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Finally... => Forum Games and Roleplaying => Topic started by: Weirdsound on December 30, 2016, 10:36:17 pm

Title: (SG) Gnoll Chieftess
Post by: Weirdsound on December 30, 2016, 10:36:17 pm
You were taught from a young age that you were a freak, a monster among civilized folk, and that you should be proud of it. The first gnolls, your ancestors, were said to be the spawn of a particularly degenerate cult of goblin druids and the dire hyenas that they raised as warbeasts. Driven belowground, your kind has served as mercenaries for kobolds and other civilized beings desperate or savage to put up with the aggression and brutality of the gnolls.

A week ago you reached womanhood and suckled on the teat of the alpha who raised you for the final time. You doubt you will see her again; You are the third alpha female she has successfully reared, and her pack is strong enough to brave the surface. She will travel to the brightlands and seek either a glorious death, or some state of true depravity - bride of a nightbeast, thrall of a vampire, experimental canvas of a wicked druid, or even pet to some great monster such as a dragon or Minotaur. Perhaps someday such a fate can be yours as well, but your adventure as a mature alpha gnoll is just beginning, and very few in your shoes live to gain the strength and reputation required to face the surface.

Marching into Cimtunnels, the largest kobold settlement in this part of the underground, you begin to turn heads almost at once. The scent of an an alpha female draws almost every gnoll in town to the streets for a look. Once a crowd is gathered, you announce your intention to form a pack. This declaration alone is enough to cause a handful of younger males to kneel and declare fealty to you, but it is when you name the alpha who reared you that the support truly starts rolling in...

You Were Raised By:
Spoiler (click to show/hide)

After properly explaining who you are, you wind up with eleven young male gnolls armed with wood and stone weapons who are willing to serve you. Four others are willing to join you but own no weapon; It is up to you to decide if you are willing to lead troops armed only with tooth and claw into battle...

In addition to the young and eager, three older and larger males, likely reared as gift brothers to the deceased leaders of failed packs, present themselves as interested in serving as your pack's alpha male. The main role of the alpha male is to serve as your enforcer within the camp, and to stop any attempt by the pack to gang up and rape you. Many alpha males are second in command of on the battlefield as well. The true duty of your alpha male, however, will be to impregnate you so that you may produce milk when you find a girl-child worthy of nursing to alpha status; This is unlikely to happen soon, and your own gift brothers can fufill the other duties an alpha male might once you round them up, so you quickly reach the conclusion that you don't have to take an alpha male right now. This conclusion allows you the luxury of casting an extra-critical eye on the three contenders.

Potential Alpha Males: (Choose no more than one)
Spoiler (click to show/hide)

After you get the men sorted out, the smaller beta females begin to emerge from the woodwork. Non-alpha females are farely rare amoung gnolls, as it is traditional for a chieftess to kill any young girl she decides is unworthy of being nursed as an alpha. Those few who slip through the cracks are usually raised in Kobold villages, who use them as skilled laborers and guards until they gain the opportunity to join a pack. Once in a pack, it is the duty of a beta to birth and nurse boy-children to serve as soldiers and girl-children to be judged as potential future alphas. Although like all pack members, beta females are expected to fight when able, typically only those who also have non-combat skills are invited to join in the first place; Gnoll pregnancy, although short, is particularly rough on one's stamina, so most Alpha Females prefer betas who have the means to contribute even while expecting.

You now have five beta females on their knees begging to join your pack. Your Alpha-Nurse always preached that a pack should have at most one beta female for every eight males, but nothing is stopping you from disregarding that advice.

Potential Beta Females: (Choose as Few or as Many as you Wish)
Spoiler (click to show/hide)

With the personnel sorted out, it comes time to name both yourself and your pack. You answered to Cinnaclaw growing up, but it is custom for an alpha female to rechristen herself when forming a pack.

Feeling your pockets, you count an assortment of five well polished opals, each likely worth what the average Kobold in this place makes in a year. The town is big enough and has a market, so it is likely you could buy whatever you might need, but goods are likely to be undersized for you and made of poor material in a town like Cimtunnels, and as a general rule, once you reveal to kobolds that you have money, you must spend it or get out of town before it is stolen. You could hang around to see if you can pick up any mercenary work, but it is likely that all the good jobs here are saved for more extablished Gnoll packs.

Regardless if you intend to hang around or not, you must eventually go and hunt down your two gift brothers, the Gnolls born of your Alpha-Nurse to provide you with milk. They nursed alongside you, were your closest childhood friends, and first ever underlings. Your Alpha-Nurse sent them away eight months ago when it became apparent that you would soon reach womanhood, in the hopes that they will have already found work and contacts to benefit your pack by the time you had established it.

Gorgtooth, the meaner and stronger of your gift brothers, was sent to Camp Decay, a settlement of underground surface people so wicked that it was said to be their fellow outlaws who drove them underground. Camp Decay sits near the major trade tunnels between drow and goblin territory, and as such there is plenty of raiding work to be done.

The crafty and deceitful Lambgore was sent to Rusty Screw Village, a gremlin settlement the pays protection to your Alpha-Nurse's pack and often has other jobs available as well.

What, if anything, do you try to buy here, and where do you travel next?
Title: Re: (SG) Gnoll Chieftess
Post by: S34N1C on December 30, 2016, 11:21:24 pm
You were raised by: The Alpha Trumpet

Alpha Male Choice: Zit

Beta Female Choice(s): Dot, Cra-Crawler

I say we take all the male gnolls willing to join, regardless of equipment.

Buy the unarmed gnolls some cheap weapons

Travel to Camp Decay

Now, the names. I'm no good at this, so I will defer to someone else


Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on December 31, 2016, 10:17:07 pm
You were raised by: The Alpha Trumpet

Alpha Male Choice: Zit

Beta Female Choice(s): Echo, Cra-Crawler, Glowshine

Take all the recruits. Buy them cheap spears and daggers if you must.

Go to Camp Decay.

You shall be called Venomclaw, and your pack the Wicked Song
Title: Re: (SG) Gnoll Chieftess
Post by: ZBridges on December 31, 2016, 10:18:36 pm
You were raised by: The Alpha Trumpet

Alpha Male Choice: Zit

Beta Female Choice(s): Echo, Cra-Crawler, Glowshine

Take all the recruits. Buy them cheap spears and daggers if you must.

Go to Camp Decay.

You shall be called Venomclaw, and your pack the Wicked Song
+1
Title: Re: (SG) Gnoll Chieftess
Post by: Strongpoint on December 31, 2016, 10:44:09 pm
You were raised by: The Alpha Trumpet

Alpha Male Choice: Zit

Beta Female Choice(s): Echo, Cra-Crawler, Glowshine

Take all the recruits. Buy them cheap spears and daggers if you must.

Go to Camp Decay.

You shall be called Venomclaw, and your pack the Wicked Song
+1
+1`
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on December 31, 2016, 11:13:01 pm
Oh yes. It is full babyeating time.


You Were Raised By: The Alpha Trumpet

Unarmed Recruits: Yes

Alpha Male: Zit. Woolly is probably a wiser choice, but sometimes a girl's gotta treat herself.

Beta Females: All of them. Echo and She-Of-Matted-Fur are highly useful but hardly dangerous, so they shouldn't cause much trouble. For the others, we'll plead rampant ambition and shameless greed.

Name both yourself and your pack: Mawgore of The Fetid Fangs

What, if anything, do you try to buy here, and where do you travel next? We'll equip later, when there are better options. We travel to Rusty Screw Village first, as it's a safer place to get our feet wet and a less likely place to hang around in the long term.
Title: Re: (SG) Gnoll Chieftess
Post by: crazyabe on January 01, 2017, 01:03:35 am
Oh yes. It is full babyeating time.


You Were Raised By: The Alpha Trumpet

Unarmed Recruits: Yes

Alpha Male: Zit. Woolly is probably a wiser choice, but sometimes a girl's gotta treat herself.

Beta Females: All of them. Echo and She-Of-Matted-Fur are highly useful but hardly dangerous, so they shouldn't cause much trouble. For the others, we'll plead rampant ambition and shameless greed.

Name both yourself and your pack: Mawgore of The Fetid Fangs

What, if anything, do you try to buy here, and where do you travel next? We'll equip later, when there are better options. We travel to Rusty Screw Village first, as it's a safer place to get our feet wet and a less likely place to hang around in the long term.
+1.
Title: Re: (SG) Gnoll Chieftess
Post by: ATHATH on January 01, 2017, 01:15:21 am
Oh yes. It is full babyeating time.


You Were Raised By: The Alpha Trumpet

Unarmed Recruits: Yes

Alpha Male: Zit. Woolly is probably a wiser choice, but sometimes a girl's gotta treat herself.

Beta Females: All of them. Echo and She-Of-Matted-Fur are highly useful but hardly dangerous, so they shouldn't cause much trouble. For the others, we'll plead rampant ambition and shameless greed.

Name both yourself and your pack: Mawgore of The Fetid Fangs

What, if anything, do you try to buy here, and where do you travel next? We'll equip later, when there are better options. We travel to Rusty Screw Village first, as it's a safer place to get our feet wet and a less likely place to hang around in the long term.
+1.
+1, but be raised by Scartissue (earth (which will help us get metals and gems and such) and summoning domains)
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 01, 2017, 10:53:21 pm
You were raised by: The Alpha Trumpet

Alpha Male Choice: Zit

Beta Female Choice(s): Echo, Cra-Crawler, Glowshine

Take all the recruits. Buy them cheap spears and daggers if you must.

Go to Camp Decay.

You shall be called Venomclaw, and your pack the Wicked Song

Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You can't help but smile as you gaze upon your new pack, spread out in their fur tents and bedrolls across a small glowmushroom grove thirty minutes outside of Cimtunnels. Following the hectic formation of your pack, consoling of the rejected alpha males and beta females, and shopping trip, you decided to leave town as quickly as possible; The Kobolds now know you have money, so your opals would be stolen sooner rather than later if you had hung around, and you wouldn't put it past Child 29 or Woolly to try something stupid out of heatbreak or anger. The trip to this wild place, however, was swift and smooth, and although you have some serious problems to work out and decisions to make, you can't help but feel optimistic; This is your pack, and the thought of leading it into battle and depravity for decades to come is intoxicating.

Things completely perfect at first. Echo, who had been a virgin, provided the afternoon entertainment by inviting a quartet of males to publicly deflower her for the better part of two hours, and Glowshine enhanced the show by handing out drugs. Following that, you played your horn for thirty minutes while Zit lead the pack in bawdy gnollish songs. Once the entertainment ended and the drugs wore off, however, the cracks began to show.

First and foremost you are faced with the issues brought about by your beta-females; Perhaps The Alpha Trumpet was right in advising you not to take so many. Glowshine proves to be a fairly entitled and vain individual, and as soon as she learns your Frogsharks are trained to serve as mounts, demands to be given one on account of her small size. Although she indeed possesses the build of a rider, Glowshine's weapon of choice, her prized steel handaxe, is ill suited for mounted combat, although the petulant beta swears she can make it work.

Cra-Crawler proves an even bigger problem when she decides to pitch her tent right next to the fungistalk where you have hitched your faithful Mule Scorpion Slowdeath, who you quickly learn is absolutely terrified by the young girl's pet necroid wasp. You picked Slowdeath's spot because it had access to a pool, and Mule Scorpion's are semi-aquatic, so you are not thrilled by the prospect of moving him somewhere else. Cra-Crawler, for her part, seems oblivious to your poor beast's distress, and entertains herself reciting morbid poetry to the few males brave enough to call on her.

You decide to let Zit groom you while you consider how you might deal with these issues, at which point you discover the biggest problem of all: the nasty barbed hooks of bronze that replace his claws. The hooks are not retractable, and the barbs are nasty. It is perfectly acceptable, even romantic, gnollish behavior to inflict a few minor injuries to one's partner during grooming or foreplay, but the damage Zit can't help but inflict upon you is far from reasonable; In just the five minutes he spends on your back alone, he cuts you twelve time on accident, and several of the gnashes are rather deep. Unable to take much more, you shoo Zit away before he can move onto more sensitive areas, and call in another male to finish the job.

The substitute, a scrawny specimen with an exaggerated limp, introduces himself as Bloodcoat and does an admirable job finishing up, and even goes through the trouble of licking your wounds clean, while Zit watches on clearly hurt and confused, stareing at his hooks with a forelorn look on his face. Gnolls wear their deformities and quirks with pride, and rarely take it well when such things actually prove a hindrance.

After Bloodcoat finishes, both males depart, leaving you alone with your thoughts. Aside from personnel issues, you have a few more things to ponder. First being your earlier trip to market. Although you had only bought a few stone clubs and bone spear before making a hasty retreat from town, you had encountered several items that might be worth sending back a member of the pack to purchase.

A local scavenger was selling an assortment of metal arrows salvaged from the site of a recent Drowish purge of a gnoll pack at twenty five an opal. A handful of the males in your pack own bows, so it might be worth picking some metal up in case they ever have to shoot at armored foes. A kobold scribe is selling what he claims to be translated copies of a human primer on divine magic for two and a half opals each. A mixed breed huntress is selling a box of kitten sized spiderlings for a single opal; You cannot tell exactly what species they are, but are sure you can figure it out as they age - you do suspect that they will at least triple in size.

Lastly you were approached by an elderly and fairly well off kobold who offered to sell you the deed and map to his old obsidian mining claim near the dwarven border. He states the upper floors of the mine would be a perfect home for a gnoll pack, and that although it was flooded, the bottom floors still had plenty of obsidian left to take. You could either try and drain it to get at the valuable natural glass, or keep it flooded as a breeding ground for amphibious beasts. The Kobold's offer is unique; He will sell the mine for two opals on the condition that you accept him as an honorary pack member and provide food and housing once he becomes too old to work.

Aside from your purchasing decisions, you must also chart out your course moving forward. You have already decided that Camp Decay will be your first stop; You need Gorgtooth's strength and cruelty sooner rather than later. How you will get there is the question. There are two recognized routes from Cimtunnels to Camp Decay. The first and most direct passes through the Redshroom Oven, a portion of cavern where large glowing redstalks suck in moisture and emit heat. The trip will take only three days, but will likely leave your pack thirsty and miserable. Your other option is the barbed wire road, a section of caverns inhabited by primitive animal-men shepherds who don't take kindly to the presence of Gnolls. It is likely, but by no means guaranteed, that you should be able to avoid picking fights with any clan large enough to pose a threat to your pack should you go that route. The journey down the barbed wire road would take your pack four to five days.

Your thoughts are interrupted by a chilling giggle and a soft hand on your shoulder. "Thinking about how we might get to Camp Decay, mum?" You turn to see Cra-Crawler with a twisted grin on her face.

"My beloved and most unholy wasp has just told us a detour we might take, through wild iron canyon. There we will find a highborn elfish bridal party, spending a week at nature's mercy before the wedding as is their custom. They will only have two guards, and the bride herself is a druid about equal to your alpha, but aside from that they are defenseless... I say we go and make sure the nature they are communing with is our stomachs!"

If you decide to take up the crazed prophet's errand, you'd have to double back through the relative safety of Kobold territory for a few days before entering the sparsely populated Iron Canyon, a section of the cavern partially open to the surface. All in all, Cra-Crawler's route would take 10-12 days, plus three if you wish to avoid briefly cutting across a well patrolled goblin trade route.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 02, 2017, 12:58:40 am
Shopping/Town:
I say we take the kobold's offer. It's probably not wise to do before hearing what our gift brothers have set up for us, but a guaranteed frogshark ranch sounds like too good a deal to pass up.

While our runner is back in town arranging this, have him get some sheathes for Zit's claws. Some kind of exceptionally tough leather would be preferable, but something as simple as wet clay or cheap twine to wrap them with might stop him from flaying us every time he combs our hair.

We should probably also buy the spiderlings. Both because getting silk production going could prove handy, and because we want to be a crazy cat murderous abomination lady.

Personnel Concerns:
We should inform Cra-Crawler of her wasp's general incompatability with Slowdeath, and request she try to avoid him for that reason. Hopefully she's not camping there specifically because her wasp likes salivating over our delicious mount.

I say we let Glowshine have one of the mounts, and if she can't make it work in battle let the results speak for themselves. Well, we'll probably have to snarl angrily at her, but we'll have good data.

Route:
I say we take the wasp's advice and ambush the elves. Eating them would be wasteful, though, so I suggest we capture and train them like any other mindless animal.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 02, 2017, 01:18:22 am
Shopping/Town:
I say we take the kobold's offer. It's probably not wise to do before hearing what our gift brothers have set up for us, but a guaranteed frogshark ranch sounds like too good a deal to pass up.

While our runner is back in town arranging this, have him get some sheathes for Zit's claws. Some kind of exceptionally tough leather would be preferable, but something as simple as wet clay or cheap twine to wrap them with might stop him from flaying us every time he combs our hair.

We should probably also buy the spiderlings. Both because getting silk production going could prove handy, and because we want to be a crazy cat murderous abomination lady.

Personnel Concerns:
We should inform Cra-Crawler of her wasp's general incompatability with Slowdeath, and request she try to avoid him for that reason. Hopefully she's not camping there specifically because her wasp likes salivating over our delicious mount.

I say we let Glowshine have one of the mounts, and if she can't make it work in battle let the results speak for themselves. Well, we'll probably have to snarl angrily at her, but we'll have good data.

Route:
I say we take the wasp's advice and ambush the elves. Eating them would be wasteful, though, so I suggest we capture and train them like any other mindless animal.

+1 to all except giving Glowshine a mount. Instead, tell her that we will provide her with the opportunity to prove herself in the upcoming raid. Make it clear that we expect our pack to serve our needs, and that rewards only come with results. Don't be overly harsh, hopefully the point that we arn't a pushover will have been made simply enough.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 02, 2017, 01:37:18 am
Well this is going to be interesting...

I say follow Cra-crawler's route. With semi aquatic mounts you risk losing them through the redstalks. The barbed wire road risks too much overt attention from the shepherds. Echo can scout ahead, test out her wings and perception. Probably better to avoid the elves altogether, if possible. Elvish retribution could mean the deaths of the entire pack. Tell cra-crawler to move her tent over, unless she plans to carry you instead of the scorpion, for being unable to rest with a wasp nearby.
Glowshine can ride the frogsharks part time since she volunteered, on the condition that it is her duty to instruct the males on proper riding techniques, and make sure they're loaded properly on the march. Find some especially savvy individuals for cavalry duty. She can learn to use a spear on a mount, the axe in an emergency. Have glowshine, being savvy with money, and one male to help her, go back to town with one opal and pick up arrows, and meet up with them later. If she complains too much about responsibilities associated with privelages, inform her that she can go back to the kobold village and stay there, or be tied to a tree and abandoned. Accept the kobolds off of the mine. Maybe as a pack member he will have something more to offer. Let the other market offers stand for now.

The males that own bows should help hunt wild animals to maintain rations and keep them in practice. Give Zit more practice with grooming.
Title: Re: (SG) Gnoll Chieftess
Post by: Detoxicated on January 02, 2017, 06:47:47 am
PTW
Finally the Gnolls get the attention they deserve...
Title: Re: (SG) Gnoll Chieftess
Post by: S34N1C on January 02, 2017, 09:36:15 am
Shopping/Town:
I say we take the kobold's offer. It's probably not wise to do before hearing what our gift brothers have set up for us, but a guaranteed frogshark ranch sounds like too good a deal to pass up.

While our runner is back in town arranging this, have him get some sheathes for Zit's claws. Some kind of exceptionally tough leather would be preferable, but something as simple as wet clay or cheap twine to wrap them with might stop him from flaying us every time he combs our hair.

We should probably also buy the spiderlings. Both because getting silk production going could prove handy, and because we want to be a crazy cat murderous abomination lady.

Personnel Concerns:
We should inform Cra-Crawler of her wasp's general incompatability with Slowdeath, and request she try to avoid him for that reason. Hopefully she's not camping there specifically because her wasp likes salivating over our delicious mount.

I say we let Glowshine have one of the mounts, and if she can't make it work in battle let the results speak for themselves. Well, we'll probably have to snarl angrily at her, but we'll have good data.

Route:
I say we take the wasp's advice and ambush the elves. Eating them would be wasteful, though, so I suggest we capture and train them like any other mindless animal.

+1 to all except giving Glowshine a mount. Instead, tell her that we will provide her with the opportunity to prove herself in the upcoming raid. Make it clear that we expect our pack to serve our needs, and that rewards only come with results. Don't be overly harsh, hopefully the point that we arn't a pushover will have been made simply enough.
+1
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 02, 2017, 06:29:43 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You pull both the beta-females causing trouble aside for individual meetings, and each yields a mixed result.

You try to tell Glowshine that she needs to earn the right to a mount in battle, and the vain gnoll takes it poorly. The two of you argue for the better part of a half hour, before you decide to get her out of your hair for a bit and cool down. You tell her to grab a male as an escort, and return to town to do some shopping. She agrees to do this for you, however you are turned down when you offer the drug pusher your supply of opals. Reaching into a fat coinpurse, Glowshine produces a fistfull of large dwarf-minted silver coins, each worth several opal chips. "I spent the last five years earning my keep, so that my next alpha would learn to treat me as the treasure I am!" She boasts before storming off.

Cra-Crawler seems hurt, confused, and embarrased when you explain the situation with Slowdeath to her. "B-but I was only trying to help. My love tells me your ignoble steed needs to be desensitized to his presence... Before its fear of him gets Slowdeath or yourself hurt in battle. B...But of course I'll move. Of course. Having two gods is confusing..."

...

Glowshine returns from her shopping trip with everything you had wanted and then some. The only thing she missing is a good chunk of the spiderlings - only three were left for sale by the time she got back to purchase them. You leave them in the box for now, as it is likely they are already venomous... and far from tame.

The drug pusher also hands you the map and deed to the Kobold's mine, along with a key made from some sort of Chitin that supposedly unlocks the door on the front gate. The map shows the mine is a bit closer to a major dwarven military installation than you would like, but it is far off the major tradepaths, and as such you will almost surely be fine if you refrain from antagonizing the local dwarves too much. The deed is even signed by a dwarven baron, so if you could find away to make peaceful contact and pay some taxes, you might even be able to demand some dwarven protection for your 'mining claim'.

Glowshine's last item for you is a single silk anklet, decorated with troll knucklebones and scrap copper. You can't tell if the beta-female is trying to apologize or show you up by giving you beautiful piece, which is likely worth at least three opals on its own.

Zit is given a large block of wax, of which he can break off and melt down a chunk to dip his hooks in before grooming you. She also purchased a small cask of good vintage kobold sewerbrew, which she claims to be saving for a special occasion, and a set of five good quality weighted silk throwing nets for the pack to deploy in battle.

---

The next few days are easily some of the most fun of your life so far. Traveling as part of a pack is the height of gnollish existence, and being the alpha female only makes it better. Kobold territory is safe and the hunting is easy; Kobolds like having gnolls around as muscle, and finding something to kill is as easy as flagging down a puny dragonkin on the roadside. Most Kobolds know the location of a few beasts that are too big and scary to bring down on their own, and will often sell such prey's location to gnolls in exchange for a small cut of the meat.

The routine is one you are used to. The pack wakes up, eats breakfast, packs their things, and travels together for seven to ten hours. As Slowdeath is large enough to take multiple passengers, you give the others turns in resting their legs and riding with you, which gives you the opportunity to get to know everybody. By the time the pack reaches the entrance to Iron Canyon, you are feeling the sisterly affection that an alpha female should for each of her underlings.

After travel time concludes for the day, the pack spreads out for exactly two hours, hunting and scouting for a place to camp. Everybody then gets back together, and a brief debate is held on where to rest before the pack travels to the chosen spot. After everything is set up, it is time for entertainment. Gnollish entertainment typically starts with some sort of public performance, most frequently the resolution of a grudge or some sexual tension, before moving into some sort of activity the whole pack can participate in. The Wicked Song seems to prefer tug-of-war as their form of group entertainment, which is fine by you because as the largest and strongest gnoll in the pack, your team usually wins.

Entertainment is followed by mealtime and then pre-sleep 'quiet' time for grooming and other individual activities. You usually start your quiet time by receiving and reciprocating an intimate hand grooming job from Zit. Following that you allow the three males clever enough to own combs to each take a turn working on your fur coat. You then lay on some sleeping skins, usually with Zit on your right and another male or two on your left, and listen to the sounds of quiet time. The high pitched laugh of amused gnolls, crass jokes and boasts of your bedmates, notes of various cheap string and wind instruments, and moans of any beta-females who did not already get some action during the day's entertainment serenade you to sleep.

---

You make it to Iron Canyon junction, a small Kobold village that provides housing and care for friendly caravans and gnoll packs, after three and a half days of this routine, and you give the pack the afternoon to enjoy the town. From here, you will spend six or seven days traveling the floor of Iron Canyon, and will, according to Cra-Crawler, encounter the elves on the second or third day. You will then take the third exit tunnel into the Iron Wastes.

Deciding to take the opportunity to try and make some money, you spend the afternoon trolling the inns in search of Kobolds heading your way who might be willing to pay for an escort. The results, although somewhat disappointing, are far from a complete failure.

A group of five goblin cultists returning home from a pilgrimage would much appreciate your protection, but lack the funds to pay for it. In lieu of payment, they offer to help you safely navigate the brief stretch of goblin controled tunnels that you would have to either cross or spend several days getting around. Without mentioning the elves, you ask them about connections to the various goblin slave markets, and find out, like most of their kind, they have some. If Cra-Crawler's prophecy is correct, you might be able to use the cultists as middlemen to sell your captives.

