Troll Quest (Warhammer Fantasy Monster Rising Quest)

But yeah, we need to work on our power base given the mess that we step on but let's be honest...good that we know now because if we didn't, we would be fucked.
 
But yeah, we need to work on our power base given the mess that we step on but let's be honest...good that we know now because if we didn't, we would be fucked.
The overseer will rue the day that he messed with us.
We may be a Frumm but we have something he doesn't have and that's having being raised by loving parent's who care about each other and their little ones.
 
The overseer will rue the day that he messed with us.
We may be a Frumm but we have something he doesn't have and that's having being raised by loving parent's who care about each other and their little ones.
With addition to having tapped into Geomantic Knowledge AND being naturally curious and having much better memory...which gives me possibly idea of ritual...together with suppress mutation, but with ritual possibly creating "remove mutation" effect.
 
With addition to having tapped into Geomantic Knowledge AND being naturally curious and having much better memory...which gives me possibly idea of ritual...together with suppress mutation, but with ritual possibly creating "remove mutation" effect.
It may be a long shot and not feasible but who knows what we find pursuing such a line of research.
Also maybe we can learn from Hela and swap notes/experiences with magic from eachothers perspective.
 
It may be a long shot and not feasible but who knows what we find pursuing such a line of research.
Also maybe we can learn from Hela and swap notes/experiences with magic from eachothers perspective.
She seems to have knowledge but she doesn't have actual powers, basically she sucks with practical use of magic, her saying that it was not mean to be, possible given she is kind soul and...maybe Shyish not working with her because of that but that is low chance.

And I know, it is something we need to slowly test out.
 
She seems to have knowledge but she doesn't have actual powers, basically she sucks with practical use of magic, her saying that it was not mean to be, possible given she is kind soul and...maybe Shyish not working with her because of that but that is low chance.

And I know, it is something we need to slowly test out.

Who knows maybe she is more aligned with Gyran then Shyish she does love growing and nurturing plants and animals (know that animals is with Ghur) so yeah I'm glad that she's kind hearted.
 
@boredblues
quick question, since we now have new information about the overseer and from the hag, is it feasible/possible to switch from delivering his message to the shaman?

Everyone else feel free to weigh in, but I feel like that information definitely changes doing missions for him.
 
Of Dens & Homes
Den
"A Troll's den waits his Final Dream"

The Dysmal Cave: A nook in the Grumbling Cavern. Not much, but it's home.

Quality:
Average (No Effects)

Characteristics:
No Characteristics

Features:

Personal
Supreme Bed of Absolute Comfort
Thanks to superior rest conditions, you're able to digest better and faster as well as improve your body conditions. As long as you sleep on this bed regularly, you add 1 Food point to what you eat. The added point replicates the special features of one food type, if present.

Black-Oil Fount
Fed by a special conglomerate of enchanted stones and hidden magical glyphs, this fount produces enough Black-Oil to water a small garden and fill a shallow pool along the duration of a Time. Once the pool is filled, production stops, resuming only when liquid is taken from it. Improvements are possible, but they would require magical knowledge and effort (Ugh).

Black-Oil Fertilizer
This special oil was devised by the Hag Hela to replace the usual Troll vomit to fertilize Troll-Gardens with a more accessible, abundant and less resource-intensive product. Any Troll-plant watered by the fertilizer will receive a surge of vitality. Hela never managed to complete the recipe though, leaving the effects to be a very slight increase in productivity that it's not worth the hassle (In Troll eyes).

Communal
Coal-Stone Beds: Heated beds for happier sleeping Trolls.

Food
Troll-Spine (1): This ugly plant will produce enough slimy fruits to supply you with 1/5 of a unit of normal Food every Turn, increased to 2/5 if watered with Black-Oil. Or you could harvest it entirely and produce 1 Unit of Food in exchange for it. Don't feed to humans unless you want to see them get turned inside out.
 
I was wandering about the troll gods. are they flicker of the warp like other gods, maybe a sort of ancestor troll from back when the old ones were around that become inmortalized or maybe a sort of twisted reflection of the old ones itself.....

