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File: OPImage6.jpg (278 KB, 1680x939)
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Last time on Innerworld, gnolls got roasted by a fire started in the heat of battle. Now on Innerworld, you are eating said gnolls, because they are delicious.

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

The last embers have faded, and weary confidence has been replaced by a nervous tension that seems to invade every person in the village. A feeling of 'we've survived', of cautious optimism. While that may be how the general public thinks, the war leaders are trying to stop that from getting their heads. It's not over yet.

"How many men do we have left?," Khop asks.

"120 men," Shash reports back.

The lanky ghoul is standing by the doorway, ensuring no one interrupts the meeting that's taking place. After all, this one may decide the course of the war.

"I think we all had our fill of the bloodshed two days ago, but as it is we've been spotting scouts here and there of the gnolls," Khop says, orating from where he stands on his rock/makeshift chair.

"I need a poll of opinions from all of you - should we march onwards or take them down when they come to raid? There are benefits and negatives to both, but I know where my vote stands."

You all do too. With his father still missing, and that ghoul spotted at their closest settlement left to a similar fate, it is understandable what his concerns are.

Still, you all are left to wonder - should you stay or should you go?

A. Keep an offensive footing
B. Keep a defensive footing

(Note that planning will occur after you've voted for which to take, and that will be when you make major decisions on tactics/strategy/etc.)
>>
>>1772562
A.
>>
>>1772562
>A. Keep an offensive footing
We have struck them, they will return in greater numbers...or we strike them back before they can...word will spread so we must act fast.
>>
>>1772562
>A. Keep an offensive footing
>>
>>1772562
>A. Keep an offensive footing
>>
>>1772562
A
>>
>>1772562
>>
>>1772562
>A. Keep an offensive footing
"We must hit them while they are still reeling from this loss."
>>
>>1772562
>A. Keep an offensive footing
>>
>>1772562
A
>>
File: War map.png (7 KB, 629x261)
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"Alright, so, here's our war map as it stands," Khop says.

Pointing to the two small houses all the way to the left, he tells you that's the village you all raided, while their actual known settlement is all the way down there - at which he gestures to the four on the bottom.

"We have no idea of their numbers, but very few survived the -"

"The map looks unfinished," Lakh adds, "because he only made it this morning."

"...alright, so, any ideas?"

Khop looks embarrassed.
Strategy time, plan as you will.
>>
>>1772721
"I say we assemble a sizable warband and march straight on them. No trickery or guile." Temun mumbles, sitting on a rock, resting his head covered in rough proto-bandages in his left hand.
>>
>>1772721
>>1772754
If I may Temun....I suggest we send a numbe rof our forces to finish off that settlement we raided before to free our kin, then torch it.

Meanwhile as much of our war host as we can moves via canoe to the south of the enemy... we then attack at the same time at a predetermined time giving us both the surround and element of surprise. If our kin to the south see no smoke from the burnt village they know we failed and can fall back without engaging our foes.
>>
>>1772772
"Im in support of the Ivory plan."
>>
>>1772772
>>
>>1772772
"...Alright. I'm with the painter on this. Now we just need to decide who goes where."
>>
>>1772772
"Your plan is fine enough. Now let end all this talking and arm ourselves."
>>
File: Filt.jpg (134 KB, 1024x1164)
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The plan is agreed upon, though there is some dissent from Lakh, who reasons that if they can move quickly, there is a chance that reinforcements lie in the jungle. After all, she says, they may be on high guard.

There are 15 canoes, 5 that can seat 2 people, 10 that can seat 1. Out of the 20, four Tanmen are going - Lakh, Shash, Khop, and a new ghoul you've never met before - Filt. He is apparently your run of the mill ghoul, or so he tells you. It is noted that Lakh and Shash seem to shy away from him, and that he is missing part of his ear.

Anyways, that leaves 16 for you all to fill. Who shall you send?
>>
>>1772927
Temun, sullen in mood, does not raise his head as he speaks: “My injured head is still not healed, and the ache in my skull when I try to exert myself is too great for me to be of use.” he pouts as his soon to be wife pats him on the arm understandingly. “But the Brotherhood shall fight, my eleven brethren shall all fight.”

“Terras of the staff and two more shall go in the hollow logs, the other eight shall go with the band going by foot. I…. shall remain here in shame.”
>>
>>1772927
"I will go with one of my father's blood priests."
>>
>>1772927
I Gaer will go with the northern war host while my oldest son Gelur will go with the southern war host.
>>
Rolled 36 (1d100)

>>1772927
Karak will go. I can't not send men after all it's partially my plan, unfortunatly we are few and I can only send 3 more. So four total...each with their Doggos.
>>
>>1772938
"Temun you fought bravely at the Gnoll village. If you cannot kill Gnolls from here allow me to do it for you in spirit. If you would give me your spear I will swear to bring you back the head of a Gnoll as recompense."
>>
>>1772997
"All I accomplished back there was to have my face bashed in.
You honor me use my spear and win glory for the both of us."
>>
The decision is made, 90 by land, 20 by sea, with yours numbering among them. As it grows dark, the army marches.

We will pick off tomorrow, sorry for the disruptions.
>>
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>>1773416
Battle formation plan
>>
>>1772938
Make that 1 guy with the boats (Terras) and 10 with the main force.
>>
>>1775560
Understood.

Seeing as we're moving again, give me 6 rolls, one average for the group by sea, and one for the group by land.
>>
Rolled 45 (1d100)

>>1778227
>>
Rolled 56 (1d100)

>>1778227
>>
Rolled 35 (1d100)

>>1778227
>>
Rolled 34 (1d100)

>>1778227
>>
Rolled 9 (1d100)

>>1778227
>>
Rolled 11 (1d100)

>>1778227
>>
Rolled 57 (1d100)

>>1778227
>>
The group by sea progresses onwards, eventually overtaking the main army and moving further on...

As they do so, the group on land splits up, with half heading to clean up the settlement, while others camp out, waiting for their return. Those heading to the village find it in the dead of night, abandoned, or so they think. Then they hear the sounds of fire being lit, as the outcroppings that surround the village light up. Gnolls are there! It's an ambush!

Roll me 2v3
>>
Rolled 90 (1d100)

>>1778279
>>
Rolled 53 (1d100)

>>1778279
hihg rolla
>>
Rolled 79 (1d100)

>>1778279
>>
Rolled 23 (1d100)

>>1778279
>>
Rolled 27 (1d100)

>>1778279
i got this
>>
>>1778279

143 - 10, numbers, - 10, surprised - 10, low ground vs 129

The ghouls on the ground immediately draw their long weapons, and hold them up high as the gnolls descend. Blades are clashing and while the furred beasts still hold the advantage, the line has retreated to the entrance of the village, and is somehow holding!

3v3 now
>>
Rolled 79 (1d100)

>>1778296
>>
Rolled 16 (1d100)

>>1778296
>>
Rolled 11 (1d100)

>>1778296
>>
Rolled 98 (1d100)

>>1778296
>>
Rolled 25 (1d100)

>>1778296
>>
Rolled 14 (1d100)

>>1778296
>>
Rolled 50 (1d100)

>>1778296
>>
Rolled 39 (1d100)

>>1778296
send vegana pics pleas
>>
106 - 10, numbers, - 10, low ground, -5, morale vs 137

The situation is getting worse - the gnolls are cutting into some ghouls that were left straggling in the village, and their approach itself is causing our lines to falter. If the line isn't held, they may even ambush the main forces! A gap is forming in the center, and they're moving right for it...