The next party is a small caravan run by a Kobold preacher and medic by the name of Rickshaw that is traveling the length of the canyon and up the far ramp to trade with the surface kobolds. You find him chatting up Glowshine, who as it turns out is an old friend of his, at a tavern. Since your pack would not be able to travel the whole way with him, Rickshaw is not willing to offer payment in cash, but he will provide daily booze rations for as long as your pack is with him. He also might be useful to have around in case somebody gets hurt fighting the elves.

The last potential clients are a group of mixed race bandits from Camp Decay who would be willing to pay you four dwarven silver or ten opals in exchange for protection on the road home. The bandits, although paying customers who might have contacts at your mutual destination, will not be ready to leave for another four or five days, so if you want the elves and the paid job, you would have to go in to catch the treehuggers before doubling back for your clients.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 02, 2017, 10:28:31 pm
Hrm, maybe we should acclimate Slowdeath to Cra-crawler's wasp after all. Tell her to start camping at the edge of where he's comfortable with it, gradually shifting in as that range gets smaller. Maybe we should have sessions where we introduce the two while we're there to reassure Slowdeath that it's not going to hurt him.

I like Glowshine's initiative. Those nets will come in real handy.


Escorting the cultists sounds like a good idea. It doesn't really cost us anything, at least until they get into a religious argument with Cra-crawler over the One And/Or Two True Gods, and helps smooth over a possible rough patch in our route. I'd rather keep the elves as status symbols, but selling them would be more practical, and getting some contact with goblins might be good for work in any case.

Rickshaw similarly has no real downsides to taking along with us. Free booze! And more religious discussion.

The bandits are the only real decision point. I don't think we're in any particular hurry, so I'm fine with doubling back for them, but I could see the argument to just get on with it. Also, our other escort options might object to waiting or doubling back with us, but they offer relatively slight benefits in comparison.
Title: Re: (SG) Gnoll Chieftess
Post by: Whisperling on January 02, 2017, 11:42:30 pm
PTW.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 03, 2017, 03:21:40 am
Hrm, maybe we should acclimate Slowdeath to Cra-crawler's wasp after all. Tell her to start camping at the edge of where he's comfortable with it, gradually shifting in as that range gets smaller. Maybe we should have sessions where we introduce the two while we're there to reassure Slowdeath that it's not going to hurt him.

+1. Praise Cra-crawler's thinking. But suggest that we can avoid such confusion in the future by being clear with ones intentions. Hopefully this will not only smooth over any hurt feelings, but also encourage the flow of information. It's better to be in touch with everything going on in our pack, and with our pack's still relatively small size we will hopefully manage to do that relatively well.

Escorting the cultists sounds like a good idea. It doesn't really cost us anything, at least until they get into a religious argument with Cra-crawler over the One And/Or Two True Gods, and helps smooth over a possible rough patch in our route. I'd rather keep the elves as status symbols, but selling them would be more practical, and getting some contact with goblins might be good for work in any case.

Rickshaw similarly has no real downsides to taking along with us. Free booze! And more religious discussion.

The bandits are the only real decision point. I don't think we're in any particular hurry, so I'm fine with doubling back for them, but I could see the argument to just get on with it. Also, our other escort options might object to waiting or doubling back with us, but they offer relatively slight benefits in comparison.

I'll +1 escorting the cultists, and Rickshaw if it's not an either/or situation, but with preference for the cultists. I'm not feeling the bandits, i don't think we should hang around other predators just now, not while they might ruin our plans and damage our still burgeoning pack.

Meanwhile, Glowshine has done well. I feel like we should indicate that despite our prior argument, we approve. At least in some small way. Perhaps we can quietly provide her with the choice cut of meat for a meal for example.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 03, 2017, 02:44:14 pm
Hrm, maybe we should acclimate Slowdeath to Cra-crawler's wasp after all. Tell her to start camping at the edge of where he's comfortable with it, gradually shifting in as that range gets smaller. Maybe we should have sessions where we introduce the two while we're there to reassure Slowdeath that it's not going to hurt him.

+1. Praise Cra-crawler's thinking. But suggest that we can avoid such confusion in the future by being clear with ones intentions. Hopefully this will not only smooth over any hurt feelings, but also encourage the flow of information. It's better to be in touch with everything going on in our pack, and with our pack's still relatively small size we will hopefully manage to do that relatively well.

Escorting the cultists sounds like a good idea. It doesn't really cost us anything, at least until they get into a religious argument with Cra-crawler over the One And/Or Two True Gods, and helps smooth over a possible rough patch in our route. I'd rather keep the elves as status symbols, but selling them would be more practical, and getting some contact with goblins might be good for work in any case.

Rickshaw similarly has no real downsides to taking along with us. Free booze! And more religious discussion.

The bandits are the only real decision point. I don't think we're in any particular hurry, so I'm fine with doubling back for them, but I could see the argument to just get on with it. Also, our other escort options might object to waiting or doubling back with us, but they offer relatively slight benefits in comparison.

I'll +1 escorting the cultists, and Rickshaw if it's not an either/or situation, but with preference for the cultists. I'm not feeling the bandits, i don't think we should hang around other predators just now, not while they might ruin our plans and damage our still burgeoning pack.

Meanwhile, Glowshine has done well. I feel like we should indicate that despite our prior argument, we approve. At least in some small way. Perhaps we can quietly provide her with the choice cut of meat for a meal for example.

All good ideas here.

Best to let the bandits know we'll be leaving now, though.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 03, 2017, 10:52:49 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You inform the bandits that you cannot afford to wait on them, and alert both the Cultists and Rickshaw's caravan to the fact that you will be departing as soon as you rest your pack. Then you track down Cra-Crawler for discussion. You explain to the younger female how she might slowly aclimate Slowdeath to the wasp's presence by camping right on the edge of the scorpion's comfort zone and moving in just a bit every night. You also request that she communicate her intentions with you in the future, to which she hesitates a bit before agreeing.

Thinking about it, it dawns on you that Cra-Crawler is actually a very poor conversationalist. You can't recall a single incident, over the few days you have known her, in which she spoke to anybody other than yourself in a manner that wasn't morbid poetry or some sort of spiritual sermon. Even when she talks to you normally, her words feel forced, and are often marred by a stutter. You have even seen her attempt to carry out orders on her own that most beta-females would have delegated. In spite of Cra-Crawler's assurances then, you are far from convinced that she will always tell you what she is planning before she acts.

---

After giving your charges a good ten hours to get ready and your pack the same to rest up, the group departs the town and enters Iron Canyon, a wide and tall tunnel partially open to the sky. The place is sparsely populated; Several human towns dot the ridges above, and although the residents rarely venture down to disturb the citizens of the darklands, and warn outsiders to travel to the floor at their own risk, the humans will eventually deploy their guard to run off any large group from below that tries to make the canyon their home. Although most of your pack and all of your other charges have been through the canyon before, a handful of male gnolls stop and stare in awe when you reach the first gap in the ceiling - their first ever encounter with sunlight.

You have fun observing how your pack interacts with the others as you travel. Rickshaw's group consists of four other Kobolds, a one armed orc, a female gnoll too old to breed, and two massive humanoids, likely mixes between various civilized beings and some of the larger troll species, who serve as glorified pack animals. The Orc, a younger specimen about your size, walks among your pack and makes conversation with the handful of males that speak its language. You haven't the faintest idea what they are talking about, but everybody seems amused by the conversation, and you are happy that you have some budding orcish translators at your disposal. The old female gnoll travels and converses with echo; It seems the two were once part of the same pack, and that your half-breed beta-female vaguely remembers her elder. They trade stories, mostly about their old alpha-male named Screamer who apparently had a penchant for childish pranks.

The pilgrims, as you had sort of expected, quickly find themselves in a heated religious debate with Cra-Crawler. The strange young gnoll finds herself verbally outmatched and flustered, but just as you begin to consider stepping in, she snaps, lashing out at them in some strange language that is completely alien to you. The pilgrims fall silent for a spell, and when they speak again it is in the same tounge. Although you can't make it out, their tone is clearly both deferential and apologetic. Cra-Crawler spends the rest of the day speaking with the goblins in the strange language, which she is clearly far more comfortable speaking than she is gnollish, and the pilgrims listen to her intently. Rickshaw, who is riding atop Slowdeath with you and Glowshine, reckons the tongue used is Seraphic, spoken by the gods of the human pantheon, some of the more sinister members of which are also worshiped by goblinkind, and their servants.

Glowshine and Rickshaw ride with you for the whole journey, and you spend a good chunk of it grooming the former as she holds the reins. It is a biological fact that Glowshine is no threat to your authority, so you see no issue in occasionally showing submissive behavior towards her to reward her intelligence and feed her massive ego. She is more wealthy than you are, so aside from the Frogshark, the only thing you have of value to her is your praise, which you can tell she desperately craves. As the day progresses, Glowshine opens up to you, and between her and Rickshaw you learn her life story.

On the day Glowshine and her three female littermates were deemed unworthy to be reared as an alpha, her pack was escorting a Kobold Caravan lead by Rickshaw's father, who spared the girlchilds the death that usually awaits unworthy females by buying them from the pack. Daddy Rickshaw's plan was to sell the three gnolls to goblin slavers, and while this panned out for her sisters, Glowshine was too puny for his buyers, so he kept her as an apprentice. Glowshine spent seven years with Rickshaw's business, learning to handle money and make drugs, before joining her first pack.

Pack life proved miserable for a runt like Glowshine, who was constantly picked on by her fellow females on account of her size, and physically and sexually assaulted by the males as she was the rare female small enough to push around. After several months of this she discovered she was pregnant, and slipped away so as to spare her litter the same fate, vowing to never again be part of a pack until she could make herself so valuable that everybody from the alpha on down would treasure her.

That was eleven years ago. Since then she has run and work for several caravans, including Rickshaw's, taught herself nearly everything there is to known about the kobold arts of pharmacy, spent three years working as a goblin slave driver to toughen herself up and the basics of almost every civilized language, built herself a small fortune, and trained intensely with a lethal steel axe to make up for her small size. She had felt that she was ready to give pack life a try for about a year now, but had been rejected by four alpha females before you came along. She tells you that she wants nothing more than to prove the alpha's who abused and rejected her wrong by making your pack mightier than theirs.

Glowshine reveals that her four surviving children, as well as much of her wealth, are tied up working for the various Kobold caravans she invests in. She suggests that she would like to keep her sons employed in the trade to maintain her contacts, but would be honored if you accepted her daughters once the pack was big enough to support more females. Rickshaw jokingly begs you to take her sons as well, as one of them works for a competing medical supply caravan.

---

After traveling for the day is complete and camp is set up, entertainment begins. Today's exhibition is a traditional clawboxing match between two males, Dingo and Bone-Saw-Saw. From what you understand the pair are fierce rivals who share the same mother but are not of the same litter. You are not expecting much of a fight, as although Bone-Saw-Saw is a healthy and good sized gnoll, Dingo is the third largest member of the pack (behind only yourself and Zit), and built like a well chiseled dwarven statue.

As expected, Dingo dominates his brother, landing punch after punch and knocking Bone-Saw-Saw down within the first two minutes. To your surprise, however, the smaller gnoll is quick to get back on his feet and resume the fight, hurling vicious insults at his brother. This happens again, and again. For the better part of an hour, Bone-Saw-Saw eats punches and slashes, all the while talking trash as if he was the one winning. Eventually Zit has jump in and break the fight up, declaring Dingo the winner over Bone-Saw-Saw's protests. You can't recall ever watching a clawboxing match that was either longer or more onesided.

The fallout quickly turns into a headache for you. Bone-Saw-Saw is clearly woozy, or in possession of a 'boxers high' in Doc Rickshaw's words. It is unlikely he will be anything more than a liability during the upcoming elf hunt in his condition, but telling such a clearly prideful gnoll he can't fight would clearly be a grievous insult.

Your beta-females then proceed to step in and further complicate things. The sweet and kindly Echo hovers over the defeated Bone-Saw-Saw, licking clean his wounds and whispering words of encouragement in his ear. He whispers something back that makes her blush, and then rise to declare that "I have decided that I would like my first litter to have the iron will and tongue of brave Bone-Saw-Saw. Until he gets me pregnant, no other male shall enter me!"

This in turn inspires the vain Glowshine to step up and triumphantly raise Dingo's arm. "Dingo is the victor here, and deserves a superior prize to that which his brother won. My offspring shall be WINNERS, so until I next fall pregnant the most treasured parts of my perfectly hideous body will by Dingo's and Dingo's alone."

On the surface, neither Glowshine nor Echo has done anything too unusual. A female has every right to pick the father of her next litter so long as at least one beta-female in the pack remains open to all comers, and as she is the youngest beta female, it is more than acceptable for the others to leave Cra-Crawler bearing the brunt without first consulting her. Cra-Crawler, however, is only ever taken by a handful of the bravest males, as she insists on including her deadly wasp in all aspects of sex and courtship. You can see this arrangement leaving most of the pack high and dry, which would render the left out males rowdy and frustrated. You see a look of glee spread across Cra-Crawler's face, (she clearly dosn't mind the prospect of more playmates), and panic across those of some of the males as others begin to put two and two together. You even catch Glowshine briefly wince, as if she has just realized what she has done, but you know she is too proud and Dingo too scary for her to take it back.

Bone-Saw-Saw breaks the tension by staggering to his feet, spitting some blood from his mouth, fetching a length of rope, and woozily proposing a game of tug-o-war to celebrate his and his brother's good fortune.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 03, 2017, 11:42:32 pm
Who knew managing a pack of depraved cannibals would be such a headache...

Also I did not realize male gnolls were so tiny. Fear the wrath of our mighty dogelings!

Bone-Saw-Saw is shaping up to be our finest meatshield. This pleases me.


So... first things first, tug-of-war! Yaaaaaaaaaaay!

...then we figure out how to get our pack some action. Um. Maybe consider if non-gnoll females will suffice, and if so check if any members of the trader's caravan or cultist pack are willing to serve as rather high-volume whores?

Otherwise our only option may be to acclimate the rest of our pack to that damned wasp.

Speaking of which, we should check on whether it's possible for that thing to communicate with us directly. I assume not, but it's probably more eloquent and proactive than her.

On the bright side, now we have an easy out for keeping Bone-Saw-Saw away from the elf hunt- he has to stay behind and protect Echo and the rest of our squishies!
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 04, 2017, 01:11:04 am
Eh, time to give a primer on Gnollish Biology:

Gnollish growth is directly tied to nursing. A gnoll will reach a minimum 'adult size' (about 3.2-3.9 ft) and develop basic language and social skills at around six or seven months of age. Once a gnoll reaches this point, it can either be weaned to trigger a brief adolescence of fast mental development followed by puberty, or kept at the teat for further growth. Further growth depends on the potency of the mother's milk, which in turn largely depends on how long the mother was nursed as a child, but is typically a game of diminishing returns. The average beta-female can nurse up her young to one and a half times their 'adult size' in about four years. In most packs, social norms dictate that children reared by beta-females are allotted a maximum height, usually set at three inches shorter than the alpha.

The milk of an alpha female is a special case. When a gnollish girlchild reaches adult size, the alpha female will judge it and decide to kill it on the spot, nurse it as an alpha, or postpone such judgement till a later date. Over the course of about a decade, an alpha female can raise a young gnoll who has reached adult size to 1.3-2 times the size it was at the time she started nursing it over the course of about a decade. Clever alpha females let the gnolls they wish to nurse themselves grow as large as possible off their mother's milk before putting it on their own teat, but even impatient alphas usually start with an adopted child somewhat bigger than 'adult size' as between deciding to nurse a child and actually nursing it they must first deliver a litter of their own, which takes three and a half months minimum.

Gnoll size then reflects upon the quality of the pack. If a pack is well enough off to afford taking care of nursing mothers for a few years, they will output larger males, and if times are desperate, they will rush their children through puberty to obtain more able bodied pack members as soon as possible. The size of females varries far more than the size of males; The alpha female may decide a girlchild is unworthy of further nursing at any time, and can wean it to trigger puberty. A girlchild only becomes an alpha female when she reaches puberty while still nursing on an alpha's teat, which can take between eight and thirteen years depending on the nurse and nursee.

Even small gnolls are dangerous; The rule of thumb is that a well trained non-alpha gnoll can use its agility, endurance, ferocity, and natural weapons to fight with the effectiveness of a human, halfling, or dwarf six inches taller than it. Truly monstrous sized gnolls exist, the product of a child being nursed for decades off multiple alpha females. This can happen naturally, usually in a pack where the alpha has a gift sister who has nursed long enough to function as an alpha herself, but is far more common among gnolls held captive by various wizards or goblin slaveholders.

Almost all gnollish reproduction is tied to the pack. Beta-females are the only gnolls typically ready to mate at any given time. Males require the presence of an alpha female to become interested, and alpha females require the presence of a girlchild who has reached adult size but not yet reached puberty. Beta females living away from the pack can yield half-breeds, usually with goblins. Male gnollblins are almost indistinguishable from regular goblins, while females can pass for normal gnolls with a thinner layer of fur. Gnolls can also interbreed with hyenas, creating the infamous 'Gnollish Worg', a quadabedial creature larger than a horse, smarter than a human, and more magically potent than an elf. For obvious reasons the 'civilized folk' have long since hunted all subterranian hyena species to extinction.

Title: Re: (SG) Gnoll Chieftess
Post by: Urist Mc Dwarf on January 04, 2017, 04:32:21 pm
Tell Bone Saw-Saw that we need him for a special mission for the upcoming fight. This mission should be safe and sneaky.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 05, 2017, 06:57:27 pm
(Sorry there was no update yesterday. There wont be a full one tonight either. Tomorrow I intend to get through the elf raid, so here is a mini-update to help you plan for that.)

After playing the first round, you sit out the rest of the pack tug-o-war session to contemplate the elves. If Cra-Crawler speaks the truth, you will encounter the elves tomorrow or the following day. You have hedged your bets and not told any of the others, in case the young prophet is full of shit and so as not to spook any of your guests with the prospect of a fight. If all goes well, this is how you envision it going down...

You have timed the next to travel days to largely coincide with night on the surface. As you approach, your pack will begin to notice the scents and tracks of elves. You, Glowshine, Zit, or one of the better educated males will then suggest that it is likely a bridal party: easy pickings. After easing any concerns of the merchants and pilgrims, the pack will move as one and hopefully both find and encircle the elfish camp. By attacking at night, you have a chance of catching them asleep, but yout can't count on that; Gnolls packs on the hunt are often noisy (your kind prefers to wear down prey through intimidation and an extended chase), and you doubt your males have the discipline or you the experience in military command to change that.

Once the raid begins it will be imperative to find and eliminate the bride, a practicing druid who would be both the biggest threat on the field and far too dangerous to keep as a prisoner. Once she has been dealt with, assuming the guards only carry traditional elfish wooden arms, the rest of the fight should be trivial, especially if you intend to take the elves as dead meat. Slowdeath alone should be able shrug off wooden weapons and tear apart any number of elves. If you want them alive, and they choose not to surrender, you will need some sort of plan to subdue them. You have the weighted nets that Glowshine purchased, but those are only good for five elves max and could be thwarted if any are carrying a knife. Slowdeath is smart enough to fight in a non-lethal fashion, and is quite proficient at crushing limbs with his pincers if you are willing to haul crippled elves.

Zit will also be at an advantage if you give the order to take the prey alive, as your alpha-male has sworn a druidic oath to only ever cast with the intent to kill. You have seen a few demonstrations of his magic against animal prey; His preferred spell causes a fit of coughing so intense that the victim typically hacks up their own lungs, and he claims to have a few other tricks as well. Without magic, Zit would be fighting with a wood staff, and his intimidating barbed claw-hooks, which you know from experience can get stuck in a victim and as such may prove a liability when engaging multiple foes.

If you want to bring the Frogsharks, you will either need to commit to a lethal fighting style or provide riders to control them; The beasts will simpily try to gorge themselves of elf if left to their own devices. You have five pack members light enough to ride the beasts without hindering their impressive mobility to consider, and giving any one of them a frogshark without specificly saying beforehand that it is just for this specific hunt would be a pretty big deal for that individual.

Glowshine of course wants badly to ride one of the beasts, although her weapon of choice is ill fit for the job.

Echo, although freakishly tall for a frogshark rider, has a lightweight body made for flight, and likely wouldn't encumber the beast. Again, however, her chosen weapon, a machete, is not terribly well suited for a mounted soldier, and she might be of more use to you in the air... or on the backlines giving Bone-Saw-Saw a reason to stay out of things.

There are three smaller males in the pack that you find to be particularly well suited as riders. Rotbreath owns a high quality copper-headed bone spear of orcish construction. Two-Fangs-Missing owns a lesser wooden spear, but spent some time in the pack of The Alpha Trumpet, and has riding experience. Bloodcoat only owns a simple rock blade, but has proven to be highly intelligent, savagely opprotunistic, and deeply devoted to you; He also has a gimpy leg that could render him a liability if left on foot.

Once your pack picks up the trail, things will likely move quick, so you best plan ahead as much as possible now.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 06, 2017, 12:38:09 am
Move ahead with the plan. Let Echo scout ahead when you come upon the scent of the elves, and report exactly where they are. Remind her to take it slow and cautious, hide herself, and note any activity, where the guards are if she can see them, or likely hiding spots they may be using. Ask her to note any escape route you'd need to cover, or use, or a path around the party without disturbing them.

See if glowshine can make any toxins that would disable without killing. Don't hint at why, but ask her to have some on hand "just in case you feel like taking something alive." If she can, and the time comes, then the males with bows can dip their arrows in this toxin, and perhaps the wound from the arrow will be the only one they need receive.

Ask cra-crawler if the wasp has given her any new information.
Title: Re: (SG) Gnoll Chieftess
Post by: TheBiggerFish on January 06, 2017, 01:30:39 am
PTW.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 06, 2017, 08:58:44 am
Damn it, I wanted that druid.

I'm wary of letting Echo scout ahead, since it's an added risk for little gain. The one exception would be escape routes, and even that's more because we need a place to dump our cripples. Bone-Saw-Saw and Bloodcoat can be on interception duty.

Otherwise, we and Zit can ride Slowdeath into battle, plowing through any elves in our way and trying to head for whoever looks most like a druid. Zit alone is supposedly roughly even with the target, so with us and Slowdeath involved it shouldn't be difficult.

For taking them alive... not sure. Nets, obviously, maybe Glowshine's poison as suggested... otherwise, just wrestle them to the ground? We could bring the frogsharks in to help pin them down if necessary. Temporary riders only, methinks.

Another point of note: We should keep an eye out for any potential mental/morale effects on the elves. It could be worth it if letting the druid limp off will get the guards to surrender, or taking the groom hostage will get the druid to stop fighting, or something like that.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 07, 2017, 04:39:20 am
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

'Quiet Time' begins following tug-o-war, and you manage to pull Glowshine aside before she the opportunity to invite Dingo to her sleeping skins. You inquire if she can make a drug that can disable but not kill and can be used to coat weapons and ammo. She considers the question silently before a moment before promising to get back to you and scampering off to Doc Rickshaw's camp.

You next check in with Cra-Crawler, and ask if there have been any further revelations regarding the elf hunt. She nods shyly and answers. "Y-yes, yes your awesomeness. Once we pick up their trail, you should take Glowshine's advice. Her ambition will yield the greatest possible results in this enterprise."

Nodding, you pause to consider her words, and figure that if Cra-Crawler is right about finding the elves, that you shall trust her to be right about catching them.

Returing to you sleeping skin, you instruct Zit to heat up some wax to coat his barbed hook-claws so that he may safely groom you. While you wait, Glowshine scurries in to report on the drug you requested. "I have almost everything needed to make what you request, but after checking in with Rickshaw and some of the males who know the herbs, bugs, and fungi of Iron Canyon, it seems my best option is to buy what else I need at Camp Decay. Once I have the ingredients, we will need to find a place to settle down for a bit, as the formula needs to cook continuously for several days. I wouldn't recommend lingering at Camp Decay though... There will likely be other gnoll packs around looking for work, which potentially means more extablished alpha females to steal our males, and the presence of girlchilds to draw you into heat prematurely."

You thank Glowshine, and wish her and Dingo only the most perverse pleasure before sending her on her way so that you might settle into your evening routine.

---

Bone-Saw-Saw and Echo ride with you today. You want them on hand to receive your specific instructions should the pack encounter signs of elves. You listen in on your passengers, and it is clear why Echo's alpha gave up on nursing her; The poor girl has fallen head over heels into the trap of romantic love, a condition undesirable for any Gnollish female and especially an Alpha. You can't entirely blame her; Bone-Saw-Saw's face is a heartmeltingly hideous mess following last night's fight, but Echo seems just as existed about the prospect of caring for his injuries as she is about the aesthetic enhancements they afford her new mate. Although such devotion to a male is more than strange, her nurturing attitude at least affords you confidence that she will make a great mother - so long as she is preventing from coddling her litter too much.

Echo questions her mate about his background and life story, and manages to draw a somewhat coherent narrative from him. He was born to a particularly fertile mother who was still nursing her previous litter, including Dingo, to adult size. Forced to compete with much larger siblings for a very limited supply of milk, Bone-Saw-Saw was the only member of his litter to survive infancy. Shortly after Bone-Saw-Saw reached adult size, the alpha of his pack declared a female of Dingo's litter as worthy of your nursing as a future alpha. This earned Dingo's entire litter preferential treatment, and Bone-Saw-Saw, who nursed the same teat, benefited as well.

