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File: OPImage5.jpg (388 KB, 1920x1200)
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Somewhere in the ash wastes, the bloodied bodies of ghouls and gnolls lay rotting in the heat of the sun. It had been a frenzied battle, with sand flying everywhere due to the vicious storms, but they had won. At least, at a cost. The past few weeks, and this battle in particular, have brought the army down to only 60 ghouls who are able to fight, and 30 who are too badly injured to do so. The rest are dead. Only 15 or so of those here are able to move, while the remaining 30 or so are those who make up the badly injured numbers. As a stiff wind blows, the commanders discuss what to do; the chief is back, but the numbers are lower than ever.

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

Last time on Innerworld, plans were made, and a battle fought; for now though it is discussion time.
>>
>>1894839
We shall return the injured to Threetan before rejoining our brothers in the jungle, we will kill this Prince and break the Gnolls by the will of the blood!
>>
>>1894839
"Ah yes, this devastation reminds me of the first time we fought the gnolls. Truly a time worth being of blood."
>>
>>1894854
Aye the Gnolls will consume themselves in the chaos once their prince is dead.
>>
>>1894854
agreed, the sooner we deal with them, the better
>>
Alright - as the members of the tribe move onwards towards their own territories, the raiding in the jungle continues. The PGF had ordered the parties towards the capital, anticipating a lack of forces there due to stretched manpower and inside sources; and thus the men move out, preparing several different squads for different things. Our main objectives here are attacking the food supply and disrupting the guards, though it will all be done by one party in that order. Tell me who you're sending, and what they're armed with.
>>
>>1894901
Lem Khoril armed with a short sword, shield and leather armor.
>>
>>1894901
Ill be sending Ku-i mean Komuk, ofcourse armed with his signature axes which has been coated by a lil bit of poison.
>>
>>1894901
myself with only a wooden spear
>>
>>1894901
Shazilak will join the raid armed with a spear and a dagger.
>>
You arrive in cloaks during the night, slipping past guards and into the city itself. Shoes slapping against the stone ground, you find yourself near where you're meant to be, but it clearly wasn't going to be that easy. This you realize as you're confronted by 2 or 3 gnolls clearly out for patrol under the cover of night. Raising their lantern, one scurries off while 2 of them, including one with a nasty looking whip, get ready to fight...

You can run for it, try to get to the food storage (I'll assume whoever makes it there first has the lantern), or stand and fight, etc, each as an individual action.

What do you do?
>>
>>1894901
I'll be sending Komuk's nephew, Komal. Armed with daggers coated in Capan™ Signature ™ Poison
>>
Rolled 98 (1d100)

>>1894978
Time to get choppin on these nibbas.
>>
Rolled 41 (1d100)

>>1894978
roll to stab
>>
Rolled 10 (1d100)

>>1894978
Set fire to the food stores!
>>
Rolled 1 (1d100)

>>1894978
Help Lem burn the food senpai, gotta show off the poison™
>>
Rolled 60 (1d100)

>>1894978
While the others distract the two guard Shazilak moves to set fire to the food stores.
>>
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>>1894982
You aim for the neck of the nearest gnoll, and that happens to be the one without a whip. He tries to counter attack but you're experienced with chopping down unnecessary things. It lands solidly, allowing the gnoll precious few seconds to clutch his neck. He bleeds out after, of course.

>>1894984
You attempt to stab the gnoll with the whip, but he lashes out at your hand - you don't drop the blade, but it is clear that this is going to be a tough opponent for you.

>>1894992
>>1894996
>>1894998
These 3 scurry off, but it ends poorly when Lem trips Shazilak as they draw very close to the storage room. The torch flies into the air and smashes on the ground, embers landing on the food well enough, but on Komal too. And by the looks of it, Komal is going to burn much faster.

Gnoll reinforcements are coming, but 3 or 4 of our own men waiting on back up nearby have arrived.
>>
Rolled 8 (1d100)

>>1895026
Stop drop and roll, ya know?
>>
Rolled 15 (1d100)

>>1895026
The Whip is an inferior weapon. I mean you can't even chop with it? Show them how its done.
>>
Rolled 82 (1d100)

>>1895026
Grab Komal and pat him out.
>>
Rolled 7 (1d100)

>>1895026
try to stab again
>>
Rolled 14 (1d100)

>>1895026
Get back up and try to take down the nearest guard who's distracted fighting my comrades.
>>
>>1895031
>>1895038
Komal trips and lands face first on the pavement. Clutching his head, the fire begins to spread. That is, until Lem arrives. The man kicks the ghoul over, rolling him and patting him til he is put out.

>>1895037
While you attempt to chop, the whip seems stronger. Your hand is clasped in its embrace, and axe thrown from your hand.

>>1895055
>>1895039
Shazilak can't find an opportunity to jump in, whip lashing at his face as you try to break through... the ghoul beside him fares no better, his spear being knocked dangerously close to his comrade's side.

More guards swarm in, as the ground begins to quake...
>>
Rolled 64 (1d100)

>>1895077
one more attempt at a stab
>>
Rolled 13 (1d100)

>>1895077
Form up with the men and fend off the Gnolls
>>
Rolled 83 (1d100)

>>1895077
Pull him closer and punch his fugly gnoll face.
>>
Rolled 17 (1d100)

>>1895077
Roll2dagger the guards, despite having just been burned to a nice crisp.
>>
>>1895077
Try and dodge the whip, get back on my feet and charge the the Gnoll when he's reeling the whip back.
>>
Rolled 66 (1d100)

>>1895110
>>
Rolled 52 (1d100)

With dagger-axe in hand, Terras shall fight to protect his hard pressed companions.
>>
>>1895080
>>1895085
Kumok's punch manages to shock the whip wielder enough for the lone ghoul to slip a spear through his ribs. He goes down clutching his chest.

>>1895081
>>1895099
>>1895120
>>1895136
While most are being overwhelmed by now, Shazilak and Terras save Komal and Lem from being killed - just as the quaking slightly intensifies. With the food store fully burning, a retreat is ordered, and the majority of the forces who remained in the forest accompany us back.

There, after a while, the forces with Lar return, and another meeting is called with his presence.
>>
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>>1895288
"I call on you Gnoll Leader, we have bleed to much in these jungles and this war must end. We must kill this Prince and end this. Where is he hiding."
>>
>>1895294
"Lar speak wisdom.
We must find this prince, kill him and eat his flesh."
>>
>>1895294
"Fucking whips."
>>
>>1895294
"Indeed we have to cripple the princes forces without their head they will falter."
>>
>>1895294
>>1895303
The gnoll takes this all in with a neutral eye, before speaking.

"While you were gone, the prince sent out an ultimatum, along with a time and a place. While he may be smart, he's honorable - this most likely isn't a trick. From what I've calculated of the dead, we should have roughly equal numbers, and I can sway the advisor into staying away. From what I've heard, he's already wanting to work on recuperating instead of anything else. I imagine he's willing up to give up some land for peace. Men like him tire of war quickly."
>>
>>1895363
Whats the fucking deal with whips? Why do the two legged dingos even use them?
>>
>>1895363
"He's willing to give us the rights to some of their hunting grounds in return for our peace?
Bah, weak men like that won't last long. But we should hear him out just the same."
>>
>>1895363
"Let us go then."
>>
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Weeks later, the army finds itself assembled on a field standing opposed to one composed entirely of gnolls. Dressed in the familiar garb of the prince's men, they're armed, but not moving; nor are we. This is not the same jungle clearing as the one we fought and died in before, but it may as well be. The tension is the same thick consistency. Except this time, we may win. As neither side moves an inch, a gnoll dressed in fine feathers and other materials steps forward; the prince perhaps?

"I am Prince Dzanlap of the family Burnetsun. It is with disdain I greet you murderers," the figure remarks.

The prince indeed then - both by his tone and identification. No one is moving to stop him.

"I'm willing to fight a champion of yours and consider this matter settled. My advisor and I have agreed to let bygones be bygones, and with no heir, he shall inherit my throne if I die here. Not that I will. Will any of you stand up, or will you leave with your nonexistent tails tucked between your legs?"
>>
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>>1895485
"Come and die Gnoll."
>>
>>1895491
"HOL UP! HOL UP! HOL UP! FIRST YALL GOTTA ANSWER MY GODDAMN QUESTION! I HAVE BEEN ASKING WHY YOU DAMN STINKY, ARSE-LICKING, POOP-EATING, TREE-PISSING, OAF-LOOKING, PAJAMA-WEARING, HALF PINT PIECE OF OVERGROWN DINGO USE FUCKING WHIPS!????"
>>
(Before we begin, allow me to explain the revised dueling system, that will be written up in a pastebin. You have attack modifiers and defense modifiers, while initiative is determined by who had the highest roll in the previous round. The person with initiative rolls first, and rolls with attack modifiers, while the person without initiative rolls with defense modifiers. When a battle starts, the challenger (in this case Lar) would be the first to roll.

For each point you have in something, you gain a +5.

Attack modifiers are skill, weapon quality/make, and bodily strength.

Defense modifiers are armor and bodily endurance.

Environment is neutral other than when there is a high ground/low ground advantage or someone is on poor terrain, which is an extra -5 to the individual.

Your stats don't actually have to be all that accurate, it just makes the duels less random and more intense, and means that you can't kill a god or something ridiculous.)

Prince
--------
Skill - 2
Weapon - 4
Body - 3

Armor - 1
Body - 3

The prince is equipped with his family's ancestral rib blade (said to be the rib of the sun itself) along with a whip and a dagger. All are of high quality make.

>>1895491
Just reply with your stats.

>>1895499
A gnoll guard calls out "To keep you slaves in line!" before being silenced by a superior.
>>
Rolled 45 (1d100)

>>1895515

Skill - 4
Weapon - 3
Body - 4
Armor - 4

Crush his skull blocking any blow he makes with my armor.
>>
Rolled 48 + 20 (1d100 + 20)

>>1895527
(45+55 = 100)

The prince tries to use his robes to obscure the vision of his opponent, while baiting his enemy into swinging too far...
>>
100 vs 68

Lar lunges forward to crush the gnoll's skull, but merely ends up smacking the prince's arm as he moves in too deep with the robe. An audible crack is heard as it slams into his arm. He cries out in pain, as a small amount of blood is seen trickling from where it seems bone has punctured through flesh.
>>
Rolled 46 + 55 (1d100 + 55)

>>1895549
Continue laying on resentless blows crushing him under the might of Ieran blood and metal.
>>
Rolled 76 + 20 (1d100 + 20)

>>1895553
Infuriated now, Dzanlap will try to disorient his enemy through the use of the robe still clinging to his arm, and by running fast around him. He's waiting for the time to strike and go for his opponent's legs to ground him.
>>
Both men land blows on each other but nothing too impactful - the prince's arm is torn a bit more, whilst Lar is having to remain steady on his feet while the gnoll darts about. A bit of stumbling, but that's it - both wish to finally strike at their opponent as the next round begins.
>>
Rolled 23 + 55 (1d100 + 55)

>>1895573
"Scream for me Gnoll"

Kneecap the runt.
>>
Rolled 74 + 20 (1d100 + 20)

>>1895573
"Already did so, not enjoyable you cannibal," the gnoll pants out.