Another 3v3
>>
Rolled 56 (1d100)

>>1778324
>>
Rolled 60 (1d100)

>>1778324
>>
Rolled 55 (1d100)

>>1778324
>>
Rolled 21 (1d100)

>>1778324
>>
Rolled 100 (1d100)

>>1778324
>>
Rolled 4 (1d100)

>>1778324
>>
181 - 10, numbers, - 10, low ground, -15, FIRE! vs 125

Those who stayed outside to watch for any would be flankings have finally moved in to reinforce the line - our morale is back to normal, as the gnolls impale themselves on our weapons. But then, a particularly charred looking gnoll snarls something before throwing his torch at our feet... the bastards are using our own tactics against us.
>>
Rolled 68 (1d100)

>>1778360
>>
Rolled 30 (1d100)

>>1778360
>>
Rolled 39 (1d100)

>>1778360
>>
Rolled 5 (1d100)

>>1778360
>>
Rolled 77 (1d100)

>>1778360
>>
Rolled 96 (1d100)

>>1778360
>>
137 - 10, numbers, -15, FIRE!, - 5 morale
vs 178

The flame is spreading, and it's panicking the men... while we no longer stand below our enemy, our lines are falling apart as they plunge deeper into it, with some beginning to flank the individual portions in the entrance. If we cannot fight back now, we are finished...
>>
Rolled 98 (1d100)

>>1778394
>>
Rolled 3 (1d100)

>>1778394
"The Brotherhood do not aknowledge defeat!"
>>
Rolled 12 (1d100)

>>1778394
>>
Rolled 81 (1d100)

>>1778394
>>
Rolled 12 (1d100)

>>1778394
>>
Rolled 15 (1d100)

>>1778394
>>
113 - 10, numbers, -15, FIRE!, - 5 morale vs 108

We are fighting as viciously as we can, but each stab takes more energy than we have. Slowly but surely we're sinking into the blood of our comrades, yet we're not giving up. For Rok!
>>
Rolled 14 (1d100)

>>1778424
>>
Rolled 20 (1d100)

>>1778424
>>
Rolled 59 (1d100)

>>1778424
>>
Rolled 56 (1d100)

>>1778424
This place is cursed
>>
Rolled 75 (1d100)

>>1778424
"Rok wills it!"
>>
Rolled 94 (1d100)

>>1778424
>>
902 vs 598

And without a word, the line falls. The gnolls don't even need blades in their frenzies, their body being sufficient to cruelly rip open a ghoul's flesh. Some of us do manage to flee though - 10, 1 of which dies of his injuries, and 4 of which are wounded heavily enough that they are forced to rest. They meet up with the main army and tell them of what has occurred. The outlook is grim - with only 5 men there remaining capable of fighting, that brings our numbers from 20 on boats + 90 on land to 20 on boats + 50 on land. Hell, the boats have gone ahead - they might already have encountered a grim fate...

What should we do?
>>
>>1778468
Send the wounded back, the rest of us proceed to assist our brethren in the boats
>>
>>1778468
Khop's and Temun's incompetentence as leaders has cost use greatly. We must continue on in tight formation to avoid such ambush as we move to the main engagement.
>>
>>1778479
Pretty much, what else can we do, we're here and commited? I wonder how the boat boys are doing
>>
Roll me 3d100s for advancement, friendos.
>>
Rolled 17 (1d100)

>>1778518
>>
Rolled 74 (1d100)

>>1778518
>>
Rolled 96 (1d100)

>>1778488
"You watch your tongue Lar, or I'll do it for you."
>>1778518
i got this
>>
Rolled 16 (1d100)

>>1778518
>>
>>1778528
"Threaten me again and you will be the one missing a tongue."
>>
>>1778548
"The Brotherhood do not yield to threats either. Shall we settle this here and now, or afterwards?"
>>
We continue onwards, the dead can be buried later. If we are to have any chance of victory, we must. move. on. And so we do, quickly now, with those on the boats coming into sight days later as we near the village. Some ask what took us so long, but others look at our faces and know.

The night is dark as the settlement. comes within our line of sight. Any last minute preparations should be done now, before the next battle is upon us.

(Roll 1d100s if you wish, or just talk amongst each other.)
>>
>>1778548
>>1778556
"Enough both of you we must focus on the Gnolls lest they devour us alive."
>>
>>1778548
>>1778528
>>1778556
"Shut up! A war is no time to be fighting among ourselves! Next time we must let all of our leaders speak their mind when discussing our plans, and so we may avoid distrust and incompetence."
>>
Rolled 77 (1d100)

>>1778557
Lar shall shuffle around looking at rocks.
>>
>>1778557
Give a glance to see if they have set up any traps for attackers, do we see what state the beast men are in?
>>
Rolled 3 (1d100)

>>1778558
>>1778561
"That coward mocked the first brother of the Brotherhood, when we return we'll settle this in front of Rok himself."
>>1778557
Pray and meditate, working ourselves up into a proper battle fury.
>>
Rolled 64 (1d100)

>>1778557
Scout the area to try and avoid another ambush
>>
>>1778587
"I hope that will be after the Gnoll threat has been ended Spear Brother, and not before"
>>
Those painted me gathered here are all gathered together lead by Karak. Aparantly giving them some pep talk and pointing out places to cut knows with jagged blades to do the most damage and for the love of Rok don;t let them grab you, that the gnolls effectively have a third weapon...their mouth
>>
File: elephant.jpg (3.43 MB, 3888x2592)
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>>1778574
Those are some pretty gnarly looking rocks my dude. You find one shaped like Rok.

>>1778587
You fall asleep and hit your head on a rock. The first injury of the battle.

>>1778592
All you notice are some giant animals with some big noses.

The night wears on, and the battle begins now!

3v3 (and whenever you wish to, roll another d100 for the boat ambush - that will be left to House of Ivory, as it was their plan)
>>
Rolled 26 (1d100)

>>1778673
wow no pressure
here comes the Curse of Spooks
>>
Rolled 72 (1d100)

>>1778673
>>
Rolled 91 (1d100)

>>1778673
>>
Rolled 1 (1d100)

>>1778673
I got this under control
>>
Rolled 67 (1d100)

>>1778673
>>
Rolled 84 (1d100)

>>1778673
well, we need more rolls
>>
Rolled 15 (1d100)

>>1778673

>>1778721
k
>>
Rolled 35 (1d100)

>>1778673
>>
189 + 10 surprise vs 152 - 20 (crit fail!)

The attack goes as planned, our men having camped as far away as possible to avoid detection. Rushing in, we spook the large elephants, which go on to trample the initial guards who rush to the scene - even some of the fortifications are crushed!
>>
Rolled 41 (1d100)

>>1778828
>>
Rolled 62 (1d100)

>>1778828
rip and tear!
>>
Rolled 54 (1d100)

>>1778828
>>
Rolled 7 (1d100)

impatience is a bitch
>>
Rolled 60 (1d100)

>>1778828
>>
Rolled 59 (1d100)

>>1778828
just rolling for the general combat
>>
157, +5, surprise vs 121

While the enemy struggles to recover, we press the advantage, making it inside the village. It seems almost deserted, but that is no matter. The elephants are paying us no mind as we cut down their masters...
>>
Rolled 81 (1d100)

>>1778890
Slaugther them all!
>>
Rolled 92 (1d100)

>>1778890
>>
Rolled 70 (1d100)

>>1778890
>>
Rolled 55 (1d100)

>>1778890
>>
Rolled 32 (1d100)

>>1778890
"For the blood!"
>>
Rolled 49 (1d100)

>>1778890
Generic Combat Roll
>>
Rolled 42 (1d100)