Numbering six in total, plus Bone-Saw-Saw, the members of Dingo's litter were groomed as the personal lackeys of the pack's alpha male, and accompanied him into battle. One fateful day, his pack aligned with several others to attempt to attack the den of a far more powerful alpha female, but was thwarted in battle, hunted, and destroyed by victor. Of the siblings, only Bone-Saw-Saw and Dingo survived the destruction of their pack, and have since been inseparable friends and fiery rivals, cooperating and competing to define and carry on the legacy of their mother's bloodline.

Bone-Saw-Saw is oddly vague about the identity of the pack he was born into, as well as the circumstances of its destruction, but perhaps because of the concussion he lets just enough information slip for you to make the following disturbing inference: The pack that raised the brothers was one of the three that tried to attack Mastiff Nest, the massive anthill where The Alpha Trumpet's pack made their den. The battle of Mastiff Nest took place in your second year on The Alpha Trumpet's teat, and resulted in the deaths of your natural mother and siblings before the invaders were repelled. After ensuring her den was secure and properly burying her dead in the stomachs of the survivors, The Alpha Trumpet hunted down and destroyed the packs who wronged her without mercy. You traveled with the hunters so as not to be separated from the milk of your Alpha, and were even allowed to strike finishing blows on several occasions.

The Alpha Trumpet later told you that she chose to dole out such harsh justice so that your eventual reign as pack chieftess would not be tainted by a thirst for revenge. "A good pack is lead on whim and instinct," she implored you, "never emotions or grudges. Prey should be chosen by present circumstances, never by past."

These thought and memories sour your mood, and a lack of elf signs does nothing to settle it by the time camp is set up. For the day's entertainment, the four Goblin missionaries try to pressure Cra-Crawler into giving a sermon by telling everybody that in Goblin Country she is considered a child prodigy in the fields of oration and theology. Cra-Crawler refuses the call, however, by saying that her audience is primarily gnolls, and that she doesn't feel her grasp of the gnollish language is solid enough for casual conversation, much less public speaking. Instead, Bone-Saw-Saw and Dingo compete once more, to see who can please their new mate the most times in a half hour. Bone-Saw-Saw wins this time, having the distinct advantage of a younger and more energetic partner.

You know Cra-Crawler, although shy and awkward, speaks very well, even poetically, and that her only real verbal fault is a stutter. You wonder what sort of upbringing she might have had if Gnollish isn't her first language, and how high her personal standards might be if she considers her ability to talk to her own race subpar.

It takes an extended grooming effort on the part of several males to silence the thoughts of the day long enough for you to fall asleep.

---

The following day, the pack starts picking up elf signs in the second hour of travel. Cra-Crawler soon repeats her prophecy that the elves are a bridal party, defenseless save for two guards and a Druid. Her word is enough to convince the pilgrims that hunting the elves is a good idea, but Rickshaw seems less than sure, especially when you propose the dangerous business of trying to take them alive. This is when Glowshine chimes in with a suggestion.

"Give me two males for protection, venerable Vennomclaw, and five hours. I know this canyon. The elves will be camped at a spot called the Ferrous Falls about an hour ahead. I will approach them as a humble traveler, and when I learn they are a bridal party, I shall join the celebration by handing the elves drugs to hinder their judgement and fighting ability, and lure them into swimming in the pool beneath the falls. If you time your approach then, the prey will be both hindered by my gifts, and completely at the mercy of your aquatic beasts."

Rickshaw likes the idea, so much so that he offers Glowshine a bottle of Steel Cobra venom, said to hinder druidism, to mix into her batch of drugs. You, keeping Cra-Crawler's prophecy in mind, agree to the plan as well. You give her your two largest non-alpha males, which includes her mate Dingo, and send Glowshine on her way, agreeing to follow in five hours.

The wait is excruciating. Tensions are high, and many worry about Glowshine. Cra-Crawler dosn't help things when she publicly refuses to guarantee the smaller female's survival, and only states that her going 'is for the better'.

The one-armed orc who travels with Rickshaw reveals herself to be female, and noting that your pack seems frustrated and pent up, spends the time selling herself for what few opal-chips exist among the males of your pack. This inspires envy and further frustration, to the point where Zit decides to shut the enterprise down for fear of a gang rape on the prostitute and/or her clients.

You have to position your beasts between the pack and Rickshaw, who refuses to distribute alcohol as he dose not want his protection blundering drunk into a fight.

Eventually the time passes, and the group marches, tensions still high. 30 minutes out from your destination, you deploy Echo to scout ahead, and leave the pilgrims and merchants behind, 'guarded' by Bone-Saw-Saw and Bloodcoat. Fifteen minutes out, Echo returns to the group, and reports that pretty much everybody is either in or immediately around the pool. With the water in play, you put Rotbreath and Two-Fangs-Missing on the frogsharks, warning that this is only a temporary honor, and that there will be hell to pay if they let their mounts needlessly taste elf meat.

Your pack surrounds the pool before the drugged elves can figure out what is going on. When they do figure things out, one of them grabs tiny Glowshine, who seems to have used the drugs herself, and threatens to drown her. You respond by riding Slowdeath into the pool. The Titanic Mule Scorpion is a halfbreed, created by crossing a fully aquatic arachnid known to gnollkind as the 'Cavern Whale' with the cat sized yet borderline sentient Sorcerer's Scorpion. On land, Slowdeath is a lumbering giant, useful more for caring capacity and killing potential than speed, but in the water, your prized pet is the functional equivalent of a large, armored, and venomous shark that happens to consider you its mother.

Spurred on by only a few basic commands from its master, the clever bug charges the elf holding your underling, latches a pincher around Glowshine with the utmost care, and easily prys the small gnoll from her captor. You and your mount then circle the pool, feinting charges at various elves. The Frogshark riders join you, while those on the ground threaten all who try to flee the water with weapons drawn. After several minutes of this, the prey surrenders.

As they leave the pool with their hands above their heads, you line them up against a natural rock wall and take a head count. Eight female elves, one male elf, and one male dwarf. You figure the latter two must be guards. Glowshine and Great-Bruise, your third largest male, are accounted for, but Dingo is nowhere to be seen. Glowshine explains that she noticed the bride had looked curious, so she gave her mate permission to seduce the elf, and the pair had wandered up the canyon thirty minutes ago. Glowshine points the way, you nod, and Zit follows after them with a few males in tow. Echo is sent to give the all clear to the merchants and pilgrims.

Once they leave, things quickly get interesting as the dwarf works up his courage, breaks from the wall, dodges a few arrows fired by your pack, grabs a steel sword from the ground, and charges you and Slowdeath. The dwarf manages to bury his blade into your mount's head, and the scorpion lets out a bloodcurling scream of agony. You panic for a second, as blows to the head are seldom good and you couldn't see exactly where it landed from your position perched atop the victim. Your fear largely dissapates when your beloved pet responds by pinning his attacker down with his pinchers and killing the naked dwarf by shoving a stinger the size of a pike-head into his brain stem.

Those assembled fall quiet as you climb down and inspect the damage. The sword has pinned Slowdeath's right upper mouthpart to his face. The injury will likely hinder your steed's eating speed, cause it terrible pain, and could become infected, but Slowdeath's life is in no immediate danger. Your old friend wines for your help, but all you can do is console it; You know well enough that impaled objects should be left to more talented medics than yourself. You hope Rickshaw is not too cowardly to try and work on a set of jaws about as big as he is.

While you deal with your animal, you send a few gnolls to where the elves had set up their tents. They report back that the elves keep five Pegasus and two unicorn. Although valuable and highly useful creatures, you know that surface grazers cannot survive underground for long, so they will likely best serve your pack as meat. Glowshine suggests that you could try to sell them to Rickshaw, who is heading to conduct business on the surface, but tempers you expectations by stating that he likely couldn't afford even one of the animals at their true price, and might not be willing to assume their value in debt either.

Likewise you must ponder the fate of the elves. There are ten of them, more than half the amount of Gnolls in your pack. You doubt it will be long before escape attempts and other hijinx begin with that ratio of prisoner to guard. Killing some now would further anger the rest, but you don't feel entirely safe keeping this many around.

As you are pondering this, Zit's party returns with Dingo and a kicking, screaming bride. She is easily the most dangerous and valuable thing procured. Druidic magic varies wildly from caster to caster, so there is no real way to anticipate how she might do your pack harm while held captive.

Zit start organizing the other males to take turns raiding the camp area, while the rest guard the prisoners by the pool. It is custom that the males get first dibs on all non-meat loot, a good chunk of which will eventually be given to you and the other females in the form of gifts and tribute.

A fight breaks out over the steel armor belonging to the dwarf who hurt Slowdeath, which he had apparently taken off to go swimming. Great Bruise and Dingo are both about the right size. Great Bruise claims he should get it as it fits him better, while Dingo claims it on the grounds that he is bigger than Great Bruise, and that he needs it to better carry out his important duty of protecting Glowshine. If neither you nor Zit step in, the matter will likely be decided during entertainment time at some point in the near future. The wood armor of the elf guard is too tall and narrow to be a good fit for anybody in the pack.

You decide to call it a day here. The elves have already kindly set up food and tents for you pack, and you are sure the merchants and pilgrims will have plenty of ideas for your find, if you don't have proposals for them first. After celebrating the successful hunt, however, it might be wise to drive your pack to travel longer than normal each day. Doing so would give the gnolls, who tend to have better endurance than elves, further advantage over their prisoners, and the thought of loitering too long in a canyon overlooked by civilized surface villages while keeping civilized surface prisoners seems a bit dangerous.
Title: Re: (SG) Gnoll Chieftess
Post by: escaped lurker on January 07, 2017, 06:05:07 am
Entice Rickshaw to do his best work on Slowdeath, by giving him one of the unicorns as-is (after some haggling over it. not like a merchant like him, isn't going to think of this by himself)
Our prized mount, is a great asset. We will have more use of it being healed by expert hands, than some dead horse-meat (nourishing though it might be, considering their magical nature).

We should give respect where it is due - to Cra-Crawlers ability, and Glowshines capability
I'm not quite sure about the "how" though.
Cra-Crawler, was pleased by the whole partnering-up thing of the other two beta-females. Maybe we can entice the currently still wavering menfolk into a dare, if we observe the act while nearby (as reassurance against the wasp) and spurr them on? We might want some more of a connection to the wasp-thingy anyways. Killing two and a half birds with one stone.
Glowshine, we already had promised to let her take a shot on one of the mounts. I don't think we should promise her the ride just yet either. Maybe us having a spar with her, while she is mounted, as to pre-determine the result? (But if it fails, we have an even bigger problem on our hands rewarding her). I'd preferably just tell her - in a suitable tone, considering our standing - that we start to like her jib, and that she might expect something good if she wishes for something (which is not one of the mounts)

About the prisoners
Ask Glowshine to make a knock-out drug for the druid, and or a magic power inhibiting one. We needn't care much about her long-term health either, unless it would break a possible deal with the gobs. Should the goblins not want her either way, or the former options not be viable, well. Let's just eat her - she's not worth the threat she could pose.
For the other prisoners, let's take the added precaution of drawing their blood - not enough to kill them, but not far from it either. If they are woozy from blood-loss, they won't be able to put up a fight, much less flee.

Asking Cra-Crawler about any insights, might be a good idea.
Goes along with the above option of rewarding her, in which we should mention that she has proven her ability, and that we will consider her advice quite carefully. Might want to frame it in such a way, that she is more likely to speak up about her insights, too.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 08, 2017, 04:48:41 am
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

As soon as Rickshaw arrives on the scene you show him Slowdeath's injury. The Kobold is far from thrilled by the prospect of preforming a painful procedure on a creature that could kill him without even a hint of difficulty. He softens a bit when you show him the horses, and begins to haggle. The Kobold drives a tough bargain, and agrees to preform the procedure if you will sell him the entire lot for two hundred dwarven gold in interest free credit. Glowshine, still too drugged to be of much help with the actual haggling, mentions that the steeds are likely worth ten times that amount... a piece. Rickshaw counters that he will be risking his life on the procedure, that he isn't even sure he will be able to find buyers for the merchandise before his travels bring him back underground, and that two hundred gold is still a significant windfall for a Gnoll pack your size. You know at least that his last point is correct.

Before you can answer, Rickshaw draws a bit closer to Slowdeath to examine the injury. "It is impaled through both the thing's face and mouthpart. Artery or not, I'm going to cauterize the wound on the face to be safe once the sword is out, so no point looking that up. But the mouthpart complicates things... if it is damaged beyond repair, it would be much quicker and safer for me to amputate rather than try to remove an impaled object from two separate bodyparts. He has three spare bitey bits, and should be fine either way. I think I have an anatomy chart for the Cavern Whale on me... hopefully that is close enough for me to figure out where the facial nerves and muscles are on your crossbreed. I'll need to do some studying, so you have a few hours to consider my final offer."

Leaving the good doctor to his studies, you make sure your injured and agitated pet is properly tied down and as comfortable as possible before going to reward the beta-females who made today's victory possible. You dare some of the more frustrated males to brave the wasp and mate with Cra-Crawler, promising to observe the act and provide your blessing and protection. It doesn't take long before you get a couple of hesitant takers.

This private show kills a good amount of time; Cra-Crawler receives mates with a refinement beyond her years, warming them up with seductively gory poetry before moving into foreplay, which she drags out so as to let her wasp familiarize itself with its new plaything. Once the main event begins, the insect starts prodding both participants with jaws and stinger, never injecting venom or even drawing blood.

What little you know about the wasp terrifies you. In your birth pack, bug training was strictly divided by gender, so you always studied arachnids rather than insects, but the males would always speak of the cat sized Necroid Wasp with the utmost fear and reverence. Dwelling in parts of the cavern so deep that even gnolls rarely visit, its sting is said to bring swift death; No cure, no exceptions. the best treatment is said to be dismemberment, as sometimes victims rise as the sort of swift undead husk that only the greatest necromancer could hope to create or control. Furthermore the wasp is said to exist in a state of life and undeath at the same time, which means neither druidism nor necromancy can break its will, and this, when combined with the insect's lethality and aggression, makes domestication completely impossible. The more you dwell on it, the more frightened you are for both parties.

As if reading your mind, Cra-Crawler breaks her gaze away from her partner and locks eyes with you. Stretching her neck, she places her finger on a major artery between her chin and torso, made flush with blood and highly visible by the current strenuous activity she is partaking in. As if on cue, the wasp climbs to the indicated spot and delivers its legendary sting, pumping an entire load of venom into its master's bloodstream. After a few seconds, Cra-Crawler pulls her pet loose and licks the blood and venom from its sting before placing it on her partner's head, which is currently buried in her lap and oblivious to what has just occurred. The female holds a claw to her lip, to indicate a secret, before breaking eye-contact with you and returning her undivided attention to her mate.

You observe for the next several minutes, transfixed, as Cra-Crawler concludes her mating session. The only ill effect from the sting that you notice is that the small wound is slow to clot, to the point that can use it as a source of red coloring to draw what you think is a goblin character meaniong 'to be above fear' on her partner's forehead before thanking him for sharing a moment of depravity with her and sending him away.

Unsure of what to say, you simply tell Cra-Crawler that she has proven herself and that you value her insight, before promising that you will consider her advice quite carefully. You then ask if she has anything new to reveal. She pauses for a second, as if weighing her words. "For now... for now only about myself. And about yourself. We are going to goblin territory, where I was raised. As the pilgrims say, I am known there. Much loved as well. They will tell you I was weak and stupid for... for giving into my baser insticts and running off to join a pack. Th-throwing away my education and potential."

She shakes her head. "T-they don't understand. I-I'm doing this because it makes me wiser. An Alpha Chieftess... You are god to us and for us and over us. You will not understand this, but there is revelation in your eyes and your breath and your movement, just as there is in the wasp. My theory is that more concrete revelation can be found by c-cross referencing that of a life deity and a death deity... Perhaps even a road-map to miracles. Exceptional fortune granted me a physical link to a death goddess, but all a gnoll needs to gain the same with a life-giver is to join a pack."

Cra-Crawler rubs the wound on her neck and offers a weak smile. "The language of our race though... it is ill suited for revelation. Goddesses like you talk to followers like us as fellow mortals, so the language never needed to d-develop the cadence and reverent tones that others have. I know you are trying to look after my worldly needs... y-you want revelation to help with that. I will d-do what I can, but it is hard to find things important enough to share, but not so sacred that I would pay your divine nature an insult by speaking them in Gnollish. Rest assured that I will act in your best interests even w-when it is wrong to share what I know and hope and see."

---

Your conversation with Glowshine is far less strange. Luckily all the time you spent watching Cra-Crawler and her lucky mates has given the smallest female in your pack plenty of time to sober up. The first thing she does is apologize for getting wasted in the first place, explaining that the elves invited her to partake and she didn't want to come across as insulting or suspicious by refusing.

You ask about the Druid, and the beta-female tells you the plan is to keep her so high that her spells will likely miscast. She has some proper sedative, but not enough to get the dangerous cargo all the way through the canyon completely unconscious the whole time. The crafty merchant has already spoken to the four missionaries, and between them has come up with several ideas for the captured elves.

The goblin run Toadcotton Plantation where Glowshine used to work as an overseer is only a two day's march from Camp Decay, and would likely be looking to buy with the planting season coming up. Glowshine is confident she could negotiate the best possible purchase price for all the non-casting elves, and perhaps even turn her former employers into a useful contact for her new clan. The catch here is that to get from Camp Decay to the plantion one must navigate well patrolled goblin roads for the majority of the trip. Two days on civilized roads without running into a patrol is a bit of a stretch, so some cash and luck would be required at Camp Decay to secure safe passage for both pack and prisoners.

One of the Pilgrims happens to be the heir to Troll Tusk Fortress, the closest military installation to Camp Decay which happens to sit just off the stretch of goblin road the Pilgrims were going to help you pass anyway. Said pillgrim thinks his father would be willing to buy, either for himself or to take to market in the city. A Goblin commander could be a good friend to make, but once you enter the fort, your small pack will be at the mercy of his heavily armed installation, and you imagine there might be at least some temptation to enslave your pack along with the elves.

Another pilgrim is interested in a few elves for personal use. He would purchase three of them in exchange for a eight hundred silver debt owed to him by the stable master of camp decay. Glowshine tells you the price is a bit low, but that the transaction would be quick and safe, and that you could likely take your payment directly in beasts from the stable master.

Yet a third pilgrim knows where to find a seeder, an practitioner of the art of magical reproduction among his all male race. The seeder would break the elves down and grow multiple goblins from the useful aspects of their minds and souls. Seeders pay top price for casters, and even the fact that the other elves are highborn would make them of more value to him. The Seeder makes his home somewhere in the Saurian Shaft, a stretch of cavern controlled by goblin rebels who are less hostile tworads gnolls than the government they oppose. The pilgrim refuses to give the exact location, and offers to guide your pack to the seeder for a 25% cut of the sale price. You note that the Saurian Path, although not the most direct route, would eventually lead you to Rusty Screw Village, where your other gift brother is waiting, and is home to many impressive reptiles to hunt and tame.

Glowshine adds that if none of the offers are appealing, you can likely find a buyer for your catch at Camp Decay itself, although the bandits know a gnoll pack cannot easily travel to the major slave markets, and as such cannot be expected to give a fair price.

Sensing a pause in the speech of your most driven underling, you cut Glowshine off and thank her for her service so far. You know well by this point that she craves praise above all else, so you inform her that you like the cut of her jib. This alone likely makes the vain Gnoll's day, but you take it one step forward and inform Glowshine that although the mounts are still off limits at this time, you would like to reward her and are taking suggestions on how that might be done.

The beta-female falls silent, calculating her options, before speaking again. "I... I'm kind having trouble breaking the ice with the other females. They are both so young and niave, while I was already a cynical little shit at their level of development... I just can't relate. Could you help me fix that? Perhaps a private lunch just us girls? You, me, Echo, and Cra-Crawler... We can treat ourselves to one of the elves if you want to make it fancy. The little one with the heartwarming mole on her chin is already utterly terrified... I'm drooling to find out how she reacts to joining us for girl time."

The request is touching. That she can swallow her pride and admit her issues reflects well on your merits as an alpha; You should be mother and sister and goddess to all in your pack. On a personal note, sharing a live meal is among the most intimate of Gnollish bonding experiences, only equaled by grooming and surpassed by sex and wound-licking. Meal sharing, which easily accommodates more gnolls at once than the other three, is typically used to foster a close circle of platonic friendship outside the ties of blood, sexuality, and divinity that bind the pack. What Glowshine is really saying is that you would be worthy of her friendship even if you were not her pack leader, and what she is asking is if you feel the same about her.

You promise to consider the request, and return to the prisoners, who you order bloodletted to drain their stamina. Only the one Glowshine wants to eat is spared this fate for now, as if you decide to oblige your friend you would like the fun to last as long as possible before the meal bleeds out.

Rickshaw approaches. It is time to make up your mind on his and the other offers and requests you just fielded. You should also plan tomorrows travel. You have five days left in the canyon at this pace. If you want to push the pace to wear down the prisoners and minimize the chances the humans above catch on to your cargo and decide to mettle, you could likely complete this leg of the journey in three days. This, however, would be unpopular with the pack, and even less popular with the non-gnolls you are traveling with.

(Barring random events or the sort of fun, crazy, derailing, suggestions I know the b12 hivemind is capable of, the next turn should get us out of the canyon, and the following turn should get us to our destination. As you may have noticed, travel turns may yield background/flavor information on whoever you are riding with/near, so feel free to suggest who that is.)
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 08, 2017, 12:24:58 pm
I'm in favour of consolidating our resources to give us more to work with immediately. Agree to hand over three of the elves in exchange for the 800 silver. We already expect to get a slightly poor price for our quarry, and more liquid currency will be helpful if we either find a need to bribe a goblin patrol or an opportunity for barter.
I'd also like to Agree to Glowshines suggestion of familial bonding. It's a reasonable request, and a good opportunity to encourage devotion to us.

Also, allow Rickshaw to amputate if he decides it nececcary, but oversee.. Better not to risk further injury to our pet by causing it more pain than nececcary. Besides, such an injury is delightfully hideous.

I'd also like to tell the third pilgrim we are agreeable to providing the druid bride. If the goblin rebels are more likely to be friendly it may be helpful further down the line if we begin to build ties now. It's a risk, but i feel that the potential payoff is good.

Otherwise, i'm inclined not to push our travelling companions too hard. Though perhaps we should use our barter with both Rickshaw and the pilgrims as leverage to encourage them to help us keep a close eye on our prisoners.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 10, 2017, 04:08:17 am
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You would trust Slowdeath with your life under ordinary circumstances, but Rickshaw is not you, and surgery is far from ordinary. You tell Rickshaw that you will take him up on his offer, and instruct him to wait until his patient is properly restrained. You pick a good spot and tie off each of your beast's pinchers to nearby boulders and his deadly tail to a rock pillar, before summoning the doctor.

Rickshaw is fairly certain that there is no salvaging the impaled mouthpart, so the first step is to amputate. Too tiny to do the deed quick and clean himself, the Kobold medic summons his one-armed orc, who cuts the offending bodypart loose with a single swipe of her bronze sword. Slowdeath flinches, and briefly struggles against its bindings, but you are quick to calm it by complimenting its delightfully hideous new look.

The next step is to pull the sword, and the now amputated mouthpart it is pinning, out of Slowdeath's face. Rickshaw recomends yanking it out quick, and again notes that he is too small to preform the job himself. This time you volunteer, gripping and removing the dead dwarf's weapon with a mighty tug. Trusting in its master, the beast hardly reacts to the removal of the blade at all, but as ichor begins to spurt from the wound, you know the hard bit is just around the corner.

Approaching with a lit torch, Rickshaw begins to cauterize the wound, causing Slowdeath to emit screams of sheer agony and struggle hard against its bonds as its flesh is seared. You can tell it is trying to grab and crush the doctor with its three remaining mouthparts, but Rickshaw is able to stay just out of reach until, satisfied with his work, he hastily retreats.

Once Slowdeath is sufficiently calmed, you free the creature from its restraints and sit on the ground next to it, examining the weapon that did the damage. It is a simple short sword, but the craftswork is good and the metal itself seems to be high grade dwarven steel. Despite being of inferior quality and material, your weapon is better suited for mounted combat, but there is no reason why you couldn't keep the blade as a gruesome keepsake or to aid in any hand to hand battles you find yourself in. Of course, you could always use it to make one of your males more dangerous as well.

---

Flanked by your beta females, you singlehandedly drag the 'lucky' elf selected to join you for dinner some distance up the path until you find a private spot. Once the party arrives, you hold the meal still while your friends disrobe her, at which point the games begin. Having borrowed the four least effective looking wooden weapons owned by the pack, the first fifteen minutes are spent chasing and prodding at the elf, until she is too injured and exausted to continue. A few minutes are then devoted to taunting an teasing; Glowshine speaks to the elf in its own language, while you and the other two lick her wounds and groom her hair as if she was a close friend. Eventually, however, hunger becomes too great, and the games give way to the meal.