Seeing his opportunity, he draws his knife and aims for an eye...
>>
The Chieftain's blow misses, and though the gnoll couldn't quite get to the eye, he cuts quite close to it - through the eyehole. Withdrawing, it's clear to see that the prince has taken the initiative. Both men circle each other once more, as the prince draws the rib blade...
>>
Rolled 78 + 45 (1d100 + 45)

>>1895606
Now that the prince has sussed out the fact that the eye holes are his enemy's weakness, he knows what to do. With his rib blade in hand, he'll aim to pierce through the eye and into the head, to kill the ghoul. Maybe that'll finally bring peace.
>>
Rolled 89 (1d100)

>>1895613
Crouch low bull rushing into the Gnolls stomach.
>>
Attempting to stab through the helmet was harder than it looked - specifically, when Lar jammed his knee into the gnoll's stomach. Dzanlap is winded and bruised, and in the grasp of the ghoul. However, his blade is still near the helmet, and the blood from a cut he created above Lar's eye is trickling down and making it hard for the chieftain to see. At this point, either could win, but most would bet on Lar.
>>
Rolled 82 + 55 (1d100 + 55)

>>1895630
Headbutt the Gnoll till his face is a fine red mush.
>>
Rolled 20 + 20 (1d100 + 20)

>>1895630
The gnoll rasps out, "Can't... die... yet..." and desperately tries to escape the grasp of the ghoul.
>>
Those who watch Lar's next motion call him a monster, a madman; some call him nothing at all. He picked up the bloodied gnoll and proceeded to smash his head against his own helmet. First the snout began to crack, then the teeth. When he was done, the gnoll was dead, with the ghoul covered in his enemy's blood. He wasn't done.

Ripping away at the matted fur, the chief covered in armor tore through the viscera like grass as he rooted around in his enemy's chest. Some vomited as he found what he was looking for, but none dared to challenge him as he tore out the heart of his enemy. Tilting his helmet slightly, some saw the hideous face of Lar as he consumed the red raw heart whole.

The gnolls fled then, telling stories of the horrors of the ghouls. But only a handful had truly seen the real thing that cemented in their minds the monsterhood of the Ieran leader. The entire time he slammed his helmet into their prince's head, he didn't blink. For minutes, he just stared into the dying man's eyes, and as he stopped, they swore his view landed on each of them.

END OF SESSION
>>
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Fug I missed the session.
>>
>>1898518
(This is some good stuff. Just saying.)

As the year finally ends, the three leaders of the Opetians, Ierans, and the Giants who somehow are involved, otherwise known as the Ehwaz, come to an agreement. All written documentation of the Opetians is free for the Ehwaz to access, while all lands outside the jungle of the Opetians are forfeited to Ier. Furthermore, all remaining ghoul slaves are freed to Ier. While this has been welcomed by the nation, apparently the Opetians didn't push for more. Strange. And returning to the topic of the giants, there were rumors that one of their kin was killed by the Opetians, but nothing substantial. As they grow more into contact with us, some even begin to settle alongside the freed ghouls. Hell, some ghouls even number among this tribe in particular. This is particularly noted after the sizable population decrease brought by the war.

YEAR 45 AFTER THE ORDER
---
Agriculture: 3/10
Resources: 3/10
Morale: 7/10
Finances: N/A
---
Population: 884 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1899621
A
>>
>>1899621
A
>>
>>1899621
A.
We must integrate the new arrivals into our agricultural system and expand to accommodate the new arrivals.
>>
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>>1899621
H
Also gib map
>>
>>1899621
A
>>
>>1899621
>A. Agriculture
>>
>>1899621
A
>>
We spend time training those new to Ier on how our farm system works, as well as expanding them somewhat, outwards into the new holdings. Whilst it's nothing out of the ordinary, the return to the ordinary is a welcome change to some sick of fighting. On top of that, you learn the names of both the jungle ghoul tribe and the giant tribe; the Aurisa and the Lopenei, respectively.

YEAR 46 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 4/10
Morale: 7/10
Finances: N/A
---
Population: 915 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine
Government: Chiefdom
Military: Various weapons, hunters
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Faction projects, reply here.
>>
>>1899689
C.
Expand our kilns to increase our production of metal.
>>
Rolled 11 (1d100)

>>1899689
H
GIB
MONETARY
SYSTEM
GOY
>>1899697
Get more tents around the mining camp, hire more goons, let them bring their families in so they won't have to take a camel to Threetan every time they want to get their dicks wet and whatnot.
>>
Rolled 45 (1d100)

>>1899697
After learning how to craft glowmetal Lar will try new types of metal mixes trying to find the best metal-craft.
>>
Rolled 69 (1d100)

>>1899689
A
>>1899697
Construct some farms on the other side of the river(the east side)
>>
>>1899689
A
>>
Rolled 11 (1d100)

>>1899689
>C

Find some talent amongst the jungle ghoul youth and attempt to recruit them
>>
Rolled 37 (1d100)

>>1899697
For as long as we can remember, the Ier have been using wood for housing. This isn't particularly good, given we live in a desert. Thus! The Erabenim shall invent a new type of housing: that of stone!
>>
Rolled 57 (1d100)

>>1899689
>C. Construction
>>1899704


Faction Project: Create a spear with more weight at the front of the shaft. it will be used to help hit enemies located behind obstacles.

Basically javelins.
>>
Rolled 43 (1d100)

>>1899689
B
We need better knowledge on how to please Rok, lest he strike us down once again.
Proper rites, a temple for his magnificent body, sacrificial rituals etc... we need something
>>1899697
The brotherhood prides itself on superior skill at arms, but when stabbed we still scream like all others.
This cannot stand.
The brethren shall work on meditation rituals and religious rites before Rok, both for the sake of strenghtening the mental discipline of the practioners and maintaining the internal discipline in the group.
>>
Rolled 25 (1d100)

>>1899689
A
>>
>>1899709
The hiring of goons goes well; possibly too well. Your camp is home now to the seedier elements of ghoulkind, and they're all without families, so the tents just kind of blow away in the wind.

>>1899710
Other than knowing glowmetal seems stronger than other sorts, you discover an alloy that seems resistant to the corrosion some others have faced; brass. A combination of copper and zinc, it's also easier to meld and cast. It's relatively high in strength as well. There are others you discover too, but that's the most notable.

>>1899713
You manage to do this easily enough, setting up farms especially across from your settlement in the boneyard.

>>1899736
You recruit a bunch of unruly small children, who seem to think you are their father. Truth be told, many children like this were left fatherless after the war. The mothers just kind of hand waved the issue, so you're stuck with them.

>>1899741
While you haven't fully figured out the design, using clay from the river to cement stones together. It can be weak at times, but it's something - partial builds have been constructed, but not full builds.

>>1899760
You create javelins, essentially, along with something called an atlatl to help throw them. You have ideas for another way for them to be thrown, but you'd have to work on that more.

>>1899763
The brotherhood works on meditation for quite some time; in fact, it seems that by breathing in and out slowly, you can help relieve yourself of anxiety and lessen the load of other woes.
>>
Rolled 18 (1d100)

>>1899697

Willech is dissatisfied with the way the tribe's history is being kept and attempts to come up with a way of drawing words to be able to say things without using speech.
>>
>>1899903
And Willech will continue to be dissatisfied, having found no suitable solution outside of drawing pretty pictures. They were really, really pretty you guys.
>>
Rolled 85 (1d100)

>>1899898
>>1899697
The House of Ivory have had in interesting few years, they have made efforts directly for the first time to understand the nature "The Spook" they have encountered many a strange thing unlike many other Ghouls and work to commune with such things...what do they want? Are they more than simple beasts? Rather than the efforts of the Isolated Ghoul, Gilgar has his people go into the Ash, to the pillar's peak and into the Depths of their own caves to find these truths...such an endeavor though, will likely carry quite the cost...as all eyes turn to Gorak the Sightless and the lesson's learnt from him
>>
Rolled 92 (1d100)

>>1899689
>C

Tales of our greatness cannot be passed from mouth to mouth alone, lest its content be twisted and changed through time. Try to invent formalised writing system for ghoul language.
>>
>>1900019
The caves come with other passages unseen other than that already discovered by your people. Most are small and bare, yet one you wager lies directly underneath the now defunct portal. In there lies a cloth of incredibly fine materials, its colors bright and, well, colorful. However, blood is in every bit of the fabric, making you wonder just what in Rok's name it was used for. To your people it is a mystery waiting to be solved. As for the pillar itself, well; there you see nothing. A world shockingly bare up high, with nothing but the sun above. The clouds seem to curve in the distance. On the way back down, is where the real interesting details lie though. The pillar seems scarred, weathered in the same pattern from some event long ago. A titan bearing old wounds.
As for C - what should we build?

Freeform it.
>>
>>1900097
Expand our kilns so we can make more metal at one time.
>>
>>1900103
Indeed
>>
>>1900103
This
>>
>>1900103
ye
>>
Rolled 11, 57, 28 = 96 (3d100)

>>1900097
>>1900103
That

Also
>>1899898
I was told in Discord I have 3 extra fac projects for some reason so
>Build more permanent dwellings around the mine, or at least ones that won't fly away when it gets windy
>Trade some copper (tm) for seeds at Threetan and sow them in whatever fertile ground is around the camp
>d i g d e e p e r
>>
>>1900103
this
>>
>>1900131
(Three extra fac projects applies to any new faction from year thirty onwards, and they can choose whether or not they do them. Just a quick start for players getting into the game that gives them some kind of idea of what they are working on.)

First Result: The tents fly away, but you have learned to attach them to strings. This doesn't actually stop them flying away, so kites are a thing now.

Second result: A farm has been created, of a reasonable size.

Third result: Looks like the mine only has copper, and down produces nothing for now, except a large space in the mine.

In other news, we are able to work on metal more (as well as other things) due to our expanded kiln. Wow, it almost seems like we're making progress. And with >>1900096 (The Blood Seers)'s work on language, we finally have a script of our own, borrowing mainly from that which the jungle ghouls have introduced to us, as well as elements of Reptian and the giant letters. This group of symbols/runes are known as the Ieran Alphabet.

YEAR 47 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 4/10
Morale: 7/10
Finances: N/A
---
Population: 915 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1900159
(Population is 948, correction.)
>>
>>1900159
H.
Begin trade with the Ehwaz.
>>
>>1900159
>A
>>
>>1900159
>H. Finance
>>
>>1900159
H
I want to exchange the kites for shiny chunks of metal.
>>
Rolled 28 (1d100)

>>1900159
H. Finance
>>
>>1900159
H
>>
Finance - What do we wish to do?

(If it's production of currency, that's good too.)
>>
>>1900264
Begin trade of useful goods with the Ehqaz and develop a simple currency system based off of brass rings.
>>
>>1900274
this
>>
>>1900264
C U R R E N C Y
copper coins nao
>>
>>1900274
Supporting
>>
A currency system is developed, with the shape of the ring depicting its worth - purely circular rings are worth 1 of their own value, pentagons 5, and decagons 10. While it can be a bit unwieldy for larger purposes, it does mean the beginning of an economy, and on top of that, the discovery of a metal known as gilding metal; something Lar had pioneered. It's a special type of brass made of 95% copper and 5% zinc.

YEAR 48 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 5/10
Morale: 7/10
Finances: 5/10
---
Population: 981 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1900317
F.
>>
>>1900317
>A
speaking of which
gib map
>>
>>1900317
F
>>
>>1900317
>F. Technology Research
>>
>>1900317
>A. Agriculture
>>
F - Technology Research.

