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This is a quest where you, an orc, join an army and fight things.

You are Jhar, an orc formerly of Nghar tribe. Nearly moon ago, many ironclad warriors from elsewhere came and wiped out the Nghar. Killed the warriors, took away the women and children, and held prisoner the youths. You waited under guard with Nghar brothers for long time, until orc call himself Commander came before to tell all, "Savages, you are now a part of a great army, serving the cause of all orcs. The Dark Horde will unite the tribes until none are left, and destroy the enemies of the greenskins."

Well, no choice. Surrounded by warriors of the Dark Eye, you and survivors of Nghar march on hurting feet through unknown land, passing many strange sights. You sleep on ground, march in formation, learn army rules and sometimes get slapped and beaten for mistake. Brothers grumble and complain, you...

>Commiserate with aggrieved brothers about arbitrary beatings and sore feet.
>See there is purpose to harsh way of living. Try to convince brothers of it.
>>
>>4523284
>See there is purpose to harsh way of living. Try to convince brothers of it.
We will fight like a piece of iron.
>>
>>4523290
+1
>>
>>4523290
support
>>
>>4523290
One day, Jhar will be this boot!
>>
>>4523290
>>4523292
>>4523296
Many old, large, scarred, fighting orcs in this army. Almost all bear metal arms and armor. You explain to brothers how Dark Horde orcs are sharp like good blade, and that you, too, will be warriors soon. This is who we are now.

Brothers not like that much, and mostly grumble without you now. But saggy-faced brother named Oghlar agree and two of you learn to be good soldier and not get beat so much. Days pass and your legs and feet not hurt so much either.

More orcs from unknown tribes join on march, also prisoner. Finally you arrive at forward war camp. Large wooden fortress with sea of tents about, banners bearing the mark of Dark Eye. You and other new orcs inspected, given rank of Fresh Meat, and led by sergeant to armory to be issued war gear.

Fat old orc call himself Quartermaster sits in front of racks and racks of weapons and armor, telling queue of recruits before him that Fresh Meat are not entitled to such equipment. "You survive, you make rank, you come back and get better gear." Until then it seems your choices are... (pick 3)

>Big rock
>Bone spear
>Stone axe
>Rusty goblin sabre
>Rusty iron cudgel
>Crude javelins
>Sling and pouch of iron shot
>Hide shield
>Hide armor
>>
>>4523371
>bone spear
>>
>>4523371
>bone spear
>hide shield
>hide armor
We'll loot better.
>>
>>4523379
front line starter pack, supporting
>>
>>4523379
Missed the pick 3
Supporting
>>
>>4523371
>Stone axe
>Hide shield
>Hide armor
>>
>>4523371
Come on! Where my javelinbros at? Let's pwn some elf archers!
>javelins
>shield
>sabre
>>
>>4523415
support but switch the sabre for axe
only pussies wield goblin sabres
>>
>>4523379
Supporting
>>
>>4523379
Spear and shield +1
>>
>>4523379
Support
>>
>>4523379
+1
>>
>>4523371
>Crude javelins
>Bone spear
>Hide shield
>>
Well look at this. Yet another dead Orc Quest.
>>
I have killed the previous QM and taken his quest for my own. I will be the New QM until another kills me and takes my place!

>Winner:
>bone spear
>hide shield
>hide armor

The newborn stood dumbfounded and equipped with what scraps that could be salvaged from the dead or wounded.

The Slavemaster stood on a dias looking down upon you.

“LISTEN UP MEAT, Everyone here will be known as meat until you have returned from battle with fresh red man blood on you! You are also known as meat because when some of you die you will serve as meat for the Warband!
NOW FORM UP”

Let’s roll for some characteristics shall we.

SIZE: (do we have goblin or ogre blood running through our veins?)
Intelligence: (Dumb or smart?)
Unnatural heritage: (perhaps we have some infernal ancestor?)