Traditionally this would start with the largest gnoll (you) tearing right into the meal's body cavity, but Cra-Crawler helpfully foresees that the guest of honor is a bit squeamish, so you instead hold her steady again while the young prophet carefully removes the screaming elf's eyes so that she will not pass out at the sight of her own guts. Then you climb on top of her, and gesture for the others to grab the arms and legs before you turn your powerful jaws against the victim's flesh. At once the familiar copper taste of fresh blood tickles your toung, prompting you to burry your snout in the wound to root around for her entrails. Once you get hold of the elf's intestines, you begin to pull them carefully from her body while keeping them as intact as possible. As the wound widens and the meal weakens, the other three join you in this task, pressing their blood soaked muzzles against yours so that all can fit inside.

Once the intestines are removed, you note the elf is almost gone and decide to take matters into your own jaws, ripping through her breast and ribs to reach the heart, which you tear free and swallow almost whole. With the elf dead, the group turns to other entertainment, and begins to wrestle over the intestines; Your size gives you a huge advantage, but you hold back so as to keep the game interesting. The frail and unassertive Echo winds up scoring a shocking victory here, grabbing the largest piece and flying to an outcrop that none of the others can reach. After finishing the intestines, the next hour and a half is spent tearing apart the corpse, rolling around in the mess, and licking each other clean. By the time you are finished, all of the meat and over half of the bone is consumed. The four of you return to camp and all fall asleep together on your sleeping skins.

---

Today you conduct your business while you ride.

Cruelaxe, one of the pilgrims shows you a signed document which declares the owner is owed 800 silver by stables of Camp Decay. It is written in Goblin, so you can't quite understand all the words, but Glowshine verifies that everything is in order. Cruelaxe agrees to give it to you in exchange for three of the remaining elves when you part ways.

The second goblin you do business with is Thumbscrews, who seems to be the defacto leader of the pilgrim group. Thumbscrews is more than willing to travel with the pack, and help you both find and negotiate with the seeder in exchange for a quarter of whatever you make selling him the elves. Like the others, he is clad only in unprotective travelers clothes, but he does wield a sling and demonstaits the ability to fire off both rocks and lead sling bullets with decent accuracy, so he should be able to pull some of his own weight on the road. He agrees to allow you to stop at Camp Decay before embarking down the Saurian Shaft, so that you may resupply the pack and hopefully find your gift brother.

---

The rest of the trip through the canyon is largely uneventful. Your riding partner, more often than not, is the tiny and gimpy male Bloodcoat, who seems to do everything in his power to please you and win your attention. You are almost positive that his intention is to win your favor and mate with you behind Zit's back when you go into heat, but in spite of his transparency you find him fairly charming nonetheless.

He is one of the older males in the pack, pushing middle age, which considering his size and injury is a pretty impressive feat. A bit of a wanderer, Bloodcoat has been part of many packs, usually moving along when times get rough and he is unable to compete with other males for food and mates. He tells you he was part of the Alpha Trumpet's pack while she was nursing Wildbone, the previous alpha female to hail from your nurse's teat, and picked up a bit of insect training and beast riding. He also knows how to safely handle and detonate dwarven powder, but cannot say how the terrifying weapon is made other than it has something to do with the yellow rocks in the Brimstone Broadtunnels.

On your third day of riding with Bloodcoat, he admits why he tells you why he is being such a suck-up. His limp, as it turns out, is not a birth defect but an injury he received three weeks before joining the pack. The Kobold doctor he saw thinks that it might get a bit better, but is unlikely to heal completely. The small male worries that he might no longer be able to fend for himself if things with this pack get rough, and hopes that you will protect him. You choose to confront his other intentions now as well, and he does sheepishly admit that he does hope to make a mate out of you and a fool out of Zit if he can get away with it, but earning your protection is of higher importance to him.

Glowshine seems to have gotten her wish. Between the shared meal and the shared blood of their mates, she and Echo are beginning to become close friends. They are usually found near the front of the pack with their mates while traveling. Dingo has managed to bully Great-Bruise out of the fallen dwarf's armor, and although he typically dosn't wear it while traveling, you have to assume his new steel skin makes him the most dangerous thing in the pack behind only the massive Slowdeath and perhaps the magical Zit. Bone-Saw-Saw does is best to hide it, but you can tell his concussion is proving slow to heal. Dingo seems to have picked up on this as well, and now seems a bit worried for and protective of the gnoll who is typically his heated rival.

---

After five and a half travel days, the large party makes it to the Joker Road Turnoff. Setting up camp, you know that tomorrow you will take your leave of Rickshaw before making the somewhat risky quarter-day journey down the well patrolled Joker Road until you reach Decay Tunnel, at which point all of the Goblins, save for Thumbscrews, will leave you as well. It might be prudent to make some sort of plan to meet up with Rickshaw in the future and collect the gold he owes you for the elfish mounts, and tackles any other final busniess you might have with his party or the pilgrims before going to bed tonight. If all goes well, after tomorrow Camp Decay should be one long day or two short ones away.

So far the prisoners have behaved, and you don't expect them to make trouble tonight with all the extra manpower around; A band of nine pilgrims heading the opposite direction has wound up joining the pack to make camp for the night.

The combined effort of all thirteen goblins is finally enough to get Cra-Crawler to give a sermon for tonight's entertainment. She gives her speech in Goblin, so few in the pack can understand it, but you and the others who do translate to the best of your abilities. The main topic is the merit of dying a good and properly gory death, but Cra-Crawler also spends a good deal of time defending the pratices of the traditional gnollish pack as being in line with the teachings of a Goblin death deity called Hammerhood. The entire assembly erupts in applause when she concludes, as even most of those who could not understand were drawn in by her confidence, fiery tone, and poetic meter.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 10, 2017, 08:37:33 am
Oh man, that's that good stuff. Really nice writing, Weirdsound.

Rickshaw is fairly certain that there is no salvaging the impaled mouthpart, so the first step is to amputate. Too tiny to do the deed quick and clean himself, the Kobold medic summons his one-armed orc, who cuts the offending bodypart loose with a single swipe of her bronze sword. Slowdeath flinches, and briefly struggles against its bindings, but you are quick to calm it by complimenting its delightfully hideous new look.
I was entirely opposed to amputating, but now I see that was the wrong answer. Slowdeath's not maimed, he's hideously battle-scarred!

After finishing the intestines, the next hour and a half is spent tearing apart the corpse, rolling around in the mess, and licking each other clean.
I'm sorry but this still came off as kind of cute. :3


Steel Shortsword
We should probably hand it off to a male, where it'll do some good damage. Maybe Dingo for complete overkill, but I'm thinking Bone-Saw-Saw to properly divvy up the dwarf between the brothers would be best. Plus, he's already pretty tough, severe concussion notwithstanding.

Final Business
We probably should arrange a meeting or something with Rickshaw. The problem is that neither of us probably has a good idea of where we're going to be at any particular point in the future, so...

Swinging around to meet us at our obsidian mine aquatic ranch is probably the safest bet. We should have some presence there even if our pack is personally out and about, and I think it's close enough to civilization (meaning kobolds, not actually civilized people) to be mostly safe? We can arrange something else if Rickshaw doesn't like getting that close to a dwarven outpost. Either way, I see no reason to be picky about time, so whatever works for Rickshaw. For that matter, we can probably come to him if necessary, but I just know we'd have to make a difficult decision to abandon another opportunity at that point.

I don't think we have any further business with the goblins.

Elves
I want a pet elf. Yes, they're useless and hideously pretty, but there are few things more depraved than owning a feral sapient. We should spend some of the trip prodding through the elves to see if any of them would make a workable novelty beast.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 10, 2017, 09:12:40 am
I do think that for now we should plan to swing back around to Blackpool shaft once we've had our dealings with the goblin seeder. I'm thinking our goals with the goblin rebels should be in establishing a rapport and making initial contact, rather than committing to anything. Do some rough calculations on how long the trip through the Saurian path and then back again towards Blackpool shaft will take at a slow pace, then add a month on top of that for the purposes of a margin of error and both scouting and settling in at Blackpool shaft. The final date we come out with will be the earliest we plan to meet with Rickshaw, with some flexibility based on his own schedule. He may not be able to make the trip to our mine safely, so we should be willing to be flexible on a location too.

See if we can find someone to tend to our pair of wounded males. If we can't find anyone at Camp Decay who has some level of competence we'll just have to wait until Rusty Screw village. Unless we want to take a detour to toadcotton plantation. I also suggest that we keep our nose sniffing for opportunities to bargain our credit at Camp Decay. I'm inclined to get at least some of it in coin though.


Steel Shortsword
We should probably hand it off to a male, where it'll do some good damage. Maybe Dingo for complete overkill, but I'm thinking Bone-Saw-Saw to properly divvy up the dwarf between the brothers would be best. Plus, he's already pretty tough, severe concussion notwithstanding.

Elves
I want a pet elf. Yes, they're useless and hideously pretty, but there are few things more depraved than owning a feral sapient. We should spend some of the trip prodding through the elves to see if any of them would make a workable novelty beast.

I'll +1 on the shortsword. I'm not sure how i feel about setting aside an elf pet just now though. We don't have much manpower, and we might be about to get some more pack animals. It might be easier to just consolidate our resources, and then if we want purchase a more cooperative slave further down the line.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 10, 2017, 07:23:07 pm
Before meeting with Rickshaw to arrange the payment of his debt, you consider your route moving forward. Thumbscrews refuses to tell you how far you will be traveling down Saurian Path to reach the seeder. The route stays near the surface, even opening up in a few places, for the first week or so of travel past Camp Decay, before it intersects with the top of Iron Canyon. If your busniess with the goblins is completed by then, or shortly after, the safest, fasted, and most flexible route would be to take the Canyon back down to kobold country, and chart a course to either Rusty Screw Village or Blackpool Shaft from there.

Beyond the top of the canyon, Saurian Path dips downward and goes on further than any traveler has been able to chart, winding back and forth as it goes deeper into the earth. About a month's travel down from the canyon intersection, the road intersects with the Mandible Tunnels, and a day up the Mandible Tunnels from that intersection sits an ancient Forerunner Ruin within which has been largely reclaimed by gremlins - Rusty Screw Village. If the Gremlins have an available tram-car big enough for your pack, the trip to Blackpool Shaft from there will be three or four days tops, otherwise you will have to hike a week and a half through the Mandible Tunnels to reach dwarven territory, a prospect that both excites and frightens you. The Mandible Tunnels are the stomping grounds of The Alpha Trumpet, your old nurse. You grew up there, and know the land better than anybody, but it is likely that your old pack will have left for the surface by the time you return, which means gnoll packs much larger and better established than yours will be waging open war over the territory it held.

Unable to reach a conclusion on where you want to meet Rickshaw, you sit the Kobold down for a frank discussion on the matter. Luckily, it turns out Rickshaw makes his home at Parchment Chapel, a Kobold settlement only three days from Blackpool Shaft. If your pack does not have a representative at the mines by the time he gets there, he will leave any coin he has for you at his house under the care of his son-in-law. You find this agreeable enough, and shake the little dragonkin's hand to seal the deal.

After concluding your meeting you track down Bone-Saw-Saw, and present him with the steel weapon. The concussed gnoll thanks your profusely, speech still slurred. You are going to have to get him looked at once you reach Camp Decay.

Before going to bed, you decide to check on the elves to see if any might make a decent pet. Sadly none of them speak gnoll, and only one speaks Kobold. The Kobold speaker refuses to say much, but you do pick up that her name is Aligie, and that she makes her living as a scribe; Hardly somebody with the skill set to keep up with a gnoll pack even if you are able to break her.

---

You split off from Rickshaw's merchants in the morning, and from the canyon back into the proper Darklands of Joker Road. The trip is largely uneventful. Thirty minutes in you encounter a small patrol of five armored goblins, but the Pilgrims vouch for your pack, and the soldiers either buy the explanation or choose not to pick a fight while that badly outnumbered.

After a few hours on the road, you exit into Decay Tunnel, taking your leave of all the pilgrims save for Thumbscrews, who will guide you to the seeder. The tunnels get their name from the fungal slime that grows in the nearby pools, which smells of rotten corpses; Sweet to the gnollish nose. Moral is high by the time the party stops to make camp.

One of the elves manages to slip free of her bindings and makes a run for it during camp setup when somehow the concussed Bone-Saw-Saw winds up as the sole prisoner guard for a spell. She gets a good head start, but has no real chance at sustained freedom. Zit deploys a few of the other males to hunt her down, and with their superior endurance and tracking ability, they have her back within an hour. Zit has the escaped prisoner throughly beaten by a gang of males, to the point where you suspect she will be unable to walk on her own tomorrow.

Zit then tries to punish Bone-Saw-Saw with the same beating for letting the escape occur, but Dingo puts a stop to that by stating that anybody who lays a hand on his brother will have to answer to him. This leads to a staredown between your two largest males, and for a moment you are afraid. Fights involving an Alpha Male and a rival large enough to threaten his position are usually to the death, and you can ill afford to lose either at this point. Luckily for you, Glowshine and Echo step in and hurry their mates away from the crowd, preventing Dingo from further escalating the situation and protecting Bone-Saw-Saw from Zit's proposed punishment. You are glad you will be reuniting with your larger Gift Brother soon; Gorgtooth stands two inches taller and fifty pounds heavier than you, and should have no issue keeping both Zit and Dingo in line should tempers flare again.

---

Deciding you want to see Gorgtooth sooner rather than later, you decide to push the pack for an extra two hours, and make it to Camp Decay by day's end. The injured prisoner who tried to escape yesterday winds up riding Slowdeath with you, as she is likely suffering a broken leg. You have Glowshine ride along and translate to see if this one might make a decent pet - she is already damaged merchandise.

This one calls herself Evermane, and turns out to be the breeder responsible for the Pegasus and Unicorns you sold to Rickshaw. She has some survival skills, and has had her share of adventures in her youth, but she spent the last decade as a spoiled and pampered concubine to the bride. Evermane outright tells you she would rather be your meal than your pet, and spends most of the ride trying to spit on you or Glowshine. Eventually your beta female gets fed up with this, and smacks the elf's injured leg with the broadside of her steel axe, causing Evermane to pass out from pain.

---

Camp Decay sits in a large subterranian clearing, well lit by various Glowshrooms. In the middle of this clearing sits Castle Decay, an abandoned goblin fortification that houses the camp's most important bandit lords and their armies. As you enter the clearing, you spot and smell a larger gnoll pack camping on the far side. If you linger too long, they might siphon some of your males, and to make matters worse, you smell that they have some girlchilds. You will go into heat if you spend more than a few days here, and your pack is far from ready for that.

You order Zit to set up a tight-nit camp on the edge of the settlement, and forbid the males from wandering, before closing your eyes and tuning into the smell of your gift brother. It dosn't take long for you to pick up Gorgtooth's scent, which you follow until you reach a large tent on the outskirts, only three hundred or so yards from where your own pack is setting up. Upon entering, you find yourself held at spearpoint by a pair of goblins dressed in leather and bronze military uniforms, likely some of the rebels who operate on the nearby Saurian Path.

Their leader is a strange creature, likely custom made by some ambitious druid; She appears to have the frame and build of a drow, the leathery skin of a goblin, and the frills and feathers belonging to some of the more showy reptiles found on Saurian Path. At either side of her throne sits a lieutenant, the first is a buggbear, a member of the orc-sized goblin uppercaste know for its strength and capacity for dark magic. The second is Gorgtooth, who waves the guards off, whispers something to the strange woman in charge, and beckons you forward.

Your gift brother appears more fearsome than ever. He now wears a full suit of Ant's Iron, a lesser grade of steel but steel nonetheless, and bears several new charming scars on his face. At his feet rest three of his gnollish mastiffs, well trained yet ill tempered red ants the size of large dogs. Judging by the set of four mandible daggers hanging from his belt, Gorgtooth's other two ants must have met their end somehow. As you approach, he pulls you in for a hug. Simply happy to be reunited, you let him hold you in silence for what seems to be several minutes before he gets down to business.

"Sister, the rebel goblins of Saurian Path wish to expand into the Mandible Tunnels. The wish to help us grow our pack, so that we in turn may help them size Mastiff Nest and drive out the gnolls who would oppose the incursion. Does this sound good?"

The offer indeed sounds decent. You are not entirely thrilled with the thought of handing over the land and den where you grew up to goblins, but the support of the rebellion could be valuable indeed.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 10, 2017, 08:01:46 pm
Rebel Scum
Interesting. I think we should take their offer and become proper lapdogs to an evil organization with a bit more vision than us. Not that we need vision, but it's a convenient way to get paid for meaningless conflict.

Also, it'd make stealing their lieutenant cleaner.

Elven Scum
A scribe has some very theoretical posh applications, but is mostly useless to us. I like the idea of a fancy horse breeder who'd rather die than serve us, though. They all say that at first!

If we're continuing to the seeder as planned we have plenty of time to consider it, though.

Route
I assume our interactions with the goblins will affect our travel plans, so I don't see any particular need to figure out whether we're backtracking or following the void to get where we want to go. That said, I'd generally favor the quicker path, as we have a lot of destinations we'd like to tap.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 11, 2017, 09:29:17 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You consider Gorgtooth's offer for a few seconds, before giving him a nod and stating you will gladly hunt in the name of the rebel cause if the goblins agree to support you. This brings a sadistic smile to the face of the strange female commander, who displays teeth as sharp as any Saurian beast. "Vvvveeeeery good to hear, mighty Venomclaw." She replies with a silky and almost elf like voice, "The rebellion looks forward to a long and frrrrrruitful relationship with Wicked Song. May you grow mighty in our service."

Something about her voice, alongside the fact that you hadn't spoken your name or pack name yet, makes you shudder. The unusual woman disregards this and continues. "It will be some time before rrrrrrebellion is ready to march into your homeland, so you will be frrrrrrree to do as you wish for now. In the meantime, if you would like to help the cause, in exxxxxchange for suitable payment of course, you can seek the rebellion out."

The speaker steps down from her throne, and pats you lightly on the shoulder. Her skin is cool to the touch. "Prince Crazyscrews, who reigns out of Cold Egg Keep on the Saurian Path specializes in planning raids agaiiiiiiiinst the hated oppressors. I'm sure he would let you liberate any gnollish slaves you encounter while working for him to join your pack. My mother, the Drow Silentkiss, handles most of the rebellion's non military affairrrrrrs out of Dinofang, and is always looking for muscle to help her out with small things that the rebel military is too busy to help with. Lastly High Priest Spike-Driver, our spiritual leader, can be found at the Saurian Circles and should have work for you... I hearrrrr you are good with beasts, correct?"

The woman pauses for a second. "Gorgtooth is already a captain in the rebellion. So I shall let him keep his rank and men while he travels with you. This should allow you to move through rebel territory unhindered."

Although you still need to get to Rusty Screw Village, and likely Blackpool Shaft as well, at some point in the near future, your new alliance has already opened up doors for you. Cold Egg Keep sits at the intersection of the Decay Tunnel and the Saurian Path, only a day's travel from your current location. The Saurian Circles are much further, At least a month and a half of travel if you just took Saurian Path straight down, but is said to be a place of great magical power and mighty beasts. Dinofang is a major goblin city and the rebel capital, the kind of place a gnoll pack wouldn't be allowed to visit under normal circumstances. It sits at the very top of Saurian Path, about five days from Camp Decay.

---

Gorgtooth leaves the tent with you, and agrees to show you about the camp. The first stop is a drinking tent, where he rounds up his troops to provide an escort. Gorgtooth's goblins are six strong, and fight under the name 'mandible squad'. They wear mail, helms, and swords of bronze, but the rest of their gear is leather; A step above the average member of your pack, to be sure, but not as well equipped as members of the regular goblin army. You are fairly sure most of them are actually half gnoll, but it is tough to tell; Gnollblins are functionally particularly savage goblins if male.

Once 'the boys' are gathered, you ask to be shown to the stables, as you have a debt to collect. Your gift brother nods, grins, and cracks his knuckles. Gorgtooth is a rather dull and hateful creature, even by Gnollish standards, and possesses only a handful of redeeming qualities: He is good at getting smaller creatures to obey him through threats and force, he has a knack for training animals (particularly insects), he is a large motherfucker (even by non-gnollish standards to an extent), and is completely devoted to you. In short, debt collecting suits him.

At first the stablemaster, an ancient human, denies the debt he owes you. He quickly changes his tune when Gorgtooth threatens to eat his wife alive, and offers the one hundred silver that he currently has, only an eighth of the debt owed. "Not good enough. My sister will be taking the rest of the payment one way or another..."

Gorgtooth leads you past the area where the stable-master puts up the mounts of various paying guests, to a small area within the stables where every pen has a pricetag on it.

The only cheap mounts for sale are the Saurian Kangaroos, large bipedal lizards that hop around on powerful hind legs and are large enough to give rides to the smaller races. Although far from harmless, their kicks are less impressive than the teeth of a frogshark, but on the plus side, they are slightly larger, stronger, and better balanced than your amphibians. Any member of your pack, save for yourself, Zit, Dingo, or Great-Bruse (the largest), could easily ride a Saurian Kangaroo with a bit of practice. There are eight for sale, six males for 60 silver each, and two females for 80.

Also available are trolls, large humanoids that can serve as pack-animals or fighters, but are improperly shaped to make good mounts. Two green seven-foot common trolls sell for 150 silver a piece. Three adolescent shaggy trolls, which are presently about your size and might grow another half foot, sell for the same price; Although smaller, shaggy trolls can be harvested for their thick wool. A single eight footer with skin of stone and claws of rusted iron, the feared deep troll, is offered for 650 Silver.

Also available are a few amphibians. One pen contains dozens of Dartsharks, the smaller, brightly colored, cousin of your frogsharks. Although too small to ride, they can still be trained as war animals, and their poisonous skin would give you a leg up against other gnoll packs that lead carnivores into battle. As their 15 silver a pop price tag indicates, they are also easy to breed. On the opposite end of both the price and size spectrum, the stablemaster is selling a single horse sized white frogshark and a three headed fire breathing bull sized Cerberus Toad for 500 silver each.

Lastly, you note three sentient oddities, too bestial for the standard slave market, on sale. A male assling (to hafling and donkey what a centaur is to man and horse) tries to seduce you into buying him with crude jokes about his equine sized manhood, and seems quite put out when you inform him you are not in heat. He seems skinny, and you suspect it is the fact that his current owner is mistreating him that has rendered him desperate enough to try and bed something as hideous as a gnoll. The note on his cell reads '150 silver for the lazy good 'fur nothing'.

The next sentient also has the lower body of a beast, a big cat, but the upper body of a sickeningly pretty fey female. Sphinx like the one before you are known for their size, cunning, savagery, and magical proficiency. You doubt this specimen is a caster, there are no magical restraints of any sort on her body, but she is already nearly as large as Slowdeath and still an adolescent; She could likely end up two to three times as large as she is now. The sign on her stall says she only speaks Fey, Elfish, and Druidic, so to the best of your knowledge, only Zit and Glowshine would be able to speak with her out of the entirety of your pack. She is listed at a sale price of 900 Silver, so to claim her you would have to bully the stablemaster and giving more than is owed.

Also a bit out of your price range, sitting at a cool 1200 silver, is an alluringly creepy ruby-red Sorcerer Scorpion. The cat-sized bug is sealed in a rune-laden terrarium; Although various races and cultures argue on weather or not a bug can be sentient, nobody can deny that the Sorcerer Scorpion is a dangerous and cunning caster. Its lethal sting is nothing to sneeze at either. Most attempts to tame a Sorcerer Scorpion end with the arachnid escaping and/or killing its master, but if anybody is capable of the feat, it is you. You can't tell for sure, but you a pretty sure the specimen before you is male, which would make it 1/2 of the formula required to breed your own titanic mule scorpions.

Beyond the animals, the stablemaster keeps various hunting and trapping supplies; If you took some of your payment in ropes, traps, nets, and throwing javalins, you should be able to capture and tame beasts of your own. You also note slimy mageblankets for sale; For eighty silver you could buy enough to ensure your three current amphibious beasts can safely make a one way trip through the brutally dry Redstalks; the quickest route back to Kobold Country.

---

Following your trip to the stables, you introduce your brother and his squad to your pack, and tensions are high right away. Never one to be diplomatic, Gorgtooth calls Zit a sorry excuse for an Alpha Male and unworthy of his respect. Gnolls, expecially large gnolls like Gorgtooth, are fairly magic resistant, so you can't imagine any showdown between the two parties ending well for Zit who fights with magic and claw. Zit for his part seems to know this, and now seems very worried for his safety.

Neither Cra-Crawler nor Glowshine are thrilled that you are throwing your lot in with the goblin rebels. Glowshine explains that many of her good business contacts are aligned with the goblin crown, but agrees to suck it up and do what is best for the pack. Cra-Crawler, when pressed, simply states that her religious views are much closer to those of the crown than those of the rebels, so she will never be entirely comfortable with the arrangement, but that she didn't warn you against taking the rebel side as she knows the union will be more profitable for the pack.

The six goblin soldiers fit in better than you had expected; Gnoll packs are controlled by family ties, friendship, and sexual supply and demand. Goblin squadrons are condrolled by pride and fear. These dynamics don't always gel smoothly with one another, but over the first few hours you see no trouble between the gnolls of The Wicked Song and the Goblins of Mandible Squad save for the tension between Zit and Gorgtooth.

Thumbscrews looks worried, and you can tell he knows that you might no longer need him. It is likely the rebellion knows where to find the same seeder he agreed to lead you to, and now that you have access to Dinofang City you might not even need to go that far to find a good price for your captives.

