Turn 1 Result - Part 2
"Ankh-Mork-Gork, yeh, dats wat dos city diz called.", you say, quite pleased with the name. Although some reason you now had a hunger for sosages inna bun… whatever a bun was.

"Oh… alright den. Dats a gud name." Hozzy nodded, still looking confused. And time spent confused was less time thinking, and thinking is meant to be his job, so-

"Now get back ta work, ya git!" You take the iron ore from the table and push it into the smith's chest, forcing him back. Thankfully for his own sake, Hozzy gets the message quickly and backs away, heading for the door. "Do mure thinkin 'bout plants 'nd 'tuff, ya hear me!"

"Uuh, shure boss, shure." Hozzy leaves, and you settle back. From your pouch you bring out the gold nugget, and hold it up again. It shines prettily in the light, and you figure you can see your reflection in the rough texture, it's eyes burning.

"Dis iz good", you mutter, "but we'ze gotta get moar."

Dis is your job now (Piety) - Zugzig Stick-Shaka
Really there was only one Greenskin that could organize all the Tribe's religious stuff - because if anyone did it wrong, he'd wack them over the head and yell at them till they got it right. Zugzig was dead pleased anyway, and did a gig 'till you told him to stop and go do something useful. Then he just looked offended and danced off to complete the first tasks you set him; building idols for the gods.

Zugzig Is Now Your Piety Advisor

Simple Icon of Gork
Make this place feel like home by putting up an effigy to Gork, the Brutally Kunnin. Some gits might be annoyed that it's not Mork, but zog'em. (Resources: n/a | Time: 1 Year | Reward: Place to worship Gork | Chance of Success: 90%)
(DC 10 | Roll 11 + 25 (Zugzig's Piety) = 36 | 1/1 Successes)

First thing first, Zugzig goes for the tried and true method of Greenskin religious construction - stacking up rocks. Under his careful eye, boulders are dragged to the chosen location and haphazardly piled on top of each other. Perhaps too haphazard - despite stone after stone being added, the Shaman remains unsatisfied with the result and just orders his workers to find more.

After many hot, humid days of moving heavy stones, it's no wonder the Orcs start grumbling. When one git has to haul a heavy rock right to the top of the pile, standing on an unsteady stack, only to be told it "Still ain't lookin roight" - is it a surprise he gives the stack a hefty kick? Unfortunately he chose the wrong spot to hit, because the stack suddenly shifts and collapses, burying him inside.

Regarding the blood splattered pile of rocks, Zugzig gives a firm nod, and declares the Icon Of Gork complete. And it does indeed look like the Brutally Kunnin Git - if you squint a bit.

Icon of Gork Constructed
Type - Bit Shoddy (No Bonuses)


Simple Icon of Mork
Make this place feel like home by putting up an effigy to Mork, the Kunninly Brutal. Some gits might be annoyed that it's not Gork, but zog'em. (Resources: n/a | Time: 1 Year | Reward: Place to worship Mork | Chance of Success: 90%)
(DC 10 | Roll 74 + 25 (Zugzig's Piety) = 99 | 1/1 Successes)

For Gork's twin Mork, Zugzig decides to go for a different material. He "borrows"' some of the wood destined for Morgog's efforts, which is certainly in the style of the Kunninly Brutal Git. The largest available tree trunk is stood upright opposite Gork's Icon, then a number of smaller logs are buried in the ground at an angle to hold it upright.

Then Zugzig goes at it with a makeshift chisel, cutting bark and wood away. You're not sure if he's got a design in mind, or just going at it like a Goblin onna downed stuntie, but something takes shape; a rough image of an Orc's face, tusked mouth set in a smug grin, daring the watcher to "try it". The nose is oddly long and pointed, but that's mostly ignored because the rest is so good.

Some gits - mostly Orcs - ain't happy Mork's Icon is fancier than Gork's. You think they should shove it, but you also grab the Shaman one day and ask if he's trying to be funny. He says he's not, and the difference is just "da will of da Godz." If it annoys you too much though, he offers to try and improve Gork's Icon. Or he could just go straight to making more impressive Icons for both Gods, although that'd take more time and resources.