3d100

Best of 3
>>
Rolled 81 (1d100)

>>4528140
>>
Rolled 14 (1d100)

>>4528140
Based.
>>
Rolled 53 (1d100)

>>4528140
>>
Rolled 68 (1d100)

>>4528140
Heckin' based
>>
>>4533829
Also dead but oh well
>>
>>4528140
Hijacking.

Roll again for heritage. Heritage will also determine height, but not intelligent. That comes from you all.

>1 - 10 Goblin-Blooded
>11 - 70 Pure-Blooded
>71 - 90 Giant-Blooded
>91 - 100 Fiend-Blooded
>>
Rolled 7 (1d10)

>>4537057
>>
Rolled 62 (1d100)

>>4537057
>>
I wonder how rare it is for qms to switch so many times.
>>4537133
>>4537186
You are a regular orc, big and green. Stronger and more resilient than most humans at the cost of some agility.

Under the quartermaster's orders you trudge into uneven ranks along with other 'fresh meat'. A bit later a group of orcs and a goblin arrive and begin inspecting the newcomers. Judging by their higher quality steel armour, grotesque battle scars and steely gazes, these must be the officers.

As the inspection goes on, you try and whip your dehydrated and underslept brain into remembering your journey here. You're pretty sure you're in the southern part of the Shrouded Mountains, named so because of the fog that often descends upon the valleys which remain the main arteries of trade and travel here. In these valleys, although a bit further north, live most of your kind, working the land, hunting and trading with men of the eastern coast and, sometimes, the dwarven holds which lie deeper in the mountains.

Such life may sound peaceful but your people are ready to forge ploughshares into swords should the need arise. When the cannibals invaded from the north, you fended them off. When merchants of eastern cities schemed with local lords against your traders, you plundered their vaults.

But such feats were accomplished in cooperation with others. A single strong enemy was too much for your tribe to deal with alone. Who were these ironclad beings that defeated your tribe?

>Machinars. A cult of elves who, having rejected their connection to the forests, attempt to forge themselves into living machines using blood magic rituals.
>Order of the Purple Flame. Human knights who intend to push the greenskins out of the mineral-rich mountains and claim them for mankind.
>A dwarven slaver party. Clans practicing it are pretty rare and generally shunned by their peers, but some of these stout shorties are eager to enslave both dwarven and other races and sometimes launch raids into your lands to obtain the muscle necessary for operation of dangerous underground machines.
>Write-in
>>
28 replies and already fourth QM? This has to be a /qst record.

>outcast wood elves
>>
>>4546121
>>Order of the Purple Flame. Human knights who intend to push the greenskins out of the mineral-rich mountains and claim them for mankind.
>>
Wait wtf? This still ain't dead?
>>
>>4546121
>Order of the Purple Flame. Human knights who intend to push the greenskins out of the mineral-rich mountains and claim them for mankind.
>>
Locking the votes in about 4-5 hours.
>>
>>4548253
Locked. Update soon.
>>
>>4547039
>The Machinars.
>>4548186
>>4548212
>Order of the Purple Flame.

The knights arrived on the slopes of Shrouded Mountains long ago, before you even were born. They built a series of mighty forts and often mounted expeditions but failed every time: noone in their right mind would support some genocidal crusaders, and their own resources were not enough to overwhelm you.

It all changed 6 weeks ago. The year before you defeated their war party with ease; now your tribesmen were, surprisingly, greatly outmatched both in numbers and equipment. Out of over 3000 orcs including women and children barely 50 warriors managed to make a breakthrough and escape into the local cave system, the rest either enslaved or slaughtered.

You frown as disturbing memories of that night surface, but snap out of it the moment you hear the quartermaster begin roaring out commands.

-- SLINGERS, FORWARD! -- He cries, and soon those stepping out of the ranks are taken somewhere by one of the officers.
-- JAVELINEERS, FORWARD! -- The process repeats a few times until, finally, it is your and a few other recruits' turn to meet the commander.