You eventually send Glowshine out to fetch a doctor for Bone-Saw-Saw and Bloodcoat. The medic she finds, Doc Hiccup, looks more like a bandit than a doctor, but he preforms his job admirably. He quickly perscribes an herb for Bone-Saw-Saw's concussion, before moving to the smaller gnoll's leg. After a brief examination, he informs you that fixing Bloodcoat's injury entirely is likely impossible, but surgery could greatly help improve his condition. The procedure would entail rebreaking and resetting, and would take a few months to recuperate without expensive magical assistance. You are pretty sure who want to be settled down at Blackpool Shaft or some other base of opperations before you intentionally put one of your gnolls on the self like that. Glowshine pays for the consult, and for Bone-Saw-Saw's medicine.
Title: Re: (SG) Gnoll Chieftess
Post by: Chevaleresse on January 12, 2017, 01:22:22 am
PTW
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 12, 2017, 01:22:55 am
Stables Debt
I want every single thing in the stables, send help.

However, the most fitting choice would probably be the sphinx, seeing as we're technically trading elves for it. She'd make a nice heavy hitter/beast wrangler, and could maybe add some cunning to our pack while she's at it. We could make up the remaining silver by throwing another elf into the deal (take it or leave it) or reminding him he's getting a really good bargain by getting to keep his deliciously crunchy hands after trying to cheat us REVOLUTIONARY IDEA: Taking out an IOU for it. We'd want to have our translators interview her first for compatibility, but I'm sure we'd pick up enough of each others' language to make pack communication a relative nonissue fairly quickly.

We should look into capturing gear as well, but for our paltry opals and/or Glowsilver.

EDIT: The city will have capturing gear available, no need to get it here. Accordingly, the Gorgtooth Discount PROMISING TO PAY HIM LATER WHEN WE RETURN TO BUY MORE STUFF should cover the remaining 100 silver nicely.

Path
Is there an advantage to going to a seeder over a regular slave market? I say we go to Dinofang City now that it's available, but offer to cut Thumbscrews in for 10% of what the elves go for in exchange for his services as a guide. Quite a drop from 25%, but better than nothing, and having a more civilized goblin on hand might come in handy.

The only reasons I could see going to the seeder, other than if caster/noble elves are worth more to a seeder than to a slave market, would be for information; specifically, where it is if we need it later, and potentially learning more about the process of breaking down humanoids into different humanoids.

Internal
We should take some time to reassure Zit. It's hard to give goodies to a caster, and it's a little unfair that he's getting bullied for being poorly matched against other gnolls.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 12, 2017, 02:14:47 am
I agree with buying the sphinx. Negotiate a deal for the debt and an elf. Offer another elf for some of the hunting and trapping supplies, at their value. May be smarter to treat the sphynx more as a friend and companion rather than a slave, knowing she could potentially triple in size and is certainly quite intelligent. If she becomes friends with zit and/or glowshine, she could well be a valuable ally, and become a friend of ours as well.

Take the remaining elves to the seeder. Even if the pay in the short term isn't as great, a stronger alliance with the goblin rebels could be of huge importance in the future. If were helping their cause directly by supplying troops, even if at a slow trickle, that's another reason to appreciate us.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 12, 2017, 08:15:06 am
It's worth noting that the value of these elves is probably around 300-400 silver apiece, since Glowshine said 3 for 800 silver was "a bit low." The difficulty is that the human is a stable master, not a slaver, so in theory he has no use for them. It's a bit like trying to pay a restaurant with suits of full steel plate: the value is good, but it's not really their area of business. Accordingly, he's likely to give us a poor offer if we neutrally bargain with him.

On that note, we can probably find capturing gear just fine at the city, so I guess we should hold off on that until we see the haul and alternative uses for it anyway. Which means I think I'd rather just bully him out of the 100 silver as a "debt what debt oh that debt" tax.

I'll also point out that the seeder's allegiance, if any, is unknown, while the city is literally the rebel capital. If our goal was to suck up to or empower the rebels, the city's about as good as we're going to get short of just gifting some elves to one of the rebel leaders.


You're probably right about the sphinx, but that's loosely true of everything; we'll need to hear specifics on what she's like before we know the best way to treat her.
Title: Re: (SG) Gnoll Chieftess
Post by: escaped lurker on January 12, 2017, 10:22:05 am
I'd rather have a debt of the additional 100 silver to him, than get on bad terms with someone who seemingly has a nice supply of animals. Animals, which we always might find a use for. (If such stable masters are a dime a dozen in the nearby goblin territory though, don't bother)
Else, get him to agree on a debt, and we get back to shopping at his at another time (or send out some of our people to do so)
Title: Re: (SG) Gnoll Chieftess
Post by: Gamerlord on January 13, 2017, 02:04:48 am
What are the odds we could knick the scorpion? I mean, how large is that wasp? Could Cra-Crawler get it to retrieve the cage it's in?
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 13, 2017, 02:20:48 am
I'd rather have a debt of the additional 100 silver to him, than get on bad terms with someone who seemingly has a nice supply of animals. Animals, which we always might find a use for. (If such stable masters are a dime a dozen in the nearby goblin territory though, don't bother)
Else, get him to agree on a debt, and we get back to shopping at his at another time (or send out some of our people to do so)
This is a good point. I do want to come back for that scorpion...

What are the odds we could knick the scorpion? I mean, how large is that wasp? Could Cra-Crawler get it to retrieve the cage it's in?
Depends on how you mean knick. If you mean steal, 100%: Our gift-brother is larger than the stable owner. If you mean steal without being caught, I'm guessing 0%: The wasp and scorpion are both cat-sized, I think, so it probably can't carry the cage. Even if it could, I'm guessing the scorpion going missing just after a beastmistress gnoll pack left would result in a pretty obvious conclusion, and it's not exactly a subtle piece of merchandise.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 13, 2017, 10:37:05 am
I'd actually be on board with getting a few adolescent trolls, we could use additional able bodied fighters, but it seems like the collective has more or less made up its mind.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 13, 2017, 04:02:16 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You consider the merits of selling in the city as opposed to visiting Thumbscrew's seeder, and find them to be numerous. A major goblin town will have a proper slave market, all but guaranteeing a fair price for the standard elves. The city is also the best place to find seeders, who would pay a premium for at least the druid. It is likely that at least one seeder is directly employed by the rebellion, so you would likely have a ready made contact to boot. All in all you see no reason to not ditch Thumbscrew and conduct your busniess in Dinofang. No reason, that is, save Thumbscrew himself. The goblin has traveled with your pack as a friend, so to do wrong by him would be shameful. A compromise will have to be made.

Approaching the Goblin, you explain that the opprotunity to visit Dinofang has just become avaible to him, but you are still open to employing him as a guide and negotiator for a reduced cut of ten percent. Thumbscrew, who was clearly anticipating being told the deal is off, is thankful, and agrees to your new terms.

---

You return to the stables, this time with Zit and Glowshine in addition to Gorgtooth and his goons. This time, you make sure the stablemaster accompanies you to the back, as you suspect negotiation may be required to get what you want.

Upon reaching the pens containing the beasts for sale, you wait while your ambitious beta female and your alpha male interview the sphinx. The two gnolls each take a good fifteen minutes talking to feline girlbeast, before conferring with you. Their advice is conflicting.

Glowshine thinks that keeping what essentially amounts to a giant, curious, and playful child with the instincts and natural weaponry of a vicious predator is a recipe for disaster. She fears for her safety, as well as the safety of the other small members of your pack, suggesting that the sphinx would likely maim or even kill gnolls unintentionally.

Zit agrees that the sentient beast would likely wreck havok, but thinks it is a small price to pay. Although she cannot yet cast, your alpha male tells you the sphinx has great potential as a druid, and already understands the theory behind and basics of the magical art. Zit goes on further to add that although he is not allowed to pratice non-lethal druidism, he can teach it. He believes the feline can be taught to use magic to impregnate herself with otherwise incompatible mates by the time she reaches adulthood in a few years, which opens up endless possibilities for your monster breeding operations.

Gorgtooth then chimes in. He thinks that if you want a caster, you should take the bug. Your gift-brother notes that you are likely the best arachnid trainer in the darklands, and the sorcerer scorpion already knows how to cast. Your gift-brother then places his paw on the stablemaster's shoulder, and asks in a not-so-friendly tone what sort of magic the creature knows. The stable master informs you the bug practices necromancy and lightning magic. He also adds that he thinks it understands the goblin language as well.

Unsure of what you will purchase quite yet, you begin negotiating in hopes of landing something a bit outside your price range. You had hoped to negotiate in good faith, but Gorgtooth has other ideas. Cranking up the intimidation to eleven, your gift-brother convinces the stablemaster that between interest, fees, and tribute to the greatest living beastmaster (you), he actually owes a debt of 2000 silver. You can't protest too much; With access to a proper city, you doubt there will be much reason for you to conduct business at Camp Decay moving forward, and don't feel too bad about burning bridges. Still, you should have known better; Gorgtooth is as mean as he is devoted to you, and can be depended on to take violent or threatening initiative to further what he understands to be your interests. When your goal is to make friends, you either have to be very clear with your simple-minded gift brother, or better yet leave him out of the conversation.
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 13, 2017, 11:16:57 pm
PTW

And maybe play...

I know i will join, who i am trying to convince otherwise?

Holy fuck i love breeding beasts in games it will be hard to control myself someone hold me.

Hey, we are already in the stable. Ask the assling good "fur nothing" what he can do, say that if he say another thing about his penis better he don't say anything or he will lose it.

Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 13, 2017, 11:24:22 pm
This feels a little too convenient, but I am super sold on both the sphinx and scorpion. We can probably train the sphinx to be gentler with her toys, and maybe even healing magic to repair them. In exchange, we get a heavy hitter that will someday be able to manufacture tauric horrors for us. That's more than worth a little wear and tear on our pack.

The scorpion, I think, needs little persuasion.

Getting both still leaves us 100 silver over budget, though. I say we offer a 100 silver IOU, but maybe make it 200-300 to show what a generous thug warlord we are. By which I mean excuse Gorgtooth and discretely tell Glowshine or whoever's drawing up the contract to make it more, because if we mention we need another 100 silver out loud our gift brother is going to get us another 100 silver.


I'd actually be on board with getting a few adolescent trolls, we could use additional able bodied fighters, but it seems like the collective has more or less made up its mind.
They're not a bad idea, but the wool is mostly wasted on us. They're also probably not great beast riders, though they might make good beast wranglers.

I'd be all in favor of it if I didn't prefer our other options, but raw humanoid muscle just feels flat compared to our more bestial options.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 14, 2017, 01:18:02 am
It sounds like both the sphynx and the scorpion will be very dangerous. I say go for the sphynx. Glowshine has raised kids, maybe she would play mommy for the sphynx, if we tell her she can also ride her for all the little errands (that dont involve fighting) we send them off on. Teaching the sphynx not to hurt her new family in the end shouldn't be too hard. If zit can teach her some magic, all the better.

If we can tame the scorpion too without getting turned into its zombie minion, that'd be awesome, but that still sounds like a dangerous proposition. Honestly, I'd rather not risk two crazy dangerous critters. Instead, make up the rest of the debt with the adolescent trolls, and two male and two female saurian kangaroos. And four of the little dartsharks, preferably also two male and two female.

One, the trolls could give the sphynx some tougher playmates with the same kinda childish mentality until theyve all matured. They can help each other grow up, and in the meantime the trolls can still serve a useful purpose providing fur and potentially also fighting, and if the sphynx breaks their necks or something, oh well. Two, the kangaroos offer more possible mounts for the small males. Three, the dartsharks offer some additional attack animals and watchdogs.
In total that'd add up to 1690 if I did the math right. That leaves 310. Take the assling, tell him to be useful or be food, and tell the stable master you'll be back another time to settle the remainder of the debt. Assling can haul some extra supplies or something.

It is a lot of critters, but we can handle it, right?
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 14, 2017, 10:48:05 am
My primary problem with these more exotic animals is that we don't have a lot of manpower right now, and it would skew the balance of power towards our critters. They might not both be intentionally malicious, but our position isn't such that i think it's a great idea to weaken our own control of the situation in our pack.

I'm against getting *both* the scorpion and the Sphinx. Maybe one or the other. We barely number twenty, if the situation goes bad it's probably going to go really bad.

Personally, i'm in favor of playing it more conservative and getting some of the more conventional creatures, who might be easier to control. Particularly trolls if they have some level of intelligence. Having some bruisers on hand could be a good idea.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 14, 2017, 07:21:09 pm
If we can tame the scorpion too without getting turned into its zombie minion, that'd be awesome, but that still sounds like a dangerous proposition. Honestly, I'd rather not risk two crazy dangerous critters.
Personally, i'm in favor of playing it more conservative and getting some of the more conventional creatures, who might be easier to control. Particularly trolls if they have some level of intelligence. Having some bruisers on hand could be a good idea.
I think the analogy here would be the world's greatest juggler considering a chainsaw that occasionally comes to life and bucks around on its own. Avoiding it is sensible, certainly, but not really living up to our professional ambition. We are, after all, not just a beastmaster, but a gnollish alpha female beastmaster. That warrants a certain commitment to reckless ambition and wanton hubris, I think.

Instead, make up the rest of the debt with the adolescent trolls, and two male and two female saurian kangaroos. And four of the little dartsharks, preferably also two male and two female.

One, the trolls could give the sphynx some tougher playmates with the same kinda childish mentality until theyve all matured. They can help each other grow up, and in the meantime the trolls can still serve a useful purpose providing fur and potentially also fighting, and if the sphynx breaks their necks or something, oh well. Two, the kangaroos offer more possible mounts for the small males. Three, the dartsharks offer some additional attack animals and watchdogs.
In total that'd add up to 1690 if I did the math right. That leaves 310. Take the assling, tell him to be useful or be food, and tell the stable master you'll be back another time to settle the remainder of the debt. Assling can haul some extra supplies or something.
I'd point out that we probably don't want the sphinx bonding exclusively with trolls and not the rest of our pack, but it's a relatively minor point.

I'm not super sold on the dartsharks. Attacks animals are always good and we own a nice place to breed them, but "attack animal" feels like kind of a default role for any critters we find. Accordingly, even at 15 silver apiece, they feel depressingly mundane.

It is a lot of critters, but we can handle it, right?
The answer to this is always yes.

My primary problem with these more exotic animals is that we don't have a lot of manpower right now, and it would skew the balance of power towards our critters. They might not both be intentionally malicious, but our position isn't such that i think it's a great idea to weaken our own control of the situation in our pack.

I'm against getting *both* the scorpion and the Sphinx. Maybe one or the other. We barely number twenty, if the situation goes bad it's probably going to go really bad.
THE ANSWER TO THIS IS ALWAYS YES

Really though, I don't see the problem with being critter-heavy. We're not worried about a coup or even really something breaking free and needing to be caught. The scorpion is really only dangerous to us because we're the only one who's going to be attempting to tame it, and the sphinx is only dangerous to our pack because she's playful. Both are probably manageable for a wrangler of our skill, and neither's strongly affected by our current humanoid count.
Title: Re: (SG) Gnoll Chieftess
Post by: crazyabe on January 14, 2017, 07:49:31 pm
Of note: if the Sphinx can "work" most males at a later point we may have a good way to put our males to use when our Slight lack of Females catches up with us.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 14, 2017, 08:16:22 pm
If you mean gnolls, we're actually fairly overloaded by females: Our alpha preached 1 beta female per 8 males at an absolute maximum, and we're running with 3 females for 17 males, or a little under 6 males per female. Unless you mean literally that we want enough females to spawn our own personal army of packlings, in which case yes, I suppose we are a little sparse.

In any case, if she can really be taught to impregnate herself with anything, the sphinx's breeding value is probably going to be in hideous crossbreeds rather than raw numbers. Not that gnollsphinxes wouldn't be interesting, but I'm sure we can do even better. sorceror scorpion sphinxes yes yes yes
Title: Re: (SG) Gnoll Chieftess
Post by: OceanSoul on January 14, 2017, 08:19:44 pm
I say we offer a 100 silver IOU, but maybe make it 200-300 to show what a generous thug warlord we are.

Is this siggable? Or are sigs a sort of you-have-to-be-there thing?
Title: Re: (SG) Gnoll Chieftess
Post by: crazyabe on January 14, 2017, 08:37:44 pm
Yep, Everythings Sigable, so Long as it has not already been sig'd.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 15, 2017, 10:47:55 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

After some internal debate, you decide that taking both the Spinx and the Scorpion would be irresponsible, even by gnollish standards. In the end you settle on the sphinx, the deciding factor being that you want to do something nice for Zit, who will likely be fairly miserable moving foward as the cruel and dangerous Gorgtooth seems to dislike him.

You then turn your attention to the assling, and ask what he can do, threatening to neuter the poor creature if the answer relates to his penis in any way. He thinks for a second, before admitting that he was raised to be a traveling minstrel and bard, but was kidnapped and sold into slavery underground before he could finish his training. He can play the Halfling Tripipe (not an easy instrument to find in the Darklands) fairly well, and can eventually figure out the basics of any other wind instrument given enough time. He is fluent in surface common, the language of humans and halflings, as well as most of the tongues spoken in the darklands. He claims his poetry is decent in any language, especially when it comes to lewd poems and filthy songs. He initially refuses to tell you his name, as it relates to the part of him you have threatened to cut off, at which point the stablemaster chimes in that he is called 'Cucumber'. He likely had a proper halfling name at some point, but it is standard pratice of goblin slaveholders to violently condition their property to forget or repress as much of their old identity as possible.

In the end you decide to buy him. At worst, he will make a fine meal and acceptable pack animal, and could also be of use as a back-up translator or source of biologically incompatible entertainment should Zit be unavailable at some point down the road while you are in heat.

Next you turn your attention to the trolls, and settle on the three adolescent shaggy ones; Although smaller, they should be easier to train from a younger age. Although not the smartest of animals, trolls do possess voiceboxes capable of simple speech and parroting more complex ideas, and a strong and dexterous humanoid frame that allows them to fill in for a proper sentient being in combat or unskilled labor with the proper training. Two are male and one is female, which is not an ideal configuration for breeding, but these youth are still a good half-year or so from having to worry about that anyway.   

Lastly you select two breeding pairs each of Darksharks and Saurian Kangaroos. Neither species is monogamous, so you could get away with a single male each, but this way allows you insurance should you lose a specimen before the first nesting/spawning, and affords you a bit more genetic diversity otherwise.

This leaves you still owning 160 silver in stables debt. You take 100 of it in the coin the stablemaster has on hand, and have Glowshine write up an invoice for the remaining 60 before leaving.

---

Back at camp, your pack is quick to take to the new acquisitions. Bloodcoat offers to train the dartsharks as proper attack animals should you not wish to invest the time yourself. Another male, called Mutilation, claims to have taught trolls to speak and throw javelins before, and could take those duties off your hands if you wish. One of the Goblins in Mandible Squad also offers to train the trolls, stating that he can teach them to bear heavy shields as cover for the pack, as well as the arts of mining and bricklaying.

Problems arise with the Sphinx, who seems to get along better with the captive elves, who speak her language, than she does with the pack. Glowshine seems rather smug that her perdiction that the getting the Sphinx would be a bad idea is already panning out. While thinking about how you might deal with this potential issue, you ask the creature's name, which prompts both Glowshine and Zit to advise that you should just rename her yourself; The Sphinx's moniker refers to several heavinly bodies, and does not translate well into the subterranian languages of people who rarely see the sky. You might also want to think of names for your other new purchases.

---

Not wishing to stick around and risk the consequences of extended exposure to the larger gnoll pack at Camp Decay, you uproot the pack to begin the five day journey to Dinofang. The first day of the journey is spent catching up with your gift-brother.

Gorgtooth spent his first month at camp decay trying to get an in with one of the larger bandit armies run by a human named Tobias Thames, a highborn wizard chased underground for taking boychilds of his own species as lovers. He eventually got Mr. Thames to give him work running messages to and from various leaders in the goblin military, but found out the hardway that the human would have those delivering particularly secretive messages killed to cover his tracks.

He was beat up by a gang of five humans, and his pets killed or chased off by the same. Gorgtooth's assailants thought they were leaving him for dead, broken, naked, and bleeding three day's walk from the nearest settlement that might allow a Gnoll entrance, but had clearly underestimated gnollish endurance. Gorgtooth picked himself up, tracked down his three remaining ants, and started the long and painful journey. On his way, your gift brother ran into some goblin rebels, who happened to be quite interested in his story, particularly the parts regarding Mr. Thames' connections to the hated goblin government. When they learned that Gorgtooth was the son of the Alpha Trumpet and raised at Mastiff Nest, a location the rebellion desires to control, he was more or less a made man among their ranks.

Since then, Gorgtooth has participated in several small battles for the rebellion, but has spent most of his time being dotted on by Princess All-Killer, the strange dinosaur/drow/goblin hybrid in charge of the rebellion's small presence at Camp Decay. The two became close friends and part-time lovers; Gorgtooth would use her as an outlet whenever a gnoll pack rolled through the camp looking for work and the presence of their alpha female would drive him wild, and All-Killer found some enjoyable novelty in the violent nature of gnollish courtship. Outside of sex, the pair was compatible as well; All-Killer's drowish nature appreciated the wicked cruelty of your gift brother, and the goblin in her was impressed by his ability to lead through intimidation. Gorgtooth in turn appreciated having a friend who could make up for his mental shortcomings, and also reveled in the novelty of female companionship; A properly raised gift-sibling is conditioned to despise all female gnolls, up to and including their own mother, save for the alpha they are born to serve, their own female siblings (you sadly lack such a gift sister), and any beta females accepted by their chosen alpha. This hatred rarely extends to non-gnolls, so a relationship such as that between All-Killer and Gorgtooth is hardly unprecedented.

By the end of the day's journey, you have deduced that Gorgtooth carries both a devotion to the rebel cause and a thirst for revenge against Mr. Thames, although neither surpasses his single minded love for you.

---

The theme of Gorgtooth carries into the night's entertainment, as he decides to make a big deal out of formally joining your pack, and taking his first female gnollish mate. After you deliver a rousing speech on your gift-brother's virtues, it falls to Cra-Crawler to fuffill Gorgtooth's second wish, as your other two beta-females are still occupied elsewhere. You are somewhat shocked when Gorgtooth actually puts up with Cra-Crawler's elaborate courtship and foreplay, and completely floored when he begins behaving submissively towards the younger female. Thinking about it, however, your gift-brother's behavior actually makes sense; An expert insect trainer, Gorgtooth would understand better than anybody the danger posed by the wasp, and the miraculous nature of the fact that Cra-Crawler can control it.

After the performance, Gorgtooth confirms this theory to you in private, and explains his actions a bit further by explaining that he has heard of Cra-Crawler during his time in Goblin country. "There are lots of rumors about Cra-Crawler among the goblins. She was raised at the Temple of the Death Gods in the Holy City of Butchery Banks, and was supposedly being groomed as high priestess to some morbid god the greenskins stole from the humans. Some have told me that she used to preach she is like the wasp: undead and alive at the same time. Others say that she used to prove her faith by inflicting sure deaths upon herself and emerging unscathed. I have heard that she bled herself dry, let the wasp sting her, and drowned herself for hours at a time. I am glad you give her respect so that I may as well."

Before tug-o-war can begin for the night, there is an incident with the elf prisoners. You arrive in a hurry, to find them fighting amoung themselves; While the druid is spacing out under the effects of Glowshine's drugs, four of the remaining six are beating up on the other two. One of the assailants is choking out the lone male captive with the ropes binding her hands, while the other three (including both the females you have considered as potential pets so far) are stomping a female elf. You issue a few commands to Slowdeath, who breaks up the fight by tossing assailants aside before the larger males in your pack can arrive to do so themselves.

Once the situation is entirely under control, you deploy Glowshine to get to the bottom of things, and find yourself pleased with what you have dug up. Rumors had been beginning to spread among the captives that the pack intended to sell them to a seeder, but that the alpha gnoll was looking to spare one of them as a personal pet. Two amoung the captives have decided that they would rather suffer the later fate than the former, and were prepared to beg for you mercy nextime both you and Glowshine were around. The remaining elves decided this behavior was treachery, and decided to punish the two willing to submit to you.

You have the two separated from the other elves, excuse yourself and Glowshine from tug-o-war to interview your potential new toys.

The male, Hayleaf, is a lowborn mercenary hired to guide and guard the bridal party while they were in the wilderness spiritually preparing for the wedding. As a lowborn, and not even being from the same tribe as the females, Hayleaf worships different gods than the others. One of the deities in his personal pantheon relates to natures savagery as opposed to its beauty, and as such he does not feel he would have to forsake his values to travel with the pack. Hayleaf is skilled with the bow and blade, and knows how to navigate both the surface and the darklands.

The female, Waters of Purity, is the younger sister of the elf eaten by you and the beta females, and as Glowshine explains, one thing elves and gnolls do have in common is a spiritual view of the predator/prey relationship. Waters of Purity believes that her sister's spirit is now one with the pack, and that your desire to take an elf as a pet stems from sisterly desire to protect and nurture Waters of Purity that you inherited from that meal. Waters of Purity adamantly claims that you will feel unfulfilled with your selection unless you choose her. Waters of Purity claims that it must her destiny to be your pet, because she is the only elf in the group to live full time underground; She is married to her tribe's ambassador to the dwarven kingdom, and makes her home in the dwarven city of Longsword, which sits only a week and a half from your future home of Blackpool Shaft. Although for the most part Waters of Purity is a spoiled and unskilled highborn, she has taken up the smelting and smiting of gold and silver as a hobby, and can both make jewelry and decorate other objects with the valuable metal.

