, Ruby, Emerald, Onyx. You may choose other minerals within reason, but they will probably be less useful (gemstones are used for some types of magic).
> Write in


Also, name leader and tribe.
>>
>>4219516
>>4219334

fucking orc niggers. cant we have something civilized for once. you bastards. now were back at blood sacrifices and enslaving goblins for sexual pleasure.

>>4219590

rock cathedral

*sigh* lets do a blood sacrifice on some poor human settler schmuck

leadername:

Tal-Razmul, Razmul for friends (Shaman-Chief)

tribe:
White eyes (shaman/possesion seances)

alternatively

Scorpion Cocks

an our way will be to subjugate the other orc tribes and clans to the will of our patron spirit host/demon.
>>
>>4219590
> The Motherlode, digging into the face of the canyons your tribe have found massive deposits of one or more minerals. You have three points to distribute 3 being Nearly Inexhaustible, 2 being Vast Supply and 1 being Big Deposit of any of the following minerals: Platinum, Gold, Silver, Copper, Tin, Iron, Coal, Diamond, Sapphire, Ruby, Emerald, Onyx. You may choose other minerals within reason, but they will probably be less useful (gemstones are used for some types of magic).
All 3 points in coal.
>>
>>4219590
>Motherlode, 2 Iron, 1 Coal
>Name these fuckers the Ironbloods
>I don't know orc names
>>
>>4219590
>The Rock Cathedral, a massive building carved in the face of the canyon which took many generations to finish, filled with endless sigils consecrated to all of the dark gods worshipped by the orcs, this building massively empowers your shamans which are capable of grandiose feats through ritualistic blood magic within its halls.
>Leader : Petrônio
>Tribe : Iron Claws
>>
>>4219884
Support
>>
>>4219884
support
>>
>>4219590
>the motherlode all 3 in gold
>>
>>4219884
Supporting. Name can be Ghazg-Kull (I am very original)
>>
>>4220357
Suporting that name
>>
Year 1

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,000 orcs
Military: 500/890/1000 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2333/2333 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (200,000), Canyon Crawlers (100), Cave Grazers (3,000)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks
The management of an orcish tribe isn't too difficult. Your warriors' duty is to patrol your territory for any threats - no fancy training schedules here. Orcs prove their mettle in battle.

Your most basic warrior is the spearman. You just pick a random orc and give him a spear, maybe a shield and some leather armor if you have those available but those are luxury items. To be a warrior is a position of status so this lowly orc will be fed by the rest of the tribe and will end up growing stronger over time. The spearman is a weak warrior and not particularly good against anything. Over time as it gains experience and is given better equipment it can grow into a grunt, an impaler, a halberdier or a war drummer. Impalers are good at fighting in loose formations and halberdiers are good at fighting in tight formations, both are good against cavalry and weak against archers. War drummers play the instrument in battle to raise the morale of the troops but otherwise don't do all that much fighting.

Your next warrior is the Grunt. The Grunt is the main warrior of any orcish horde worth its name - big orcs armed with greatswords or greataxes, their choice. They can take massive amounts of punishment, being able to keep on fighting despite taking wounds that would kill a lesser humanoid. They eat twice as much as a regular troop though. If a grunt survives for a very long time, he might become a Tribal Warrior and eventually a Warlord. A Tribal Warrior is a grunt who is bigger and meaner than your average grunt and either uses an oversized weapon or mastered the use of dual blades. Tribal Warriors eat four times as much food as an average warrior. Warlords are the largest and meanest amongst the Tribal Warriors, eating five times as much food as an average warrior. Their combat capabilities are only slightly superior to those of your average Tribal Warrior, what they excel at is their superior strategic mind and the fact that they are not above diversifying their tactics - they often take up learning to master the bow to have more options in the battlefield.
>>
>>4220567


You also have the bowmen. Many orcs consider the bow to be a coward's weapons - you keep yourself away from the real fight. But commanders know that tactical value of employing ranged warriors so they train bowmen. A very costly improvement over bowmen is the Crossbowmen who uses heavy crossbows which have much better penetration against armored targets but are slower to fire. Since heavy crossbows are very difficult and costly to manufacture, only the very best of the bowmen are allowed to use such weapons.

There's the wolf riders. The orcs traditionally raise dire wolves to use as advanced scouts and their beastmen will ride them in battle. They are vulnerable to enemy infantry specially closely packed formation of pikemens and similar troops, but they're very useful for picking loose targets in difficult terrain. Wolf riders units eat three times what an average warrior eats. They can be made more deadly by coating the wolves claws with poison, we call wolf riders that do that Death Claws. A Death Claw eats five times what an average warrior eats, the added cost being for raising the poisonous animals necessary for keeping the dire wolf always supplied with fresh poison. A wolf rider can also be equipped and trained in the use of a large net for capturing enemies alive, although such a training and hauling such a big net impacts their combat effectiveness; these riders are called Kidnappers.

Lastly there are the assassins. These are highly skilled acrobats who specialize in infiltration and poisoning their enemies with daggers and poison darts. They do not eat particularly much, but they consume three times as much food as the average warrior because they need to keep their stock of poisonous animals fed in order to extract the poison they need to perform their job. Assassins will usually tattoo themselves after every mission with a new sigil symbolizing the victims they killed. An assassin who is particularly good at his job will eventually please the secret gods of the shadows who will grant him minor supernatural powers - he will be able to blend in with the shadows and become essentially invisible at night. An assassin that have achieved such a level of mastery is called a Shadow Killer and is usually distinguished for having his whole body tattoed full of sigils.

An orcish tribe is geared for feeding its warriors and is able to field 10% of its population in warriors. In times of need it can also summon a militia of all its able bodied men, up to a third of its population minus the maximum warrior limit (so about 23% of the population).

The numbers shown for the warriors are the (amount of warriors) / (food consumed by warriors) / (maximum food produced) and the numbers shown for the militia are the (raised militia) / (maximum available militia - due to recent casualties, etc) / (maximum possible militia with current population).
>>
>>4220568


Raising militia on more than a pontual basis, that is, keeping it raised for some extended period of time for any reason, be it raiding an enemy or defending your territory against a protracted enemy attackt, will put strain on your economy. Reduce the effective amount of warriors your economy can feed as if the people in the militia both weren't part of the population AND also count them as warriors themselves needing to be fed.

You have three commanders who have proven themselves in battle:

Gorga, a tribal warrior and leader of the Grunts. He's very popular and many think he might become the next chief if something happens to you.

Rodog, leader of the bowmen. He's a paranoid little fella, who always walks with two other guys near him and has people keeping watch near him at all times. He is convinced people are up to get him.

Orbak, leader of the wolf riders. He's a chill guy, who likes to party and play with the wolves. The young orcs like him a lot and so do the women. The shamans say he doesn't take anything seriously.

You may raise new commanders any time you want, just give me a name and what type of warrior they are, but they will start at level 1.
The orcs raise a number of different crops and animals in the canyon, both inside the canyon caverns and on the surrounding lands. The most important are as follows:

Boar. They eat anything and live anywhere, the staple livestock of the orcs. 50 boars will feed one warrior per year if it comes to that.

Canyon Crawler. Giant grubs with protuberant spikes on their bodies that weight as much as elephants who slowly crawl the side of the canyons, eating anything they find. Despite being omnivorous, they aren't really predators and aren't particularly dangerous, the spikes on their bodies allowing the orcs to climb on them and store stuff on them to more easily traverse the canyons. Sometimes they do roll into a ball and stay there for days at a time though. Their meat is not very tasty, but in a pinch one could feed two warrior for a year with the meat from one of these things.

Cave Grazers. Weird blind creatures with translucent skin the size of cows that live deep in the caves who eat fungus and moss. Their meat have a unique earthen taste. The meat of 3 of them will feed one warrior per year.

Potato. The surface crop we plant the most.

Cavewheat. A very versatile underground crop. Can be made into flour to make bread with or made into beer. We plant entire caves with this stuff.

Calcena. This pink mushroom is a potent hallucinogen. A tea made with a few of them lasts for a few minutes. Our shamans brew it for two weeks concentrating it into a slurry to potentialize its effects, drinking the slurry will make you hallucinate all day long.
>>
>>4220569


Our Shamans know blood magic. Their blood magic is currently at level 1.

The feats they can perform include:

Blood healing - they use their own blood to fuel their healing powers, becoming weaker as they heal someone.

Blood rage - by tattooing a warrior with the blood god sigils in a ritual that involves the sacrifice of a sentient being they enable the warrior to enter a blood rage when in battle; however doing so drains his own blood over time, potentially making him faint from blood loss.

Blood sacrifice - Blood magic can accomplish anything! By sacrificing a sentient being and eating its heart and/or bathing in its blood a shaman become infused with blood magic and able to cast a devastating spell once, or a barrage of minor powerful spells over the course of the day. They gain access to a spell one level above their maximum after the first sacrifice, then for every level above that they need the target level time the total amount of sacrifices so far, up to the 9th level (it is unknown how many sacrifices are necessary to gain an epic level spell). Alternatively, they double the amount of times they can cast spells of the maximum level they can cast (or whatever level they choose) for the day they spend the charge, the multiplier adds in +1 for every additional level of sacrifices. You must spend the maximum amount of blood magic possible to get an extra charge at a time, and you cannot get more than one extra high level slot or one extra multiplier per day.
>>
>>4220570


The surrounding lands have many perils! The most immediate ones are the nearby orcish tribes, the Rippers and the Hell Axe Horde. There's also a couple orcish tribes in the distant north with whom you have little contact but whose existance you known, the Perpetuals and the Gate Guardians.

The Rippers are infamous for their brutality. Like most tribes they send a core of Grunts to fight their wars, but they are also fond of sending significant amounts of wolf riders into the fray to capture victims to be sacrificed in blood rituals by their shamans.

The Hell Axe Horde worships demons! That's not all that uncommon amongst orcs, but their shamans fully embrace their pacts with dark creatures from the abyss and thus wield great evil powers. Most of their warriors are tattooed full of sigils and they are not above sacrificing their own people to their dark patrons.

The Perpetuals are a tribe that uses very unnusual fighting methods. They deploy warriors with big shields in defensive formations and try to tire the enemy, resisting all their blows for hours if necessary, before they finally counterstrike. It is said that a position taken by the Perpetuals is pretty much lost - removing them once they take hold of some place is nearly impossible.

The Gate Guardians are supposedly the first tribe of orcs in the whole world. Legend has it the orcs are planar travellers who jump from dimension to dimension fleeing the demons that seek to enslave them. You don't particularly believe this story but the fact is the Gate Guardians have very powerful shamans, live farther to the north than anyone and are very secretive about their activities.
>>
>>4220574

More pressing perhaps are your non orcish neighbours. There are humans, elves, dwarves, halflings, minotaurs, trolls, dark elves, goblins, lizardmen, undeads, insects and vampires.

Both of the northern tribes are often involved in war with demon worshipping humans and necromancers who seek to use the orcs as sacrifice to fuel their dark rituals; something in the far north seems to draw evil cultists incessantly. Surprisingly enough a race of giant insectoids also seems to plague the tundra and constantly harass the tribes of the north and everyone else in their wake, their bodies having undergone weird adaptations to thrive in the cold environment; they occasionally send young queens to start new hives in the warmer south.

The nearby humans seems to be divided in two kingdoms: the kingdom of Arkalis in the east and the kingdom of Trevnia in the west. You don't know much about either kingdom, only that they've been on and off at war with each other for as long as your tribe can remember over the territories in between both kingdoms, which are very rich in minerals. You estimate that the populations of both kingdoms are a few hundred thousand humans each, but that's just a rough estimate that could be way off.

South of your territory, near the contested area in between the human kingdoms, lies the Forest of Illusions. There live the elves of Gothlandor, a vast city with crystal spires that has existed for thousands of years. You estimate that about thirty thousand elves live in that forest, maybe half on the capital and the rest on small villages. There are probably other forest creatures that live in the forest too, but you cannot confirm that.

All around the Forest of Illusions there is accidented hilly and rocky terrain where live the goblins. There are a multitude of small goblin tribes who harass the elves, halflings, humans, dwarves and minotaurs of the area. They have never to you knowledge unified enough to present a major threat to anyone. Still, there are probably over a hundred thousand of the little buggers scattered all over.

West of your territory there are the mountains of Korgar. There live the dwarves and the dark elves, in constant war in the underground tunnels. In the surface, there's a dwarvish outpost called Nâz-Khathal where they trade the bounties of the earth with the sprawling halfling communities around the area. The dark elves have a port city farther east from where they send their slaver and pirate ships to attack the halfling and human coasts of Trevnia further south. You have no idea how many dwarves and dark elves exist underground, but their above ground cities are not very big, there are around a thousand people in each.
>>
>>4220576


The halfling communities sprawl all over the place, from the western coast to the eastern plains. They live in small farming communities of a few hundred people each. They number well over a hundred thousand.

East of your territory there are more sparse forest and vast plain. In these plains live the minotaurs. They raise immense herds of cattle and have large standing armies composed essentially of their frightening infantrymen. Their nation has about fifty thousand people.

North of the minotaurs territory there are the ruins of Barâd-Amôk, a vast and ancient dwarven city. It has long since been taken over by trolls. The trolls often raid the minotaur territory to steal their cattle to sate their endless hunger. Legend says that in its depths lurks horrible creatures - dragons, demons and what have you. But you have no way to confirm.

South of the minotaur territory in the edges of the kingdom of Arkalis there's a holding of about three thousand people that belongs to a very peculiar "human" noble, one that is only ever seen at night and has ruled over his underlings for over two hundred years. Humans fear and avoid him.

South of the Forest of Illusions there is the Swamp of Kar, a strategic pass in the contested region between the humans, essentially impossible to hold, home of the lizardmen. Somewhere in the swamp, lies the Cemetery of the Ancients, a cursed ground where once a gigantic battle between two human armies happened and tens of thousands of warriors died without burial. Undead keep popping up all the time and the lizardmen and everyone around the region need to fight them off. You believe over ten thousand lizardmen live in the swamp, belonging to at least two different tribes.

Despite this intel, most of the territory around us remain unexplored - these informations are often old, from the odd traveller and orcish adventurer that comes back to our tribe and tells the tales of their adventures, we'll have to actually send someone to the various places to learn what in fact exists there.
>>
>>4220577

There are several constructions projects we are capable of undertaking for the betterment of our civilization.

Currently the only building of note we have constructed is the Barracks. It allows for the training and housing of our advanced troops (everything other than spearmen and Grunt).

As we research better technology, new building options should become available. Bear in mind that this list of buildings is not exhaustive, you may come with other ideas for buildings and their benefits for our civilization.

Buildings require upkeep to remain functional, therefore it reduces the amount of personnel you will have available for militia duty. Each building will say how many people it will require to keep it working.

Granary (estimated building time 6 years; upkeep 100 people) - A storage of dry food for times of need. Increases population growth.

Library (estimated building time 8 years; upkeep 100 people) - A place of learning for our sages. Increases research speed.

Temple (estimated building time 4 years; upkeep 100 people) - A place for our shamans to perform their ceremonies and for the people to pray. Increases the power of blood rituals.

Ranch (estimated building time 4 years; upkeep variable, usually at least 100 people) - A place for intensive animal breeding. Increases herd growth rate of one specific animal type per ranch.

Watchtowers (estimated building time 4 years; upkeep 100 people) - An early warning system consisting of multiple watchtowers with bonfires on top of them so that we can know when enemies are approaching our territory faster than any messenger can travel.

Guardtowers (estimated building time 16 years; upkeep 2000 people) - Fortified towers with people armed with long ranged weapons inside alongside our territory for border patrol.

Stone walls (estimated building time 48 years; upkeep 400 people) - Fortified walls with people patrolling them to alert our army if there are any intruders.

Bestiary (estimated building time 20 years; upkeep 400 people) - A place to house and care for unnusual tamed beasts. Allows taming creatures other than dire wolves.

Megalith (estimated building time 32 years; upkeep 200 people) - A place for our shamans to perform astrological observations and perform their rituals. Increases the power of blood rituals.

Cathedral (estimated building time 120 years; upkeep 400 people) - A place for our shamans to perform their most advanced rites and for people to pray. Increases the power of blood rituals.
>>
>>4220580


We currently know the following technologies of note: Farming, Iron Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys).

Following there will be a list of technologies we can research. The list is not exhaustive, you may come up with something else you think is interesting that we could research.

Technologies come in Tiers. Tier 0 technologies are stone age ones. Tier 1 technologies are bronze age. Tier 2 technologies are iron age. Tier 3 technologies are medieval. Tier 4 technologies are renaissance.

Researching a tier 0 technology takes a decade. For every tier above that, it takes twice as long. Having a library cuts research time by a fourth rounded in your favor. Learning from someone that already knows the secret many cut the time down considerably.

Bronze Working (Tier 1) - Alloying the copper and tin to make bronze. Allows the creation of phalanxes.
Construction (Tier 2) - Advanced construction techniques. Allows large construction projects like aqueducts and colosseums.
Trade (Tier 0) - The basics of bartering with foreign powers. Allows making trade caravans.
Currency (Tier 1) - Minting of currency and basic of markets. Allows the construction of markets.
Horseback Riding (Tier 1) - Domestication of horses. Allows for the training of cavalry.
Feudalism (Tier 2) - New social system. Allows other tribes to swear fealty and pay tribute to your tribe.
Code of Laws (Tier 1) - Make your laws written instead of customary. Allows construction of courthouse and creation of diplomats.
Literacy (Tier 2) - Teach a good chunk of your population how to read and write. Allows construction of great library.
Mathematics (Tier 1) - Learn fractions, trigonometry and conic sections. Allows the creation of catapults.
Philosophy (Tier 3) - Our sages inquire deeply about the nature of reality. Gain one free technology of up to tier 4 upon completion.
Alchemy (Tier 3) - The art of transmuting one element on another and potion brewing. Allows creation of alchemist's guild.
Invention (Tier 4) - Construction of advanced machines. Allows creation of tinker workshop.
University (Tier 4) - Creates the concept of higher learning. Allows the construction of universities and training of wizards.
Gunpowder (Tier 4) - The black stuff that explodes. Allows construction of petards and musketeers.
>>
>>4220583

Magic comes in levels, from 0 to 9. When you first learn any magic, you learn it at level 0 but you're just an apprentice at that level; it isn't until you learn it at least to level 1 that you can perform proper effects.

Raising our knowledge of magic one level in a school of magic we already know takes the level of magic we are trying to get to squared times a hundred years. Reduce it by 10 years per every spellcaster we have that is high level enough to be able to perform the spell at the level we want to research, to a minimum of 10 years. A spellcaster is normally able to cast spells up to half its own level, rounded up. Levelling up in a school of magic makes everyone involved learn at least one spell or ritual from the next level.

Creating a new school of magic takes 300 years minus 10 years for every spellcaster involved in discovering it, to a minimum of 50 years. When you create a new school of magic, everyone involved learns at least one ritual or spell of this school automatically.

Creating a new ritual or spell of the same level usually take 10 years times the level of the spell minus 1 year per spellcaster involved in the development of the ritual or spell.

Learning from someone who already knows takes significantly less time.

The basic rituals of blood magic for the first few levels are:

Level 1: Blood healing (heals people using your own blood), blood rage (warrior tattoos cause blood powered rage), blood sacrifice (sacrifice people to use high level magic or lots of low level magic)
Level 2: Blood boiling (boils the enemy blood), blood puppet (controls enemy movement for a short time), Blood cloak (bath yourself in blood and become invisible)
Level 3: Blood blast (fireballs powered by blood), blood link (connect a bunch of creatures, when one takes damage it gets spread amongst the others), Blood message (two people exchange blood, now they can telepatically send short messages to one another once a day)
Level 4: Blood golem (a golem linked to the life of its creator, when it takes damage you take damage, when it deals damage you are healed), Blood freeze (preserve someone in frozen animation for up to 100 years), Blood void (suck the blood of all enemies in the area into a floating ball of blood that can then be used to fuel casting of other blood related spells)
>>
>>4220586

You arrive at your hall in the largest cavern in the canyon to meet with your commanders and shamans to discuss the affairs of the tribe.

Commander Gorga says that the Grunts want a worthy opponent to crush. He desires to attack the minotaurs in the southeast and plunder their livestock so that we can have glorious melee combat and enrich ourselves with their cattle.

Commander Rodog says we should prey on the easy pickings. There are lots of halflings villages all over the place. We should send the wolf riders to scout them first so we can assess which ones are suitably weak enough and then we can go in and kill some little ones to steal their belongings.

Commander Orbak says we should either reconnect with our ancestors from the frozen north or send large gifts of livestock to the tribes near us so that they do not attack us. Orcs should band together, there are enough threats out there already.

Shaman Rodush desires victims for blood sacrifices. He suggests equipping the wolf riders with nets and sending them out to kidnap some halflings in the many villages around the area.

> Launch an attack on the minotaurs
> Send the wolf riders to scout the halflings to assess their weaknesses
> Send emissaries to our sister tribes in the frozen north
> Send emissaries with large gifts to one of the nearby orcish tribes
> Equip the wolf riders with nets and send them to kidnap halflings
> I have my own ideas of what we should do (write in)

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere
> Train more warriors
> Write in
>>
>>4220587
Send emissaries with large gifts to one of the nearby orcish tribes
Start construction of a ranch.
>>
>>4220587
>Send gifts
>Build a library
>>
Rolled 2 (1d2)

>>4220599
>>4220667

1 - ranch
2 - library
>>
>>4220587
>send emissarrys to far north. Bring gifts collect info and attempt to make alliance against demon worshippers

>construct temple
>>
>>4220682
>>4220667
>>4220599


You decide to send a large gift of catle to one of the nearby orcish tribes. Whichever tribe you send the gift to will probably be very pleased, if the gift is large enough. The other tribe will soon learn of the gift and might feel slighted however. If we do send gifts to both tribes they may think of us that we are nothing but sycophants and the effect of the gift may be entirely negated.

Which tribe will we send our gift to?
> Rippers
> Hell Axe Horde
> We'll chance sending gifts to both
> Write in

And how many boars will we send them exactly?
> 1,000 will suffice
> 5,000 will do
> 10,000 no less
> 20,000 boars seems right
> 50,000 boars!
> Write in


You decide to start the construcion of a library so that your sages may have a place to learn and study various subjects.

Year 2

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,100 orcs
Military: 500/890/1010 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2356/2356 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (204,000), Canyon Crawlers (102), Cave Grazers (3,060)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (1/8)
>>
>>4220689

Your warriors report an increased activity of elves along your southern border; elvish riders have been sighted multiple times by your advanced patrols, apparently probing a path through your territory. Seems like they are up to something. Maybe you should increase your patrols. Some of your men know the human language, it is the most common language in the world, perhaps you could try send a wolf rider to talk with the elves in human language to see if they know how to speak it and ask what they want in your territory.

At the same time, your warriors report sightings of insect drones cutting trees in the northern frontier. A hive must have sprung somewhere nearby! Hives are not that tough when they are new, but they get very difficult to beat the older they get - extremelly mutated insect creatures can be really tough. When being followed the bugs will usually alert their warriors to come attack whoever is following them through some spooky distant communication magical thing the bugs do so it isn't really viable to just follow them back to their hole. Maybe you should try to find their new hive.

> Greatly increase patrols on the southern border
> Send a wolf rider to parlay with the elves
> Send the bulk of your army to search the northern border for the new hive
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere
> Train more warriors
> Write in
>>
>>4220689
>send 1000 boars to rippers, hell axe can be sacrifices
>>4220692
Look for hive
>>
>>4220689
>Hell Axe Horde
>5,000 will do
>Send a wolf rider to parlay with the elves
>Start a new construction project
>>
>>4220707
Hell axe tribe sacrifice to demons can't trust boars for other blood shamons!
>>
>>4220689
>10k for Rippers

>>4220692
>Send THREE wolf riders to speak with the elves, in case the others die
>keep army home in case of invasion
>send a small group of shadow orcs to scout out the location of the hive
>plan out a circus to increase overall morale (write in)
>>
Rolled 2 (1d3)

>>4220706
>>4220707
>>4220774

1 - 1k boars to Rippers, look for hive
2 - 5k boars to Hell Axe Horde, parlay with elves
3 - 10k boars to Rippers, parlay with elves, send assassins to scout hive, plan a circus for morale
>>
>>4220795
*sad honking noises*
>>
>>4220802
Oh wait
I thought you were doing a QM thing
I'm a fucking idiot
>>
Year 3

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,201 orcs
Military: 500/890/1020 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2380/2380 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (203,080), Canyon Crawlers (104), Cave Grazers (3,121)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (2/8)

We send a wolf rider to parlay with the elves. He returns to report what the elves said.

"The elves were surprised that an orc knew the human tongue. At first they didn't want to talk to me, but one elf woman that was with their group started talking.", says the wolf rider, and he starts mimicking the elves.

"Perhaps they are not so bestial as they seem. You should talk to him Arakin. - said the female elf."
"Alright, I'll talk. Listen here beast, we're here seeking a wanted criminal. The necromancer Botsi Wulfa stole a valuable magical jewel from our city and our seers have divined that he fled to the north. But the path north passes through your lands that are, well, full of orcs. So in the name of justice we demand the right of safe passage through your lands - said Arakin."
"How many of you want to pass through our lands?", the wolf rider asked.
"We're going to take a small army to defeat the necromancer's minions. About three hundred warriors, who are camped on the edge of the forest, waiting for us to scout a path for them. - said Arakin."
"I must consult the boss, I will bring back an answer.", said the wolf rider.

> Allow the elves safe passage
> Do not allow the elves safe passage
> Demand compensation for allowing safe passage
> This must be a trick, attack the elvish camp
> Write in
>>
>>4220839

We send 5,000 boars to the Hell Axe Horde. Our emissary returns with word of how we were received by them.

They slaughtered a good amount of the gifted animals right away and made a large feast, inviting our emissaries to partake in it.
During the feast they told our emissaries the following informations.

- That their shamans have foreseen that we would come to them
- That they now worship a demon god called Abraxas
- That they are willing to become our Blood Brothers if we too start worshipping Abraxas
- That to worship Abraxas you just need to know the secret chants and sigils and perform 13 blood sacrifices of virgins every year, one on every moon
- That our blood magic will become more powerful if we perform the rites of Abraxas every year

They are awaiting an answer from us.

What should we tell them?
> Convert to the Abraxas demon worshipping faith and agree to become Blood Brothers with the Hell Axe Horde
> We will consider your offer of friendship, right now we are not ready to embrace the mysteries of Abraxas
> We are not going to sell our souls to demons, we are orcs, we do not stoop this low!
> Write in

A battle rages in the sky above our settlement - a dwarf mounted on a gryphon throwing magic bolts of energy out of an enchanted hammer on a dark elf woman mounted on a hypogryphin shooting energy arrows out of an enchanted bow at the dwarf, flying at high speeds!

> Have our archers shoot the dwarf
> Have our archers shoot the dark elf
> Have our archers shoot at them both
> Just let them battle it out
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere
> Train more warriors
> Write in
>>
>>4220839
>They'll hardly pose a threat if we keep an eye on them, demand compensation but don't hardball on the negotiations unless they're unreasonable (we don't want to risk them getting more pissed)

>>4220842
>Killing our own won't make our peeps happy, but these guys seem like they take their religion pretty seriously. Politely say that we'll think it over so we don't start unnecessary war
>Cautiously let them battle it out, maybe loot the loser if given the opportunity
>send in a few shadow orc scouts to find that hive
>>
>>4220839
>Demand compensation for allowing safe passage
>>4220842
>We will consider your offer of friendship, right now do not humor the ideia of worshiping Abraxas
>>4220842
>Have our archers shoot the dark elf
>Train more warriors
>>
>>4220859

we don't really have any assassins that are good enough to have the shadow blending power, they are just regular assassins, they simply haven't killed enough people so the shadow gods don't like them enough to give them shadow magic
>>
>>4220842
> Convert to the Abraxas demon worshipping faith and agree to become Blood Brothers with the Hell Axe Horde
> Have our archers shoot the dark elf
> Demand compensation for allowing safe passage
>>
>>4220869
That's alright, stealthy enough is better than not stealthy.
>>
Rolled 1 (1d2)

>>4220859
>>4220864
>>4220870

Alright, so we will demand compensation from the elves and shoot the dark elf.

Rolling to see who has the Thing

1 - dwarf
2 - dark elf
>>
>>4220875

We have our archers shoot the dark elf who after taking one arrow too much plunge from the skies spiralling downwards, splattering on the ground, the hypogriphin and the dark elf both very very dead. The dwarf on the gryphon, having gotten rid of its pursuer, just flies away at high speeds.

We then check the body of the dark elf. Besides being scantily clad on some expensive looking clothing full of gems, she had that enchanted bow on her. We try it on - it has no string but every time someone makes a motion of pulling as if it had a string an energy arrow appears on it. The energy arrows don't seem to be much stronger than a real arrow in deadly potential, but you have infinite ammo and you deal magic damage.

All of our archers covet the weapons. Who should we give it to?

> Give it to our commander Rodog
> Give it to one of the archers who killed the dark elf picked at random
> Make a contest and give it to the best archer
> Only chief Ghazg-Kull himself is worthy of such a weapon
> Write in


We decide to demand compensation from the elves for allowing safe passage through our lands. We send our wolf rider to deliver this message. He comes back with the elves answer.

"Your chief wants compensation for safe passage? Truly savage! - says Arakin."
"I do have a bunch of healing potions, will you accept these as compensation for our safe passage? - says the female elf."

> Accept 5 healing potions as compensation for safe passage
> This is not nearly enough, demand more compensation
> These elves are too annoying, attack them already
> Write in
>>
>>4220892
>Give it to our commander Rodog
>Accept 5 healing potions as compensation for safe passage
>>
>>4220892
>> Give it to one of the archers who killed the dark elf picked at random
> Accept 5 healing potions as compensation for safe passage
>>
>>4220892
>Arching Contest for the bow

>Elves are in a hurry, so we can't make them go back and get more stuff. Just take their potions.
>>
Rolled 3 (1d3)

>>4220901
>>4220905
>>4220912


1- give it to commander Rodog
2 - give it to random archer picked amongst dark elf killers
3 - make archery contest for the bow
>>
>>4220892
> Give it to our commander Rodog
> Write in
We can use this to establish diplomatic relations, we can ask for a non-aggression pact now then later it's an alliance.

Also at some point we've gotta make a 'chancellor' position. we need some intellectuals for eventual centralization
>>
>>4220919

We accept the 5 healing potions of the elves to allow them safe passage. Our army stands watching as the elves march through our territory, their soldiers carrying funny shaped shields and their archers carrying massively oversized bows. They depart towards the frozen north in search of the necromancer who wronged them.

We then decide to make an archery contest for the enchanted bow. We set up all the targets and have everyone take turns shooting with the very bow they are competing to become the owner of. After many rounds of competition and lots of pissed off people who were eliminated by very small margins, we arrive at a winner, Shakil, the archer! Everyone is jealous of him!

We send an emissary to the Hell Axe Horde, telling them our answer: we are not quite ready to embrace the Abraxas faith, although we will consider their offer of friendship in the future. They say they are deceptionated but they understand our feelings. They say Abraxas is a patience demon god, but even a demon god's patience has limits and opportunity is fleeting. We may not have the chance to get on their good side for much longer.

Year 4

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,405 orcs
Military: 500/890/1040 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2428/2428 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (207,141), Canyon Crawlers (106), Cave Grazers (3,183)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (3/8)
Treasures: Enchanted bow (with Shakil), 5 healing potions
>>
>>4220929


Some are beginning to worry about that hive we saw earlier. We really shouldn't let a hive grow unchecked. We could send our armies to search for the hive's location. Or we could send some assassins to try following one of the bugs - it is a very risky mission, but risk is the assassin's business.

> Send our armies to search for the hive location
> Send some assassins to try to stealthily follow one of the bugs back to its nest
> Write in

Our army captures a group of halflings wandering in our territory. There are three of them, all unarmed. They talk to us in human language and present themselves as Baldo Bagge, Jamath Hane and Holme Mugwich. Baldo, the oldest of the three, is a master "entomologist", bug specialist, who claims to be studying the behaviour of a rare species of beetle which is endemic to this area. The other two are his apprentices. They claim to be "natural philosophers", whatever that is.

> They're funny, let the little buggers do their thing
> Bug specialists? Then ask them to find the hive of the giant insects for us!
> Of to the shamans with them, good blood sacrifices they will make
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere
> Train more warriors
> Write in
>>
>>4220932
>Send some assassins to try to stealthily follow one of the bugs back to its nest
>Bug specialists? Then ask them to find the hive of the giant insects for us!
>Send an exploration party somewhere
to the west
>>
>>4220941
support
>>
>>4220941
Support
>>
>>4220941
>>4220946
>>4220953

We decide to tell the halflings to find the hive of the giant insects for us.

"Giant insects?", says Baldo, "By god, it can't be! Will I finally see the fabled Xenopode Tudrae? Where are they, take me to them at once!"

You are so infected by Baldo's enthusiasm that you decide to go with your warriors to see the bugs. You have never seen them before either after all.

You all then see one of the big bugs. It is the size of a large dog, has six legs, walking on all six most of the time, but now and then it gets on it four back legs and you can see it can stand perfectly on them and hold things with the two front ones, which are far more dexterous than the others and have opposable thumbs. The whole thing looks both like a giant ant and a deformed centaur.
>>
>>4221003


"Look at how it walks, how it moves, how fluid are its movements, how it transitions from six legged to four legged! Beautiful, absolutely fantastic! The Xenopode Tundrae Laborantis are nearly blind during the day but they see very well during the night. Their sense of smell is even more powerful than that of dogs, they most navigate through smell. They sense smell through their antennaes. Windsom et alli made the experiment of severing the antennae of a Xenopode Tundrae to see if they could still smell and they couldn't, they became nearly blind, colliding with obstacles and barely able to navigate! The antenae grows back after a few days of course, but it can be quite problematic to them. They have some sort of psychic link to their queen, they cannot stay more than about a hundred miles away from the hive or they will lose the link and start suffering all sorts of weird psychological effects! Rewilh et alli devised several methods for finding the hives of Xenopode Tundrae. One method is poisoning a drone, it will report to the queen psychically that it is "being wounded" and will usually be ordered to return to the hive to heal, sometimes warriors are dispatched to the area to check what is "wounding" the drone. Another method is cutting off a drone's antennae, it will report that it is "blinded" so more drones will be sent to guide it back home. Every time you see a drone in the horizon you just go over to it, cut off its antennae and wait until you see more drones approaching. Eventually you'll either get to the colony or the whole army of warriors will be sent to you to see what is blinding all the drones. A third method is having someone get very drunk until they pass out or give it some herb that will make it fall asleep near a drone. The drone will will pick the person up and carry it to the hive, mistaking it for food! The person will be thrown in the fungus pile inside the hive, usually you can just walk out of the hive when you wake up if you are lucky enough not to run into any warriors or the more mutated versions of Xenopode Tundrae that sometimes inhabit the older hives. I reckon this is a pretty young hive no? This Laborantis looks first generation, second generation maximum. The queen was still underfed when she laid the eggs for these drones. Later generation drones are the size of horses.", says Baldo.

> Send an assassin to poison one of the drones
> Start ripping off the antennae of the drones
> Give a lot of booze to someone and let the drone carry them
> This is stupid, let's just look for the hive the old fashion way, with the whole army
> Write in
>>
>>4221006
>> Start ripping off the antennae of the drones
>>
>>4221006
>Send an assassin to poison one of the drones
>>
I'm going to sleep, see ya'll tomorrow.
>>
>>4221006
Do insect drones technically qualify as virgins? Are insects compatible with blood magic? If so, capturing the queen and sacrificing her bred eggs might give an elegant workaround to sacrificing orcs while still enabling us to worship Abraxas and pleasing the Hell Axe Horde. No better moment than now will occur, with experts on the field of insects already involved and helping us. Anyway, we need to find the hive and the best way to do so seems to be:
>Send an assassin to poison one of the drones
>>
>>4221092
Support
>>
>>4221006
>rip off antenna
>>
>>4221012
>>4221019
>>4221092
>>4221217
>>4221260


We send an assassin to poison one of the drones. The assassin has some trouble sinking his poisoned blade through the chitin of the creature but eventually succeeds, stabbing it multiple times just to be sure; then afterwards he just stays at a distance watching the drone. The drone walks around aimlessly for awhile, then starts moving in a direction decisively. The assassin begins following it.

Along the way a group of warrior insects shows up to check what is going on with the drone; our assassin then flees.

He finds another drone and tries again, getting closer but then getting spooked by the warriors once again.

He tries a third time but now the drone no longer goes back to the hive and instead the warriors just show up where the drone is. Seems like they understood what we are doing. Smart bugs.

Still, we pinpointed the general location of the hive to a much smaller area than what we would need to search before - seems like it is somewhere near or at a densely forested patch of the terrain.

> Time to rip off some antennaes
> Let's try the booze thing
> We can brute force it from here, search with the whole army
> Write in

You inquire the halflings and your shamans whether the insects would be compatible with blood magic. The shamans say that tradition says blood sacrifices must be from red blooded creatures and the bug-blood is some other weird color, they are not sure if it will work, they could try but if it doesn't work it could anger the gods - performing the whole blood sacrifice and then sacrificing something that isn't blood is bound to make them angry. The halflings say giant insects don't have blood, they have a thing called "hemolymph", which is kinda like blood, but blueish-greenish, but it totally isn't blood, it doesn't work the same way as blood. Guess that's how you say bug-blood in human language.

> Catch as many drones as we can and make a big sacrifice
> Capture a drone to test it with a blood sacrifice
> Let's not risk angering the gods with a potentially worthless sacrifice
> It is decided, bug-blood is now taboo for sacrifice!
> Write
>>
>>4222424
>try the drunk thing what the he'll

>Bug-blood is now taboo!
>>
>>4222424
>We can brute force it from here, search with the whole army
let's not give them more time
>Let's not risk angering the gods with a potentially worthless sacrifice
>>
>>4222424
>BRUTE FORCE MUDDAFUKKAAAAA

>ask if the shamans could possibly commune with their god to see if he's okay with it
>>
>>4222457
support
>>
>>4222517
>ask if the shamans could possibly commune with their god to see if he's okay with it

we do not know divination magic, but remember, blood magic can do anything! if we sacrifice someone we could cast a level 2 divination and ask a question to get a good or bad omen concerning something we are going to do very soon (in the next 30 minutes)
a whole bunch of extra sacrifices are necessary for divinations of higher levels that see further into the future
>>
>>4222579
Changing vote to this >>4222457
>>
Year 5

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,509 orcs
Military: 500/890/1050 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2453/2453 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (211,283), Canyon Crawlers (108), Cave Grazers (3,246)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (4/8)
Treasures: Enchanted bow (with Shakil), 5 healing potions


We send our whole army to search for the insect hive!
>Roll 1d100 to see if we find it this year. DC 40 (-10 from reduced radius).
Won't be best of three because best of three is too easy, first roll goes.

We send a group of explorers towards the west to explore in the general vicinities of our territory.

(In the future I will ask you to specify which 'sector' of the world you would like to send your explorers towards. The known sectors are Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar. You may go out of bounds going too far in any given direction within reason (needs a boat or something to go further west, can't really go much norther than the frozen north, etc.), then I'll probably just create a new sector as applicable, for now I'm focusing on these. If do not specified and you just pick a direction, you will explore mainly your own sector ("Nearby") and if there is no longer anything to explore in your sector on that direction, you will explore the immediate neighboring sector. Imagine it like a big map where you do have a very tiny line of sight so when you want to explore an area you have to really zigzag alot around that area to make sure you discovered everything relevant around there; if you just travel in a straight line from one sector to another you are not very likely to find anything unless that thing wants to be found or is otherwise spread out - like enemy patrols and such. I may or may not make a map later, currently I'm still fleshing out the world so I can't commit to one particular map shape yet. Exploration is likely to be a big part of the game unless you decide to just turtle up.)


Your troops report having found a big stone mansion with about three pavements and a tower that goes some five stories tall. The whole area is surrounded by a simple stone wall about six feet high and has an iron gate in front of it; within you can see various cultivated areas with a wide variety of crops, planted in small amounts. From the amount of crops you assume the place could feed just a few hundred people.
>>
>>4222649

Your men saw a few humans working on the crops within the gated areas and asked them who lives there. One of the humans, with a dazed expression, answered that this is the manor of Lord Anthon.

Our men demanded to see this Lord Anthon. The peasants at first ignored them, but when one of them climbed the gates the humans seemingly snapped out of their haze and started beating him up with their farming tools.

A brawl break out in there, our men fighting the peasants, which were surprisingly doing fairly well, with agility and strength far superior than what we would expect from average humans.

Then they heard a female voice from inside the house "What is going on out there?"

"Intruders ma'am, we're dealing with them!", answered one of the peasants screaming.

"What do they want?", asked the female.

"We want to meet Lord Anthon!", said one of our guys.

"Well, let them in then. Not all of them, just three.", says the female.

Our men are then received inside the mansion. There are lots of works of art - sculptures and paintings all over the place. The place looks rather fancy.

A human woman in a fancy dress get down a set of stairs.

"You will have to wait until nightfall to meet Lord Anthon, he's indisposed and doesn't desire to be disturbed during the day.", says the woman.

Our men wait in the house, they even give serve them some food and beverages. The human woman asks them an awful lot of questions about our settlement that our men try to answer as vaguelly as possible.

Then after night falls we finally meet Lord Anthon. Our men were taken into his office, a large room without windows with a big painting of a man holding a woman in his arms, blood dripping from his mouth and her neck. He's sitting in a silver throne finely dressed, with three women also dressed in the finest silk near him, one on every side of him and one kneeling near him, they are all looking at him with desire in their eyes, only occasionally looking in the direction of our men, as if barely acknowledging that they are even there.