>>1778890
>>
243 + 5, numbers vs 136

At this point our men have begun climbing the fortifications inside the village, cutting down the gnolls up top. When they're done with that, they call out to those down below what areas to hit and what to avoid, as they have a good vantage point for the ground below. One gnoll, wearing some kind of yellowy ornament around their neck, is thrown off the wall to his death, as his body is met with a spear protruding from his chest. A war leader perhaps?
>>
Rolled 40 (1d100)

>>1778943
>>
Rolled 67 (1d100)

>>1778943
Snatching that shiny ornament for myself
>>
Rolled 41 (1d100)

>>1778943
"BREAK THEM ALL!"
>>
Rolled 90 (1d100)

>>1778943
>>
Rolled 89, 36 = 125 (2d100)

>>1778943
Ok general combat roll and Boats
>>
Rolled 87 (1d100)

>>1778943
ok one more enemy roll
>>
184 vs 266

All of a sudden, a cry comes from the center of the village - elephants come stampeding from the sides, where we haven't been, finally aiming for us. Have these creatures been swayed by the gnolls in some way? Are they tamed? There's no time to think as they rush us, causing several deaths already.
>>
Rolled 8 (1d100)

>>1779005
"Avoid the monsters and get in the fortifications! We can end this with the Gnolls!"
>>
Rolled 10 (1d100)

>>1779005
>>
Rolled 67 (1d100)

>>1779005
>>
Rolled 66 (1d100)

>>1779005
>>
Rolled 17 (1d100)

>>1779005
Use fire to scare the creatures away, a wall of flame diverting them away from us and back into the Gnolls!
>>
Rolled 90 (1d100)

>>1779005
>>
85 vs 173

The enemy is not relenting, especially not the elephants. While the boats were called in minutes ago, they've only arrived ashore now, and even then, they're being met with what looks like a bloodbath as they wade into the village. This seemingly onesided battle is taking a turn for the worse.
>>
Rolled 31 (1d100)

>>1779005
>>1779065
>>
Rolled 38 (1d100)

>>1779065
>>
Rolled 18 (1d100)

>>1779065
>>
Rolled 8 (1d100)

>>1779065
Wearing his newly gained jewelry, Tain leaps into the fray once more.
>>
Rolled 11 (1d100)

>>1779065
Now I roll an enemy dice, A spook upon them I say
>>
>>1779065
>>
Rolled 90 (1d100)

>>1779065
>>
Rolled 98 (1d100)

>>1779065
>>
87 vs 109

The reinforcements are working on holding off the elephants, Lakh shooting at the ground around them while Shash blocks them from turning in certain directions, while Filt... well Rok, he's just eating the gnolls and running around killing more. However, this has a limited effect as many of ours are still disorganized or dying from previous elephant attacks!
>>
Rolled 84 (1d100)

>>1779093
>>
Rolled 8 (1d100)

>>1779093
Kite the Elephants into the Gnoll's own forces
>>
Rolled 64 (1d100)

>>1779093
>>
Rolled 4 (1d100)

>>1779093
"I WILL CRUSH YOU ALL!"

LAR SHALL TARGET THE GNOLL LEADERSHIP!
>>
Rolled 71 (1d100)

>>1779093
>>
Rolled 20 (1d100)

>>1779093
>>
Rolled 59 (1d100)

>>
156 vs 95

Finally, things are back in control! With the elephants put out of the way by Lakh and Shash, Lar and Filt are free to go to town on the rest of the enemies, and they do. Eating their way through many, it seems like we may pull this one out as a win!
>>
Rolled 16 (1d100)

>>1779177
>>
Rolled 96 (1d100)

>>1779177
"COME DOGGIES! BLEED FOR IER!"
>>
Rolled 93 (1d100)

>>1779177
>>
Rolled 43 (1d100)

>>1779177
Start moving among the camp make sure none are hiding in ambush
>>
Rolled 8 (1d100)

>>1779177
>>
Rolled 10 (1d100)

>>1779177
>>
205 vs 61
1234 vs 984

As the last gnoll is brought down, we're finally able to have a look around the camps - the elephants (reason we call them that is because one of the gnolls had spoken ghoulish and mispronounced it eargiants as elephants) are milling about now, looking happy no one is yelling at them. All loot is being collected, and we're counting our numbers, as well as theirs. It looks like around 40 gnolls died, with the majority having been killed by the leaders of the clans, especially Tain and Lar, along with the Tannish people. Several ran off though. Of our own, roughly 15 are dead, 10 heavily injured, and the rest more lightly so.

That leaves us with 45 men if it comes to a confrontation here.

What should we do?
>>
>>1779232
"We must head home, there is nothing else to find here."
>>
>>1779232
>>1779239
"Yes we have many wounded."
>>
>>1779239
"are we splitting up again?"
>>
>>1779239
Agreed, let us go home
>>
>>1779232
The Painted men move among the ruined Gnoll settlement. Looking for anything of value and prepping to burn it to the ground. Carefully they wish to guide the Elephants along the way too.
"We should return home, take what we can and move quickly"
>>
Hm. Give me 3 rolls on the elephants, and 3 rolls on getting back.
>>
Rolled 85 (1d100)

>>1779306
>>
Rolled 55 (1d100)

>>1779306
>>
Rolled 24 (1d100)

>>1779306
>>
Rolled 56 (1d100)

>>1779306
>>
Rolled 51 (1d100)

>>1779306
>>
Rolled 49 (1d100)

>>1779306
Erdong delivering the Schlong
>>
We try to direct the elephants towards home, but they don't particularly seem willing - we kill two, take the meat, and leave the rest. As for the way back, it's pretty par for the course, though some of ours do die along the way.

When we get back to Threetans, we found it as we had left it, perhaps more lively. Those wounded in the battles before have recorded enough to move around somewhat. The excitement in the air is palpable - men have returned, mostly victorious. But not all are in such a mood.

Khop calls the rest of you into the meeting hut sometime later, wishing to discuss a point. His face is ashen, and it's clear that he hasn't had his wounds treated recently.

"We still haven't found my father, nor that ghoul who spoke the gnoll language from that settlement," he growls.

What do you do?
>>
>>1779441
"Aye and my father is dead, near half that have set out have returned to the blood and more wounded. To push further would only be folly, your fathers life is no worth the blood of more men. I am sorry but it is true."
>>
>>1779441
"Of my band, only four remain. Twice that number lie dead.
As I see it, we must not relent now, not before we've exterminated the menace once and for all. Let us send out our quickest runners and find their lair, so that we might finish this."
>>
>>1779441
We will look again once we have recovered, you know we can not leave our people unattended. you may also have to accept that your father may very well be long dead. Your likely chasing ghosts. Will you have us search to the ends of the far lands? Will you have us bring you every bone?"

"We will send those able to scout to find what remains of this menace with the others rest. Then when we are able we will strike".
>>
"Fine then, so let it be," he mutters.

"Let this end."
(And this is where we'll leave off for the day.)
>>
>>1779441
"We've managed to deal a great blow to the Gnolls in this war Khop. It is the first step in a great journey to securing our future."
Gaer places his hand on Khop shoulder.
"I know how much you wish to rescue you father we have all lost people we care about such as my brother Torlak, but for now we must rest so that we might have the strength to take the next steps tomorrow."
>>
The camp is going about their daily routine as the leaders meet the next day. The war could be over, or continued, depending on how they see fit - how you see fit.