Glowshine, although weary of keeping a pet who could sic the dwarves on the pack should she escape, can't help but salivate at the possibilities presented by Waters of Purity. "We can use a gold and silversmith to produce counterfeit coins; A thin layer of precious metal around a coin made from a less valuable substance. Also... This is a huge risk... We ate her sister... I can't believe I am suggesting this... But I know some among the dwarves want to sic it to the goblins by supporting the rebellion. We might be able to use her husband and his ties to better our relations with both the dwarves and the rebels... But... it would mean the bloody end of our pack if it goes poorly... so risky."
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 16, 2017, 01:38:59 am
I am sad. That scorpion was made for us. :'(


Training
Bloodcoat training the dartsharks sounds good. It'll free us up for more fun things (which I think mostly means the sphinx at the moment) and give him a way to be useful even with his bum leg.

Training the trolls to speak sounds nice, but I think I'll go with letting the goblin train them in meatshieldery and construction. Using a troll at range strikes me as a bit of a waste, and some noncombat talents could come in handy if we want to build up (or dredge down) Blackpool Shaft.

...nothing left for us to do but train the sphinx! Or train ourselves in one or more of its languages. Probably both. Actually, Zit will probably be busy training it magic, so this may be a mixed three-way learning experience.

Naming
Good name for a sphinx... pardon, gnollish name for a sphinx... Writhewomb if we want a weird reference to her intended talent, Windclaw if we want to mention her savage elfishness.

Trolls could go with brutish names, but I'm in favor of weirding them out a bit to match our pack's bug/fish focus. Dugweed, Crawlskull, Mawslab, that sort of thing.

The critters should probably get one-word names of a somewhat grim nature, to match Lord and Lady Carrion. Maybe Shank, Flank, Noggin, Paunch for the kangaroos (nontheatening/derpy body parts), and something like Femur, Knuckle, Gristle, Liver for the dartsharks (bones for one gender, soft tissues for the other)? We could also go a bit more intimidating/gory, or otherwise get a more coherent theme for either.


Future Plans
Waters of Purity is basically perfect as a pet. Her insane family-related mysticism should fit in perfectly with Cra-Crawler and our pack's general relationship to us, she's accustomed to living underground near where we plan to stay, her noncombat (which is to say, only) skills can feed directly into pampering and flattering Glowshine, and she has some connections we could (but wouldn't have to) use to better relations between not only ourselves and the dwarves, but between the dwarves and the rebels. Altogether, a much better deal than the few hundred silver we'd probably get for her at the slaver's market. The only downside is that she's going to complain endlessly about our traveling conditions, but we can just tell her our protective instincts insist we toughen her up and teach her to live in the wilds.

Personally, I'd like to keep the guard elf also, though. He'd fit in fine with our pack and serve as another navigator and perspective, which can be handy when most of your pack's diversity can't talk. Having a second elf would also probably be good for our sphinx, who's otherwise light on speaking company.


On the topic of Gorgtooth, I see no reason not to stick with the rebellion and slowly eat Mr. Thames alive when we catch him. Well, other than that wizards are dangerous and hard to subdue.
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 16, 2017, 06:53:14 am
Tree hugging pets:
And we will have a female and male elf pets, just don't let the ambassador see her in times of pregnancy hehehe

If they are so eager to join they can get pleasures when proving useful. But they must be aware, going to the seeder is a better end than trying to trick us.

Outside their view, give the chance of Cucumber proving himself, say that he should act as he want to escape and is trying to escape together and with the help of both elf-pets. If he discover that they aren't trying to trick us, good for all of them. If they are trying to trick us and he can prove it (make a fake and sabotaged escape from the pack only to get captured a few tunnels late.) they are fucked but the assling will be at better hands, we don't need to say that he will be screwed if he try to trick us, he already know that.

Training:
Say to Mutilation that his skill in teaching how to speak will be used sooner or later, but for now the goblin shall do the work.

For now the plan of IronyOwl is fine, we should sometimes overseers the others trainers and see how good (or incompetent) they are in training, and giving tips&tricks and all that in their training skills when possible. Train the trainers and we can later begin to trust blindfolded in they training for us.

(Hmm, a speaking troll would be easier to teach?)

Gorgtooth:
He can write down. That wizard will pay, and will be in Gorgtooth's hands how the history will end.
Ask/see what are the sexes of his ants, ask if he know how to train them and if is possible to breed them.

oh hell, he is the largest gnoll, and have no problem with cra-crawl. hope she can get pregnant and give dozens of big sized siblings. although the milk have more effect on size and i have no idea if cra-crawl's milk is poisoned.

Naming:

errr... I am horrible at this.
Title: Re: (SG) Gnoll Chieftess
Post by: S34N1C on January 16, 2017, 08:38:46 pm
Both of the above plans look good to me.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 17, 2017, 09:22:32 pm
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

Leaning towards keeping both the willing elves as pets, you order them to be kept separated from the others for now, while also calling for another round of bloodletting, from which Purity of Water and Hayleaf are spared.

---

The remainder of your trip passes without serious incident.

Rather than spending your travel time socializing, you ride next to the Sphinx, whom you have nammed Writhewomb, and the gnolls that translate for her, doing your best to learn the languages your valuable new pet speaks. This turns out to be a stressful exercise, as neither language shares much in common with any tongue you speak. Eventually, fusterated, you decide that you must focus your attention on one tongue at a time if you want to make any real progress in either, and start weighting the advantages of both.

Druidic, on the surface, seems to be the weaker option. Most of the wild beings who speak it in the Darklands also know how to speak Savage Undercommon or even Gnollish, both tongues that you are already fluent in. It does, however, give you the advantage of communicating with any Druid you might encounter regardless of race, although, once again, the races who most commonly practice Druidism underground are Gnolls and Kobolds, whom you can already communicate with. Learning Druidic, of course, opens the door to becoming a druid yourself, however the druidic arts are rarely practiced by Alpha Females for several good reasons; To advance past the mere basics, all but the most talented of druids must take binding oaths to regulate their behavior, and doing so might impact your ability to lead. Druidism is also unsightly for an Alpha Female, who should present herself as a living god, as much of the magic lies in appeals to various higher forces. All that said, however, quietly learning the basics would further empower your ability to work with animals. Learning Druidic would mean spending lots of time studying under Zit.

The Elfish tongue offers far more immediate benefits. Not only would it allow you to speak to Writhewomb, but to any pet elves you decide to keep as well. Important drow also tend to learn the language of their surface cousins, and might look on you with more prestige if you speak the them in Elfish than they would if you presented yourself in Undercommon. Glowshine, who would likely be your main teacher in Elfish, adds that Elfish is the language of wizardly scholarship, so any wizard worth his salt will at least be able to read and write it regardless of race.

Bloodcoat begins to train the Dartsharks to fight as he had offered, and quickly proves himself to be an apt trainer. Smaller and more nimble than their larger mountable cousins, the Dartsharks will be, in some ways, more dangerous once training is complete. For both the Frogsharks and Kangaroos, you decide to use a naming convention from The Alpha Trumpet's pack, and make each breeding pair a 'lord and lady'.

Although too young to breed yet, you also decide to throw 'sir' and 'lady' in front of the troll's names, just to make it easier to pick out the sole female, Lady Mawslab; What few sexually identifying features a normal troll might have are covered in thick wool on these specimens. Training is slower for the trolls than it is for the Dartsharks, but you are not sure if this is due to lack of proper equipment or lack of skill on the trainer's part. Gorgtooth's goblin underling, lacking both tower-shields and bricks, is reduced to running basic military formation. Bricklaying is taught using roughly brickshaped pieces of frock and fugal wood in place of bricks, and mud in place of mortar.

One thing you do notice is alliances being drawn, hinting at a potential power struggle among your underlings. Glowshine seems to be consolidating power and influence for herself, and seems to have gained Echo, Dingo, and Bone-Saw-Saw (who is finally beginning to recover from his concussion) as loyal underlings. Gorgtooth and his six troops in turn have taken to associating publicly with Cra-Crawler, whom Gorgtooth has claimed as a personal adviser and either strongarmed or seduced into declaring that she will focus on bearing your gift-brother a litter once one of the other females is once again open to all in the pack. Zit has quickly learned how to use the massive Writhewomb to throw is weight around, and uses his title as Alpha Male liberally to command the obedience of others in the pack.

On one hand, such politicking reflects well on both you and the pack; It shows that influence within the pack is of value and worth competing for. Furthermore, as a pack requires an Alpha Female to function, you know none of the factions are a direct threat to you. That said, many a pack has met its end because infighting turned violent at the wrong time, and there are a few things here that worry you. Both Gorgtooth and Dingo seem to genuinely dislike Zit. Your gift-brother thinks him an unworthy loser who seduced you with his ugliness, while Dingo openly covets the role of Alpha Male for himself. Furthermore, although you trust Gorgtooth and his devotion to you completely, it seems that some of the more clever members of Mandible Squad have his ear, and as they are not proper members of the pack, you doubt your best interests are high on their agenda.

---

The pack approaches the stone walls of Dinofang halfway through a travel day. Since you doubt the guard would respond well to a pack of gnolls approaching the gate, you send Mandible Squad ahead to announce your arrival and secure your entrance. Four hours later Gorgtooth and his men return, flanked by twelve other rebel soldiers. You are presented with loose fitting black silk toga to distinguish yourself from the Gnollish slaves kept in town, and your pack is lead towards the city.

At the gates, the soldiers split the pack up. Gorgtooth and Mandible Squad leads you, Zit, and the beta-females through the gate, while the remaining soldiers lead the rest of the pack and prisoners to their accommodations just outside of town. You ride through the gate mounted on Slowdeath, but the other beasts (save Cra-Crawler's wasp) go with the rest of the pack. Thumbscrews follows the pack to see where they end up, but tells you he will likely get a room at the Dancing Raptor, a local inn.

Few free gnolls ever get to enter a civilized city, and you are suitably impressed. The few blocks you travel alone contain at least three times as many homes and businesses than you might find in a Kobold settlement. Most of the citizens you pass carry metal weapons, full coin purses, and other valuables that only the richest Kobolds and Gnolls might have, and the streets are straight and paved in polished stone.

Eventually you are lead into one of several massive towers in town that pierce the cavern ceiling, and take a geomancy elevator up for several minutes until you reach a large meeting chamber that overlooks a surface desert from several dozen stories up. In the chamber you are introduced to Iago, a well dressed goblin who claims to be the assistant of Silentkiss, the Drow who holds final authority in all rebel matters unrelated to the church or military and is mother to Gorgtooth's friend Princess All-Killer.

Iago explains that Silentkiss knew you were coming, but was called out of town on urgent business two days ago. The drow would like to meet you and your gift-brother in person, and has opened the city to you and The Wicked Song. Your pack will be staying at his personal plantation just outside the city walls until he can secure some kind of uniform to identify them as friends of the rebellion rather than slaves. Iago, however, is unwilling to keep a dangerous captive Druid on his property, and offers to buy it off you on Silentkiss' behalf. Silentkiss, as it turns out, personally preforms seeding experiments for the rebellion, and also directly oversees all civilian seeders in Dinofang.

Iago will pay an advance of four thousand gold coins for the druid, which he suspects will be about half the final purchase price. The bride will then be moved to Silentkiss' personal dungeons for safekeeping, and when his mistress returns, she will appraise the merchandise and pay you whatever else is owed. He also notes that he would be willing to purchase and take away any of the other elves as well, but wouldn't be able to pay you an advance for them.

Glowshine notes that the advance on the bride seems fair, but is a bit hesitant to deal in gold. Gold coins are typically used to purchase magical  goods and services, or to conduct other large and important transactions as the spells to detect counterfeit gold are far easier than the spells to detect counterfeit silver. Although gold is more valuable than silver, mundane merchants will often rip off those desperate enough to conduct mundane business in gold by treating it as equal to silver in value. Unless you plan on making any large or magical purchases in the near future, Glowshine warns that it would be best to seek out a money changer. The exact exchange rate varies wildly from place to place, and Iago notes that gold coins are presently being exchanged for about 1.7 silver in Dinofang, which he admits is pretty low. Silver is presently worth more than usual in rebel territory, as it is being used to make some weapons and shields in the face of tin and iron shortages.

"Although I'm not opposed to ridding ourselves of the elves before they cause trouble, it might be worth taking at least the non-druids to the local slave market to see if we can get paid in silver." Glowshine concludes.

The discussion then turns to your personal accommodations. Iago thinks it is wise for you to dwell in a manor while you are in town unless you desire to go into heat, as gnolls in the city are kept as slaves by the poor and middle class, so you might be close to girlchildren if you stay in a common inn or house. As luck would have it, all the high houses of Dinofang are interested in the honor and novelty of hosting a Gnoll Chieftess, so you have options.

House Redfeather is Iago's family, and the goblin lordship tasked with running the civilian affairs of the Rebels. Although Redfeather is renting out its right to rule to Silentkiss in exchange for first dibs on the results of her experimental seeding, they still hold most of the important civilian positions underneath the drow. Gorgtooth intends to stay with the Redfeather Goblins as Princess All-Killer has written letters of introduction on his behalf to several of her sisters living at the mansion.

House Rex is the spiritual heart of the rebellion. It owns or oversees most of the temples, shrines, and academies devoted to the Saurian Dragons that the rebellion is fighting for the right to worship, and many of those who dwell in the mansion are both clerics and personal friends of the fabled reptile gods.

House Sootcough is the most wealthy of the Dinofang bluebloods. They more or less control the supply of Bronze in rebel territory, and used this powerful leverage to gain control of the military when the hated royal family cut the rebels off from Iron and Steel.

House Brontosaur used to control the military, but have been left largely powerless by the recent maneuvering of House Sootcough. They have, however, been promised most of the land in the Mandible Tunnels as consolation, which you are to help the rebellion claim. It stands to reason that helping your pack is in their best interests.

House Needles is one of the oldest and most prestigious goblin names, with lordships across goblin territory. The name Needles is synonymous with wizardry and scholarship, and although the local branch only nominally supports the rebellion, their manor houses some of the wisest and mightiest casters in the darklands.

House Plauge rivals House Needles in age, reach, and prestige, and are known as the keepers and master clerics of the traditional Goblin Pantheon. The own or maintain all the temples, shrines, and academies dedicated to the terrifying gods traditionally worshiped by goblinkind. The local branch of House Plague only nominally supports the rebellion, but has expressed great interest in housing 'The prophet Cra-Crawler and her cheiftess'. Cra-Crawler for her part would strongly prefer to stay at Plague Manor, but feels that showing pack unity and staying with either you or the males is more important.

You pull your lieutenants aside to debate on the housing issue, and aside from the aformentioned Cra-Crawler and Gorgtooth, nobody has a strong preference. Just as you are about to adjourn the group and attempt to come to a decision on your own, however, that Cra-Crawler drops a prophetic bombshell. "Last quiet time Glowshine conceived the pack's first litter and next quiet time Echo will conceive the second and before we leave this city I will conceive the third. I forsee a rough pregnancy for Glowshine and a rough birthing for Echo and a rough pregnancy for me. The pack should settle soon, at least temporarily, at least to get through this, so we should hurry to the mines when our business is done here or we should extend our stay in the city."

A gnollish pregnancy lasts three and a half months or so, and although rarely lethal to the mother can leave her very weak and vulnerable. A young pack that depends heavily on the skills and leadership of its beta-females can easily fall apart if too many become pregnant at the same time. From the looks of it, you can tell Echo and Glowshine are thrilled by the news none-the-less; Echo, being far more kindhearted than the average gnoll, is enthralled at the thought of raising young, while you know Glowshine desires nothing more than honor and respect, which bearing the pack's first litter will bring her. Cra-Crawler is tougher read, and deflects attention away from herself by fawning over the other two before Gorgtooth drags her away and attempts to interrogate the prophet in the corner, likely in attempt to figure out if her litter will be his as well.

You don't think Iago speaks gnollish, so you doubt he is aware of any of this. If you do intend to try and make his city your home for a spell, you at least have the element of surprise on your side.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 17, 2017, 11:37:00 pm
Language
Elven seems the superior choice here. Talk with wizards and pets, no overlap with our other talents. Druidism for even more animal training is sort of tempting, but sounds like kind of a large investment.

Prophecy
Damn, this is tough. I'd love to get us set up at Blackpool Shaft for the next few months, training and breeding our animals alongside our underlings, but I feel like cozying up to rebellion nobles is of higher priority. Plus, the city's so nice, it should be a better place to stay than our own accommodations.

So with that in mind, I'm in favor of setting up shop here until our pack is ready to move out again. At least one noble house should be willing to support us, and if they get tired of their guests we might be able to cycle into another looking for novelty visitors.

Accommodations
This brings us to the issue of where to stay, possibly for a rather long while.

Redfeather and Plague will almost assuredly not mind us staying forever and ever, so they're good fallback options should our novelty wear off on our first hosts.

Otherwise, who do we want to get in good with or make us of while here?

Redfeather - In good with Silentkiss, more or less leader of the whole rebellion and likely insane criminal against man and god. Already on good terms with our gift brother, wants to see us.
Rex - More or less the point of the rebellion. On good term with dragons, I suppose?
Sootcough - Money, bronze, and at the moment the military.
Brontosaur - Former military, currently out of luck, good things on the horizon assuming all goes as planned, eg we succeed.
Needles - WIZARDS!
Plague - Vile goblin gods, strongly likes Cra-Crawler.

I think my vote is for House Brontosaur, since they need us to succeed, will be inhabiting our former home, and are a normally military house currently lacking in muscle, which we might be able to pick up a bit of slack for. Redfeather is a close runner up, to get in good with Silentkiss and her family of deranged experiments. There's a lot of good options here, though.

Elves
Okay, decision time. I am, as mentioned, in favor of keeping the two willing elf pets. I think we should sell the rest at the slaver's market, where we can be assured of getting a good price for them.

The druid is the major concern, though. She's hideously valuable and hideously dangerous. Normally I'd be more or less in favor of selling her to Iago and spending the gold on some big magical service, like summoning up an otherworldly nightmare in arachnid form or fusing several mundane beasts into a mutant chimera.

However, one thing's been bugging me about her: She was caught wandering off and being seduced by Dingo, who is, well, a gnoll. This seems a little peculiar for an elf bride, given that gnolls are apparently hideous enough for Cucumber to probably need to be desperate to try to seduce us.

So I want to talk to her to figure out what's up with that. We should see if Iago can set us up with some form magical restraints so we can sober her up and interrogate her without incident, at which point we can decide what to ultimately do with her.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 18, 2017, 04:31:25 am
Okay, so I noticed I missed a question about Gorgtooth's Ants, so have a quick Infodump:

In the Darklands lies a region called The Crosses, which is a grid of tunnels. Some tunnels in The Crosses are savage, infested with gnolls and terrifying wild beasts, while others are calm and home to Kobolds. The two races of The Crosses have a loose allience; The savage Gnoll tunnels serve as a natural buffer against stronger and more civilized foes who might wish to invade the Kobolds, while the Kobolds in turn act as middlemen and merchants for what little economic activity gnolls might participate in.

The Mandible Tunnels make up the western and bottom borders of The Crosses, and are famous for their many hives of giant ants and wasps. A hand full of these hives are inhabited by powerful Gnoll Packs who live in harmony with the creatures who built them. These hive/dens are passed down through the generations of alpha gnolls, and serve as a great source of wealth and power for the gnolls that control them; The strongest bugs become war beasts and pack animals, while the rest are sold to Kobolds and weaker gnoll packs. Ants and Wasps can breed as fast as their workers and gnollish masters can provide them with food, and are otherwise comparable to stronger, armored, dumber, often venomous, and sometimes winged dogs.

Although not the largest or strongest dire ant species, The Trumpeter Ant, or Gnollish Mastiff, is considered the gold standard of pets one might purchase from a gnoll as they lack many of the drawbacks that other ants have compared to domesticated mammals. Although willful and difficult to train, Gnollish Mastiffs are clever, and can be kept happy and productive in groups as small as two. The workers and soldiers can live up to three decades, which is twice as long as the next longest lived gnollish ant species.

Sadly for Gorgtooth, Gnollish Mastiffs as not easy to come by. Your former home, Mastiff Nest, houses the only domesticated breeding colony known to exist, and it was this monopoly, along with the den's strategic location, that brought The Alpha Trumpet much of her wealth and power. A skilled druid might be able coax one of Gorgtooth's otherwise sterile female warriors into producing a paltry handful of low grade offspring, but turning a warrior into a proper breeding queen would be a task for someone who has mastered both the reproductive control and transformative branches of Druidism. If you did manage to obtain a queen, you would still likely need other resources, such as drones and workers, to start a colony.

Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 18, 2017, 03:11:36 pm
Sorry to double post, but I just need to say that although I'm usually fine with responding to just one suggestion, the descisions here are pretty important, and IronyOwl seems a bit uncommitted to his suggestions in some areas of his post. I would like a bit more input before I do the next turn.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 18, 2017, 03:19:22 pm
Language
Elven seems the superior choice here. Talk with wizards and pets, no overlap with our other talents. Druidism for even more animal training is sort of tempting, but sounds like kind of a large investment.

I'm in agreement. My vote is for elven.


Elves
Okay, decision time. I am, as mentioned, in favor of keeping the two willing elf pets. I think we should sell the rest at the slaver's market, where we can be assured of getting a good price for them.


Another +1

Quote
The druid is the major concern, though. She's hideously valuable and hideously dangerous. Normally I'd be more or less in favor of selling her to Iago and spending the gold on some big magical service, like summoning up an otherworldly nightmare in arachnid form or fusing several mundane beasts into a mutant chimera.

However, one thing's been bugging me about her: She was caught wandering off and being seduced by Dingo, who is, well, a gnoll. This seems a little peculiar for an elf bride, given that gnolls are apparently hideous enough for Cucumber to probably need to be desperate to try to seduce us.

So I want to talk to her to figure out what's up with that. We should see if Iago can set us up with some form magical restraints so we can sober her up and interrogate her without incident, at which point we can decide what to ultimately do with her.

I'm strongly leaning towards selling her. She's dangerous to keep around, and we don't know anything about her potential motivations. And that windfall of coinage could be really useful in strengthening our position.
I'm for talking with her though, but only if Zit believes it to be safe. If not. Sell her to Iago.

I'm also for staying with house brontosaur. Mutual best interest is a good starting point for an alliance, though i'm also interested in Plague as my second choice. It sounds to me like the more traditional goblin religion tends to veer towards supporting the current ruling government rather than the rebellion, so it might be interesting to either pull Plague a little more towards the rebellion, or keep them to our chest as a potential out if that relationship blossoms well enough.

I'd kind of prefer to head back to Blackpool to create a more independent base of operations and safehouse, but in the event of a tie, i'll +1 Irony's suggestion that we stick around, as i don't feel strongly about it.

Also see what we can do about potentially finding more members for our pack. I'm not thinking anything fancy, just warm bodies who seem like they might become decently loyal to us. I'm alright with purchasing and freeing gnoll slaves so long as they might be useful in traditional pack life.
Title: Re: (SG) Gnoll Chieftess
Post by: Chevaleresse on January 18, 2017, 04:16:37 pm
+1 to elven, talking to the bride, and brontosaur. However, I think that getting our own wretched hole to curl up in as quickly as possible is in our best interests, so I vote we leave when we are able and go to Blackpool.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 18, 2017, 04:36:53 pm
I am also in agreement on staying with House Brontosaur, learning elvish, and selling the rest of the elves save the two willing to work with us. I would sell the druid. Her behavior with Dingo can be summed up as human (elven) curiosity or boredom. We don't want to risk sobering her up before she's in the custody of experienced guards.
We can stay here for the duration of the girls' pregnancies and reinvest the gold into services we don't have access to elsewhere. Gorgtooth and mandible squad can conceivably operate from here to assist the rebels, and perhaps we and some of the other males can join them and leave the girls in relative safety. It could be a good bonding experience Gorgtooth, Zit and the other males to hunt and fight together and for us, and forget about the other girls and their rivalries for the time being. Glowshine might need some help sobering up and recognizing she's not the epicenter of this pack. I say let her know were catching on and order her to cease trying to play the rest of the pack against each other and mandible squad/Gorgtooth/Cra-crawler.

Make it clear to Gorgtooth, his goblins, and Glowshine that were in charge, and that Zit is our chosen Alpha. Infighting is dangerous.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 18, 2017, 08:01:58 pm
Also see what we can do about potentially finding more members for our pack. I'm not thinking anything fancy, just warm bodies who seem like they might become decently loyal to us. I'm alright with purchasing and freeing gnoll slaves so long as they might be useful in traditional pack life.
Our best bet for this is more mounts or war beasts, I think, but we are about to come into a large quantity of silver while visiting the slave market anyway. It will no doubt be worth it to see what they have available.

We should also see what goods and services are available elsewhere, though. Remember most of our pack are using bone/wood/stone weapons and have no armor.


Glowshine might need some help sobering up and recognizing she's not the epicenter of this pack. I say let her know were catching on and order her to cease trying to play the rest of the pack against each other and mandible squad/Gorgtooth/Cra-crawler.

Make it clear to Gorgtooth, his goblins, and Glowshine that were in charge, and that Zit is our chosen Alpha. Infighting is dangerous.
I'm a little wary of trying to micromanage/suppress our pack this way. I think surgically blunting the worst dangers is probably better than just sort of issuing blanket decrees that we rule here like some third world dictator.