What should we work on?

A. Shipbuilding
B. Smithing
C. Textileworking
D. Building
E. Medicine
F. Other
>>
>>1900367
>E
I'm tired of having workers die of toe infections.
>>
>>1900367
>E. Medicine
>>
>>1900367
E.
>>
>>1900367
E
>>
>>1900367
A
>>
>>1900367
E
>>
First off, we've noticed that an unvaried diet can lead to things such as teeth falling out or poor digestion; thus we've encouraged people to change what they eat every once in a while. We've also improved our dental hygiene - bits of rocks and other things can get in what we eat, but rotten teeth can be dangerous. Thus it is said that a rotten tooth cannot keep its place.

YEAR 49 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 6/10
Finances: 5/10
---
Population: 1016 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Rolled 64 (1d100)

>>1899697
into the ruins I go
>>
>>1900432
C
>>
>>1900432
>G. Exploration and Colonization
Go west
>>
>>1900432
>F. Technology Research
>>
>>1900432
G
>>
>>1900432
F.
>>
>>1900432
>c
>>
>>1900432
>F
>>
F - Technology Research.

What should we work on?

A. Shipbuilding
B. Smithing
C. Textileworking
D. Building
E. Medicine
F. Other
>>
>>1900479
A
>>
>>1900479
D
>>
>>1900479
>D. Building
>>
>>1900479
D
>>
>>1900479
D.
>>
>>1900479
D. Building
>>
D - Building.

What in particular? Freeform it.
>>
>>1900512
Stone working
>>
>>1900524
this
>>
>>1900524
supporting
>>
>>1900524
ye
>>
>>1900524
Stone work and brinks good. Maybe compacting ash and stone into blocks like the gnolls did? it looked good
>>
We put more effort into stoneworking; specifically, building materials to be used with construction. First off was quicklime, which we discovered whilst trying to figure out what exactly rocks do. Throwing some in the fire to heat them, they generated two powders, which because of the stone's sticky consistency, we called limestone. When combined with water, it becomes almost putty like, and combined again it can be used with clay or sand to mold things together. We're calling this mortar; but that's not just it. Using a similar process with other materials such as lime or gypsum, a white crystal like substance we've found in our mines, we can produce stuff to finish the inside and outside of houses too.

(Apologies if this one was inaccurate; hardest to research and understand by far.)

YEAR 50 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 4/10
Morale: 6/10
Finances: 6/10
---
Population: 1052 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1900671
>B. Culture and Religion
>Night of Spooks festival
Gather around fires and have people dress up in spooky stuff and tell our people histories, Myths and scary stories
>>
>>1900671
D. Military
fucking bows
>>
>>1900671
G
>>
>>1900671
>B. Culture and Religion
>>
>>1900671
>D
>>
>>1900671
D.
>>
>>1900671
D
>>
D - what should we do?

A. Create weapons
B. Create strategies
C. Manufacture weapons
D. Change organization (how?)
E. Other
>>
>>1900706
D. Create a unit of 30 men named the Bloodguard focused on training to be elite warriors and protecting Ier.
>>
>>1900706
C.
Ranged weapons
>>
>>1900706
>D. Change organization (how?)
suporting this
Alternative name proposal Crimson Guard
>>
>>1900712
>>1900706
They shall be the best of us. Exemplars of our way
>>
>>1900706
A bows
>>
Rolled 42 (1d100)

We create the Bloodguard, alternatively known as the Crimsonguard or the Guardiers (Guards of Ier), a standing force of 30 men ready to protect when the time comes.

Meanwhile (event roll shenanigans)...
>>
Ghouls contemplate the meaning of life as the weather finally begins to change. It's still summer, but on the downturn; perhaps the most unfortunate consequence of the volcanic eruptions a few years back is occurring to us now though. With animals dead, we have less food for the winter, as fewer seem to be coming south.

YEAR 51 AFTER THE ORDER
---
Agriculture: 5/10
Resources: 4/10
Morale: 6/10
Finances: 6/10
---
Population: 1090 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Fac projects, reply to here.
>>
>>1900750
A.
Expand our irrigation systems.
>>
>>1900750
G explore the jungle
>>
Rolled 42 (1d100)

>>1900761
As Lars age goes he will focus on expanding the production of armor for the Bloodguard.
>>
Rolled 32 (1d100)

>>1900750
G
>>1900761
explore northwest and look for interesting things
>>
>>1900750
>B. Culture and Religion
>>
Rolled 24 (1d100)

>>1900762
I concur with this path of action

>>1900761
The House of Ivory have had a hard five years, one of the cores of their culture faded away, the spooks they emulated and learned tricks from were gone. A hole was opened in their culture. Thus they busied themselves to try to strave away this numbness, faith anything...what they instead worked upon was exploiting the effects of the poisonous frogs found all that time ago and the other poisons and ingredients available to create something to bring a shine and excitement back into their world. Throwing spices and compounds on their fires
LSD smoke get
>>
Before anything else, let me just respond to a really old faction project someone noticed I missed. Going to bed after this.

>>1824588
You invent a lightweight jug. You can't truly think of a way to get water in the desert, so surely this is the best method.
>>
Rolled 98 (1d100)

>>1900761
try to use the new technique of stone masonry to make new fortifications with stone.
(stone walls)
>>
Rolled 71 (1d100)

>>1900767
Offer what aid I can to Lars with his armor Production.
>>
Rolled 81 (1d100)

>>1900750
B
>>1900761
Willech gathers the Followers to put all their strength into upgrading their hut in Khoril to a longhouse.
>>
File: spear (3).jpg (55 KB, 474x758)
55 KB
55 KB JPG
Rolled 37 (1d100)

>>1900750
B
Muh Rok
>>1900761
The inner circle of the Brotherhood shall work on improving and formalizing our knowledge on polearm (and other weapon use) use into a more organized (tho still orally transmitted) system.
>>
>>1900767
>>1900820
113/150 = ~75%
While initially the production of armor is slow going, the assistance of the Tor clan rapidly ramps things up; they fetch the supplies while Lar works in the forges.

>>1900771
Shmogl finds little in the way of interesting things; volcanoes abound in this area. It seems lifeless.

>>1900782
This accomplishes nothing but coughing fits and loss of resources.

>>1900801
Stone masonry has enabled you to reach the peak of wall production in a short amount of time; it seems almost intuitive to you. (+3 to wall building). As one might say, Ier's walls could stand to grow 10 feet taller.

>>1900859
The hut is upgraded, modeled much after the Brotherhood of Spear's longhouse. However, the walls are partially made of stone, ensuring heat is kept within the building proper.

>>1901272
It's a bit like playing a game of Whisper - certain words are lost in translation from one person to the next. While this is worrisome, it seems the essence of your teachings are staying safe as this transition is made.
>>
B - Culture

What should we work on?

A. Religious Life
B. Sports
C. Calendar
D. Arts
E. Other
>>
>>1908198
D.
>>
>>1908198
C
>>
>>1908198
>C
>>
>>1908198
>D. Arts
>>
Rolled 91 (1d100)

>>1900750
Our faction shall begin constructing rafts to help us traverse the river easily. We will use the river and oars to get us to and from Ierok and the bone ruins town far more easily, those who are not of our clan will have to pay for this service in some way.
>>
>>1908198
D
>>
>>1908198
C
>>
>>1908198
>D
>>
>>1908198
D
>>
Rolled 43 (1d100)

>>1900761
The Hnasz family has decided that they had enough of Rok's bullshit on that mine, and decided to exploit their new discovery of kites with the winds of the coast. As such, Lom, Schlom, Venj and the 14 employees (of which 3 remain of the original 12) moved to the coast south of the site of Old Ierok, near the river's mouth. Fuck rocks, we are fisherghouls now.
>>
The giants are skilled craftsmen, giving way to art flourishing in recent times. Specifically, construction and sculpting are their practices. With ghouls getting to the harder to reach spots, our talents seemingly naturally overlap. Tools such as the stone chisel are utilized in these undertakings, and our stones, such as limestone, seem naturally suited for carving.

YEAR 52 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 6/10
Finances: 7/10
---
Population: 1129 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: A couple of canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1908264
>D. Military
>>
>>1908264
>D. Military
>>
>>1908264
F.
>>
>>1908264
>D
>>
>>1908272
Changing to F
>>
>>1908264
>G. Exploration and Colonization
>>
>>1908264
F
>>
>>1908286
>>1908264
ok its D or F
4bows
>>
>>1908264
F
>>
File: KnownWorld.png (39 KB, 1332x641)
39 KB
39 KB PNG
>>1908243
You're able to move, though flooding did affect you at first. Your people are starting to get used to it, having set up near the river as well just for ease of access to the crops.

>>1908215
Your business is very successful, netting you quite a bit; on top of your new financial wealth you also find your trip there and back much less arduous and long. You set up a dock near where you are to accomplish this; it also allows you to access your farms across the river. Little miracles, you guess.

F - Technology Research

What should we do?

A. Smithing
B. Medicine
C. Invention (What?)
D. Boatcrafting
E. Other
>>
>>1908335
>D
Put long sticks on a raft/boat and tie a kite to it. See if something happens.
Also Lom is ded.
>>
>>1908335
>D. Boatcrafting
>>
>>1908335
A.
>>
>>1908335
>A. Smithing
>>
>>1908335
D
Better boats will be great to traverse the river with
>>
>>1908335
A. Smithing
By The Metal Chief's word.
>>
>>1908335
D

We will sail the world and steal the blood of pagans.
>>
>>1908355
>>1908335
Switching to D to break the tie
>>
In terms of boat crafting, we work on designing larger vessels, as our population's growth rate means that we need designs that suit us. On top of that, we need something that can easily navigate our water ways. Thus, we begin messing around with wooden slots - the beginning of joint work for boats. We're comfortably able to fit 10 people, with oars and all. Perhaps a cabin could be attainable next time?

YEAR 53 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 6/10
Finances: 7/10
---
Population: 1129 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1908431
>G. Exploration and Colonization
>>
>>1908431
A.
>>
>>1908431
G
>>
>>1908431
>A
Do we have fish pens?
I want fish pens.
>>
>>1908431
>A. Agriculture
>>
>>1908431
G
>>
>>1908431
G
>>
>>1908431
>A. Agriculture
>>
>>1908431
>G
switchin to this
>>
>>1908447
switching to A
>>
A wins - what should we do?

Freeform it.
>>
>>1908516
Work on new and better ways to improve our farming through adding in our advances in stoneworking and metallurgy to our already firm principles of irrigation.
>>
>>1908516
fish farms
>>
>>1908516
f i s h f a r m s
>>
>>1908523
Supporting
>>
>>1908516
Using our nets and wooden stakes we shall create fish farms near our docks
>>
We spend this year mostly working on building fish farms within the constricts of the river, using its natural tide to entrap populations that we can breed. Of course, we have to have fishermen grab new ones as some of the older ones die and the younger ones refuse to breed, but it could be worse. The only problem to think about is the flooding...

(Going to bed because tired, anons. However, have this mechanics pastebin, fully revised except for stamina and how that works in dueling.

https://pastebin.com/xdT9HbRY

I changed quite a few things to give a better balance.)