"The Night Hunter, from the famous painter Sonard Basi. Excellent, don't you think? The broad strokes of the oil paint really accentuate the drama of the scene. I am Lord Anthon, master of this manor, collector of art and trafficker of information. I am legally obliged to inform all my customers that I do work for a patron who is greatly interested in the acquisition of all sorts of magical items and as such has instructed me to reward greatly anyone who comes with a good item for me. The hunger of my patron for magical artifacts is such that I will even buy cursed items, albeit for a lower price of course.", says the finely dressed man.
>>
>>4222651

"If you have some magical treasure that you do wish to part ways with I will arrange a suitable exchange with you for the best information available anywhere on the secrets of the various races. I have always been very curious, and I've been researching keenly the secrets of this world for centuries. One could say by now I can see both the big picture and the small details. Without the big picture, the details you can see won't make any sense to you, so I could teach you what I know, for a price. I know the secrets of every race, humans, elves, dwarves, halflings, minotaurs, trolls, dark elves, goblins, lizardmen, undeads, insects and demons. Bring me a suitably magical treasure and I will reveal the secrets of one of the races to you, and perhaps I'll throw in some specifics that can be of more immediate use, just so you don't say you didn't walk out of the deal better off. My mistresses are also powerful spellcasters, if that may be of use for you we may come to an arrangement, ideally you will pay me in magical artifacts too but if you do have some important information that I'm somehow missing like some ancient text in a strange language or something similar or maybe just a nice piece of art for my collection I may have one of them reward you with a nice spell for your troubles.", says Anthon.

Our men are then invited to leave Anthon's property until they have further business with him. They return to report their findings.


The halflings have set up camp near your tribe and are now studying the giant bugs. They are too careless however, more than once they almost got killed by the insect warriors. They also struggle to feed themselves, foraging in the wilderness but not hunting at all.

> Have your people feed the halflings and dispatch some warriors to watch over them
> You will allow these harmless halflings to wander your territory but you can't waste resources on them
> Tell the halflings to leave your territory at once, you cannot guarantee their safety
> These halflings are still here? Off to the shamans with them, it is time for sacrifice!
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Write in
>>
Rolled 96 (1d100)

>>4222656
>Have your people feed the halflings and dispatch some warriors to watch over them
Let’s for some time
>Train more warriors
>>
>>4222656
>off to the shaman time for sacrifice!

What are our blood magic options for sacrificing them?
>>
>>4220570
>>4222717

we know these spells, so we can either charge up a shaman with up to three Blood Magic charges (what should be enough for one level 3 spell), or charge three shamans with one level 2 spell each, or do three blood rage tattoos on our three of our warriors sacrificing one halfling for each tattoo, or any combination of those.

***

Just for reference, since our blood magic is currently level 1:

Blood Magic Level 1

Level 2 spell - 1 sacrifice
Level 3 spell - 3 sacrifices
Level 4 spell - 12 sacrifices
Level 5 spell - 60 sacrifices
Level 6 spell - 360 sacrifices
Level 7 spell - 2,520 sacrifices
Level 8 spell - 20,160 sacrifices
Level 9 spell - 181,440 sacrifices
>>
>>4222656
> Have your people feed the halflings and dispatch some warriors to watch over them
Send emissaries to our brothers in the north.
>>
Rolled 1 (1d2)

>>4222681
>>4222747

1 - train warriors
2 - send emissaries to the north
>>
>>4222656
>it's blood time
>train some troops
>>
Year 6

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,614 orcs
Military: 500/890/1061 Warriors (120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins), 0/2477/2477 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (215,508), Canyon Crawlers (110), Cave Grazers (3,310)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (5/8)
Treasures: Enchanted bow (with Shakil), 5 healing potions


You decide to have your people feed the halflings and dispatch some warriors to watch over them so they don't kill themselves while studying the giant insects.

Your warriors find the giant insect hive. It is in a secluded spot in the woods, a large natural cave on the side of a hill that the bugs most certainly have excavated further to serve their purposes; now and then drones can be seen entering and leaving the cave and warriors patrol the area around it.

It is hard to estimate how many of the damn bugs there are in a colony like this but there are certainly well over a thousand, and your men have reported seeing pretty big drones already, some almost as big as a horse, what is a bad sign. This means the queen is well fed and laying lots of eggs, therefore the population is or soon will be booming.

You decide to train more warriors. Number in parenthesis is food consumed, when more than one.

These warriors you can train right away: spearmen, bowmen
These warriors require 2 years training: wolf riders(3), crossbowmen, impalers, kidnappers(3), death claws(5), halberdiers, war drummers
These warriors require 5 years training: Grunts(2), assassins(3)
These warriors require being proven in battle multiple times and thus cannot normally be trained: Tribal Warriors(4), Warlords(5), Shadow Killers(3)

Which type of warrior do you want to train and how many?
500/890/1061 (current number of warriors / current food consumption / maximum food consumption)

> Spearmen
> War drummer
> Impaler
> Halberdier
> Grunt

> Bowmen
> Crossbowmen

> Wolf rider
> Kidnaper
> Death claw

> Assassin
>>
>>4222853


The elves return from their campaign in the north looking battered. You notice that although they are in pretty bad shape, there are few actual casualties from the initial group they sent in. So the elves are good warriors after all? Or maybe the necromancer is the one who was weak.

The elves are just strolling past your territory nonchalantly, going south towards their lands.

> Attack these knife eared bastards while they are weak!
> Stop them and demand compensation for the safe return
> Just ask them for the tale of their adventure, you are curious
> Let the elves pass through your lands unharmed
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Write in
>>
>>4222853
50 Grunts
>>4222854
>> Stop them and demand compensation for the safe return
>>
>>4222853
>Halberdier
50
>>4222854
>Just ask them for the tale of their adventure, you are curious
Is our army going to attack the insect hive or they just went to find it and we need to send them again to attack ?
>>
>>4222911
>Is our army going to attack the insect hive or they just went to find it and we need to send them again to attack ?

You need to give specific orders to attack the hive if you want to do it, you just sent them to look for it.
>>
>>4222911
Supporting

>>4222854
For the rest of the year, let's become Blood Brothers with the Hell Axes!
>>
>>4222931
>>4222911
ok, let's also send our 500 warriors there before this hive becomes even more of a nuisance
>>
>>4222934
>For the rest of the year, let's become Blood Brothers with the Hell Axes!
we need to worship their demon god first
>>
>>4222854
>ask about their tales

>train 20 halbairds

>(write in) ask the halflings about what the bugs eat and how we can starve them
>>
calling it a night, probably be back tomorrow
>>
>>4222952
So be it.
>>
>>4222854
Supporting
>>4222947
Sending all warriors to the hive along with
>> Start a new magical research project
The project should be: interactions of insect sacrifices with blood magic. There should be enough opportunities for tests during the fights. Seeing we are a martial culture, having our shamans join in on the battlefield is surely considered appropriate.
>>
You are curious about how the campaign of the elves against the undead went so you send a messenger to inquire them about it.

You messenger return with the tale of the elvish adventures.

"What do you orcs want now? - asks Arakin."

"The chief wants to know the tale of your adventures in the north.", says our messenger.

"Ah! Well, we did stop briefly by a friendly faun tribe to resupply, then we kept pursueing our quarry. We used divination magic to discover where was his lair. There is a giant mess of undeads, demon worshippers and giant insects all over the tundra, it would have been nigh impossible to find him without magic. Once we located his lair we devised our strategy. You see, necromancers may have thousands upon thousands of minions, but they are not really able to control all of them at the same time, they give general instructions to the majority of them like guard a given place, or go attack the enemy and bring back any corpses, and only directly control a few dozens. Botsi Wulfa lived in a tower surrounded by thousands of minions. We cut a path through his minions, set up a defensive perimeter to cut off his supply of reinforcements and defeated the necromancer in mortal combat in his tower. We looted his corpse and his tower looking for the object he stole from us, we found it amidst a large amount of ancient texts and maps that we haven't had the time to check what they are about, then we cut another path through his minions, lost the undead following us in the tundra, headed back to the faun tribe to get some potions made from rare herbs that only grow in the tundra to bring back home and then started heading home. Without a master, the necromancer's minions spread out around the region aimlessly, but that's none of our concern. - said Arakin"

> You are satisfied with hearing the tales of the elves, let them pass unharmed
> Demand the stuff the elves looted from the necromancer corpse for safe passage
> Demand the ancient texts and maps the elves looted from the tower for safe passage
> Demand some of the rare tundra potions made from herbs from the fauns for safe passage
> Dispatch our assassins to steal from the elves during the night
> Attack the elves and rob them, they are clearly loaded with lots of loot!
> Write in
>>
>>4224445


You decide to attack the giant insect hive. We begin to discuss what would be the best method of dispatching the creatures. We ask the halflings what the insects eat and how could we starve them. The halflings tell us the giant bugs primarily eat a type of fungus that all the queens carry with them when they leave their nests, it grows underground pretty much anywhere that is damp enough, but that really flourishes when allowed to consume organic matter like vegetation or rotting meat. The fungus is a very efficient food source for the bugs, but other races aren't quite able to digest it properly because it is too fibrous. It would be very difficult to really starve the bugs completely - perhaps if we burned down all the forests around the area they wouldn't have enough vegetation to feed their fungus and their growth would be halted. Still, the fungus would still grow, just in smaller amounts.

Instead of bothering with something so time consuming for such small gains, we could just rush inside the hive with all our warriors. There's enough space for maybe six or seven grunts to fight side by side in the main tunnel from what we have seen, the deeper tunnels are probably smaller so we will have to spread out inside the hive. We do not know how much resistance we will face, but we doubt the bugs could resist our full army for very long.

If we aren't willing to commit the entire army to a frontal assault just yet, we could just keep harassing their drones with smaller patrols and killing any warrior groups that come check what is going on. This should weaken them over time for a future frontal assault and would serve to gauge the strength of their warriors compared to ours.

> Burn down all the forests in the area around the hive
> Go for a massive frontal attack and invade the hive
> Perform skirmishes and harass their drones
> Write in
>>
>>4224445
>Try not to piss off elves more than we already have

>>4224450
>TIME FOR AN ALL-OUT ATTACK
>>
>>4224445
>You are satisfied with hearing the tales of the elves, let them pass unharmed
>>4224450
>Go for a massive frontal attack and invade the hive
Harass would be good but there's been some time since they appeared and they'll know our tatics and strengh as well
>>
>>4224450
>> Burn down all the forests in the area around the hive
> Demand the ancient texts and maps the elves looted from the tower for safe passage
>>
>>4224474
>>4224488
>>4224532

We allow the elves to pass unharmed, satisfied with hearing their tales.


We send our whole army to invade the giant insects hive!

We have 120 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our morale is 6/10 (+1 from war drummers).

Our engagement window in the main tunnel is about 13 people wide. Grunts, Tribal Warriors and wolf riders take the room of 2 people.
Who should we send in the front?

> 13 spearmen
> 6 Grunts
> 6 Tribal Warriors
> 6 wolf riders
> 13 bowmen
> 13 assassins
> Write in


Should we let a group guarding the entrance as we venture deeper into the insect caves?
> Yes, leave a group at the entrance (how many people)
> No, we will need everyone inside
> Write in
>>
>>4224604
10 spearmen and a Grunt.
Leave the assassins to keep an eye on the entrance.
>>
>>4224604
11 spearmen and 1 grunt
Leave the assassins guarding
>>
>>4224634
>>4224604
Supporting
>>
Rolled 9, 37, 42 = 88 (3d100)

>>4224634
>>4224666
>>4224686


We put a Grunt in the front and the rest spearmen. We have our assassins guarding the entrance.

We delve ever deeper into the cave complex which shows clear signs of having been excavated quite alot. It spirals downward and soon we block the path of a bunch of drones, that we promptly slaughter.

A few moments later, a battalion of giant insect warriors pour out from the depths of the cave. We had seen some warriors before, but not in such large numbers. They are very different from the drones. They have six legs too, but each leg ends in a sharp blade. Their bodies seen to be be mostly a gigantic sharp mandible. There's no apparent antennae, just an elongated chitin lump with holes along their heads which probably serves the same purpose. To fight they usually stand on four legs and slash at things with the front two while trying to bite off chunks of the enemy, but they may pierce and slash things with the other four legs also.

They take double space each so around six of them clog the tunnels, with a large amount of them coming behind!

Time to roll for combat!

The combat rolls will work like this:

You will roll 1d100 three times to beat a DC.

-1 success or worse is a Catastrophic Failure
0 success is a Failure
1 success is a Minor Success
2 success is a Major Success
3 success or better is a Critical Success

a roll of 1 removes one success, a roll of 100 counts as 2 successes

I will also declare a DC for the enemy and will roll 3d100 for it. The DC for the enemy can be different than yours.

If you get less successes than the enemy, you lose morale. Low morale raises the DC in combat. Critical Success raises morale.

If your morale gets to zero, your soldiers will flee the battlefield.

Rolling for the insects, DC 40 (-10 tunnel defenders)

Roll 1d100 three times, DC 45 (-5 morale)

Since it might take awhile for three people to roll, you're allowed to roll more than once, or even roll all 3d100 at once, if you prefer.
>>
Rolled 4, 74, 66 = 144 (3d100)

>>4224877
>>
Rolled 57, 77, 22 = 156 (3d100)

>>4224877
since dude already rolled 3d100, might as well
>>
Rolled 98, 91, 34 = 223 (3d100)

>>4224896
>>4224906

We push back the incoming waves of giant insects in the tunnels, the fight is bloody and gory. Our shamans try with some success to keep our warriors alive long enough to do some damage in the waves of insect warriors. Their carapaces are tough, but they are vulnerable to our spears when they open their big mouths.

We kill about 12 giant insects while they kill 5 of our men.

We manage to push then enough through the tunnels that we see a larger chamber down a smaller lateral tunnel. If we took the fight there, we could leverage more warriors into the combat.

> Let's keep pushing through the main tunnel (DC 45, roll 3d100)
> Let's take the fight to the larger chamber (DC 55, roll 3d100)
> Write in

Rolling for the insects, DC 40 (-10 tunnel defenders)


We have 115 spearmen, 10 war drummers, 250 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins (outside).
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our morale is 6/10 (+1 from war drummers).
>>
>>4224931
>> Let's keep pushing through the main tunnel (DC 45, roll 3d100)
New front line 5 grunts and a Tribal warrior, with axes.
>>
>>4224942

alright, roll me some dice
>>
Rolled 15, 45, 95 = 155 (3d100)

>>4224931
>>
Rolled 90, 14, 82 = 186 (3d100)

>>4224931
>Let's take the fight to the larger chamber (DC 55, roll 3d100)
how much space do we gain ? going with these extras >>4224942
>>
if the option is locked is fine by me
>>
Rolled 43, 97, 23 = 163 (3d100)

>>4224931
>>
We perform some troop movimentations, swamping our spearmen in the front with Grunts and a Tribal Warrior.

The fight rages on as we push onwards through the tunnels.

Our grunts manage to kill 15 more of the giant bugs. The bugs manage to kill 5 Grunts.

Then suddenly, the warrior insects disengage quickly and retreat. As we begin to pursue them down the tunnel, we feel a rumbling vibration and suddenly the tunnel right in front of us collapses, a giant worm thing tunneling up from the ground. The beast is obscenely large - must be the creature they use to dig these tunnels. A few warriors were caught by the worm's mouth when it came out of the earth and presumably devoured. The worm disappears back into the tunnel it just dug.

Now there's a massive hole obstructing our passage and the insect warriors are still on the other side.

> We'll climb down the hole and climb up from the other side
> We'll have the shaman sacrifice a 'volunteer' to summon a magic bridge so we can cross
> We'll explore the rest of the hive to see if there are alternative paths
> Giant worm is too dangerous, we give up, let's go home
> Write in

We have 112 spearmen, 10 war drummers, 244 Grunts, 20 Tribal Warriors, 60 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our morale is 6/10 (+1 from war drummers).
>>
>>4225018
>We'll have the shaman sacrifice a 'volunteer' to summon a magic bridge so we can cross
1 bowmen
>>
>>4225026
Support
>>
Rolled 46, 24, 64 = 134 (3d100)

>>4225026
>>4225036

We have our shaman sacrifice one of our bowmen in order to summon a magic bridge so we can cross the big hole the giant worm made in the tunnel. The shaman perform the ceremony as quickly as possible, sacrificing the bowman and eating his heart. He then cast the spell, creating a translucent bridge over the hole. The first warrior tentatively puts his foot over the bridge and it holds his weight. The shaman warns us that we must cross one person at a time, maybe two people would be able to cross if they are not too heavy, but if too many people try to cross at the same time they will fall.

This might be problematic, as whoever we send will be facing a large group of insects by himself.

> Just keep sending spearmen, eventually we'll have enough on the other side to hold the line. DC 65 (-5 drummers, +20 chokepoint)
> Send Grunts, they should survive long enough to hold a line in no time DC 55 (-5 drummer, +10 chokepoint)
> Send Tribal Warriors first, our most veteran warriors will be able to hold the line no problem DC 50 (-5 drummers, +5 chokepoint)
> Leader Ghazg-Kull himself will cross the bridge first and hold the front lines DC 50 (-5 drummers, +5 chokepoint)
> Write in

In any case, roll 3d100.

Rolling for insects, DC 30 (-10 tunnel defenders, -10 chokepoint)

We have 112 spearmen, 10 war drummers, 244 Grunts, 20 Tribal Warriors, 59 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our morale is 6/10 (+1 from war drummers).
>>
Rolled 32, 63, 29 = 124 (3d100)

>>4225051
>Send Tribal Warriors first, our most veteran warriors will be able to hold the line no problem DC 50 (-5 drummers, +5 chokepoint)
>>
>>4225062

We send our Tribal Warriors first to secure the line. They fight in incredibly bad odds, pushing back the waves of giant insects. So it isn't all that surprising that one of them dies before our shamans manage to cross to the other side to patch them up with blood magic. Still, that is a blow to our morale.

They did manage to kill about 8 giant insects before going down. We get a line going and start pushing the giant bugs back.

> Keep the Tribal Warriors on the front, they are doing a good job
> We can't afford to keep losing Tribal Warriors, get the Grunts on the front
> Frontlines is a job for the spearmen, put them there
> Write in

Roll 3d100 to keep on fighting DC 50 (no modifiers).

Rolling for the bugs DC 40 (-10 tunnel defenders)

We have 112 spearmen, 10 war drummers, 244 Grunts, 19 Tribal Warriors, 59 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our current morale is 5/10.
>>
Rolled 77, 87, 85 = 249 (3d100)

>>4225094
>Frontlines is a job for the spearmen, put them there
a shame no one else rolled
>>
Rolled 30, 51, 2 = 83 (3d100)

>>4225094
>> Frontlines is a job for the spearmen, put them there
>>
Rolled 86, 68, 15 = 169 (3d100)

>>4225094

forgot to roll for the bugs
>>
>>4225102
>>4225103


Our spearmen do a good job of taking their chances at sticking their weapons in the big mouth of the big warriors when they open them, killing them out efficiently.

We manage to kill 35 giant bugs. The insects kill 28 of our spearmen.

We finally push them into a larger chamber. In there, about a hundred giant bug warriors remain, and lots of drones.

We can see the giant bug queen. She is much larger than the warriors, she also has six bladed legs, but she stands on her bloated abdomen; she seems capable of fighting with all the six blades at the same time and moving around by slithering onver her elongated bloated abdomen. She has a big head with huge eyes and antennas.

When we enter her chamber, all of us immediatelly feel a strong headache. Seems like she can project short range psychic fields of some sort. Perhaps she's not very strong because she's young. You wonder if she can read your minds.

In any case seems like that's it, the final battle of the hive!

What will be your strategy?

> Spread out and thin the numbers of bug warriors
> Cut a path straight towards the bug queen, let's kill her already
> Have your bowmen shoot at the big target the queen while we fight the warriors
> Write in

Roll 3d100 to keep on fighting DC 50 (no modifiers).

Rolling for the bugs DC 40 (-10 queen defenders)

We have 84 spearmen, 10 war drummers, 244 Grunts, 19 Tribal Warriors, 59 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our current morale is 5/10.
>>
Rolled 99, 96, 79 = 274 (3d100)

>>4225154
>Have your bowmen shoot at the big target the queen while we fight the warriors
>>
Rolled 23, 44, 8 = 75 (3d100)

>>4225154

forgot to roll for the bugs
>>
Rolled 44, 8, 76 = 128 (3d100)

>>4225154
>> Have your bowmen shoot at the big target the queen while we fight the warriors
>>
>>4225162
>>4225165

Now with room to move around, our Grunts start to kill off the bug warriors very effectively, severing off their limbs before delivering the killing blow.

Our bowmen focus fire on the bug queen which starts bleeding a blueish-greenish fluid from the multiple wounds it sustains.

By the time we kill about 70 warriors, and their cornered warrior have killed about 20 spearmen and 10 grunts, the giant worm emmerges in a steep diagonal tunnel behind the queen. The queen enters the tunnel and begins to flee!

The remaining warriors protect the tunnel entrance!

> Finish off the warriors before going after the queen
> Send the wolf riders after the queen
> Send half our warriors after the queen
> Write in

Rolling for the bugs, DC 60 (+10 outnumbered)

Roll 3d100, DC 40 (-10 outnumbers enemy)

We have 64 spearmen, 10 war drummers, 234 Grunts, 19 Tribal Warriors, 59 bowmen, 20 wolf riders, 20 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our current morale is 6/10.
>>
Rolled 26, 29, 40 = 95 (3d100)

>>4225200

forgot the bug rolls
>>
Rolled 61, 73, 70 = 204 (3d100)

>>4225200
>> Send the wolf riders after the queen
>>
Rolled 49, 68, 35 = 152 (3d100)

>>4225200
>Send the wolf riders after the queen
how are we outnumbered after killing 70 of them ?
>>
>>4225220
>how are we outnumbered after killing 70 of them ?

you misunderstood something, maybe because I wrote the bug DC first this time for no particular reason, read again, your DC is 40, the bugs DC is 60.

But there really is a mistake and it is not because of the outnumbering thing, it is because your morale rose from 5 to 6 from your critical success and I didn't better your DC for it.

So your DC should be 35 (-10 outnumbers enemy, -5 morale).
>>
>>4225250
oh, shame on me. at least i made you remember something
>>
We dispatch the wolf riders into the hole after the queen.

We finish off the rest of the warriors, who still manage to kill 10 spearmen and 2 Grunts before being finally killed. At some point we heard a loud screech.

We then go check the tunnels. The wolf riders managed to intercept the queen before it got too far. The giant worm thing tried to block their path and attack them, and even killed three wolf riders, but the wolf riders killed the insect queen faster than the giant worm was able to stop them. After the giant insect queen died the giant worm gave out a big screech then burrowed and fled.

Most drones all over the colony just stand in place doing nothing, some keep twitching very rapidly, others curl into a ball and seems to sleep, others still just dig into the walls in a random direction. A few drones keep bringing food back into the fungus pile, but the vast majority don't seen to bother to eat at all - you wonder just how often these things eat.

You look through the queen's nest and the fungus pile to see if there is anything of value in the hive worth looting, but seems like there isn't - perhaps because the hive is too new they didn't happen into anything particularly useful or interesting around the region.

You find a chamber full of eggs next to the queen's chamber, there are hundreds of them.

You find another chamber with a bunch of larva, they are about three feet long. There are a few dozen of them.

You then go check on the assassins. They killed dozens of warriors who were outside patrolling and were called back into the hive by the queen when she realized she was being attacked, they mostly arrived in small groups; still, when a particularly large group came through, two assassins died. A bunch of warriors got through the assassins and were wandering the tunnels - about twenty of them.

> Kill all the drones, just to be safe
> Kill all the larva, can't be too safe
> Destroy all the eggs, can't risk another queen being born
> Bring all the eggs home, they look tasty
> Kill the last remaining warriors
> There's nothing more to be done here, let's go home
> Bring the halflings here to study this place
> Write in

We have 54 spearmen, 10 war drummers, 232 Grunts, 19 Tribal Warriors, 59 bowmen, 17 wolf riders, 18 assassins.
We have our commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
We have our leader Ghazg-Kull (Warlord lv 5)
We have 20 Shamans who can use blood magic to heal people.

Our current morale is 6/10.
>>
>>4225310

I think we did crit again so our morale should be 7/10
>>
>>4225310
>> Bring all the eggs home, they look tasty
>>
>>4225310
>Bring all the eggs home, they look tasty
>>
We decide to take back home all the eggs of the giant insects because they look tasty. They have a weird texture but are very filling, and taste much better fried than boiled.

After a big conflict, our Grunts have about 1% chance of becoming Tribal Warriors. We get 3 new Tribal Warriors!

After a big conflict, our Tribal Warriors have about 1% chance of becoming Warlords. We didn't get any though.

After killing a whole bunch of people, our assassins have about 1% chance of becoming the legendary Shadow Killers. We didn't get any though.

We decide to train 50 new halberdiers. 50 of our spearmen get better equipment and start training to become halberdiers.

Year 7

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,533 orcs
Military: 409/774/1061 Warriors (4 spearmen, 50 halberdiers in training 1/2, 10 war drummers, 229 Grunts, 22 Tribal Warriors, 59 bowmen, 17 wolf riders, 18 assassins), 0/2477/2477 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (219,818), Canyon Crawlers (112), Cave Grazers (3,376)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (6/8)
Treasures: Enchanted bow (with Shakil), 5 healing potions

With the drones no longer showing up around the area, the halflings have decided to head back home to publish their observations of the giant insects.

> Let them go back to their lands
> Off to the shamans with them
> Give them some eggs
> Write in
>>
>>4225487


A goblin comitive shows up in your lands. They speak your language. They ask to speak to the chief. You decide to receive them.

Their leader then says to you.

"We come from the Cut Your Guts Clan! We have many enemies and we are in search of allies! It will certainly be useful for you to have some allies in the region of the Forest of Illusion, and it will certainly be useful for us to be able to call upon your aid when we become overwhelmed by too many enemies! In return for your might we can provide intel in the area we operate! We could maybe use some training or trade for useful things since we don't produce much stuff, we mostly steal things from the humans and elves."

> You goblins are worthless, go away
> Agree to come to the aid of the goblins when they need, but don't give them anything
> Agree to train and equip the goblins, they could become useful
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4225487
>>4225492
give eggs
don't ally but trade
expand settlements/borders into the former insect territory
>>
>>4225487
>Give them some eggs
>>4225492
>Agree to train and equip the goblins, they could become useful, but ask what they can give us
>Train more warriors
>>
>>4225310
Most of the eggs, larva and drones should go into (repeating my vote): research whether or not insect sacrifices are compatible with blood magic
>>
going to sleep, probably be back tomorrow
>>
>>4225508
Seconding
>>
>>4225492
>> Agree to train and equip the goblins, they could become useful.
Train 100 spearmen and 30 grunts.
>>
>>4225505
>>4225508
>>4225533
>>4225855
>>4225959

We give the halflings some of the giant insect eggs and allow them to leave to their lands. They seem very pleased with our gift and promptly depart, thanking us greatly for feeding them and allowing them to perform research in our lands. They say they will tell everyone in the halfling lands how nice us orcs are.

You agree to train and equip the goblins, pondering that they might become useful at some point. They are overjoyed and ready to begin training. There are about 50 goblins in the comitive.

What sort of training will you put these goblins through?

> Give them the same training we would give our Impalers
> Go expensive and train them to become crossbowmen
> Have them raise some dire wolves and give them nets, training them to become Kidnappers
> Have our assassins train them in acrobatics and dagger combat, but hold back in poison training, making them Infiltrators
> Have our assassins give them the full assassin training, including poison, making them assassins
> Write in

We decide to train more troops.
Military situation: 409/774/1061

The suggested troops to train were 100 spearmen and 30 Grunts, is that ok?

> Yes, that will be alright
> No, we want to train different troops (specify)
>>
>>4226302
> Go expensive and train them to become crossbowmen
> Yes, that will be alright
>>
>>4226302
>Have our assassins train them in acrobatics and dagger combat, but hold back in poison training, making them Infiltrators
>Yes
>>
Rolled 2 (1d2)

>>4226310
>>4226338

1- crossbowmen
2 - infiltrators
>>
>>4226310
>>4226338
>>4226363

Year 8

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,638 orcs
Military: 521/898/1063 Warriors (104 spearmen, 50 halberdiers, 10 war drummers, 211 Grunts + 30 in training 1/5, 22 Tribal Warriors, 59 bowmen, 17 wolf riders, 18 assassins), 0/2483/2483 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (224,214), Canyon Crawlers (114), Cave Grazers (3,443)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (6/8)
Treasures: Enchanted bow (with Shakil), 5 healing potions

We decide to have our assassins train the goblins in the arts of acrobatics and dagger combat, but withhold the arts of poison handling, so that they can become Infiltrators!

We decide to train 100 spearmen and 30 Grunts.

A group of harpies is sighted in the canyons not too far from our base. Seems like they are planning to make a nest there. There are about a dozen of them. Considering the terrain, it is rather dangerous to approach such creatures - their song is fabled to make men jump to their deaths. If you are going to cast spells with blood magic remember we only have 20 shamans so we can only cast 20 spells on a given day.

> Dispatch our archers to kill them all
> Send someone to talk with the harpies, tell them to leave or else
> Send someone to talk with the harpies, offer them food and equipment if they help us
> Sacrifice people and send our shamans with Silence spell prepared to cast on the harpies (1 sacrifice per spell per shaman)
> Sacrifice people and have our shamans cast Invisibility spell on someone to catch the harpies by surprise (1 sacrifice per shaman)
> Write in

A group of adventurers pass through our territory and kill a bunch of our patrol people - about 18 Grunts were killed. Surviving patrol people report the group was composed of six adventurers - four humans, three men and one woman, one female elf and one dwarf. They had a couple spellcasters in their group.

> Ignore them, they were probably just passing through
> Send more patrols to hunt these adventurers
> Send your wolf riders to attack the adventurers
> Send your assassins after the adventurers
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4226368
>> Send someone to talk with the harpies, offer them food and equipment if they help us
> Send your assassins after the adventurers
Train 20 bowmen.
>>
>>4226368
>dispatch the archers

>send assassins, but bring them alive so we can take their stuff and sacrifice them alive as punishment

>research invention and possibly siege machines
>>
>>4226368

Oh, and Library is at (7/8), I forgot to update it.
>>
>>4226368
>Send someone to talk with the harpies, offer them food and equipment if they help us
>Send assassins
>Send an exploration party to the forest of illusion
>>
Rolled 3 (1d3)

>>4226378
>>4226384
>>4226388


1 - train 20 bowmen
2 - research invention
3 - send exploration party to the forest of illusion
>>
We send someone to go talk with the harpies to offer them food and equipment if they help us. But before the guy can get close enough to talk to them one of the harpies sing their song and he jumps off the cliff and dies. The harpies feast on his body.

> Leave the harpies alone
> Dispatch our bowmen to kill them all
> Send a large group of people to talk with the harpies, tell them to leave or else
> Send a large group of people to talk with the harpies, offer them food and equipment if they help us
> Sacrifice people and send our shamans with Silence spell prepared to cast on the harpies (1 sacrifice per spell per shaman)
> Sacrifice people and have our shamans cast Invisibility spell on someone to catch the harpies by surprise (1 sacrifice per shaman)
> Write in

We dispatch our assassins to kill the adventurers. They stalk their prey and wait until the night. When the adventurers are camping and have one guy standing on watch, the assassins pelt him with poison darts. He zerches out with barely a sound. The assassins then go kill the the rest of the adventurers. They kill one of the humans slitting its throat in its sleep, but when they try to kill the dwarf they botch it, their daggers getting tangled on the dwarf's beard. The dwarf wake up screaming and wakes everyone else up. The elf wakes up already throwing spells on the assassins. Six assassins are killed by the humans and the rest flee. They return to report on their mission.

> That's enough, let the adventurers go
> Send patrols to hunt these adventurers
> Send your wolf riders to attack the adventurers
> Send your assassins back to finish the job
> Write in
>>
>>4226411
>killed by the humans
killed by the adventurers I meant
>>
>>4226411
>> Sacrifice people and have our shamans cast Invisibility spell on someone to catch the harpies by surprise. Use 20.

Send 5 assassins and 15 tribal warriors.

> Send patrols to hunt these adventurers
>>
>>4226411
>Dispatch our bowmen to kill them all
>That's enough, let the adventurers go
why the fuck they didn't go for the elf first baka, we already lost more than it's worth it
>>
>>4226411
>send in the bowmen

>dispatch the patrols
>>
We dispatch our bowmen to shoot at the harpies. They position themselves from as far as they can shoot the harpies and begin shooting at them. Their aim is poor because the harpies are so far away. The harpies try to fly closer to get in range for singing their song, but the barrage of arrows make this very difficult. Eventually one harpy gets close enough and gets singing. About half our men start walking towards the abyss. The rest divide themselves between start slapping them and holding them back to try stopping them from plunging to their deaths and keep shooting at the singing harpy. About 13 bowmen actually jump to their deaths before we manage to shoot down the singing harpy. The other harpies grab their bodies and fly them to their nest and begin devouring them.

Our bowmen consider getting closer but when another harpy begins to sing they all panic and run away.

We dispatch patrols after the group of adventurers. After a few weeks our patrols return with news.

We engaged the adventurers on multiple occasions, and every time suffered significant losses. Even with two members less in their group they are a cohesive fighting unit and very difficult to beat. Our average patrol group outnumbers their group five to one, still they manage to hold their ground. Seems like they have two warriors and two spellcasters in their group now, they usually start the combat with some area spell, weakening our forces, then start killing us off one by one until we flee. We lost 24 more Grunts to the adventurers.

We followed them all the way into a cave whose entrance is heavily carved to look like a gigantic skull, full of writing in some ancient unknown language, a few weeks away in the west. They have entered the cave, but our warriors thought it was cursed and full of demons so they didn't follow them inside.

> Have our warriors to camp the cave and wait for the adventurers to come out
> Send our warriors inside the cave after the adventurers
> They will probably be eaten by demons, forget about them
> Write in
>>
>>4226474
>Have our warriors to camp the cave and wait for the adventurers to come out
we went all the way
>>
>>4226474
pile up rocks and mud outside the cave
WE WILL BURY THEM
>>
>>4226474
also find some kind of wax or something that we can stuff in our ears to protect us from the harpies and maybe make some signs/flags to issue commands
>>
Rolled 1 (1d2)

>>4226494
>>4226499

1 - camp the cave
2 - pile up rocks and mud
>>
>>4226499
seconding
>>
We send our people to look for wild bee hives so we can steal some wax to plug our ears to protect us from the harpies. Our men find a small amount of them and after being stung a lot manage to steal an amount of wax. We could try again going after the harpies, deploying our bowmen with their ears plugged with wax.

We consider using some flags to issue commands. We make a big leather standard, paint it red on one side and black on the other. We tell our troops that when we wave the red side around they should advance, and when we wave the black side around they should retreat. We consider something more complicated, but this is already complicated enough, we're not even sure if the troops will remember it in the heat of battle.

We issue an order for our warriors to camp the cave and wait for the adventurers to come out. A hundred Grunts, fifty spearmen and a couple shamans stay waiting in a large camp we prepared outside of the cave, with people coming now and then to bring supplies, waiting to kill the adventurers and steal their loot once they come out of the caves.

After a few weeks one ogre come out of the cave. He only speaks Giant, and nobody in our tribe is fluent in it. He doesn't look immediately aggressive, but he seems suspicious of the large camp right outside the cave.

> Kill the ogre
> Offer some food to the ogre
> Sacrifice three people to cast a spell so a shaman can talk with the ogre
> Let the ogre pass unharmed
> Write in
>>
C-Can i join?
>>
>>4226541
Come on in, buddy!
>>
>>4226538
Sacrifice three people.
>>
>>4226538
>Sacrifice three people to cast a spell so a shaman can talk with the ogre
>>
>Homunculus
>Subterranean
>>
>>4226552
What?
>>
>>4226558
im sorry, its my first time trying this, i dont know what i have to do. I dont want to sound like an idiot
>>
We have our Grunts stop the ogre from going anywhere while our shaman performs the ceremony, sacrificing and drinking the blood of three people. He then casts the spell and becomes capable of talking with the ogre in his language.

"Greetings, big one. We are the Ironbloods tribe. We are here after a group of four adventurers, two humans, one dwarf and one elf who entered this cave a few weeks ago. They have killed many of our people and we seek revenge. Have you seen them?", says the shaman.

"Hello there! I am Gorbug the ogre! Gorbug was from Crackbone Tribe, but they banished Gorbug for sleeping with the chief's wife. Yes, I have seen such adventurers in the caves! They killed a bunch of ogres and went in the deeper levels. Ogres don't go in the deeper levels, too dangerous. Ogres not cowards but last ogres that went into deeper level met woman with snake hair, most became stone. Ogres no like this kind of sorcery. Ogres don't know how deep caves really go, never went too deep. Now Gorbug has no home, must fend off for himself in wilderness."

"Does the cave have other exits?", asks the shaman.

"Ogres know two other exits exist, but they are very dangerous. One is near naga tribe, forty miles south. Ogres don't go there, because nagas live in deeper level. Other is near Lorakrus lair and the kobold tribe, sixty miles north. Lorakrus black dragon, very evil, makes kobolds dig for gold. Ogres don't go there either, they also live in deeper level."

Well crap. The adventurers might have gotten out of the caves already.

> Kill Gorbug
> Invite Gorbug to work for us
> Let Gorbug go unharmed
> Write in

And what should we do about our camp?

> Keep camping, they'll probably come out from here
> It is pointless, they are probably long gone
> Let's split in half, send people to camp the naga entrance
> Let's split in half, send people to camp the dragon entrance
> Let's split in three, send people to camp all three entrances
> Write in
>>
>>4226560
Pick one of the prompts here ( >>4226538 ) or suggest something different (write in)
>>
>>4226582
>invite Gorbug to work for us

>stop camping, but see if anyone remembers their faces enough to make wanted posters
>>
>>4226586
In this case pick from here ( >>4226582 )
>>
>>4226582
>Invite Gorbug to work for us
>It is pointless, they are probably long gone
>>
>>4226538
>Sacrifice
>>
>>4226589
Supporting
>>
We invite Gorbug to work for us. He promptly accepts. We tell him that we can only speak with him for a limited time due to magic and after that we will have to work to learn each other's language. He says he will teach us his language and will try to learn ours. We assign some of our men and children to learn Giant with Gorbug and a shaman to teach him our language. Gorbug eats as much as 5 warriors and fights with a giant club.

We decide to stop camping, as we deem it pointless, the adventurers probably got out from one of the other two exits already. We ask one of the Grunts who survived the attack to make a description to one of our more artistically inclined orcs to make portraits of the adventurers so that we can make wanted posters. We don't have artists all that good, and the features got a bit exaggerated you think, but we made reasonable wanted posters of the adventurers.

Our scouts discover that the harpies made a few nests by the cliff side in the canyons and had a bunch of young, dozens of little harpielings are out and about pestering their mothers for food and learning how to fly.

Our Library is complete! Our sages now have a place to store their knowledge! About 100 people are busily working on making parchment, keeping the place tidy and commiting to paper the oral traditions of our people.

Year 9

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,734 orcs
Military: 464/798/1073 Warriors (96 spearmen, 50 halberdiers, 10 war drummers, 184 Grunts + 30 in training 2/5, 22 Tribal Warriors, 46 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2405/2505 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys)
Livestock: Boars (228,698), Canyon Crawlers (116), Cave Grazers (3,511)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library
Treasures: Enchanted bow (with Shakil), 5 healing potions

We send an exploration party to the Forest of Illusions.

Our explorers come back reporting having found one goblin tribe. Upon contact they found the goblin tribe spoke the human language. They called themselves the Touch My Snake Clan. Their chief invited our explorers to sit with him by the fire and share tales about the region.
>>
>>4226715


The Touch My Snake chief, Bigkok, told our explorers that the elves have a bunch of tiny villages that are very easy to rob, and big fortified cities which are much harder to rob. The tiny villages don't have much of value to rob though - the people there just cultivate vast orchards and plant a few other crops in the middle of the forest amongst the trees. The elves barely mine any metal at all as far as the goblins know, even though their warriors do have metal weapons - they must either import the metal from somewhere or have hidden mines within their walled cities.

As for the goblins themselves, there are over ten different goblin tribes in the region. The goblin tribes are constantly at war with each other, because they can't help themselves and rob each other whenever they learn the other has robbed something shiny from the elves. The Touch My Snake are at war with the Lazy Bastards and the Broken Tooth Clan, for instance.

There are also a couple human towns in the area. Robbing the humans is also something the goblins do fairly often. The humans live behind palisaded towns near the edge of the forest. One of the human towns is actually a den of demon worshippers who enslaves their women to give birth to a lot of children so that they can sacrifice them to demons to gain magical powers.

Our explorers thank Bigkok and continue exploring the area. One night they stop a cave to rest and are surprise attacked by a group of dark elves. They are disarmed and chained and put into a pen with a bunch of humans, lizardmen, goblins and elves. The dark elves make us work on a mine, digging for ore. They flog us with a whip when we work too slow.
>>
>>4226718


They stay in the dark elf mine dungeon for a few weeks being occasionally fed some gruel and when the dark elves are not paying attention some humans and the elves concoct a plan of escape with them - one of the elves is a spellcaster and will cast a spell to free us when the time is right, but then we will have to fight our way through the dark elves.

One day the day of the escape comes and the elf casts a spell that shatters our chains; we attack the dark elves with our mining picks. The dark elves cast spells at us and fight back, but with the help of the elf spellcaster who unlocks iron gates along the way with magic some of us manage to flee back into the light of day and out of the dark elf dungeon.