I think what we really need is just a fight to the death with something. We've only gotten into one real scrape since we became Alpha, and it was a capture mission against stoned elves. That means Zit hasn't had a chance to prove himself by brutally murdering things, which is probably related to why Gorgtooth think's he's a talentless prettyscarboy and Dingo's gunning for his spot.
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 18, 2017, 08:51:34 pm
Druids still need to be able to move to cast, right?

Just interrogate the druid tied with blades near her throat. Maybe she just went to "bed" with dingo because as a druid she don't have many problems with most savage creatures. Or maybe she didn't wanted to marry afterall

 Say something like "Your husband thinks you were sold to a seeder and is dead now, but as dingo looks that he liked you, and you enjoyed a little his company i think you didn't really cares about your husband, right?"

Or the gnollish equivalent.


Also see what we can do about potentially finding more members for our pack. I'm not thinking anything fancy, just warm bodies who seem like they might become decently loyal to us. I'm alright with purchasing and freeing gnoll slaves so long as they might be useful in traditional pack life.
Our best bet for this is more mounts or war beasts, I think, but we are about to come into a large quantity of silver while visiting the slave market anyway. It will no doubt be worth it to see what they have available.

We should also see what goods and services are available elsewhere, though. Remember most of our pack are using bone/wood/stone weapons and have no armor.

+1 Yes, we (Actually, some of our beta-females as we don't want to get heat) really could see what more this town can offer from slaves/pets to armor/weapons/magic stuff. That way we can see if it is useful to get gold.

By the way

Glowshine or the elfpet knows how much a piece of gold is worth in silver at the dwarven lands near our mine? If the ratio is better than the 1.7 here we just move to the mine and THEN trade.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 18, 2017, 09:15:16 pm
Druids still need to be able to move to cast, right?
I assume we wouldn't have needed to keep her drugged if so. That may have just been because keeping a prisoner 100% immobile for 100% of a journey is unlikely, but for now I'm assuming druids can murder you with eye lasers.

Glowshine or the elfpet knows how much a piece of gold is worth in silver at the dwarven lands near our mine? If the ratio is better than the 1.7 here we just move to the mine and THEN trade.
This is an excellent idea.

In fact/but, the other issue is that gold is mainly used for really large/valuable transactions, so we're less likely to use it near dwarven lands. Unnnnlessssss... the rebellion can't get (as much) iron/steel and is low enough on tin/iron that they're using silver in some cases. Dwarves probably have a lot of weapons-grade metals, and we have a, erm, risky potential in with them in the form of... owning the elven ambassador's wife as a pet after we ate her sister alive. And also technically living on a dwarven-endorsed holding.

So it's, you know, complicated, but nonetheless possible we'd be physically able to purchase a large shipment of metal from the dwarves (at least, I assume ~8000 gold coins is large) and haul it back to the rebels (possibly with the assistance of some more pack beasts) to sell for a glorious profit in silver and/or political favors.

The one problem (other than disgracing our savage gnoll heritage by serving as a wandering trader and entrepreneur) being that if any part of that goes wrong our entire pack is butchered by angry dwarves on the sayso of a vengeful ambassador elf. So. Uh. Something to consider, at least.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 19, 2017, 02:21:31 am
I'm a little wary of trying to micromanage/suppress our pack this way. I think surgically blunting the worst dangers is probably better than just sort of issuing blanket decrees that we rule here like some third world dictator.

I think what we really need is just a fight to the death with something. We've only gotten into one real scrape since we became Alpha, and it was a capture mission against stoned elves. That means Zit hasn't had a chance to prove himself by brutally murdering things, which is probably related to why Gorgtooth think's he's a talentless prettyscarboy and Dingo's gunning for his spot.
Yeah, you're probably right. It would probably be better to let them know the way they're behaving could get us all killed, than to try to command them to stop directly.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 19, 2017, 04:53:59 am
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You and Glowshine spend the better part of thirty minutes trying to convince Iago to allow the pack to keep the druid for awhile longer, but the goblin refuses to budge. The law requires that captive casters be held at the proper facilities while inside the city walls, and he is personally not comfortable with keeping it on his property outside of town. He does offer to hold the elf at Silentkiss' lab without purchasing it, in anticipation of his mistress helping you preform an interrogation when she returns. Obviously the cash advance will be withheld until you commit to selling, however.

Once you have dealt with the druid situation, you tell Iago that you would like to stay at the manor of House Brontosaur. The Goblin gives an understanding nod, and leaves you and present members of your pack alone in the meeting room while he goes to make the arrangements. While you wait, you ask Glowshine about the price of gold in Dwarven Territory, and the beta female tells you that a gold coin can usually purchase two and a half to three silver. You then turn your focus towards the issue of settling down, and inform the others that you would prefer to set up shot in Blackpool Shaft. Glowshine suggests either hiring or purchasing at least a mason to help install a brick oven, and a midwife/healer to help deal with the rough pregnancies before leaving.

Next you turn your attention to the route that the pack would travel to reach its new home, and to your dismay, if you wish to complete the journey before your females reach the final crippling month of pregnancy there is no avoiding a trip into the likely chaotic Mandible Tunnels, which runs roughly parallel to the dwarven frontier and contains entrances to several small connecting tunnels, most of which are guarded by one or more Gnoll Packs that you would have to negotiate with. The quickest possible route would see you cut through the brutally dry Redstalks to return to the Crosses, hike through Kobold country until you reach The Mandible Tunnels, and cross into the dwarven frontier at Mastiff Nest, (assuming whomever controls your old den allows your pack passage). The safest route would be to head down Saurian Pass until it intersects the Mandible Tunnels at a point you suspect will be below the main areas of conflict, and from there hike up and cross into Dwarf Country at Rusty Screw Village, picking up your other gift brother along the way. The fast route would take the pack about three weeks to complete assuming no complications, while the safe route would take five weeks if the Gremlins at Rusty Screw Village can provide a tram-ride, and seven weeks otherwise.

As you worry about this, Echo pipes in with a suggestion of her own. Assuming you agree to sell the Druid, you could likely hire somebody to either smuggle or escort the pack through the heart of dwarf territory using the stout people's roads or rails. This service would obviously not come cheap, and you would be putting the life of your pack in the hands of whoever you hire, but you might be able to make the journey in as little as a week.

...

Eventually Iago returns with an escort of armed goblins lead by a banner depicting what Gnolls and Kobolds call a Saurian Titan, which you are pretty sure is called a Brontosaur in most civilized languages. You are lead once more through the city, and after ten minutes arrive at the 'manor' which appears to be a bunch of separate buildings stacked neatly on top of one another in a vaugely pyramidesque fashion. Glowshine explains that the bottom layer houses common soldiers and slaves, the second floor is home to low ranking goblins who have earned the right to bear the family name, and everything above that contains the various courts and quarters of important family members and their. Goblins are an all male race and few even possess the drive to reproduce, so Glowshine explains that the important Goblin families repopulate through adoption and promotion - almost everybody who lives in an upper layer will have been directly recruited from the floor below.

The escort leads you to the second-highest layer of the manor, and into a delightfully foul smelling hall made from brimstone blocks. Sitting on a gem-studded and silver coated throne is a nasty looking bugbear, a particularly aggressive and large goblin created specificly to hold leadership roles. This particular specimen is covered heart-meltingly ugly warts and welts, and possess a seductively unsightly engorged tooth on his lower jaw that juts out over his upper lip. He introduces himself as Lord Hyena Brontosaur in perfect gnollish, and explains that the seeders made him using the best bits of many mighty gnolls, which is why House Brontosaur has chosen him to to rule the Mandible Tunnels from Mastiff Nest.

He serves you and your underlings a raw raptor carcass, several days old. Rotten carrion is a rare treat for pack-dwelling gnolls, as somebody will inevitably eat anything killed before it has time to properly ripen. Your host has a few small bites to show that he is willing to eat what most goblins consider disgusting, before backing off; A goblin's metabolism is partially supernatural, and as such they rarely eat or drink. While you and the rest of the gnolls gorge yourselves on and roll around in the corpse, Lord Hyena makes conversation by asking about your former and his future home. He seems quite knowledgeable about the affairs of Mandible Tunnels, as well as the nuances of gnollish culture. By the end of dinner, your host has charmed you to the point where you allow yourself to sit on his lap to receive grooming, and don't protest when he instructs his servants to show the others to their rooms. Once you are alone he gets down to business.

"I think it is quite clear that our fortunes rise and fall together, no? We need to trust each other. I'd like to propose a little arrangement to ensure our working relationship is more than just mercenary."

He pulls your toga up and runs a gold plated comb down your back, evenly spreading dino-gore about your fur. "I would like your blessing to have your current Alpha Male seized and brought to a seeder for processing. He is a druid, correct? The goblins we make from him could one day serve as the on-site seeders at Mastiff Nest, and would be allowed to hold the Brontosaur name. This would assure that your pack is forever connected to both your ancestral home and my ancient family."

He grins, snaps his fingers, and three impressive looking gnolls enter the room. "Of course, I would not ask such a hefty sacrifice without offering something in return. I've been collecting and training the most valuable gnolls on the local slave market for years now, to use as bargaining chips or weapons against the packs I would need to subdue in order to rule the Mandible Tunnels. Give me your druid, and I will give you one of my three most impressive males to replace him as your alpha."

Hyena then runs down the lineup for you.

The oddly named Jackson wears grey wizard's robes on his medium-sized gnollish body. Your host explains that Jackson was born a human with natural talent for the blackest wizardry, and when the end of his lifespan neared, he swapped bodies with a male gnoll so as to obtain superior gnollish magic resistance by preforming a ritual that drained his vast human fortune. What Jackson wasn't prepared to gain from the switch, however, was gnollish instincts and reproductive. Unwilling to live without a sex-drive or brave the darklands in search of a proper pack, Jackson wound up offering himself to Hyena as a slave on the condition he be given access to the enslaved alpha females the bugbear keeps on his mining claim a day outside of town.

Next is Diamondloins, a lanky gnoll about your age and height who happens to be one of the most desirable possible members of a Gnollish Pack: A hermaphrodite. Gnolls with both sets of equipment are valued as peacekeepers for their ability to serve as a satisfactory mate to any or every member of their pack. Hyena explains that Diamondloins is especially blessed, as they were nursed at an alpha's teat until adulthood, and as such produces powerful Alpha Gnoll milk and the hormones required to draw in males to a pack. To make things better still, Diamondloins requires no girlchild to go into heat, as its male physiology reacts to its own alpha female pheromones, keeping it fertile at all times. This same interplay makes it submissive to other alpha females, but other males submissive to it. Diamondloins is trained to use a crossbow, survive in the wilderness, and lead gnolls, a skillet that would allow you to take much of the danger out of splitting up the pack.

Last is a monstrous thirteen foot tall male, the sort that likely nursed in captivity off several alphas for several decades, clad in full steel plate and wielding a massive lance. You can't help but zone out, dreaming of the glorious pain and mutilation you could endure by mating with a gnoll that large, and wind up missing most of Hyena's speech about him. What you do catch is that his name is simply 'Titan' and that he is some sort of dinosaur riding paladin.

Although you are sure the pack would quickly get over losing Zit, you can think of at least a couple good reasons to keep him. You would have to find a new purpose for Writhewomb, or a new teacher, if you were to accept Hyena's bargin. Druidic Magic is easier to cast and less risky than Jackson's wizardry, which while likely more flexible, may require expensive spell components. Lastly, none of the Gnolls presented to you can quite match your current Alpha in terms of raw endearing ugliness.

"You can take your time and consider the offer my dear. If you'd like to give your current mate a proper sendoff, I can send for a girlchild from the mines. I'm also game to hear any counter proposals you might have. Sleep on it. Either way, tomorrow I'd like to give you a ride in my carriage up to the market and buy you some common males to expand your pack, and then the arms market. I doubt I can afford to put your entire pack in bronze the way prices stand now, but I should at least be able to supply leather armor and some sort of metal weaponry for everyone."
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 19, 2017, 10:40:11 am
Holy fuck.
Title: Re: (SG) Gnoll Chieftess
Post by: Chevaleresse on January 19, 2017, 12:45:53 pm
Tempting, veeery tempting. See if there's another way to obtain Diamondloins, though; maybe he wants the elf? I'd hate to give up our plans for Writhewomb.
Title: Re: (SG) Gnoll Chieftess
Post by: S34N1C on January 19, 2017, 01:55:35 pm
damn, that's actually a really tempting offer. I'm in favor of taking it
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 19, 2017, 02:41:12 pm
If the Elf druid is willing to be ours we can say fuck it to zit and get Diamondloins (or the huge one, can we ask again our newest best friend what else the titan do? He only rides dinossaurs or knows how to train them? If he knows how to train maybe both us and our brother shall be pleased.)

Hyena getting the elf won't be really useful. We would still have to get rid of zit, or our alpha hermaphrodite can have an alpha male? :v

Why are druids so good for seeding? Is only the magic stuff? Maybe we could get some weaker druids  not so useful for seeding (maybe a deformed one or else) that could teach Writhewomb.
Title: Re: (SG) Gnoll Chieftess
Post by: Taricus on January 19, 2017, 02:51:31 pm
Don't we have the elf druid still? We can always use them as the teacher for the sphinx if that's the case.

At any rate I'd support handing Zit over for Titan. Between titan being friggen 13 foot tall, encased in steel and coming with his own mount (Which is likely to be pretty damn large too.) makes him a VERY potent addition to the pack. Add in the fact that he practically dooms any competition for the position of alpha male thus making the pack that little bit more stable.
Title: Re: (SG) Gnoll Chieftess
Post by: Chevaleresse on January 19, 2017, 03:09:13 pm
We. . . really can't use the druid as a teacher. She's vehemently not on our side and doesn't seem to be showing any inclination toward changing her mind.
Title: Re: (SG) Gnoll Chieftess
Post by: Taricus on January 19, 2017, 03:18:41 pm
Oh, well. Ah we can get another teacher later, there's a lot more druids that 13 foot tall gnolls after all.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 19, 2017, 04:16:32 pm
On Elvish Druids

We. . . really can't use the druid as a teacher. She's vehemently not on our side and doesn't seem to be showing any inclination toward changing her mind.
You mean the one that was:
Glowshine explains that she noticed the bride had looked curious, so she gave her mate permission to seduce the elf, and the pair had wandered up the canyon thirty minutes ago.
Maybe we CAN talk her into joining the Pack.
Simply give her a choice - either she joins or she gets sold for experimentation, which might be a fate worse than death.
Right now tell Hyena that it would depend on being able to talk to an other druid, currently being kept drugged - female - and her willingness to join a gnoll pack, which you expect to be uncharacteristically high.
I recall that there is a brew that can keep her powers down - for negotiating. If she can teach our writhewomb and swears allegiance to the pack (can elves and gnoll breed? if so discuss her becoming an exotic gamma with the other betas), given that we are weeks away underground and her chances of survival without the pack are low, she is in. (edit - even if she doesn't teach writhewomb having some outlet for the hyenas, while all three betas will be tired from childbirth is really useful.)


On Breeding Partners
How do souls influence the breeding potential and could we use the same spell he used to possess the next alpha female we nurse - far beyond what would be reasonable? Potential immortality right there, with incrementally more powerful generations...
Also - the wizard probably speaks human and at least some other languages.
Title: Re: (SG) Gnoll Chieftess
Post by: Taricus on January 19, 2017, 04:49:32 pm
I'd argue against picking the other two as an alpha due to the possible likelyhood as to challenges for the position; Titan basically renders all those moot and we could likely purchase the others (At high cost) at a later date.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 19, 2017, 09:09:00 pm
Quote
While you and the rest of the gnolls gorge yourselves on and roll around in the corpse
STILL CUTE

Quote
dinosaur riding paladin
Wow, this guy does not fuck around on his seduction checks.


Route
Euuuuuggghhh. Now I want to stay at Dinofang even more. I'll leave it to others to decide how we're getting home, if we're still getting home.

Offer
I'm against it, but in favor of counteroffering to link us with Brontosaur some other way.

For starters, we need Zit to train Writhewomb. Yes, it is physically possible to find a druid elsewhere, but not likely or easy. Remember, Zit is a druid because he's an alpha (or vice versa); if we're replacing our alpha, now our druid has to be a beta or common gnoll. Neither of those is likely to happen in the first place, and it's even less likely that we'll convince them to join our pack. Even if we can, it's likely to take a while, which means Writhewomb will be without a teacher for a long while. And if they're of lower quality than Zit, Writhewomb's training might suffer proportionately; we really don't want our unnatural hybrid generator to be second rate.

Titan is super, super tempting, but remember that Zit and the elf druid are supposedly on par with each other, and the elf druid is massively valuable and dangerous. The odds of the elf druid turning are there, but low; at a bare minimum, we'd want to wait until she did to agree. Even then, the jump in power from Zit to one of the others would not be nearly as severe as you might think.

Finally, there's the issue of selling a pack member for gain. That seems like a bad habit to get into, especially so soon after they joined up.

Counteroffer
Okay, so. Lord Hyena wants to get in buddy-buddy with us, we want to get in buddy-buddy with him. This looks like the start of a beautiful relationship, but he understandably wants a way to make it more intimate than "we both probably want the same thing."

So I say we accept his offer to sleep on it a bit; we're going to be here a while waiting for Silentkiss to return, so we should have a bit to come up with a way to intertwine ourselves with House Brontosaur without giving up an essential packmate. It'll also be a while before we make any major moves, so we've got plenty of time before it becomes super important.

For initial ideas:

The most obvious solution is interbreeding, but all of our females are spoken for, goblins are male only, and most of them have no sex drive. Crap. We should at least ask if that'd suffice in case a particularly randy specimen is available when our betas are less busy.

Silentkiss has a lot of daughters and at least one of them is a chimeric nightmare. She might be able to spawn things blended well enough between Wicked Song and Brontosaur to bring us together. And throw in some chitinous horror while she's at it. sorceror scorpion gnollblins yes yes yes

Writhewomb, if she counts as one of us, might be able to create goblish sphinxes once she comes online. While not my first choice of "pick any two life forms", it would probably be a fairly unique gift/binding agent.

Unorthodox: Brontosaur is a military house and has interest in taking over a place famous for its ravenous ants. They probably have some mount/war animal potential already. If it's not too saturated, and if we could get Silentkiss on board, we might be able to engineer some sort of horrifyingly dangerous beast sorceror scorpion anythings yes yes yes for Wicked Song and Brontosaur to become the source and only known keepers of. Bonus if we're the one who trains them how to handle said beasties, as we're likely quite a bit more talented in that field than any but their finest beastmasters, if that.



How do souls influence the breeding potential
This is a good question.

could we use the same spell he used to possess the next alpha female we nurse - far beyond what would be reasonable? Potential immortality right there, with incrementally more powerful generations...
Bear in mind that the spell "drained his vast human fortune." We'd probably need a truly excessive amount of material wealth to pull it off once, let alone as an infinite cycle.
Title: Re: (SG) Gnoll Chieftess
Post by: 10ebbor10 on January 20, 2017, 12:16:32 pm
Well, this certainly is a hard and interesting decision.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 20, 2017, 03:54:45 pm
Well, this certainly is a hard and interesting decision.
Most of all it is a decision we don't need to make yet. Drug the Elvish Druid with the drug that would render her powers useless. Interview her.
Just getting rid of the git zit should be possible after all:
Quote from: wikipedia
Inbreeding is a technique used in selective breeding. In livestock breeding, breeders may use inbreeding when, for example, trying to establish a new and desirable trait in the stock, but will need to watch for undesirable characteristics in offspring, which can then be eliminated through further selective breeding or culling.

how wrong would it be to use gorgtooth as an emergency alpha? are alphas irreplaceable unless beaten in battle?
Right now he looks like the most valuable male, unless druidism is genetic. if he is calling for a girlchild and sending him off  at a later point would be useful.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 20, 2017, 04:31:00 pm
I vote for keeping Zit. We can offer Hyena other victims for his seeders, such as our elf, who Cra-Crawlers' prophecy told us was approximately equal in power to Zit. If he'll accept her as tribute, that's an equally fine way to win favor with the House. Getting three captive elves together with Writhewomb, one of them a powerful druid and potential bad influence and leaving only Glowshine able to communicate with her, could create a situation where the elves and Writhewomb can overpower and kill or enslave us. No matter how much they swear allegiance, we captured them, ruined the wedding, sold half their friends into slavery and killed two more. That's bad blood enough.

If Hyena is willing to trade strong druids for strong alphas, we can potentially capture another.

However, gaining some more pack members and equipment sounds like an excellent proposition.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 20, 2017, 06:40:07 pm
Alright. Have an Infodump/Mini Turn:

Keeping your head around all the hideous males being offered is a rough task, but you are eventually able to clear your thoughts, and ask if he might be willing to trade one of the three gnolls for the elfish bride, who is also a druid. Hyena agrees to that deal, druidism is one of several skills required to become a seeder, so your prisoner would meet his practical needs. He notes, however, that this deal would not build the strong bond he wants between House Brontosaur and The Wicked Song. Hyena seems intent on securing this sort of relationship sooner rather than later, and quickly offers a few ideas on how this can be accomplished.

He has a few ideas that come with no material cost, but each has their downsides. The quickest method would be to adopt you directly into House Brontosaur, as goblin high society is open to members of other races. You would be given some autonomous position in Hyena's court, but Hyena admits that while he would let you do as you please so long as it serves his interests, there are people in the family above you who could pull rank and order you around if you join. You would also be an official citizen of the Rebel Goblin nation, and expected to pay taxes and follow what few laws they have.

In a similar vein, Hyena could make you his concubine, an arrangement that would secure an intimate bond between your pack and his family, while subjecting you to none of the responsibilities of citizenship. This deal however might reflect poorly on you in the eyes of other gnolls, however, as the Alpha Female is a living goddess, not some bugbear's bitch.

If you are not interested in personally involving yourself with House Brontosaur, Hyena has a few other ideas. The Bugbear informs you that he would take the famed Cra-Crawler in your place for either of the above arrangements, although in that case he would like to send her to one of the academies in town for a year or so to ensure that she favors the 'proper' rebel gods.

While on the topic of your beta-females, Hyena also proposes an arrangement where you might leave one of them with him to mate with the slaves at his plantation until a Girlchild, that you would likely otherwise be expected to cull, is produced. Infants are typically useless for seeding, but he could mix a girlchild or two into a future batch of goblins for House Brontosaur just for the sake of gaining a blood connection to The Wicked Song.

Lastly your host offers to trade two of impressive males for the bride and a notable pack member of your choice. He wants to commission the creation of a seeder for Mastiff Nest soon as they will take five or six years to grow and train, and informs you that adding your pack to that particular seeding is the best way to ensure its connection to your childhood home, but he doesn't want to put some scrawny insignificant gnoll into such an important batch of offspring.

You, of course, have still not completely ruled out the idea of selling Zit, and allow yourself to consider the possibility making Gorgtooth your alpha. A gift sibling is not a blood relative, but a gnoll born specifically so that the Alpha might nurse a chosen girlchild. You suspect at least half of the alpha females out there with living gift brothers use one as their alpha, and some packs even split the duties of Alpha Male among all the cheiftesses gift brothers. Gorgtooth has the skills and attributes to fill the role nicely, but you would be a bit weary of giving the title to somebody with obligations outside the pack (and Gorgtooth is now a rebel officers), as although you trust him, others might question the call. The thought of Gorgtooth in power is also scary in some ways; He is stubborn as he is devoted and stupid. Once Gorgtooth gets it in his head that something is in your best interests, convincing him otherwise is like trying to explain to a furry cave beast that you would prefer not to have your leg humped.

Your mind also drifts off on the tangent of using body-swapping magic to become immortal and gain stronger and stronger bodies as the generations go by. You don't know enough about magic to determine how feasible it is, but you suspect that the nature of gnollish magic resistance means the ritual would be much harder to preform between two gnolls than it would be between a gnoll and a human.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 20, 2017, 11:08:43 pm
I'm still in favor of waiting until we've interviewed the druid to decide anything. We have at least until Silentkiss gets back for that, and she might have additional insight/offers that could color our future decisions.


For the offers as they stand, getting adopted into House Brontosaur sounds like the cleanest. It might subject us to the occasional fetch quest, but probably nothing we couldn't/wouldn't be willing to handle. Following goblin laws sounds easy, though paying taxes would be unfortunate. I think I'd still prefer to remain an entirely free agent, however.

I'm opposed to becoming a concubine for status reasons. We are indeed a living goddess, not some bugbear's bitch. Even if he is one of the ugliest and most charming abominations in the city.

I dislike most of the offers to part with a pack member. Like I said earlier, selling off packmates strikes me as poor practice, even if it's for reeducation to gods she doesn't like rather than being broken down into goblings.

The one exception is girlchilds. Hyena doesn't know our pack is knocked up already (or will be before we've left the city), so in another few months we'll have some dogelings to work with. If some of those are observably low-quality females, we could part with them on the spot or after a fairly short nursing period.
Title: Re: (SG) Gnoll Chieftess
Post by: Arcvasti on January 21, 2017, 12:37:51 am
I'm still in favor of waiting until we've interviewed the druid to decide anything. We have at least until Silentkiss gets back for that, and she might have additional insight/offers that could color our future decisions.


For the offers as they stand, getting adopted into House Brontosaur sounds like the cleanest. It might subject us to the occasional fetch quest, but probably nothing we couldn't/wouldn't be willing to handle. Following goblin laws sounds easy, though paying taxes would be unfortunate. I think I'd still prefer to remain an entirely free agent, however.