There seems to be two camps among the war leaders of the Tans - one for continuing the war in a subdued fashion beginning with the rescuing of any ghoulish prisoners such as Khop's father over the course of several years, or letting it end now while we still hold an advantage. The former seem to believe that if we can keep casualties to a minimum and keep cool heads we could lay the base for the ultimate annihalation of the gnolls in time, while the others seem to believe that after the previous two small raids we've tried failed we'd be better off not trying at all.
>>
>>1782722
"I will stand by no so-called peace with the two leg dog men. Death to them all I say."
>>
>>1782722
"We must have time to heal, we ghouls are strong, blood willing we can save them later but now is not the time for more fighting."
>>
>>1782722
"The Gnolls will have no peace with us so I say we won't either"
>>
>>1782722
"We cannot continue this war. We have spent all the blood we can afford and then some. This should end and we must rebuild and then come back at them harder and stronger than before, so that we can fully annihilate the enemy without risking our own annihilation."
>>
>>1782756
"Lar is correct we must rebuild our strength so when we move to crush the gnolls for good our chances of success will be absolute."
>>
>>1782722
"We are many things, but cowards we are not. We stay our course."
>>
>>1782722
We can't communicate with them so there's no real way to ensure any sort of peace, the war should continue
>>
>>1782756
>>1779502
"Lar is correct. we don't have enough men to support this at the moment, I change my decision."
>>
>>1782756
I stand with Lar on this, however should we recover enough we might send forces sooner. He must be able to defend ourselves before swiping at our foes.
>>
"It seems those desiring the way of peace hold the majority here.
Very well, let us hear what you desire for the future then."
>>
>>1783113
"We should send a diplomatic team to the gnolls, and attempt to open negotiations. Come armed, but when the gnolls see them, drop the weapons, and signal the gnolls to do so too. From there, attempt to work together to understand eachother's language, so that we can settle a peace deal."
>>
>>1783128
"Drop your weapons in front of Gnolls?! Do you have a death wish man? Go ahead and drop your weapons the next time you meet the Gnolls on your own if you wish but don't complain when they disembowel you with your own weapons."
>>
>>1783138
"I'll go myself and handle it."
>>
>>1783166
Happy trails, Hans
>>
>>1783166
Good luck, even my kin are not that foolhardy...
>>
>>1783210
>>1783166
Enkir frowns slightly before sighing "I shall send one of my Kin...I don't like this but you going alone shows a lack of unity...we should atleast make it seem like we work together more effectivly"
>>
>>1783166
It seems some ghouls wish to attempt negotiations - are any others willing?
>>
>>1783166
"I don't want us to negotiate with the two leg dog men. They are to be killed and eaten.
As I see it we should mind our own village, hunt, breed and train. Then exterminating the fiends when we're ready for it.

However, courage is to be admired and not discouraged. I wish you luck on your journey, if you have need of a weapon you can take mine with you."
>>
>>1783217
The House of Ivory shall send "Rehk" he draw the uh short stick. But he is a good tracker and scout. Good Luck
>>
As the group departs, Lar heads off muttering something about "shiny rocks", as do some of those from the House of Ivory. Tomorrow an expedition to the gnoll lands!
>>
>>1783424
The blood priest Fesh Gholzhok would like to join the diplo expedition.
>>
>>1783424
Sending Gelur Tor son of Gaer with the House of Ivory party.
>>
As the journey begins, the sky is dark, and the only thing prowling the ashwastes with you are the various animals that live there, scuttling as they do through the area. The night is young though, and you move onwards, wishing to reach a certain distance before the morning comes. The dawn is your enemy, as it will be for the days following.

Give me 3d100s, taking the average, for how you get on.
>>
>>1783424
>>1790356
>>1790384
Rehk chuckles happily, a fine group of companions to be sure, let us boldly go where so few fear to tread
>>
Rolled 20 (1d100)

>>1790449
>>
Rolled 100 (1d100)

>>1790449
>>
Rolled 87 (1d100)

>>1790449
>>
>>1783424
Ghuzhol will go on this trip
>>
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As you continue along, you soon lose sight of the coast and the river itself - you've elected to take a course between the pillar and the coastline, hazarding a guess that the gnoll capital will lie there or beyond. While you may readjust depending on later circumstances, you're at least trying to keep track of the way you came, marking your path on a stray piece of bark.

The dunes all around you seem endless for a while, with the occasional crag or bit of vegetation, making the environment seem dead and lifeless. But then again, you hear wild cries echo in the night frequently. If your people have survived out in the wilderness this long, you suppose, the other creatures of the world have too.

Soon enough you're running out of water though, and haven't seen cacti of size enough to sate your thirst in quite a while. The situation seems a bit dire, and then you spot it - an area so miraculous you think you're dreaming. A lush patch hidden between uncharted lands and your home... an oasis.

(Feel free to do rolls as well as just talk here.)
>>
>>1790552
"Have any of you ever seen a place so green?"
>>
>>1790552
Approach carefully.
Upon seeing what lays in the center....
"Impossible...." Rehk mutters as he slowly approaches looking for other signs of life there, take note of what we see, take a drink....look at this small pillar?
Might loot roll depending on what is seen
>>
>>1790552
"Finally some water."
Gelur goes to the Oasis keeping his eyes on the surroundings in case some predator has made this place their sanctuary as well.

>>1790599
"So Rehk you never did tell us exactly what were doing our here"
>>
Rolled 23 (1d100)

>>1790613
"Well we're in search of the Gnolls, I had faith in my kin's ways of following the Inked Path...and here we are..." He looks around and sips from the water and looking closer at the Pillar at the oasis heart drawing down what he sees. Gently touching it after taking a breath.

"Our mission was to find the Gnolls to reach a peace, or more along the lines of atleast a small one" but our people must know of this place. He turns to his companions "Thank you for coming with me to this place, for trusting me this far. Let us see what our faith has brought us?"
>>
(Ah! With new additions let me just clarify the party...

- Erabenim
- Gelur Tor
- Rehk
- Ghuzhol
- Shash

That's who is here)

>>1790595
Shash turns to face you, squinting due to the sunlight.

"Well I've heard of places like this from my grandparents, but I never thought I'd see one for myself. May as well make ourselves at home."

With this, he takes off his leather clothing, and jumps into the water with his loincloth on.
>>
>>1790658
"Aw why not?"
Fesh loses his cloths and dives in.
>>
>>1790658
Rehk moves in a pool also but keeps his spear close and drinking deep from the pools, reaching down looking carefully for any life within the oasis other than plant. For the first time in awhile he feels at peace, relaxed even. looking up into the sky as he feels the around him...He wonders if there is any fruit around?
>>
Rolled 65 (1d100)

>>1790658
>>1790677
Rolling for elder god in the pond
>>
Rolled 13 (1d100)

>>1790689
Ill roll for looking around for fruit or shiny rocks alongside naturally whatever else could be here
>>
>>1790658
Ghuzhol decides to nap on the edge of the oasis
>>
Rolled 26 (1d100)

>>1790658
Gelur decides to do some foraging in the area for any kind of food the party can use on their journey.
>>
>>1790658
ayy lemme retcon one of my boys into this adventure. Rhaast is an acolyte of the Blood Seers and one of the top students of Kars. He is sent along this expedition to collect as much foreign herbs and substance as possible for discovering new blood mixture.
>>
Rolled 82 (1d100)

>>1790658
Rhaast decides to find if there is any plants or substance that the Blood Seers have no knowledge of yet here
>>
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>>1790599
The pillar you see before you seems manmade, and looking around, some of the other stones do too. Taking in it all, the most noticeble outcropping is behind the streams of water... some kind of crafted pillar with lines inset in it stands holding the weight of a larger cliff-face up on top. The waterfall seems to be stemming from there, but you would have to climb up the rocks and vines to reach such an area.