The survivors come back home to report their findings.

Our patrols catch sight of a bunch of kobolds wandering the wilderness north of our territory.
> Ignore them
> Send our men to murder them
> Send people to parlay with them
> Send our assassins to follow them and find their hideout
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4226720
>Send people to parlay with them
> Research trade
Let’s get going with this lvl 0 tech
>>
>>4226763
Supporting
>>
>>4226763
support
>>
>>4226763
>>4226771
>>4226800

We send some people to parlay with the kobolds. The kobolds wear crude hide and leather clothing, some of them carry metal daggers that your men think are made of copper and speak the human language. They are wary of talking to us at first, afraid we are going to kill them. Our men try to reassure them we're not going to kill them so that they do speak to us. The kobolds tell our men that they are prospecting the caverns of the region looking for gold for their master, a very powerful dragon, and if we interfere he will know about it.

> Ignore the kobolds
> Send our men to murder the kobolds
> Send our men to tell the kobolds to leave our lands or else
> Send our assassins to follow the kobolds and find their hideout
> Write in
>>
>>4226814
>"Does your little treasure hunt have to be in OUR lands?"
>>
>>4226814
>Tell them that if they want to explore here, they have to offer something in exchange
>>
>>4226814
>> Ignore the kobolds
>>
>>4226829
>>4226832
>>4226836


We send our men to ask the kobolds if they really have to do their treasure hunt in our lands and to tell them that if they want to explore here they have to offer something in exchange. The kobolds scoff at the notion, saying they won't be robbed by a bunch of thugs - they are the chosen ones of the mighty dragon, they have the dragon given right to search for gold wherever they want!

> Ignore the kobolds
> Send our men to murder the kobolds
> Send our men to tell the kobolds to leave our lands or else
> Send our assassins to follow the kobolds and find their hideout
> Write in
>>
>>4226848
>ingnore them. they can have their little treasure hunt aa long as they don't bother us.
>>
>>4226848
>Send our assassins to follow the kobolds and find their hideout
Let’s know where their base is if we need to do something in the future
>>
Rolled 2 (1d2)

>>4226860
>>4226890

1 - ignore
2 - follow
>>
>>4226860
>>4226890
>>4226892

We send our assassins to follow the kobolds to see where their hideout is. After much sneaking around and crawling behind bushes in the wilderness, our assassins manage to follows the kobolds back to a small plateu nearby. The kobolds climb the face of the small plateau and disappear up there. One of our assassins decide to follow them up there to check the place out. After expertly climbing the plateau, he finds the entrance of their lair, a small natural cave, too small for a Grunt to enter - even our assassins would have to kneel to crawl inside the place. Seems like we would have trouble getting rid of the kobolds, we would need to send spearmen or similar troops and they would need to fight crawling in tiny cramped spaces. The kobolds, being very small, would have no such trouble, and could move around unimpeded.

Our assassins return to tell us about their findings.

> Ignore the kobolds
> Send our men to murder the kobolds wandering the wilderness
> Send our men to invade the kobolds' lair (how many troops)
> Send our men to tell the kobolds to leave our lands or else
> Write in
>>
>>4226910
>Ignore the kobolds
>>
>>4226915

Year 10

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,841 orcs
Military: 464/798/1084 Warriors (96 spearmen, 50 halberdiers, 10 war drummers, 184 Grunts + 30 in training 2/5, 22 Tribal Warriors, 46 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2429/2529 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 10 shamans lv 1. Blood Magic Level 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (1/7)
Livestock: Boars (232,771), Canyon Crawlers (118), Cave Grazers (3,581)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library
Treasures: Enchanted bow (with Shakil), 5 healing potions

We decide to ignore the kobolds for now.

We begin researching the Trade technology (tier 0)! Our sages study the dynamics of transporting large amounts or merchandise and negotiating with foreign powers.

Orc adventurer Goluk Buga (lv 7 Barbarian) returns home after a long life of adventuring! People receive him with merriment and praise. He tells tales of his great exploits - how his group of adventurers defeated werewolves, giants, mermaids, earth elementals, demon cultists, basilisks, corrupted treants and an evil necromancer. Many warriors are inspired by his exploits and want to follow him into more glorious battles! He carries a greataxe enchanted by dwarves.

> Let as many men as desire follow such a great hero in his quest
> Offer Goluk a position as commander in your army
> Forbid your men from following the great hero in his quest
> Have your assassins murder Goluk in his sleep and steal his magic weapon
> Write in

The harpielings start to grow and begin stealing your boars! Your herders complain and demand you do something about it.

> Have your bowmen try to kill them with their ears waxed
> Try the Invisibility spells (how many people)
> Try the Silence spells (how many people)
> The harpies are too dangerous, we'll just ignore them for now
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4226942
>get that magnificent bastard in the commander's chair

>wax up

>make special armor for Gorbug, the Orge
>>
>>4226942
>Offer Goluk a position as commander in your army
>Have your bowmen try to kill them with their ears waxed
>Make armor for Gorbug
>>
>>4226970
>>4226958
support
>>
>>4226942

forgot to change Grunt training to 3/5
>>
>>4226958
>>4226970
>>4226974

We send our bowmen with their ears waxed to go after the harpies. They get closer to the harpies and start shooting. One of the harpies start singing. The wax muffles the sound, but doesn't block it completely, they can still hear it. About half our men start walking to the edge of the cliff. We try to stop them, but 8 plunge to their deaths before we manage to kill the harpy. A second harpy starts singing and 7 more men jump to their deaths before we kill that one. Our bowmen then flee and the harpies recover the bodies to feast upon them.

There are still 9 adult harpies alive and dozens of harpielings.

> Tell our bowmen they must keep going, we gotta kill the harpies
> Try the Invisibility spells (how many people)
> Try the Silence spells (how many people)
> The harpies are too dangerous, we'll just ignore them for now
> Write in

You invite Goluk Buga to become one of your commanders. Goluk accepts your offer, saying he is now semi retired - there's still some unresolved stuff his party is still up to in the future that they might still need him for, but the spellcasters of the group said they will need several years to research the location of a bunch of stuff before they call back everyone, so for the time being he will lead our troops for us.

We decide to make some special armor for Gorbug. How special are we talking about here?

> We just want him to have some armor, a leather armor will do
> Hide armor seems to suit him better
> Let's make him some hardened leather armor

Everything past this point is experimental and has a chance to fail, lower down the list higher the chance of failure. (roll 3d100, DC 50)

> Let's make him a chain shirt (takes 1 success)
> Let's make him a breastplate (takes 1 success)
> Let's make him a half plate (takes 2 success)
> Let's take the time and make him a chainmail (takes 2 success)
> Let's go all the way and make him a platemail (takes 3 success)
> Write in
>>
>>4227048
>Try the Silence spells (how many people)
9 shamans and 10 grunts
>Let's make him some hardened leather armor
>>
>>4227069

We have our artisans make a hardened leather armor for Gorbug.

We decide to have our shamans try the silence spells. For that they need to get withing about 120 feet to the harpies. They sneak on the harpies and cast the silence spell on them. When the harpies notice that they can't sing, they fly away confused, getting out of range and breaking the spell. The shamans panic and flee from the area. The harpies start singing and a couple shamans just out of the cliffs as well as a couple Grunts. The Grunts never had a chance to get close enough of the harpies.

Seems like the silence spell didn't quite work as well as planned.

Our shamans then get a new idea. We could sacrifice 3 people per spell and cast Flight spells to get our warriors flying to get to the Harpies! This idea is foolproof, nothing could go wrong here!

> Try the Invisibility thing (up to 18 people)
> Try the Flight thing (up to 18 people)
> The harpies are too dangerous, leave them alone
> Write in
>>
>>4227106
>a couple shamans just out of the cliffs
jump out off of the cliffs
>>
>>4227106
>Try the Invisibility and flight thing (6 grunts)
can we cast both on our warriors ? if yes, do this and also put wax in their ear for extra measure
>>
>>4227144

We have our shamans cast flight and invisibility on six of our grunts after sealing their ears with wax. Our grunts fly to the harpies and surprise attack them! They manage to kill six harpies without much trouble. The other three harpies try to flee, but due to the spell our Grunts fly faster than them and manage to catch up to them and kill them too!

Will we have our flying Grunts kill the harpielings?

> Kill them all
> No, capture them and bring them to the shamans for sacrifice
> No, we shall raise them in chains
> Write in
>>
>>4227153
>> No, capture them and bring them to the shamans for sacrifice
>>
>>4227153
>No, capture them and bring them to the shamans for sacrifice
>>
>>4227153
sacrifice
>>
>>4227173
>>4227178
>>4227191


Our Grunts fly around and capture the harpielings, bringing them to the shamans, who sacrifice them.

We did sacrifice about 63 harpielings. How did we perform the sacrifices.

> Evenly amongst our shamans, so each shaman gets enough charge for casting one lv 3 spell (3 sacrifices) and a few get a little left over (4-5 sacrifices)
> Five shamans get enough charge for casting one lv 4 spell (12 sacrifices), three get enough to cast level 2 spells (1 sacrifice)
> One shaman gets enough charge for casting one lv 5 spell (60 sacrifices), three get enough to cast level 2 spells (1 sacrifices)
> Write in

Year 11

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 10,916 orcs
Military: 447/779/1091 Warriors (96 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2447/2547 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1. Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (2/7)
Livestock: Boars (237,426), Canyon Crawlers (120), Cave Grazers (3,652)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga)

Some shamans died, Rodush wants to recruit more shamans to replace them. It is well known that it is less than one in a hundred people who can learn magic. How aggressive should Rodush be in his shaman recruitment romp?

> Recruit just the five absolutely best orcs (5 years training)
> Recruit just the ten brightest young orcs (10 years training)
> Recruit twenty orcs even if they aren't the very best (15 years training)
> Recruit thirty orcs getting even the crappy ones (20 years training)
> Recruit forty orcs scrapping the bottom of the barrel (25 years training)
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4227235
>Five shamans get enough charge for casting one lv 4 spell (12 sacrifices), three get enough to cast level 2 spells (1 sacrifice)
>Recruit just the ten brightest young orcs (10 years training)
>Train more warriors
54 spearmen
>>
going to sleep, probably be back tomorrow
>>
>>4227235
> Evenly amongst our shamans, so each shaman gets enough charge for casting one lv 3 spell (3 sacrifices) and a few get a little left over (4-5 sacrifices)
No need for increased jealousy.
> Recruit twenty orcs even if they aren't the very best (15 years training)
We need a lot more shamans.
> Start a new research project
We should start looking at metal working. Let's see if we can find a way to make better armor/better weapons more reliably.
Seeing as we already and casually sacrifice persons from our tribe, we might as well
>start worshipping Abraxas
in order to profit more from the already happening sacrifices.
>>
>>4227374
>start worshipping Abraxas
let's keep our souls safe for now, please
>>
>>4227374
Supporting
>>
>>4227244
Supporting

No abraxas
>>
Year 12

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,025 orcs
Military: 447/779/1102 Warriors (96 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2473/2573 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1, 20 apprentices lv 0 (1/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (3/7)
Livestock: Boars (242,174), Canyon Crawlers (122), Cave Grazers (3,725)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga)

We sacrificed the harpielings so that each of our shamans got enough charge for casting one lv 3 spell (3 sacrifices) and a few get a little left over (4-5 sacrifices).

Rodush goes around testing people in our tribe and recruits twenty orcs to become new shamans, even if they aren't the very best. Their training will probably last around 15 years.

You summon your artisans and inquire about ways to make better armor and better weapons more reliably. Our artisans say that they sort of know how to make good weapons and armor, but they don't have the facilities and manpower required to do the job - our weapons are largely made on artesanal forges on the homes of our artisans. They suggest we build one or more of a number of the following buildings if we want to start mass producing armor and weapons:

Chain Foundry (estimated building time 4 years; upkeep 100 people) - this building specializes in the manufacture of chains and the metal wire necessary for creating chainmail and similar armor.

Plate Foundry (estimated building time 4 years; upkeep 100 people) - this building specializes in the manufacture of plated armor of various kinds.

Weaponsmith (estimated building time 4 years; upkeep 100 people) - this building specializes in the manufacture of large amounts of metal weapons.

Forge (estimated building time 7 years; upkeep 200 people) - this building is not specialized, it can do everything the other three can do, it just doesn't do it as well.

Workshop (estimated building time 20 years; upkeep 300 people) - this building can do everything the others can do and better, it is a highly specialized building geared for designing and mass producing new types of weapons and armor
>>
>>4227781


A caravan of halfling merchants arrive at our territory! There are three of the little creatures who present themselves as Symond Nielip, Manas Rancent and Imar Athard in a big wagon pulled by a pair of oxen with a big stone statue of a Grunt on top of it. They bring us "a collection of books from the halfling sage Ariseld translated into orcish for your sages to peruse, a perfect replica of the life sized marble sculpture of a Grunt made by the renowned artist Malvy Fira, a few sample shakers of dried black pepper to season your meat so you can see if it is of your liking, a few boxes of rolled tobacco cigars and a small stash of the dankest weed from the halfling lands!", they are willing to trade for their goods.

> Seize their merchandise and send the halflings to the shamans to be sacrificed
> Give them a pitiful amount of iron for their goods (which ones)
> Give them a fair amount of iron for their goods (which ones)
> Give them a bountiful amount of iron for their goods (which ones)
> Ask them to bring (more of) certain type of good next time (which one)
> Tell them you're not interested in their goods and send them away
> Write in


Some amongst our people begin to consider that since our shaman are already sacrificing our own population perhaps we should go all the way and start worshipping Abraxas! Should we do it?

> Yes, let's begin sacrificing 13 virgins to Abraxas every year and pledge our souls to the demon god!
> No, we shall not become thralls to the whims of a demon god!
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4227790
>> Give them a fair amount of iron for their goods
Take the statue and smokes.
> Yes, let's begin sacrificing 13 virgins to Abraxas every year and pledge our souls to the demon god!

Start construction of chain Foundry.
>>
>>4227790
>give them a fair amount of iron for the books, the pepper, and the tobacco
>SACRIFICE
>start working on a workshop
>>
>>4227781
>Workshop (estimated building time 20 years; upkeep 300 people) - this building can do everything the others can do and better, it is a highly specialized building geared for designing and mass producing new types of weapons and armor
With our abundant iron ore, I guess it`s more or less "go big or go home". I do believe, however, that Plate armor won`t have wide spread usage any time near and will not gravely influence large scale battles.
>>4227790
> Give them a fair amount of iron for their goods (which ones)
Let`s take the orc specific ones: the collection of books and the statue of the Grunt. Surely, there are conservatives who see the new concept of "trade" instead of "armed robbery" critically. If we start adapting our culture too much to the halflings, they might be even more mad.
> Ask them to bring (more of) certain type of good next time (which one)
Books on gardening and technical books (e.g. metalworking, sewage construction, aqueduct construction, engineering, books helping with learning languages, arithmetic... ). Let`s not invent the wheel again and try to import foreign technology. Further things of interest would probably be calendars, maps, law texts etc.
> Yes, let's begin sacrificing 13 virgins to Abraxas every year and pledge our souls to the demon god!
(although I already voted for this beforehand). Orcs are dying already, with Abraxas, we could make better use of their deaths.
> Send an war party somewhere
We should maybe just run some random raids on some goblins (not the ones with diplomatic ties to us); mostly to keep our soldiers entertained. Nothing too serious should be started without a better reason.
>>
Rolled 3 (1d3)

>>4227811
>>4227812
>>4227819


let's see, so it is:

yes on Abraxas,

fair amount of iron

build workshop

and for the goods

1 - statue and smokes
2 - books, pepper and tobacco
3 - books and statue
>>
>>4227235

> Five shamans get enough charge for casting one lv 4 spell (12 sacrifices), three get enough to cast level 2 spells (1 sacrifice)

> Recruit just the five absolutely best orcs (5 years training)

> Write in, didn't we were wyvern tamers? we should tame some, also don't think we should whorship Abraxas
>>
>>4227819
>>4227812
>>4227811
why not begin with the fast ones to build (chain & plate foundry or weaponsmith) ?
>>
>>4227854
I agree with that, maybe the weaponsmith
>>
>>4227854
Because why should just build the best one so we can get it out of the way already.
>>
>>4227869
Because it’s 20 years dude, we should at least have one of the 4 years buildings so we can still build something en mass until then
>>
>>4227854
This makes some sense (even though plate armor is just fancy for named characters and I don't expect a large influence on our military actions from it)
Is it possible to start with a weapon forge and upgrade it to the whole thing later?
Btw. I am the same poster as >>4227819
>>
Year 13

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,123 orcs
Military: 447/779/1112 Warriors (96 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2495/2595 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (500 followers); Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1, 20 apprentices lv 0 (2/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (4/7)
Livestock: Boars (247,017), Canyon Crawlers (124), Cave Grazers (3,799)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (1/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga)

We decide to trade with the halflings, buying their books and the statue of the Grunt for a fair amount of iron. We ask the halflings to bring more books the next time they come around. They thank us for the deal, promising to return with more books once they manage to get their hands on some translations and head back home with their wagon full of iron.

Our sages inspect the books we acquired. They were three thick verbose tomes, authored by a certain Ariseld "sage of sages", the tomes are numbered 43, 233 and 485 and deal with "On the art of poetry: writing tragedies", "On the art and natural philosophy of metereology: cloud color, shapes and storm prediction" and "On speculative planar theogony: the case of demon lords".

Our sages peruse the books and learn the rules of composition for creating a proper theatrical tragedy, how to predict when a storm is going to occur in the next few days by observing the shape and color of the clouds, and have became acquainted with an intricated hypothesis on the origin of the world - Ariseld proposes that the gods when creating a world don't do all the creation themselves directly, rather sourcing part of the job to one or more very powerful creature they create just for this purpose. Once the job is finished, they seal these creatures somewhere in the plane, usually underground. When these creatures are released by mortals, accidentaly or otherwise, they are known as demon lords, Ariseld says every plane has at least one. He spends most of the book citing obscure evidence from lots of other sages to support this theory.
>>
>>4227899

We decide to start building a Workshop so that our artisans and metalsmiths can work on creating and mass producing new types of weapons and armor for our troops!

We decide to start worshipping Abraxas. Our shamans begin performing the rites of Abraxas and sacrificing the 13 virgins every year. We don't feel too different though. Maybe we are doing the chants wrong. We hold the sacrifice ceremonies publicily but not many people attend it; seems like most people are not really interested in the whole Abraxas thing after all.
> Make it mandatory for everyone to attend the sacrifices
> Send some of our shamans to the Hell Axes to learn the secret chants of Abraxas
> Just keep sacrificing people, Abraxas will surely notice us
> Write in

The goblins from the Cut Your Guts Tribe we've been training as Infiltrators complete their training and head back to their homes! They send back emissaries telling us that they are at war with the Won't Ask Twice Clan and the Black Moon Gang. They have just deployed they newly trained Infiltrators and managed to steal a large amount of elvish weapons from the elvish walled city of Kylmador! They even murdered one of the local bigshots in their sleep and stole his Magic Ring! Cut Your Guts chief is currently in possession of the Magic Ring, but he fears other goblin tribes will steal it from him, so he is willing to sell it to us for the cheap cheap price of just 1,000 crossbows.

> A thousand crossbows? This is outrageous, we'll give you 100 crossbows maximum
> Offer them 500 crossbows but tell them it will take a couple years to deliver it, maybe they should give us the ring first
> Accept their offer but tell them it will take us five years to make all the crossbows, they should give us the ring first
> Tell them we're going to accept the offer and ask for the ring first, but then don't give them any crossbows
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4227902
>> Send some of our shamans to the Hell Axes to learn the secret chants of Abraxas
> A thousand crossbows? This is outrageous, we'll give you 100 crossbows maximum
> Send an war party somewhere
Raid some lose goblin tribes.
>Train 200 spearmen.
>>
>>4227902
>Send some of our shamans to the Hell Axes to learn the secret chants of Abraxas
>Accept their offer but tell them it will take us five years to make all the crossbows, they should give us the ring first
>Train 204 spearmen
>>
>>4227902
>send over some shamans to ask if we're doing anything wrong
>500 crossbows over a couple years
>study trade
>>
>>4227933
>study trade
we're already researching it dude
>>
>>4227912
Changing vote to this
>>
We send some of our shamans to the Hell Axes to learn the chants of Abraxas. The Hell Axes are greatly pleased we have finally decided to embrace the true faith of Abraxas and their shamans teach our shamans the secret chants of Abraxas. They tell our shamans about a secret place in the east the cultists of Abraxas go meet every year to discuss the state of affair of the cult and how advanced they are in their plot to summon their glorious demon god into this world. They say we should send no more than one shaman there every year, if we send two or more people they will assume the extra people are sacrifice and will kill them.
Our shamans learn the rites of Abraxas and we send one shaman to the meeting place, a ruined temple in a gloomy looking forest. Our shaman returns from the meeting saying that there were twelve people there besides him: six orcs, three humans, one elf, one dark elf and one troll. He was introduced to the current high priest of Abraxas, a human called Bertio Wusfre (Demonologist lv 7). They sacrificed some people and discussed the overall goals of the organization. They said their next overarching goal for the following decades was to secure a few Node so they could open portals to bring in minions from Abraxas dimension. Our shaman asked what a Node was and Bertion patiently explained that the entire plane is filled with places where the mana flow is more powerful, these points are called Nodes. Ancient civilizations knew about them and built their cities on top of the most powerful Nodes so they could make use of their magic. Powerful spellcasters seek all the remaining free Nodes to build their towers at so they can potentialize their own magic. There is a big node on Bârad-Amôk, but the whole city is too difficult to take over, so they will focus on the smaller nodes that surround it. The Abraxas followers are planning to take over a few Nodes in the east which are where once existed a number of ruined outpost of the dwarven city of Bârad-Amôk and now live tribes of fauns, trolls, halflings, humans, dwarves resettlers, and lizardfolk. The whole process might take quite some time though, as the various members of the cult have varying levels of influence in their own communities.

> Have our shaman next year request more information on one of the tribes on the Nodes so we can attack them (which one, fauns, trolls, halflings, humans, dwarves resettlers or lizardfolk)
> You didn't knew there were other orc tribes around but apparently there are five others you didn't knew about, have your shaman request more info on them
> Request more info on the humans who worship Abraxas
> Request more info on the elves who worship Abraxas
> Request more info on the dark elves who worship Abraxas
> Request more info on the trolls who worship Abraxas
> Have our shaman keep going to the meetings but don't participate much
> We don't want to get too involved with the Abraxas cult, stop going to the meetings
> Write in
>>
>>4228034


Year 14

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,221 orcs
Military: 651/983/1122 Warriors (300 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2519/2619 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (500 followers); Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1, 20 apprentices lv 0 (3/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (5/7)
Livestock: Boars (251,957), Canyon Crawlers (126), Cave Grazers (3,874)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (2/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga), Ring of Plant Control

We get outraged at the demands of the goblins. A thousand crossbows? We decide to send them 100 crossbows and tell them that's all they will get for the magic ring. The goblins leader accepts our proposal and send back the ring to us, his emissaries said he felt he was being ripped off but reasoned that if he tried to keep the item he would just get murdered and the ring would be stolen anyway. Our shamans examine the ring and identify its properties. This magic ring is used to control plants - it can be used to make roots and branches wrap around people, or even to make a whole tree get up from its roots and fight for you! It truly is a powerful item! Who should have such a powerful artifact?

> Only our leader Ghazg-Kull can be trusted with such a powerful item
> Our shaman Rodush is better qualified to handle this sorcery
> Give it to our commander Gorga, he will know what to do with it
> Have Rodog use the ring, he will make good use of it
> Give the ring to Orbak, he will put it to good use
> Goluk Buga will know how to best use the ring
> Write in

We decide to train 204 more spearmen.

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4228034
>You didn't knew there were other orc tribes around but apparently there are five others you didn't knew about, have your shaman request more info on them
>>4228039
>Our shaman Rodush is better qualified to handle this sorcery
>Send an exploration party somewhere (West Coast)
>>
>>4228039
>> You didn't knew there were other orc tribes around but apparently there are five others you didn't knew about, have your shaman request more info on them
> Only our leader Ghazg-Kull can be trusted with such a powerful item
Scout the goblins south of us.
>>
>>4228034
>More info on the Orc Tribes

>>4228039
>Commander Gorga shall take the ring.
He is a trustworthy Commander who will know how to properly deploy this weapon in combat.
>scout out the Goblin Tribes
>>
>>4228061
support
>>
>>4228039
this magic ring is truly great! However, maybe we should put some more effort into finding further uses of it, especially in the areas of civil engineering (cheap, living wood huts for everyone?) and agriculture. I think, we already are rather good at killing stuff conventionally. speaking of it, we should send a small war party to capture/harrass some goblins just for the sake of keeping our guys occupied.
>>
>>4228079
>seconding the part about the ring
>>
>>4228056

support
>>
Rolled 1 (1d2)

>>4228056
>>4228061
>>4228066
>>4228077
>>4228079
>>4228106
>>4228124

Alright, so we will

ask for info on orc tribes

scout the goblin tribes

and we'll give the ring to

1 - Rodush
2 - Ghazg-Kull
>>
Year 15

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,320 orcs
Military: 651/983/1132 Warriors (300 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2541/2641 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (500 followers); Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1, 20 apprentices lv 0 (4/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade (6/7)
Livestock: Boars (256,996), Canyon Crawlers (128), Cave Grazers (3,951)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (3/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga), Ring of Plant Control

You are bewildered with the news that there are so many other orc tribes around and you have your shaman request more info on them. The next meeting he spents a long time talking to the other orc cultists to learn something about where they come from. This is what he reports:

Two of the orc tribes come from the Mountains of Korgar area, one comes from the East Plains area, one comes from the West Coast area and one comes from around the Swamp of Kar.

The tribes from the Mountains of Korgar area are called Subjugators Clan and Spiteful Pillagers Tribe. They are actually at war with one another. Abraxas is not the official religion of the Spiteful Pillagers, their shamans sacrifice people in secret. They haven't disclosed their exact sizes but apparently they are both somewhat smaller than your tribe.

The tribe from the West Coast is the Bloody Despoilers Tribe. They make ships and sail the seas. Their shaman said they know a couple other smaller orc tribes but they didn't tell their names. They are not a very large orc tribe, you assume they have little over half your population. Abraxas is not the official religion of the tribe, the shamans sacrifice people in secret.

The tribe from the East Plains is the Fearless Slayers. They have a large cattle herd, largely stolen from the minotaurs. Their tribe is also smaller than ours. Abraxas is not the official religion of the tribe, the shamans sacrifice people in secret.

The tribe from the Swamp of Kar is called the Hulking Destroyers. They are at war with the lizardmen and allied with a necromancer, they give him corpses after they perform the blood sacrifices. Their war with the lizardmen is going poorly for them though. Their tribe is also smaller than yours.
>>
>>4228279


Seems like your tribe is only smaller than the Hell Axe in the entire cult, most others seem to be around half the size of your own tribe give or take a few thousand people.

The meeting goes on about the same as the previous year, some sacrifices, some discussion, some planning, but nothing very concrete.

> Have our shaman next year request more information on one of the tribes on the Nodes so we can attack them (which one, fauns, trolls, halflings, humans, dwarves resettlers or lizardfolk)
> Request more info on the humans who worship Abraxas
> Request more info on the elves who worship Abraxas
> Request more info on the dark elves who worship Abraxas
> Request more info on the trolls who worship Abraxas
> Have our shaman keep going to the meetings but don't participate much
> We don't want to get too involved with the Abraxas cult, stop going to the meetings
> Write in

We send a group of explorers to scout the forest of illusions area with instructions to get us some good intel on the goblin tribes. They return several months later with the following report:

The three largest goblin tribes in the area seem to be the Filthy Rotting Mob, the Shiny Crown Tribe and the Won't Ask Twice Clan. Each of them seem to have over eight thousand goblins and they are rich enough to be able to raise some livestock and even mine a little bit of metal, mostly copper. At least one of them, probably the Shiny Crowns, has access to a tin mine, so they are able to make bronze weapons, giving then a tiny edge on the others; but the bronze weapons are promptly stolen and spread around the other tribes in the region, so it is not much of an edge really. The Cut Your Guts clan is a close fourth, with less people than the big ones and no ready access to metal - but with the training they got and crossbows we traded with them that they still haven't lost them all to thieves they've been raising in prominence in the region, perhaps even eclipsing their bitter rivals the Won't Ask Twice Clan.

The remaining clans are divided between the ones who have herds and the dispossessed who live off hunting, gathering and pety theft. Asking around in every clan that would receive us, our emissaries think they have discovered all the major goblin tribes in the region. There might be other, smaller tribes, but they probably play no big role in local politics since we didn't find anyone who declared to hate them or be their enemies.

The remaining herded tribes are the Black Moon Gang, the Dread Tongue Crew, the Raging Green Mob, the Crimson Cave Tribe, the Burned Woods Tribe and the Lazy Bastards Tribe. The known dispossessed tribes are the Many Bows Tribe, the Bronze Stalker Tribe, the Touch My Snake Tribe, the Broken Tooth Clan, the Many Bisons Clan and the Elf Haters Clan.

Most goblin tribes speak goblin language and human language, but a few goblins seem to also speak orcish language, elvish, lizardmen, halfling and even dark elvish language.
>>
>>4228285

All the goblin tribes are at war with at least two other goblin tribes, and most are at war with the elves and other non goblin tribes in the region as well.

When our scouts stop by the Cut Yout Guts tribe to rest, their tribe is attacked by another goblin tribe. They help out during the conflict, many goblins die on both sides. The goblins say their hated enemies the Won't Ask Twice Clan keeps harassing them and that they want our help to take over their enemies copper mine so they can better establish their position in the region.

> We're not interested in goblin politics
> Send our warriors to help the Cut Your Guts tribe secure the copper mine (how many warriors)
> Send some more equipment for the goblins (crossbows, daggers, spears, swords, leather armor, shields, how many)
> Offer to train some more goblins (Impalers, Kidnappers, Crossbowmen, Infiltrators, Assassins, other)
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Write in
>>
>>4228288
> Have our shaman keep going to the meetings but don't participate much
>> Send our warriors to help the Cut Your Guts tribe secure the copper mine (how many warriors)
Send 50 grunts, 2 drummers and 100 spearmen.
Train 100 spearmen.
>>
>>4228285
>More info on the lizardfolk

>>4228288
>send over 50 grunts, 2 drummers, and 100 spearmen
>train 100 spearmen
>>
Forgot about the ring, will write about it next update then.
>>
>>4228285
>Have our shaman next year request more information on one of the tribes on the Nodes so we can attack them (lizard folk)
>>4228288
>Offer to train some more goblins (Impalers)
>Send exploration party to West Coast
>>
got idea guys. Once we get info about the Lizardfolk, we'll go over to the swamp tribe and give them an ultimatum:
we absorb them into our tribe and help them fight the lizardmen
or
we team up with the lizardmen and take them over ourselves
>>
>>4228315
We can backstab the lizards if the Tribe refuses, so it's a win-win either way!
>>
>>4228315
Well, we I think we don’t need the ultimatum, just saying we’ll help them win the war if they join us is enough. They’re losing after all
>>
>>4228359
They'll partner up with us, at best. Since they are currently struggling in the war, it gives us leverage to demand more from them.
>>
>>4228313
support
>>
>>4228313
Support
>>4228359
Support
>>
>>4228302
>>4228309
>>4228313
>>4228422
>>4228432


alright so it is

more information on the lizardfolk

train Impalers

send exploration party to West Coast

Just in case there is any confusion the lizardfolks the orcs from the Hulking Destroyers tribe are in war against are in their own area, the Swamp of Kar. The ones we are getting information about are a tribe of lizardmen in the Bârad-Amôk Ruins area where they built over existing ruins of a dwarven outpost, the location of a weaker Node the cult of Abraxas wants to take over. We don't know if they are related, but they are not the exact same lizards.
>>
>>4228440
ok, thanks for the clarification. still going with this
>>
>>4228440
Thank you too
>>
>>4228440
Year 16

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,420 orcs
Military: 651/983/1142 Warriors (300 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2564/2664 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (500 followers); Rodush (Shaman lv 4), 3 shamans lv 3, 6 shamans lv 2, 8 shamans lv 1, 20 apprentices lv 0 (5/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade
Livestock: Boars (256,996), Canyon Crawlers (128), Cave Grazers (3,951)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (4/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga), Ring of Plant Control
Trade routes: None!

We finish our Trade research! We are now capable of sending trade caravans to foreign lands! We just need to specify what goods we want to trade, what do we seek to acquire, where do we want to send our caravans, and any escorts we wish to send with them if any. We should consider only sending trade caravans to people that are at least neutral towards us, since any enemies will have no qualms in stealing our stuff. Most civilized races regard trade as a quasi-sacred activity and although they may not give good prices to uncivilized races they will probably not outright refuse to trade. Our most likely trade goods considering our current economic activities are Iron, Coal, Potatoes, Flour, Leather, Boar Jerky, Parchment, Hallucinogens and Orcish Literature.
>>
>>4228561


We give the Ring of Plant Control to Rodush. Rodush performs some experiments with it. The ring doesn't make the plants grow any larger than they already are, it just controls them in unnatural manner. It seems to strengthen the plants magically for the duration of the control - a branch or root that a man could easily break would be able to strangle someone or hold someone upside down for instance. It can only control one full tree at a time at most. Once you stop controlling the plant, it will try to assume a more natural position and then will resume its normal behavior. A tree will walk up to fifteen feet to replant itself before stopping moving. If there is no soil available within fifteen feet, it will just fall down to the ground inert. While the tree is walking and replanting itself you cannot control a second tree, even though you already gave the command to release control over it, but you can control small parts of other trees like branches and roots; you may not immediately reassert control over the replanting tree either, you must wait until it replants itself then command it again. You cannot control just any old chunk of wood with it though, the plant must still be alive.

We decide to give a group of 100 goblins from the Cut Your Gut tribe the same training we would give our Impalers, that should help them become significantly more effective warriors.

We send an exploration party to the West Coast. They return after several months. This is what they report:

The West Coast is dominated by the human kingdom of Trevnia so our explorers have to be very careful to avoid human patrols. We find a great many deal halfling communities which panic when they see us approaching and raise their militias, which are composed largely of slingers. Our explorers almost die several times and are not well received anywhere.

Eventually they find an orcish tribe, the Bloody Despoilers Tribe. Their chief, Snaga Buluk receives us and sits by the fire with us to tell us tales about the region. Their tribe is by the sea, built in a rocky beach where a small river meets the ocean. They make boats of various sizes, some small, some really big for forty rowers, apparently built to ram other ships. They mainly fish for their food, but they also raise lots of boars, sea lions and a type of giant crab called Canceronte that they also use to drag heavy loads. They produce large amounts of salt on the dry season by pooling sea water in concentration ponds and letting it evaporate. They cultivate a rare flower called Eldaas that only grows in this region whose tea cures hangover and most minor illnesses. They catch octopus which make high quality ink.
>>
>>4228562


The Bloody Despoilers tell us that in an island nearby live another orcish tribe, the Sinister Bleeders Tribe. They are a very small tribe and their shamans are very powerful, it is said they have mingled blood with the dark elves.

They tell us of another orcish tribe that lives underground the Shadow Blades Tribe. They have a very large amount of assassins and they operate as mercenaries, working in turn for the dwarves and the dark elves in their endless wars in the tunnels further north; their base of operation, however, is somewhere within the West Coast. The Bloody Despoilers occasionally trades for iron weapons and other goods with them.

Our men inquire further about the region and chief Snaga says the halflings divide themselves in about fifteen counties that are independently ruled and have their own armies, and the humans have six big duchies with large standing armies of cavalry and armored troops. When we ask him for the names of them all he says he doesn't know all the names, he only knows the name of the closest duchy to his home, the Detus duchy. He doesn't interact with the halfling counties except for raiding them occasionaly so he doesn't know the name of their counties. There are also a roving tribe of centaur, a lizardmen village, a troll tribe a necromancer tower and one forest full of dryads they know about, but they don't interact with any of these people often enough to know much about them. There is a dark elf outpost hidden in a cave not much far in the north where the dark elf fleets stop to resupply that causes them trouble fairly often - the dark elves constantly attack primarily the humans and sometimes the halflings seeking to get more slaves, but occasionaly they attack the orcs too. Chief Snaga say a captured dark elf told them once that they want mainly human females to sell to the minotaurs, and the rest of the slaves they want to work on their mines. Apparently the minotaurs don't have just cattle in their territory - in their mines the minotaurs have found many rare minerals that the dark elves covet to use in the fabrication of their magical weapons, so the dark elves supply them with the females of other races that they need.

Chief Snaga says he would be interested in trading with us. The main goods his tribe produces are Salted Fish, Fish Oil, Salted Boar, Salt, Pearls, Dried Eldaas and Octopus Ink. The route there is somewhat dangerous - there is the risk our caravans will be intercepted by humans.

We have our shaman ask at the Abraxas cult meeting for more information on the lizardfolk tribe at one of the Node locations so we can attack them. The people at the cult seemed satisfied with our enthusiasm and told our shaman that they will research more concerning that target in particular and will give us more information when they have it.
>>
>>4228567


Our patrols saw a small group of fauns fighting a small group of trolls on the edge of our territory when they were patrolling farther away from home than usual. The fight broke out and both groups fled in opposite directions when we approached.

> Just ignore these creatures
> Send a large search party in the direction the fauns fled to
> Send a large search party in the direction the trolls fled to
> Send large search parties to check where both groups went
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
Oh and when trading we should also specify how large of a caravan we want to send (Small, Medium, Large, Very Large - Small being one cart/wagon, Medium being 2-3, Large being 4-7, Very Large being 8-15). We do not currently have adequate beasts of burden so we send orc pulled carts with our goods.
>>
>>4228561
We should trade hallucinogens with the halflings we knew before, maybe we can make them addicted to them and make more profit, maybe a small caravan with a few escorts, maybe 3 grunts

Also, just ignore both fauns and trolls, but maybe watch if there are any loot after
>>
>>4228568
>Send a large search party in the direction the trolls fled to
let's try to recruit them
>Start researching Bronze Working
going with this>>4228591 for trade
>>
>>4228568
>ignore them, but stay alert for trouble
>start trading hallucinogens with halfling friends
>>
calling it a night, I'll probably be back tomorrow
>>
>>4228561
>>4228562
>>4228567
>>4228568
Our trade should leave out coal and iron until we can produce high quality steel weapons and armor which we will be able to sell more expensively. Selling moderate amounts of anything elsd is fine. Buying salt seems useful for preventing famines and for longer expeditions.
Sending a small caravan to the Bloody Despoilers as a test would be a good test. Maybe the humans let even Orc traders pass?
A further, medium caravan should be sent to the halflings.

Can the magic ring be used to transfer wood into pots, allowing for transport before planting them again? We could easily take useful (e.g. fruit bearing) trees and put them near our settlements. Weeding out unwanted plants should also be very simple with this. Efficient agriculture is important for feeding more persons who aren't occupied with food production. Hiring/enslaving (or having them do that in return for protection) less martial races to do agriculture for us would be an option that Anons might want to think about.

If some of the small Orc tribes were facing a lot of trouble, I guess our ressources are rather fine at the moment; we should accept orc migrants. (Especially if they bring magically talented persons or competent assassins)

Lets send small teams to both the fauns and trolls to talk to them. Anyone not willing to start diplomatic relations with us should be attacked.
>>
>>4229198
this
>>
Rolled 1 (1d2)

>>4228591
>>4228610
>>4228614
>>4229198
>>4229272


lets see, so it is

trade hallucinogens with halflings
maybe trade with bloody despoilers too

1 - ignore the creatures
2 - send small teams after both

try to plant stuff with ring
>>
Year 17

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,521 orcs
Military: 651/983/1152 Warriors (300 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2588/2688 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (600 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (6/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade
Livestock: Boars (256,996), Canyon Crawlers (130), Cave Grazers (4,030)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (5/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga), Ring of Plant Control (with Rodush)
Trade routes: None!

We decide to ignore the creatures our patrols saw fighting near the edge of our territory.

We decide to send a trade caravan to the halflings which came to us to sell stuff in previous years. Considering the direction they came from, they're probably from somewhere in the East Kingdom.

We load up a cart with big load of Calcena Hallucinogen potion made by our shamans in tiny waterskins with one dose inside each and send one cart with a couple of our orcs pulling it with three Grunts as escorts.

As our caravan approaches the East Kingdom, it dawns upon our traders that hallucinogens might be forbidden in the halfling lands. How should we approach our trading endeavour?

> Bet that the halflings haven't forbidden hallucinogens and just stroll into one of their villages to peddle your wares
> Park your cart in a forest near one of their villages and offer free samples to some lumberjacks, ask them to tell their friends to come buy some
> Park your cart in a forest near one of their villages and send one of your men into it to ask if you can sell your hallucinogens there, if you can't just head back home
> Write in

We consider sending a medium sized caravan consisting of three carts to the Bloody Despoilers Tribe. What goods should we send into this caravan to trade with them? We can carry about 1,200 lb of stuff.

> Iron
> Coal
> Potatoes
> Flour
> Beer
> Leather
> Boar Jerky
> Parchment
> Hallucinogens
> Orcish Literature
> Write in

How many escorts should we send with this caravan? What should we ask of the Blood Despoilers, if our caravan arrives there?
>>
>>4229735


Rodush has the idea to make fruit bearing trees from the forests in the edge of our territory walk all the way near to our tribe and replant themselves nearby so that we can build a big orchard over time. Seems like a good use for the magic ring, but Rodog argues that someone could murder Rodush and steal the ring while he is walking around herding trees.