The goblin narrows his eyes as you approach, the wrinkles on his long face deepening. With a puff of smoke from a pipe and a quick sign to follow he begins showing you around the encampment. Now and then he gives short remarks in a hoarse voice about whatever part of the camp you're passing through.

In spite of tiredness, you manage to memorise most of what Zriegar, as he introduced himself, tells you. Pretty much the entire encampment consists of foul-smelling field kitchens, a somewhat respectable tent for strategy discussions between officers, armories with a handful of smiths, training grounds, and groups of ragged and worn tents for various warbands, each assigned to a different commander. Yours happens to be a company of mostly goblin archers, and you're left wondering why exactly you were directed here.
(1/2)
>>
>>4549245
The sun is setting by the time your excursion is finished. You see some torches being lit and sentries begin patrolling around the camp as Zriegar addresses your group for the last time today:
-- Alright lads, that's about it. Training begins tomorrow, and will continue so long as you're part of the Horde. You train good - and maybe you'll survive the battles. You train bad - and either go on long enough to become good or die trying. Good luck.

The goblin waves you off and retreats into his tent, leaving you to your own devices. You immediately rush to the kitchen and gulp down whatever broth they serve you. After a couple days with no food even this awful thing is pretty tasty. As you eat, you can't help but wonder how you'll fare tomorrow. Will your trade help in some way at war? Who were you back when your tribe still existed, anyway?

>A woodsman (woodsorc?). You know a fair bit about forest plants, animal anatomy and behaviour, and can survive in the wild no problem for a long time.
>A craftsman. You helped around with all kinds of stuff from metalworking and tanning to carpentry and pottery. As a result, you became a jack of all trades, possessing basic knowledge in various areas.
>A brigand. You refrained from assaulting your tribe's merchants in fear of exile but didn't shy away from robbing caravans in somewhat distant lands. You're adept at using underhanded tactics in combat, quickly getting away from pursuers, smuggling and some other criminal stuff.
>Write-in

There's still some time until sleep. How should you spend it? You probably won't be able to see the higher-ups, but talking with fellow warriors is a valid option.

>Ask your comrades about whatever you got into when you joined the Dark Horde.
>The training grounds will be open for a while more. Try your hand at fighting with a spear.
>Find the party that brought you here and ask them about the Order; what they saw before they found you.
>Write-in
>>
>>4549247
>>A woodsman (woodsorc?). You know a fair bit about forest plants, animal anatomy and behaviour, and can survive in the wild no problem for a long time.
>The training grounds will be open for a while more. Try your hand at fighting with a spear.
>>
>>4549247
>A woodsman (woodsorc?). You know a fair bit about forest plants, animal anatomy and behaviour, and can survive in the wild no problem for a long time.
>Ask your comrades about whatever you got into when you joined the Dark Horde.
>>
>>4549354
>>4549527
Rolling to break the tie in about 12 hours unless someone lurks the 7th page.
>>
Rolled 2 (1d2)

What to do with your free time
>>4549354 - 1
>>4549527 - 2
>>
>>4549354
>>4549527
>A woodsorc.
You've lived in the forest for a long time, hunting and gathering what the woods had to offer for your tribe. Your endurance is often higher than others' and you possess a set of useful skills, though the solitude made you a bit awkward around people.

>>4551380
>Ask your comrades about whatever you got into when you joined the Dark Horde.