YEAR 54 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 5/10
Morale: 6/10
Finances: 7/10
---
Population: 1211 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1908575
G
>>
>>1908575
Let's-a Go!
>>
>>1908575
G
>>
>>1908575
>G. Exploration and Colonization
Check the lands we annexed from the Gnolls for resources
>>
>>1908575
>G
We doing this now?
>>
>>1908575
C
>>
>>1908575
>G
>>
File: KnownWorldNations.png (29 KB, 1332x641)
29 KB
29 KB PNG
G - what should we do?

A. Colonization of areas
B. Prospecting of areas
C. An expedition
D. Other

(Here is a map of known world and the nations in it; the scribbles in between Reptia and Ierok are disputed to some extent. Hunters from both nations go to the area, but only minor squabbles have been had.)
>>
>>1911833
>B. Prospecting of areas
>>
>>1911833
B.
>>
>>1911833
B
>>
>>1911833
>B. Prospecting of areas
Guess we can't go to wrong with it can we
>>
>>1911833
B
>>
Alright, 3 d100s my friends.
>>
Rolled 4 (1d100)

>>1911872
>>
Rolled 26 (1d100)

>>1911872
>>
Rolled 7 (1d100)

>>1911872
>>
Rolled 9 (1d100)

>>1911872
>>
Rolled 98 (1d100)

>>1911872
>>
Faction Name: Clan Falzer
Faction Description: A Ghoul family that is focused on farming.
Leader Name: Kro Falzer
Faction Assets: Tribesmen, copper tools, huts in Ierok, farms near Ierok.
>>
First off, single-die critical failure, a 4 meaning a -2 to all future prospecting rolls. It turns out that despite your sharp eyes, Ieran ghouls aren't exactly perceptive. However, intelligence does exist between your ears, as you check out the mines to see signs of what exactly the signs of ore in the desert would look like. As you stand there, the ground seems to shift. The more wary of you move as the mine tilts, but some remain minutes later as you watch it and its inhabitants disappear into the great abyss below. The mine in question is the one close to the oasis, one of the more profitable mines for the tribe.

YEAR 55 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 3/10
Morale: 4/10
Finances: 6/10
---
Population: 1240 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1911957
>B. Culture and Religion
>>
>>1911957
B. Culture and Religion
>>
>>1911957
B. Culture and Religion
>>
>>1911957
>B. Culture and Religion
>>
>>1911957
G.
>>
>>1911957
>G. Exploration and Colonization
>>
>>1911957
G
>>
>>1911957
>G. Exploration and Colonization
>>
G wins again - and here's the list once more.

A. Colonization of areas
B. Prospecting of areas
C. An expedition
D. Other
>>
>>1912010
C.
>>
>>1912010
B
>>
>>1912010
B
>>
>>1912010
B.
>>
>>1912010
>C. An expedition
What waits for us down the hole.....in the deep caverns beneath
>>
>>1912010
>B. Prospecting of areas
>>
More prospecting then. 3 d100s, -2.

Remember, dice formatting for negative is as follows dX+-Y. In this case, d100+-2
>>
Rolled 67 (1d100)

>>1912027
>>
Rolled 23 (1d100)

>>1912027
>>
Rolled 11 + 2 (1d100 + 2)

>>1912027
CATACLYSM NAO
>>
Rolled 55 (1d100)

>>1912027
>>
Whilst we aren't able to fully recover, we find some smaller mines more closely located near Ier that hold smaller deposits of copper. It's given morale a boost, but finances and resources are still recovering.


YEAR 56 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 4/10
Morale: 5/10
Finances: 5/10
---
Population: 1300 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
Fac projects are to be sent here as per the usual.
>>
Rolled 52 (1d100)

>>1912060
I'll focus on expanding my boat business, make a route that goes from threetans, along the coast to just west of that little house symbol south of Ierok, this should significantly cut down travel time. Payment will be necessary to travel on our boats

>>1912056
F, perhaps instead of just mining more, we can think up of ways to get more ore with less mines.
>>
>>1912056
F.
>>
Rolled 60 (1d100)

>>1912056
>F. Technology Research

>>1912060
The House of Ivory have been working hard using all their available resources turning their domains from caves in camel lined and smooth walled places of comfort and devotion in hope to draw many more ghouls to their cause. Painting their walls with stories of their people and more. While they know they may not attract others they could at least try to take pride in their own domains
>>
Rolled 29 (1d100)

>>1912056
F
>>1912060
See if there's anything of worth in and around the area of Yamlat.
>>
Rolled 13, 62, 36, 73 = 184 (4d100)

>>1912060
1. Set up farms along the river
2. Set up more farms along the river
3. Get our hands on copper weapons like swords and axes. It’s totally an important thing that every faction needs, especially farmers.
4. Train warriors so as to guard the new and hopefully fertile farms from any threats.

>>1912056
F.
>>
Rolled 97 (1d100)

>>1912056
F
>>1912060
Willech wants more blood. He puts into affect a new ritual called Bloodsgiving where each member of the faction gives up a small portion of their blood to the faction leader to do whatever they want with it. This time Willech plans to just chug as much blood as possible before passing out
>>
>>1912060
Tem One-Arm shall create an House of Herbs to spread his healing skills amd knowledge amoung the tribe.
>>
Rolled 42 (1d100)

>>1912140
>>
Rolled 19 (1d100)

>>1912060
Subal, the new leader of house Erabenim, is tired of camels. He wants to find something faster. (Horses)
>>
>>1912056
D
>>
Lar's player is getting a +5 because even though I'm ruling out retroactive bonuses from the past faction rolls, he rolled high several times, and got a nat 100; a +5 is appropriate.

>>1912080
52+2
You're able to expand quite readily, with the new boats being used as the means of transportation along the coast. You continue to make money.

>>1912118
The House of Ivory is successful in their cause, attracting those looking for a common background to unite around; the glow rock behind the paintings shine with an ethereal light, enchanting the newcomers.

>>1912119
It seems Yamlat is mostly devoid of life at the moment, with little farms or even flora and fauna to speak of.

>>1912127
You're able to set up farms after some time, initial attempts being swept away by the river waters that make gains on the bank at times. However, your men are unable to secure weapons outside of mostly axes. In this way, your guards are mostly trained (and quite well, I may add) in hand to hand combat and restraining thieves without death.

>>1912135
(+2 to future rolls related to the creation of religious customs and the like).

Bloodsgiving is a hit, and in fact, it catches on with most of Threetans, if not Ierok. The old Tannish idea of communal blood comes to play here, whilst the idea of the strongest ego controlling the strongest blood is what is in the minds of those in Ierok. The only downside, if it can even be called that, is that Willech does not experience anything than an elongated period of strength when he drinks until he can drink no more. It tastes funny though; perhaps that of the same person is more delicious to a ghoul's delicate tongue.

>>1912147
42+5

Tem succeeds in his goal, though mostly basic techniques and knowledge is taught. The matriarchs of major households do learn the more advanced ones, of course.

>>1912219
Subal realizes that little other than camels exist to ride, after he sits on a dingo, breaking its back. It is left to die alone in the desert. He does realize other rideable animals may exist though.

(I trust all of you about as far as I can throw you, so I'll take charge of modifiers.)

F - what should we focus on?

A. Shipbuilding
B. Smithing
C. Mining
D. Casting
E. Medicine
F. Irrigation
G. Other
>>
>>1912321
>G
Camel fucking
>>
>>1912321
F.
>>
>>1912321
F
>>
>>1912321
>F. Irrigation
>>
>>1912321
>F. Irrigation
>>
In the past, we had developed an irrigation system that had given us a bonus (5 to irrigation related rolls) to our crops as water flowed in through the river and into the fields, spreading out, along with the mud we laid, into the roots and the soil. We don't quite exactly understand how this works, but it does. There are some problems, understandably; the river can be rough to our lands if it floods. It can also carry unwanted debris downriver that jams the system. Other problems exist, of course; nothing is ever perfect.

What should we do? Freeform it.
>>
>>1912364
Map out when the river floods, and revise our irrigation system accordingly.
>>
>>1912374
Support!
>>
>>1912374
>>1912364
Also work on flood breaks
>>
>>1912374
Supporting this
>>
>>1912374
ye
>>
>>1912374
dis
>>
While we aren't able to confirm it right off the bat, it seems that the river floods most often in the spring, but also in the summer and to a much lesser extent in the fall as well. What we've done to prepare is begun building dykes - essentially walls to prevent flooding - around our farms, along with lesser walls to keep them closed off. Then, when the water spills in, all we need to do is release the water pressure to let it out. We'll do this by redirecting the water. There will be funnels leading back to it connected to the wall that are only released when we pull back the "wall" of stone in between the farm plot and the funnel plot. This is a thick fake wall that we'll have the farmers move. The only problem this could present is a breeding ground for bugs, but we'll figure that out later. There could be no other issues. Right?

YEAR 57 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 4/10
Morale: 5/10
Finances: 5/10
---
Population: 1347 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1912519
B
>>
>>1912519
B
>>
>>1912519
C.
>>
>>1912519
>C. Construction
>>
>>1912519
>B
>>
>>1912519
B
>>
>>1912519
Switching to C
>>
C wins.

What should we build?

A. Infrastructure
B. Defenses
C. A wonder (what?)
D. Other
>>
>>1912587
A
>>
>>1912587
A. Infrastructure
>>
>>1912587
A
>>
>>1912587
A. Quarry and better Mines
>>
>>1912587
>C. A wonder (what?)
A number of stone tablets will be raised around rok in a great spiral and upon these roks we shall record our history
>>
>>1912587
>>
Infrastructure - but what?

A. Schools (?)
B. Quarry
C. Roads (?)
D. Admin. Buildings
E. Upgrade previous constructions
F. Other
>>
>>1912701
B.
>>
>>1912701
>B. Quarry
>>
>>1912701
>B. Quarry
>>
>>1912701
B
Let's get stoned :^)
>>
A quarry is erected, with stones such as limestone being extracted with chisel and hammer from the area near Khoril. Morale is higher as our resource levels start to stabilize, which improves finance as well.

YEAR 58 AFTER THE ORDER
---
Agriculture: 6/10
Resources: 4/10
Morale: 6/10
Finances: 6/10
---
Population: 1395 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1912747
>B. Culture and Religion
>>
>>1912747
F.
>>
>>1912747
B
>>
>>1912747
F
>>
>>1912747
GGGGGGGG
G G
G G
G
G
G GGG
G G
G G
G G
GGGGGGGG
>>
File: spear use.jpg (52 KB, 426x799)
52 KB
52 KB JPG
Rolled 70 (1d100)

>>1912747
B
>>1912060
Continue the work on improving our spear-fu.
>>
>>1912747
B.
>>
File: religion-09.gif (73 KB, 400x288)
73 KB
73 KB GIF
>>1913312
For B, I would like to suggest working on our religion:

For Rok, IC we “know” that he is A: very destructive if displeased and B: that he can bless women with fertility if pleased.
As not being destroyed by god and having children tend to be important to survival, this is stuff we should not ignore.

So, I suggest the following:
An annual festival where the chief of our tribe take charge of conducting some sacrifices to Rok (cementing the political as well as religious importance of our leadership).
For example a symbolic sacrifice rather than just a bloodbath. Say 1 slave, 1 camle, 1 dingo, 1 fish and one peck of grain.