> Rodog is right, keep Rodush and the ring within the tribe where is safer
> Rodush will be fine, let him go get some fruit trees for our new orchard
> Let Rodush do it but assign some men as bodyguards for Rodush just in case (how many men)
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4229735
>Park your cart in a forest near one of their villages and send one of your men into it to ask if you can sell your hallucinogens there, if you can't just head back home
the workers may denounce us
>>4229735
> Coal
> Potatoes
> Beer
15 spearmen and just ask for trade with them
>>4229738
>Let Rodush do it but assign some men as bodyguards for Rodush just in case (5 spearmen and 3 grunts)
>Start researching Bronze Working
>>
Rolled 42, 22 = 64 (2d100)

>>4229773

1-10 The halflings send a group of men to confiscate our goods telling us they are forbidden in the East Kingdom.
11-70 Halflings tell us the East Kingdom laws forbid hallucinogens that potent and tell us to go away.
71-100 The halflings are curious to try our hallucinogens and their authorities decide to turn a blind eye letting us sell it.


1-15 Our caravan meets a hostile human patrol
16-20 Our caravan meets a neutral human patrol
21-35 Our caravan meets a neutral halfling patrol
36-40 Our caravan meets a hostile halfling patrol
41-95 Our caravan arrives safely with no incidents
96-100 Something stranger happens
>>
>>4229735
> Park your cart in a forest near one of their villages and offer free samples to some lumberjacks, ask them to tell their friends to come buy some, also, ask them if the hallucionegens aren't forbidden there

>>4229738
> Let Rodush do it but assign some men as bodyguards for Rodush just in case (5 grunts)

> Start a new construction project (Watchtower)
there is a lot of "people" out there, now with trade routes and Rodush out there too, we need that eye in the sky
>>
>>4229830
we're still finishing the workshop dude, that's why i chose a research
>>
>>4229819

The local halfling authorities tell us that our Calcena hallucinogens are too potent and are forbiddeb by the East Kingdom laws, they say people that get addicted to these heavy drugs start borrowing to never pay and then stealing to buy more drugs and become good for nothing and criminals who just sit having visions all day contributing nothing to their communities, they tell our men to leave and take our drugs with us.

We load our caravan with Coal, Potatoes and a few barrels of Beer, and send 15 spearmen as escorts. We are stopped midway by a patrol of 15 halflings which say that by the laws of Trevnia we are required to pay a toll of 10% of the value of our caravan in silver when crossing the halfling lands. We tell them we don't have any silver and they say that is too bad, we can pay 20% of the value of our caravan in goods instead.

> Pay the halfling toll
> Attack the halflings
> Try to bribe the halflings with a couple barrels of beer
> Write in
>>
>>4229838
>Try to bribe the halflings with a couple barrels of beer
>>
Rolled 98 (1d100)

>>4229854

1-10 Halflings confiscate your goods for trying to bribe officials
11-70 Halflings rise your toll to 30% for trying to bribe officials
71-100 Halflings accept your bribe and let you pass
>>
>>4229862
holy shit, those chances
>>
Rolled 24 (1d100)

You offer a couple barrels of beer to the halfling patrol as bribe for them to let you pass. They say it would really be a hassle to carry all this stuff back home to sell and they would rather get very drunk instead so they accept your bribe and let you pass.

Your caravan arrive at the Bloody Despoilers Tribe without further incident. They get pleased with the stuff your brought them, particularly the potatoes which they can now plant. They give us a generous amount of salt in exchange for our goods and some glass vials of octopus ink. Our merchants get very puzzled with the vials where the ink comes from and inquire them about it. The Despoilers say that they make glass using sand they get from the beach. Since our merchants got interested, they give us a few more articles of glassware, but not too many because they are fragile and would break if we were to pile up too many of them. Our caravan then returns home!

1-15 Our caravan meets a hostile human patrol
16-20 Our caravan meets a neutral human patrol
21-35 Our caravan meets a neutral halfling patrol
36-40 Our caravan meets a hostile halfling patrol
41-95 Our caravan arrives safely with no incidents
96-100 Something stranger happens
>>
>>4229882

Our caravan meets another halfling patrol on the way back. This halfling patrol also demands 10% of the value of our caravan in silver and since we don't have any silver they want 20% of the value of our caravan in goods, saying this is the Trevnia law. There are 24 halflings this time.
Unfortunately we don't have anything we think would make for a good bribe this time around so we don't have many options.

> Pay the halfling toll
> Attack the halflings
> Write in
>>
>>4229888
>Pay the halfling toll
they have more people and we are carrying fragile goods, let's do this for now
>>
>>4229888
>pay the toll, and give them the glass and ink first
>>
Rolled 2 (1d2)

>>4229773
>>4229830

Rodush bodyguards
1 - 5 spearmen 3 grunts
2 - 5 grunts
>>
We agree to pay the halfling toll. The leader of the halflings pull out a measuring rope and a weird instrument with colorful beads and start examining our cargo; he then produces a thick book and spends some time looking at our products ponderously, going back and forth through the book and meaning his head approvingly. Our merchants then manifest that we are more willing to part with the glass stuff and the ink first. He says he will take that into account and that it will make their job easier because ink is more valuable than salt and easier to carry. The whole thing takes about an hour. In the end he takes most of our ink bottles, but doesn't even take any glassware. He doesn't touch the salt at all, which we still have our three carts almost full of. He says we will be happy to know he estimated our cargo to be worth more or less 2,000 silver and he got 400 silver worth of ink from us, what is about 8 bottles. He then says we are free to go.

We return to our homes without further incident.

This trade route is rather dangerous. Should we keep sending caravans to the Bloody Despoilers in coming years?
> No, we had enough of these halflings and their tolls
> Yes, we'll chance this trade route another time we want the Despoiler's goods
> Write in

Year 18

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,623 orcs
Military: 651/983/1162 Warriors (300 spearmen, 50 halberdiers, 10 war drummers, 212 Grunts, 22 Tribal Warriors, 31 bowmen, 13 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2612/2712 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2), Goluk Buga (lv 7 Barbarian)
Religion: Abraxas worship (600 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (7/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade
Livestock: Boars (262,135), Canyon Crawlers (132), Cave Grazers (4,110)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (6/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Enchanted Greataxe (property of Goluk Buga), Ring of Plant Control (with Rodush)
Trade routes: Bloody Despoilers (mostly Salt);

We let Rodush go on with his idea of starting an orchard near our settlement using the magic ring, assigning 5 Grunts as his bodyguards.
>>
>>4230164

The halfling merchants come back! They bring with them a copy of the holy book of the Sun God Mithra in orcish, a popular deity in Arkalis, one more translated books from Ariseld, a couple ancient translated plays, several sealed jars with about a liter of delicious blueberry jam each they say will last for many years if not opened and a bunch of clay jars with about a liter of honey each.

> Kill the halflings and steal their stuff
> Buy some of their stuff, pay poorly in iron (what do you want)
> Buy some of their stuff, pay fairly in iron (what do you want)
> Buy some of their stuff, pay handsomely in iron (what do you want)
> Tell them to bring more of something next time (what)
> Tell them we are not interested
> Write in

Goluk Buga says he was magically contacted by one of his adventuring buddies. He was told to meet them next year at the human village near the Bârad-Amôk Ruins for they have finally located the artifact they were looking for and so the time has came to resume their quest! No further details were provided, as these magical messages must be rather short.

> Relieve Goluk Buga from command to go fulfill his destiny
> Offer to send some men with him (how many)
> Convince Goluk Buga to abandon his quest
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
Oh yeah, you wanted to start research on bronze working, but we don't have copper nor tin so we can't do it, we must acquire at least one of those to start the research, and both to finish it.
>>
>>4230166
>just take the books, pay fairly
>TEMPORARILY relieve Goluk Buga from command, once his quest is over he can come back
>send war party to the Swamp of Kar
>>
>>4230164
No opinion on the trade route, i'll let y'all decide
>>
>>4230164
>No, we had enough of these halflings and their tolls
>>4230166
>Buy some of their stuff, pay fairly in iron (Holy book of Mithra, tjars of blueberry)
>Offer to send some men with him (15 spearmen and 5 grunts)
>Research Horseback Riding
can we do this or we need to have horses first ?
>>
>>4230199
changing second thing a bit
>still a temporary endeavor, but offer to send 15 spearmen and 5 grunts
>>
>>4230223
>Research Horseback Riding
>can we do this or we need to have horses first
we need some horses, yes, gotta find wild ones, trade for some or steal them from someone
humans and elves usually have horses, most other races don't
>>
>>4230248
Ok, then changing research to Mathematics for catapults
>>
We weren't wyvern tamers? maybe that is like horses but better, we can try to tame some
>>
Rolled 2 (1d2)

>>4230199
>>4230223

1 - take all books
2 - take holy book and blueberry jam
>>
>>4230265
>>
>>4230343
No, we took the motherlode instead. We have a lot of iron and coal.
>>
>>4230343

we could tame wyverns, but gotta build bestiary and actually find some wyverns, they didn't automatically spawn around our area because we didn't pick their option in civgen
>>
>>4230352>>4230351

ohh, thanks for the answer
>>
Year 19

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,726 orcs
Military: 629/952/1172 Warriors (285 spearmen, 50 halberdiers, 10 war drummers, 207 Grunts, 22 Tribal Warriors, 31 bowmen, 11 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2636/2736 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Abraxas worship (800 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (8/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade
Livestock: Boars (257,377), Canyon Crawlers (134), Cave Grazers (4,192)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (7/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Ring of Plant Control (with Rodush)
Trade routes: Bloody Despoilers (mostly Salt);

We buy the Holy Book of the Sun God Mithra and the blueberry jam from the halflings, paying a fair amount of iron for their wares.

Our shamans peruse our newly acquired book and there is a lot of interesting stuff in it - apparently Mithra incarnated as a mortal and was killed, but it was all part of his big plan, so now his followers have to drink his blood and eat his meat to enter his kingdom where they will feel eternal bliss, but the blood and meat thing is metaphorical, you don't actually drink blood and and eat meat, you just consecrate some bread and a beverage called "wine" and all the believers eat and drink it after each mass. It sounds complicated, but the book says that this whole ceremony is optional, all you really need to be saved by Mithra is recognizing that you are weak willed and have commited some acts from a list of things you shouldn't do called "sins" making you a "sinner" and that Mithra through his sacrifice will save you in the afterlife into a kingdom of eternal bliss. The book goes on to say that if you do not accept Mithra as your savior, the demon lord Arihman will torture your soul for all eternity. This religions is really catchy, if your orcs read it they will probably start worshipping this Mithra guy, even some of your shamans are a little shaken in their convictions.

> Burn this blasphemous book at once
> Hide it somewhere our common orcs won't read it, this is dangerous knowledge
> This seems like a solid religion for the common orc, have our shamans preach Mithraism
> Preach it but adapt Mithraism a little bit, include drinking blood and eating actual flesh of sacrificed victims in the ceremonies
> Write in
>>
>>4230449

Our warriors greatly appreciate the blueberry jam, they say the sweetness of it gives them extra energy. Our stocks soon run out however, people fight for the last jars, and our men are left craving more of it. Perhaps we should ask the halflings for a regular supply next time they come around?

We offer to send 15 spearmen and 5 Grunts with Goluk Buga in his quest. He thanks us for our assistance and promptly departs with the men to go meet his friends.

A group of about ten trolls break into our settlement and destroys a large amount of our boar pens, setting lose thousands of boars. When our men go after them, they flee, outrunning all our men except our wolf riders. Our wolf riders soon come back though, reporting that in the woods near our territory the trolls ripped off trees from their roots and threw them at the wolf riders, killing two of them and injuring many, they then gave up pursuit and fled.
In the following weeks our herders recapture some boars, but we still lost thousands of them, they complain about our warriors incompetence.

> This happens, nothing we can do about it
> Have a detachment of men guard the boar pens full time (how many men)
> Send a large group of warriors to search for the trolls (how many men)
> Write in

One of our advanced patrols caught a bunch of kobolds walking around with spears together with a kobold struggling to run with a heavy looking backpack through the forest. When they saw our patrol the kobolds with spears ran but the kobold with the heavy backpack was too slow so our patrol caught him, the kobold screamed and demanded to be released but our Grunt got hold of the little creature. Upon inspecting the backpack, he learned it was full of gold nuggets! He brought the kobold and the gold for the chief to decide what to do. The kobold said the dragon will come and raze our entire tribe if we don't release him immediately and let him go deliver the dragon's gold. There must be at least 10 kg of gold in the kobold's backpack.

> Kill the kobold and keep the gold
> Release the kobold but keep the gold
> Keep half of the gold
> Let the kobold go with the gold
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4230449
>Preach it but adapt Mithraism a little bit, include drinking blood and eating actual flesh of sacrificed victims in the ceremonies
>>4230453
>Send a large group of warriors to search for the trolls (50 spearmen, 17 grunts, 10 tribal warriors, 10 bowmen)
>Kill the kobold and keep the gold
Do we need something to research Mathematics ?
>>
>>4230449
>Hide the book, it's knowledge may prove valuable in the future
>>4230453
>guard the pens
>let the kobold go, we don't need dragon trouble
>study math
>>
>>4230485
I think we can do it right away, but books would probably speed things up.
>>
>>4230493
Ok, research mathematics then. It’s because I voted for it and you didn’t include
>>
>>4230485
>>4230488

>Do we need something to research Mathematics ?
No, this time I just forgot. We ended up not doing any particular action this year I guess, so II will add the Mathematics research at 2/15 next year, you guys can pick some other action for this year.
>>
>>4230501
In that case
>send war party to the Swamp of Kar
>>
>>4230501
Then send a trade caravan for the goblins. Small one with coal
>>
>>4230485
Just wondering, why do want to change the religion instead of just hiding it?
>>
>>4230449
>Burn the book
>>4230453
>Send warriors after the trolls
>let kobold go with the gold
>agree with studying math
>>
>>4230485
agree with the mithraism and eating actual flesh, maybe we can make mithra and abraxas being the same god to the orcs
>>
>>4230525
What if that displeases Abraxas? The results could be catastrophic!
>>
>>4230513
'coz it seems interesting
>>
>>4230514
Already studying math, you can choose something else
>>
>>4230528
But Abraxas does nothing, we are the same now then before worshiping Abraxas, isn't?
>>
>>4230559
Well our rituals may stop working, at the very least.
>>
Rolled 2 (1d2)

>>4230485
>>4230488
>>4230514

let's see

so we will

preach heretic mithraism

let the kobold go with the gold

send warriors after the trolls

1- send war party to the swamp of kar
2 - send small coal caravan to goblins
>>
>>4230588

We send 50 spearmen, 17 grunts, 10 tribal warriors, 10 bowmen after the trolls.

Rolling to see if we find them

1-10 we find trouble
11-60 we find the trolls
61-80 we find something else
81-100 we don't find nothing
>>
Rolled 57 (1d100)

>>4230601

forgot to roll lol
>>
>>4230601

Our warriors search for the trolls and after a few weeks finally find them! To their surprise they find a whole tribe of trolls in the forest, there must be more than a thousand of the creatures in their village. The trolls dwell in huge mud huts near the river and have pens for boars that they probably stole from us. There are some trolls fishing, a bunch foraging around for food, others making more mud huts and you think some are even farming though you're not exactly sure what.

> Surprise attack the troll tribe
> Return the favor and set their boars loose
> That's more than we can handle, head back home
> We brought some guys who can speak some decent Giant, let's talk with the trolls
> Write in
>>
>>4230624
>Return the favor and set their boars loose
>>
>>4230638

Decided to take revenge on the trolls, we rush towards their pens and go break them, setting their boars lose. We set a few hundred boars lose, drawing the attention of all the trolls around us. We then try to flee, but the trolls can run faster than us and corner us. More and more troll come from around the forest and soon the battle turns hopeless, specially since the enemies we defeated just get back up laughing shortly after. Only a lucky spearman manages to elude the trolls and flee the slaughter to report on what went on.
>>
>>4230684
trolls have the speedweed confirmed
>>
>>4230588
burn the book
>>4230624
head back home and come back with the entire army (beside whoever stays behind to garrison the capital)
>>
>>4228561
>Orcish Literature
Nice
>>
(forgot from last year)

We start our research in Mathematics. Our sages begin pondering mysterious matters like fractions, the ratios between the sides of a triangle and the various ways you can cut a cone and get an interesting curve.

We decide that we had enough of halflings and their tolls and stop sending trade caravans to the Bloody Despoilers.

Year 20

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,744 orcs
Military: 543/818/1174 Warriors (236 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 21 bowmen, 11 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2640/2740 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (9/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (2/15)
Livestock: Boars (262,524), Canyon Crawlers (136), Cave Grazers (4,275)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (8/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Ring of Plant Control (with Rodush)
Trade routes: None!

We let the kobold go with the gold, not wanting any trouble with dragons.

We have our shamans start preaching our heretic version of Mithraism in which we feed the blood and meat of sacrificed people to the followers. The religion quickly gains lots of adepts. They start demanding we perform frequent sacrifices to Mithra, to feed the starving masses of believers who need blood and meat for their rituals, or else they will be damned for eternity!

> Forbid the sacrifices
> Let them sacrifice no more than 13 people per year
> Let them sacrifice no more than 26 people per year
> Let them sacrifice no more than 52 people per year
> Write in
>>
>>4230961


We send a small coal caravan to the goblin lands with no escorts. Our merchants have a hard time selling coal to the goblins. The goblins on all tribes say they have a great need for Weapons first and foremost. After many months peddling such worthless goods to the goblins our merchants eventually sell everything, but they actually ate most of the stuff the goblins bought the coal for, so they returned with a bare cart. The only thing they actually brought back was a plain elvish dress that one goblin gave for a pile of coal, that he had stolen from a nearby elvish village and one single loaf of Travel Bread he saved under pain of hunger to show us.

Travel Bread the goblins told him is actually a fruit the elves cultivate in their villages, that when dried remains good for eating forever. It actually has very tiny seeds, but it is pointless trying to plant them - the tree takes over fifty years to give any fruit and it dies soon after giving fruit for the first time if not treated with elvish magic regularly. The elves use it mainly to feed their army, their general population tends to eat regular food. The goblins steal the fruit from the elvish orchards and let it dry on the sun and store them on their caves, stealing from and occasionally even trading them with each other.
Besides Travel Bread, the goblins know a large variety of useful plants in the Forest of Illusion that they could gather for us if we need, but it must be worth their while - for the most part their time is better spent gathering food for themselves than going after rare herbs. Most of these herbs only grow on the Forest of Illusions and trying to plant them in other places is fruitless. Most of these herbs retain their properties when dried, at least for awhile, so we can safely transport them and store them for a little time until we need them.
>>
>>4230966


A small list of the herbs the goblins know:

Sabaca - a rare vine that when brewed into a strong smelling potion makes whoever drinks it docile and incapable of violence for several hours.

Balm - a common plant in the area the elvish shamans cultivate, with blue and white flowers whose tea when taken regularly bestow longevity.

Ancole - a small plant with big white flowers with four petals, chewing the petals and swallowing their juices before drinking alcohol makes you remain sober.

Pawsnip - a black plant covered in tiny hairs that must be boiled for a month until it becomes a thick goop. Swallowing small amounts of the thick goop will cure madness for a short period of time.

Gorue - this herb which has pale whitish blue flowers with spikes will cure most known poisons if ingested within one hour of the poisoning. Any damage taken, including death, remains.

Suseti - eating this mushroom will make you believe you can do anything. Won't actually make you capable of doing anything though. Although belief is a powerful thing, sometimes you can do impressive things. Lasts for about a day. You may go insane.

Gutear - another mushroom, this one will make your hearing so potent you will be able to put your ear on the ground and hear people walking miles away. Lasts for about a day. Takes practice to adjust to super hearing. You may go insane.

Krako - yet another mushroom, this one makes you feel a tremendous inner peace, as if nothing in the world could disturb you. Your mind becomes very focused, no inner chatter, no second guessing yourself, just doing what you decided you were going to do. Sages like this thing, they say it helps them study. Lasts for about a day. You may go insane.

Waxe - this herb will heal any scars, even big burn scars, in less than one year if applied everyday.

The goblins know other herbs too but they are probably rarer and would cost us more.
>>
>>4230971

Besides Travel Fruit, and Herbs, the goblins can provide us with Stolen Goods from the elves. These goods are usually from one of the following categories: Clothing, Jewelry, Furniture, Decorative, Sacred, Magical. The larger, heavier and/or more well protected an item is the more expensive it will be.

Clothing is the stuff the elves wear. There are plain clothes from male and female elvish peasants and apparel from soldiers, officers, adventurers, sorcerers, druids, shamans, various kinds of artisans, nobles and wizards.

Jewelry is rings, necklaces, bracelets, etc. made or not with precious metals and gemstones that one uses to adorn one's own body.

Furniture is everything that is not nailed to the ground that you can lift and carry away, usually inside houses - chairs, tables, beds, bookcases, etc.

Decorative are works of art, paintings, sculptures, tapestries, etc.

Sacred are holy items of the elves, stuff that is placed on altars and inside temples, statues of ancient elvish heroes or saints, ancient scrolls and holy books, flasks of holy water, etc.

Magical are items that are enchanted, these are usually in possession of elvish nobles or adventurers and are very difficult to acquire - magic weapons, magic jewelry, magic clothing, magic furniture, etc.
>>
>>4230976


Our shaman comes back from the Abraxas cult meeting telling us that they finally got info on the lizardmen tribe. The tribe is called the Savage Sun Tribe and they have a population of a little over three thousand lizardmen. Their army is mainly composed of javelineers, a very versatile anti-archer still filling the infantry good against cavalry role type of soldier. They believe the lizardmen have a little over two hundred soldiers. They raise herds of a local grazing animal known as Crombor that looks like a giant slug and eats plants and fungi. Their settlement is partially underground, taking over the ruins of the dwarvish outpost, but most of their population lives above ground. They fish on the nearby river and hunt on the surrounding wilderness. They have had problems with the local trolls before.

> Good information! Send our men to attack the lizardfolk (how many men)
> We won't attack them right now we have other concerns
> Send an emissary to the Hell Axes to ask if they wouldn't join us in a joint attack
> Write in

The Rippers send an emissary to us. Their emissary says says we haven't shown proper respect to a tribe that is larger than theirs and have been in these lands longer than them. They have tolerated our misbehaviour for a long time, but it is time we start showing proper respect.

> Show outrage at their veiled threats and send their emissary away
> Promise to send them a gift and send the emissary away but don't send them anything
> Send them a pitiful gift of 1,000 boars
> Send them a tiny gift of 5,000 boars
> Send them a small gift of 10,000 boars
> Send them a gift of 20,000 boars
> Send them a big gift of 50,000 boars
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4230961
>Let them sacrifice no more than 13 people per year
>>4230978
>We won't attack them right now we have other concerns
>Send them a small gift of 10,000 boars
I almost forgot about those guys
>Send medium trade caravan of weapons to the goblins. Scorted by 15 spearmen.
>>
>>4231007
>>Send medium trade caravan of weapons to the goblins. Scorted by 15 spearmen.

Alright, you have up to 1,200 lb to fill up with stuff, what do you want to take to the goblins?

Dagger - 1 lb
Shortsword - 2 lb
Spear - 3 lb

Shield - 6 lb
Leather armor - 10 lb

Heavy Crossbow + some ammo - 20 lb
>>
>>4231055
195 shortswords, 195 spears, 20 shields, 10 leather armors.
>>
>>4231100
add 5 daggers
>>
>>4230961
sacrifice only enemies
lizards -
train a shieldbased unit to counter the javelineers first
>send 20,000 boars we got plenty

>train the shieldbased unit
>>
>>4231101
>>4231100

You merchants load up three carts with 5 daggers, 195 shortswords, 195 spears, 20 shields and 10 leather armors and head to the goblin lands with 15 spearmen escorting them.

As they approach the goblin lands they reason that such a large load of weapons will certainly attract a lot of attention, they can't move around a lot with it or they will certainly be robbed - a small goblin tribe could equip most if not all its warriors with this many weapons, and a larger one could still equip a sizable portion of its army. We really gotta know what we're looking for in a trade and unload our stuff fast before we get robbed.

We could probably divide our caravan into three to spread our risk and cut our losses - but then we would need to also spread our escort further and we would become an even easier target.

Specify what we will ask the goblins for in exchange for our goods and who are we going to contact.

> Let's head to the most powerful tribe in the region, the Filthy Rotting Mob and see what they offer
> Let's see if we can trade for some metal, head to the richest tribe the Shiny Crown Tribe
> Let's head to a big tribe with metal, the Won't Ask Twice Clan has a copper mine
> Let's head to the tribe least likely to rob us, our friends the Cut Your Guts Tribe
> Let's trade with one of the herded tribes like the Black Moon gang, they may be in position to acquire some good stuff for us
> Let's head to one of the smallest dispossessed tribes like the Elf Haters Tribe, they will be the most likely to cater to our specific demands
> Write in
>>
>>4231192
>Let's head to a big tribe with metal, the Won't Ask Twice Clan has a copper mine
Let's divide our caravan in 2
>>
>>4231192
>our friends cut your guts gang
>>
>>4231212
actually, switching to our friends since this land is dangerous
>>
>>4231150
> train a shieldbased unit to counter the javelineers first
to create new military doctrine (a new type of unit) we need to research relevant technology

we have spearmen and Grunts by default, wolf riders we got from animal husbandry, bowmen from warrior code and assassins from mysticism

if you just want to branch out a specialization from an existing unit (something like impalers or kidnappers) the research takes half the time than normal (so in either case since they're both tier 0 it would take half a decade minus 25% rounded down, so three years)
>>
>>4231224
ok changing mine to research shielding
>>
gonna go sleep now, I'll probably be back tomorrow
>>
>>4230978
>The Rippers send an emissary to us. Their emissary says says we haven't shown proper respect to a tribe that is larger than theirs and have been in these lands longer than them.

Phoneposting here in bed, I messed up big time here the phrase got illegible, I'm not even sure how to write it properly, I guess it would be " that is larger than ours (...) longer than us."

Also I'm trying to think of a good name for a technology for getting warriors with shields. Bronze working will give you phalanx and there is at least one other crazier tech which will give you shield warriors too which I don't wanna spoil right now but I really can't think of a good name for a tech that gives you shield warriors, any suggestions are appreciated.

If instead you just want to branch out a shield warrior from a existing warrior just come up with a cool name for it instead of for the tech.
>>
Well, now I'm going to sleep for real, good night. I will read your suggestions if you make any tomorrow.
>>
>>4231391
Tower shield tech?
>>
>>4230961
> Write in
(Primary) sacrifices should be evenly distributed, so that no worshippers have reason to be jealous of other ones. Further usage of bodies who were already accepted by one god should be put to good use for another one. This is a great opportunity for religious cooperation. The blood for Mithra ceremonies can be supplemented with animal blood and the blood lf our enemies on a case by case basis. Again, with living enemies we have a ressource that has to be evenly distributed. We should have the religious leaders cooperate and coordinate their flesh/blood exchange. Maybe we can establish a pantheon built around the themes of bloodshed and sacrifice.
>>4230978
> We won't attack them right now we have other concerns
Our tribe is very threatened at the moment. Also, we should try swaying a few of them to Abraxas first, maybe that is all we need! We should a small trade caravan to them.
We should send 20000 boars to the Rippers, that is maybe enough to appease them and very likely enough not to provoke a large scale attack any time soon.
>>4231192
>> Let's head to the tribe least likely to rob us, our friends the Cut Your Guts Tribe

Concerning the Troll tribe stealing our boars and freeing many of them: this cannot stand. We need to act on that quickly. Let us begin patrolling their outskirts with wolf riders (mixed conventional weapons and nets). We should capure some specimens. Maybe we can get more out of a quickly regenerating Troll in terms of flesh and blood for sacrifices.
>>
I'm a bit busy right now so I will only resume running later, but here are a few thoughts.

Tower Shields specifically will be a Tier 3 (medieval) tech. They will allow the training of the Heavies, armored orcs who fight with flails or curved swords and carry metal coated tower shields that may or may not be spiked depending on your preference.

Once you research Tower Shields you can create new unit doctrines for new types of spearmen, crossbowmen, etc that also use the tower shield.

Creating new doctrines based on a given technology will be ranked as very easy, easy, normal, hard or very hard.
Normal will take half the time of the tech itself, most types will be like this. Every increase or reduction doubles or halves the time. They will only be applied if the change is relevant (creating something that is essentially identical to a heavy except for a very small detail will be very easy; creating something that significantly changes the concept or improves upon it somehow will be very hard).

The workshop being specifically created for designing new weapons and armor will do one of two things: either cut in half the time to research an unit doctrine, or allow it to be researched at the same time as some other tech our sages are currently pursuing.
>>
>>4232103
>>4231221
>>4231212
>>4231207

We head to the tribe of our friends the Cut Your Guts. They are overjoyed to see us with such a large shipment of weapons. Their chief offers to buy it all from us, he offers to give us all the Travel Fruit his tribe has. His tribe has some six barrels worth of the stuff, each barrel filled with about 150 lbs worth of it. That would be roughly 900 lb of Travel Fruit - enough to feed our merchants and their escorts for maybe a month at half rations. Our men have enough preserved food in their travel sacks to come back home though so it wouldn't be necessary to eat the Travel Fruit, we could haul it back home. Our merchants can pull up to 400 lbs maximum in each of the three carts.

Our merchants ponder that this deal is far less than ideal - if we could stay longer and really ply our trade we could ask for something valuable in exchange for each individual weapon, maybe one rare herb of our choice, or one particular type of stolen object from the elves. Still, word of our caravan will unavoidably spread very quickly for the goblins spy each other all the time, it is possible other tribes already know about it and they will certainly try to get some of the weapons for themselves.

There's an even riskier option - we could just pack up one or more carts and leave the Cut Your Guts tribe to go see if we can find a better deal somewhere else. Of course, they may not take that kindly...

> Sell all the weapons to the Cut Your Guts tribe for Travel Fruit and get the hell out of here
> Ask more stuff from the Cut Your Guts tribe, surely they must have some elvish trinkets lying around
> Risk setting up shop, ask for some Herbs (what kind)
> Risk setting up shop, ask for Stolen Goods (what kind)
> Pack up and leave to a different tribe (how many carts, which tribe)
> Write in
>>
>>4233073
>Ask more stuff from the Cut Your Guts tribe, surely they must have some elvish trinkets lying around
>>
>>4233097

Our merchants ask the Cut Your Guts chief for more stuff, surely such good thieves must have a bunch of elvish trinkets lying around. The chief tells his men to unload their loot for our merchants to peruse. The goblins start emptying their pouches and sacks in a big pile. There is lots of nearly worthless stuff - mostly ragged clothing, cheap jewelry and broken furniture. There are also a few hundred silver coins, with the face of an elf minted on one side and a leaf minted on the other. A few items do draw your merchant's attention though:

A very dirty thick book written in elvish full of carefully drawn plant pictures with the cover and a lot of pages missing.

A slightly bent out of shape gold holy symbol.

An old map of an unknown region with lots of elvish scribblings on it and a big red X marked on it.

A keyring with about a dozen rusty iron keys.

An expensive looking onyx and gold bee shaped brooch.

A large oil painting of a very beautiful elvish female in noble clothings, the painting is smeared with dry blood and mud.

The chief says we can take all this stuff if we want.

> Sell all the weapons to the Cut Your Guts tribe for Travel Fruit and their interesting crap then get the hell out of here
> Risk setting up shop, ask for some Herbs (what kind)
> Risk setting up shop, ask for Stolen Goods (what kind)
> Pack up and leave to a different tribe (how many carts, which tribe)
> Write in
>>
>>4233198
>Sell all the weapons to the Cut Your Guts tribe for Travel Fruit and their interesting crap then get the hell out of here
deal
>>
>>4233284

We leave all the weapons with the Cut Your Guts Tribe and take the Travel Fruit and the interesting trinkets then prepare to leave the goblin territory as fast as we can. The goblins seemed very pleased with the transaction, and our merchants believe we got a very good deal - it is difficult to put a proper price in some of these things the goblins stole from the elves but they are certainly valuable. The goblin territory will probably swallow as many weapons caravans as we send - but perhaps we should either tell the goblins from the Cut Your Guts Tribe in advance about what kind of goods we want them to get for us or go to other tribes to check what stuff they have got from the elves already.

Should we keep sending Weapons caravans to the goblin territory?
> Yes, it is totally worth it, perhaps we'll hit a different tribe next time
> Yes, it is totally worth it, we'll see what our friends will have acquired next time
> Yes, it is totally worth it, tell our friends to focus on a certain type of good for us (what type)
> No, we don't want to weaponize the goblins too much, one time was enough
> Write in
>>
Rolled 3 (1d3)

>>4231007
>>4231150
>>4232103

alright, let's see how the votes swung for the year

1 - sacrifice no more than 13 people per year
2 - sacrifice only enemies
3 - recycle Abraxas sacrifices, use animal blood

we won't attack right now, we have other priorities

send gift of 20,000 boars to Rippers
>>
>>4233351
>we need better stuff if they want more weapons for now
>>
>>4233351
>Let’s wait before sending another caravan
Well, I was thinking about sending a caravan to the goblins with copper next or perhaps the one with horses, but let’s send an emissary to them first
>>
>>4233369

You will have to be more specific if you want something. Pick some type of herb or category of stolen goods for the goblins to focus on, or you'll just get random loot again next year. Even then, there is no guarantee (particularly if you pick "Sacred" or "Magical").
>>
>>4233391
>Well, I was thinking about sending a caravan to the goblins with copper next or perhaps the one with horses, but let’s send an emissary to them first

I don't think it was ever mentioned any goblins with horses. Several goblins were said to have herds, but I don't think it was ever specified what kind of herds.
>>
>>4233448
thanks for clarifying.
>>
Rolled 1 (1d2)

>>4233369
>>4233391

alright so it is

1 - tell the goblins we want "better stuff", get more random loot next year
2 - stop sending caravans to the goblins
>>
>>4233523
Let’s define better stuff as copper and tin, we change it latter
>>
>>4233523


Year 21

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,848 orcs
Military: 543/818/1184 Warriors (236 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 21 bowmen, 11 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2665/2765 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (10/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (3/15)
Livestock: Boars (247,774), Canyon Crawlers (138), Cave Grazers (4,360)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (9/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Ring of Plant Control (with Rodush)
Trade routes: Weapons to Cut Your Guts (Stolen Goods)

We decide to keep sending weapons caravans to the goblins in the following years, telling them we want better stuff; the goblins will probably just rob just more random loot for us.

Our shamans convince the believers of Mithras to use the bodies of the victims they already use for the Abraxas sacrifices for their rituals of meat consumption and that mixing a small amount of the blood of the sacrificed people with a large amount of animal blood before distributing it to the believers is perfectly acceptable. The believers seem convinced by the shamans and accept the new rites, trusting that following them they will be rewarded with eternal bliss in the kingdom of Mithra in the afterlife.

We decide against attacking the lizard of the Savage Sun tribe as we feel our tribe has other things to concern itself with at the moment. The Abraxas cult members become slightly annoyed - they went through a lot of effort to gather intel on the tribe for us. Still, they understand if we need more time to prepare.
>>
>>4233560

We decide to send 20,000 boars as a gift to the Rippers to appease them. Our emissaries return saying their chief deemed the gift as "merely adequate" and said he was expecting more. Still, he said that the Rippers will consider our display of respect and will refrain from reclaiming the lands of their ancestors that we currently inhabit if we humor them in a friendly competition to determine whose tribe has the superior warriors without needing to actually kill each other in battle. The chief proposed seven games: the Free Mile, where you must run one mile as fast as you can, the fastest runner wins; the Grunt Mile, where you must run a mile carrying a Grunt, wins who gets first without dropping the Grunt; the Flour Cross, where you cross a river swimming with a sack of flour and then measure how much flour you got left on the sack, wins who gets fastest with the more flour; the Crazy Jump, an acrobatics competition, where judges decide who made the best acrobatic display; the Boar Shot where a number of boars are set loose on a field and bowmen shoot at them, whoever kills more in a given time wins; the Bag Grunts, where a number of Grunts from both teams are let loose on a field and wolf riders with nets go catch Grunts of the other team and drag them into a pen, the team that catches the most Grunts win, using your Grunts to imobilize, beat up or drag the Grunts of the other team eliminates you; the Blood Cup, where you cut yourself with a dagger and fill up a cup with blood and keep up filling more cups with blood, whoever gets more blood without passing out wins. He says we don't need to worry that we haven't trained any warriors for these events, the competition will happen on year 27. He invited the Hell Axes, the Perpetuals, the Subjugators and the Spiteful Pillagers too.

> Tell them we are coming, have our warriors start preparing for this glorious event
> Tell them we are coming, but don't bother preparing, we have better things to do
> Tell them we are not coming, we have better things to do
> Don't go and don't even bother to tell them we are not going
> Write in
>>
>>4233566

A large group of our younger hunters were hunting together one day and they found a small group of fauns also hunting with bows and spears near the edge of our territory. When approached the fauns fled, even abandoning a fresh kill.

> Ignore the fauns
> Send a large amount of warriors to look for the fauns (how many)
> Dispatch our assassins to look for the fauns
> Write in

One of our more experienced hunters was having an unlucky day wandering on his own in an area he was unfamiliar with and was really tired so he entered a cave to sleep a little, after a few hours he woke up hearing the sounds of whips. He got very scared and ran back to our tribe.

> Ignore the weird cave
> Send some warriors to investigate (how many)
> Send our assassins to investigate
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
We prepare to send another trade caravan to the goblins.

> Send the same caravan as last year to the Cut Your Guts Tribe
> We want to change something about the contents of the caravan (specify)
> We want to send the caravan to a different tribe (specify)
> Write in
>>
>>4233566
>Tell them we are coming, have our warriors start preparing for this glorious event
>>4233570
>Ignore the fauns
>Send our assassins to investigate
>Train more warriors
50 halbediers, 10 war drummers and 29 archers
>>
>>4233575
Same caravan and escort
>>
>>4233566
>Prepare for the games

>>4233570
>ignore
>send assissins
>send war party to the swamp of kar

>>4233575
Same caravan
>>
>>4233648
Why do you wanna send a war party there ? Wouldn’t it be better to train troops first ?
>>
>>4233566
>>4233570
>prepare
>send assassins
>send assassins
>research bronze working
>>
>>4233670
we need cooper and/or tin to research it
>>
>>4233686
i thought we had some junk weapons laying around we could melt or something
>>
>>4233690
while we don't have it, I'm bulking the army to get the lizards
>>
>>4233611
>>4233613
>>4233648
>>4233670


We dispatch our assassins to investigate the weird cave. They descend into it and examine it, going lower and lower. They soon find a large amount of spider web covering the walls of the caves. They discover that there is a vast tunnel complex filled with giant spiders, the majority about the size of a common dog, but some quite a bit larger, which seem to feed on the many bats that infest the caves. They haven't been able to precise how large these caves really are - they seem to spam for many miles, both towards the east and towards the west. Before proceeding further they decided to return and report on what they discovered so far.


> Send our assassins to explore the caves towards the east
> Send our assassins to explore the caves towards the west
> Send our assassins to explore the caves in both directions
> Send a large group of warriors to explore the caves (how many men, pick direction)
> Let's pretend we never found this cave
> Write in
We send the same caravan and escort as last year to the Cut Your Guts goblin tribe. They seem overjoyed seeing this new shipment of weapons, they say we keep sending them good gear like this they will be able to dominate the other tribes in no time - the equipment they got last year already turned the tides of their war with the Won't Ask Twice Clan, the chief believe they will soon be able to drive them away from the copper mine and seize it for themselves.

The chief knew how much we were capable of carrying and saved enough Travel Fruit for us - he has 8 barrels of the stuff, just about 1,200 lb, as much as we can carry.

He summon his men and have them surrender their loot for our merchants to peruse.

Besides the usual pile of ragged clothes, crappy jewelry and broken furniture you find the following interesting stuff:

A golden ring signet.

A bunch of candles.

A chest of drawers filled with fancy silk fashionable female undergarments and a small book with a pink cover only written about half way through (weighing about 100 pounds).

A pouch of medicinal herbs stolen from some shaman full of rare herbs not even the goblins know what they do.

A fancy hardwood scribe desk with some ink and parchment still in its drawers most of them blank (weighing about 200 pounds).

A gold key.

A wooden cabinet full of exotic spices in glass jars the majority of which are miraculously not even cracked (weighing about 100 pounds).

> Trade all the weapons with the goblins and go home with their Travel Fruit and interesting crap
> Take our chances and stick around, asking them to get some Herbs for us (what kind)
> Take our chances and stick around, asking them to get some Stolen Goods for us (what kind)
> Take big risks and go to another tribe altogether to see what they can offer (send how many carts)
> Write in
>>
>>4233745
>buy the herbs and scribe desk and ask them to get us some copper and tin or bronze to research bronze working
>>
>>4233745
>Send a large group of warriors to explore the caves (36 spearmen, 10 grunts; west)
>the equipment they got last year already turned the tides of their war with the Won't Ask Twice Clan, the chief believe they will soon be able to drive them away from the copper mine and seize it for themselves.
Wonderful news
>Trade all the weapons with the goblins and go home with their Travel Fruit and interesting crap
>>
>>4233759
they're gonna capture the copper mine so we ask for it next year, also I don't think we can have 2 researches running
>>
Rolled 2 (1d2)

>>4233759
>>4233765

1 - buy the herbs and scribe desk and ask for copper and tin
2 - buy Travel Fruit and all the crap and go home
>>
>>4233834

We buy all the interesting crap from the goblins, since the furniture weighs about 400 lb we can only carry a further 800 lb of Travel Fruit. We then head back home.