Having stuffed your belly, you find the campfires where some of the goblins and fellow recruits are resting. You approach one of the quieter companies, feeling somewhat more confident here.
-- Hey, I'm Jhar. What's up? -- you introduce yourself, taking a seat near the flame.
-- Nothing much. Vashurk's bastards have beaten up some of us again. -- the responding goblin points to one of the others around. He looks battered indeed. -- Said some bullshit like 'You gobboes are so small, you probably don't need to eat at all' and took half of our rations... I'm Gozdnik, by the way. Enjoy your stay in the Horde. -- he lets out a sad chuckle as you shake hands.
-- Voikosw. -- the one with bruises weakly waves at you. The others introduce themselves as well. It's good to at least know your brothers-in-arms' names.
-- Is this Vashurk's company elite or something? Why're they picking on you? -- you ask.
-- Well, less 'elite' and more 'they were here first so they get all the loot and shit on everyone else'. They like asserting authority over other warbands, but us goblins are the prime target. Besides, they're still salty we've won that archery contest 2 months ago. -- Gozdnik bares his sharp teeth in a wry smile. The others laugh silently.
-- 2 months, huh... How long has this army been around? What is it, really?
-- We don't know, some years I guess. -- Voikosw answers. -- Heard it began with the goal of invading human kingdoms to the south of the mountains, but we mostly raid border towns now. Nargog, the general, sometimes presses minor tribes into submission and claims that he's got a kingdom at his back but I doubt the 'conquered' even pay tribute. Some of the warbands and commanders are loyal, some - not so much. Zriegar at least has a bit of reason in his head. -- he pauses to adjust the burning wood so the fire lasts longer. -- Some try to run. They rarely get away from the dire wolf riders. You've only got a fair chance to get lost while everyone's busy pillaging a city. Oh, and besides Nargog with the commanders, there's a couple of shamans. They help out a lot with their rituals. Blessed us once - we didn't get tired one bit in the next battle. Had to sleep a whole day after that, though, heh.
>>
>>4551589
You continue talking for a while, exchanging their war stories for your hunting ones. Soon comes the order to sleep, and your comrades disperse into their respective tents. You set yours up near other recruits' tents and wrap yourself up in the warm cloak the quartermaster handed out in addition to spear, shield and armor. As you drift off to sleep, you rethink your situation. On the march here you encouraged your tribesmen to persevere, but are you still loyal to the Dark Horde's cause?
>Yes. You are filled with bloodlust and greed - the Horde's way of life can sate both of these desires.
>No. You were blinded by tragedy, what you really want is to travel and see the world. You've actually made preparations for leaving your tribe's land before the fateful night.
>No. You desire to make a name for yourself by committing legendary deeds, not by pillaging and destroying everything in your way.
>No. You just want to find a place to settle. A place you can call home.
>Write-in (or combination of the above)

You also think about the Order. Do you still want to take revenge against them someday, or will you give up this goal? (You may write reasons here as well)
>Yes
>No
>>
>>4551591
Fuck, I gave retarded options for the last question.
>You will take revenge someday.
>You are not concerned with this anymore.
makes more sense. Vote using these.
>>
>>4551591
>Write-in (or combination of the above)
No. You want to become stronger and more powerful to never be at the mercy of those cruel bastards that enslaved you and, you want Vengeance for your people because they took everything from you. Your village, your grandparents (parents passed away.), that one orc girl in camp you really liked.

You know the horde cares not for you or if you live or die, why do we care much for the horde?

Yes to revenge, no to the human order. We will fight and deal with them in the future perhaps, but for now, power and strength, perhaps riches too, to fund a army. Plan and plot for a future someday.
>>
>>4551861
That's an interesting response, although I have trouble fully understanding what you mean. You wrote 'vengeance for your people because they took everything from you', but the knights were the ones who slaughtered your tribesmen. So you want vengeance, but against whom, if not the Order?
>>
>>4551907
Sorry I was nodding off when I posted it, yes against the order, I thought it was some other group that was separate that took out our village.
>>
Locking the votes in about 9 hours.
>>
>>4552972
Locked. Update soon.
>>
My apologies for the delay on this short update, today was busy irl.
>>4551861
>>4552112
>No. You seek to break out of the Horde's clutches and gain enough power to maintain that independence. A warband of your own sounds like a tempting idea.
>You will seek revenge against Order of the Purple Flame.