So many questions...funny thing our build mean we are the kind of troll ready to make get it.
 
I think that for now we should spend some time getting our general stats up, I think improving our strength at the moment and our magic is a good idea. I want to unlock more Geomancy in particular since power of earth seems quite good for what it is.
 
Turn 3
The air is tense in the feast hall, in a way that even the comforting, stagnant air of hundreds of generation of Trolls can't quite ease away.

Trolls line the walls, heavy brows posed in various degree of suffering tolerance. Only the mouthful of Frumm arrived there before you show excitement, all of them wearing pieces of chainmail and a couple even some iron weapons. Three more joined the group, you notice, all of them with bright eyes and eager attitudes. Maybe a little too much, you think. Especially since there's a big fire roaring in the center of the hall.

Fire. That hateful thing which hate Trolls and Trolls hate in turn. The bane of everything they were. Any sensible Troll would cringe away from the bonfire crackling and snapping between the stone benches, never matter the heavy stones circling the hearth.

These Frumm don't seem to agree. They stare into the flames eagerly, close enough that you're sure they feel waves of heat on their fur and with a sick glimmer in their eyes that you aren't keen on. Not at all. Never mind the glowering stares the older Trolls who, standing far back, level at their backs.

You join them reluctantly. If only because the older Trolls pushed you away from the cooler places beside the walls.

Sweating, you look left and right, trying your best to look as small as possible and ignore the waves of shivers the hot air causes you. The cursed helm hangs from your belt. You felt it wouldn't be smart not to bring it, but you aren't wearing it, not even under threat. The cursed thing feels like a hot piece of metal against your hip.

"Fire." The chief's voice cuts through the stale air like a fang through flesh.

Morglor sits on the throne, in a position so similar to the one he held during your first meeting that you could swear he didn't get up since.

Four Trolls kneel on the dais, hands clapped on mauled shoulders. You watched them offer their fealty to the chief, allowing him to gnaw a piece of their bodies as a seal of it. Hela, the Hag wearing a sad expression, moves between them, daubing their wounds with a thick, greenish paste.

Between them, Morglor's Steel-Eaters and the Frumm, you count twenty. A sizable force for sure.

The Overseer swallows, then relaxes on the throne with a satisfied sigh.

"Fire," he repeats, his voice filling the cavernous hall effortlessy. "Our people always looked on this element with disgust. With fear. They stared into the dancing tongues of flame and saw only the corruption of their flesh, destruction. Death." He leans forward, staring at the assembled Trolls. He smiles, in a fatherly, encouraging sort of way. "They were wrong," he says. "They were wrong," he whispers, leaning back into his throne.

The light paints a mosaic of dancing shadows on his craggy features, turning his eyes into glimmering embers. "Fire is not just corruption. Fire is trasformation. Change. Ascension." He seems to taste the word. Slowly, he lets his gaze roam the hall. "Look at us," he says, sweeping with his hand. "In our little halls of stone, following the same laws, day after day, ignorant of what we could be, of what we could become. And what could we become. Ah, the Troll King knows. He knows the path and the way. A powerful mind to a pwoerful body. Thoughts to guide muscle and tendon. The scheming, the reaching! Power upon power. Can you imagine it, my children? Can you imagine what Trolls could accomplish then?" An admired note entered his voice as he spoke, his gaze turning distant, like he could see what his Father envisioned already.

As he returs from it, he's smiling eagerly, in a hopeful, child-like, almost innocent way, like a child eager to share his dream. It terrifies you in a way that words can't describe.

Morglor's expression fell, turned almost contemplative. "But to reach such heights, a trial is needed. We must accept the trasformation. We must wade into the fire fearlessly and allow ourselves to be remade. And then!" Suddenly, he's on his feet, his voice rising almost into a shout. "Then fire shall hold no terror for us anymore! No, fire shall be our slave, to mold and chain! Fire! Light! Warmth! The hated sun itself! We shall be masters! Conquerors! We shall have our Age!"