When we are heading back home we are met in two separate occasions by goblins from other tribes. Once by goblins from the Won't Ask Twice Tribe who say we should stop supporting those losers the Cut Your Guts Tribe and support them instead since they are obviously the superior goblin tribe, and later by some goblins from the Shiny Crown Tribe who say they heard we are dealing in weapons and would be interested in acquiring our goods, they say they are a very rich tribe and are already able to produce their own weapons that they also supply to many of the other tribes around the region, they have vast stocks of travel fruit, exclusive elvish loot and access to metal mines of the rare minerals copper and tin, plus their leader is a cool dude who wear an actual crown, you totally must trade with them their dudes say.

Our merchants return home with no further complications.

We send 36 spearmen and 10 grunts to explore the caves towards the west. They delve deeper and deeper, moving through the giant spider infested caves. After about a week of travel they find a couple finely dressed guys sitting at a table playing a game of cards in the dark. When they see our men one of them say in human "Oh shit, a bunch of them got loose.", the other says "Wait, how did they got weapons?", the other says "These are not slaves, they came from the surface, go warn the master, I'll keep them entertained."

One of the men turns into smoke and the smoke floats away very fast.

"Hello there gentlemen!", says the finely dressed man, in very bad but still intelligible orcish for us all to hear, getting up from his chair, "I am Carl and I'm here to give you a choice. You're either going to be good boys and wait here for the master or I'm going to beat you all up, probably kill most of you, and then the survivors will get to talk to the master, if their mouths are still working. What's going to be?"

> Kill this guy, he can't possibly beat us all
> Wait for this master guy to arrive
> Flee, we don't like this turning into smoke sorcery
> Write in
>>
>>4233912
>> Wait for this master guy to arrive
>>
>>4233912
>Wait for this master guy to arrive
I don't buy this beat us all up, but they probably have some special ability
>>
>>4233930
>>4233954

We're not very sure if this scrawny dude in his fancy outfit could beat us all - he is not even armed! Still, since his buddy just turned into smoke and floated away, he probably has some sort of special ability, so we decide to wait for this master guy to arrive. When we communicate him our decision, Carl gives out a hearty laugh.

"Come, let's play a game of cards! You orcs can see in the dark no? I only brought one deck so I'm afraid we will have to take turns playing it, the others can bet pebbles to decide who gets to play next I guess. I know a very nice game for six people, the rules are very simple, I'll explain them to you...", says Carl.

Carl explains the rules of a very entertaining card game to us, and soon we are all playing cards and betting worthless pebbles on the outcomes of the matches to determine who gets to play next - everyone get the same amount of pebbles to bet and you can spend your pebbles either betting on people or pledging for someone's spot, on each round everyone except the winner gets eliminated and the five people who pledged the most pebbles for the given spots enter the game, if there is a tie or when there aren't enough pebbles to pay everyone's bets people draw cards at random and whoever picks the highest value card is chosen, repeat until there is no longer any ties. It is really entertaining, addictive even - we'll have to make some playing decks ourselves when we get home.

Several hours later Carl says "Well, game is over lads. Master is here."

A bunch of smoke appears in the area and six people materialize out of the smoke, all of them finely dressed - the guy you saw before, one very imposing looking guy with three women in fine silk dresses surrounding him and one bald guy wearing a fancy robe with gold and silver engravings.
>>
>>4234034

"Ah, orcs!", says the imposing guy in nearly perfect orcish, one would think it is an orc speaking just from hearing him, "I presume you are from the... what was the name again... it was Iron something... the Ironbloods Tribe? Yes, I remember! I've met your kin before not too long ago. I am Lord Anthon, your leaders probably remember me. Well it is a shame you found out this place. One of your people must have stumbled upon something they shouldn't have, maybe heard something strange at an unfortunate time? Oh well, the cat is out of the bag. I've happened upon this wonderful network of caverns quite some time ago and I've been using them to smuggle precious cargo back and forth. The place can be dangerous for lesser beings, the deeper tunnels have some spiders that are quite big and a few other nasty surprises, but nothing we can't handle. In any case I trust your people will not spread my little trade secret around, it would be very unfortunate to have to constantly deal with annoying adventurers and other buggers meddling with my business. I do have quite a few steady trade partners that would be very displeased if their supply lines were suddenly cut off. Since you now know this place, if it is more convenient for you to perform deals here than at my mansion you may contact me here, a few of my men are right at this spot basically at all times. There is a chance that you may find one of my other customers or one of my shipments in transit in the tunnels if you do decide to use them for whatever reason so I ask your people to be reasonable when wandering around here. Also the locals from the deeper tunnels will retaliate with deadly force if provoked and there is nothing I can do about it. Well, that was about it, is there anything else you would like to say before I politely ask you to go away?"

The whole time the bald guy was twitching and looking at us weird.

> Ask for one of those decks of cards, they are really addictive
> Ask what is wrong with the bald guy
> Ask more about his customers
> Ask about the nature of his business
> Ask about the creatures from the deeper tunnels
> Ask where the tunnels end
> Ask if there is any problem if we keep exploring the tunnels now
> Just head back home now to report our findings
> Write in
>>
>>4234037
>Ask about the nature of his business
>>
>>4234053

We inquire Lord Anthon about the nature of his business.

"My primary line of business is information, people have this peculiar desire to know what is going on on the other side of the continent or what happened to some forgotten creature or people from the past and I can satiate this desire, for a price, and in so doing I myself learn a great deal about the world. Secondarily, but perhaps more profitably, I deal with goods that are either forbidden or hard to acquire that my clients wish to transport without the knowledge of their neighbouring populations - poisons, drugs, dark arts texts, stolen art and perhaps the greatest money maker of all, people trafficking. The minotaurs prefer virgin human females, and you wouldn't believe just how much money they pay for a virgin female elf, although finding virgin elves is almost impossible unless you get them really, really young, I guess they just get bored in that forest of theirs. And third I deal with magic and magical items, I have a very special customer who will acquire any and all magical items, even cursed ones, and my personnal associates here are rather powerful spellcasters who can cast spells for my customers in exchange for their goods.", says Lord Anthon.

"If your leaders ever need information concerning some particular tribe I would be able to arrange that for you in a reasonable time frame, provided the compensation is good enough. Give me a nice piece of art, an ancient text or something particularly tasteful that strikes my fancy and I'll send one of my men to go check the place and make a relatory, you should have some intel within a few years depending how far the place is. I may even send one of my best men if the stuff you give me is good enough. Give me a good magical item and I'll get my whole network of spies on it and I'll get you a complete report within a few months, a year tops, and if new information comes up later for the next few years I'll keep you informed. For this same price I could instead reveal to you the great secret of one of the races that inhabit this plane, and believe me, these secrets are hard to come by, you would take a long time to figure it out on your own, a magical item is a fair price - but I'll throw in a free scouting of some place with, eh, moderate effort too, so you get some good bang for your buck.", says Lord Anthon.
>>
>>4234139


"Similarly if you're ever in need of magical help, you may come to me and we can cast some spells for you. Divination magic is our bread and butter, but we also have excellent conjurers and abjurers. Any magic of these three schools of up to fifth circle is within our means. Realize however that we already have our own uses for our spells and for it to be worth our while to cast for you you really must bring us something that catches our fancy - not necessarily anything magical mind you, though if you give us good enough magical gifts I might even consider letting one of my girls go out for a walk with you folks for awhile and cast spells for you full time, although you'd have to promise to keep her away from the sun because my poor darlings have... allergy. Yes, a terrible case of allergy to the sun. All of them have it. It can get pretty nasty. I think it might be contagious actually so stay two feet away from them at all times.", says Lord Anthon.

"If you want something smuggled for you let me know. I assume you have no particular need of not letting your neighbours know you got the stuff, but just to not lose the habit I will deliver whatever goods you order at the cave entrance nearest to your home, the one you found, unless you pay me extra to go deliver it at some particular place - if you pay enough I can even magically transport the stuff for you. Have someone waiting for it, I won't be responsibilized if the cargo gets stolen. Regular smuggled items can be paid in gold. I don't like accepting silver because I have too much of it already, everyone wants to pay me in silver because everyone's economy is silver based, so I will do the same I do with everyone and charge ten times the normal price if you pay in silver.", says Lord Anthon.
>>
>>4234141

"I have necromantic books all the way to the 8th circle, although after the 3rd circle it is a bit fragmentary. I have demonology books all the way to the 6th circle, similarly fragmentary after the 3rd. No, I don't have the recipe to become a lich, although I do have notes from six different guys on various degrees of trying to becoming a lich which sort of point you to the right direction whose copies I could give you if the price was right. No, I don't have a ritual for summoning a demon lord, but I have eleven whole treatises written by high level demonologists for their cults detailing their plans for summoning their specific demon lords whose copies I could give you if the price was right. I also can contact a few covens which can supply me with curses and magical potions on demand, if the price is right. Magic scrolls are a bit trickier, I do have a single contact who can smuggle some common ones or make uncommon ones on demand, but they are very expensive and will take a long time to arrive, I don't like depending on a single guy to be honest. If you are in need of people just specify what characteristics you desire in them and I'll name a price, just don't try to outbid the minotaurs because they may get angry.", says Lord Anthon.

> Well, that's enough information, let's head home before we forget any of it
> Ask for one of those decks of cards, they are really addictive
> Ask what is wrong with the bald guy
> Ask more about his customers
> Ask about the creatures from the deeper tunnels
> Ask where the tunnels end
> Ask if there is any problem if we keep exploring the tunnels now
> Write in
>>
>>4234142
>Ask for one of those decks of cards, they are really addictive
>>
>>4234142
>ask if we can capture giant spiders and tame them
>and ask if we can have some cards and how to make them
>>
>>4234150
>>4234152

We ask for one of those decks of cards, they are really addictive.

Lord Anthon makes a hand motions towards Carl, who brings the deck.

"It is a divination tool the dark elves priestesses invented a long time ago. The soldiers figured they could play games with it and it became popular. I have a few decks I got from...", says Carl.

"You can have this one deck, on the house, as a token of our goodwill. I will arrange for a larger shipment of these playing cards to be available if you desire to acquire them.", says Lord Anthon.

Carl hands you the deck of cards.

> Well, time to head home and report everything
> Ask what is wrong with the bald guy
> Ask more about his customers
> Ask about the creatures from the deeper tunnels
> Ask where the tunnels end
> Ask if there is any problem if we keep exploring the tunnels now
> Write in
>>
>>4234172
ask about the possibility of capturing a giant spider and taming it
>>
>>4234178

We ask about the possibiliy of capturing a giant spider and taming it.

"A... giant spider...? I grow weary of this pointless conversation. Gustav! Entertain our guests until they decide it is time for them to go away, my presence is required elsewhere.", says Lord Anthon, turning away, walking a couple steps and turning into smoke along with the three women.

"Y-yes milord!", says the twitching guy. "W-well, you sausages... I mean, orcs... you orcs", says the guy in broken orcish,"want to capture and tame a giant spider? Well, the dark elves do it, some even ride the big ones, but they use magic to communicate with the spiders. W-without magic it would not really be feasible I'm afraid, these creatures are v-very feral. You will think you have tamed it one day, next day it will poison you and dissolve your innards and suck your delicious juices...", says Gustav looking at you guys weird and twitching.

> Well, time to go home now and report on everything
> Ask what is wrong with Gustav
> Ask about the creatures from the deeper tunnels
> Ask where the tunnels end
> Ask if there is any problem if we keep exploring the tunnels now
> Write in
>>
>>4234188
>Well, time to go home now and report on everything
>>
Going to sleep now, I will probably be back tomorrow.
>>
>>4234188
ask if they have an artifact or book to learn giant spider language
>>
We still need to do something about the trolls before they can seriously affect our food production.
>>
>>4234244
We gotta get cooper/tin to research bronze working and get better weapons because the trolls not only are faster they’re strong and heal as well
>>
>>4234244
>>4234245

we have over 200k boars but we should get stronger and wipe them out just for messing with us
>>
>>4234188
>go home and report everything
>>
>>4234245
Trolls are very strong on their own. Right now, however, there are much less trolls than we have orcs in our ranks. We need to act quickly. Bronze working will not quickly yield that many much better weapons as they will trade/steal equipment. We already have iron weapons and are prepared to start trouble. The larger orc tribe nearby is problematic but probably we can handle them with diplomacy. Letting these trolls grow in an uncontrolled way is the biggest threat to us right now. We should go to war and we should do so with an exaggeratedly large army. If we don`t do this now, the trolls might get proper armor and military training. Armored trolls in moderate numbers would mean a disaster for us - with or without bronze working.
>>
>>4234532
Ok, we’ll train more troops after this
>>
>>4234532
yeah why the hell do we have to research bronze to get shield using orcs
>>
>>4234542

A few spearmen use small wooden shields, just there is no particular military doctrine (that is, a specific type of unit) that is based on exploiting shields on the battlefield.

You can develop a new doctrine branching out from spearman to use wooden shields if you want, will take 3 years to create it if it is not too weird of a unit, may take longer if you want to give them any specialized training.

Bronze working will allow the creation of Phalanxes, warriors with oversized spears and big bronze coated shields that fight in formation, the front ones with theirs spears pointed forward the back ones with their shields and spears up to deflect arrows, and charge as a spear wall being very difficult to assault frontally and very effective when deployed in equal or larger numbers than the enemy, but actually quite easy to outflank if you have a more maneuverable or just larger army, when the warriors will usually have to drop formation, let go of the big spears and fight with their side arms, one handed swords they carry for this purpose. The discovery of the tactics is tied to bronze, but you may later do a short research to substitute the materials used from bronze to iron - there is some significant difference between an iron coated shield and a bronze coated shield, and the bronze one is usually regarded as superior unless the iron working is of very high quality, but it should be possible to make the switch.

Lastly the Tower Shield tech would allow you to train the Heavy armored orcs which use metal coated tower shields. This is not tied to a specific metal so presumably could be made of iron. We could later research doctrines for the use of tower shield by other types of units (specialized spearmen or crossbowmen for instance).

There is also one secret shield unit you can get by unlocking the right technology and/or learning from someone who already know it.

You may come up with other techs or doctrines for shield use of course so this list is not exhaustive.
>>
Oh yeah, another thing I noticed.

It's been 20 years and you guys haven't started any magical research at all.

Not sure if you noticed but magical research and regular research are separate options, regular research uses all your sages, magical research just uses your spellcasters.

You will be prompted how many spellcasters you wish to dedicate to magical research, they will be less combat ready or probably even unable to wage war for the duration of the research, for they will be spending a chunk up to all their daily magic on trial and error of new untested sigils and chants to create new spells.
>>
>>4234815
kinda forgot abou it. also continuation when ?
>>
>>4234845
>kinda forgot abou it. also continuation when ?

Magical research really takes ludicrously long times, it really is up to you whether to start them right away, try to get higher level or larger amounts of spellcasters to ease it, or just try to eschew it altogether and try to learn magic from other people

I still have some stuff to do irl so I can't run right now but there will probably be a session later tonight.

Complexity is rising somewhat, it is still not a big issue, but I have to tidy up my notes a bit and work on a calendar of future happenings because some triggered events are starting to pile up and I don't like presenting too many choices per year (2-3 is usually the sweet spot, 4-5 is still acceptable on occasion
but I'd like to avoid having years with 6-7 choices and too many with 0-1 for instance). I'm not gonna do it all today because my notes have grown into a little monster already, but gotta start it at some point.
>>
Rolled 1 (1d2)

>>4233611


alright, let's see what we'll do for the year

1 - train more warriors
2 - send war party to the swamp of kar
>>
Year 22

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 5)
Population: 11,953 orcs
Military: 572/847/1195 Warriors (176 spearmen, 50 halberdiers + 50 in training (1/2), 10 war drummers + 10 in training (1/2), 190 Grunts, 12 Tribal Warriors, 50 bowmen, 11 wolf riders, 12 assassins, 1 Ogre Warrior), 0/2689/2789 Militia
Commanders: Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2)
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Rodush (Shaman lv 5), 1 shamans lv 4, 4 shamans lv 3, 5 shamans lv 2, 7 shamans lv 1, 20 apprentices lv 0 (11/15). Blood Magic Level 1. 63 blood magic charges.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (4/15)
Livestock: Boars (252,729), Canyon Crawlers (140), Cave Grazers (4,447)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (10/20) (100 upkeep total)
Treasures: Enchanted bow (with Shakil), 5 healing potions, Ring of Plant Control (with Rodush)
Trade routes: Weapons to Cut Your Guts (Stolen Goods)

We start training 50 halberdiers, 10 war drummers and train 29 bowmen.

Our men report everything that has transcurred to our leaders, who ponder about it carefully. We examine the cards of the deck we were gifted carefully to see what we can learn from it. It is made from a strong paper - we have seen paper but never one quite as well made as this one. We clearly lack the technology to replicate this material. As for the inks used, there are some details with colorful inks in the cards that have more value in the game, but most cards are painted either with high quality black or red ink.

The drawings are not extremelly detailed, as if made by apprentices of the craft and not true masters, or perhaps by masters but in a hurry, but they show a great measure of artistic talent nevertheless. We also lack high quality inks - we use a coal based ink our shamans have developed that we have an endless supply of, but that gets the job done but is not very good. Well, for red ink we could always use blood, blood is a good ink. The men that have learned it express a great desire to keep playing the game which some describe as "the most fun they had in a long time".
>>
>>4235297


We could probably make cheap immitations of the playing cards with parchment and low quality ink and blood. Another concern of our shamans is that some cards are somewhat neutral things like "the Soldier" or "Death" but many of the cards clearly depict dark elvish characters and concepts, like "the Spider Talker", "the Priestess", "the Nightmares" which are a bunch of flying horses and one of the highest value cards "the Matriarch". Our shamans suggest that if we are going to copy the card game we could change some concepts to adapt them to our culture, maybe change the spider talker to "the Boar Herder", the priestess to "the Shaman", the nightmares to "the Wolf Riders" and matriarch to "the Chieftain" and come up with new drawings for them.

Others say we could always trade some of the junk we have laying around for more of the original things which are much higher quality than anything we can produce, the smuggler would probably accept that oil painting we got from the goblins, even if it is a bit bloodied and covered in muck, we could get a good amount of decks for our people. There is a minority who claims this foreign sorcery will corrupt the mind of our youth and should be banished.

> Make cheap imitation decks and just translate the names
> Make cheap imitation decks and adapt the card themes to our culture
> Send someone to go buy more decks from the smuggler for that dirty oil painting we have
> We will not allow this foreign sorcery to corrupt the minds of our youth, hide the deck and tell the men to forget about it
> Write in
>>
>>4235301


A Grunt returns to our tribe after a time of absence. His name is Grodush (Grunt lv 3) and he reports he has been in many adventures with Goluk Buga, mainly in the region of the Bârad-Amôk Ruins. Most of the men we sent with him died - in glorious battle, like is fitting of an orc, but died nevertheless. Goluk Buga and his group's search for an ancient artifact fabled to exist within the dwarvish ruins have led them into conflict with a very powerful demon cult, the Arihman cult. Their adventuring group is not nearly powerful enough to dismantle the cult, which operates all over the continent, including in the frozen north. They have unveiled that their plan to summon their demon god is well into its later stages and could come to fruition still this very century, so their quest now has a dual purpose - to find the fabled artifact and to stop the demonic cult. Goluk Buga is deeply involved in this quest so he doesn't know when or if he is going to come back - his enemies are very powerful and his group must grow even stronger in order to have any hopes of defeating them. Last time Grodush was with the group they were heading into a dragon's lair to seize magical treasures from the creature's hoard to help with their quest, so even their survival is doubtful. The wizard of the group, a female elf called Eldariel, spent time and resources creating a Magical Scroll to be delivered to us at request of Goluk Buga.
Grodush explains that one must write a short message of no more than twenty five words in the scroll with its own blood and then burn it. The message will be magically sent to Eldariel, who will then get a mystical link with the person who sent the message and will from then on be able to send magical messages to the person who wrote the message in blood and the person will be able to send a short reply back if does so immediately.

> Send a message to Goluk asking him to give up his pointless quest and come home
> Send a message to Goluk telling him we are willing to send him more men (how many men)
> Send a message to Goluk telling him we have a contact who will sell us potions and magical services for gold
> Do not send any messages to Goluk right now
> Write in

And what about Grodush?
> He got a taste for adventure, give him some men for him to lead on his own (how many men)
> Have him go back to Goluk and his party (we must contact Goluk to know where he is)
> Make him a commander of our armies
> Reincorporate him into our ranks
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
We prepare to send our weapons caravan to the goblins again this year. Our merchants remember that the goblins from the Won't Ask You Twice and the Shiny Crown were able to track their caravan midway on their way back home last year, they or some other tribe might be able to do the same thing on our way in, so maybe we could consider changing our escort. We could also go to a different tribe to sell our weapons if our goal isn't tilting the balance of power in favor of one specific tribe - the Cut Your Guts Tribe are getting quite well armed already.

> Send the same caravan as last year
> Change the caravan escorts (specify)
> Change the caravan contents (specify)
> Change the caravan destination (specify)
> Call off the caravan
> Write in
>>
>>4235301
>Make cheap imitation decks and adapt the card themes to our culture
>>4235307
>Send a message to Goluk telling him we are willing to send him more men (36 spearmen)
>Make him a commander of our armies
>Send a war party to the swamp of kar
>>
>>4235324
>Change the caravan escorts (15 spearmen, 5 grunts)
> Change the caravan destination (Shiny Crown tribe)
Ask for thei copper and tin
>>
Just for reference

Paper is a Tier 2 technology (iron age), by itself it allows production of goods made of paper. With Currency, allows Banking (Tier 2) and paper money; with Invention, allows Printing Press (Tier 4).

Oil Paint is a Tier 4 technology (renaissance), allows the creation of art academies and production of paintings.
>>
>>4235351
Thanks. I’m think of upgrading our blood magic to lvl 2 after our apprentices are trained, because of the squared times 100 thing
>>
>>4235361

I still need to rework how the passive leveling up of the spellcasters work. I think I only adjusted their levels once in twenty years, that gotta change. They must level up passively because after a few decades the higher level ones will die of old age. Since I keep track of their individual levels I still need to come up with a system that makes some sense. I'm probably going to roll a chance of them leveling up every few years, but I'm still deciding specifically how often that is going to happen. Still, I don't really want to roll dice for them all every year so I'm probably going to roll every five years or so.
>>
>>4235350


We decide to reinforce the escort of our caravan this year, adding a some Grunts, getting it up to 15 spearmen and 5 Grunts total. We also decide to send our merchants to the Shiny Crown tribe this time instead of to the Cut Your Guts tribe.

We arrive at the Shiny Crown tribe and are met with an actual party by the local goblins, they even have a litle band, with some goblins playing wooden flutes and other goblins playing some weird metal musical instruments - one that looks like a triangle, other that looks like a weird cup and another that looks like a couple metal copper plates that are struck together. The whole thing is very loud, but sort of has a nice rhythm to it.

Their leader is a fat goblin wearing an actual gold crown. He has two very unnusual body guards - one big ogre carrying a big club and one creature whose lower body is a huge snake and upper body is a female human with red hair carrying a bow and a couple swords. He welcomes us to his humble tribe and ask us if we want to eat or drink something. Our merchants tell him they want to do trade, so he gets down to business.

Our merchants tell him we want his copper and tin.

He says we didn't even peruse his stores of elvish goods to see if there is something that catches our fancy - he has lots of good stuff that the other tribes bring to him in exchange for metal weapons.

Our merchants insist so he asks to examine our cargo. Some of his goblins grab a few sample of our weapons and bring to him. He looks at them intently for awhile, even bites them.

Then he says that these weapons are nothing special - their craftsmanship is only average. Still, he will pay 50 lb of copper for the whole load.

When our merchants ask for some tin, he says tin is very rare in the region and so it is actually worth at least 20 times more than copper.

Our merchants seem very frustrated with these news - our sages want these new metals to study their properties and applications so they need a decent amount of them for their experiments. If they return with a tiny amount of metal, the sages probably won't be pleased.

The goblin leader says we don't need to be sad though. It has come to their attention that we have some other very interesting goods that they would value more. He has one of his men bring him a heavy crossbow, of our very own manufacture. He says these weapons for instance are very interesting and large shipments of them would net us much better prices.

But one thing that he has set his sights upon for awhile, he tells us, is the notable dire wolves the orcs raise. If we arrange for a large enough group of his men to be trained in mounting such magnificent creatures in battle he will arrange for us to be supplied steadily with copper and yes, even the precious tin, for a number of years.

> Haggle for a bit more copper
> Take the copper and leave
> Ask to see his stolen loot
> Take your caravan to another tribe (where)
> Write in
>>
>>4235520
>Ask to see his stolen loot
Ok, Will keep note to being heavy crossbows next year
>>
>>4235301
>>4235307
>make our own cards and change the themes
>tell goluk we have a contact
>make him a commander
>send a huge war party to slaughter the trolls

>>4235520
>ask him to pick either crossbows or wolf riders for the tin
>ask him about the snake woman and if there are more of them out there
>>
>>4235552
>>4235559

We ask the goblin leader what would he prefer between the crossbows or the wolf riders for the tin and he answers us promptly that most certainly he would prefer the wolf riders.

We ask the goblin leader about the snake woman and if there are more of them out there. He answers they are a race called Lamia, all of them are female, they come from the lands south of the human kingdoms where it is warmer as they don't like cold, he says he thinks they live in tribes but many live on their own, he also says they can live to be over a thousand years old. He goes on to say Lucine here is over six hundred years old, to what the snake woman says something in goblin to him and he laughs. He says she said "Don't say unnecessary things".

We ask to see his stash of elvish loot and he has his goblins present to us a wide selection of interesting junk - lots of quality jewelry, actual elvish furniture and intact clothing not just rags.

The things that really catch our eye are as follows:

Dozens of books, most of them well preserved

Very large amounts of written parchment, your merchants suspect might contain some magic scrolls amidst them

A wand that looks magical

Nine potions that are clearly magical

A lapis lazuli the size of a fist

Two massive rubies

A large carpet threaded with silver

Six large oil paintings (two of nobles, four of paisages)

The goblin leader says we can take our choice of:

6 books; a random pile of parchment; 3 potions; one of the big gems; or a couple oil paintings.


The goblin leader says our weapons load is totally not worth the carpet, but since he is not going to cut it to sell us just a piece of it nor anyone else is going to buy it anytime soon he is feeling generous enough to let us have it for the whole load.

He will also throw in some elvish furniture if we want so we don't head back home with empty carts. The elvish furniture he has available are fancy chairs (50 lbs), small tables (250 lbs), medium tables (300 lbs), large tables (400 lbs), and a vast sortment of various types of chests small (50 lbs), medium (100 lbs) and large (200 lbs) and cabinets small (100 lbs), medium (200 lbs) and large (300 lbs).

> Trade with the Shiny Crowns (specify)
> We are not interested, head to a different tribe (which one)
> Write in
>>
>>4235649
>6 books; a random pile of parchment; 3 potions; one of the big gems; or a couple oil paintings.

somehow I missed the wand from the list, you can pick the wand
>>
>>4235649
>Trade with the Shiny Crowns (6 books), orc smart. From the furniture, I say 1 large and 1 medium chest, 2 medium tables, 6 fancy chairs
>>
Rolled 1, 1 = 2 (2d2)

>>4235339
>>4235559

alright, lets see what we're going to do for the year

make cheap imitation decks and adapt the card themes to our culture

1 - send Goluk more men
2 - tell Goluk about our contact

make Grodush a commander

1 - send a war party to the swamp of kar
2 - send a huge war party to slaughter the trolls
>>
We decide to trade with the Shiny Crowns, taking some books. Our merchants take the fanciest, most ancient looking books, hoping they got some grimoire or rarity.

We also take one large chest, one medium chest, two medium tables and six fancy chairs.

Our leader Ghazg-Kull writes a short message to the elvish wizard Eldariel with his own blood on the magic scroll telling we are willing to send them 36 spearmen to aid in their quest.

The following morning, you receive a message in your mind - you hear it loud and clear, a female elf speaking some words to you.

"Send troops to halfling Roundtop Village in Bârad-Amôk, expenses paid at The Witch's House, tell at the gates you work for shaman Harrey Turne."

Do you wish to answer something back?

> Answer something (up to 25 words)
> No, I don't wanna answer anything
> Write in

We decide to send a war party to the swamp of kar.

How many men are we going to send there?

> specify
>>
>>4235800
>Answer something (up to 25 words)
Underestood
>Send all our troops
>>
>>4235817

You answer simply "Underestood."

You realize though that you do not know where this Roundtop Village is. You consult your people about it and Grodush knows the way, he's been there before with Goluk Buga and his people. He says the path is complicated though, goes through gnoll territory.

> Have Grodush describe the path to your men
> Have Grodush lead your men there
> Write in

You decide to take all your troops to the Swamp of Kar.

You begin marching with 140 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 50 bowmen, 11 wolf riders, 12 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 18 shamans.

Will you take your magical items?
> Enchanted Bow
> Healing Potions
> Ring of Plant Control
> No, it is not necessary
> Write in

To reach the Swamp of Kar you must traverse the Forest of Illusions region. Will you go through the Forest of Illusions itself, around it through the east or around it through the west?

For reference, most of the goblin tribes are situated around the eastern portion of the forest, but there are a few on the western side too, even some really major ones (the Cut Your Guts and the Shiny Crows are on the eastern side for instance; the biggest tribe, the Filthy Rotting Mob, operates on the western side); your merchants have briefly ventured around it on both sides when you were selling coal for instance, but you have never actually ventured into the forest itself before.

> Let's go through it
> Let's go around it through the east
> Let's go around it through the west
> Write in
>>
>>4235841

Oh yeah, I forgot to ask.

Will you lead the troops personally?
> Yes of course, lead the men into glorious battle
> No, let others lead this time
> Write in
>>
You are mobilizing the whole army by the way, the troops sort of expect you to lead, if you choose not to you will be seen as weak.
>>
>>4235855
ok, Me and the boys will lead them
>>
>>4235841
have grodush lead and we should give him a few assassins wolf riders maybe one of the pleb shamans too since its through gnoll territory

>Rodrog carries the bow and ring of plant control
>one healing potion for the leader and for each commander

>go through the eastern side since we have friends there
>>4235851
>command the army personally
>>
Rolled 4, 1 + 2 = 7 (2d4 + 2)

>>4235871
>have grodush lead and we should give him a few assassins wolf riders maybe one of the pleb shamans too since its through gnoll territory

You gotta put numbers in those kinds of suggestion my man, how many is a few? Three? Five? Should I roll 2d4+2 ?
>>
it is a bit late for me so I'm calling it a night, I'll probably be back tomorrow
>>
>>4235883
2 assassins 1 rider 1 shaman
>>
Well, let me phonepost some random thoughts before I go to sleep.

My quota on how much progress we should do on a given session is hopefully we should be able to resolve at least one relevant event, might be a yearly action, a battle, a trade, a random encounter or whatever. I may not be able to do it every time but it is a nice little goal.

With how sluggish we're going lately high level magic and tier 4 tech is a bit out of our purview, but I will come up with ways to speed up research later, probably parallelization - you will get a speed research bonus for having more than one tribe studying the same thing and in correspondence with each other. I will still hammer out the specifics, but I don't think we will need it anytime soon.

I gave names and basic stats to nearly all the major factions I plan on including (I may come up with something new later and shoehorn it in, burn the big ones were already decided on the first day), and to a whole bunch of minor factions too (these I can just keep inventing more if I feel like, but I set some limits for each region). Now I just need to figure out how to make the world feel more alive - it is not really feasible to emulate the relationship between all the factions year by year, but also just emulating a bubble around the MC is clearly not enough.

The basic way is introducing conflict - each region was generated with two major races which are usually at war with each other. Some regions have more complex conflicts between their two major races. Other regions, key minor races play a major role.
The Nearby region wasn't designed with a secondary major race, because you'd be forced to be at war with them from the get go. Instead, you just have your own race and several minor races. This, however, creates a vacuum that will need to be corrected eventually, so a random major race will invade at some point to create conflict.
>>
It has dawned upon me that the place you're taking your army is quite far away, so I'm going to estimate supplies needed for the trip later and determine how many carts of food and water will follow our warriors to keep our men supplied along the way. I will probably deduct the total from our herds, since nobody is taking flour on an extended campaign, people gonna wanna sum crispy boar jerky . Well, fine, some hardtack too, but mainly boar.
>>
This expedition is our likely death.
Anons did not read the quest properly and forgot about the Trolls. A rudimentary map would have been able to prevent this.
>>
>>4235994
we should have fought them first but the rng tiebreaker sent us to the swamp
>>
We send 2 assassins, 1 rider and 1 shaman with Grodush together with the 36 spearmen to go meet Goluk Buga and his friends.

You decide to lead your army personally!

Your final amount of troops is 140 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 50 bowmen, 10 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

Your people estimate the trip to the Swamp of Kar will take roughly 3 months, so we start worrying about the logistics of the operation:

Sending full rations of food and water for six months we would need to mobilize more people than we have available. We would need to slaughter over 10,000 boars for that.

Sending full rations of food and water for three months is still not feasible, we would need to slaughter over 5,000 boars and it would take 5,200 people to carry all the supplies - but then they wouldn't have food and water for themselves.

Sending half rations for six months would imply the same amount of effort than sending full rations for three months.

Sending half rations for three months we would need to slaughter over 2,500 boars and it would take 2,500 people to carry all the supplies - and then again, they wouldn't have food and water for themselves.

So sending rations wholesale is not really an option.

We could have our warriors carry their own supplies for up to a whole month, but then they would be tired from hauling heavy loads when they arrive at their destination.

Seems like we will need to dynamically feed our army through a supply line. We will be employing our entire population in feeding our army and securing our supply lines. Therefore, we must decide how much food we will send at a time and how many men we will alocate from our army to make the security of the supply line, such a crucial factor to the success of our campaign in distant lands.

In order not to compromise our main fighting force with securing the supply line, and since we will be needing to secure extremely large convoys, we can allocate our militia to securing the supply line. We will also need to feed the militia men we allocate - it will cost us about 4 boars a month per militia men to feed them.

We can send three days worth of full rations at a time (roughly 100 carts) or half rations at a time (roughly 50 carts).

Or we can send seven days worth of full rations at a time (roughly 200 carts) or half rations at a time (roughly 100 carts).

> Send three days of full rations at a time
> Send three days of half rations at a time
> Send seven days of full rations at a time
> Send seven days of

And how many militia men will we allocate to secure the supply lines?
> 500 militia men
> 1000 militia men
> 1500 militia men
> 2000 militia men
> 2500 militia men
> Write in
>>
>>4236458

> Send three days of full rations at a time
> Send three days of half rations at a time
> Send seven days of full rations at a time
> Send seven days of half rations at a time
> Write in

somehow I cut off a part of the prompt
>>
You could reduce the number of carts by a a third or two if you didn't carry fresh water with you, but you're marching into an unknown region not following any rivers, so you kinda need water. Once you find a proper source of fresh water nearby you could stop hauling water from home.
>>
>>4236458
>500 militia men
>>4236465
>Send three days of half rations at a time
>>
>>4236485
Oki Doki
>>
>>4236486

We decide to assign 500 militia men to secure the supply lines. We determine that they should send us three days of half rations at a time.

Our troops start the long march, going around the Forest Illusions through the east, moving through the goblin tribes territory. No goblin tribe dares stay in the path of our might armies and we are able to traverse their territory without much trouble.

However, a month in our trip, our caravans start to arrive late and missing several carts; they report that they are being constantly raided by the goblins and that dozens of militia men have lost their lives defending the caravans.

> It was expected, business as usual
> We cannot risk our men going hungry, increase caravans to full rations
> We cannot risk our men going hungry, increase caravans escorts (how many men)
> Write in

The region between the Forest of Illusions and the Swamp of Kar has alternating patchs of rocky and arid grounds, with a multitude of plateaus and passes and looks very dangerous - the sort of place where a smaller army could set up an ambush in a chokepoint and hold back the advance of a bigger army for a long time. No wonder the human kingdoms can't advance upon each other past this region. Still, we should be careful we don't end up getting caught in one such chokepoints.

> Set up camp and send patrols to get our bearings in the region, we won't go in blind
> We cannot afford to stop and wait for a full scout report, but we can at least send the wolf riders ahead
> The faster we go through this rocky maze the better, just get the men moving
> Write in
>>
>>4236555
>We cannot risk our men going hungry, increase caravans escorts (how many men)
let's double it to 1000 militia
>Set up camp and send patrols to get our bearings in the region, we won't go in blind
>>
>>4236603


We decide to increase the escorts of our caravans to 1000 militia. The attacks on our supply lines by the goblins continue; our increased patrols seem to have improve the survivability and success rates of our caravans.

We decide not to go in blind and set up camp in the rocky wastes north of the Swamp of Kar to explore it and get our bearings in the region; we send out patrols in all directions for a whole month and this is what they discover:


There are fortified human towns with big stone walls on opposite ends of the wastes, on the east and the west. Our men estimate the population of the human town to be around five thousand people;

A small dispossessed goblin tribe dwelling in caves that our explorers contact briefly and who subsequently try to rob their weapons, the Rock Bangers. They seem to number over a thousand goblins.

Our explorers caught sight of a number of lizardmen patrols in the area and they suspect there is a lizardmen tribe somewhere nearby but they weren't able to determine its precise location.

A small elvish settlement which somehow managed to grow a big orchards in this arid terrain, with a tall brick wall around it, our men estimate there are around a thousand elves living there.

There is no good path though the rocky wastes towards the south, everywhere is full of caves and passes that could hide an army until it is too late, but our explorers find a good enough route that avoids the worst chokepoints and the most obvious trap spots in the region - except for one pass where a bunch of archers or similar troops would have high ground and could easily attack our army unchecked that we haven't found any way around that weren't retardedly time consuming or at least three times as dangerous.


> We'll take our chances through the dangerous pass, hopefully no archer heavy army will ambush us
> That is not good enough, there must be a safer route somewhere, have our men keep looking for a better path
> We are not satisfied with our current threat assessment of the region, keep scouting
> We desire to contact or otherwise interact with one of the locals (specify)
> Write in
>>
>>4236633
>We'll take our chances through the dangerous pass, hopefully no archer heavy army will ambush us
>>
>>4236705


We decide to take our chances through the dangerous pass.

The path is long and winding, taking a whole week to cross. When our main army is moving past it, nobody ambushes us and we manage to leave the rocky wastes behind.

We then finally approach the Swamp of Kar proper, its wetlands and foggy terrain can be seen in the distance. The swamp promises to be an even greater death trap than the rocky wastes - vast areas of it are flooded and are likely untraversable, others might be infested with predators. And the sure signs of the undead infestation show themselves early: as we approach the swamp, we can already see a shambling corpse or two moving around in the fog.

We could march into the treasonous swamp and look for an adequated place to camp where it would be hard to see the undead approaching but our camp would be hidden by the fog and we wouldn't draw much attention with our patrols, we could go around the swamp in either direction and see what we can find in its outskirts, or we could take the risk and camp right outside of the swamp where we wouldn't see any people in the swamp who would in turn probably be able to see us while hidden in the fog themselves although we would probably see any undeads coming out of the swamp.

What will we do?

> March into the swamp and search for an adequate place to camp within the protection of the fog and explore
> We do not trust the fog, make our camp outside of the swamp and start sending small patrols into it to explore
> Go with our army around the swamp through the east exploring its outskirts
> Go with our army around the swamp through the west exploring its outskirts
> Write in
>>
The swamp waters are freshwater, not saltwater; but for the most part they seem stagnated, and the men that drank them said they taste weird.

> Keep bringing water from home
> We will drink swamp water, no need to bring water from home
> Write in
>>
>>4236806
>March into the swamp and search for an adequate place to camp within the protection of the fog and explore
>>4236836
Drink some water from the swamp as well to reduce the amount needed from home. Make it 25% of the water needed be taken from here
>>
>>4236858

We march with our troops into the swamp, searching for an adequate place to camp. As we go deeper into the swamp, we find more and more undead. After a few days, we find a large island of dry land that seems like a good spot and set up camp. The fog varies from thick to barely there depending on the time of the day, sometimes visibility is good, other times we can barely see anything. We have our men patrolling our camp day and night, and we have to constantly fend off a small trickle of undead.

We decide to start drinking swamp water to reduce the amount of water we need to bring from home in about a quarter. We reduce the amount of carts we need to haul on every caravan by about eight out of fifty.

Our patrols start to explore the swamp and spend the rest of the month doing it, here is what they find:

They found sections of the swamp which are completely flooded and unpassable except by boat or swimming in every given direction. There seems to be fish living in these waters. Our wolf riders could probably swim through these areas.

They found the undead activity is greater the further south you go. In some areas you only see one or two undeads a day, but if you go south enough you see large groups of ten undeads or more.

They have seen giant insects and giant frogs all over the swamp.

They have sighted a group of centaurs fishing with nets in the flooded areas. The centaurs were far away and just ignored our men, finishing their jobs and swimming away with their fish.

They have found a larger island of dry land than the one we set up camp in, but it is deep in the south, as far south as they dared to go. There is a path mostly dry leading there, so we could relocate there and keep exploring.

> Keep exploring, we haven't even found any lizardmen yet
> Send our wolf riders swimming over the flooded areas and explore past them (pick direction, south, east, west)
> Relocate to the larger dry island further south and keep exploring from there
> Reconsider and set up camp outside or explore the outskirts of the swamp instead (specify)
> Write in
>>
>>4236912
>Send our wolf riders swimming over the flooded areas and explore past them
West
>>
>>4236926


We spend another month camped at the swamp while our wolf riders go swimming past the flooded areas in tehe west and explore the other side.

They return reporting that they have found fauns gathering herbs in the swamp that fled upon seeing them.