Your sleep is broken by harsh, barking commands echoing throughout the camp. You run out of the tent just in time to receive today's orders from Zriegar, who stands surrounded by your comrades already.
-- Ten laps 'round the encampment. You go to the shooting range as usual. -- he says, adressing the goblins. -- The recruits meet me at the training grounds for spearmen.
As you begin running with others, you are faced with another decision. The training seems harsh, and it is not certain you will be able to keep up, especially after two weeks of malnourishment. Considering the relative lack of discipline in the army, you could probably cut corners with some difficult tasks. Will you slack off or will you work to the best of your ability?
>Put less effort into your training (roll 1d100 bo2 for subterfuge)
>You'll get the tasks done or die trying (roll 1d100 bo2 for fortitude)
>Write-in?
>>
Rolled 5, 80 = 85 (2d100)

>>4554110
>Write-in?
work smarter not harder.
Find a easy way to do the tasks without killing yourself in the process, no one cares if we try so hard we die doing it. No one will really care if we succeed.
>>
>>4554142
There isn't anything smart to do here, really. They aren't training you to be a genius duelist, rather an automated battle-machine. Poke a doll a thousand times and deflect an equal number of hits - what's there to optimise? I'm listening in case you have more precise proposals or I missed something, though.
Also, it's 1 die roll per player, even though there are none except you. I'll roll another if we're missing one; give lurkers some space for if they decide to participate.
>>
>>4554110
>Put less effort into your training (roll 1d100 bo2 for subterfuge)
No one expects a smarty ork!

>>4554175
It was partly a middle ground choice and party for the characters mindset. Mostly in the accepting and somewhat pragmatic thinking but also a hidden anger hidden underneath by simply pushing him to survive and accept the situation for now.
>>
>>4554316
>Put less effort into your training (Roll: 80, DC: 40)

Weakly striking the target here, taking shortcuts on a warm-up run there, you give yourself some breathing space. The harsh training quickly gets you back into shape nevertheless, although you miss out on the strength you could've gained if you followed the orders more rigorously.

You hear rumours that the Horde is preparing to go on another raid in about a week. If Voikosw's words are to be trusted, this could present an escape opportunity should the army take a city. For now, though, your commander is satisfied with your false results and gives you along with other successful recruits some free time in the evening. You need to decide how to spend it.

>Time for some real training. Find an opponent to spar with and practice spear tactics, footwork and feints in the training grounds. (roll 1d100 for learning ability)
>Build friendship with the goblins. They seem pretty discontent about their position in the Horde. Maybe you can convince them to help or even join your future escape.
>There are rumours about some kind of problems with the hunting parties: orcs going missing in the woods at the foot of the mountains. You could volunteer to investigate.
>Write-in
>>
>>4555283
>Build friendship with the goblins. They seem pretty discontent about their position in the Horde. Maybe you can convince them to help or even join your future escape.
Just to be clear I'm not looking to escape just yet, till we get a better opportunity to get away with loot, and some hardened skills and allies.

Unless we gain a good position, that gives us status, and power in the horde.

Talk to the goblins, ask how they got in the horde, differences about them and orks, some cultural information about them like where they came from and what they do for fun, etc.
>>
>>4555501
>Build friendship with the goblins.

You spend evenings with your comrades, learning about their origins and worldview. It seems like most of them hail from the same Bihgak tribe of the western mountains, where the dwarven keeps' grip is much tighter.
-- The damned dwarves found some precious ore in our lands 3 years ago. -- Gozdnik is telling you one of these evenings. -- Sent messengers to negotiate purchasing the territories. When we told them to buzz off, the shorties assembled an army and pushed us out of the pass they wanted. We fought like dire wolves, but what use are puny arrows and sabres against their armour, the best in the mountains? A lot of us died that day. The Dark Horde found us, or, well, whoever was left, afterwards. Zrieg was there, struggling to control some orcs, so they handed us to him instead. The rest is history.