>>1790694
You see what seems to be a dark figure in the water... then it surfaces,and Shash spits water at you, before diving back in.

>>1790702
You find nothing of interest, and what you think is a fruit falls from a branch and lands on your hand. You wince, a red mark becoming apparent - a rock must have broken off the cliff face and landed there, before it fell on your hand.

>>1790732
Gelur finds nothing but brambles, some of which bite at him before he dives back into the water out of frustration. It seems tonight you'll have to make do with food already collected.

The group rests until night-time, when you are active once more. You take out what food is to be had - it will do, for now. Fish in the water caught by Shash supplements the meal, as you use a hand drill to start a fire. With no shortage of wood, you remain a while longer, seeing no reason to abandon such a paradise so soon. Howls in the distance remind you all of your intentions though - you can't stay forever, as much as you wish to.

(A final round of rolls, if you want, or merely staying and talking around the flames.)

>>1790781
(Gotcha.)
>>
Rolled 19 (1d100)

>>1790658
Find any insects unique to this area
>>
Rolled 75 (1d100)

>>1790804
"So Shash, you mentioned your parents knew something about green places, do you know if they came from a place like this?"
Rolling for potential backstory.
>>
Rolled 39 (1d100)

>>1790804
Rehk not one to shy away from the challenge wraps his hands in leather and calls to the others for aid...."Who will come with me...to see from where this water appears from?".
Carefully he climbs, ensuring nothing too dangerous is below him. Warning the other Ghouls so those whom don't come with him to pull him out the water swell should he fall.
>>
Rolled 63 (1d100)

>>1790804
>>1790853
"Wait for me."
Join Rehk in his climb to the top of the water fall.
>>
>>1790804
Try to place exactly where we are so we can get back here if need be.
>>
Rolled 19 (1d100)

>>1790916
Forgot dice.
>>
Rolled 72 (1d100)

>>1790804
rolling to dream
>>
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>>1790802
>>1790832
You discover a strange plant, pungent, that burns at the taste-buds. It's quite unlike anything you've ever eaten, giving you a kick you can only compare to an injury. Yer somehow it's enjoyable, cleansing your nose and mouth at the same time. You've discovered chili peppers. Unfortunately your attempts at finding insects native to this area go unsuccessfully, as you are harassed by a black and yellow insect for the majority of the evening. They seem strangely aggressive, and when you went for the chili peppers, you apparently disturbed their nest.

>>1790853
>>1790866
You begin the climb a good 20 feet away from the fire, your eyes being the saving grace allowing you to perform this in the evening. Grasping at cold stone, you slowly get into a position that allows you to clamber up the vines that litter the area. Upon reaching a certain area you find yourself unable to go on, as you are in quite a precarious position. You are able to jump, though, and see from where the water comes from... it seems to extend from a river reaching down into this area. You had noticed that the elevation seemed to increase on one side of the desert, so you suppose this must be the side the river is on. It would face towards the long river near your home, if it came out this far and continued in the direction it did near the pillar.
>>
>>1790955
"Well that was enlightening"
Slowly he climbs down again and settle in for the night in the nook of a tree. Who wants first watch?
>>
>>1790995
>>1790955
As he lays there he finds himself pondering the Pillars....this one is artificial...so someone made it...but where are they? As Rehk sleeps he holds his spear close knowing that out in these wilds...where is truly safe for long
>>
>>1790850
"It's a bit of a spook story, so allow me to get into character," Shash chuckles.

The man moves his head in such a way that he takes full advantage of the firelight, and grasping his shield, he holds it in front of his body. The light reflects eerily off both, with the pits in his eyes appearing hollow, and the shield's details standing out, at least in your mind.

"Long ago, we came from a place called the jungle. Not just The Tans, but other ghouls, probably your tribe too. We emerged from there after some form of calamity, one that my family never explained to me. They merely said that it was not for a child's ears. We left that place following some form of leader, to seek a new home, and eventually the Tannish people founded Threetans. The oasis, according to them, were somewhere close to this jungle thing, where we were not to tread. There ghouls left signs of their passing, to make sure that if they perished in the ashwastes, they would only fade when the stone, too, had faded. And here we are."

Everyone is silent now, the crackle of flame being the only thing making noise. Well, actually...

>>1790924
Ghuzhol is snoring. Quite loudly. But underneath that slumber his mind is still thinking over the events of the day prior, and in his tired state it all mixes together, a cacophony of senses, a mixing of ideas - he is dreaming. He dreams of patterns, wavelike in nature, in the sand dunes, carrying him towards a forgotten oasis. A symbol is there, no, many symbols, carved into a wooden door. Water comes from streams on either side of the door, falling onto two panels, slowly shifting. Then one stream falls silent, and one panel shoots to the ground as the other raises high in the air. Judgement. The door opens...

Shash taps the shield against the ground, breaking the stupor that had befallen the group, and Ghuzhol's slumber. He speaks again.

"As for me personally, all I know is that my family has always asked me to keep that story in mind throughout my life. They say they kept records of these things as others forgot, and of our lost ways, spiritually and technologically, whatever the hell that means."

He spits.

"I mean, they're interestin' and all, but I don't see why they would help anybody in particular. Grandparents did visit some oases when they were kids though, or so they say. Guess we weren't the first ones here."

(Any last talking can get done now, then we'll do more rolls to continue the journey in just a minute.)
>>
>>1791068
Rehk calls out to this others,
"If ghouls did come through this place in suns past and long ago, i suggest we find a way to gather our people and give this site the reverence it deserves. This place is an echo of a lost time...maybe if we retrace our peoples steps bit by bit we can find our way back to where we came from? This place must be protected and preserved"
>>
>>1791068
"But don't you want to know where we came from, Shash? To know we weren't made in the Ashlands is quite the revelation. These wastes have been our home for so long our people must have forgotten places like this... Or kept them secret."
>>
>>1791101
"My father would interested in that. As would the other Clan leaders."
>>
>>1791068
"Then I wonder where the gnolls came from. If we came from the jungles... perhaps they are the ones made for the ash, not us. Could we be the invaders, not us? Maybe they raid us because we settled on their homeland."
>>
>>1791134
IF what we have learned is true, it seems likely...then again Ash is is dead and burnt, makes sense Gnolls turn back to ash with but a spark eh? In time we will find our way back and uncover the truth...whatever it may be"
>>
>>1791101
Master Kars would love this place. The secrets left unfolded here is a boon to the Blood Seers. Restoring this place to its former glory would be a wondrous idea indeed.
>>
Unfortunately I don't have the map fully prepped yet, so allow me to give you a sense of where you are.