He spread his arms wide, like he wanted to embrace them all, his voice seeming to take its own life as it bounded against the walls. The fire shone on him, turning him into a shape sculpted out of burned stone, yet not enough to suppress the fanatic light shining from his eyes.

"Just a bit of effort for it, yes?" He looked down at his audience with a benevolent expression.

He winked.

As the Frumm, the Steel-Eaters and the turned Trolls cheer, beating their fists against their chests and their weapons against the stone; as the other Trolls grumble and frown and paw at weapon's handles, you're left with a strange mix of emotions. You want change for Trolls, do you not? And isn't it change that Morglor peddles?

Yet, as he basks in the cheers of his audience, you cannot but stare at how Morglor's mouth goes larger than reason should allow, cheeks splitting open to reveal more teeth than any Troll should have.

Trolls temper boils hot. The den rumbles. It's Fight Time.
You received 5 units of Squig Meat!


THERE'S TROUBLE IN THE DEN
Two factions square off for control. There will be battle, it's certain as certain is that Old Uk opens one eye and closes the other. Who will win remain uncertain. Make your choice where you'll stand. Decide your destiny. Things are in motion. Only can decide if you'll swim or sink.

Morglor's Faction Vs Loyalist Faction

Morglor's Faction: 8 Frumm (Infested) + 4 Brutes + 7 Steel-Eaters (Chaos-Empowered) + Chief Morglor, Overseer
Attitude: Fanatic
Readiness: Empowered (Chaos-Energy ++, Good Sustenance ++, Allied Squigs +++, Allied Goblins +++)
Total Faction Power: 145

Faction action: Building fortifications
Faction Leader Action: ???

Loyalist Faction: 6 Wrestlers + 11 Brutes + 2 Veteran Wrestlers + 3 Veteran Brutes
Attitude: Despondent
Readiness: Very poor (Wounds -, Raids ---, Poor Sustenance --, Fights ---, Bad Dreams --)
Total Faction Power: 43

Faction action: Nothing

Balance of Power: Overwhelmingly in favor of Morglor
Troll-Boss Ukrot will return in ?? Turns.

LEADER'S ORDERS!
By din of his absolute authority, chief Morglor orders:
- Frumm MUST carry their helmets and/or pieces of armor at all times. Frumm found breaking this order will be beaten and caged. This order draws reason from the recent signs of Squigs in the caves. All loyal Trolls are advised to be on guard! (Frumm remain Infested).
- Because of an unfortunate infestation in the Troll-Gardens, Trolls will regretfully receive reduced rations. Hopefully this situation will be resolved quickly. (Loyalist Faction Readiness falls from low sustenance).
- Because of the already mentioned food shortage, the number of raids is hereby doubled. (Loyalist Faction Readiness falls because of fatigue).
- To relieve all loyal Trolls from the stress caused by the recent food shortage, the War-Pit is to be kept open at all times.(Loyalist Factions Readiness falls from Wounds and Fights).
- Squigs and Goblins have set camp close by. All loyal Trolls are called not to be alarmed. These Greenskins are here as slaves and servants. Only the first sign of the Age to come. May more be seen soon! (Morglor's Faction Readiness rises because of Allies).
- Glyphs of power are to be traced in certain sections of the Cavern. All loyal Trolls should not concern themselves with them. These glyphs are meant to resolve the food shortage. Further curiosity is unneeded. (Morglor's Faction Readiness rises because of Chaos-Energy. Loyalist Faction Readiness falls because of Bad Dreams).