You test the waters, asking whether there were any recruits who managed to escape. They tell you about some successful attempts indifferently. While goblins often face hardships during their life in the Horde, most of your comrades look either reluctantly content with their position or simply deem the risks associated with desertion as too much for them to take. Some, Gozdnik and Voikosw among them, are a bit more rebellious than most, and are known to have helped others escape. You wonder if it would be possible to persuade them to go with you when it's time to say goodbye to the Horde.

Observing their judgement and speech, you deduce that goblins are, generally speaking, less honourable than orcs. Most of them have no qualms about tricking or picking on someone if it's to their benefit, although they possess a strong sense of community and will fiercely protect anyone they consider to belong to their group. That's probably why they're able to withstand attacks by orcs of a few other warbands who falsely perceive the little greenskins as weak.

Speaking of other orcs...
-- Oi, gobboes! -- you hear a deep voice addressing your group. You turn around to see who's approaching, and it's none other than 4 of Vashurk's warriors. They usually only bother goblins, but it appears that today misfortune strikes you as well.
-- Wanna share some food with real warriors? I bet you can't even fit a full ration into your belly. -- they let out a disgusting laugh. -- That goes for you too, fresh meat. What's the point in eating if you're gonna die in the first battle you take part in? -- one of them snatches the bowl from under your nose.
The three goblins around you share angry yet tired looks.

>Time for a brawl; punch the nearest one in the face. Your allies will likely follow. (roll 2d100 bo2 for fighting) (write-in strategy?)
>Offer a duel in the training grounds. The Vashurkians will probably recognize your strength if you beat one of them.
>Remain silent. You aren't strong enough to resist them just yet.
>Write-in
>>
Rolled 38, 42 = 80 (2d100)

>>4556632
>Time for a brawl; punch the nearest one in the face. Your allies will likely follow. (roll 2d100 bo2 for fighting)
We go high they go low, Just pile them with bodies and goblins.
Goblins grab their legs and arms, while we hit for their groins and heads. No killing, unless its allowed or the staff turns a blind eye....
>>
Rolled 15, 13 = 28 (2d100)

>>4556632
>Time for a brawl; punch the nearest one in the face. Your allies will likely follow.
>>
>>4557190
Probably need to shout Get them or something so the goblins follow.
>>
The commanders are pretty lenient regarding brawls so long as they don't turn into massive fistfights involving entire warbands and nobody dies or gets maimed.
>>4556662
A simple strategy, but an effective one. +10 to rolls.
>>4557190
>Punch the nearest one in the face.
>(Attack Roll: 38 + 10 DC: 60)
>(Defence Roll: 42 + 10 DC: 40 minor success)

-- Get 'em. -- you growl to the goblins as you're standing up and launching your fist into the nearest opponent's face.
A miss! He catches your hand, and the orcs' faces go from mocking to serious in an instant.
-- Know you place, meat. -- your opponent responds, twisting your arm in a wide arc. You almost fall but manage to break out of the enemy's grip. Before you can regain your composure though, a flurry of nasty blows lands all across your torso as the others eagerly join the fight. Luckily, your allies distract two of them, and you somehow block most of the punches from the remaining pair. Still, these seasoned warriors present almost no openings, and you struggle to keep up with their moves. Bit by bit, they're wearing you down. You hear a thwack and a pained moan. One of your allies is out.

>Attack recklessly (roll 2d100 with +5 for attack only) - The number of checks you pass is the number of opponents you knock out, if you fail both you're the one going unconscious. Either way this option will yield some injuries.
>Attack again (roll 2d100 for attack and defence)
>Time to get serious. Pick up a smouldering branch and stab them. (roll 2d100 with +15 for attack and defence) - This could lead to serious consequences regarding your standing in the Horde if you blind them or give them serious burns.
>Back down (roll 1d100 with -5 due to background for defusing the situation)
>Write-in
Bo2 everywhere.
>>
Rolled 57, 64 = 121 (2d100)

>>4558563
>Attack again (roll 2d100 for attack and defence)
Here's to hoping we get one success, we don't have to win, we just have to force them into not messing with us so much.
>>
Rolled 6, 45 = 51 (2d100)