To the north of you lies what appears to be an offshoot of the long river - to the east is the tower and to a further extent the volcano - directly south would be around where you'd expect to find the gnoll villages. Seeing as you're heading for the gnoll capital (or something along those lines) what do you wish to do?
>>
>>1791197
Lets quietly observe the capital and if possible. Meet peacefully with the gnoll. of course that's quite unlikely.
>>
>>1791197
Let's just straight up head for the gnoll village, and get things going.
>>
>>1791217
I concur. We have the camel ready so we can flee if needs be. Then we move in reveal ourselves to talk... good luck to us all.
>>
"This is my plan, we send Gelur Tor back now, we can't afford none of us getting back with news of the oasis."
Rehk takes a deep breath. "The rest of us will attempt to communicate with the Gnolls after watching for a night so Gelur has a good lead if things go bad. From there we get their attention in the morning and draw their attention calling to them. We have the Camels ready to escape... weapons may be worn but not drawn"
He Sights....its gonna be a rough day
>>
>>1791418
that or Fesh goes
>>
>>1791418
We both go. Fesh needs to report back to Willech about his theories of Ghoul migration.
>>
>>1791451
"I agree" Rehk shakes the two ghouls hands "safe travels and good luck...i hope to see home again too" He hands the drawing on bark to them "please take these to my kin"
>>
>>1791418
>>1791459

"We'll get the word back to the tribes. Rokon willing as quick as possible. Stay safe friends."
>>
Those who are going home, since it's 2 of you, let's have you both roll a d100, taking the higher.
>>
Rolled 55 (1d100)

>>1791480
>>
Rolled 64 (1d100)

>>1791480
>>
You make it home safely, noting that various groups in the community have been busy - Lar is away, and the House of Ivory is doing something in their Boneyard.
>>
As for those of you have stuck around... roll 3, taking the middle roll.
>>
Rolled 48 (1d100)

>>1791569
>>
Rolled 94 (1d100)

>>1791569
>>
Rolled 98 (1d100)

>>1791569
>>
Rolled 73 (1d100)

>>1791569
>>
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As you go further into the ashwastes, you find sand and ash being slowly replaced with silt, until eventually you are met with something like the oases you saw before, yet nothing alike it. Trees grow taller and taller til they tower over your head, greenery teeming with animal life and the noises - well that's what put you the most off-guard. The sounds of life all around - it's markedly different from where you've just came, and you're forced to draw weapons to hack your way through the flora.

Eventually, you spot a gnoll, and then another. They seem to be walking back and forth, patrolling the area. Neither seems to notice your presence, and while they don't seem especially hostile, they don't look particularly friendly either.

What do you do?
>>
Rolled 56 (1d100)

>>1791620
Punch him in the throat.
>>
Rolled 23 (1d100)

>>1791620
>>1791629
Restrain this autist
>>
Rolled 24 (1d100)

>>1791620
I think we should avoid them for now, we can't ride away easily in the jungle.
>>
>>1791629
>>1791637
You feel an urge to restrain the person next to you, yet when you reach to do so, you realize there isn't a person there at all - instead you've now made a noise, and the gnoll guard closest to you is walking over to inspect the bushes.

What will you do?
>>
>>1791651
Hands up
>>
>>1791660
"What's your purpose here, traveler? Why are you in the bushes? What on earth are you wearing?"

The gnoll's look is more bemused than anything as he drags you and your compatriots out of the bushes, and informs the other guard he has found you. You begin walking down a well-trodden dirt path towards something wooden in the distance...

and that's where we'll leave off for this evening.
>>
>>1791651
Hands up, oh fuck. "We come to talk", be ready to have something thrown at us. Step out of bush
>>
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As you walk along the road, the only thing of note is a middling size hut - one that you promptly get shoved into as the gnolls manhandle you in there. They turn around after putting you in a room with cylinders so tight together that you can't escape. It's a tight fit, but you all manage to get in... there's a hole in the ground in one corner that stinks, and along the wall, a stone slab to sit on.

You've been in there for several hours, gazing outside at the gnoll sitting there. One had left to go somewhere - you're not quite sure where. He eventually arrives back, bringing a larger gnoll with him. He seems to have some kind of necklace on, with the bits pointing to the ground having feathers tied on in some fashion. Stranger still, there is a greenish rock inset in the middle of the feathered area, as if acting as a focal point. It bears a mark you're not familiar with, simple, but still remarkable. A snake eating its own tail, whatever that could mean.

Before you're able to read too much into it, the gnoll approaches your cell after speaking to the one on duty.

"What business do you have here, travelers? My subordinates say they caught you acting suspicious in the outskirts - I assume that was for a reason. Tell me now."

His expression seems neutral, but it's hard to tell with a race you're unfamiliar with.
>>
>>1793769
"We came as a diplomatic envoy from the Ier."
>>
>>1793769
We're diplomats send by our Tribe in search of well...you? We come here to talk about hostilities between our peoples. We represent of Ghouls of Ier
>>
>>1793783
>>1793789
His face tightens at these words.

"Murderers then. Still, I have a duty to bring you to Diplomat Tary, I suppose. I could cut you up right here and eat you, but we're not savages. Oh right, hahahaha."

His laugh is mirthless and without purpose as he takes out some rope, and ties your hands to one of his own. Grabbing another guardsman and pocketing a blade, you set off, towards wherever he's bringing you.

Go ahead and provide me 3 rolls - middle of 3.

(While the dice system has been adjusted and may be so more later, it's in general middle of 3 for anything non-military with best of 3 and worst of 3 for advantageous and disadvantageous situations. During war, averages for how a situation may go or the first roll may be used, along with typical battle rolls, which are generally 3v3s and modifiers for factors you may or may not have control over. Figured I'd elucidate that.)
>>
Rolled 52 (1d100)

>>1793967
>>
Rolled 66 (1d100)

>>1793967
>>
Rolled 77 (1d100)

>>1793967
>>
Rolled 30 (1d100)

>>1793967
>>
Rolled 71 (1d100)

>>1793967
>>
>>1793967
>>
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As you walk, you come to see an astonishing sight in the distance - buildings 3 times taller than huts you've seen at home, hewn entirely of rock. People walking down stone streets, talking, laughing. It reminds you of home, but it is not - this is a place more advanced than your settlement. Somehow, you feel a bit embarrassed, standing as you are in your shabby clothing. These people wear clothes of all colors and shapes, making your own offerings seem slim.

Yet that is not what catches your eye. That would be the stone building standing in the center of the area. A pyramid looks like it has been cut down the middle here, with the removed area being cleared away and making room for a small plaza, where an altar stands. There is a gnoll there, dressed in a white and red garment that is long sleeved in nature. As if noticing what is happening for the first time, the guards accompanying you stop. Perhaps they see the strange scene as well, for on the altar - to your shock - is a dead gnoll. The man on the altar digs his hands into the chest of the corpse, further through the fur and viscera, and all of a sudden he stops. With one great heave, he yanks a heart out. Taking a bite, he begins to speak through the blood... you did not understand it, but it seemed to have a message. He then turned around towards the half pyramid, and you see something there that perhaps you missed in the shock. A massive hewn stone, with a sun in the center of it. He raises the heart up high, and then eats the rest.

You begin moving again, not long afterwards, towards the side of the half pyramid. It seems there's an extension made of wood as you go further along, continuing a decent ways into the jungle. This is where the guards nudge you along, and after turning through several corridors, you come to a doorway. A gnoll is sitting there, and he seems to not have been expecting your visit.

"Oh, Yusep, to what do I owe the pleasure?"

He speaks in your own language when addressing the gnoll, for some reason.

"These men claim to come from Ier, I expected you would wish to speak to them. We found them snooping in the bushes." the gnoll replies.

"I see... you are dismissed."

The guards leave, putting the ropes on some form of hook near the door. The one in the chair speaks after looking the four of you over.

"So? I assume you're here for a reason."
>>
>>1794082
"We came to talk and naturally before simply wandering in here we wanted to look first. Your guards have good ears it seems" Rehk frowns slightly "From what I can gather you view us as murderers for some reason...might I ask why, we came here to talk and hope to bring an end to hostilities between our people. Though there seems to be an issue we are unaware of...would you mind explaining?"
>>
>>1794082
"We came here to negotiate some terms of peace between our two peoples. But first you must know that we only struck at your people because there were numerous gnoll raids directed to our tribe. This, coupled from the reports from the ghouls at Threetans had made you out to be warmongers, so we marched on your lands."
>>
>>1794100
"Formally, yes, we have issues with the Tans that have gone unresolved for some time now. Some of our men committed crimes in those lands, and when we found out, we punished them. Yet then a ghoul we found scouting our lands claimed to be their leader, and when met with reasonable doubt went so far as to claim we needed to pay reparations. Our leader did not take kindly to that, and declared war.