The Overseer's Plot: Activity ripples and rumbles through the Cavern as Trolls, willing or not, move with vitality and coordination unprecedented. The rock thrums with omens of conflict and Trouble, and things once unthinkable are seen every day. But even an avalanche is made of single pebbles. Where will you throw yours?
You have 6 Actions Points.
[] Trouble Incoming: It is certain. There will be a battle sometime in the future. Yours is the choice to whom you'll throw your lot. You may not be a Troll-Boss, but you have cunning and will enough to tilt the scales if you put your mind to it. Ready to take a stand?
- [] You wanted change and change is coming, heralded by Overseer vision and strength. What kind of fool would you be to oppose it? Throw away these nonsensical thoughts about "resistance" and embrace the new age.
- [] Trolls stacking stones and planting stakes? Madness! Yet it's happening and the result is crude but effective fortifications. Scout them as they are raised and see if you can find any weak points.
- [] Steel-Eaters lumber from cavern to cavern, tracing glyphs that fill the air with faint susurrus and strange smells that don't leave even when you dream. Sniff at them and see if you can disrupt them.
- [] Loyalist Trolls wither and weaken before your very eyes. Food! We need food! Search for a source of it, even a temporary one.
- [] Sun-bleached, pale Goblins are setting up rickety camps outside, watched over by a lone Steel-Eater. There has to be something you can do to decrease their battle readiness. How about scaring them?
- [] Those damn Squigs never stop making a ruckus. Get to those holding pens and shut them up for good. No Squigs allowed in Troll land!
- [] Frumm move with a vitality and an eagerness that is too much even for their age. Talk to them discreetly and see if you can get through. By all means necessary.
- [] The Loyalists are despondent, discouraged by a lack of guidance and the general effort to make them miserable. They won't do anything if things don't change. Give them a talk and try to rouse them into action.
- [] Write-in -

[] Down, down, in Troll town: The Cavern is well-known to you. Plenty of interesting spaces to explore, some more dangerous than others, but the rewards may be worth it. (You'll have to sneak beyond guardians if surveilled to get the reward)
- [] Pantry: Surveilled, Hade. Reward: plenty of food.
- [] Troll-Garden: Surveilled, Hela. Reward: plenty of food.
- [] Kitchen: Surveilled, Hade. Reward: Some food and tools.
- [] Throne-Room: Surveilled, Morglor. Reward: ???
- [] Armoury: Surveilled, Morglor's Steel-Eater. Reward: Weapons and armor.
- [] War-pit: In use. Fighting down in the pit could make you stronger, at the cost of the risk of hurting yourself.
- [] Workshop: Abandoned. Dusty tools and mounds of refuse. Maybe there's something useful?
- [] Forge: Abandoned. Stunties would weep at this place being called a forge.
- [] Barracks: Open. Trade or try to steal. Be caught at your peril. Possible trading: information about a topic known to the Trolls, bits of food, possible interesting items Trolls carry around.
- [] Hag-Dwelling: Abandoned. A massive cauldron left without mixtures. Whispers slither across dusty shelves and strange objects.
- [] Shaman-Dwelling: Abandoned. The roughly carved statues of the Gods watch, their pebbly eyes dulled.

[] The Cavern's Bounty: Trolls recognize different kinds of minerals, and eat them to give their fluids certain peculiarities, many of which end in their gardens. Make a supply for yourself of what looks useful from the little that you know.
[] A Whiff of Fresh Air: The land outside the Cavern is a wasteland of crags and ravines. But no place is without merits. A couple of Trolls take care, clumsily, of the tribe's animals, and goblins and other things scamper around. You think you may have seen even a shaman. On order of the Chief, the Smeidr has moved the animals closer to the cavern. Familiare yourself with the Land. [UPDATED!]
[] A Blast of Green Air: The goblin town gives you a headache only by looking at it, but the Goblins are many and you need friends. Go out and start bonding with your "friends," or at least one of their many factions. Hoping they won't shank you.
- [] The Stink: The sea of rubble making up most of the goblin town. Filled with the footsoldiers of many different Clans. Never a day without bloodshed.
- [] The Glare: The section of the cavern beneath the sun. Home for exiled goblins and failed would-be-bosses whose Clans have been disbanded. Many Goblins have left, leaving the place a half-empty wasteland. [UPDATED!]
- [] The Overgrown: A rampant fungal ecosystem. Night Goblins, Maniacs and Madcap Shamans pick and prod at it day and night. With many Squigs herded away, the place looks almost peaceful. [UPDATED!]
- [] The Toof: Squat and brooding, this dwarven edifice was once a fortified post in the Underway. Now it's a nightmare of crumbling battlements, haphazard wooden fortifications and Greenskin glyphs. It's a testament to its builders' skills that it's still there at all. The banners of the Moonbiterz Clan cover every inch of the place. This is where the Warboss and his elites plan their schemes.