They pursued the fauns to see where they were going and found a faun tribe of finely made huts if a bit moldy due to the wet conditions of the swamp that our men estimate hold over a thousand fauns. A group of fauns with spears noticed them and came to protect the settlement and our riders fled.

They have also found a small tribe of chameleon lizardmen that change color and become essentially invisible when they are standing still. From the number of huts in their tribe, the riders estimate that there were about a thousand of these lizardmen, although they only really saw very few because they are really hard to see even when they are moving. They are not sure if the lizardmen noticed them - they might even have followed them and they could have not noticed it.

Our supply caravans didn't arrive once and then arrived late and missing cargo. They reported the last convoy was ambushed by regular lizardmen with javelins on the pass at the rocky pass and was entirely lost, the survivors had to flee for their lives.
Half rations is already bad enough, but going hungry can really mess with the morals of your troops.

> Increase food to full rations
> Increase the amount of men (specify)
> Tell your caravans to take different routes through the rocky wastes
> Write in

Also, what will we do next?

> Keep exploring, we haven't even found any lizardmen yet
> Send our wolf riders swimming over the flooded areas and explore past them (pick direction, south, east, west)
> Relocate to the larger dry island further south and keep exploring from there
> Reconsider and set up camp outside or explore the outskirts of the swamp instead (specify)
> Write in
>>
>>4236957
>Tell your caravans to take different routes through the rocky wastes
>Send our wolf riders swimming over the flooded areas and explore past them east
>>
>>4235817
>>>4235800
>>Answer something (up to 25 words)
>Underestood
>>Send all our troops
With this one post, this civ devolved. It is no longer a civ. I now try saving whatever can still be saved.
>>4236957
Retreat from this suicidal action. Fight off enemies near us. The most threatening ones are the trolls. In this swamp, we have no proper access to food and water. We are too far away from the people we have to protect. This is wrong. It would be in character for low morale orcs and the sanest possible thing to retreat now.
>>
>>4236986

We tell our men to take different routes through the rocky wastes.

We send our wolf riders swimming over the flooded areas to the east to explore past them. They spend the whole month exploring and this is what they report:

They find in a large island of dry land a big hill; excavated into the hill there's the entrance to some sort of underground complex, with solid stone double doors blocking the way. There is nobody guarding the entrance, but it would be quite difficult to bring the doors down without some sort of siege equipment - at minimum, we would need a good ariete to serve as battering ram, maybe a solid tree trunk would do, and perhaps six or more of our strongest men to operate it. We assume this is the working of dwarves but we can't be sure - the place might as well be abandoned.

They also find a larger tribe of regular lizardmen who dwell in their mud huts. Our men estimate the tribe to be over three thousand individuals. Our wolf riders are pretty sure they were sighted and followed by the lizardmen patrols, who probably know the location of our camp already.

Our men start taking different routes through the rocky wastes. Doing so however makes them start being ambushed by the goblins, by humans, by elves and by dark elves that we previously didn't even knew existed in the region, losing life and portions of their cargo on a regular basis. We are regularly getting smaller shipments than expected.

What will we do next?

> Send our wolf riders swimming over the flooded areas and explore past them (pick direction, south, east, west)
> Relocate to the larger dry island further south and keep exploring from there
> Reconsider and set up camp outside or explore the outskirts of the swamp instead (specify)
> Write in
>>
>>4237000
>>4237007
repeating my vote in the hopes something can still be saved
>>
>>4237013

Ghazg-Kull begins to worry that too many of his men are dying to ambushes in the supply lines, this might weaken his tribe too much. He has raised the whole army and came to this swamp based on a hunch he had that a big glorious fight would be had here, something epic that the sages would remember for generations, but he is losing confidence on it. He could call off the army and head back home, but his shamans would think he became insane, his commanders would lose trust on him and his men would believe him to have grown soft and weak. Nobody would respect him anymore, someone might even try to take the leadership away from him.

Perhaps the situation could still be salvaged if he attacked someone - anyone! Preferably within the swamp, since he said he was coming to the swamp for a big fight, but not necessarily. He gives the men a big fight and salvages his honor, then he can go home.

The targets we found in the swamp are beyond bodies of water, we would have to find others and the ones in the rocky wastes are a bit too strong though - they all have walls, would be a pain to siege them without siege equipment. We could try to find proper targets in the swamp we could march to, or weaker ones in the swamp.

What will we do next?


> Go home in shame and disonor without having fought anyone, and deal with any treason later
> Find someone in the swamp we can march our armies towards them so we can attack them to preserve the chief's honor
> Head back to the rocky wastes and attack someone in there, there are plenty of targets we already scouted (pick a target)
> Send scouts to the rocky wastes to find a weaker target in the rocky wastes, we don't wanna wear out the army too much
> Send our wolf riders swimming over the flooded areas and explore past them (pick direction, south, east, west)
> Relocate to the larger dry island further south and keep exploring from there
> Reconsider and set up camp outside or explore the outskirts of the swamp instead (specify)
> Write in
>>
>>4237007
>Retreat, there's nothing worth our losses here
>>4237013
anon wanted to go here, we tried and it failed, horribly
>>
>>4237035
>or weaker ones in the swamp.

or weaker ones in the rocky wastes
>>
>>4237035
>Find someone in the swamp we can march our armies towards them so we can attack them to preserve the chief's honor
>>
>>4237035
we should crush the goblins who dared to attack our supply caravans
>>
>>4237041

To preserve the chief's honor we must fight something within the swamp! We dispatch patrols in all directions looking for something that our armies can march against and within a month they do find some potential targets:

Towards the south, amidst a vast concentration of undead, exists a tower! Our explorers believe this must be a lair of some necromancer. We would have to face well over a thousand shambling corpses at the very least to get close enough to the tower to get a chance to fight the evil wizard in mortal combat.

To the east there is a human settlement in a vast dry island, they even plant some weird crops that grow in the shallow flooded areas of the swamp, from the amount of huts there are over a thousand humans living there.

To the west there is an elvish settlement, they seen to be focused on extracting large amounts of coal and bog iron from swamp, there are over a thousand elves living there.

> Attack the necromancer's tower
> Attack the human farmers
> Attack the elvish miners
> Reconsider and find other targets
> Write in
>>
>>4237068
go back and crush the goblins who attacked our supply lines
>>
>>4237068
>Attack the necromancer's tower
>>4237078
we don't know which tribe's they're from
>>
Rolled 2 (1d2)

>>4237078
>>4237100


1 - crush the goblins
2 - attack the necromancer
>>
>>4237105

You decide to attack the necromancer's tower. You gather your army and start marching towards it.

You have 140 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 50 bowmen, 10 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

As you approach the tower, the undead notice you and start coming towards your men. There is a very large concentration of them all around the tower, well over a thousands, you won't be able to get close without a big fight.

> Try to bait the undead away from the tower
> Spread your men wide and advance towards the tower killing as many undead as possible
> Pack your men tightly together and try to advance killing as few undead as necessary
> Try to have some men run past the undead and rush into the tower (which men)
> Write in
>>
>>4237124
>Pack your men tightly together and try to advance killing as few undead as necessary
>>
>>4237163

You have 140 spearmen, 50 halberdiers, 10 war drummers, 190 Grunts, 12 Tribal Warriors, 50 bowmen, 10 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

Your Morale is 4/10 (+1 war drummers, -1 half rations, -1 hunger)

You decide to pack your men tightly together making fighting very difficult and try to advance killing as few undead as necessary in order to advance through the mob, restraining yourselves to fight with precise strikes instead of unleashing the traditional battle savagery of the orcs.

Time to roll for combat!

Roll 3d100 DC 85 (+5 morale, +5 half rations, +5 hunger, +10 tightly packed, +5 restraining yourself, +5 outnumbered)

Rolling for undead DC 60 (+10 mindless, +5 slow, -5 outnumbers enemy)

The usual combat rules apply:

-1 success or worse is a Catastrophic Failure
0 success is a Failure
1 success is a Minor Success
2 success is a Major Success
3 success or better is a Critical Success

a roll of 1 removes one success, a roll of 100 counts as 2 successes

If you get less successes than the enemy, you lose morale. Low morale raises the DC in combat. Critical Success raises morale.

If your morale gets to zero, your soldiers will flee the battlefield.
>>
Rolled 50, 70, 92 = 212 (3d100)

>>4237211

forgot to roll
>>
Rolled 37, 27, 79 = 143 (3d100)

>>4237211
oh fuck
>>
>>4237277

We start advancing through the mobs of undeads, and even kill a few of them. At first things look good for us, but soon they they turn ugly. The undead surround us and a very large number of our men are bitten by them. There are dozens of casualties as well, our men succumb under the gaping jaws of the living dead.

You have 120 spearmen, 42 halberdiers, 8 war drummers, 182 Grunts, 12 Tribal Warriors, 42 bowmen, 9 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.


Our morale is 2/10

> This tighly packed thing isn't working, spread out and start killing the dead the orc way
> Push onwards in a tight formation, we must reach the tower at all costs
> Do a mad rush towards the tower, lots will succumb but many should arrive there.
> Write in
>>
>>4237305
>This tighly packed thing isn't working, spread out and start killing the dead the orc way
>>
Rolled 74, 53, 38 = 165 (3d100)

>>4237309

We begin pushing the dead away and spread out to give our warriors more room to fight so we can give these undead a taste of orcish savagery; we're still outnumbered and surrounded, but now we can at least get more of our men into the fray at once and give our all to try and get out of this situation that looks more and more hopeless with every passing moment.

You have 120 spearmen, 42 halberdiers, 8 war drummers, 182 Grunts, 12 Tribal Warriors, 42 bowmen, 9 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

A good amount of your soldiers is bitten.

Our morale is 2/10

Time to roll for combat!

Roll 3d100 DC 75 (+15 morale +5 half rations +5 hunger +5 outnumbered +5 surrounded -10 giving your all)

Rolling for undead DC 55 (+10 mindless +5 slow -5 outnumbers enemy -5 surrounds enemy)
>>
Rolled 19, 13, 91 = 123 (3d100)

>>4237332
Where are the other guys to roll ?
>>
>>4237357

Your men manage to start thinning down the numbers of the undead and moving forward through the horde! It sure feels good to start doing some progress!

Still, a few more of our men fall to the foul creatures and several more are bitten.

But we could get this situation under control we think.

You have 114 spearmen, 38 halberdiers, 8 war drummers, 180 Grunts, 12 Tribal Warriors, 42 bowmen, 9 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

A good amount of your soldiers is bitten.

Our morale is 2/10

> We're surrounded, nothing we can do about it, focus on protecting the shamans and have them healing the bitten
> If we pull back a little we can form a line and we won't be surrounded anymore, we will lose a lot of progress though
> We must push our advantage and spearhead a small group through the dead, we could push thirty, maybe fifty guys near the tower!
> Write in
>>
>>4237373
we have to have our shamans heal or else our troops will zombify
>>
Rolled 70, 89, 73 = 232 (3d100)

>>4237378

Worried about the bites, you give order to the shamans to focus on healing the bitten men. The shamans start performing the blood magic to heal as many men as possible, but of course it has severe limitations - soon they will be too drained of blood and will either have to stop or will faint and if they end up fainting they will probably be munched by the undead.

We continue advancing slowly through the mob of the dead, still surrounded by them, our initial burst of energy depleting fast.

You have 114 spearmen, 38 halberdiers, 8 war drummers, 180 Grunts, 12 Tribal Warriors, 42 bowmen, 9 wolf riders, 10 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and your 17 shamans.

A good amount of your soldiers is bitten.

Our morale is 2/10

Time to roll for combat!

Roll 3d100 DC 80 (+15 morale +5 half rations +5 hunger +5 outnumbered +5 surrounded -5 giving your all)

Rolling for undead DC 55 (+10 mindless +5 slow -5 outnumbers enemy -5 surrounds enemy)
>>
Rolled 20, 70, 98 = 188 (3d100)

>>4237396
>>
are there any trees nearby we can use with the magic ring?
>>
Rolled 56, 36, 6 = 98 (3d100)

>>4237396
>>
>>4237398
>>4237416

It seems we were making good progress, but the advancing mob of undead overwhelms our men and breaks our morale; when the first couple shamans faint the men resolve falter and they break ranks and flee in panic through the mobs of undeads. Many of the fleeing men are attacked and teared apart by the undead, but the fact is that when the men see the others fleeing and some shamans down they ignore their commanders telling them to keep fighting and they also flee in masse. We end up having no choice but to rush away from the undead and try to save as many people as we, although we unavoidable lose many many lives in our rushed escape.

By the time we regroup at our base in shame and dishonor, we have a large amount of men bitten by the undead, including our commanders. You yourself have been bitten by the undead in your hand.

We then count the troops we have left.

You have 79 spearmen, 26 halberdiers, 5 war drummers, 126 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Our surviving shamans are nearly fainting from blood loss after having spent too much blood performing blood magic healing people. You fear for the worst - your whole army turning into undead! Your shamans say they all still have the third circle charge spells from the sacrifices - they could cast healing spells with them that would heal up to six people each, healing a total of 66 people. The rest of the people would have to take their chances waiting until the shamans were well enough to cast more blood magic, what could take a week - or we could take more drastic measures and sacrifice more people for more healing magic to save more people, one sacrifice would allow casting a 2nd circle spell that allows healing six people.

The wounds are spread pretty evenly amongst our warriors, about 80% of them are bitten including the shamans, round up when necessary.

> You're sure these bites are not that serious just wait to heal them with blood magic later
> Heal the 66 people and wait to heal more with blood magic (heal who)
> Heal the 66 people and sacrifice some to heal more with magic (sacrifice who to heal who)
> Write in
>>
>>4237449

just for reference, its been a few days, some of the more serious wounds look infected and full of pus and a bunch of men are feverish but nobody turned into undead
>>
heal the 66 people starting in order of commanders then shamans then ogre warrior then split the remaining heals evenly among non grunt troops and wait to heal more

anyone who has a bite and didnt get healed should be isolated individually
>>
>>4237463
This and sacrifice 11 spearmen for a second cast of all shamans
>>
>>4237468
better to sacrifice grunts since they are untrained plebs
>>
>>4237470
But spear men are easier to train, that’s why I’m choosing them
>>
>>4237472
maybe they should be called spear grunts instead
>>
>>4237463
>>4237468
>>4237470
>>4237472
>>4237476

We decide to heal the 66 people and then wait to heal more with blood magic. We then have our shamans sacrifice 11 spearmen for 66 more heals.

We start with you and the commanders, then the shamans, then the ogre warrior, then spread out the heals with the non Grunt warriors. After we are done healing, there are still some 5 people or so who were bitten, plus about a hundred bitten Grunts.

We consider isolating them all individually but we don't have enough tents for this so we segregate them in groups.

After a few days, most of them have infected wounds and high fever. About half of them become bedridden, too weak to even walk.

We begin to become very worried and start considering actually sacrificing people to start healing them.

But before we can carry out our plans, our remaining patrols report a large horde of undead approaching our position - hundreds of shambling corpses coming our way!

> Get all the healthy men ready to battle and engage the undead horde
> Try sacrificing people to heal our sick Grunts, we need more people for this battle
> We must get out of this place right now and drag all of our sick people out of here at once
> We are in no way ready for a big battle and the dying would slow us down, leave the sick men behind and flee
> Write in
>>
>>4237489
maybe we can set the forest on fire as we run away?
>>
>>4237492

swamp is too wet
>>
>>4237489
>We must get out of this place right now, sacrifice 22 grunts to heal the sick and get out of here
>>
>>4237493
then supporting
>>4237494
>>
>>4237494
>>4237495

We decide to sacrifice 22 Grunts to heal the sick and get out of here. However, after we cast the first round of healing spells it becomes clear that they are not enough to get our Grunts back on their feet - our shamans now realise that the undead disease must have spreaded into their bodies and they would need a stronger 3rd circle spell to fully heal each Grunt individually, what would require 3 sacrifices per each individual Grunt.

The undead horde is upon us! We must defend ourselves or flee.

> Get all the healthy men ready to battle and engage the undead horde
> Stall for time to perform more sacrifices and save a few Grunts (how many sacrifices)
> We must get out of this place right now and drag all of our sick people out of here at once
> We are in no way ready for a big battle and the dying would slow us down, leave the sick men behind and flee
> Write in
>>
>>4237502
>We must get out of this place right now, sacrifice 75 grunts to heal as many as we can and get out of here
>>
>>4237504

You decide to have your shamans sacrifice 75 Grunts to heal as many as we can. We will need to stall the undeads for time while the shamans perform the ceremony, it takes quite some time to sacrifice this many Grunts and the horde is already here! If we fail, we will lose all our shamans!

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10 (+1 war drummers, -1 half rations, -1 hunger, -1 sickness, -1 recent defeat)

Through the fog we see the masses of corpses advancing. They seem aimless at first, but then your expert eyes discern patterns in their movements. They are coming in groups, waves of about forty undeads each. You can see six... eight...no, ten such waves. There is little hope in defeating them all. But, wait! What is it you see in the fog? Robbed figures! Yes, ten of them! The necromancers! They must be controlling the undeads directly to attack your people. Such arrogance to leave their tower! If it weren't for the huge undead mob between you and them...

> We just need to stall for time, divide our troops in two and run around the undeads, see if they will follow us instead of attacking the tents
> Stand our ground by the tents, these undeads will crash against a wall of orcs and they shall not pass
> Throw caution to the wind and rush these fuckers, they will regret leaving their tower
> Write in
>>
>>4237525

you have actually decided to sacrifice like half of the Grunts we are using in battle so at some point we will order them to retreat to the tents to go be sacrificed if we don't get them killed in the field first
>>
well, it is late for me so I'll have to call it a night, I'll probably be back tomorrow
>>
What did you guys even wanted to do in the swamp of kar by the way? I don't think you ever gave me a reason, you just told me to take the whole army here, you didn't even scout ahead of time, it's been a funny ride.
>>
>>4237525
>We just need to stall for time, divide our troops in two and run around the undeads, see if they will follow us instead of attacking the tents
>>4237544
There was a guy voting to do this to kill lizards and we ended up following him
>>
>>4237544
One anon gave this suicidal vote. A previous Anon had voted on sending only 36 spearmen, but his vote was seemingly not counted (no tiebreaker roll). No explanation was given by the second Anon and a typo was included in the very short post. After 22 minutes, you executed it. On this slow board, 22 minutes are not enough for a meaningful vote. We are more puzzled than you are and do not know how precisely this could happen.
>>
>>4237573

I think the 36 spearmen was a different thing, they were reinforcements for the adventuring party of the high level commander
But yeah, the whole thing has been quite interesting, we really overstretched ourselves for no clear gain.

My initial food calculations were a bit off, to be consistent with the 4 boars per person per month full rations and 2 half rations your army would have been consuming around 1500 boars per month before the defeat by the undead, I had previously estimated using a different calculation full rations would be 10k boars in 6 months but it would actually be almost twice that if we were on full rations.

I kept track of how many boars you spent so far, I will post once you arrive home. It was a rather large amount, the militia ate 4000 a month and the army ate 1500 a month.

Then there are the militia losses too that will take awhile to recover. I will explain the details of the replenishment mechanics later, but it is not complicated really it is basically the time it takes for young orcs to come to age so it only grows a few percent per year.
>>
>>4237595
The mechanics of the replenishments are nice to look at for some players who like those small details (I am one of those).

Is there anything planned to make this civ more tolerant to less informed input? Would anything to give the less informed onlooker a quick overview of the distances, costs and efforts involved in some actions be possible? This might help prevent such fatal decisions in the future and also help new Anons quickly find the basics of this civ. A map (even a very rudimentary one) might be beneficial, but more importantly, voting mechanics would help. Especially low effort posts with suicidal consequences should require backup votes and enough time for votes against them before they are executed. Remember: there are rather controversial boards on 4chan (I`m not stating or implying the relevant poster comes from one of them). Newcomers with wilder backgrounds and optionions are to be expected (and even cherished), but with votes with vast consequences, a consensus should be waited for. Often, other Anons can agree on actions that largely cover previous votes but also take care of lessening the bad consequences. In this case, scouting ahead and making trade agreements with nearby entities to ensure free movement of goods (helping our supply lines) might have changed the outcome.

Just sending all our troops to the end of the world with absolutely no preparation is nothing I want to see happen again. All that might not matter if this civ dies this or next year (which might very well happen).
>>
>>4237760

We don't have enough players for any complex voting mechanics though. If I waited for any vote to be at least seconded before being endorsed for instance it would slow the quest to a crawl, we might not get anything done at all.

As for distances perhaps I should at least compile a table with estimates to some of the most relevant points of interest already discovered - just so you know how long it takes to reach a certain region. The continent is vast and even though there are hundreds of tribes it is for the most part sparsely populated, spanning some 5000 miles from the frozen north to the unknown south, and perhaps a little more from the west coast to the unknown east. Our troops can cover about 20 miles a day through good terrain, half or less through particularly bad terrain, maybe 30 miles if they did forced marches. I haven't calculated the total population of all tribes and villages I created so far but I doubt it exceeds ten million humanoids.

I am not sure if I will actually make a map though, handling this data as a table with the tribes as entries in each region is already troublesome enough, actually giving hundreds of entities discrete coordinates in a grid and still keeping then spaced enough that there will be room to distribute random monster lairs in each region seems like too much effort. I'm doing my best to keep the data tidy and functional, but of course I can't really update everything every turn so I created a few workarounds for that, starting scheduling major events for major factions and some minor factions and adding them to the calendar. Every other faction that don't have an event scheduled for them will essentially stay "dormant" until I need them for something unfortunately, since as I said I can't really update everything all the time.
>>
>>4238192

I describe the major factions a bit better but don't go in much depth with the minor factions. Just its name, sometimes leader name, population, army, pop growth rate and last time sighted so I can adjust population when you meet it again, enemies, attitude towards player, and overall goal. If there is any relevant event to the player, I describe it and add it to the calendar. It usually takes two or three lines to do all this, unless the event is pretty complex.

I wrote these short descriptions for almost all minor factions already, except for some in regions you still haven't visited that I haven't bothered yet.

I haven't established a hard limit on how many minor factions an area should have, theoretically it could have hundreds of little one thousand people villages, but I try to limit their numbers for gameplay sake and because it is boring to copy paste the same village a hundred times. Still, in some regions it will be unavoidable to find tons of small settlements (the halfling and human lands for instance), but I will deal with them later.
>>
>>4237549

You decide that you just need to stall for time and thus give orders for your troops to divide in two and run around the undeads, hoping they will follow you instead of attacking the tents! Your men give all they got in running around through the damp grounds of the swamp, but they certainly can't keep up this burst of exertion forever.

Time to roll for combat!

Roll 3d100 DC 65 (+15 morale +5 half rations +5 hunger +5 sickness -5 faster -10 energy burst)
Rolling for the undead DC 55 (+10 mindless +5 slow -10 direct control)

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
Rolled 71, 8, 18 = 97 (3d100)

>>4238382

forgot to roll
>>
Rolled 33, 28, 73 = 134 (3d100)

>>4238382
>>
Rolled 71, 13, 42 = 126 (3d100)

>>4238382
>>
>>4238394
>>4238436

Your men run around the undead like crazy men as fast as they can. The necromancers, probably believing that we are trying to get to them, begin to surround themselves with a thick wall of undead and spread their minions around, going after our men, taking our bait. Seems like we bought some time for the shamans, but we now have two fronts to fight the necromancers, our men are tiring of running around and the fight hasn't even began yet...

> Press our advantage, run all the way to the necromancers and try to push our way through the dead to attack them directly
> Engage the undead mob on both flanks giving our wolf riders and assassins a chance to jump past them to attack the necromancers
> Just keep stalling, keep our distance from the undead and harass them with our bowmen, let them close in a bit and then run
> Write in

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
>>4238443
>Just keep stalling, keep our distance from the undead and harass them with our bowmen, let them close in a bit and then run
>>
Rolled 94, 29, 9 = 132 (3d100)

>>4238457

You decide to just keep stalling and order your men to keep running from the undead when they get too close, having your bowmen harass them with arrows. Your men are getting pretty tired of running all the time, but they still have a bit of energy left.

Time to roll for combat!

Roll 3d100 DC 70 (+15 morale +5 half rations +5 hunger +5 sickness -5 faster -5 energy burst)
Rolling for the undead DC 55 (+10 mindless +5 slow -10 direct control)

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
Rolled 46, 77, 65 = 188 (3d100)

>>4238485
>>
Rolled 54, 29, 38 = 121 (3d100)

>>4238485
>>
>>4238488
>>4238492

Your men are getting really exhausted from running so much, some of them trip and fall and are tore to pieces by the undead mob, others get too tired and are forced to stop to catch their breath or are too sick can't keep up with the rest of the men and end up also being caught by the undead mob, but most of your men manage to keep stalling the undeads.

Your shamans from the tents signal that they sacrificed the bedridden Grunts already, now they just need to sacrifice some of the ones who are on the field and then they will be done.
> Order 25 Grunts to fall back to be sacrificed
> We don't have time for this, the one's we sacrificed so far will have to do, order the retreat (ignore the other combat orders)
> Write in

The undeads have spreaded in three large groups, a smaller core of maybe eighty undeads around the necromancers and two bigger groups following each of the flanks of our warriors.

> That's our chance to get those necromancers, these undeads are slow, rush towards the necromancers with both flanks
> Send our most agile troops towards the necromancer, the wolf riders and the assassins, who will have the best chance to avoid their undead bodyguards while the rest of us distract the larger groups
> The shamans need more time, our men are exhausted but we need to keep stalling for time, keep running around
> Write in

You have 62 spearmen, 24 halberdiers, 4 war drummers, 49 Grunts, 9 Tribal Warriors, 27 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
>>4238539
>Order 25 Grunts to fall back to be sacrificed
>Send our most agile troops towards the necromancer, the wolf riders and the assassins, who will have the best chance to avoid their undead bodyguards while the rest of us distract the larger groups
>>
Quick distance reference chart. With those you could probably sketch a rought map I guess, but I won't do it for now.

Nearby area - everything up to about 300 miles radius that your warriors can reach with no need for a supply line of any kind.

Frozen North - the nearest parts of the tundra are about 1600 miles away north, the frozen north goes all the way to about 3600 miles away

Mountains of Korgar - about 900 miles away west, spanning over a thousand miles north-south and abouth half that east-west

Forest of Illusions - about 600 miles away south, spanning roughly 600 miles in all directions

West coast - abouth 1500 miles away west, spanning over two thousand miles north-south and a few hundred miles east-west

Swamp of Kar - about 1800 miles away south, spanning roughly 300 miles east-west and extending all the way to the unknown south

East Kingdom - about 900 miles southeast, spanning roughly 1500 miles north-south and a few hundred miles east-west.

East Plains - about 1500 miles southeast, spanning roughly two thousand miles north-south and all the way to the unknown east

Bârad-Amôk Ruins - about 600 miles east, spanning roughly 600 miles in all directions

(I'm not totally satisfied with these numbers to be honest but I guess they will do, it is better than having no numbers at all. Also bear in mind that although your warriors can reach mostly anywhere in the 300 miles radius, they most certainly haven't explored everything in these 300 miles radius, their usual patrol range is just 10 miles or so around your base, occasionally sending people up to 60 miles to check for enemies.)
>>
Rolled 8, 47, 55 = 110 (3d100)

>>4238606

You decide to order 25 Grunts to fall back to be sacrificed.

You decide to order your most agile troops, the wolf riders and the assassins, towards the necromancers while the rest of us distract the large mobs of undead.

Our Grunts head to their deaths in the tents, the wolf riders and assassins run towards the necromancers and we try to hold off the hordes of undead with our troops in the middle of this madness with our increasingly exhausted troops.

All this movimentation seems to have caused some confusion amongst the necromancers, with some ordering the undead to fall back towards them, others to pursue our men, others to follow the Grunts towards the tents...

Roll 3d100 DC 80 (+15 morale +5 half rations +5 hunger +5 sickness -5 faster +5 exhaustion)
Rolling for the undead DC 60 (+10 mindless +5 slow -10 direct control +5 confusion)

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
Rolled 55, 88, 70 = 213 (3d100)

>>4238661
>>
>>4238670

The confusion of the necromancers and the quick acting of our wolf riders and assassins buy them enough time to close in, they manage to bring down at least one necromancer, throwing one of the group of undeads pursueing us into disarray - they no longer pursue us in an organized fashion, rather dispersing around and even bumping into each other. The necromancers start frantically fending off our troops with spells and putting undeads between themselves and our troops, and it is unclear if our men will survive, considering they are indeed surrounded by so many undeads. But they did got close enough to the necromancers that they can't really focus on the rest of the fight anymore and need to focus on fending them off!

The Grunts got into the tents so it is just a matter of time until the shamans are done, we only need to hold off the dead a little bit longer.

Our men are exhausted, all this running has got them spent, they can't keep up much longer.

> Scream for the riders and assassins to get the hell out of there, it is almost time to bug out
> We must take advantage of the necromancers confusion and rush towards them with all our troops
> Just a little bit more of stalling and we will be done, gotta push the men to their limits
> Write in


You have 68 spearmen, 26 halberdiers, 5 war drummers, 29 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
>>4238692
can we get some trees to help us with the ring?
>>
>>4238702

Who had the ring again?

Was the shaman or the commander?

I don't remember, let me look
>>
>>4235871

Ah, here it is!

>>Rodrog carries the bow and ring of plant control
>>one healing potion for the leader and for each commander

You gave the stuff to commander Rodrog.

You could tell him to find a tree and command it with the ring to uproot itself and start fighting.

Do you want to do it?
>>
>>4238692
>Just a little bit more of stalling and we will be done, gotta push the men to their limits
THIS IS WAGGGGGGGGGGGGGGGGG
>>
>>4238714
we should do that no matter what option we pick
>>
Rolled 9, 28, 8 = 45 (3d100)

>>4238721
>>4238717


We just need to stall a little bit longer! The men are exhausted but you order them to keep going! We have to do this!

You tell Rodog to use the Ring of Plant Control against the necromancers! He finds the tree nearest to them and animates it. The tree springs to life and starts slapping undeads away, making way towards the necromancers, who point towards it and cast spells against it, adding another worry to their list.

Time to roll for combat!

Roll 3d100 DC 80 (+15 morale +5 half rations +5 hunger +5 sickness -5 faster +10 exhaustion -5 treant)
Rolling for the undead DC 65 (+10 mindless +5 slow -10 direct control +5 confusion +5 distracted)

You have 68 spearmen, 26 halberdiers, 5 war drummers, 54 Grunts, 9 Tribal Warriors, 29 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
>>4238730

I got the amount of troops wrong because I kind of got two different copied texts mixed up but I'll correct it next post
>>
Rolled 46, 93, 35 = 174 (3d100)

>>4238730
>>4238744
okie dokie
>>
>>4238750

The animated tree manages to move through the undead mob and reach the necromancers - their spells don't seem to be very effective, rotting off some chunks of the tree but not stopping it, and the undeads themselves also aren't particularly good at tearing the tree creature apart. The treant grab one necromancer and starts strangling it while some of the others try to destroy it or at least cut off its strangling branch with spells.

The necromancers seems to have panicked and called most of their undead towards themselves, with small groups still pursueing our two groups. That is however very bad news to our wolf riders and assassins, who have managed to stay alive so far, but now got trapped amidst a sea of undead in all directions and whose survival is now very unlikely.

We're just waiting for the shamans all done signal now, how much more time do they need?

> We can't abandon our wolf riders and assassins, try to cut a path through the undead for them
> Rush in towards the undead mob and hold a line as close as we can, have our bowmen start shooting at the necromancers, gotta put pressure on them
> Well, time to abandon this place, we'll rush the shamans by the tents on our way out, they must be almost done right?
> Write in

You have 62 spearmen, 24 halberdiers, 4 war drummers, 29 Grunts, 9 Tribal Warriors, 27 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
>>4238778
>We can't abandon our wolf riders and assassins, try to cut a path through the undead for them
>>
Rolled 25, 17, 77 = 119 (3d100)

>>4238804

We can't abandon our wolf riders and assassins! You order all your men to rush towards the undead mob, we gotta cut a path through the undead for our men to get out of this death trap.

Time to roll for combat!

Roll 3d100 DC 85 (+15 morale +5 half rations +5 hunger +5 sickness +10 exhaustion -5 treant)
Rolling for the undead DC 65 (+10 mindless +5 slow -10 direct control +5 confusion +5 distracted)

You have 62 spearmen, 24 halberdiers, 4 war drummers, 29 Grunts, 9 Tribal Warriors, 27 bowmen, 6 wolf riders, 7 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 2/10
>>
Rolled 77 (1d100)

>>4238823
If we manage to win this shit, we'll be legends
>>
Rolled 39, 23, 66 = 128 (3d100)

>>4238823
fug
>>
>>4238834
>>4238836

We crash against the undead mob, but the poor state of our troops, the exhaustion, the sickness, how underfed they are, it all was just too much. Our men start dying and it isn't a pretty sight, we barely made a dent on the undead mob.

The necromancers manage to destroy the plant creature with their spells. Rodog summons another one and sends it towards them, but this prompts one of the necromancers to cast a spell that makes his eyes shine brightly and after a few seconds he points towards Rodog and screams something we don't hear exactly because we are a bit too far. A good chunk of the undeads start beelining towards him and two necromancers starts running in his direction amidst the undeads.

> That's it, time to retreat, flee for your lives everyone!
> We must kill those necromancers that are running after Rodog, focus everything we got on them
> Tell Rodog to run away and keep trying to extract the surviving riders and assassins
> Write in


You have 42 spearmen, 20 halberdiers, 4 war drummers, 23 Grunts, 8 Tribal Warriors, 23 bowmen, 4 wolf riders, 5 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 1/10
>>
>>4238867
>We must kill those necromancers that are running after Rodog, focus everything we got on them
Where is the other guy to roll as well ?
>>
Rolled 60, 94, 33 = 187 (3d100)

>>4238876

We must kill those necromancers that are running after Rodog! You bark orders for your men to focus on them above all else!

Time to roll for combat!

Roll 3d100 DC 85 (+15 morale +5 half rations +5 hunger +5 sickness +10 exhaustion -5 treant)
Rolling for the undead DC 50 (+10 mindless +5 slow -10 direct control -5 focused)

You have 42 spearmen, 20 halberdiers, 4 war drummers, 23 Grunts, 8 Tribal Warriors, 23 bowmen, 4 wolf riders, 5 assassins, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 1/10
>>
Rolled 87, 86, 33 = 206 (3d100)

>>4238895
how many necromancers are left?
>>
>>4238898

nine, we got one down
>>
>>4238898

Your men focus everything they got on the necromancers coming after Rodog. We rush towards their undead mob and almost get close enough to engage them, but we open a path for the treant to push through. The treant grabs one of the necromancers and starts strangling it. The necromancer casts a spell and creates a shadow blade in its hand and cuts off the branch the treant was using to strangle it and starts dueling the treant with his shadow blade.

The second necromancer manages to get close enough to Rodog to cast a spell on him. Rodog falls to the ground writhing in pain from the horrible curse the necromancer threw at him, we ask him if he can move and he says maybe but he certainly cannot run. We of course consider asking him for the ring so we can just give it to someone else faster to take it away, but Rodog can't take it out of his hand - he doesn't know whether for the curse or just because it is stuck. He loses concentration on the treant and the tree creature just stays in place doing nothing. The second necromancer chops the treant in half with his shadow blade and resumes running towards Rodog.

Our bowmen shoot at the necromancers and manage to land a few arrows on them, which seems to slow them down a bit, but only enough for a larger mob of undead to catch up with them.

Rodog is within range of the necromancer's spells, and may soon fall within their hands if we don't do anything!

The shamans give the signal! They are finally done with their rituals!

> Have a couple Tribal Warriors carry Rodog away while everyone else hold the line against the entire undead mob
> Rodog is doomed, you only care about the Ring, chop off his hand and run out of this place with it right now (who carries it)
> Actually the Ring isn't all that important, just leave Rodog behind and retreat
> Write in
>>
>>4238938
>Have a couple Tribal Warriors carry Rodog away while everyone else hold the line against the entire undead mob
>>
Rolled 98, 85, 79 = 262 (3d100)

>>4238950

Your wolf riders and assassins, sadly, are very dead, they didn't make it from behind the undead mob. You decide to hold the line against the entire undead mob while a couple Tribal Warriors carry Rodog away.

Time to roll for combat!

Roll 3d100 DC 85 (+15 morale +5 half rations +5 hunger +5 sickness +10 exhaustion -5 treant)
Rolling for the undead DC 50 (+10 mindless +5 slow -10 direct control -5 focused)

You have 42 spearmen, 20 halberdiers, 4 war drummers, 23 Grunts, 8 Tribal Warriors, 23 bowmen, 1 Ogre Warrior, your commanders Gorga (Tribal Warrior lv 4), Rodog (bowman lv 2), Orbak (wolf rider lv 2) and 11 shamans.

Your morale is 1/10
>>
>>4238968
>Roll 3d100 DC 85 (+15 morale +5 half rations +5 hunger +5 sickness +10 exhaustion -5 treant)

sorry, you don't have the treant anymore, so the DC is actually 90
>>
>>4238971

man, to be honest, the DC should be 95 because your morale is 1 not 2.

But let's keep it at 90, let's give a small bonus for having a last stand.

Let's say the final DC will be

DC 90 (+20 morale +5 half rations +5 hunger +5 sickness +10 exhaustion -5 last stand)
>>
Rolled 21, 83, 41 = 145 (3d100)

>>4238968
neat and you got 3 sucess to make things better
>>
>>4238979

Holding back the undead mob sounded better in your imagination. Your exhausted men could hardly hold themselves on their feet, let alone hold back a horde of undead. Once the first men started being slaughtered, morale that was already at an all times low broke out and it was everyone for themselves.

Without a clear place to regroup, your men wandered through the swamp, fleeing the undead that stalked them, for many days. Eventually the survivors got out of the swamp, and you did a body count.

None of your commanders made it outside of the swamp so you can only assume they must have turned into undead. None of your shamans made it either - they are just sages and have no appreciable combat skills outside of using their blood magic charges into spells, so after having spent that they probably became easy prey.

You have 10 spearmen, 5 halberdiers, 2 Tribal Warriors, 4 bowmen, 1 Ogre Warrior. You check your men for bites; one spearman has a bite.

> We have no shamans now, we must kill the bitten
> Banish the bitten spearman, he has to fend off for himself
> Let the bitten spearman stay with us for now, we can kill him later
> Write in

Now we just need to wait a day or two for the next food convoy, tell them to stop sending so much food since we don't need it anymore, and head back home.

> Sounds like a plan
> Actually, let's just start walking, we can find them on the road
> We really should wait more, maybe more people survived
> Write in
>>
>>4239010
>We have no shamans now, we must kill the bitten
>>4239010
>Sounds like a plan
>>
>>4239010
>let the warrior choose between death or exile

>just start walking home right now
>>
>>4239010
>Actually, let's just start walking, we can find them on the road
Going with this actually
>>
>>4239012
>>4239051
>>4239080

(I saw your options but I had already written and it wouldn't significantly change anything)


We kill the bitten spearman and wait for the food convoy. They are disheartened to see so few troops and hear about what happened. They dispatch some militia men ahead of us back to go warn the other convoys to head back home.

We start heading back home. You eat full rations the rest of the trip because they were already there anyway. The trip takes about three months and we do have some problems with goblins along the way but we end up arriving home.

Your boar herders give you the account of how many boars were spent in the entire campaign

2,000 boars first month militia + 1500 boars half rations
4,000 boars second month militia + 1500 boars half rations
4,000 boars third month militia + 1500 boars half rations
4,000 boars fourth month militia + 1500 boars half rations
4,000 boars fifth month militia + 1500 boars half rations
4,000 boars sixth month militia + 1500 boars half rations
4,000 boars seventh month militia + 1500 boars half rations
4,000 boars eight month militia + 1500 boars half rations
4,000 boars ninth month militia + 200 boars full rations
4,000 boars tenth month militia + 200 boars full rations
4,000 boars eleventh month militia + 200 boars full rations

Total 54,600 boars

Your militia captains give you the figures of how many deaths occurred in the militia. They kept recruiting more people to keep a regular amount of 1,000 people in active duty.

83 deaths on the first month
135 deaths on the second month
91 deaths on the third month
62 deaths on the fourth month
8 deaths on the fifth month
163 deaths on the sixth month
62 deaths on the seventh month
158 deaths on the eight month
95 deaths on the ninth month
34 deaths on the tenth month
108 deaths on the eleventh month

Total 999 deaths

Year 23

Tribe: Ironbloods
Leader: Ghazg-Kull (Warlord lv 6)
Population: 11,063 orcs
Military: 22/32/1106 Warriors (10 spearmen, 5 halberdiers, 2 Tribal Warriors, 4 bowmen, 1 Ogre Warrior), 0/1611/2581 Militia
Commanders: None!
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); 20 apprentices lv 0 (11/15).
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (5/15)
Livestock: Boars (192,091), Canyon Crawlers (142), Cave Grazers (4,535)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (11/20) (100 upkeep total)
Treasures: None!
Trade routes: Weapons to Cut Your Guts (Stolen Goods)

Orcs reach adulthood at around 18-20 years (reaching middle age at around 40, elderhood at around 65 and on rare instances being able to live up to 100 years), therefore our militia replenishes at a rate of about 5% per year. This year for instance we got some 129 more people available in our militia.
>>
>>4239105


We no longer have any shamans to cast spells for us or to keep training our apprentices! From the notes they have left it should be possible for our apprentices to train themselves, but it would take longer for them to finish their training. We could also ask our neighbours the Hell Axes to lend some of their shamans to train our apprentices, but we would have to tell them about the great shame and dishonor that befell us and soon everyone in the region would know about it - and about our weakened state with no army! To avoid spreading the news that we have no army right now before we can train a good amount of Grunts, we could instead send for shamans to our ancestor in the frozen north, the Gate Guardians. We can explain to them we lost all our shamans and beg them for one of their shamans to teach our apprentices.