This war was meant to end with the claiming of Threetans, but then your tribe stepped in. While we would say it is fair to kill warriors, and it is honorable to die as such, you murdered women and children as well. What purpose did that serve? You didn't even attempt a diplomatic resolution, and neither did the Tans, merely making demands without so much as negotiating. As it is, I see no reason for us to spare you."
>>
>>1794153
"There seems to be a great misunderstanding here. Again, from our point of view, you were a warmongering people set on destroying the ghouls. It is clear now that this was a wrong assumption. As for the killing of women and children, some of the tribe thought that because you were set on destroying us, that we should destroy you. We must take this information back to our chief and work out a way to achieve peace between us."
>>
>>1794153
"We are here now for that very reason, we seek no compensation rather we wish to end the pointless bloodshed. Neither side wants this war, so let us talk and reason. Let us find a way to satisfy your honor and bring peace back to these lands. We will report this back to out Chieftain as this is news to us."
>>
>>1794227
"Alright, I'll go tell all those children their parents can't come home because a group of ghouls misunderstood something.

You best be back, or else the bad blood between us may never settle."

With that, he unties you, and lets you go, before directing you to the guardsmen. You are escorted out the way you came, not seeing the sights of the city.

Tell me where you're heading now then, straight back?
>>
>>1794240
We head back as quickly as we can.
>>
Give me a roll for the way back then, I'll take the middle roll of 3.
>>
Rolled 3 (1d100)

>>1794282
>>
Rolled 16 (1d100)

>>1794282
>>
Rolled 98 (1d100)

>>1794282
>>
>>1794282
>>
Rolled 11 (1d100)

>>1794282
>>
You walk out of the jungle and head back the way you came, though a few areas seem unfamiliar. You're similarly lacking water as when you came, and some dingoes took food in the sunny hours while the group slept. You've stopped near a rock just as the sun is beginning to rise, wishing to sleep and rest before continuing again in the night. But what's that in the distance? Another oasis?

What do you do?
>>
>>1794318
Move up to it on our camels and check it out but don't get too close.
>>
>>1794346
sure, why not
>>
You don't get too close. Still looks like an oasis - in fact, similar to the one you found on the way back. It may even be the same.
>>
>>1794374
Go ahead into it and get resupply.
>>
>>1794374
guess we're going in, Rehk as cautious as ever observes and looks around as they approach for signs of change...or worse still...utter silence.
>>
>>1794383
>>1794384
You're met with what sounds like the lapping of water as you approach, and you wander over to it, drinking deeply... before spitting it back out. It's sand. Rok damn it, it's all sand. Or, some of it is. There's a couple of dingoes eating a dead compatriot of theirs in the corner, going so far as to lick up the blood. It explains the noises - not that it really matters. They seem more interested in you, the fresh meat, now.

(Need someone to act as Shash - we'll do it as usual for this kind of thing, I wait for your rolls, and respond in turn.)
>>
Rolled 25 (1d100)

>>1794403
Use by shield to protect the others as they move to ward off the Dingoes.
>>
Rolled 54 (1d100)

>>1794403
>>
Rolled 80 (1d100)

>>1794403
Rehk frowns from atop the camel spear at the ready to stake the dingos as they come. Putting use to his knowledge for how they hunt and take down prey.
>>
Rolled 65, 97, 66 = 228 (3d100)

>>1794405
>>1794409
>>1794413
>>
>>1794405
You are forced to fend for yourself as a dingo bites at your leg, and despite hitting him with your shield, he's not letting go.

>>1794409
You stand there vacantly for a moment before drawing a dagger - this is enough time for one of the beasts to jump at your arm, causing you to drop the blade the moment you get it out.

>>1794413
You do so with ease, trampling one dingo, and nearly one other. But this other dingo seems larger and smarter - a more worthy foe for you.
>>
Rolled 73 (1d100)

>>1794427
Smash the stupid mutt!
>>
Rolled 47 (1d100)

>>1794427
>>
Rolled 9 (1d100)

>>1794427
Charge the Bigger lad with the camel, it has a choice now...
1) It goes for the camels legs. So Rehk would push off the back and use the momentum to spear the fucker
2) It dodges, If so Lance it
3) It runs, thus looking away then spear it and draw my knife.
>>
Rolled 64, 86, 8 = 158 (3d100)

>>1794432
>>1794435
>>1794439
>>
>>1794432
You smash it fiercely in the head - it's dazed, but not yet down.

>>1794435
So you reach for your dagger before remembering your spear, but it's too late - the dingo bites your hand and refuses to let go.

>>1794439
You fall off the camel completely, but land on it. You're both winded, but you're on top. Success?
>>
Rolled 99 (1d100)

>>1794456
Crush it's head in my hand.
>>
Rolled 65 (1d100)

>>1794456
>>
Rolled 39 (1d100)

>>1794456
Slice and dice if the moment presents itself stab it in the neck
>>
Rolled 30, 24, 8 = 62 (3d100)

>>1794459
>>1794461
>>1794466
This will be the last round...
>>
>>1794459
You grip its head and squeeze... before long you are holding a pink and red mush, held together by a shattered shell of white bone.

>>1794461
Using your other hand, you pick up the blade, and smash the canine into it - you're not sure what it hit, but the beast is dead.

>>1794466
It turns out you crushed its spine in the fall - you give it a mercy killing with your spear, knowing that it could have equally been your own dingo in a similar situation.

You notice a small pond, hidden beneath the rock from whence you came. You wouldn't have noticed it without the disorientation that came from fighting the dingoes... small miracles, the group supposes.

You return home soon after... and no we're not done for the day, just need to take a short break and we'll continue.
>>
>>1794534
Right then, tell them everything that went down.
>>
People are informed of the trip, especially the higher-ups, as Threetans begins the slow process of integration. A ceasefire seems to have been declared, but must be followed up on, seems to be what the agreement is. Morale is high due to this, but we have seen our fair share of casualties.

(Seeing as on Year 25 we didn't do faction projects, I'll allow you to do them now - from now on it'll be on 31, 36, and so on.)

YEAR 26 AFTER THE ORDER
---
Agriculture: 4/10
Resources: 3/10
Morale: 8/10
Finances: N/A
---
Population: 521 ghouls
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements
Culture: What we can stab
Technology: Wood, stone weapons and tools, rope, leather clothing
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship, Rok worship
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1794732
A.
Lar discovered a very fertile area to the West along the coast, there are many new animals to tame there and amazing hunting grounds to exploit.
>>
>>1794732
A. Agriculture
>>
>>1794732
A
>>
>>1794732
>>1794751
>A. Agriculture
Supporting
"If there are new sources of food unclaimed we must move quickly to take them."
>>
Rolled 99 (1d100)

>>1794732
>Faction Project
Using the lesson's learned from their last major travel/attempt there the House of Ivory again moves to settle upon the Pillar. The recent influx of population helping them have a solid camp upon each of their settlements and maintain control of the hunting areas supplying more food, especially the areas around the pillar.

>A. Agriculture
We should begin irrigating all along the river and growing stuff
>>
>>1794732
A. Agriculture

Faction Project:
Move Eikhol-Ezh to the river and begin to dig irrigation ditches so as to provide more grazing for the camels and to provide farming opportunities.
>>
Alas, the previous chieftain perished in the war, falling to his death in the first battle. In the heat of war, we only had a temporary solution - replacing him with another of his family. Now, men have been forged by this war, who might wish to stand and fight for the role of chief.