- [] Know your friends: The Grumbling Cavern is quite the lax place. Not exactly a tribe, the Trolls living in it are mostly left at their devices, at least until the chief need them. But that doesn't mean that making connections is impossible. Go out and make new friends
- [] Zaga: You caught glimpses of a darting, hunched figure among the hubbub. Do Mork-Cunning plans hold up to change, you wonder? [UPDATED!]
- [] Hade: The old Troll keeps to his corner before the pantry, grumbling to himself and doing nothing else. Go ask him about his intentions. [UPDATED!]
- [] Morglor: The Troll-Chief is busy with his preparations. Come to swear loyalty or don't come at all. [UPDATED!]
- [] The Gaze: You felt his eyes on you, but never even seen him. He must be quite the troll tracker. Ask about him.
- [] Yllak the Frumm: He still greets you when you meet, but there's a feverish glint in his eyes and he stops from time to time, looking like he's listening to something. [UPDATED!]
- [] Hela the Hag: She stands in her Garden and doesn't emerge if not to patch wounds and give kind but stern talking to. See where she stands in all this mess. [NEW!]
- [] Write-in: -

[] Out for MY work: You know how to write, or at least how to make greenskin glyphs. Grab a piece of stone or a plank and make a sign you're looking for a job. Someone is sure to come knocking.
- [] You could add that you know magic. A spell-slinging Troll is sure to attract plenty of eager recruiters.
[] My stuff: The long travel left you with little, but you still have something in your satchel. Organize your items and see what is good and what is not.
[] My stuff now: Nobody asked you about the Giant Troll's satchel, and you were quick to squirrel it away. Take a look inside.
[] Infested Equipment: Those damn things won't stop burning a hole in the back of your mind. You can't break them or throw them away, but surely you can try and understand what's the deal with them, maybe even make them not-horrible? It could teach you something. [NEW!]

[] Training, training: You're a Troll. That doesn't change you're young. Train in one of your skills (Write which)
[] I need…: The place has more Trolls than expected, and there are the Night Goblins in the "city" close by. Go trumping around and see if someone can teach you something useful.
[] War-Training: Trolls know how to fight, and so do Goblins. More or less. Search an instructor
- [] Hade, the Gatekeeper: He tried to hide it but you recognized the bearing of a Wrestler. Ask him to teach you.
- [] Troll Wrestler: Trolls eager for blood, glory or both wrestle with tooth, claw and weight into the pit, learning to use their nature-given gifts to their deadliest. Ask one of the now awoken Wrestlers to teach you.
- [] Troll Brute: Smashing, carving, parrying and slamming. Especially Smashing. Brutes know few things but are damn good at it. Ask one to teach you.
[] Magic-Training: You have the Glimmer, you know it. Find someone who can teach you to harness it.
- [] Hela the Hag: She looks sad, but you need a teacher. Ask her.
[] M'Troll: It's no Mating Time yet, but you're smart enough that starting sooner means arriving first. Search for potential mates interested in a spry, young Troll.
[] I need tools!: Something to make tools? Weapons? Scour the Cavern for useful materials. Lots of stuff laying around with all this building nonsense going on. Nick something. [UPDATED!]
- [] Search for tools.
- [] Search for weapons.