> Our apprentices will have to learn on their own
> Ask the Hell Axes for their shamans
> Send emissaries to the frozen north to beg the Gate Guardians
> Write in

The trolls attack our tribe and set a number of our boars lose again! This time we don't even have warriors to go after them...

One of the two surviving Tribal Warriors, Barkal Monkar, challenges you to a mortal combat for the leadership of the tribe! He says you have driven the tribe to ruin and are unfit to keep ruling.

> Accept the duel, you still have warrior spirit in you
> Offer him to split the tribe instead, he can take 2,000 people and go start his own tribe
> Tell him there is no need for bloodshed, you recognize your mistakes and step down if he makes you a commander
> Write in

A finely dressed man arrives at your tribe. He walks directly to you and says "It has come to attention of my master that you have drawn too much attention of various races along the path towards the Swamp of Kar and have got your army killed. Your people will probably be attacked shortly by humans and dark elves slavers. What would it be worthy to Master to extend to you his protection?"

> We will give you all magical items, important texts, art and fancy stuff we ever find or produce
> Once we rebuild our army we will fight for you, we will become your battle thralls
> All our industry will be yours to command, we'll export on your behalf
> We have no need for whatever protection you could offer, go away
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
Will we send a Weapons trade caravan to the Shiny Crowns goblins this year?

> Send same trade caravan as last year (can't send same escort though, specify new escort)
> Change caravan's destination (specify)
> Change caravan's content (specify)
> Don't send the caravan anymore
> Write in
>>
calling it a night, I'll probably be back tomorrow
>>
I might have made a small mistake of about 400 people in my population calculations but I'm too lazy to check

since I think the mistake was for more (you got more people) I won't bother
>>
>>4239108
>Send emissaries to the frozen north to beg the Gate Guardians
>Accept the duel, you still have warrior spirit in you
>Once we rebuild our army we will fight for you, we will become your battle thralls
>Train warriors
90 spearmen, 100 grunts
>>
>>4239110
>Don't send the caravan anymore
>>
>>4239108
>ask the gate guardians
>Tell him there is no need for bloodshed, you recognize your mistakes and step down if he makes you a commander
>give him whatever he wants right now but only as a one time payment until we can stand on our own again

>we should only focus on training troops and building strong defenses right now

>>4239110
don't send we can't spare any troops to escort
>>
>>4239172
>>give him whatever he wants right now but only as a one time payment until we can stand on our own again

With a vote like that you really gotta make a proper offer you know. What do you think we have that they would accept a single one time payment of? I don't see much. Still, if you can come up with something, do tell.
>>
>>4239182
never mind it says we have no treasures we can offer to export industry
only things i can think we have are the scribes desk and ink and paper and maybe magic books and the paintings if we didn't already send those away
>>
There is a small mistake in our population, we were training 50 halberdiers and 10 war drummers that we left behind, those should have been trained by now and added to our current army, I will adjust it next year, consider them added.
>>
>>4239211
In our military I meant
>>
Damn, I am making a lot of minor but significant mistakes lately, it's annoying to me. Gotta get used to these tiny correction updates I guess.
>>
Rolled 1, 2 = 3 (2d2)

>>4239135
>>4239172
>>4239206


alright, lets see

go beg the gate guardians

1 - accept the duel
2 - step down

1 - become battle thralls
2 - give them our industry

train warriors
>>
>>4239445

We decide to send emissaries to go beg the Gate Guardians for one of their shamans to instruct our shamans. The frozen north can be a dangerous place and you are lacking trustworthy people right now to send in such a crucial mission. Still, you gotta decide how many people to send of you scarce troops.

You have 9 spearmen, 55 halberdiers, 10 war drummers, 1 Tribal Warrior, 4 bowmen, 1 Ogre Warrior.

Who will you send?

> specify

You have decided to accept the duel with Barkal Monkar! By the ancient rules of the duel, you two will start 100 feet from each other with the weapons of your choice. Barkal choose a massive oversized greataxe with which he is very experienced.

You consider your choices. You could pick an oversized weapon and go on an all out brawl with Barkal to see who will bleed out first, you could pick dual weapons to try parrying and deflecting his blows with one weapon and bleeding him with the other. The choice between swords and axes is more personal preference than anything. Besides those two choices, you could also bring your bow, you may be able to land one good shot on him before the melee, maybe two or three if you run away from him, although that might be seen as coward - still, a few well placed arrows can weaken any warrior, even a big guy like Barkal, and would make it much easier to bring him down. On the other hand, there is a small chance you may end up fumbling with the bow when the time to drop it and grab your main weapon comes, giving Barkal an opening to land a critical blow. You must weigh your risk.

> Take an oversized greatsword to the fight
> Take an oversized greataxe to the fight
> Take two swords to the fight
> Take two axes to the fight
> Write in

> Take your bow to the fight
> No, the bow will be a hinderance
> Write in
>>
>>4239496

You decide to take on the offer of the smuggler and tell his emissary that all our industry will be his master's to command and we'll export on his behalf if he extend to us his protection on our time of need. The men seems very satisfied and says we will hear from his master shortly.

A few days later during the night a group of about twenty humans followed by a hundred minotaurs in plate armor shows up in your tribe. Ten of the humans are dressed in peasant garbs and get busy mounting a huge sumptuous tent and one smaller tent. The hundred minotaurs also get busy mounting a whole bunch of tents for themselves.

Ten of the humans are very finely dressed, there are three women and seven men. One of the men, a very imposing figure, addresses you. "It is very nice to finally meet you! I am Lord Anthon and I've came to personally oversee such a critical mission. You see, my crew by necessity is very small, but I assure you each of my men is worth a hundred lesser men, and due to our little... allergy to the sun problem, we can't quite extend our protection to your tribe during the day, so I had to spare some coin and hire some muscle to do it. I reckon you will have no trouble feeding them? As for me and my men, we have some more lets say ...exotic dietary needs. We are perfectly able to feed ourselves with the creatures that inhabit the nearby cave system which have been sustaining ourselves for decades, but if we are forced to go into the caves to hunt every week there will only be about half of us at your base at any given time. We don't eat all that much, each of us ten only needs one person every week or so, but unfortunately these people wouldn't survive. Or with 500 people or so per each of us we could keep fed indefinitely without having to kill anyone, just keep sending two or three different people everyday for each of us into our tents. Don't worry, they won't feel any pain, they will probably even enjoy it."

> Tell the smuggler and his friends to go feed on the caves
> We'll give you 50 people per year each to feed upon
> We'll assign 500 people per year each to feed upon
> Write in
>>
>>4239496
what happens if we lose the duel do we still keep playing?
>>
>>4239498
people? or do u mean our orc population?
well we can't afford to lose even more orcs so go with the nonlethal option which i think is 500
>>
>>4239500

sure, we'll just change leaders
>>
>>4239496
>25 halberdiers, 10 bowmen
>Take two swords to the fight
Swords have advantage against axes
>>
>>4239498
>We'll assign 500 people per year each to feed upon
>>
Rolled 95, 22, 54 = 171 (3d100)

>>4239500
>>4239504
>>4239514
>>4239529

You decide to send 25 halberdiers and 10 bowmen to the frozen north to go beg the Gate Guardians for a shaman to train your apprentices! Let's wish them good luck!

You decide to assign 5,000 people to the smuggler's friends exotic eating habits, sending a few of them at a time. A couple dozen or so of them are invited into their tent every day. They report that the refined humans instruct them to gaze into their eyes and after that everything is a bit of a blur - they remember feeling quite elated for a short while but don't remember exactly what happened. A few people sometimes feel a bit weak after the experience.

You decide to take two swords to the fight with Barkal Monkar!

You have 12/12 Health. Barkal has 10/10 Health.

Barkal is using a Great Axe so he can:
Go All Out: each success will deal 3 damage, but each of your successes will deal one extra damage on him;
Fight Offensively: each success will deal 2 damage;
Parry: each success will reduce damage by 2, but will deal no damage;

You are using two swords so you can:
Fight Offensively: each success will deal 2 damage;
Fight Defensively: each success will deal 1 damage and reduce 1 damage from enemy;
Parry: each success will reduce damage by 2, but will deal no damage;

You may also use the maneuvers:
Pay Attention: discover the maneuver order your opponent will use next turn
Dirty Fighting: uses an underhanded tactic to throw you opponent off balance, prevents one enemy success, but is considered cowardice
Run Away: nothing stops you from just running around to tire your opponent, but you will probably also tire yourself, 50% independent chance for you both to lose 1 Health, it is also considered cowardice

Combat DC chart:

Ghazg-Kull
Health 12 - DC 40
Health 11 - DC 45
Health 10 - DC 50
Health 9 - DC 55
Health 8 - DC 60
Health 7 - DC 65
Health 6 - DC 70
Health 5 - DC 75
Health 4 - DC 80
Health 3 - DC 85
Health 2 - DC 90
Health 1 - DC 95

Barkal
Health 10 - DC 50
Health 9 - DC 55
Health 8 - DC 60
Health 7 - DC 65
Health 6 - DC 70
Health 5 - DC 75
Health 4 - DC 80
Health 3 - DC 85
Health 2 - DC 90
Health 1 - DC 95

You may declare up to six combat maneuvers (because you can crit three times) but you probably only use three. If you only declare three and crit, the third one will be repeated.

Time to roll for combat!

Roll 3d100 DC 40 and declare your maneuvers
Rolling for Barkal DC 50
>>
I should have asked you to declare your maneuvers before rolling the dice for Barkal but whatever. It kinda gets too easy to pick maneuvers knowing which ones he failed and which ones he succeeded, even if you're not 100% sure which maneuvers he chose.

I'll let it slide this turn I guess.
>>
>>4239564
Parry, Fight offensively and Fight defensively
>>
Rolled 48, 16, 52 = 116 (3d100)

>>4239578
Yup, that was strange
>>4239579
>>
>>4239579

roll the dice
>>
>>4239581

You parry the opening attack from Barkal, which he went all out. You take 1 damage.

Your second move neither you nor Barkal manage to injure each other.

Your third move Barkal goes all out against you, and you fight defensively. He deals you 2 damage and you deal him 2 damage.

You have 9/12 Health. Barkal has 8/10 Health.

Time to roll for combat!

Roll 3d100 DC 55 and declare your maneuvers
I will roll for Barkal DC 60 after you declare your maneuvers
>>
Rolled 21, 27, 34 = 82 (3d100)

>>4239589
Fight defensively, defensively, offensively
>>
Rolled 1, 41, 66 = 108 (3d100)

>>4239615

Rolling for Barkal
>>
>>4239615
>>4239617

The first move neither you nor Barkal manage to hurt each other.

The second move neither you nor Barkal manage to hurt each other.

The third move neither you nor Barkal manage to hurt each other.

You have 9/12 Health. Barkal has 8/10 Health.

Time to roll for combat!

Roll 3d100 DC 55 and declare your maneuvers
I will roll for Barkal DC 60 after you declare your maneuvers
>>
Rolled 82, 30, 39 = 151 (3d100)

>>4239619
defensive, offensive, defensive
>>
Rolled 69, 95, 86 = 250 (3d100)

>>4239637

Rolling for Barkal
>>
>>4239564

I just realized you only had like 4 bowmen not 10, so you sent 25 halberdier and 4 bowmen instead of 25 halberdier and 10 bowmen, because you didn't had enough.
>>
>>4239637
>>4239639

The first move Barkal takes an offensive stance and you fight defensively! You take 1 damage and deal 1 damage to him.

The second move Barkal goes all out! He deals 3 damage.

The third move Barkal fights offensively! He deals 2 damage.

You have 3/12 Health. Barkal has 7/10 Health.


These last barrage of blows has been devastating, you are very close to death and you don't think you can keep fighting much longer.

> Throw your weapons to the ground and beg Barkal for mercy, offering him 4,000 people to go start his own tribe if he spares your life
> You will face your fate with dignity like an orc chief should, continue fighting, maybe you can even win this somehow
> Write in

If you choose to continue fighting, it is time to roll for combat!

Roll 3d100 DC 85 and declare your maneuvers
I will roll for Barkal DC 60 after you declare your maneuver
>>
>>4239654

Oh yeah, you could offer him 2,000 people instead, but the chance of him accepting would be lower.
>>
Rolled 96, 58, 54 = 208 (3d100)

>>4239654
>You will face your fate with dignity like an orc chief should, continue fighting, maybe you can even win this somehow
parry, defensive, defensive
>>
Rolled 91, 80, 68 = 239 (3d100)

>>4239673

Rolling for Barkal
>>
>>4239498
>> We'll assign 500 people per year each to feed upon
Surely, these beings are blessed by the gods of bloodshed. Surely, everyone wants to bathe in the glory of their presence.
>start seeing them as divine beings sent by the gods
>>
>>4239682
>>4239673

You decide to face your fate with dignity like an orc chief should.

You parry the first round of blows, taking 1 damage from the all out attack from Barkal.

The second all out flurry of blows you do not survive though.

Barkal cut off your head and raises it for everyone to see! Barkal Monkar is the new chief!

Not a moon later however, his wounds not having had enough time to heal six different pretenders challenge him to mortal combat for the rule of the tribe, claiming he is not worthy of the position. It is fairly common for a new chieftain to be challenged, but usually there are shamans to heal him so he can at least defend himself properly. These challengers are all weaklings, mere militia captains Barkal could usually crush if he were perfectly healthy, but you are seriously wounded, there are no shamans in the tribe to heal your wounds and the rules of mortal combat say you only have half a moon grace period between mortal combats, barely enough time to mend some superficial cuts let alone deep gashing wounds, so you'd have to fight them all within three months.

You could bribe each one of them with offering 500 people and a starter herd of 10,000 boars so they can start their own tribes somewhere, preferably far away from here. They will probably take it, because none of them wants to be the first one to fight you - they could maybe bring you down after a few fights if they are lukcy, but the first one or two would likely die.

Or you could try bribing them all at once, offering them 2000 people and a starter herd of 40,000 boars and telling them to choose one amongst themselves to be the new chieftain of their tribe. If even one of them do not accept though you will have to bribe the ones that don't accept individually or fight them.

> Fight them all! These weaklings gonna feel your wrath!
> You will not risk losing the chieftain position, bribe them individually
> You will not risk losing the chieftain position, bribe them collectively
> Write in
>>
>>4239704
>>4239700
Ask whether or not the very nice persons in our area, who were sent by the gods can give some help that will look like a series of fair fights to onlookers. Maybe they have some way of making Barkal Monkar fight better. Offer them sacrifices in the shape of our enemie's families. They are the blood of traitors and should be rooted out anyways.
>>
>>4239704
>You will not risk losing the chieftain position, bribe them individually
>>
Rolled 1 (1d2)

>>4239715
>>4239730

1- ask the smugglers for help
2 - bribe them individually
>>
>>4239715
>>4239730
>>4239740

You decide to go ask the smugglers for help. They sure look powerful, maybe they have some way to make you fight better.

You head to their tent and present you problem to them.

Their leader says "Well, I could have one of my darlings here cast a few spells on you that would make you slightly harder to kill, your skin as hard as stone making it very difficult for people to damage you, and another that would make the first killing blow that lands on you into well, not a killing blow, prolonging your life for a little while. None of this ensures your survival of course, and it will certainly come at a price - I'm a businessman, not a philantropist. What do you have that could be of my interest?"

> Offer him our goblin loot, maybe something will pick his interest
> Offer as many of our people as slaves as he deems appropriate
> Reconsider and bribe the goblins individually
> Reconsider and bribe the goblins collectively
> Write in
>>
>>4239772
>goblins

I don't know where goblins got mixed up in this
>>
>>4239772
>> Reconsider and bribe the rebellious orcs individually
>> Reconsider and bribe the rebellious orcs collectively
>> Write in
>>
>>4239772
>> Offer as many of our people as slaves as he deems appropriate
While repeatedly addressing him as "master". We urgently need any protector we can get now thanks to the previous escapades.
>>
>>4239794

You decide to offer as many of your people as slaves as the smuggler deems appropriate, you even address him as "master" during the negotiations. He seems amused and does some calculations, saying that since they will be casting a bunch of high level spell six times 600 people seems like an appropriate number. You agree and dispatch 600 of your men to the caves not knowing that they will never return to the tribe...

You then go face the rebellious orcs in battle, receiving the enchantments of the vampire lady subreptitiously before the mortal combat begins. The militia captain holds his weapons without much proficiency. Is this guy who wants to be leader? Pathetic. You can crush him even wounded, you didn't even need any magic.

You need to survive six fights. Each fight you will have worse odds than the previous. I will not roll the whole fight, it will be sudden death for maximum fuckedupness - you will roll a single 1d100 to determine the outcome, no best of three, no rerolls.

First fight (1/6), roll 1d100:

1-5 you die
6-10 you get wounded pretty bad and your chances decrease a lot for the next fight
11-95 you get lightly wounded and your chances only decrease a little for the next fight
96-100 flawless victory
>>
Rolled 50 (1d100)

>>4239835
nat 1 gang
>>
Rolled 98 (1d100)

>>4239835
>>
>>4239841

>Rolled 50 (1d100)

You bested your contender, suffering light wounds.

Second fight (2/6), roll 1d100

1-10 you die
11-20 you get wounded pretty bad and your chances decrease a lot for the next fight
21-95 you get lightly wounded and your chances only decrease a little for the next fight
96-100 flawless victory
>>
Rolled 88 (1d100)

>>4239848
>>
>>4239850

>Rolled 88 (1d100)

You bested your contender, suffering light wounds. The next contender awaits.

Third fight (3/6), roll 1d100

1-15 you die
16-25 you get wounded pretty bad and your chances decrease a lot for the next fight
26-95 you get lightly wounded and your chances only decrease a little for the next fight
96-100 flawless victory
>>
Rolled 38 (1d100)

>>4239851
>>
>>4239854

>Rolled 38 (1d100)

You bested your contender, suffering light wounds. The next contender awaits.

Fourth fight (4/6), roll 1d100

1-20 you die
21-35 you get wounded pretty bad and your chances decrease a lot for the next fight
36-95 you get lightly wounded and your chances only decrease a little for the next fight
96-100 flawless victory
>>
Rolled 88 (1d100)

>>4239860
>>
>>4239865

>Rolled 88 (1d100)

You bested your contender, suffering light wounds. The next contender awaits.

Fifth fight (5/6), roll 1d100

1-25 you die
26-45 you get wounded pretty bad and your chances decrease a lot for the next fight
46-95 you get lightly wounded and your chances only decrease a little for the next fight
96-100 flawless victory
>>
Rolled 63 (1d100)

>>4239870
>>
>>4239878

>Rolled 63 (1d100)

You bested your contender, suffering light wounds. The last contender awaits.

Sixth fight (6/6), roll 1d100

1-30 you die
31-55 you survive with grievous wounds
56-95 you survive with light wounds
96-100 flawless victory
>>
Rolled 72 (1d100)

>>4239884
>>
Why did we go into the swamp?
>>
Rolled 91 (1d100)

>>4239884
>>
>>4239900
Only one person knows. And he did not tell. He just repeatedly voted for it and then most of what we build up was lost.
>>
>>4239900
because some dude thought it was a good idea to go after the lizard people and i said to go after the trolls and it came down to a dice roll

to be fair i dont think anyone beside the qm knew it would take us through a giant dangerous swamp full of zombie hordes
>>
>>4239887


(You did it! The chance was less than 30%, I thought you would die.)

The last of the rebellious militia captains fall under your mighty greataxe. Even you being wounded these puny little orcs are no match for you and should know better. The respect of the tribe for you grows and you sediment your rule as the new chieftain. Nobody needs to know you needed a little bit of magic to do this...

It is now time to think about your chain of command, a good leader cannot rule without good men under him. You do not have many options currently, and some of the ones you do have are pretty unorthodox.

There is Kolgar Than (Tribal Warrior lv 3), your fellow survivor from the massacre of the Swamp of Kar. He's a ponderous orc and don't have very high ambitions, and climbed the ranks all the way from a lowly spearman mostly by being risk averse as often as possible. He may not win battles by savagery, but he will try to keep your men alive.

There is Kip Xork (Halberdier lv 2), he became very proficient at killing undead during the massacre of the Swamp of Kar. He may not be particularly good at anything else, but he is certainly good at leading a tight group of men, preferably other halberdiers, through a undead infested area with good survival rates.

There is Lerk Mirk (Spearman lv 2), if there is one think this man is good at that thing is fleeing from enemies, he will lead a patrol through hostile territory or in situations where you need to flee at a moments notice and will be the first to notice danger. He is not very good at keeping the morale of his troops high though.

There is Gorbug (Ogre Warrior lv 3), he's not even an orc and speaks orcish a bit poorly, but there is no doubt he is very strong and will lead the men by example by bashing enemies heads right in the front. He is far from being an idiot though and will not hesitate to flee if the situation becomes hopeless, even abandoning comrades and formation in the process.

> Make Kolgar Than into a commander
> Make Kip Xork into a commander
> Make Lerk Mirk into a commander
> Make Gorbug into a commander
> We'll wait until we have more, better options to pick commanders
> Write in
>>
>>4239943
>> Make Kolgar Than into a commander
>>
>>4239943

Year 24

Tribe: Ironbloods
Leader: Barkal Monkar (Tribal Warrior lv 5)
Population: 10,567 orcs
Military: 251/358/1057 Warriors (99 spearmen, 40 halberdiers, 10 war drummers, 100 Grunts in training (1/5), 1 Tribal Warrior, 1 Ogre Warrior.), 0/1544/2465 Militia
Commanders: None!
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Koron Mizob lv8, 20 apprentices lv 0 (11/15). Blood magic lv 4 (only Koron), teaching us Blood magic lv 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (6/15)
Livestock: Boars (195,932), Canyon Crawlers (144), Cave Grazers (4,625)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (12/20) (100 upkeep total)
Treasures: None!
Trade routes: None!

We start training 100 Grunts and train 90 spearmen.

10 halberdiers return from the frozen north escorting one old shaman. The shaman presents himself as Koron Mizob. Our men had a hard time finding the Gate Guardians and many died to giant insects and undeads that plague the tundra, but finally found them. Once they explained our plight to them, they agreed to send one of their shamans to us to teach us the basics of Blood magic again so we can get back on our feet. Koron intends to go back to his people after he finishes training our shamans, and he says he will just teach us the very basics of Blood magic, the secrets of the art as held by the Gate Guardians not being for everyone.

> That is alright, we just need our young shamans trained, we can figure out the rest after
> Ask him to train a second group of shamans after the first one is done, we need a proper teacher for them
> Beg him to stay with us, his people won't miss a single shaman but to us his presence will be a great boon
> Write in
>>
>>4239949


The smugglers said that they have performed a divination and have foreseen the dark elves will probably attack this year. As for the humans they are still sorting out their supply lines to come here - they will probably get trade agreements with the locals from the forest of illusions and the nearby areas in here to be supplied by nearby people in the region instead of hauling everything from home. Seems like we have drawn attention from one duke from the east kingdom, who wants to annex our territory to seize our wealth. If we make it too difficult and costly for him, says the smugglers, he will give up. The smuggler recommends we build up our army, maybe explore around and try to make some allies in the region while he holds back the humans and the dark elves, since he doesn't intend to stay camping here forever and hiring these minotaurs costs a lot of silver.

> We'll trust the smugglers will keep their side of the deal and will protect us from the dark elves
> Perhaps we should try to find the dark elves before they find us, send some men to catch them (how many)
> If we find and bribe the dark elves offering them a few hundred slaves they may leave us alone (how many slaves will you offer)
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4239950
>> That is alright, we just need our young shamans trained, we can figure out the rest after
> We'll trust the smugglers will keep their side of the deal and will protect us from the dark elves
Train 50 spearmen and 50 archers.
>>
>>4239943
Thanks QM
>Make Kolgar Than into a commander
>>4239949
>That is alright, we just need our young shamans trained, we can figure out the rest after
>>4239950
>We'll trust the smugglers will keep their side of the deal and will protect us from the dark elves
Train 51 spearmen and 50 archers
>>
>>4239949
>> Ask him to train a second group of shamans after the first one is done, we need a proper teacher for them
>>4239950
> We'll trust the smugglers will keep their side of the deal and will protect us from the dark elves
That is what we paid them for.
Support for
>Train 50 spearmen and 50 archers.
>>
>>4239962
>>4239977
>>4240034

One night the smuggler leader comes out of his tent and says "Here they come! Men, get ready, we're about to see some action. Carl, go check to see how many of them there are. Get in your battle suits my darlings, would be a shame to ruin your beautiful dresses.", says Lord Anthon.

Carl turns into smoke and the smoke floats away at high speeds.

"Should we wake up the minotaurs milord?", asks a peasant.

"Eh, go ahead peasant. They can mop up the field after we are done with the elves.", says Lord Anthon.

A few minutes later the three women come out of the tent in tight leather clothing.

Carl shows up back again.

"There are about 300 of them. They brought some giant lizards and giant spiders.", says Carl.

"This will be fun!", says Lord Anthon, "Don't wear yourselves too much my darlings, leave the heavy lifting for the boys.", says Lord Anthon.

The ladies pout and laugh playfully. They all look very relaxed. None of the smugglers look like they are about to go into battle and none of them are even armed.

The dark elvish army looms in the horizon. A hundred and fifty halberdiers, a hundred crossbowmen and thirty giant spider riders and twenty giant lizard riders.

"Those crossbowmen can be troublesome. Tell the minotaurs to stay back, we'll attack them first.", says Lord Anthon.

"Yes, milord!", says the peasant, rushing to relay the orders to the minotaurs.

Will you get your men involved in the battle?
> Yes, these smugglers are too cocky, they will get us all killed (how many men)
> No, I'm sure the smugglers can handle this, they look like they know what they're doing
> Write in
>>
>>4240090
>> No, I'm sure the smugglers can handle this, they look like they know what they're doing
>>
>>4240090
>No, I'm sure the smugglers can handle this, they look like they know what they're doing
>>
Rolled 1, 36, 3 = 40 (3d100)

>>4240095
>>4240102

You decide not to get involved and let the smugglers do their thing.

They form a line and walk towards the dark elves openly and leisurely, then when they get at a certain distance they stop. Their leader shouts something to the dark elves in their language, the dark elves reply, the smuggler laughs and shouts something back. The dark elves order an attack and come running towards them.

The smugglers then start dashing towards the dark elves, who start shooting their crossbows at them. Many shots connect, but the smugglers just keep running under the enemy fire and when they finally connect they start doing strange moves against the dark elves. Sure they show signs of supernatural strength, breaking bones and shattering spines with single blows, but the deadly precision of their strikes is astounding - seems like they are extremelly well versed in some kind of martial art.

Time to roll for combat!

Roll 3d100 DC 25 (-15 morale -20 Vampire Lords -10 Martial Arts +20 greatly outnumbered)
Rolling for the dark elves DC 40 (-10 morale +20 ineffective weapons -20 greatly outnumbers enemy)

Your morale is 8/10 (+3 Smug Superiority)
>>
Rolled 35, 7, 23 = 65 (3d100)

>>4240126
>>
Rolled 23, 75, 92 = 190 (3d100)

>>4240126
great, they 3 losses for them and a nat 1
>>
>>4240142

We cut through the enemy crossbowmen ranks like a hot knife through butter! We maim and murder them and keep on maiming and murdering! They panic and break ranks, running in all directions, their commanders barking conflicting orders at them! Ah, music to our ears... but wait!

A bunch of their commanders had them start changing tactics! Those damn dark elves are magical creatures, all of them can cast at least a little magic! They start stowing away their weapons, gesticulating around and chanting! They are going to cast spells at us!

Those ridiculous point sticks are one thing, but actual spells can be pretty dangerous, someone might actually die.

> Too dangerous, have the girls fall back, they are too precious to risk in such a lowly skirmish
> Bah, a few spells probably won't do too much harm, just keep killing pointy eared bastards
> We killed enough crossbowmen, dying is what we pay our mercenaries for, fall back and let the minotaurs do the rest
> Write in
>>
>>4240196
>> We killed enough crossbowmen, dying is what we pay our mercenaries for, fall back and let the minotaurs do the rest
>>
Rolled 61, 36, 59 = 156 (3d100)

>>4240203

You don't live to be hundreds of years old by taking dumb risks. You just order all your people to retreat, you all turn into smoke and float away, then instruct the minotaurs to go get the dark elves. Dying is what we pay our mercenaries for after all.

Time to roll for combat!

Roll 3d100 DC 40 (-10 stronger -5 plate armor +5 outnumbered)
Rolling for the dark elves DC 50 (+5 morale -5 outnumbers enemy)

Your morale is 5/10
>>
>>4240196
>We killed enough crossbowmen, dying is what we pay our mercenaries for, fall back and let the minotaurs do the rest
>>
Rolled 54, 59, 39 = 152 (3d100)

>>4240218
The 8/10 morale is only from the girlz ?
>>
>>4240225

the minotaurs do not have Smug Superiority so they cannot share the same morale score
>>
>>4240225

The fight amongst the lesser beings seems to go like fights amongst lesser beings go, a lot of casualties on both sides, commanders barking orders, troops moving back and forth, the works. Seems like this gonna take awhile...

> The orcs didn't pay for it but you're bored, have one of your girls summon a fire elemental to spice up the battle a bit
> Send the boys back into the fray, there's no point in keeping them twiddling their thumbs, the elves will be busy and probably won't focus their magic on them
> Attempt to parlay with the elves for them to go away, surely they will listen to reason with nearly a third of their army gone
> Write in
>>
>>4240251
>> Send the boys back into the fray, there's no point in keeping them twiddling their thumbs, the elves will be busy and probably won't focus their magic on them
>>
>>4240251
>The orcs didn't pay for it but you're bored, have one of your girls summon a fire elemental to spice up the battle a bit
>>
Rolled 62, 54, 46 = 162 (3d100)

>>4240259

You send the boys back to have their fun killing some dark elves. You do see a bunch of them stowing away their weapons and preparing to cast spells though. Oh well... you hope the boys will be alright.

Time to roll for combat!

Roll 3d100 DC 30 (-10 stronger -5 plate armor -10 martial arts +5 outnumbered)
Rolling for the dark elves DC 40 (+5 morale -10 spells -5 outnumbers enemy)

Your morale is 5(8)/10
>>
Rolled 32, 85, 67 = 184 (3d100)

>>4240276
>>
Rolled 1, 1, 4 = 6 (3d4)

>>4240291

Together with the minotaurs, our men wreak serious havoc on the dark elvish army, killing another good chunk of their army - they are at about half of their forces by now.

But the dark elves have been able to usher forth a powerful barrage of spells against our men! Let's see how powerful has been this barrage exactly...

Rolling for spell power...
>>
Rolled 2, 4, 5, 1, 5, 3 = 20 (6d6)

>>4240312

Spell power: 6

Rolling to see how much damage they did on our men!

1 - Carl
2 - Edmund
3 - Rudolf
4 - Jacob
5 - Stuart
6 - Garrett

1 hit they are wounded and out of combat, but able to retreat
2 or more and they are dead!
>>
>>4240316
so from 2-6 they die ? and this is because the spell power was only a mere 6
>>
>>4240316

Edmund is seriously wounded and flee the battlefield!

Jacob is seriously wounded and flee the battlefield!

Stuart is killed by a barrage of spells! Poor Stuart, he was just 112 years old!

Carl is seriously wounded and flee the battlefield!

Rudolf is seriously wounded and flee the battlefield!

Only Garrett is still standing.

Damn, so those spells ARE dangerous after all. You wonder how long can the dark elves keep slinging them, most spellcasters run out after a few of them. Your men are a bit out of combat right now. They need some refreshment to regenerate, pretty damn fast.

It is really annoying to lose even a single man, training your troops takes a very long time, martial artist polyglots aren't easy to come by.

> Oh, you have to do everything! Go with the girls and grab some maimed dark elves for the wounded boys to eat, quick in quick out.
> Better not risk going into the elves killing range, just grab a few minotaurs. It sorta is a breach of the mercenary agreement pact, so lets hope their commanders don't notice it
> Nah, we're out of here, send the men to the orcs to feast on a few dozens of their people and leave the rest for the minotaurs, you already lost one man too many
> Write in
>>
>>4240327

nah, I was rolling to see who would be hit

each roll was one hit

if you got hit twice or more you die
>>
>>4240353
>Oh, you have to do everything! Go with the girls and grab some maimed dark elves for the wounded boys to eat, quick in quick out.
>>
>>4240353
>> Nah, we're out of here, send the men to the orcs to feast on a few dozens of their people and leave the rest for the minotaurs, you already lost one man too many
>>
Rolled 19, 46, 7 = 72 (3d100)

>>4240372

You go with the girls to grab some maimed dark elves for the boys to feast. That should be pretty straight forward, you all hunt for each other all the time. Let's hope the dark elves don't have too many of those spells left...

Time to roll for combat!

Roll 3d100 DC 40 (-10 stronger -5 plate armor +5 outnumbered)
Rolling for the dark elves DC 45 (+5 morale -5 spells -5 outnumbers enemy)

Your morale is 5(8)/10
>>
Rolled 77, 93, 93 = 263 (3d100)

>>4240381
>>
Rolled 2, 2, 2 = 6 (3d5)

>>4240395

The minotaurs do a pretty solid job systematically killing the dark elves, who are down to a third of their army. So much for their large numerical superiority, it doesn't look all that large anymore!

Maybe the minotaurs been able to do that because the dark elves been busy trying to snipe your people with magic. They had significantly less people available for their magical shenanigans, and significantly less spells available in their repertory so they only been able to muster a power of 3. This might be dangerous if they manage to focus it on a single target, let's see if they somehow are able to do it in the chaos of battle...

1 - Lord Anthon
2 - Emily
3 - Sophie
4- Adelaide
5 - Garrett

You are a tough motherfucker so you only die with 3 spells, you're probably safe.
>>
>>4240420
motherfuckers
>>
>>4240420
rip emily
>>
>>4240420

The fuckers got Emily! Your goddamn conjurer! How are you gonna teleport shit around now? It gonna take fucking forever to find another cute conjurer you can recruit to your group, your whole operation is ruined. Well, maybe you could get an elf this time, they do taste pretty good... Anyway, this stupid job suddenly got totally not worth it. You get the boys regenerated and plan your next move, but you're already pretty bummed out.

> Be petty and murder every last one of them for killing your precious Emily
> Just form a line and walk towards the dark elves, they should be out of spells by now, they will probably run
> You're depressed now, let the minotaurs handle this stupid crap, carry Emily's corpse away
> Write in
>>
>>4240439
>Just form a line and walk towards the dark elves, they should be out of spells by now, they will probably run
Try to get a cutie3.14 elf in her place
>>
Rolled 65, 41, 77 = 183 (3d100)

>>4240453

Your form a line in front of the minotaurs and walk towards the dark elves, ready to do them in. They start to panic seeing us, their commanders seen ready to order a retreat. Let's see if our intimidation is successful...

Time to roll for combat!

Roll 3d100 DC 15 (-10 stronger -5 plate armor -20 intimidation)
Rolling for the dark elves DC 75 (+5 morale +20 intimidated)

Your morale is 5(8)/10
>>
Rolled 61, 34, 71 = 166 (3d100)

>>4240468
>>
>>4240475


The dark elves commanders wisely decide that since they ran out of spells there is no way they can beat this many of you with less than a third of their army and run away as fast as they can.

The minotaurs, who still have over half their men, cheer. You on the other hand consider this a resounding defeat. You lost a man and worst still you lost your beloved Emily, your conjurer!

You go talk to the chief.

"We lost.", says Lord Anthon.

"I don't understand, the dark elves are gone. Are they coming back with a bigger army?", says Barkal Monkar

"Oh no, they probably won't come back after such a defeat. But our losses were too big. Losing my man Stuart was already a blow, but my conjurer Emily was too much. I will have to leave your tribe right now and go search for a new conjurer in order to give continuation to the regular operation of my business. I must do so at once because finding a conjurer might take a few years and I will have to delay several contracts, losing vast sums of money because of that. I believe I should be able to find an adequate conjurer in the elvish city of Gothlandor in the Forest of Illusions but gaining entry to their city is no easy feat. I will continue to give support to your tribe, I will leave my senior man in charge, Carl, and I will order my wizard Gustav and a few more men I left protecting the mansion to come here to reinforce this position, totalling ten of my people in here. Gustav is an odd fellow but he is a reasonably competent evoker and will be able to keep in touch with me from a distance, being able to magically communicate with me every night to ask for instructions. I may also request reinforcements from local mercenaries if you deem necessary, although I cannot guarantee I will find warriors quite as good as these, I hired the very best available. You will have to feed them though."

> We don't need low quality mercenaries, we can field our own spearmen and bowmen instead
> We will definitelly need more mercenaries even if they are lower quality, we are not ready for the humans yet
> Write in
>>
>>4240667


Year 25

Tribe: Ironbloods
Leader: Barkal Monkar (Tribal Warrior lv 5)
Population: 10,672 orcs
Military: 351/455/1067 Warriors (150 spearmen, 40 halberdiers, 10 war drummers, 100 Grunts in training (1/5), 50 archers, 1 Ogre Warrior.), 0/1567/2490 Militia
Commanders: Kolgar Than (Tribal Warrior lv 3)
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Koron Mizob lv8, 20 apprentices lv 0 (12/15). Blood magic lv 4 (only Koron), teaching us Blood magic lv 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (7/15)
Livestock: Boars (199,850), Canyon Crawlers (146), Cave Grazers (4,717)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (13/20) (100 upkeep total)
Treasures: None!
Trade routes: None!

We train 51 spearmen and 50 archers.

Our salt ran out! Our people want to send a caravan to acquire more salt from the Bloody Despoilers! Should we do it?
> Send a caravan to the blood despoiler (I'm now implementing distances so things will be a bit different! The route is known and there are enough rivers that we don't need to carry much water with us; still we need to carry enough food for 75 days, what is about 225 lbs of food per person, what exceeds the carrying capacity of our merchants (about 200 lbs per merchant). Therefore, we must hunt, gather and fish along the way to feed ourselves instead of carrying a supply of food, so our caravans will consist of two merchants to haul stuff and three peasants, a hunter, a gatherer and a fisher, per cart, with minimal additional supplies, to maximize the amount of cargo we can take. Since they will have to be finding food along the way, it will take at the very least three times longer to get to our destination, so the caravan isn't expected to make a full trip in a single year. Unfortunatelly, with this setup it is very difficult to field a large escort - you need to send five additional peasants finding food to get enough surplus to keep one simple warrior fed at half rations, double for a Grunt.)
> No, we cannot afford to do it right now
> Write in
>>
>>4240670

A large group of very ugly creatures is sighted by your patrols wandering around near your territory at night. They are naked, look pale and disfigured, as if they were some sort of underground dwellers. Our warriors mention this in passing to the smugglers and Carl tells us "Oh yeah, these are the things we feed upon. There are like twenty thousand of them down in the deeper caves. They kill and eat the giant spiders, they kill and eat giant worms in the underground, they are constantly at war with some sort of fungus people that they kill and eat, they kill and eat anything they find really, their war and we killing them keeps their number from exploding out of control completelly. We've been hunting them for so long that by now they flee in terror from anyone that wears fancy clothes. They just eat and make babies all the time, it's absolutelly ridiculous. At first we thought they wouldn't make for good food, but they are warm blooded and thus quite sufficient for our dietary needs. The boss calls them troglodytes. Been awhile since they last got out the caves, must be because we have killed so few of them this past year."

> Over twenty thousand? Gotta remember not to go into the caves, those things look dangerous
> You smugglers should go back into the caves and resume killing those things, can't have them wandering around
> We would like to know more about these fungus people, are they tasty?
> Write in
>>
>>4240672

A centaur hauling a cart with a bunch of baskets full of herbs shows up in our tribe. He says he is from the Magic Stag Children, a tribe of centaurs that lives nearby. His tribe has no access to metals and he heard that we have a vast iron mine so he came to trade some herbs their shamans gathered with us for some metal tipped arrows and spears. He also requests that we make some horseshoes and keep them stored for when he comes back again in a few years to trade again.

Here is the stash of stuff he brings to us to trade, in paranthesis is the number of baskets:

(1)Allheale: apply this herb on the wound and the person will heal three times faster.

(1)Ashum: cures all manners of fevers, has a decent chance of healing even undead disease but is not guaranteed.

(1)Carak: has a higher chance to heal undead disease than Ashum, but will incapacitate you for days when taken.

(3)Speedweed: makes you faster, can be eaten of smoked. Very addictive. Can and probably will make you insane.

(1)Shhberry: these berries taste absolutely delicious and make you mute for about 20 minutes for each of them you eat

(1)Zzzberry: these tiny berries will put you to sleep very quickly once you consume them, a handful will put anyone sleeping

(1)Bonernut: these nuts will cause men to have very vigorous erections for several hours upon being ingested

(4)Sanec: these black berries must be boiled for two weeks until they become a thick good, the goop can be imbibed in tiny amounts to restore sanity for a short time.

(1) Zinkler: this herb when added to an alcoholic beverage will make it much more potent without changing its taste or color significantly

(1) Bonemender: this herb will help heal damage to cartilage and bone that wouldn't naturally heal otherwise

> Kill the centaur and rob his stuff
> Trade with the centaur (what do you want)
> Tell the centaur you're not interested
> Write in


And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4240675

(3)Speedweed: makes you faster, can be eaten or smoked. Very addictive. Can and probably will make you insane.