This festival followed by a lavish feast for all (communal bonding and all that jazz) and an ancient korean style rock throwing battle (ancient koreans had this festival where they would have teams pelt each other with rocks, the blood upon the soil important to securing a good harvest). The latter also being useful for showing how our two cults are part of one whole and draw upon the same cosmology. (1 faith = 1 tribe. 2 faiths without shared cosmology = tribe split along religious lines).

In addition to this, Rok being the designated receiver of sacrifices for those desiring children (as he’ve displayed this power already). Again I suggest symbolic, let’s say a splash of camel milk and a bit of food being the standard gift. Those that can afford it can go bigger if they wish (more sacrifices = better chances).

Now, if somebody got some good ideas for working something out for the bloodcult, I would be glad to hear them.
>>
Rolled 31 (1d100)

>>1912060
Build huts on wooden stilts to stay above the water when flooding happens and also so that wildlife or thieves have a harder time getting to our food and shit.
>>
B wins - what should we do?

A. Religious Life
B. Sports
C. Calendar
D. Arts
E. Other
>>
>>1914813
B.
>>
>>1914813
B
>>
>>1914813
B
>>
>>1914813
>B. Sports
>>
>>1914813
>A
>>
While wanting to be the best at something has always been a natural part of life, we've never really codified it until this year. With it being fall, harvests are larger, just like spring; we've been giving the surplus to winners of contests. These contests are of "sports" - kind of a general term we're using for these games. Insofar as these games are concerned, it's just gifting extra stuff to those who deserve it in some way. Some notable sports include wrestling, sprinting, swimming, archery, and fishing. Sometimes hunting is also included as a sport, though a few disagree with this assessment. A smaller population boom occurs, most likely due to stable contentment.

YEAR 59 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 4/10
Morale: 6/10
Finances: 7/10
---
Population: 1492 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1914937
F
>>
>>1914937
>D. Military
>>
>>1914937
F.
>>
>>1914937
>B. Culture and Religion
>>
>>1914937
(Not archery, javelin throwing, excuse me.)
>>
>>1914937
F
>>
>>1914937
Change to D
>>
>>1914937
Whatever gives us bows and arrows
>>
>>1914943
changing to D
>>
D - what should we do?

A. Create weapons
B. Create strategies
C. Manufacture weapons
D. Change organization (how?)
E. Other
>>
>>1914966
>A. Create weapons
>>
>>1914966
A.
>>
>>1914966
A
>>
>>1914966
>A. Create weapons
>>
>>1914966
A
>>
>>1914966
A
>>
>>1914966
>A. Create weapons
>>
A - what weapon in particular?

Let me guess...

couldn't be bows, could it? :^)
>>
>>1915220
Bows and arrows
>>
>>1915220
Bows And/Or Arrows
>>
>>1915220
Arrows and bows.
>>
We finally invent archery, which seems to cause a lot of people to go "ooooh" when they remember the fact that the last war had gnoll archers. A collective moment of "that's what those pointy things were."

YEAR 60 AFTER THE ORDER
---
Agriculture: 7/10
Resources: 4/10
Morale: 6/10
Finances: 7/10
---
Population: 1546 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1915268
G
Let's do something fun bls
>>
>>1915268
>B. Culture and Religion
>>
>>1915268
>B. Culture and Religion
>>
>>1915268
B
>>
B wins - what should we do?

A. Religious Life
B. Monuments
C. Calendar
D. Arts
E. Other
>>
>>1915404
C
>>
>>1915404
C. Calendar
>>
>>1915404
C. Calendar
>>
>>1915404
C
>>
>>1915404
C
>>
>>1915404
G

C
>>
In regards to our calendar, while it currently shows us as being in the 60th year of it, we organize it based on "the Order" - a peculiar time system based only on our own culture's timeframe. Compared to others, such as the Opetians and Reptians and even the Ehwaz, this seems odd, as they all have a unified calendar, with each year being denoted after a date in the past which they believe all alive would have seen. This is called the Light - when the sun shone too bright, so bright people died. If we were to change to this calendar, we would add 200 to the date, and adopt a 10 month system for each year. You're unaware of how that works though.

Will you make the change?

A. Yes
B. No
>>
>>1915481
B.
>>
>>1915481
A
>>
>>1915481
A
>>
>>1915481
A
>>
>>1915481
A

I mean if everyone else is using it...
>>
>>1915481
>A. Yes
Sure, honor the blood of those before us.
>>
>>1915481
>B. No
>>
>>1915481
B
>>
We make the switch; it also includes a 10 month calendar that has no name. The naming of the months seems odd to you, but perhaps it wasn't written for you... (will fill that out later). Each month lasts 36 days. It's also the start of winter this year.

YEAR 261 AFTER LIGHT
---
Agriculture: 6/10
Resources: 5/10
Morale: 6/10
Finances: 6/10
---
Population: 1602 people
Buildings: Driftwood/oak wood huts and longhuts, animal pens, shrine to Rok, various settlements, mines, lumberyards, a small dock
Culture: Blood Day (Friday), Winterfest, stone carving, Sports
Technology: Up to metal weapons and tools, rope, leather clothing, basic weapons + dagger-axe, nets, fishing, basic cuisine, kilnworking, money system, basic medical tips (nothing concrete or using herbs truly), basic stoneworking, Early Egyptian irrigation (partial)
Government: Chiefdom
Military: Various weapons, hunters, a lot of kilns, Bloodguard
Navy: Shipbuilding up to early egyptian designs without cabins; navy still a few canoes
Religion: Blood worship (Desanguiere), Rok worship (Rok and Roll)
Law: Cutting off of genitalia if you kill a member of the same tribe, The Gnoll Laws
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Finance
I. Diplomacy and War
J. Other
>>
>>1915526
G
>>
>>1915526
G
>>
>>1915526
G
>>
>>1915526
F
>>
>>1915526
>G. Exploration and Colonization
>>
>>1915526
>G. Exploration and Colonization
>>
>>1915526
G.
>>
Faction projects, reply here.
>>
Rolled 13 (1d100)

>>1915551
Traders who wish for a faster route between Ierok and moundtown will be able to take advantage of my boats to shorten the trip to carry some amount of cargo on my boats. They will have to pay for the use of my boats
>>
Rolled 96 + 5 (1d100 + 5)

>>1915551
Lar will work on improving his armour design and durability.
>>
Rolled 67 (1d100)

>>1915551
Again, Subal must go FASTER! If dingos won't work, we shall discover a new type of mount!
>>
Rolled 86 (1d100)

>>1915551
Unarmed martial arts is good and all, but we should really get some battle axes. Preferably 2 handed and made of bronze.
>>
Rolled 86 (1d100)

>>1915551
Willech is interested by the new weapons called 'bows' and attempts to make minor upgrades to increase their range, power, reliability, etc.
>>
Rolled 39 (1d100)

>>1915551
The House of ivory has spent the last few years training themselves to more more effective hunters and warriors. Using large dark robes they hide themselves in the ashes as they stalk pray before springing out and striking with bow or twin dagger. They mimic the Hunting methods of the Spiders they so emulate...Trophies have become a larger part of their culture too, Hunters wear the bones of their kills with pride...yet they know this path may be long...
>>
Rolled 50 (1d100)

>>1915551
Build boats for Clan tor to use for fishing and trade.
>>
Rolled 32 (1d100)

>>1915551
Finalize and popularize a Ieran version of the months of the year
1. Ierog
2. Khazirog
3. Enkirog
4. Lauricheg
5. Ghuzholog
6. Kumokeg
7. Neitis
8. Ulazhog
9. Gaerog
10. Torog
>>
>>1915557
Moundtown's ship technology seems superior to yours; it occurs to you that the first ships to come to the area were discarded Reptian vessels. While trade does not suffer because of your poor investment, you lose quite a bit of money as your ships are sunken. They are ill prepared for the rougher seas there.

>>1915563
Lar turns his armor into something unstoppable at this point; a suit not made for most mortal men. It fits him perfectly, and with new fabrics imported from around the land, he is able to cushion the areas near his tumors. On top of that, the armor is strengthened significantly as he enlists giant blacksmiths to help him with his cause. They even help him design a new mask; this one has an area at the back where two segments (halves of the mask) are tied together along a piece of metal sticking out from the protected back of his neck. When it is untied, they slide into each other and slot together, leaving him fully protected and with small pinpricks where his eyes should be, allowing him to be seen but not attacked there. Some areas have pinpricks larger than others; this is the result of 5 years of rigorously testing eyes and masks to figure out the best fit. It is similar with his mouth, but with wider lines, to allow him to breath. When he wishes to remove the mask, all he needs to do is force it apart; yet it looks so seamless that no enemy would most likely be able to notice it, let alone figure out how to get at his face. Along with that, all but his joints (which are left protected with toughened leather) are protected by lightweight numbers of copper, tin, brass, and glowmetal in various amounts and mixes, and his joints left merely so he can move. If his previous was fit for a chieftain, this, this is fit for a king.

Given the amount of time he has had, he even goes further, and draws up designs for the Bloodguard that incorporate some of his new findings.

(+1 to future blacksmithing rolls, bringing you to a +6.

Note that dubs bonus + modifiers do not help you get new modifier amounts, it's based purely on the natural roll.)

>>1915568
You do not manage to find another mount in a reasonable proximity; it seems this area doesn't have very many rideable mounts. However, you do discover something seemingly important - the fact that wheels exist. This occurs when you talk to the giants about modes of transportation; this could be very profitable for you indeed.
>>
File: KnownWorldNations.png (30 KB, 1332x641)
30 KB
30 KB PNG
>>1915582
>>1915583
Kro obtains his battleaxes, and they're strengthened by glowmetal (the ore solely found in the cave of the House of Ivory) as well as easy to handle and well weighed. He can arm all his men with these. Meanwhile, Willech experiments with the type of woods he can use for his bows, as well as what difference the end of the arrows make. He is able to maximise range, power, and reliability through this; that is not all for both of you though. Whilst obtaining these things, both of you come to know of the other, and are able to dominate the minds of ghouls as the axe and bow become the weapons associated with Ier.

>>1915593
The hunting methods of the spiders are ill suited for men, with the patience needed being long and hard. While training is effective for most, some ghouls fall asleep during these long waits, and learn little. The lack of trophies belonging to them serves to disharmonize the culture you seek to cultivate.

>>1915597
You accomplish this in time, your clan's natural skills meaning people are willing to sell you the materials cheaply enough.

>>1915601
While this calendar is finalized, it is not all that popular due to the fact that the names are mostly not agreed upon by the public. It does become a minor faction within the naming dispute though.

As for G - what should we do?

A. Colonization of areas
B. Prospecting of areas
C. An expedition
D. Other
>>
>>1915806
>C. An expedition
>>
>>1915806
C
>>
>>1915806
C
>>
>>1915806
C
>>
>>1915806
B.
>>
>>1915806
C
>>
>>1915806
>C. An expedition
>>
An expedition? Where to?