Den
The Dismal Cave: It's your home. For what it is. You're not going anywhere for the time being, so better get used to it. But it doesn't mean you can't work on it.
[] Eyes in the dark: You're sure of it. Little beasties are hiding in the shadows of the ceiling. Take a closer look. Cautiously.
[] Better Fertilizer?: The Black-Oil is good, but you're sure you can do better. Investigate the Pool and its workings. It's sure to increase your understanding of magic too. [NEW!]
[] Better Accouterments: Trolls need little but they need nonetheless. Make your den a place your Trolls will want to remain in. (Lack of Tools) [NEW!]
- [] Plot of plants: It'll take time and effort, but it can be done. Pick seeds from your one (1) plant and use them to make a small plot for yourself. No light needed.
- [] Pots and Pans: You have clay. You have rope. You have a basic understanding of what to do with it. Make yourself stuff to keep more stuff in.
- [] Hearth Science: After the bed, the hearth is the most important section of a proper Troll den, where its inhabitants gather to tell stories, laugh about Greenskins, or just keep the family together. Build one. No fire though.
[] Better be sure: You heard that false walls can be underground. Knock on every wall and listen to what sounds different while holding a club.
[] Better Safe than Sorry: You don't feel safe with this many mysteries. Dig a hole where to hide your stuff.
[] Homely Religion: You took your first step on the Road of Jagged Steps. Gird yourself and take another. Remember the lore once taught to you. Honor the Gods. [NEW!]

Events
[] Raid!: Sleep Time ends and with it, Trolls blood starts to boil for Fight Time. Steel-Eaters are already bellowing and bullying the troublemakers to go out and make themselves useful instead of making a ruckus inside. Your hands are itching just as much, honestly. Follow your kin and go prey on some Greenskins. The Warboss won't mind. He already knows that is the price of having Trolls as neighbors. The Chief's orders has the brutes ranging further than before, and taking more. [UPDATED!]
[] Otherwise, you could endear yourself to your smaller neighbors by passing information about the coming raid. Just don't let yourself be seen.

Food
Food!: You're a Frumm, which means you're growing. And growing Trolls need to eat to grow strong and healthy! But who knows what the future brings? Maybe a more careful approach is needed. (Doesn't cost an Action)
[] Among the many things they gave you, your family taught you to eat slowly and intersperse your meals with gurgling routines to absorb all possible nutrients (Consume 4 units of Squig Meat, but add 6 units instead. Consume an Action)
[] Disregard any restraints. Your growth comes before everything else. (Consume 4 units of Squig Meat)
[] No need to indulge. Your mama and papa taught you better. Eat normally. (Consume 3 units of Squig Meat)
[] Things are uncertain. You aren't sure if tomorrow you'll go hungry. Better reduced rations today than starvation tomorrow. (Consume 2 units of Squig Meat)

Food production
[] Troll-Spine (1): Harvest it. Doesn't consume an action. Not taking this choice will mean that the plant will produce food as usual.

Magic
[] You learned the very basis of ritualism. Before you can start building on it, you need ingredients. Search for them.
[] You learned your first spells, and it felt like being born anew. Turn more stones, keep digging.
[] Or you could let your mind shape wonders of magic by itself. Who needs more? [Write a new Geomantic spell and its effects]

Knowledge
[] This is Greenskin land, and yet all you know about them is hearsay and the occasional meeting. Deepen your knowledge and make it real.
[] You heard stories and warnings about Thraka and their wretched destiny, but never seen one. Rectify this.

Troll-kind
[] Uplifting your race won't happen overnight. First, you must understand them. Study the way they think and work.
[] Your people use stone tools, scavenged armor and beds woven out of their fur. You have the brains to improve their lot. What about a proposition? [Write an improvement you propose to the tribe to better their life. To be approved by me]
[] How do you bring change without support? Older Trolls won't listen to a Frumm, but the same is not for those of your age. Rustle the youth and start kindling some connections.