(4)Sanec: these black berries must be boiled for two weeks until they become a thick goop, the goop can be imbibed in tiny amounts to restore sanity for a short time.

a couples typos I've seen, might be more I haven't catched, dunno
>>
>>4240679
>catched
and now I wrote catched instead of caught, lol
>>
It is getting late, I may or may not do one more update, but I'll probably go to sleep soon
>>
>>4240670
>Military: 351/455/1067 Warriors (150 spearmen, 40 halberdiers, 10 war drummers, 100 Grunts in training (1/5), 50 archers, 1 Ogre Warrior.), 0/1567/2490 Militia

Got a small mistake in our military, Grunt training should be 2/5
>>
>>4240667
>we need more mercanaries
>no we can't afford it
>we would like to know more about the fungus people

maybe get one allheale one 1 speedweed and 1 bonemender

>train more warriors
as many grunts as we can this time
>>
>>4240667
>We will definitelly need more mercenaries even if they are lower quality, we are not ready for the humans yet
>>4240670
>No, we cannot afford to do it right now
>>4240672
>We would like to know more about these fungus people, are they tasty?
>>4240675
>Trade with the centaur (allheale, zinkler and bonernut(for a special time later))
>Train 60 halberdiers and 50 archers
>>
Rolled 3 (1d4)

>>4240700

We tell them we are not ready yet so the smugglers loosen their purse strings and find us some more mercenaries! There aren't too many more mercenaries in our area though, so they are already scrapping the bottom of the barrel. Let's roll to see what kind of low lifes they manage to find!

1 - some faggy fauns
2 - some loser goblins
3 - some buffoon halflings
4 - some starving gnolls

We tell our people we can't afford the salt caravan. They become deceptionated, they had become used to seasont their food with salt!

We ask the smugglers more about the fungus people. Carl tells us they are humanoid fungal creatures that weirdly enough raise other non sentient fungus that they consume, they scour the tunnels gathering organic matter to feed their fungus. Neither then nor the troglodytes have any significative tecnology, they just fight each other with their natural apendages. The fungus have a caste of warriors that have big stingers who are quite dangerous to the troglodytes, but the troglodytes usually overwhelm them with sheer numbers and brutality. The fungus also cause a sickness on the troglodytes that makes them cough their lungs out and kills a large amount of them, but they just keep breeding more. The smugglers believe the two of them been living together for thousands of years in the caves and developed strategies to cope with each other.

We decide to get some allheale, some speedweed and some bonemender. We give a bunch of arrows and spears to the centaur in exchange for the herbs and he thanks us. All our men wanna try some of that dank speedweed before it gets stale! Who should get to use the good stuff?

> The spearmen
> The halberdiers
> The grunts in training
> The archers
> It will be Barkal's private stash
> Write in
>>
>>4240740
It goes bad? I was gonna keep it for a battle and use it as a stat boost.
>>
>>4240756

weed don't last forever yo

your weed gonna stay fresh for six months to a year

if you do a great job at storing it you can stretch that time for up to two years tops, after that it is garbage

allheale and bonemender are to be made into oinments having a much longer shelf life and can essentially be stored indefinitelly
>>
>>4240778
hand it out to only the best soldiers then including the leader and the one ogre warrior
>>
>>4240740
>The halberdiers and Barkal
>>
Rolled 2 (1d2)

>>4240787
>>4240796

1 - best soldiers
2 - halberdiers and barkal
>>
Rolled 13 (1d20)

>>4240807

About a hundred halflings carrying slings and short swords arrive at our tribe. These tiny little fucks don't look much the part of warriors and it seems ludicrous that orcs are going to be protected by something so puny. Still, these are the best warriors the money could buy around these parts.

We distribute the speedweed amongst our halberdiers and Barkal. This is the good stuff! It really makes you go fast! We estimate we go about... a third faster than we went before we took this shit!

Some of the men report seeing funny colors. A few of them keep seeing the funny colors, even after the speed effect is gone.
A tiny amount report much weirder shit going on - colorful dragons flying around, monsters popping up. The major effects are so disturbing that the men who got it can barely function.

After our foray with the speedweed 8 warriors got minor collateral effects from it, 2 got major collateral effects from it. At least 33 warrior including the ones suffering from collateral effects are addicted to speed weed and don't wanna quit, even knowing there is a risk they may end up insane or worse than they already are. They request we contact the centaurs and establish a regular trade of the dank weed to keep ourselves supplied with the good stuff. The men who got the major effects want us to give them something to make the dragons go away. The men with the minor effects have mixed reactions to it, some find it annoying, some find it amusing, some just want it to stop already.

Rolling to see what happens to leader

1 - major collateral effect
2-4 - minor collateral effect
5-16 - addiction
17-20 - nothing

> We gotta buy more speedweed, this is the good stuff, send our warriors to find these centaurs (how many warriors)
> No, no more speedweed nonsense, we ain't buying anymore of this stuff
> Write in
>>
>>4240815
>No, no more speedweed nonsense, we ain't buying anymore of this stuff
>>
now it's really late for me, I must sleep, I'll probably be back tomorrow
>>
>>4240815
>no more speedweed we gotta buy sanec next time to cure them
>>
Rolled 2 (1d2)

>>4240700
>>4240716

1 - train as many grunts as we can
2 - train 60 halberdiers and 50 archers
>>
Rolled 3 (1d4)

>>4241802


Despite also craving more speedweed you decide that it is better for the tribe that you stop with this speedweed nonsense at once and tell the warriors that there will be no more speedweed.

We ask Koron what to do about our addiction and he tells us to take small decreasing dosis of hallucinogen to satiate our drug craving and slowly get us out of our addiction over the course of a few months, just gotta be careful to actually decrease the hallucinogen amount we take every time and not increase it so as to not exchange one addiction for another. He says it is safe to do this because Calcena is not as addictive as speedweed. Besides, even if people do become addicted, we have an ample supply of Calcena available and there are no known strong side effects, different from speedweed.

As for the orcs who are suffering collateral effects from the speedweed Koron says there is not much he can do about them. Usually the herb to cure some condition grows near the herb that causes said condition, but he doesn't know the herbs that grow in this region so he can't tell for sure. Our commander Kolgar fear that the afflicted men might behave oddly in critical moments during combat disrupting troop cohesion.

> There is nothing we can do about them, have the 10 orcs sacrificed
> Discharge the 10 orcs from the army and have the women take care of them
> A little fuzzy colors won't put an orc out of combat, keep them in the army
> Write in

Rolling to see what will happen to Balkar

1 he becomes addicted to hallucinogens
2-4 he becomes addiction free

(We can research Herbalism (Tier 0), it allows us to train and deploy herbologists or trained peasant herb gatherers to acquire known or unknown herbs and for herbologists to discover new properties of unknown herbs, only herbologists can research herb properties, and herbologists have a better chance of finding herbs than peasants, depending on the amount of people designed for this activity we will acquire and discover more or less herbs and properties over time; we may or may not make our shamans our herbologists, it is our choice)
>>
>>4241893

Year 26

Tribe: Ironbloods
Leader: Barkal Monkar (Tribal Warrior lv 5)
Population: 10,778 orcs
Military: 401/505/1078 Warriors (90 spearmen, 40 halberdiers + 60 in training (1/2), 10 war drummers, 100 Grunts in training (3/5), 100 archers, 1 Ogre Warrior.), 0/1042/2514 Militia
Commanders: Kolgar Than (Tribal Warrior lv 3)
Religion: Heretic Mihtraism (2000 followers), Abraxas worship (800 followers); Koron Mizob lv8, 20 apprentices lv 0 (13/15). Blood magic lv 4 (only Koron), teaching us Blood magic lv 1.
Technology: Farming, Metal Working, Animal Husbandry, Pottery, The Wheel, Warrior Code, Writing, Masonry, Mysticism, Simple machines (levers and pulleys), Trade, Mathematics (8/15)
Livestock: Boars (203,847), Canyon Crawlers (148), Cave Grazers (4,808)
Crops: Potatoes, Cavewheat, Calcena
Resources: Iron (Vast Supply), Coal (Big Deposit)
Buildings: Barracks, Library, Workshop (14/20) (100 upkeep total)
Treasures: None!
Trade routes: None!

We start training 60 halberdiers and train 50 archers.

Carl says that since the girls aren't around to perform divinations to know when the humans will arrive anymore we'll have to actually scout to know when they are coming. He could go out with his boys to scout and they would almost certainly know when the humans arrive and their force composition, but then we would have anything from 2 to 7 of the smugglers actually on the base when the humans arrive. They could send the minotaurs to scout, who are not bad at it but probably wouldn't do quite as good a job as the smugglers and probably wouldn't make it on time to the base for the actual fight in any appreciable numbers. They could send the halflings who would probably just slack off and not get anything done and might not even report correct numbers, besides not making it back in any appreciable numbers. There's also the possibility of you dispatching your own men out to patrol looking for the humans, their effectiveness would be something between the halflings and the minotaurs, or maybe worse, depending on how many you actually send out.

Or you could take a different approach - you know they are coming anyway, better to just concentrate as many people as you can to defend yourself. It will be a surprise attack, as in you will have no idea of the day, how many people will come or what tactics they might employ, but you will be waiting for it with all your troops.

> Have the smugglers scout
> Have the minotaurs scout
> Have the halflings scout
> You got this, send your own men to scout (how many)
> Forego scouting altogether, lets just hunker down and weather their surprise attack
> Write in
>>
>>4241894

Grodush (Grunt lv 4) returns to our tribe! He says Goluk Buga and his friends tried to contact the old chief with magic but he didn't reply. They are currently based in the halfling village of Roundtop after having slain a young white dragon and plundered its hoard, which despite the youth of the dragon was already significant. He says they are in the process of securing the wealth by turning it into assets and spreading it to other places - having a big pile of gold is just asking for another dragon to come and steal it from them, that's the whole reason why most civilized kingdoms don't even use gold as currency anymore. He receives the news about the new chief with distraught as he was loyal to the old chief, and seems puzzled about seeing a bunch of minotaurs, humans and halflings camped at our tribe. We explain the situation to him but he doesn't like it very much and says Goluk Buga won't like it either. Grodush is carrying an Enchanted Longsword. Grodush requests some more troops to aid in Goluk Buga's cause, as the ones we sent unfortunatelly died already.

> Have Grodush killed and steal his Enchanted Longsword
> Try to dissuade Grodush from his quest and convince him to become your commander instead
> Of course you will send more men to the legendary hero Goluk Buga, the dragon slayer! (how many men)
> Gold you said? Now that he is loaded he can pay for some mercenaries! (offer to send a stack of 100 troops in exchange for gold)
> Write in

And what else do you want to do for the year?
> Start a new construction project
> Start a new research project
> Start a new magical research project
> Send a diplomatic party somewhere
> Send an exploration party somewhere (Nearby, Frozen North, Mountains of Korgar, Forest of Illusion, West Coast, East Kingdom, East Plains, Bârad-Amôk Ruins, Swamp of Kar, other)
> Train more warriors
> Send an war party somewhere
> Send a trade caravan somewhere
> Write in
>>
>>4241899
> Have the smugglers scout
> Have Grodush killed and steal his Enchanted Longsword
> Send a trade caravan Cut Your Guts
>>
>>4241893
>Discharge the 10 orcs from the army and have the women take care of them
>>4241894
>Have the smugglers scout
>>4241899
>Of course you will send more men to the legendary hero Goluk Buga, the dragon slayer! (20 spearmen)
Let’s go with this trade >>4241908, a medium one with 15 spearmen escort
>>
>>4241945
support
>>
>>4241908
>>4241945
>>4241987

Alright, time for annoying travel math since we are going to be doing that now instead of magically assuming they have food and water! Well, we will be magically assuming they have water, but still.

The goblin tribe is about 800 miles away, your merchants can cover about 20 miles a day so they will take 40 days to get there. The route is known and there are enough water sources along the way in the form of rivers and cave water so they don't need to carry significant amounts of water. Still, they need about 3 lbs of food a day, so 120 lbs if they carry food for the whole trip. Each merchant can carry about 200 lbs of weight in their carts (2 merchants per cart pulling 400 lbs), so they only get 160 lbs free for merchandise per cart if they carry all their food with them. But that's just for the trip to get there, you'd need food for the trip back - maybe you could trade for food with the goblins.

Or you could send extra 3 peasants per cart to find food for everyone. The trip would take at least three times longer, but then you could carry the full 400 lbs per cart to the goblins.

The escort can carry their 120 lbs of food too, but they will also need extra food on their way back, so you better take something valuable to buy the extra food for them - or if you decide to go with the extra food finding peasants, they will need an additional 5 peasants per each soldier.

Note that the 3 lbs of food per day is already half rations, a full ration is 5 lbs.

Decide how many carts you will take and what will you fill them with, the usual sizes are Small being one cart, Medium being 2-3, Large being 4-7, Very Large being 8-15, a caravan with more than about 15 carts will likely draw a lot of attention, specially if it is carrying anything other than food:


Dagger - 1 lb
Shortsword - 2 lb
Spear - 3 lb

Shield - 6 lb
Leather armor - 10 lb

Heavy Crossbow + some ammo - 20 lb
>>
>>4242001
send all the peasants we need
3 carts
all heavy crossbows since they are the most prized among the gobbos
>>
>>4242001
7 Carts
100 Shortswords
200 Spears
10 crossbows
120 Daggers
Will take food with us.
>>
Rolled 2 (1d2)

>>4242007
>>4242017

1 - 3 carts, no food, peasants to find it
2 - 7 carts, take food with you
>>
>>4242023

Alright so it is

7 Carts
14 merchants
15 spearmen
100 Shortswords (200 lbs)
200 Spears (600 lbs)
10 crossbows (200 lbs)
120 Daggers (120 lbs)
1680 lbs of food for the merchants
1800 lbs of food for the spearmen

to the Cut Your Guts Tribe, 800 miles away

The whole trip will take at least 40 days. Confirmed?
> Yes, that is it
> No, there's something wrong
> Write in
>>
Rolled 1 (1d2)

>>4241908
>>4241945

let's see, there was another tie

1 - kill Grodush and steal his magic sword
2 - send men to Goluk Buga
>>
>>4242034
>Yes, that is it
>>4242039
there's no tie, my vote to send men got support from another anon
>>
>>4242034
Do we need that much food?
>>
>>4242037

Did I get the math wrong?

Each merchant can carry 200 lbs, two merchants per cart make it 400 lbs.

You could put more than 400 lbs in a cart (the cart won't break if you put more than 400 lbs on it), but it isn't practical for more than two orcs to pull it at the same time and orcs are pretty strong but carrying more than 200 lb per orc is just too much, so the practical limit is 400 lbs.

The absolute limit for a cart before it breaks would be closer to 1000 lbs, but you'd need a more complicated arrangement with at least five orcs with strong leather ropes pulling the cart and the cart could actually break an axle or a wheel under so much strain what is just too much trouble to bother.
>>
>>4242043

oh yeah, there was no tie, disregard my roll to murder Grodush
>>
>>4242070
I just didn't read, sorry
>>
I just tend to assume most people are very strong, particularly orcs. Almost everyone has active life styles, tending to crops, tending to herds, mining, chopping trees, etc. so they tend to get pretty shredded, so long as they are not undernourished.

200 lbs is a lot of weigh to carry, but orcs are big guys.

I'd let a Grunt carry 300 lbs and a Tribal Warrior carry 400 lbs, that's just how strong these guys are. Still, they may not even be able to carry their own food in longer campaigns, specially considering that they eat more than normal.

This is their carrying weight by the way. They can lift off the ground for a short time twice that amount, and with all their strength push away a few inches up to five times that amount.

These numbers might be a bit bloated compared to regular fantasy, but the average person in this world is somewhat stronger than in real life.
>>
Rolled 2 (1d20)

We're sending a pretty big caravan this time, let's roll to see what happens to our merchant caravan!

1 - it is attacked by goblins, most everyone is murdered, cargo is stolen
2-3 - it is raided by goblins and our men managed to fend them off but between 30-80% of our cargo is stolen
4-6 - it is raided by goblin and only about 10-20% of our cargo is stolen
7-20 - we arrive at our destination safely

You decide that of course you're going to send more men to the legendary hero Goluk Buga, the dragon slayer! You dispatch 20 spearmen with Grodush to him at once! Grodush thank you for it and say Goluk Buga will hear of the generosity of the new chief.


You tell Carl that it is better if the smugglers scout, they make the better scouts after all, we need the best intel we can get. Most of the time only that weirdo wizard Gustav is in the tribe, the smugglers only come back one or two at a time once a week or so to feed.
>>
Rolled 1 (1d6)

>>4242138

Our caravan is raided in the goblin lands! As our men fend off some of the creatures, others reach for our carts and either grab stuff or drag entire carts away!

let's see just how much of our cargo is stolen

1 - about 30%
2 - about 40%
3 - about 50%
4 - about 60%
5 - about 70%
6 - about 80%
>>
Rolled 4 (1d10)

>>4242143

let's see how many of our escort died
>>
>>4242146
>>4242143
>>4242138

After the goblins are done stealing our stuff we're down to:

70 shortswords
140 spears
7 crossbows
84 daggers

They didn't seemed particularly interested in our food, but they did stole one of our carts.

We arrive at the Cut Your Guts Tribe. The chief is very glad to see us and saddened to hear we've been robbed on the road. He is happy to tell us that his tribe has taken over the copper mine from the Won't Ask Twice Tribe and have been able to produce, well, crappy copper daggers. Their sages are studying the properties of the fabulous metal and they should be able to produce more much better quality goods with it in the future.

Our merchants are very happy to hear about it. We tell the goblins we will need some food for our trip back and we want copper for our weapons.

The goblins say they can give us some smoked mystery meat for the travel. The crossbows are very valuable so they will give us their weight is copper. The rest of the stuff they offer us a tenth of their weight in copper.


> We can't haggle too much, take the goblin's offer
> These prices are too low, make it at least twice that and you have a deal
> We know for a fact our stuff is worth five times more you knave! Pay up!
> Well, this is a shitty deal, show us your stolen crap instead
> Write in
>>
>>4242189
>> Well, this is a shitty deal, show us your stolen crap instead
>>
>>4242212
Going with this for the other weapons and trade the crossbows for copper
>>
>>4242189
>> Well, this is a shitty deal, show us your stolen crap instead
>>
>>4242212
>>4242215
>>4242218


Dissatisfied with the price of the copper, your merchants ask to sell his hoard of stolen loot. The chief calls his men to pile up their loot for them to peruse.

Besides the usual ragged clothings and broken furniture, we find a few things that pick our interest:

A small metal cube, apparently silver, possibly alloyed with something else, carved with demonic faces with different facial expressions

A big seashell

A set of very fine paint brushes, you think they are made with elf hair

7 unusual coins, they are made out of gold and contain a hammer and an axe on one side and a bearded dwarf on the other rather than the elvish mint you're used to see in silver coins

A pouch with strange blue seeds

A block of soap

A weird petrified bug that looks very old

A large sack with hundreds of small square wooden blocks with tiny sigils carved in them

A big bottle full of eyes of some unknown creatures preserved in liquid that the goblins don't wanna eat

A big book with drawings of various types of food in it

The goblin chief says we can have all this stuff for our cargo. They will still give us enough food for our trip back, even throw in some Travel Fruit to pad our cargo and sweeten the deal.

> We will take your crap for our stuff
> This crap is totally worthless, we prefer the copper
> We gonna take our chances doing business with another tribe (which one)
> Write in
>>
>>4242297
>your merchants ask to sell his hoard of stolen loot

ask to see his hoard of stolen loot
>>
>>4242297
>> We will take your crap for our stuff
>>
>>4242310
+1
>>
>>4242310

+1
>>
>>4242310
>>4242341
>>4242371

We decide to take the stolen crap for our stuff. The goblins give us some smoked mystery meat, called that way because it is indistinctly mixed from their herds and various woodland creatures they hunt, and load our carts with Travel Fruit.

We head back home and on our way back we are met by goblins of the Shiny Crown Tribe, they tell us that they are still waiting for an answer on the wolf rider deal if we want some metals.

When we arrive at home our sages inspect the stuff we bought. They can see no immediate use for most of this, the large sack with sigils they believe to be part of some sort of game or teaching aid to little kids but it is useless without knowing what each of the sigils mean. Carl was briefly in the tribe at the time and saw the weird petrified bug and said he saw stuff like that before, it is called a 'fossil', it is actually much much older than anything that is alive today, it is pretty rare, his boss might be interested in buying it when he's back. He sees the soap and says it is used to clean wounds to prevent infection and generally keep people more healthy if they take regular baths with it. Our sages find this soap thing very puzzling and begin to wonder how they could make more of it, but perhaps that is a concern for some other time...

(Soap Making is a Tier 1 technology, it enables the creation of bathhouses, a sanitation improvement for your tribe that improves health increasing population growth)
>>
Rolled 6 + 1 (1d6 + 1)

>>4242373


The report on the humans finally comes! They are camped on a nearby human village of a little over a thousand people that they no doubt paid to supply them for a few weeks with the food they need for their campaign. The smugglers report the humans brought with them 5 battalions of about 150 soldiers, being 3 companies of light infantry, one company of heavy infantry and one company of archers. They have brought very few horses, maybe seven or so, perhaps out of a concern that our tribe is situated in a canyon and their men might need to climb. For human armies standards, this isn't a very big army, the duke didn't even mobilized his cavalry at all, but Carl says he probably has other concerns at home and can't tie up his entire army in a single campaign so it was to be expected. If we can make it too difficult for their men to conquer your canyon they will retreat and report that it isn't worth it and they will probably give up - or at least that is the plan.

Since they are well supplied they will be well fed and well rested when they come to us. Unless we do something about it of course - we could still attack their army before they reach the tribe if we are quick enough and put a dent on their numbers.

Since their numbers are so much greater than our own we could use your militia to have a good number of bodies to weather the ravage of their attack. Of course, the loss of life would be staggering - their heavy infantry particularly is a concern. Carl assures you he will have the minotaurs focus on the heavy infantry.

Or we could pull a full retreat into the caves, force them to climb down the canyons and fight them in the dark. We have much better chances of defeating them in such circumstances as humans don't see well in the dark, but we would have to abandon our boar herds - humans tend not to be too interested in herding boars so they would probably set them loose.

Rolling to see how many smugglers made it into the tribe

> Muster our forces and attack them before they reach the tribe to thin their numbers
> Prepare for their attack and ready the militia, we will need every able bodied man on this
> Retreat into the caves, our boar herds are a small sacrifice to make for this decisive victory
> Write in
>>
>>4242374
>> Muster our forces and attack them before they reach the tribe to thin their numbers
>>
calling it a night, I'll probably be back tomorrow
>>
>>4242374
>Muster our forces and attack them before they reach the tribe to thin their numbers
I assume this means that we’ll attack the companies before they unite
>>
>>4242374
maybe we can send a stealth attack to set the village on fire which will help starve them???
>>
>>4242511
All we would have to do is to is have the smugglers sneak up cast a lot of fireballs and run away. We could even mix in a diversionary attack to increase the odds of success.
>>
>>4242511
I'd support setting the village on fire.
>>
Haven't had time today, session postponed to tomorrow probably.
>>
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>>4243998
So the civ quest cursed wasn't broken it seems
>>
>>4242602
I also think we could send in one of the human smugglers and some halflings as a merchant caravan that can spy where they keep their food and/or sell them poisoned food.
>>
>>4242383
>>4242404
>>4242511
>>4242602
>>4243360
>>4244404


We decide to muster our forces and attack them before they reach the tribe to thin their numbers. We start pondering what will be our strategy.

We consider attacking them before their companies unite. Carl however states that their companies were camping together therefore this is not really an option.

We consider setting the village on fire to help starve them. We could possibly do that, although that would only have any noticeable effect after the battle because they probably already got enough supplies for the short trip towards our tribe. We would need to send a large enough force to overwhelm the small village defences and set their granaries on fire, cutting off the supplies to the large army coming our way. This of course would take warriors away from the main battle.

We consider sending the smugglers to sneak up on the humans and cast some area blasting spells on them and run away. Gustav, the only wizard of their group, says he does indeed knows the fabled fireball spell which would be able to wipe out as much as thirty men at once if they were tightly packed, however his condition makes him twitch while gesticulating and stutter a lot thus struggle to perform the chant of complex spells appropriately in the heat of battle so he doesn't dare to cast such a powerful spell because he could either miss the target and hit his friends or himself, or just fumble the conjuration altogether and the wild magical energies used in the spell would explode in his face injuring or possibly even killing him, and his life is very important to master as his use of magical telecommunications is vital to the maintenance of the spy network and if he dies his master will have a hard time keeping in touch with his underlings from behind enemy lines.

We consider sending one of the smugglers and some halflings as a merchant caravan to spy where they keep their food or sell them poisoned food. Carl casts some doubts on whether such a plot would succeed as even if they bought it when the first man died from eating the poisoned food they would cast the whole lot away, besides his men can only travel at night and would need to hide and catch up with the caravan all the way, the humans might be suspicious of a merchant that only trades at night and outright disappears during the day.
>>
>>4244987


After all these considerations Carl says that if we really want to catch the humans before they reach our tribe we must move fast - have our troops perform some forced march and catch the moving human troops mid way, preferably in their camps in the middle of the night so the smugglers can help during the fight. He says his mercenary gang is outnumbered over four to one so even with his boys helping out the fighting they will probably only thin out the human numbers, not outright win the confrontation. Even his men would have a hard time killing all those armored heavy infantry, and although regular weapons are not very effective against his people enough injuries are still able to get them out of combat and if they are careless enough to keep fighting after being seriously wounded even kill them. We cannot expect our mercenaries to die to the last man for us either - once enough of them die, they will simply deem their contracts fulfilled and leave the battlefield.

Carl says that once the humans win the battle outside our tribe they will have the upperhand though. They will choose the time of engagement - they will attack during the day, so the smugglers won't be able to help. They will be waiting inside the caves, so if the final battle is going poorly for us we should retreat inside the caves, or just wait there to begin with.

Or if we believe we can somehow win the fight with the humans before they can get to the tribe, we should send as many as possible to go meet them halfway now. Our troops will arrive at the battlefield exhausted from the forced march, but at least we will be able to choose the time of the engagement and will have the help of the smugglers.

> Send some men to burn the village (how many men)
> Have the smugglers and mercenaries go meet the humans halfway
> Send our forces with the smugglers and mercenaries to go meet the humans halfway (how many men)
> Write in
>>
>>4244991
Let's prepare for a defensive battle them, making it not worth it for the humans to continue attacking
>>
>>4245135

In the end we decide not to attack the advancing human forces and instead prepare for a defensive battle. As the day of the battle approaches the smugglers leave their tent and go wait in the caves.

We must now decide on our last minute preparations to face the incoming human army!

Our army consists of 90 spearmen, 40 halberdiers + 60 in training, 10 war drummers, 100 Grunts in training, 100 archers, 1 Ogre Warrior and our commander Kolgar Than (Tribal Warrior lv 3). We could recruit up to 1042 militia men. Our men see well in the dark.

We have 66 minotaur warrior mercenaries in plate armor. They will fight until there are 40 or so of them left. They see well in the dark.

We have 100 halfling slinger mercenaries. They will fight until there are 60 or so of them left or until they panic. They do not see very well in the dark.

How many men are we going to deploy? (specify)
Are we going to deploy militia? How many? (specify)

Are we going to wait for the humans on the surface or hide in the caves?
> Surface
> Hide in the caves
> Write in
>>
>>4245193
>Hide in the caves
There's no way we can fight then in the surface with this pitiful army and with units still in training. deploy everyone and all militia
>>
>>4245229

The minotaurs say they do not like the idea of fighting in some caves that have no way out, having their company fully wiped out is not in their contract.

The halflings say they can't see anything inside the caves so they are not going in there.

> Tell them to fight the humans in the surface then
> Dismiss the minotaurs
> Dismiss the halflings
> Dismiss them both
> Write in
>>
>>4245272
tell them to harass the humans while we go to the caves, they can flee after that
>>
>>4245272
>> Tell them to fight the humans in the surface then
>>
>>4245285
>>4245347

We tell our mercenaries to go fight the humans in the surface while we wait for them on the caves.

The halflings and minotaurs get ready to face the overwhelming human army! There won't be much time to do a lot of damage to them, on what enemies should they focus before it is time to bug out?

> Thin out a bunch of their light infantry
> Try to bring down some of their heavy infantry
> Focus on killing their archers
> Write in
>>
>>4245371
>Try to bring down some of their heavy infantry
the archers won't do much in the caves
>>
>>4245371
> Try to bring down some of their heavy infantry
>>
Rolled 55, 43, 54 = 152 (3d100)

>>4245373
>>4245389


The mercenaries focus on the heavy infantry! Let's see how they fare...

Roll 3d100 DC 70 (-10 Plated Minotaurs +30 outnumbered)

Rolling for the humans DC 10 (-10 heavy troops -30 outnumbers enemy)

Your morale is 5/10.
>>
Rolled 34, 74, 72 = 180 (3d100)

>>4245390
>>
Rolled 57, 8, 53 = 118 (3d100)

>>4245390
>>
>>4245401
>>4245402

The enemy kills some twenty minotaurs and some twenty halflings. We put out of combat about thirty of their heavy infantrymen. The minotaur mercenary captain does a quick calculation in his mind and comes to the conclusion that his company won't take another round of battle like this so he orders a retreat. Seeing the minotaurs retreating the halflings panic and also retreat.

So much for our brave mercenary armies!

The enemies take their time perhaps exploring our settlement and doing whatever it is that they want to do in the surface before descending into the caves, but they finally come down.

When they descend into the caves they lighted some torches and lanterns and come down with mixed groups of light and heavy infantry leading the way.

They can't quite put the full weight of their army to their advantage against us, at least not until they reach the cavewheat cultivation caves which are much larger, so their large outnumbering bonus is denied. Their torches and lanterns only provided limited light so we still have the darkness advantage.

What troops should we send to block the advance of the humans?
> Send some spearmen and halberdiers
> Send a whole bunch of militia
> Send some archers to shoot them and retreat
> Send our troops in training
> Ask the smugglers to take point
> Write in
>>
>>4245441
>> Ask the smugglers to take point
>>
>>4245441
>Ask the smugglers to take point
>>
Rolled 100, 48, 60 = 208 (3d100)

>>4245534
>>4245449

We ask the smugglers to take point. They go on the front lines and start doing their martial art act on the bewildered humans. They do have some trouble fighting the heavy infantry as they said they would though, it's rather difficult for them to punch through heavy armor and those warriors are actually well trained.

Time to roll for combat!

Roll 3d100 DC 20 (-10 morale -10 Vampire Lords -10 Martial Arts)

Rolling for the humans DC 35 (-10 morale -10 heavy troops +5 darkness)

Your morale is 7/10 (+2 Smug Superiority)
>>
Rolled 79, 47, 51 = 177 (3d100)

>>4245631
>>
>>4245638

The smugglers go on killing, eliminating over a hundred humans, mostly light infantry. On doing so however, they sustained significant injuries mainly dealt by the vastly better trained heavy infantry.

When the smugglers were considering retreating however, a human female in plate armor carrying a mace made her way into the front lines and raised her mace, muttering some incantation.

Her mace shone with the light of the sun blinding all, almost instantly reducing to cinders the nearest six smugglers, making all the others instinctively turn into smoke and flee as fast as they can, still taking damage from the bright light even in smoke form, arriving at the back of the cave almost dead.

The heavy infantry humans quickly assume a defensive position around the human female carrying the sun mace and the humans continue advancing!

> Well, that's fucked, send some of our troops to go kill that cleric (which troops)
> We gotta get the remaining three smugglers back on their feet, sacrifice a couple dozen of our men so they can feed (which ones)
> Tell Gustav to do something about that cleric, we need magic to defeat magic
> Write in
>>
>>4245678
>Tell Gustav to do something about that cleric, we need magic to defeat magic
Ask if we can distract their troops for him to do something, since this woman is also negating our darkness advantage
>>
>>4245702
+1
>>
>>4245702
>>4245715

We tell Gustav to do something about that cleric, we need magic to defeat magic. Gustav says he needs to get close to cast any magic and that light will destroy him if it shines upon him, we will need to make a solid wall of corpses between him and the light. Therefore most spells would not really work - anything that requires a free path towards the enemy would not do. There is however at least one spell he can think of that would be useful in our situation, if he can get within about sixty feet of her without turning to cinders.

Which troops will we send to make this thick wall of corpses Gustav needs?
> Send some spearmen and halberdiers
> Send a whole bunch of militia
> Send some archers to shoot them and retreat
> Send our troops in training
> Write in
>>
>>4245739
>Send a whole bunch of militia with some spearmen in the flanks and archer support
>>
>>4245751
+1
>>
Rolled 80, 79, 13 = 172 (3d100)

>>4245751
>>4245764

We decide to send a whole bunch of militia with some spearmen in the flanks and archer support. Gustav cautiously approaches the blinding light from behind the thick wall of orcs corpses to try and cast his spell. Let's only hope the humans don't kill our men too quickly...

Time to roll for combat!

Roll 3d100 DC 65 (+5 morale +10 militia)

Rolling for humans DC 25 (-15 morale -10 heavy troops )

Your morale is 4/10
>>
Rolled 71, 14, 41 = 126 (3d100)

>>4245800
>>
Rolled 39, 87, 52 = 178 (3d100)

>>4245800
>>
Rolled 33, 74, 81 = 188 (3d100)

>>4245800
>>
>>4245807
>>4245839
>>4245877

As we approach the enemy our men manage to kill some thirty human light infantry mostly by archer fire. The humans in turn kill some hundred and twenty militia men or so as their heavy infantry advances upon our untrained men.

Gustav casts his spell and the mace in the hand of the human female cleric explodes with a loud bang shattering in countless pieces! The pieces quickly stop shining brightly as they rain down all around the field. She seems to be taking some time to cast healing magic on herself and the surrounding people.

What should we do next?
> Can't let the humans have too much time to think, keep pressuring them (send which men)
> Time to bring the surviving smugglers back into the fray, sacrifice a couple dozen men to feed them so they can regenerate (which men)
> Have our men get out of the way and ask Gustav to chance casting an area spell on the humans (humans will advance fast, may backfire horribly)
> Write in
>>
>>4245990
>> Have our men get out of the way and ask Gustav to chance casting an area spell on the humans (humans will advance fast, may backfire horribly)
>>
>>4245990
>Can't let the humans have too much time to think, keep pressuring them (spearmen, halberdier, militia and archers)
>>
>>4245998
dude, it's already saying it has low chances, let's play this safe
>>
>>4245990
can we keep pressuring them and sacrifice militia to heal the smugglers?
>>
>>4246014
If we succeeded it will be epic.
>>
I just noticed that we voted for it but we didnt make the card game, between the trade with the goblins and the swamp fiasco we ended up never actually getting it done. Not the time to worry about it now though.

I fell asleep and now I have stuff to do, I will probably be back tonight.
>>
Rolled 2 (1d3)

>>4245998
>>4246010
>>4246137

alright, let's see

1 - get out of the way for Gustav to cast
2 - keep pressuring the humans
3 - sacrifice militia to heal the smugglers
>>
>>4247899

We decide to send our spearmen and halberdiers to the front to put more pressure on the humans than our militia and archers alone could!

We had previously decided to discharge the 10 insane halberdiers from the army but they are down here in the caves with us, should we send them to the front lines?

> Yes, send them to the frontlines
> No, they might fuck something up for the rest of our troops, send them to go hide with the women, children and the elderly
> Write in
>>
>>4247907
use them as sacrifice to heal the smuggler
>>
Rolled 88, 25, 43 = 156 (3d100)

>>4247935

Instead of focusing on pressuring the humans we take our time sacrificing our insane halberdiers plus a whole bunch of militia men to feed the the nearly dead smugglers so they can regenerate and become ready for battle again. Our militia tries to hold the line against the humans as they push towards us, forcing us to retreat deeper into the caves...

Time to roll for combat!

Roll 3d100 DC 70 (+10 morale +10 militia)
Rolling for humans DC 30 (-15 morale -10 heavy troops +5 darkness)

Your morale is 3/10
>>
Rolled 19, 57, 1 = 77 (3d100)

>>4247946
Why we have low morale
>>
Rolled 56, 26, 64 = 146 (3d100)

>>4247946
why did our morale decrease ?
>>
>>4247949
>>4247956

your morale decreased because you got less successes on the combat roll than your enemy

The humans advance through your troops, slaughtering over 350 of your men and forcing their way into the wheat cultivation caves. Your men morale is too low to keep fighting, but cornered they can't flee! They throw their weapons away and beg the humans for mercy!

The smugglers keep on fighting, but the human cleric casts a new spell summoning a bunch of angelic spirits that surround her and soon the smugglers are nearly killed and cornered again.

In the end the humans take your people prisoner outside of the caves and drag the nearly dead smugglers into the sun where they burn to death.

The human leader, Lord Thornwell, declares that all of our warriors and shamans are to be killed and from now on we orcs will be slaves working on the mines for the humans producing iron for the Duke of Orlington for the glory of the kingdom of Arkalis!

Koron Mizob the Gate Guardian shaman then casts an impressive series of very powerful spells, killing over a hundred human soldiers and fleeing; but otherwise our fate remains unchanged.

Some of our warriors try to react when the humans go kill them but don't actually accomplish much. The humans execute all our warriors and shaman apprentices without much fuss that same afternoon by decapitation, including our commander and our leader.

They ask who amongst us knows how to speak human and designate an old female as the spokesperson to bring matters of importance to them, effectively making her our new chief. Having a female as chief! The humiliation!

They then confiscate all our weapons and have us go back to work. Surprisingly enough they didn't actually set our boars loose and they demand us to prepare a supply of smoked boar to feed their troops. They demonstrate no interest whatsoever in the food we make with our cavewheat, raising doubts on whether that thing is even edible to humans.

Thus the fate of the mighty Ironbloods is sealed - once one of the mightiest orc tribes of the region now reduced to mere thralls of the humans!

You may be able to raise above your present condition someday, when your sons grow up and you swell in numbers again, by getting some support from outside the tribe. Perhaps ancient pacts will still be standing and oaths made in times past will be counted upon to take your tribe out of this predicament. But maybe the humans conquered your very fighting spirit and you will want to keep going no more.

> Hope never dies, let's keep going against all odds
> Enough of this, let's not beat a dead horse
> Write in
>>
>>4248049
>Enough of this, let's not beat a dead horse
well, cheers to the anon who decided to attack the lizards in the swamp. Do you plan on doing another quest soon, OP ?
>>
>>4248079

>Do you plan on doing another quest soon, OP ?
sure, I'll probably start another tomorrow

Do you guys like the system of this one?

I'm planning on generating the world of the next one more or less the same way I did this one but maybe I'll give some extra starting options (whether or not you want a second major faction in your starting region to rally your own race against, whether you want to start with previous knowledge of the existing relevant regions like you did this time or you'd rather have to actually explore stuff to learn about them, and maybe the scope of the world as in how many regions we're going to simulate at first. This time we did 9 great regions and the world already felt huge, but we could simulate more if necessary, maybe 15 or 20, or as little as 3 if you think these are just too many and we'll never get to explore them all.)
>>
>>4248118
combat results seem way too rng based instead of us picking smart tactics
>>
>>4248140
this
>>
>>4248140
Rng had nothing to do with this. We marched into a swamp and lost all of our commanders. We where fucked when we went into the caves.
>>
>>4248140
>combat results seem way too rng based instead of us picking smart tactics

yeah, I put some thought on combat to make it interesting but it might feel too random at times, there is indeed a lot of rng, the tactics just change the DC of the roll and the impact of the successes, but there is a system in place you just don't see it

each army has a set 'hp' that is based on the number of soldiers that the army has of each kind - it is a bunch of different hps for each type of soldier actually, here's a sample of how your army looked like when you lost the fight for instance

spearmen 90 hp 000 (each hit loses 30)
halberdiers 40+60 hp 0X 00 (first hit loses 25, then 15 + 30 in training)
war drummers 10 hp 0 (each hit loses 10)
grunts in training 100 hp 000 0 (each hit loses 25)
archers 100 hp 000 (each hit loses 30ish)
militia men 1042 hp XXX XXX XXX 000 000 000 (each hit loses 60, last loses 22)

these numbers change from combat to combat depending on the lethality of the opponent (some enemies might kill 10 troops per success, others might kill 100 troops per success) but on average they hover around 30 kills per success for a normal troop and 10-15 kills for a high tier troop like Grunt. Special troops might have lower kill ratios per success due to their abilities (I recall it was something like 3 assassins dead per success in the undead fight or something, but that fight had a lot of special rules).

the tactics employed determine which group of the enemy you will target, their counter tactics determine if you are successful in targeting them or not - if for instance you do a tactic that exposes one group and they do a tactic that targets that same group they will do extra damage to that group

then the final amount of damage dealt is calculated based on the amount of successes your side gets, 1 success will usually deal 1 damage which is something around 10-100 casualties depending on troop type, two successes is two to three times that depending on tactics, three successes is three to six times that depending on tactics, four success is four to ten times that depending on tactics and so on. I say these high numbers but it is usually on the low side unless some really good tactic calls for an increase.

a failure or catastrophic failure on your side besides you not killing anything counts as one or two additional successes for your enemy

some enemies follow special rules (like the vampires who are merely wounded with one success and can retreat to regenerate, and undead fights that target some percentage of enemies with bite attacks instead of whole stacks) and magic follows its own rules
>>
I guess I'm gonna make the new thread and leave the race vote open already so tomorrow we can just start instead of wait.
>>
>>4248238
Good Quest OP.
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>>4248172
yeah but that was also a result of a tiebreaker dice roll aka rng and im also talking about what happened there and after that
>>4248202
maybe im just salty cuz we lost though
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>>4248238
Was good quest. I'm down for trolls or goblins.
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>>4248240
>>
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