Icon of Gork Constructed
Type - Good Quality (+1 to Mork Religious Actions)
Actions Unlocked - Improve Gork Icon or Build New, Bigger Ones


Rock That Walks Like An Orc
Your tribe's Rogue Idol… is just hanging around. But they're only supposed to animate when a fight is on? You should probably work this out. (Resources: n/a | Time: 2 Years | Reward: Knowledge about the Rogue Idol, ??? | Chance of Success: 70%)
(DC 30 | Roll 81 + 25 (Zugzig's Piety) = 106 | 2/2 Successes)

Your Rogue Idol - it ain't got a name, but you feel like it should - has spent most of the year just wandering around the edge of the camp. It's been knocking down trees as it goes, which helped out Morgog's work, but not much else. Zugzig spent time following it around, or even getting it to pick him up and carry him around.

(Keeping It Together - Roll 44 + 30 (Amped Speech) - 20 (No Propa Foightin) + 20 (Excellent Training) = 74)

Eventually the Shaman is able to tell that the Idol has enough "juice" - whatever that is - to keep moving, but it's dependent on God's attention to keep going. The boys haven't had a good scrap for a while, but your big speech to amp up the lads, paired with the training you were putting them through, was enough. Give it a year or two though, and you'd just have a big pile of rocks. Zugzig recommends some propa foightin.

Rogue Idol requires an active WAAAGH field to stay animate
Currently stable, will degrade over the years


March, March, MARCH!
Greenskins are naturally adverse to following orders, and often you need to beat it into them. (Resources: n/a | Time: 1 Years | Reward: Burns some Fightiness, command bonus for a year | Chance of Success: 65%)
(DC 35 | Roll 68 + 34 (Gorzha's Martial) = 102 | 1/1 Successes)

On a cold, foggy morning you gather your Black Orcs by dint of yelling at those close by to go yell at the others, until all of them are congregated on a clearish field at the bottom of the hill. Gathered into their blocks by their Bosses, they stand in straight-ish ranks, a display of martial professionalism that stirs your heart. With weapons and armor shining thanks to an application of pig fat, you inspect the troops, giving grunts when you see something that pleases you and narrow stare for something that doesn't. You leave one newish looking git, with some scrappy armor, quivering in his boots as you climb up onto a boulder you had moved for this exact purpose. One day you'll be big enough to see all your boys at once, but that is not this day.

"Roight den", you start, "I knowz dat we'ze da tuffest, da roughest, da killlest Orcs in da jungle, but Iz reckon we'ze can be evun betta den dat!" Other Orcs would be cheering and yelling - but Black Orcs are better than that, and just pay close attention. "Iz gunna put ya frough sum toff stuff, den da rest of da boys! You'ze gonna be stampin back 'nd fouth till Iz 'appy with it, den youz doin sume more! So start marchin! ROOOOIGHT, FOOT!.... DIS FOOT YA GITS!!! YOUZ, NAWT MINE!!!"

So back and forth go the Black Orcs, under the careful eye of their Bosses. Anyone slacking got thumped, and if you spotted a slacker before their Boss they both got thumped. Simple but easy. You had them going all day, and a bit of night as well, then you let stop and go sleep. Some of the weaker gits were so tried they fell asleep standing up - but that's a useful, so you left them standing upright while you went for a nap. Once you woke up, of course, you went and pushed them into the dirt, but that's a lesson about paying attention.

Once you were happy… enough, with your Black Orcs, you told them to bugger off and go do some marching while patrolling. Meanwhile you went and rounded up the Arrer Boyz. You weren't very sure how to train up someone using a bow, but you reckoned you couldn't go wrong with endless repetition. You had them shoot a tree, until they ran out of arrows, then you made them go collect them. Then you yelled at them for walking in front of the arrow line, pulled out the bloody arrows, and told them to keep at it.