How should we decide this? And who will stand as candidates?

(I'll call the vote after, I just want to get faction projects + leadership settled before votes, which will be done in this thread, then I'll archive it.)
>>
Rolled 80 (1d100)

>>1794770
forgot roll
>>
Rolled 91 (1d100)

>>1794732
>A. Agriculture

Faction Project:
I want to see if any new useful herbs can be found in the Threetans area.
>>
Rolled 54 (1d100)

>>1794732
Faction project:
Begin attracting Elders and other people that know our history and other such subjects to our town.
>>
>>1794772
Lar Khazirsson will put himself forward for election as Chieftan! Not only did he design the Gnollslayer formation helping to defend Threetan and fighting in every major battle of the war! On top of this he has brought 30 new ghouls to strengthen the blood of Ier and a Gnoll slave who knows how to teach the mystery of metal and the power of medicine! Lar wishes to build a Tribe full of metal for weapons and tools!
>>
Rolled 100 (1d100)

>>1794732
Lar shall work with his Gnoll slave to learn the mystery of metal and build the things needed to shape it.
>>
Rolled 94 (1d100)

>>1794732
Faction project: Build a coast settlement in the area between Khoral village and the main Ier village to be the main settlement of Clan Tor.
>>
Rolled 53 (1d100)

>>1794732
>A

Fac project:
Try to figure out how to domesticate the bees.
>>
Rolled 67 (1d100)

>>1794732
Faction Project:
Willech Has been having a difficult time storing the blood he has been collecting from himself and the other priests. It has become such a problem that some bowls of blood that were left on a shelf within reach of some children caused quite the scene when the parents returned to find them covered in a strangers blood. Willech goes to the beach looking for a material that could be used to create a container of some sort.
>>
Rolled 73 (1d100)

>>1794732

Rolling for Tots factoin project: Ghuzhol will go on a journey in order to learn the Gnoll language, he will also enter the running for chief
>>
>>1794783
Enkir and the House of Ivory stand behind Lar, we needs wisdom now. We have our differences but we know strength when we see it.
>>
>>1794783
"Of course me and my brother Komuk will support Lar as chieftain, he has done many goods for our clan and will hopefully keep doing so. The Capan™ Police™ will be behind him."
>>
>>1794783
"As the new Head of Clan Tor I place my support behind Lar Khazirsson who's proven himself in and out of battle."
>>
>>1794772
Kars, the leader of the Blood Seers will rise for the seat of chieftain. After seeing how advanced the brutish gnolls are compared to us, it is clear that what we need now is not strength, but knowledge. Spears and daggers and fallen tribesmen cant bring true prosperity but knowledge can.
>>
>>1794826
"I'll vote for Ghuzhol."
>>
>>1794920
Likewise
>>
>>1794763
(We actually have a lower population than before even with the immigrants, but wew, the rolls didn't care)

While the Tannish people are not fighters, they do know some things that have enabled us to move further out. Using their shields, your group is able to fend off the more ferocious animals out there. Not just that - you also use the idea of walls from the war to great effect, bordering yourself in next to the pillar where you are able to access the stream coming from the great river. With it being summer, animals and plants are abundant, which you exploit to the fullest extent possible.

>>1794770
>>1794775
You move your camps to the river and begin to dig irrigation ditches that enable your camels to graze in that area, as well as provide farming opportunities for not just yourself, but others. The harvest will be plentiful following this.

>>1794777
You find a stalked plant struggling to grow - it seems to repel the insects around it, and is purple in color. After looking around, you find more of them, and taste them - they're pretty good! You call them chives.

>>1794779
You attract some Tannish people, who speak to you of oases and jungles. Shash, wishing to help them, accompanies them on the move.

>>1794812
You begin building near a small fishing spot along the water that your hunters have been aware of for quite a while. It seems useful to be able to launch boats from there, so you build quite a number of those as well, as there is excess wood leftover from the building of basic huts. People flock to it, knowing of your clan's hunting prowess.
>>
>>1794819
You create layered wooden boxes, attempting to emulate the pattern of the hive you saw. While it isn't perfect, some bees do come, and you find something unexpected. There seems to be an orange/yellow liquid that comes out every so often, and it's delicious. While you were just collecting them for their stingers which you think could be powerful offensively, the honey ain't bad either.

>>1794826
Ghuzhol wanders for a bit, going towards the Reptian hold after discretely speaking to Lar's slave who he captured up there on a private expedition. There he learns the intricacies of the language, and writes down notes for what he doesn't learn immediately. This should be useful for future diplomatic efforts.

>>1794822
>>1794789
Willech goes to the beach, where he's initially stumped. However, in time, he is joined by Lar and his gnoll slave. Lar, thinking that it will be easier with more people looking for what he needs to make his metal creator thingymabob. They find the material needed - clay - quite quickly, but the hard part is constructing what the gnoll calls a kiln. For maximum potential you need to harness the most heat, and Lar and Willech discuss this point. What if you could create a temporary way to do it that would allow for the withdrawal of the thing you're melting afterwards? Thus they create what they call an updraft kiln - air comes through the bottom to feed the flames, while the temporary roof with a small outlet allows for the expulsion of unnecessary gasses. This means that heat is perfectly concentrated to reach the highest possible heat in a fast time frame. In this way, the smelting of metals like copper and bronze is possible, as is using clay to create ceramics. The clay roof is generally destroyed to withdraw the material after cooling, of course.
>>
>>1794826
Lakh supports Ghuzhol.

>>1794783
Shash and Khop support Lar.

>>1794819
Filt supports Kars.
Keeping in mind the fact that the majority of votes went to Lar, and Khop is not standing for election, Lar wins by a sizable majority, especially given the war we have just come out of. A proven warrior, his face and diplomacy are lacking, but does that matter? Only time will tell.

As for agriculture, we put efforts into re-establishing Tannish agricultural efforts in areas that had suffered during the raiding. With our efforts being re-devoted, we are less prone to people going hungry.

Thus ends this period of war - with glimmers of hope and new things on the horizon.
>>
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Rolled 2 (1d100)

The brotherhood, having in the year 15 drawn up several ideas for new types of spears, resolves upon turning these ideas into reality.
In their grand longhouse they labour, both with the construction as well as figuring how to best utilize their new constructs, neither secret to be shared with outsiders.
>>1794732
>B. Culture and Religion
Our suffering in the previous war was due to not pleasing Rok sufficiently, we must know how to best obtain his blessing.
>>
Rolled 34 (1d100)

>>1794732
After seeing Enkir's Ivory dogs in action, Neit saw the true potential of the war hounds. Riding out with several other Ashwalkers, Neit hopes to wrangle a pack of wild dingos and tame them. With enough training they'll be come an worthwhile asset.


The Ashwalkers vote for Ghuzhol for Chieftain
>>
>>1796013
You invent a new kind of club - the rock club. You swing it at rocks and they move. However, it seems you have not been granted rock's favor with just that - accidents with the clubs have become common, and part of the grand longhouse collapses in the "Rock Incident of 26", which shall be talked about for generations. Any potential additions to your group were also scared off by this, at least for the next few years.
>>
>>1796225
Unfortunately, being one-armed does not predispose you towards "wrangling." Several bites later, you and yours return home with some rather starved looking dingoes - they're obeying, for now, but that may be out of hunger.
>>
"Temun and the brethren support Lar for chief.
He will give us twoleg dogmen meat to eat and make us weapons of the strangerock known as metal."




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