A. Reptia
B. Opetia
C. Lopen (Giantlands)
D. Auris (Former Jungle Ghoul Lands)
E. Other
>>
>>1915853
>C. Lopen (Giantlands)
>>
>>1915853
C.
>>
>>1915853
C
>>
>>1915853
>C. Lopen (Giantlands)
>>
>>1915853
C
>>
The expedition is being arranged by those in the giants winter home, which is known as Lower Lopen. Upper Lopen has apparently become extremely cold, so much so that snow falling has become regular. Whilst snow has been known to fall in the deserts, this is an outlier, and it merely stays due to the extremely cold temperatures at night. In the Jungle, it is virtually unheard of. Yet now the cold seems to even be reaching its tendrils down here... it's strange. Very strange. The giants wish to find out what's happening, and as you were looking to go to Lopen, this may be an opportunity, unless you wish to see the summer areas alone.

Will you go along?

A. Yes
B. No
>>
>>1915853
>C. Lopen (Giantlands)
Be brave lads
>>
>>1915882
A
>>
>>1915882
>A. Yes
>>
>>1915882
Yes
>>
>>1915882
>A. Yes
>>
>>1915882
Gho Dhzuro shall come along
A
>>
>>1915882
>A. Yes
>>
>>1915882
A
>>
Then, who is being sent?
>>
>>1915920
Shmogl will go
>>
>>1915920
Willzhek and Fesh will go on this journey with two rando priests.with them they bring bows, spears and pots of blood.
>>
>>1915920
Two brave erabenim shall go
>>
>>1915920
Kro Falzer himself and 9 other male members of clan Falzer shall be sent, all armed with battleaxes and with personal supplies for themselves.
>>
>>1915920
Sending Solans Tor and a 2 hunters
>>
>>1915920
Aeka: Female Painted Ghoul with two doggos
Azahg: Male Gnoll blood bound to protect Aeka
>>
>>1915920
Gho Dhzuro shall go with a guardian
>>
>>1915920
Maja, Neith daughter and the newest leader of the Ash Walkers
>>
>>1915920
(Lar is adding Chal, is unable to post on 4chan rn)

The group is formed; other additions include Chal Khazirsson, relative of the chief; Chab Fishdab, the scout whose report started the last race war and son of Lakh of Threetans; and the former giant chief Tharg, whom first met Tem Khazirsson and formally brought the interactions of giants and Ier into being. You agree to arrive there some time within the next few months...

3 d100s for travel to their lands, please.
>>
Rolled 77, 18, 86 = 181 (3d100)

(Following projects are for Year 50, 55, and 60)


Fac Project 1&2
Hoping to succeed where her mother failed, Maja and a few good men set out to capture as many emu eggs as they can, in hopes that they can finally domesticate the ever elusive bird.


Fac Project 3
Many years ago, a young ghoul boy was stolen away after a particularly failed expedition into emu territory. A story spread of the emus raising him as one of their own, seeking to get even with the ghouls who stole their own children. Ever curious, Maja personally sets out to look for this missing boy and see if he even exists.
>>
Rolled 39 (1d100)

>>1916040
>>
Rolled 24 (1d100)

>>1916040
>>
Rolled 28 (1d100)

>>1916040
>>
Rolled 30 (1d100)

>>1916040
>>
>>1916042
You're able to capture and hatch a few more, though domestication is still a long ways away. You give the animals some space to roam around, though they are very cagey about the whole "fenced in" thing. You've boxed it though - literal fences they just jump over and run away from you with, so previous attempts have taught you.

As for the boy who was stolen away; the story appears to be true, or so hunter reports have confirmed to you. A child was raised among the emus, his clothes made of rags and feathers at this point. Trying to protect his adopted family, he has struggled against the hunters for years, and is considered feral as well as dangerous. You sight the young man for yourself when you venture out there, and note one detail they didn't mention. A crudely made eyepatch is strapped over one eye, and he is accompanied by a dingo with a limp left hind leg, broken tooth, and a white spot on its head. They run away once they see you, and when you return home you ask the hunters about the eyepatch. One mutters under his breath, "the fool never should have fought..."
-----

Travel has brought you into contact with the harshest winter this area has experienced in the living memory of most; even the days aren't all that warm as you make it to the pillar. The camp here has seen better days, and the people are probably up on the pillar, you all reckon. Before you can ponder stealing food, dingoes approach from the camp, making it clear that they had been doing so instead. It's a battle then!

What will you do?

>Split up the dingoes and take them on one by one (Low DC)
>Attack as a group and break their spirit (Medium DC)
>Break through and grab the supplies they're raiding for yourself (High DC)
>Other

(Remember, higher DCs have greater impact successes)
>>
>>1916102
>Attack as a group and break their spirit (Medium DC)
>>
>>1916102
>>Attack as a group and break their spirit (Medium DC)
>>
Rolled 83 (1d100)

>>1916102
Oh for the love of all things, try to get them to back off, they could be the bastard offspring of some of our own
>>
>>1916102
>>Attack as a group and break their spirit (Medium DC)
>>
>>1916102
>Attack as a group and break their spirit (Medium DC)
>>
3 d100s.
>>
Rolled 71 (1d100)

>>1916117
>>
Rolled 29 (1d100)

>>1916117
>>
Rolled 35 (1d100)

>>1916117
>>
Regular Failure

They seem to show no signs of stopping; the dingoes are merely alerted to your presence and alarmed by those wielding weapons charging towards them. A few blows are struck, but the dingoes are quick to react, some of the smarter ones stepping out of the way and aiming for the legs of the slighter members of the group, such as Chab. They probably hope to get a few good bites in before running off. The morale of our own group seems low, as the charge forward left the aforementioned slighter members of the group vulnerable to the attacks of the dingoes. As it is, we're separated right now. Some dingoes have even gone back to eating the supplies though, showing a blatant lack of care for us, another blow to our self-confidence; the smarter dingoes are located behind us further from the camp, as are those who we are separated from. Those in the camp we are closer to may be easier to attack.

>Attack the dingoes currently eating the supplies (Low DC)
>Harass those assaulting our comrades (Middling DC)
>Attempt to do both (High DC)
>>
>>1916156
>>Harass those assaulting our comrades (Middling DC)
>>
>>1916156
>Attack the dingoes currently eating the supplies (Low DC)
>>
>>1916156
>Harass those assaulting our comrades (Middling DC)
>>
>>1916156
>Harass those assaulting our comrades (Middling DC)
>>
3 d100s, please.
>>
Rolled 41 (1d100)

>>1916178
>>
Rolled 4 (1d100)

>>1916178
>>
Rolled 9 (1d100)

>>1916178
DIE
>>
Rolled 83 (1d100)

>>1916178
>>
Attempting to stop those dingoes has merely made the canines angrier; those behind us stopped what they were doing, hearing the commotion, and joined their brethren in the assault from the front; we are having to mainly focus on that, whilst the others look on while being torn at. Chab is kicking at the dingo, but it doesn't seem to be doing much good. An unseemly amount of blood is pouring out of the man. Those who are still standing and fighting the dingoes notice that more are appearing from outside, and that the supplies seem to have been completely torn. To make it clear; the supplies are mostly gone, the dingoes are attacking from the camp, whilst Chab and the others are seperated and fighting the few behind us, whilst a second group sneaks up behind them.

>Attempt to finish off these and go help Chab and the others (Low DC)
>Go help Chab and the others and fight from both sides (Middling-High DC)
>Grab Chab and the others and run (High DC)
>>
>>1916206
>Attempt to finish off these and go help Chab and the others (Low DC)
>>
>>1916206
>Attempt to finish off these and go help Chab and the others (Low DC)
>>
>>1916206
>Attempt to finish off these and go help Chab and the others (Low DC)
>>
3 rolls please.
>>
Rolled 80 (1d100)

>>1916221
>>
Rolled 61 (1d100)

>>1916221
>>
Rolled 84 (1d100)

>>1916221
>>
Perhaps it was the new group of dingoes that galvanized you; you were already surrounded by a whole lot, but another group? Fuck that. Something clicked in the mind of the party, and the beasts who were approaching from the camp were forced away. Of course, that was just for us; though as we moved to save Chab and the others, it became apparent that we were ready to drive them all off. It took merely a few kicks for the dingoes still milling about to disperse, though some of the more hungry ones still sat in the distance howling. It was futile in the end though. The supplies have been torn to shreds

Whilst the others, among whom number some of Clan Falzer and a priest, are fine, Chab is left bloodied and unconscious. He will pull through though it seems, his jugular left intact. We see signs of life on the pillar and hear calling in the distance as people appear to run sideways on the thing to meet us. The pillar is always a shock to the uninitiated. Bringing us to their tents, the House of Ivory begins to treat our wounded, as the sun dims...

(End of session.)
>>
Rolled 15 (1d100)

>>1915551
Expanding membership and bringing in new recruits.

The Brotherhood is already organized in an inner circle and a "normal" circle, time to add another layer to the onion, an outer circle for laymen, those with an interest in learning but unwilling to dedicate their life to it.
>>
>>1913312
>>1916745
The brotherhood adopts a new weapon style, as of yet unnamed. It's an extension of the fisherman's one from some years ago, but with adjustments made based on new concepts learnt in the years since then. The most important is the fact that it now relies on longer range combat; the net is merely used in dire circumstances, with the spear being the main point of focus. Along with this, some messing around with the design of the spear has occurred. Some now use a strange hybrid design with a gnoll weapon, something called an atlatl that the Tor clan uses. By making the front half of the spear slimmer than the other, a type of "holster" is developed. While some purists call it nothing but a glorified knife, it does allow for more jabbing, but that is not all. What an atlatl is, is essentially a spear thrower, and that's the concept here - once the front half of the weapon is taken out, its innards are able to be used as an atlatl for the weapon within. On top of that, a second blade is within the back half, essentially allowing a spearman, if they wish, to use their spear as a spear, a javelin, and a knife, all in one weapon. The only flaw with this is that it can be unwieldy and slow to unholster (to get the weapon of the front half out that is) in the middle of the battle. The problem now is the social bit; along with the creation of this weapon, many laypeople join. It may be due to the weapon allowing ease of use or the wish to learn a new skill, but the amount is huge. This has caused a major crisis among the upper echelons of your "onion", who do not wish for this one to have so many layers. They complain of the casualization of your art.
>>
Rolled 99, 12 = 111 (2d100)

>>1915551
Yes henlo, Kumok here will be doing the projects for years 46 and 56..
Faction project 46: Kumok is going to see if there are any new plants we could use in the newly conquered territories.
Faction project 56: We are going to try and working and figuring out how to use the cane toads and their poison and what effects it can cause.
>>
>>1917955
Kumok finds several useful plants; the first he finds is the juniper tree. It seems to occur everywhere in this part of the world, especially in the hills. You find it can be used for fuel, and its berries as food.

You also find a type of the plant known as aloe called aloe vera; it seems useful for the treatment of wounds, and even as a laxative. You think that as a laxative it may purge some bad things, though you're not sure what. You also find some plants such as myrrh and cannabis (specifically hemp), which are useful for numbing for the former, and for the latter, hemp cordage.

As for the latter, you first gather all the cane toads; and that's it. You have brought so many of them together that they're infesting everything. The animals around Ier keep eating them and dying. God fucking dammit.
>>
Your wounds are treated, yet the scars remain in quite a way, especially for Chab; he broke a few bones when attacked, and they didn't quite set properly. Those in his arm tingle in the cold; and so do the wounds of the rest of you. As you set out from the camp after being given what little supplies the House of Ivory could spare, you wonder what you'll do next; you need supplies. Morale is low. And you're unsure of whether to follow the river or try to reach the oasis...