Curiosity: So many interesting things. There's plenty to keep you satisfied. (Curious Trait. Choose at least 1 otherwise you'll get a malus next turn on all actions)

[] The Garden of Life Beneath: A bizarre place filled with mineral lifeforms. Wander around, taste the place, and learn its peculiarities.
- [] You could ask about it to someone, but it could mean having to share the secret if you aren't subtle. Write who you talk to []
[] The Monolith: It's madness and sanity, life and all between its cracks. Try to decipher it once more. (Difficult with current Magic and skill level)
- [] You could ask about it to someone, but it could mean having to share the secret if you aren't subtle. Write who you talk to []
[] You saw the fate of your race written in strands of colors entwining above their souls. Peer at any Troll you see for the same vision and struggle for answers.
[] Your nose works wonders, but your eyes started making them as well. Close your physical gaze and let the witch-sight guide you down the paths of stone.
[] Your inspiration is a living thing. Let it take you by hand and see what comes out.
[] You saw Trolls unable to sleep and too tired to get up struggle with their time. How about you put that fancy head of yours to work and invent a game they can entertain themselves with while lying down?
[] As Sleep Time end, Wrestlers and Brutes trudge to the pit to dissipate the boredom of long, forced rest. And they wound themselves more, forcing even longer rest. It's a cycle you want to break. Invent some ways for the oafs to bash each other without more hurt.

Call the Gods
Ug, Troll Father: Call his blessing (+10) on one Action. Ug looks favorably on acts of war, dominance and building. He looks with disfavor on acts of treachery, kin-slaying and kin-bothering, and generally sneaking about. Call his attention to such acts at your peril. Calling upon his blessing may trigger the need for a later sacrifice or even a quest from the God-Who-Doesnt-Sleep.

AC - Fight! Fight! Fight! Well, prepare for a fight. Don't expect to be the one bashing and smashing, you're too small and weak for that, but your actions will be the proverbial needle that tilts the scales. The fight for the soul of tribe will be fierce no matter what. Help the Loyalists recover and build up enough to be ready to help Ukrot when he returns, sabotage Morglor's preparations to give them an edge. Or throw your lot with Morglor and parry any attempt to unseat him. Any Faction will get one action per Turn (Morglor's Faction takes two by how exceptional and knowledgeable Morglor is). As per now, the Loyalist are too demoralized to do anything, but things may change in the future (or if you do something about it). Things are constantly in motion. Also, I dropped you guys' rations from 10 to 5. Because I am just evil like that. As always, tell me if I missed something.

THERE WILL BE A 12 HOUR MORATORIUM BEFORE VOTING.
 
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you cannot but stare at how Morglor's mouth goes larger than reason should allow, cheeks splitting open to reveal more teeth than any Troll should have.

I'm all for progress but change for the sake of change is a path that will lead only to ruin. Tho it's fine with me if thread goes for chaos~y choices. It can be quite interesting to read after all.

Thanks for the update boredblues!
 
I'll go ahead and say that I want us to not go chaos-y. Now, for the issue of how to prevent it... ell, we have a lot of options, we'll just have to choose the correct ones, right ? (I think trying to exorcise the armors and finding a new food source for the sake of the loyalist's morale is a good first step).
 
Somebody's going to need to repost these with the X 'cause I won't be around to do it.

[] Plan Shenanigans
-[] Trouble Incoming: It is certain. There will be a battle sometime in the future. Yours is the choice to whom you'll throw your lot. You may not be a Troll-Boss, but you have cunning and will enough to tilt the scales if you put your mind to it. Ready to take a stand?
--[] Trolls stacking stones and planting stakes? Madness! Yet it's happening and the result is crude but effective fortifications. Scout them as they are raised and see if you can find any weak points.
--[] Steel-Eaters lumber from cavern to cavern, tracing glyphs that fill the air with faint susurrus and strange smells that don't leave even when you dream. Sniff at them and see if you can disrupt them.
--[] Loyalist Trolls wither and weaken before your very eyes. Food! We need food! Search for a source of it, even a temporary one.
--[] The Loyalists are despondent, discouraged by a lack of guidance and the general effort to make them miserable. They won't do anything if things don't change. Give them a talk and try to rouse them into action.
-[] Know your friends: The Grumbling Cavern is quite the lax place. Not exactly a tribe, the Trolls living in it are mostly left at their devices, at least until the chief need them. But that doesn't mean that making connections is impossible. Go out and make new friends
-[] Magic-Training: You have the Glimmer, you know it. Find someone who can teach you to harness it.
--[] Hela the Hag: She looks sad, but you need a teacher. Ask her.