Surprisingly the boys had some fun, firing more and more arrows into a tree, competing who could launch the fastest. You bullied the Night Goblins out from under their shadow bush and got them doing the same, except on the other side of the camp. Every now and again you'd go back to the two groups, yell at them for being shit, then got them to stand further away from the tree.

When the Skulkers shulk back from hanging around the Pilla, you get them to practice as well. Pretty soon the little gits are sneaking all over the place, trying to creep on their mates or other greenskins without getting caught. Those that do receive a beating, which incentivizes them to do better next time. You all get the Boar Boyz - those not patrolling - to do some charging around, swinging their choppas at passing trees or each. Your pretty sure some of them soon wish they'd drawn the short straw to go patrolling.

By the end of the year, you've put all of your troops through their paces over and over. Whatever time spend not working on other projects have been spent drilling, and by now you reckon they know what they're doing. So do you - you have a better idea of what you're lads can and can't do. You've got some new ideas as well, but you think you'll need a hand for some of them.

+20 to command troops during battle for four years
Lowered Fightyness
New actions unlocked


What 'dey sayin?
Listen in on what the boyz are saying when they think their bosses aren't listening. Might learn something useful, or what they grumble about. (Resources: n/a | Time: 1 Year | Reward: Learn what your troops are thinking | Chance of Success: 80%)
(DC 20 | Roll 17 + 6 (Gorzha's Intrigue) = 23 | 1/1 Successes)

You've been doing more than yelling at the boyz - you've been listening to them as well. All sneaky like though, because you know full well you don't complain about the Overseer while he's standing above you. You try standing around, hoping you can eavesdrop on some gits, but you quickly find out that a massive Black Orc is hard to ignore. You decide to change track, and start "falling asleep" while watching the training. It's a bit off, but if pressed you can just say the lads were so unimpressive you got bored.

You only manage to catch a couple conversations. Most gits were yabbering on about the new place, wonderin when they'd get a fancy new hut. Some of them were talking about all the things to fight in the jungle, and wondering if they made good eating. Others were talking about your godly idols - the orks were miffed Gork's was a bit naff, while the gobbos thought Mork's was well wicked.

Mostly though, you heard a lot of the standard whining, boasting and other crap. You've heard it all before, and it starts to bore you. Combined with the warm sun, you find yourself drifting off…

Whats ina city?
Ruminate on your divine task, and attempt to understand what the gods actually want you to do. (Resources: n/a | Time: 1 Year | Reward: Understanding, direction | Chance of Success: 60%)
(DC 40 | Roll 6 + 13 (Gorzha's Piety) + 8 (Gorzha's Learning) = 27 | 0/1 Successes)

You see squares, made of wood, metal, flesh and more you can't identify. Two little chubby green gits are piling them up, making wobbly towers.

"Me's city gonna be big 'un strung", squeals one.

"Wel, me's city gonna be sneaky 'un stabby", mumbles the other.

"Sayz you!" "Sayz me!"

The two start chucking blocks at each other, bouncing them off skin and knocking down towers. Suddenly a new git is there - red skinned, with stubby horns.

"My city will have all the stuff!", they declare, before throwing their own blocks. The two green gits throw them back, while still throwing them at each other. You watch, slightly amused, but mostly very confused.

Part 2, and the city finally has a name! I've been thinking about renaming the quest to "Ankh-Mork-Gork (WHF Orc City Quest)", it's a bit dull as it is now.

I'm hoping to do an update on one of my other quests before starting turn 2, but hopefully I can knuckle down and get on with it.
 
Turn 2 - Three Little Piggies...
It's been a year - maybe, you don't bother keeping track of unimportant things like that - since your tribe settled down. You don't think the gits miss having to pack up and walk every other day, but maybe they're getting bored looking at trees all the time. You know you are.

Unfortunately a bored orc is a fighty orc. In the camp you've got your Black Orcs keepin the peace, mostly by threatening to knock some heads together, but they can't be everywhere. For example, the situation you're currently dealing with.