>>4558865
Locked. Update soon.
>>
>>4558865
>>4560549
>Attack again
>(Attack Roll: 57 + 10, minor DC: 60, major DC: 70, minor success)
>(Defence Roll: 64 + 10, minor DC: 40, major DC: 70, success)

You sidestep, dodging some blows coming your way, and deliver a strike against one of the orcs your allies are busy with. Your opponent lets out a wheeze and reels for a bit. You haven't knocked him out, but helped your comrades somewhat, and both of the goblins remain standing. You aren't allowed any respite though, as the two orcs you were facing immediately redouble their assault. Out of the corner of your eye you notice some onlookers discussing the fight.

>Attack again (roll 2d100 for attack and defence)
>Attack recklessly (roll 2d100 with +5 for attack only)
>Back down (roll 1d100 with -5 for diplomacy)
>Write-in
If the votes are cast by that time, I'll probably reply in about 6-9 hours instead of the usual day or two to finish this brawl quicker.
>>
Rolled 75, 56 + 5 = 136 (2d100 + 5)

>>4560580
>Attack recklessly (roll 2d100 with +5 for attack only)
Gonna go all out.
>>
Was I suppose to add a plus 10 to that as well?
>>
>>4560589
Yes, since the goblins are still distracting some of the opponents, but whatever. I'll take it into account when I write the update.
>>
Rolled 47, 51 = 98 (2d100)

>>4560588
Locked.
>>
>>4560588
>>4560975
>Attack recklessly
>(Attack Rolls: 75 + 15, 56 + 15, major DC: 70, success x2)

Defence be damned! You lunge at the nearest opponent, catching the orc by surprise with such a daring move, and hit him straight in the chin, instantly knocking him unconscious. Your other enemy doesn't let this opening pass, and swiftly punches you in the gut. The sudden strike makes you bend over, and the Vashurkian delivers a jab to your jaw, stunning you for a bit. Staggering backwards, you somehow regain composure, spit out the bloodied saliva, and successfully block the next few blows.
Making a sharp turn, you suddenly kick one of the orcs your allies are dealing with in the back. The enemy stumbles forward, and the goblin he's facing finishes the opponent off by smashing his face in.

The two remaining orcs back off and lower their fists.
-- Alright, alright, I see you're a tough nut. Shame you got stuck with these weaklings, but whatever. Enjoy the meal. -- he chuckles, looking at the broth spilled on the ground during the fight.
-- Get the hell away and never come back. -- you say in the most menacing tone possible, and retreat to sit down beside the fire once again. You don't desire total victory, scaring them off is enough.
-- We'll see about that. -- their leader narrows his eyes and departs to their warband's part of the camp, dragging the unconscious orcs with him.
>>
>>4561135
You wake up your friend who's been knocked out in the fight and, having rested for a while, return to your part of the encampment. Murmurs follow you, as it is uncommon for anyone to resist the 'elites' of the Horde so fiercely. The goblins and other recruits meet news of your victory with cheers.
-- Spirits damn me, Jhar, you really showed them! These fiends won't be picking on us for a while, that's for sure. -- Gozdnik is particularly excited about the brawl's resolution.
You have gained a lot of respect with your brothers in arms, but a fair bit of bruises and some enemies as well. This could affect you in the future, but for now the Dark Horde heads out for the last raid of the year. The target is a city by the name of Norwyuk, a centre of metallurgy and woodworking. It is mid-autumn, and this far north the winds are already growing chilly. The siege will have to be finished quickly lest the army succumbs to the harsh winter in enemy territory.

The training is stopped, and entire days are spent quickly marching towards the city. Do you wish to do anything during this time?