Go all in on preparing and scouting the ground, with "Meet new friends" combining with talking up the loyalists. Also, getting lessons from the Hag to help with fucking the sigils.
 
This is bad we gotta strengthen the loyalists and figure out how to sanctify the infested equipment to rid it of chaos stuff also we want change but this is not the way for good change.
We may be a recent Frumm but let us be the magical troll tzu of this setting.
All warfare is based on deception so we should sabotage the chaos runes.
 
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[] Plan Building Support
- [] Trouble Incoming: It is certain. There will be a battle sometime in the future. Yours is the choice to whom you'll throw your lot. You may not be a Troll-Boss, but you have cunning and will enough to tilt the scales if you put your mind to it. Ready to take a stand?
-- [] Frumm move with a vitality and an eagerness that is too much even for their age. Talk to them discreetly and see if you can get through. By all means necessary.
-- [] The Loyalists are despondent, discouraged by a lack of guidance and the general effort to make them miserable. They won't do anything if things don't change. Give them a talk and try to rouse them into action.
- [] Know your friends: The Grumbling Cavern is quite the lax place. Not exactly a tribe, the Trolls living in it are mostly left at their devices, at least until the chief need them. But that doesn't mean that making connections is impossible. Go out and make new friends
-- [] Yllak the Frumm: He still greets you when you meet, but there's a feverish glint in his eyes and he stops from time to time, looking like he's listening to something.
- [] Infested Equipment: Those damn things won't stop burning a hole in the back of your mind. You can't break them or throw them away, but surely you can try and understand what's the deal with them, maybe even make them not-horrible? It could teach you something.
- [] No need to indulge. Your mama and papa taught you better. Eat normally. (Consume 3 units of Squig Meat)
- [] How do you bring change without support? Older Trolls won't listen to a Frumm, but the same is not for those of your age. Rustle the youth and start kindling some connections.
- [] As Sleep Time end, Wrestlers and Brutes trudge to the pit to dissipate the boredom of long, forced rest. And they wound themselves more, forcing even longer rest. It's a cycle you want to break. Invent some ways for the oafs to bash each other without more hurt.

Okay, i think this Plan i created has some very good synergy with its Actions.

First of all, we try to rally the Loyalists to our cause, and we combine actions to look into the Infested Equipment with actions to make connetions with our fellow Frumm and especialy Yllak.

If we are lucky we can build a power base and discover what's up with the Infested gear at the same time!

Then notice this:

Readiness: Very poor (Wounds -, Raids ---, Poor Sustenance --, Fights ---, Bad Dreams --)
- To relieve all loyal Trolls from the stress caused by the recent food shortage, the War-Pit is to be kept open at all times.(Loyalist Factions Readiness falls from Wounds and Fights).

Fighting and Wounds are weakening the Loyalists, so by inventing something to allow them to fight without getting hurt we would be both countering the Overseer schemes and taking our obbligatory Curiosity Action.
 
Remember, we need to takr curiosity, and I believe Forest of Life and showing Helga it, is very good option. But yeah, we need to make sure Loyalist are in better position.
 
Remember, we need to takr curiosity, and I believe Forest of Life and showing Helga it, is very good option. But yeah, we need to make sure Loyalist are in better position.

This Action:

- [] As Sleep Time end, Wrestlers and Brutes trudge to the pit to dissipate the boredom of long, forced rest. And they wound themselves more, forcing even longer rest. It's a cycle you want to break. Invent some ways for the oafs to bash each other without more hurt.

is a Curiosity.

I would say we show Helga the Forest of Life next turn, and we ask her to teach us magic at the same time. And in the same turn we take a look at the Glyphs.

That should create a synergy between the Actions.
 
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