"Summa Boggy's boys hadda go ata 'erd of dem lizards, and got 'et," Beanie explained, scratching at his big round nose. Of your three Boar Boy bosses, Beanie was the kunnin one, with lots of good ideas. He was also dead thin, and really tall - which as a big 'un was weird. Maybe not as weird as Bunke who was short enough to pass as a normal orc boy, and had a face like a goblin's, all leering and nosy. Compared to those two, Boggy was pretty normal - if a bit tubby, the git wouldn't stop eating. He was eating now, even, which was why he wasn't telling you this himself.

You, the three bosses, and your lackeys Zugzig and Morgog were in your Boss Hut. Zugzig was playing with his pet squig, quietly singing some song about snappin, but Morgog was paying attention. At least, he was glaring at the bosses. You think that counts.

"Jus' ta check", you begin, shifting uncomfortably on a log. You need a propa seat, on top of everything else. "You'se aint talkin about the scalie gits, are yah? The ones dat come at yah wiff da spiky choppas?" You'd fought them during your time as a spiky stunty slave, on a raid to their jungle islands. Pretty similar to where you are now, actually, so you don't think you'd be surprised if some turned up.

"Nah, da stoopid ones." From a side pouch the boss pulled a handful of scales, which he dismissively scattered on the wood floor. "Dey gotta way 'fore da the other boyz could 'ave a go, but weze reckon dey still abouts. If youz wanted, boss, weze be 'appy to go hunt'in?" the big 'un said eagerly. Too eagerly, in your opinion.

"No." You rise from your seat, pleased to see all three orks take a step back as you tower over them. "I told youze gits jus'ta patrol around, and dats all youze gunna do 'till I sayz utherwise." You step forward, onto the dropped scales, and smile when you hear them crack. "Youz get it?"

"Yes boss!"
"We'ze gotzs it boss!"
"No problem boss!"

"Good. Now, anyfing else before yah get back to it?"

There was a brief, silent scuffle among the bosses before Boggy was pushed forwards. "Um, wif summa me boys dead… weze ain't got any gitz to re-lace them? Cause we'd uzually grab da bigger of da smaller riderz, but dere ain't none round…"

One of your Boar Boy Big 'Un units is down to 27/30 members. Normally they'd be able to recruit from base Boar Boy units, but you currently lack any, so they'll replenish much slower

He trails off, wilting under your glare, before giving a fat-shaking sigh as you turn away. "I'll tink about it," you say - meaning, of course you'll get someone else to. "Now getz back to it, 'UND NO SLACKIN!" You wheel back to the three, roaring in their faces, then laugh as they all rush the door as one and fight over being the first to exit.

Over the next couple of days the boar patrols come in and out like… a stuntie's tickery thing. You're less pleased that the bosses keep trying to give you every little detail of what they saw - down to suspect looking rocks - so when Bunke tries to tell you that his boys almost caught someone spying on them, you express your appreciation for the report by throwing him into a tree. Instead of off the cliff, like you first wanted to, because you're a kind git sometimes. It's the next time Beanie comes to you, after shoving an unwilling sacrifice at you first, that you hear something actually interesting.

"Gobbos on spidahs?" you wonder, stretching your arm out, watching the unlucky orc pick himself up and stagger off. "But none of our gits?"

From where he's standing just of arms reach, Beanie shakes his head. "Dey said theyz was with da Rack-nose tribe, or summit loike dat." He shrugged. "Nevah 'eard of dem. Seems loike dey was suprised ta see us as weze were."

"Muss be lo-cal. Weze moight be sittin on dere turf, or close enouff." You pick up Bloodletta and inspect the blunt head, flicking off a bit of dirt. "'Und dey wanna talk?"

"To you, boss, yeah." The big 'un shifts warily. "So's uh… Weze gonna do dat?."

"Muybe." You flip Bloodletta around, and smile at the sharp head. "Or muybe weze can do summit more fun."