Discuss.
>>
>>1918773
I propose that we send the injured home to conserve supplies and we should hurry to Lower Lopen
>>
>>1918773
We, those not crippled, should scavenge for immediate supplies while others such as Chap rest here for the time being. Perhaps even kill those dingoes who mauled us and stole our supplies.
>>
>>1918773
Let's carry on. Chab might want to rest here or get sent home since he's pretty banged up but the rest of us should be in decent enough shape.
>>
A lucky coincidence, Dah'rya the one-eyed, a member of the Brotherhood of the Spear, was happening to be visiting her kin at the House of Ivory.
Seeing the ragged band she quickly snatches her dagger-axe and join up with the band.
>>
>>1918773
While the injured are sent back before you're too far out of the range of the House of Ivory, the rest of you continue on, scavenging as you go...

2d100s, best of 3 - first dice is for travel, second dice is for scavenging.
>>
Rolled 14 (1d100)

>>1918877
>>
Rolled 75, 38 = 113 (2d100)

>>1918877
>>
Rolled 93, 64 = 157 (2d100)

>>1918877
>>
Rolled 58, 68 = 126 (2d100)

>>1918877
>>
Rolled 39, 1 = 40 (2d100)

>>1918877
>>
Rolled 14, 100 = 114 (2d100)

>>1918877
>>
Crit success on travel, sucess on scavenging, with >>1918880 not counted because it missed the prompt - writing.
>>
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As you travel, the food becomes less scarce as you head towards the oasis. It seems, that like you, the animals know all the good spots to go in the desert; in that way, you're able to both obtain food and keep moving. You've found that the opposite of traditional ghoul traveling is true now - travel at day, sleep at night. Perhaps that's one of the reasons you suffered so much before. Not that it matters; as you trace the offshoot of the river you believe will lead to the oasis, you finally manage to make it there. In the middle of an ashland covered in snow, this warm oasis is an outlier; in fact, it really is quite strange that it is so warm. What could be behind this situation? The rock jutting out of the ash that the oasis is found on is warm, as is the water; yet stepping out onto the ash, it is not. It's not snowing, but snow lies on the ash, and not in the water that lies in the oasis or any part of it; as the sun dims, you enter...

(Free action time, and discussion time if you want.)
>>
Rolled 45 (1d100)

>>1918972
I'll investigate the water further, see what might be making it warm.
>>
Rolled 92 (1d100)

>>1918972
Check to see if there's anything of interest around the oasis And set up a perimeter.
>>
>>1918972
Go fishing
>>
Rolled 97 (1d100)

>>1918972
Fesh remembers the oasis near the jungle and is so ecstatic he strips and does a cannonball in the water Willzhek however is more cautious and investigates the stream before entering.
>>
Rolled 79 (1d100)

>>1918972
"A bit confused by this strange oasis, Dah'rya will keep her distance for now, taking a stroll around the outskirts and looking for something edible to spear.
>>
Rolled 87 (1d100)

>>1918972
>>1918996
I don goofed with the dice
>>
Rolled 27 (1d100)

>>1918972
Schmooze with Tharg

Gib lore
>>
File: triskelion.png (74 KB, 1600x1495)
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>>1918982
You seem to feel the ground is warm; so it must be something from underneath. Whatever it is, the water feels nice.

>>1918991
You notice the fact that there appears to be something in the center of the oasis alight - it's some kind of symbol carved into the ground. You can't quite tell what it is, until you look closer. It's a spiral, sort of...

>>1918997
Fesh is having a grand old time, and in time, Willzhek does too; you find quite a few fish in the water, and are able to catch them.

>>1919002
You find several dingoes, and on top of those, a bee's nest. You get the honey unmolested.

>>1919003
Kro, you go fishing, and catch one roughly half your size - you've never seen a fish this size.

>>1919037
You kind of sit there and talk. A bit boring, especially when the topic gets to the weather...

As you all cook the food, you have chance to sit down and talk of what has happened so far, and what is yet to happen...
>>
>>1919075
Shmogl asks Tharg, how long do you think it'll take for us to get to lower Lopen from here?
>>
>>1919075
Bring the honey back for the rest, letting everyone have a share.
Other than that make idle smalltalk and wash up in the water.
>>
>>1919075
Just cook and eat the fish with the lads.
>>
>>1919075
"This warmth for the water seems to be coming from down below, in the rocks. Perhaps we should dig here to find the secrets of the warmth if we can get people to settle here."
>>
>>1919075
Fesh and the priests hang out and cook the fish Willzhek caught. Meanwhile Willzhek questions Maja about the water.
"Did you notice anything that could be the cause of the oasis being so warm despite the winter?"
>>
>>1919075
Scribble "Enkir wuz ere" upon a rock. Secondly look around for anything unnatural.
"This place it's truely wonderful, tranquil even...whats the catch...
>>
>>1919086
"Eh, I couldn't say - between two and three weeks more would be a guess though. Just depends on jungle conditions."
>>
So, moving on - you wake up in the morning feeling rested and well fed. You had slept in tents that seemed to belong to the House of Ivory, which were confirmed to be theirs by their people on the trip. As you move on to Lower Lopen, you step outside into the cold once more...

3 d100s.
>>
Rolled 59 (1d100)

>>1919258
>>
Rolled 27 (1d100)

>>1919258
>>
Rolled 40 (1d100)

>>1919258
>>
File: LowerLopen1.jpg (77 KB, 564x792)
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Your travel starts once more along the river, the fine ash crunching beneath your shoes as you travel towards your destination somewhere in the jungle. As you see the edge of the Green, those of you old enough to have heard stories of the previous war feel shivers, as do those were involved in it; this was the entrance to hell for many a ghoul, though they did not know it. As if a sign stood saying "abandon all hope, all ye who enter" - yet it did not, and thus you enter. Tharg enters first, saying he knows the way, and the rest of you follow.

As you travel through the wooded and mist-filled area, Tharg comments on the area's unnatural appearance. You wouldn't have noticed it otherwise (or most wouldn't anyways) but the trees here are somewhat wilted, and the grass is alight with the frosty touch of winter as well. Cold for a jungle, he tells you, incredibly so. As you carry on over stream and dale, the river splits off - to the west, your leader says, lies their village. If you carry on south, it brings you directly to the lake.

As you move, you see that it is generally hillier in the areas leading up to the village - this is compounded with the fact that the area seems much more thickly forested. The gnolls, you're told, maintain their parts of the forest during the year; the giants, who migrate, do not. As you reach your destination you're given free time - as some of you ponder the importance of the cobwebs you swore you saw off in the distance while traveling.
>>
Rolled 13 (1d100)

>>1919390
Pondering the importance of the cobwebs she swore she saw nearby, Dah'rya shall explore a bit.
>>
Rolled 40 (1d100)

>>1919390
Try and find the source of the cobwebs. absolutely nothing can go wrong
>>
Rolled 57 (1d100)

>>1919390
Using her peoples teachings and understanding Aeka observes the spiders web to tries to figure out where its waiting while looking for possible loot or eggs.... Azahg meanwhile stands guard sniffing the air
>>
Rolled 2 (1d100)

>>1919406
Help this guy find the source of the cobwebs
>>
Rolled 90 (1d100)

>>1919390
Willzhek's group decides to investigate the source of the webs as well. Taking some to study back at the church.
>>
File: Infantalized.png (804 KB, 900x536)
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All of you depart together into the mist; not even asking the giants of where you're going. Your hosts would have words for you if you waited; but unfortunately, you did not. For some of you, this would be your worst mistake of your life, and perhaps your last...

It is still light out as you enter into the jungle, but the thick canopy ensures the sun's rays cannot filter down onto your skin. Most of you are wrapped up in layers as you continue, but a thick mist soon fills the area... you all try to hold hands while you continue, the vegetation being very thick, but Gho Dhzuro trips, and down goes him, his guardian, Dah'rya, and Kro and half his party. The rest of you will be addressed later, but as the fog clears, the group of 8 are met with 4 colossal spiders. They do not look friendly.

What do you do?

>Bum rush the nearest
>Have pairs fight off against each spider
>Attack the largest first
>Run (???)
>Write in
>>
>>1919672
>Have pairs fight off against each spider
"We'll take them together, as a team."
>>
>>1919672
>Have pairs fight off against each spider
"Go for their eyes!"
>>
>>1919672
>Have pairs fight off against each spider
“Strike as one!”
>>
>>1919672
>Have pairs fight off against each spider
"Don't do anything stupid!"
>>
>>1919672
>Have pairs fight off against each spider
I'd actually suggest withdrawing...We are in the spider's den there will be more and the longer we fight here the more will come.
>>
Alright, 3 d100s, DC of 55.
>>
Rolled 78 (1d100)

>>1919698
>>
Rolled 74 (1d100)

>>1919698
>>
Rolled 35 (1d100)

>>1919698
>>
Rolled 36 (1d100)

>>1919698
>>
Regular Success

As you stare down the ugly looking beasts, pairs seem to naturally form out of the group; Gho and Kro, Dah'rya and Kro's guardian, and the four other men. Looking at their enemy, it made sense - 2 to handle 1 each. Whether or not it would work was another question.

Yet as the battle goes on, it appears it's working. One person distracts while the other attacks; it's simple but effective, the spiders having a hard time moving in some of the thicker areas of the woods. Everything is going fine, when a problem becomes apparent; the spiders are somewhat intelligent.

One of the beasts, the one facing off against Gho and Kro, sustains a major wound that scars its side. It, surprisingly, turns around and scuttles with astonishing speed towards Dah'rya. However, it is critically injured, and could most likely be brought down with a single blow.

What do you do?

>Single that spider out
>Put your faith in Dah'rya
>Have Gho and Kro pursue that spider
>Write in
>>
>>1919731
>Put your faith in Dah'rya
Rules of nature!
>>
>>1919731
>Have Gho and Kro pursue that spider
>>
>>1919731
>run away now before more show up
>>
>>1919764
We agree begin to withdraw
>>
>>1919731
>>1919764
Yeah sure let's skidattle
>>
Alright, go ahead and give me 3 d100s then.
>>
Rolled 61 (1d100)

>>1919809
>>
Rolled 90 (1d100)

>>1919809
>>
Rolled 16 (1d100)

>>1919809
>>
Rolled 25 (1d100)

>>1919809
>>
Realizing that fighting could bring more to harm, weapons are sheathed as people dodge between trees to escape the grasp of the spider. Before following along behind, Dah'rya takes her spear and, sliding underneath on the slick mud of the jungle floor, jabs the spider in the belly. It collapses moments after she emerges once more into the sun. The spiders pursue...

At some distant point where the spiders have left you all unmolested, you realize that you are well and truly lost. It's the middle of nowhere; and with no way of navigating without telling where the sun is (impossible with the canopy) you begin to make preparations to rest for the evening...

Now going back in time a little bit, the others of the party are looking for the rest of their group. This search gathering, consisting of Willzhek's group and 5 of Kro's group, soon find themselves in what looks like a village. But where are all the people?

(Free action for these two.)
>>
Rolled 14 (1d100)

>>1919863
Look through the houses.
>>
Rolled 34 (1d100)

>>1919863
Willzhek has a bad feeling about this place and makes sure his group sticks close together with Kro's while they search. There is strength in numbers.
>>
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>>1919890
Kro looks through the houses and finds signs of habitation, and recent too.