>Try to meet the shamans. They sometimes accept visitors seeking spiritual guidance. Convincing them to receive you will be hard, though, considering you're still insignificant fresh meat. (roll 1d100 with -5 for diplomacy) (this option can be taken with others)
>Volunteer to help the hunting parties. This could allow you to get acquainted with more orcs. Perhaps they could become allies in the future.
>The training grounds may have been disassembled, but you can still spar with someone in the evenings, honing your skill with the spear. (roll 1d100 for learning)
>Write-in
>>
>>4561137
>Try to meet the shamans. They sometimes accept visitors seeking spiritual guidance. Convincing them to receive you will be hard, though, considering you're still insignificant fresh meat. (roll 1d100 with -5 for diplomacy) (this option can be taken with others)
Sounds like a extra free option.

>Volunteer to help the hunting parties. This could allow you to get acquainted with more orcs. Perhaps they could become allies in the future.
Gotta eat more to grow big and strong. Also bone broth and marrow, one of our favorites because its something most of us poorer orcs back home in the village got as leftovers, but everyone got a bowl of that watery goodness. Lucky were the ones who got the last few scoops at the bottom where most of the bits of fat and meat pooled at.

Plus There gots to be some orcs who aren't total kunts.
>>
Rolled 41 - 5 (1d100 - 5)

>>4561137
>>
Rolled 3 - 5 (1d100 - 5)

>>4561628
Update soon. It'll be the last one for now; I'll make a new thread sometime later this week.
>>
>>4561628
>>4562142
>Try to meet the shamans. (Roll: 41 - 5, DC: 80, fail)
>Volunteer to help the hunting parties.

With a raid on the horizon, the shamans are busier than ever: commanders seek to divine the results of upcoming skirmishes, soldiers wish for their prayers to get through to the ancestors, and there's also ritual preparation for enhancing the warriors' performance in battle to top it off. Amid all this work they find no time to receive you.

You aren't too disappointed in this, though. The hunts you've been taking part in are a welcome respite from army life. The chirping birds preparing to migrate for winter, the crunch of leaves under your foot, the excitement of the chase - all of this soothes your mind and makes you forget the Horde's harshness for a while. Besides, the bone marrow broth they serve the hunters throws you back to the good old days of your childhood. You briefly consider escaping into the mountain woods, but quickly dismiss this idea: the dire wolves are sure to find you in no time, besides, you aren't alone.

You have not just unwinded on these hunts, but made some friends as well. Your hunting party consists mainly of southwestern greenskins previously populating a plateau wedged inbetween human and elven kingdoms. They possess a somewhat softer character than the hardened northerners, yet this does not prevent them from being superb hunters. You develop a particularly strong bond with Naklak, a calm and open-minded orc with an impressive black beard. From what you've seen your friend isn't very happy with his life in the Horde, and convincing him to leave remains a future possibility. He's older than you by about a dozen years, and never fails to entertain the entire party with stories of his travels.

You learn from him that to the east, beyond the dwarven holds, lay witch kingdoms, dangerously polluted due to misuse of magics but filled with wondrous creatures for the same reason. He also reveals in his tales that the main human powers to the south of the Shrouded Mountains are the poor but fierce raiders of Fjargalg, shipwrights of the Krakelimb archipelago, the oligarchic and democratic republics of the Deepwater Plains, who build their economy on indentured merfolk and swamp lizardmen, and, finally, the various mainland principalities collectively known as the kingdom of Kivlas. The Horde is throwing their might against one of the latter.

The weather is growing colder and windier, and the skies often don a grey colour. It is on one of these particularly unpleasant days that you emerge from a mountain valley onto the rolling hills and see the towers of the city in the distance...
>>
>>4562142
>>4562281
End of current thread?
>>
There's no reason to end the thread when they keep bumping until the 300th post and some make it way longer.
>>
>>4562410
Yes.
>>4562660
The thread's not bumping, it goes into autosage after 3 days. It's already on page 10, so has a week left at best, I think the beginning of the siege is a good plot waypoint to leave it.
>>
>>4562410
See y'all next time! Looking forward to the next thread QM!



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