Resources
Wood:
2 (+1 (Jungle))
Food: 0 (Not positive, not negative)
Boars: 2 (Growth = 0)

Fightyness: 0 (5^ (No Foights!) - 40* (Settled City) - 20* (Amped Speech) + 10 (Black Orc Fightyness) + 1 (Orcs Vs Gobbos) - 10* (Propa Trainin))
Discipline: 71 (40* (Settled City) + 30 (Proven Chief) + 10 (Black Orc Discipline) - 5^ (Idol Imbalance) - 4^ (Night Goblin Discontent) - 5^ (Lack Of Huts) )

Numbers With Arrows^ Will Grow Every Year If Not Addressed
Numbers With Stars* Drop Every Year, Some May Not Be Redone


Martial (1 Locked Action (Can Only Do With Personal Actions)
You've got your gits marching this way and that, shooting arrers and chopping with choppers. Its keeping them happy, but soon enough you'll need a proper foight.

[ ] Dis Is Your Job Now
-[ ] Advisor

Free action. Assign an advisor to this role. Will apply before other actions, and adds +2 actions.

[ ] March, March, MARCH!
Greenskins are naturally adverse to following orders, and often you need to beat it into them. Course, you had them all doing it last year, so they might get a bit grumpy about it, but zog 'em. (Resources: n/a | Time: 1 Years | Reward: Burns some Fightiness, command bonus for a year | Chance of Success: 50%)

[X] Patrol Da Land (Already In Progress - 1 Year Remaining)
Organize patrols around your camp, mainly with your faster cavalry, giving you advanced warning of anyone approaching and getting some scouting done as well. (Resources: n/a | Time: 2 Years | Reward: Continual patrols of local area | Chance of Success: 95%)

[ ] Go Look Over Dere
-[ ] Location
Have your scouts check out a nearby location. If they find something interesting and/or dangerous, they'll hopefully be able to run back for help (Resources: n/a | Time: 1 Years | Reward: Knowledge of location | Chance of Success: ???%)
Odd Pilla
Humie Ruin

[ ] Ere, Put Dis Collar On
Need some workers? Go round up some of the stragglers that follow the tribe around, wack them over the head and make them slaves. Bit rude, but why not? (Resources: n/a | Time: 1 Years | Reward: Greenskin Slaves | Chance of Success: 80%)

[ ] Train 'Em Up
- [ ] Unit (Create)
or
- [ ] Unit into Unit
Greenskins always know how to fight, but they can fight better organized into bands. Train up - or beat - unassigned citizens into brand new units, or upgrade existing units into higher-tier ones. (See Units Information post)

[ ] Ere we go, Ere we go!
-[ ] Who Goes?

Gather some gits together and go fight someone! (List the units & characters you'll be taking. Taking an Advisor or the Chief consumes 1 of their actions.) (Resources: n/a | Time: 1 Year | Reward: A foight! Maybe loot! | Chance of Success: ???%)
Herd Of Cold Ones
"Rock-Nose" Goblins (Can't be taken with Alright Fine! Let's Talk)

Stewardship - Morgog Pigfoot (3 Actions)
Morgog is still going on about his piggies, but he's also interested in the shiny stuff Hozzy found - the iron and the GOLD! Really, e's got his hands full. Hand.

[ ] Diggy Diggy 'Ole!
Get some gobbos to start a digging pit. From it you can pull rocks to build with, or maybe even some metal if you get lucky. (Resources: n/a | Time: 1 Year | Reward: Rough stone, maybe ore | Chance of Success: 75%)

[ ] Gobbo Hole
Night Goblins get antsy if they're exposed to the sun too much. Better get somewhere they can hide from "Ol Frizzle Face". (Resources: Building Material (e.g. Wood) | Time: 1 Year | Reward: Night Goblin Cave, Night Goblin Actions | Chance of Success: 90%)

[ ] Huts For Da Boys
Orcs and Gobbos gotta have a place to live, yanno? Will take a while to build enough for everyone though. (Resources: Building Material (e.g. Wood) | Time: 2 Years | Reward: Huts for all, New Actions | Chance of Success: 90%)

[ ] Pens For Da Pigs
Build a fence - or at least a ditch - to corral your piggies. You'll be able to do some proper work with them afterwards. (Resources: Building Material (e.g. Wood) | Time: 2 Years | Reward: Pig Pen, Pig Growth, Boar Actions | Chance of Success: 80%)