>>1919903
While this happens, Willzhek tries to stick close, yet fails at this most simple of tasks...

As both of them emerge from the house, Willzhek runs face first into - oh god, OH GOD! A cry echoes throughout the jungle. This in turn summons his group, as well as the rest of the separated party, who quickly rush through the brush to see...
>>
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Willzhek on the ground, shouting something "by the blood" in the face of what could only be called a spider man. More follow behind the creature.

(Go ahead and talk now)
>>
>>1919973
"So I notice you have very soft legs."
>>
>>1919973
DO YOU SPEAK GHOULISH?
>>
>>1919973
First we take out the white spider symbol many of the house of ivory have.
"Hi, we are friends, you may have met my kin before" (thank fuck I'm still wearing skeleton paint)
>>
>>1919973
"Stand back beast!" Dah'rya shouts, spear levelled at the monster.
>>
>>1919973
“Form ranks!” shouts Kro to his compatriots as they ready their weapons, expecting the spider beast to charge at them.
>>
>>1920032
Stay your hand" the painted ghoul tries to show friendliness, the gnoll behind her is ready to pounce if danger arises
>>
>>1920042
"How bout you fucks don't irritate the thing that is well in range of disemboweling me!?">>1920027
>>
"The fuck is this?! Mikhel, another beer!"

Stepping in between the spear wielding heiress and the spider man is Tharg, and he looks angry. You think. His face is red, he's holding some kind of cup, and drinking a brownish liquid. He's kind of staggering around a bit, and the liquid is spilling everywhere, and his hands are shaking. He must be furious then. Then he straightens up and glares at all of you.

Overly loud he says, "In retros- retro- something, should have told them about the spiders."

He is then dragged away by two somewhat angry looking ghouls, both wearing symbols that denote they're of the giant camp. A third one, significantly younger, most likely in her 20s, walks over. She looks annoyed too, but not with you, with him.

"Sorry about that, he's a lousy drunk. These people - the spider people - are known as the Arachenians. They've lived here the longest out of any of us, but are more simplistic than most of us as well. Not in a bad way, like they're stupid, but they just practice being in harmony with nature and all that. They tend to the spiders here, and attempt to keep the nasty ones from hurting anyone. We would have told you lot if asked. Don't know if any of them speak ghoulish; think they've only encountered a few of us. Lemme fix this."

After exchanging a few words with them, she comes back.

"Well, you're welcome here, but you'll have to leave the weapons in our camp. You can spend the rest of the day here, or at our homes; your choice. Personally, I'd stay away til Tharg is done with his bender."

Seeing the look of confusion, she explains to you what beer is. After that, she seems to be waiting for a reply.

So what will it be? Here or there? The sun is dimming...

A. Arachenian settlement
B. Lopen settlement
>>
>>1920107
B
>>
>>1920107
>B. Lopen settlement
>>
>>1920107
>A. Arachenian settlement
I'm intrigued now
>>
>>1920107
A
>>
>>1920107
A
Also, Maja inquires exactly how "beer" is made and if they would be willing to trade some emu eggs for some of the liquid.
>>
>>1920107
B.
>>
>>1920107
We did come here for giants but I'm going to go for
>a
>>
Alright, chilling with the spiders it is - all of you get one free roam action in the village as it turns to night.
>>
Rolled 66 (1d100)

>>1920162
Wanting to show good will to their new arachnid friends, Maja explores the village trying to make connections with the villagers. She also tries to trade for a beer recipe, if possible.
>>
Rolled 11 (1d100)

>>1920162
Willzhek sneaks out at night to see if the spiders are up to any spook shit.
>>
Rolled 14 (1d100)

>>1920162
Go to whatever seems closest to a store and peruse
>>
Rolled 60 (1d100)

>>1920162
Do nothing but keep to myself as these are spiders and they’re horrid creatures by default.
>>
Rolled 44 (1d100)

>>1920162
We mingle with the spiders and see if maybe we could get some eggs or something, show them my glory rocks and spider motif stuff. Try to sort out some vague idea of trade
>>
>>1920177
>>1920280
You fall into spiderwebs, and are not untangled until the morning.

>>1920178
They don't seem to have currency.

>>1920179
You have a nice nap in a tree. It's warmer up there than it is on the ground.

>>1920173
You get a beer recipe, and on top of that, find that there are two types of spiders; the first is the biped, and the second is the quadraped. Not much difference, except the biped is humanoid in form.

>>1920188
You ask for eggs, and offend them, before showing them your cool stuff which pacifies them. None of them understand the concept of trade, though they seem friendly enough.

In the morning, a sober Tharg and his jungle ghoul assistant, who you now know as Mikhel, say that you've got one more week before you depart for Northern Lopen.

One more free action for you, that is.
>>
Rolled 13 (1d100)

>>1920384
Urinate and defecate in their beer supply (discreetly)
>>
Rolled 13 (1d100)

>>1920384
During the time here we attempt to get to know the giants as well hopefully they will share the secret of beer with us? meanwhile with the Spiders we attempt to learn a method of proper communication Aeka continues her prowl with Azahg looking increasingly exasperated at her escapades thinking "why me" for he is truely against a wall..the Gnoll laws dont allow him to strike the girl but by Rok it would make things easier if he could just throw her over his shoulder.
>>
Rolled 46 (1d100)

>>1920384
seeing as there's not much I can get done here with no real knowledge of my surroundings, Shmogl will try to seduce Mikhel
>>
Rolled 4 (1d100)

>>1920384
Once again sneak away and see if we can find anything interesting.
>>
>>1920411
You fall into a spider web, a larger one this time out in the middle of nowhere. All that surrounds you is the ledge from which you fell, and a stream running down it. You spend a week without food, and are forced to lick the moisture off of the ledge face to survive. Your body was in such a position it was not possible to sleep. When you are found, you are changed ghoul; and your hallucinations may very well stick with you.

>>1920392
You have too much beer, and piss in a stream, thinking you're pissing in the beer supply. You then have more beer after it is forced down you, causing you to throw up.

>>1920401
You just get drunk too.

>>1920407
Flirtation has been the result as of yet, but it doesn't seem over, especially as there's a lot of time between now and the end of the journey.
As the trip begins, you notice the cold shows no signs of letting up...

3 d100s please.
>>
Rolled 9 (1d100)

>>1920685
>>
Rolled 41 (1d100)

>>1920685
>>
Rolled 74 (1d100)

>>1920685
>>
As you travel your way through the jungle, all of you reflect on the weather once more. It's chillier than when you first made your way through here; much more so. Whatever's been happening with the weather, you wish it would stop. The bitter frost nips at everyone's extremities as you follow the river, and the more observant of you even notice ice on the ground. What the hell is happening? Tharg mutters something under his breath about runes and signs of isa as you continue on...

Pushing out of the jungle, the Grey sprawls out before you, but not in any recognizable form. The snow must be at least half a foot deep now, most of you reckon, and lord knows what the animals are doing in this. Some of you pray for your families and for Ier in all this - may the good blood or Rok protect. If the animals are doing poorly, then the crops; well, that doesn't bear thinking. You push on in silence.

Tharg suggests breaking from the river to go to the oasis, and you all readily agree; a nice dip in the water would be nice. With this thought in mind, the party continues across the Ashlands unharassed. Food is scarce, but that's alright, supplies are at hand. This is dashed against the rocks soon though. The oasis, source of hope, is now covered in snow as well, and the water frozen over. No one quite knows how to react.

What do you do?
>>
>>1920794
Go back to the river and to our original goal.
>>
Rolled 56 (1d100)

>>1920794
Bash the ice with my trident in hopes of breaking it

also suggest to Mikhel that we share a bedroll for warmth
>>
Rolled 65 (1d100)

>>1920794
>>1920794
Start a small fire and us it too warm rocks which we can slip I'm the clothes for warmth also look around for anything that's changed. Like the pillar
>>
Rolled 20 (1d100)

>>1920794
Willzhek is distraught by this and attempts to break the ice and find the rune from last time.
>>
Rolled 2 (1d100)

>>1920820
We also suggest everyone gets some rest the the cave at the waterfall. Meanwhile we shall inspect the rune
>>
>>1920813
>>1920794
uh....never mind. Inspect the run instead.
>>
Rolled 46 (1d100)

and of course I forgot the dice
>>
>>1920814
Your suggestion is just barely accepted, though with quite a bit of amusement on her part. You're not very subtle about it, let's put it that way.

>>1920821
The ice alone is thick enough to not be broken by you, but in conjunction with Shmogl, you finally bash through. The water is cold and stagnant, and as you look up, you see that the waterfall that brings the river water to this area has frozen over. In fact, whatever controlled the water from here flowing back to the river is gone as well; you realize the ice is a few feet above where it should be.

>>1920828
>>1920820
>>1920835
As for the rune, Willzhek forgets where it was, but those from the House of Ivory remember; walking over to where it is, they find it is without light at all. Something has gone wrong here. Looking around, they look for a cause, just as a hand reaches out and grabs their female member present, Aeka, by the leg. Whoever it belongs to; well, it's impossible to tell. It lies within the ground itself, as Kro and Azahg look on in abject shock.

(We will most likely continue tomorrow.)
>>
Rolled 21, 85, 82 = 188 (3d100)

>>1920858
Faction Name:Brother's of The Lost

Faction Description:A group of people that refer to themselves as the lost ones, the brother's of the lost, or simply the lost. Coming together not for wealth or political power but to hone their minds and bodies searching for understanding, of themselves, the world they live in, and the powers at work with it, and seeking to hone themselves with this knowledge. The one that heads this faction is called the navigator. Who has shown either the greatest physical power or mental understanding or has been chosen by the other Lost ones.

Leader Name: Lef Vo'rest

Faction Assets:10 Lost Ones, Bows and knives and spears for each of them as well as misc tools needed, Tents.

>Project one:The honing of ones instincts. Testing ourselves against the wilds and seeking to grow from it. We shall head out, we shall survive, we shall learn, both how to survive and where we are in the world

>Project two:The honing of ones mind. Meditation, training of one's will, and spending time in deep contemplation to strengthen our mind and it's fortitude.

>Project three:The honing of ones body as a step to the complete rounding of self improvement we shall pit ourselves against each other. The sound of loosing arrows and battling with knives is something we shall grow accustomed to as we fight each other and grow stronger from it
>>
>>1921099
Your first project goes poorly; perhaps it's the fact that you're testing yourself against the jungle. The jungle, of course, strikes back with no mercy. To face yourself and turn to bloodshed is what instincts demand, but your morals hold you back. Be it the spiders lurking behind every corner or the poisonous plants that dwell lying prettily in your view, at the end of this time, many are injured.

Perhaps this is what enables the meditation to go so well. After all, inner peace when your skin is aflame with a thousand pinpricks (and none of them good) is the perfect time to try, at least in some philosophies. Even as the bugs prick at my skin, they harm me not naught - that was the thought of many recovering from wounds. A valid mantra, and it did help achieve some form of focus on what would come next.

The body training is as successful as the meditation; the wounded fight the wounded, the strong fight the strong. In this balanced system, knives and bows are utilized to their fullest extent, with competition common. Sparks strike be it in the blade or in the heart as all of your members can confess at least some degree of proficiency with their weapon of choice. Lef proves himself once more.




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