[ ] Iron Time
After a chat with Hozzy, Morgog reckons you'll need to do some digging to get a proper flow of ore. To be more specific, you need access to the cliff face - which the 'Erder has some ideas about. (Resources: Building Material (e.g. Wood) | Time: 2 Years | Reward: Access to iron ore | Chance of Success: 70%)

[ ] GOLD In Dat 'Dere River!
You don't know where the gold nuggets are coming from - and thats all you've found so far, small nuggets - but collecting them will be as easy as getting some gobbos to go down to the river and search. The real hard part will be stopping them from stealing it all. (Resources: n/a | Time: 1 Year | Reward: Small gold income | Chance of Success: 60%)

Intrigue (1 Action)
You still ain't got a git to manage this stuff for you, but you're making it work so far.

[ ] Dis Is Your Job Now
-[ ] Advisor

Free action. Assign an advisor to this role. Will apply before other actions, and adds +2 actions

[ ] Sneaky Look Round
-[ ] Location

Have some more sneaky gits scout an area. (Resources: n/a | Time: 1 Years | Reward: Knowledge of location | Chance of Success: ???%)
Humie Ruin

[ ] What 'Dey Sayin?
Listen in on what the boyz are saying when they think their bosses aren't listening. Might learn something useful, or what they grumble about (Resources: n/a | Time: 1 Year | Reward: Learn what your troops are thinking | Chance of Success: 80%)

[ ] A Closer Look
Last year you sent the Nasty Skulkers to nosy around the Odd Pillar, but maybe they can take a closer look instead? They could find something interesting, or even useful. (Resources: n/a | Time: 1 Year | Reward: More information on the Odd Pilla | Chance of Success: 50%)

[ ] Spy On The Spiders
Send your sneaky gits to watch what the "Rock-Nose" goblins are up to. Maybe you can learn what they're doing in this area, where they came from, or something else that can aid you with… "talking" to them. (Will take place before other actions related to "Rock-Nose" goblins (Resources: n/a | Time: 1 Year | Reward: Information | Chance of Success: 60%)

Diplomacy (1 Action)
Aside from the gobbos wandering around, there isn't anyone you can talk to. Maybe you can focus more on swelling your ranks?

[ ] Dis is your job now
-[ ] Advisor

Free action. Assign an advisor to this role. Will apply before other actions, and adds +2 actions

[ ] Alright Fine! Let's Talk
-[ ] Who Goes?

Go and see what the "Rock-Nose" gobbos want to gabble about. It might even be interesting. And if not? You can still krump them. (Must be taken as a Personal Action. Can't be taken with Ere we go, Ere we go! targeting the Goblins. List the units & characters you'll be taking. Taking an Advisor consumes 1 of their Actions.) (Resources: n/a | Time: 1 Year | Reward: Open Diplomacy with the "Rock-Nose" Goblins, if you like | Chance of Success: ???)

[ ] Join The Tribe, It'z A Boyz Life!
Seems like the hangers on are getting the idea, and trying to make themselves useful so they can join up. Maybe you should knock some heads together, make sure they know what's what. What? (Resources: n/a | Time: 1 Year | Reward: New joiners every year | Chance of Success: 100%)

[ ] Youz A Black Rock Git Now!
Need more citizens ina hurry? There are a couple stragglers pokin around, wack em round the head and induct them into the tribe (Resources: n/a | Time: 1 Year | Reward: More citizens | Chance of Success: 80%)

Learning - Hozzy Ironsmasher (2 Action, 1 Locked)
While still checking out the plant stuff - eating it, mostly - Hozzy is also wanting to start making iron. To do that, he'll need two things; the ore, burnt wood, and someplace to do the heating. Wait, that's three…

[X] Green Is Always Good (Already In Progress - 1 Year Remaining)
There are a lot of plants around. Maybe you can find something useful? (Resources: n/a | Time: 2 Years | Reward: Useful resources | Chance of Success: ???%)

[ ] Pile On The Fire
Hozzy says for a propa char-coal maker he needs stone, but for now dirt will do. Once he has a supply, he can start work on melting down the iron ore. (Resources: Wood | Time: 1 Year | Reward: Limited charcoal production, progress to iron production | Chance of Success: 80%)

[ ] Scalie Scales
Hozzy thinks these might have some use. You ain't so sure - weak little things - but he says he remembers something. (Bonus to success to Cold Ones hunted) (Resources: n/a | Time: 2 Years | Reward: ??? | Chance of Success: 75%)

[ ] Why Thou?
-[ ] Topic

Study something of interest, hopefully you'll find something useful. (Resources: n/a | Time: 1 Year | Reward: ??? | Chance of Success: ???%)

Piety - Zugzig Stick-Shaka (3 Actions)
Now the Icons are up, you can do some proper prayin! Although there is some stuff Zugzig wants to look into.

[ ] Bigga! Bettah! Mure Brutal!
The Icon of Gork is a bit naff compared to Mork's, but Zugzig reckons he can do better. That might mean stacking up more rocks, but it's not you doing it so that's fine. (Resources: n/a | Time: 1 Year | Reward: Improved Icon Of Gork | Chance of Success: 95%)

[ ] Poke Da Pilla
That pillar… is odd. But how is it odd, and how can you use it to krump better? (Resources: n/a | Time: 3 Years | Reward: Knowledge about the Pilla, ??? | Chance of Success: 50%)

[ ] Wats Inna Name Anywayz?
One way Zugzig says you can keep your Rogue Idol up and kumpin is by giving it a propah name. It'd act as a "...me-ta pisial ancor for da Idol's animatin spirit". Buncha nonsense words. (Resources: n/a | Time: 1 Year | Reward: Rogue Idol stays together longer, ??? | Chance of Success: 100%)

[ ] Sayit LOUDA!
- [ ] Gork
- [ ] Mork

- [ ] Gork & Mork
Do some chanting and praying to the gods, or a god. Maybe they'll take notice. At least it'll get the boys goin. (Resources: n/a | Time: 1 Year | Reward: Potential rewards, ??? | Chance of Success: 100%)
Gods

Personal (Choose 3)
You have your own hut, which is nice, although you'll admit it could be nicer. Still, got stuff ta do. Like getting more of dat gold…

[ ] I'll Show Ya How It's Dun!
-[ ] Action

Aid an advisor with an action, adding your score to theirs. They might not appreciate your help however, depending on the task.

[ ] Gotta Do Evrathin Me Self
-[ ] Action

Spend your own time to complete an action

[ ] Finda Git
-[ ] Category

Search your best and… "brightest" for someone to fill empty roles. (Resources: n/a | Time: 1 Year | Reward: Advisor candidates | Chance of Success: 100%)

[ ] Whatz Ina City?
Ruminate on your divine task, and attempt to understand what the gods actually want you to do. (Resources: n/a | Time: 1 Year | Reward: Understanding, direction | Chance of Success: 60%)

[ ] Whats Ina God?
- [ ] Gork
- [ ] Mork

- [ ] Hashut
Ruminate on your deities, and what they want from you - Brutal Gork, Kunning Mork, or… the other one. (Resources: n/a | Time: 1 Year | Reward: Understanding, direction | Chance of Success: 60/40%)

[ ] Talkin
- [ ] A Git

Go have a chat with one of your gitz. Maybe you'll learn something about them. (First is free) (Resources: n/a | Time: 1 Year | Reward: Knowledge About Characters | Chance of Success: Varies)

[ ] Gimme Gimme Gimmie!
Go claim your fair share of the gold. Which is most of it, because you're the Boss! (Bonus to success if GOLD In Dat 'Dere River! is also taken) (Resources: n/a | Time: 1 Year | Reward: Gold! | Chance of Success: 100%)

I'M BACK YA GITZZZ! WAAAAGHHH!
So yeah, back at it. Vote will start in a day, will end after two days.

The Units post has been updated with new info, including about unit levelling! Hope it all makes sense. Questions always appreciated!
 
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