I'm opposed to becoming a concubine for status reasons. We are indeed a living goddess, not some bugbear's bitch. Even if he is one of the ugliest and most charming abominations in the city.

I dislike most of the offers to part with a pack member. Like I said earlier, selling off packmates strikes me as poor practice, even if it's for reeducation to gods she doesn't like rather than being broken down into goblings.

The one exception is girlchilds. Hyena doesn't know our pack is knocked up already (or will be before we've left the city), so in another few months we'll have some dogelings to work with. If some of those are observably low-quality females, we could part with them on the spot or after a fairly short nursing period.

+1 to this. No selling pack members. Especially not Cra-Crawly, who is terrifying.
Title: Re: (SG) Gnoll Chieftess
Post by: Taricus on January 21, 2017, 12:39:15 am
Trading off a packmate for a political or material advantage I'd presume is at least acceptable in gnollish culture. And gien that it means we aren't beholden to pay taxes or anything like that makes it effectively the best option we have.
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 21, 2017, 02:58:47 am
Offer a girl child or three. Being a member of the house doesn't sound like a good way to stay in business, and selling one of our most valuable assets or ourselves does not sound appealing either. There will be kids running amok soon enough, though.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 21, 2017, 03:14:19 am
Ok, while i dislike the git's attitude having one Druid in the Pack is really useful.
If the elf can become that she might be easily controllable as a beta. Are there roles below the betas, like gammas, to make sure none of the current betas are offended, or would a druid be of high enough status to be called a beta?
The Elf was interested in a gnoll. Maybe she even has distant gnoll blood?

 Ask glowshine and cra-craw if it is possible and how to best approach adding her to the pack.

Interrogate the elf first before making a decision about the future of any druid. If she is easier to handle than git by all means let her join the pack. She might argue that the two elves should not be kept as pets, so we need to reinforce her sense of belonging with the pack before that.

Maybe tell her " You might have distant gnoll relatives, your instincts kicked in when you saw the one you went to the cliffs with. Why not join, you will not forget the gnolls, and this might be where you belong." Maybe slip her a little aphrodisiac through the food and let her have some fun with our gnolls after that?

Also - defining the roles of each beta.
Echo - she is our scout and our cook. Let her feel more valuable by managing food supplies with glowshine - to raise morale even further?
Glowshine - Medic, Drugdealer and merchant / negotiator - many roles for the one that really desires praise.
Cra-Crawler - Local Priestess and Oracle - ask about necromancy talent for some potential cheap guards. Bones of the enemies turned to skeleton guards maybe? We need to stop eating bones as soon as we arrive at the home, though.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 22, 2017, 06:36:11 am
I'm okay with interrogating the elf, but let's not put the cart before the horse here.
Mr Hyena has motivations that we can readily understand, and he is offering us assets which we can immediately note as useful in rather significant ways. Meanwhile, we have *no* idea as to the motivations of this elf beyond some really vague possibilities that have been bandied about due to very lightly informed guesswork. Everything that the other characters involved have suggested seems to indicate that this woman is *dangerous* to have around, with a local leader in government not even willing to have her nearby his domicile. Meanwhile, we already have two (potential) druid characters in our pack, we don't necessarily need a third when that third is a major unknown.
Treating her as a trade good will confer to us immediate and measurable benefits of a rather significant degree, while attempting to recruit her is entirely possible to work *against* us. So my vote is currently leaning rather heavily towards trading her off, at least until further notice.

On that note, Diamondloins represents a lot of pack utility, so i could be convinced towards trading our druid for them, though i'm currently leaning towards Jackson. We'd have to keep an eye on them, as another potential player in the politics of our pack, but i'm rather interested in the utility another entire field of magic might bring to the pack. Clearly he's talented.

I'm not terribly on board with sacrificing members of our pack right now. We're just beginning to build up a degree of genuine familial loyalty in the pack, and i'm not sure i want to weaken that so soon by inadvertently communicating that we consider our pack members expendable. Not yet at least. That unfortunately leaves the problem of how/wether to strengthen our ties with our current host. Suddenly i'm thinking that maybe we *could* stay here for a little longer, or at least choose to pledge any of the girlchildren that might currently be coming to term in our current beta females. Maybe we could even pledge a certain number of girlchildren over the course of a period of time.
Title: Re: (SG) Gnoll Chieftess
Post by: escaped lurker on January 22, 2017, 08:11:12 am
I'm okay with interrogating the elf, but let's not put the cart before the horse here.
My vote is currently leaning rather heavily towards trading her off, at least until further notice.

I'm not terribly on board with sacrificing members of our pack right now.
Maybe we could even pledge a certain number of girlchildren over the course of a period of time.

+1

I currently don't favour any of the three much (they all would have their own charm. or something) but agree with the shortened sentiments above.

Loosing Zit, seems like a bad idea. Besides, our little prophet already told us that the sphinx would come to good term with the elves, which could cause problems. And now you want her taught by one as well? Once off the drugs and other fetters, that elven druid has literally no reason to obey us, and plenty motivation to kill us instead. Why do we even seriously contemplate "hiring" her?
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 22, 2017, 10:05:53 am
Maybe we could even pledge a certain number of girlchildren over the course of a period of time.
Given that any but the very best are to be killed anyway, I see no particular reason not to give them all of our girlchildren once they've reached a sufficient age to determine their (lack of) worth. Other than that individual betas might be sad about rendering them into goblins rather than selling them to kobolds or something, anyway. For the record, gnolls reach "minimum adult" size at around 6-7 months.

The problem with this idea as it relates to our current situation is that Hyena appears to be in a hurry for whatever reason, so he's probably not going to want to wait 9-11 months (pregnancy lasts 3.5) for full adult gnolls or several years for a full trickle of puppies.


Why do we even seriously contemplate "hiring" her?
Best case scenario speculation, in large part. The other elves have seemed fairly honest and outspoken about their unbridled contempt for us and preference to being smelted down into goblins over serving as our pet, and the exceptions have seemed plausibly sincere. If she gives us the usual speech, presumably we'll be in complete agreement about selling her to the highest bidder. If she sings a different song, presumably we'll have a different discussion over the merits of our new options.
Title: Re: (SG) Gnoll Chieftess
Post by: Mlamlah on January 22, 2017, 10:40:17 am
Gonna briefly point out before i pass out that even the elves we've kind of already decided to keep as "pets" have done nothing to prove themselves genuine besides suffer a beating. They themselves might sing a different tune a soon as they are put in a position with any freedom.
I'm just saying that under circumstances like this where there is a choice between a really compelling option that we *know* will probably have a high payout, and comparing it to a much shakier option that *might* have a payout at all(not to mention the real possibility of fallout), the former just makes way more sense from a perspective of both gain and safety.
This kind of holds true even if our prisoner decides to start trying to sweet-talk us.

Edit: The reason i'm on board with keeping the other two around but much more hesitant in regards to the druid is the degree of risk. There is a potentially vast gulf between keeping around a couple of toadies and trying to stockholm syndrome a spellcaster that everyone seems nervous to even have around.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 23, 2017, 11:56:50 am
The Best case is that we got the elf shaman addicted to drugs and reward her for her services and servicing(of our gnolls).
Maybe make a few gnelfs(or whatever gnoll elf hybrids are called) then sloooowly get her down from her drugs, and the social attachment she has to her children will keep her here, as part of the pack.
Indoctrination through addiction.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 24, 2017, 04:05:51 am
(Sorry for another shorty. Next update should carry us through the elf interrogation... assuming the hivemind dosn't throw anything too distracting at me.)

Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

Now leaning towards sticking around the town and selling some girlchildren to Hyena, but by no means sure of either your travel arrangements or dealings with House Brontosaur, you end negoiations for the night and retire to your chamber, a well furnished room that you share with the beta females. Echo slips out shortly after you arrive to find Bone-Saw-Saw, as she is supposed to fall pregnant tonight.

---

The following morning, you don your goblin toga once more, and travel with your host to the slave market. You spend a good chunk of the day exploring the various holding cells and auction blocks as Hyena goes about purchasing every affordable male gnoll he can find for your pack. By the time he concludes, your pack has taken on seventeen new, mostly smaller males.

Several hours into your day, your existing pack joins you. They are now easily identified by a uniform consisting of copper caps and laminated chitin plate armor. Hyena explains that he has set them up at The Raging Yeti, an inn his family owns in town. The gnolls bring with them the five remaining elves that are neither druid nor potential pet, and you put Glowshine in charge of selling them. The beta-female eventually returns with 1600 Silver, which she hands to you. You owe Thumbscrews a 10% cut, but he isn't around, and dosn't know how much he is entitled to. The heavy sack of coins is too large to carry around yourself, so you have it hitched to Slowdeath's saddlebag in the meantime.

Following the trip to the slave market, Hyena leads the entire pack into the shop of a weaponsmith, and instructs each member who does not already own a metal weapon to tell the smith what they would prefer to wield in battle. It takes the better part of an hour for the goblin smith to take notes on each weapon requested by the pack, and another thirty minutes for him to negotiate payment with Hyena.

The Bugbear informs you that it will take about a week for the smith to produce copper and silver weapons for your whole pack. Cra-Crawler quietly adds that Silentkiss should be back in town by then as well, so it looks like you are stuck in town for at least seven more days. You could spend most of this time hanging with your pack and practicing elfish, but you have a whole city to explore and money burning a hole in your pocket... Perhaps there are better uses for your newly discovered free time?



Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 24, 2017, 04:15:22 pm
... time for interrogation then?
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 24, 2017, 05:54:54 pm
... time for interrogation then?

And see the local petshop?

or maybe try to give an armor to some of our pets with our own money(?)
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 24, 2017, 06:28:45 pm
Probably in our best interest not to cheat Thumbscrews. If he somehow learns from the traders the actual price we were paid, it could hurt our reputation. Being reliable and trustworthy is important to finding work.

The money can be spent on equipment for ourselves and our highest pack members. Maybe we can find a chainmail coif and cap or something for head and neck protection, a small shield or buckler, and similarly thick layered leather hoods for the others to wear under their caps to protect their neck and throat. Oh, and look for tower shields appropriate for the trolls.

It would be good to study elvish in part while enjoying the city
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 24, 2017, 09:14:23 pm
Probably in our best interest not to cheat Thumbscrews. If he somehow learns from the traders the actual price we were paid, it could hurt our reputation. Being reliable and trustworthy is important to finding work.
I'll second this. Plus, a lot of being a good business partner is the final result, not the honesty; regardless of whether we cheat him or not, getting less money makes dealing with us less reliable.


I will of course second petshop/stables. At a bare minimum, unless we're dazzled by something else (like every other time we've had a store/option list), we'll want gear for capturing and taming our own beasts. Whether we want any fuzzy companions at this time will depend on their selection. it's also not too late to go back for that sorceror scorpion

Little more lukewarm on gear, though I agree we need to outfit our trolls. For that matter, we might need masonry/mining tools for them, and we'll definitely need to look into the cost of smithing gear for Waters of Purity.


We still need a plan for the week, though.

I say we look for some good old-fashioned entertainment: This city's gotta have some kind of fight club or pit fighting ring or something. Getting whatever members of our pack are with us into a slugging match with other lowlifes will be good for morale and might make us some interesting friends. If we're better at this than the goblins, it might even make us some money from wagers! Of course, the inverse is also true.

On that note: Cockfighting! A week is probably not enough time to get established as a participant, but there is no doubt a place to watch animals maul each other, and we'll no doubt be better at guessing the outcome for monetary gain than many of the city's other denizens.

Finally, we should make some social calls. House Plague will no doubt love "the prophet Cra-Crawler and her chieftess" coming over for dinner (or whatever time doesn't make it look like we're snubbing our official host), and Gorgtooth will likely want to introduce us to All-Killer's sisters.
Title: Re: (SG) Gnoll Chieftess
Post by: Weirdsound on January 25, 2017, 04:34:34 am
Chieftess Venomclaw of the Wicked Song:
Spoiler (click to show/hide)

You spend much of the next week splitting time between studying the elfish language with a private tutor provided by Hyena at his mansion and socializing with your pack at their lodgings at The Raging Yeti. The former endeavor goes well enough, as although you won't be having any proper conversations with elves anytime soon, you can at least ask a few basic questions and understand the likely answers. Things with your pack, on the other hand, are a bit rough. A good number of the gnolls Hyena purchased for you were raised in captivity and cannot speak a word of gnollish. This lack of communication leads to high tension, and things only get worse when the Sphinx Writhewomb pounces one of the newcombers in 'friendly sport' while you are not around, injuring him so bad that a handful of your original males lead by Dingo decide to put the poor gnoll out of its misery. Things are a bit better while you, Gorgtooth, or Glowshine, the speakers of the goblin language, are around, but you have the feeling that regular exposure to the hormones and authority of an Alpha Female are the only things keeping your original males and the newcomers from turning on each other.

Trips to other locations are kept fairly brief; The scent of girlchildren wafts over the poorer districts of the city. You do manage, however, to get quite a bit of pet shopping in. The main attraction here is a larger and more sturdy breed of Saurian Kangaroo, which any member of your pack could ride. Beakdogs, a smaller yet far more fierce breed reptilian mount with a mean set of teeth, are also sold with some frequency. Most impressive, of course, are the large dinosaurs, but you doubt your supply of silver is enough to earn a breeding pair of either, which is a shame; Brontosaurs, or Saurian Titans, are the largest species of domestic animal to live on or below land, while Tyrannosaurs, or False Saurian Dragons, are terrifying carnivores that stand several times the size of Slowdeath. As there are multiple shops selling all these creatures, you would likely be best served sending Glowshine to shop for the best price if any of them strike your fancy.

Most pet shops and stables also sell dire ants or dire wasps. Gorgtooth would be the one training and leading such creatures into combat if you purchased any, so if you desire to add more hive insects to your pack, it might be wise to give your Gift Brother a budget and let him shop.

On your third day of exploration, you stumble upon a specialty shop that deals in magical creatures. Although the store only deals in gold, meaning you would have to either sell the druid or find a money changer to buy anything, some of the beasts in stock strike your fancy.

Goblin sized statue spiders sell for 400 gold a male or 600 a female. These fairly docile arachnids eat mainly sand, and weave strands of green glass to line their borrows, but their true value lies in their venom; Used mainly in self defense, and rarely to suppliment their diet, the bite of a statue spider can turn organic tissue into marble, a substance of value to both smiths and mages. Their exoskeletons are also made from glossy marble, rendering the spiders a bit too fancy looking for gnollish tastes, but the utility they bring may make them worth purchasing in spite of their appearance.

Also for sale in the arachnid department are three sorcerer scorpions, each priced based on their abilities and history. Dublin has a translucent green-blue carapace, and is advertised as a master air and water elementalist. Dublin sells for three thousand gold as she is already quite tame; She was apparently the pampered pet of an Orcish pirate lord. Verona is an older ruby red specimen missing one of her right middle legs, and is actually a multitallented wizard with over a century's experience in the magical arts. Although she is capable of reading and writing in many languages, Verona does not suffer servitude well and has killed at least four previous owners, and for that reason is only selling for eight hundred gold. Belfast, a brilliant emerald colored specimen is an enchanter who has to be kept in a metal box as he knows a growth spell that allows him to shatter through glass. A young male plucked straight from the wilds, Belfast may be a handful to try and tame, but as the only male for sale, you need him if you want to someday produce mule scorpions. Belfast sells for 1500 gold.

The specialty shop of course stocks several interesting creatures that are not creepy crawlies. Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece. For 1900 gold you could purchase a greater saurian phoenix, a rideable fire breathing dinosaur slightly larger than Slowdeath with powerful regenerative bodily fluids and the ability to resurrect from its own ashes. Male and female vampire cobras sell for 1100 gold a piece. These eight foot long ambush predators feed on memories; Prey is disabled with a fast acting and frequently lethal paralytic venom, and if the snake is not removed quickly the victim will suffer severe amnesia it it survives the encounter. Although not sentient, vampire cobras are intelegent and trainable if one can get past the fact that humanoids are their preferred prey. Their are several other interesting looking species for sale as well, but they are all surface dwellers you know little about, and you are not comfortable taking the fast talking shopkeeper on his word for what they might be.

---

You and Gorgtooth find an arena together, and your gift-brother promptly 'convinces' the gatekeeper to allow you free entry to watch some fights. It quickly becomes apparent that all the combatants are unpaid slaves, so entering yourself would be neither worth your time nor godly status, but the action is still fun to watch. The third fight on the card catches your eye in particular, as it features a gnollish Alpha Female named Spine-Rend-Rend in the early stages of pregnancy doing battle with an ogre four times her size. The match is a short and one sided affair, but not in the way you expected; Spine-Rend-Rend brandishes some kind of holy symbol, mutters and incantation, and her opponent drops to his knees in pain and imobolized. The enslaved alpha then proceeds to castrate her opponent and stab it in the stomach until the fight is called in her favor.

After all the matches are over, a meet and greet with the victorious gladiators and their owners is held just outside the arena. Unlike some enslaved gnolls you have met, Spine-Rend-Rend speaks perfect gnollish. She explains that she lives on a plantation two weeks down Saurian Path, and that she prefers the life of a slave to that of a pack chieftess, as her current status allows her the freedom to mate and nurse whenever she sees fit, and as her master's arena meal ticket and occasional mistress her life is one of comfort.

Spine-Rend-Rend's master is a well dressed goblin named Spike, who quickly takes an interest in you, as he is both a die-hard supporter of the rebellion and infatuated by female Alpha-Gnolls. It doesn't take long for him to give your an open invitation to stay at his invitation whenever you are ready to go into heat; He notes that he is been breeding and looking after gnolls for a century, and it would be his honor to aid the rebellion by doing whatever he can for your pack. He also tells you that even if you don't stay with him, he would be willing to raise some of your pack's offspring on the milk of one of his several alpha females and teach the lucky children the divine magic of the rebel dragon gods if they have the skill to learn.

---

You and Cra-Crawler spend an afternoon at the manor of House Plague. Whereas house Brontosaur dumped you on the court of Hyena, the lord who stands to gain the most from your actions, at Plauge Manor you are ushered to the highest floor and given an audience with the local patriarch himself: Lord Malaria Plague. The goblin lord, dressed in the black silks of a wicked cleric, kneels before the two of you, and humbly receives a blessing from Cra-Crawler.

In the profound conversation that follows, you find yourself largely in the role of listener. Cra-Crawler shares some prophecy with the cleric in the divine language of Serephic, and then the pair discuss the revelation in goblin, allowing you to pick up much of it. Cra-Crawler plans to give a sermon in town just before the pack leaves, publicly throwing her support behind the rebel cause, and this defection of a significant prophet will be the spark that lights a full blown civil war among the goblin pantheon that will eventually drag in the dieties of other subterranian races as well. Your beta-female foresees the dawn of an underground age of myth, an era when gods often touch the mortal realm directly with their frightening power.

On a more personal note, Cra-Crawler brags to the goblin about conceiving an impressive litter of six children the next time she mates. Cra-Crawler claims that she is more a being of death than she is a being of life, however, and as such she will only ever birth doomed girlchildren unworthy of your teat. The beta-female seem, if anything, existed by this, explaining that she relishes the opportunity to teach her daughters to meet their deaths at your jaws with joy and anticipation. Your host seems taken aback by this, and prods a bit, prompting Cra-Crawler to admit that she wouldn't mind eventually finding some way to ensure the survival of one of her daughters so as to continue her mother's bloodline, and that someday she hopes to make one of her offspring 'like me' as well. She is adamant, however, that her first litter be used as a proper offering to her new goddess.

Cra-Crawler then moves on to business. She explains the pack's present travel/pregnancy situation to Lord Plague, and tells him that if he truly wants to honor her, he will send some of his house guard to retrieve your other gift brother and scout out Blackpool Shaft should you choose to stay in town for a few months. Lord Plague agrees to do this, and also offers Cra-Crawler three hundred silver a week to deliver daily sermons at one of the local temples.

---

Six days after your trip to market, word reaches the pack that Silentkiss is back in town. The drow wishes to save her first meeting with you for a banquet at Redfeather Manor tonight, but has already appraised the druid for you. The bride will be worth twelve thousand gold if you choose to sell her to Silentkiss for experimental seeding purposes. Per your request she is also making an assistant avaible this afternoon to help you interrogate the poor elf at her lab.

---

You find your prisoner chained to a lead table in sterile room made of iron. Silentkiss' assistant Cactus, an apprentice seeder and veteran torment master, stands by with a box full of painful looking implements, and Glowshine is present to translate. The first thing you ask is why she went off to mate with Dingo, and sadly the bride lets you down by talking right away, denying you a show. In her particular tribe, it is considered proper bridal retreat protocol to partake in acts bestiality should the opportunity present itself, and the bride makes no distinction between gnolls and any other wild beast of the caverns.

You wrack your brain, trying to figure out if that answer gives you enough to consider sparing the bride (to call a gnoll a savage animal is a great compliment), and what other questions you might have her answer while she is at your mercy.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 25, 2017, 12:06:00 pm
Say The following - one after the other and wait for the answers. Closely watch her eyes and never break eye contact.

"Do not be alarmed. You will only be in the hands of the goblin if you lie to us, at which point you might as well be a lost cause and will likely meet your end here. This is a chance if anything to you, now, please answer the following questions truthfully:

You find a wounded animal in the forest, you don't think you can save it. What do you do?"
Wait for answer one.
"Imagine you are young again - you spend your money buying sweets from a local store. A bully you dislike confronts you in the street and demands the sweets from you. He is stronger than you. What do you do?"
Wait for answer two.
"A friend of yours has insulted you, but isn't aware of it. What do you do?"
Wait for answer three.
"A large group of people is raiding your village. You are with two friends. You could escape, but the other ones would be caught by them. Do you escape?"
Wait for answer four.
"What if they were your precious family?"
Wait for answer five.
"Who were you marrying and will he come looking for you?"
Wait for answer six.
"Tell me the first thing that comes to mind about your past."
Wait for answer seven.
After the last question ... wait for player input.
Title: Re: (SG) Gnoll Chieftess
Post by: escaped lurker on January 25, 2017, 12:35:17 pm
Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece.

On a more personal note, Cra-Crawler brags to the goblin about conceiving an impressive litter of six children the next time she mates.

Oh Weirdsound, why must you tempt us so?
Gorgtooth won't particular like that one, for sure, but if we decree as much~
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 25, 2017, 02:11:46 pm
Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece.

On a more personal note, Cra-Crawler brags to the goblin about conceiving an impressive litter of six children the next time she mates.

Oh Weirdsound, why must you tempt us so?
Gorgtooth won't particular like that one, for sure, but if we decree as much~
That one will be Gorgtooth's - he deserves it, and there is a good chance they will be strong.
On a totally different note, what happens when a young hyena is nursed with gnoll milk?
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 25, 2017, 05:26:14 pm
Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece.
Oh Weirdsound, why must you tempt us so?
I know, right? A handful of females and we'll be swimming in abominations we can't control in no time!

As a reminder, the current exchange rate for gold to silver is 1.7. Optimistically assuming the opposite holds true, that's 255 silver apiece. We could totally afford a few for our higher ranking males.

Speaking of which, we might talk to Spike the alpha gnoll fetishist about that. He claims to have been breeding gnolls for a century and is willing to nurse our packlings on alpha milk and teach them divine magic. He might have some insights into gnollish worgs and general pack strengthening.

Quote
Cra-Crawler shares some prophecy with the cleric in the divine language of Serephic, and then the pair discuss the revelation in goblin, allowing you to pick up much of it. Cra-Crawler plans to give a sermon in town just before the pack leaves, publicly throwing her support behind the rebel cause, and this defection of a significant prophet will be the spark that lights a full blown civil war among the goblin pantheon that will eventually drag in the dieties of other subterranian races as well. Your beta-female foresees the dawn of an underground age of myth, an era when gods often touch the mortal realm directly with their frightening power.
Did... did we just accidentally cause an apocalypse?


So... elf. She's started off with flattery, intentional or not, but she's also worth absurd amounts of money. Also absurdly dangerous, on our side or otherwise.

You know, I think I'm just gonna go ahead and vote for giving her a gloating, self-aggrandizing villain speech. We're an alpha female gnoll, things are looking up, and we have a prisoner who knows we're a literal animal and can do anything we want to her. If this isn't the time to act like we're trying to convince a scrappy young hero somewhere to bring us down, I don't know what would be.

In terms of actual content, I think we really just need to explain the situation to her: She's worth 12,000 gold pieces to a deranged seeder, or whatever we decide she's worth to us. If she's of a similar opinion to the majority of the elves in her group, there won't be a lot we can do for recruitment purposes unless we want to try to keep a rebellious druid around purely through pain and fear. Which I'd sort of be down for, but I'm down for a lot of objectively poor decisions.

If she's leaning more towards the disposition of our mercenary or Waters of Purity, or far more likely if she's willing to assure us she's worth waaaaaay more than 12,000 gold coins to somebody who's totally going to pay us in gold and not barbed stabbings, and we for some reason believe her, then we can get into the particulars of what she can do and who she knows.

Otherwise, I assume we'll just want to torture information about the surface from her, assuming that won't hurt her sale price. Knowing a bit more about elves, the canyon, or other foreign features of note should be handy.
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 25, 2017, 06:25:51 pm
Before i forget.

HOLY FUCK, again. I always have a hard time deciding between 2 options and here we have... holy fuck.

Ok, time to give suggestions.


Spike and worgs:
Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece.
Oh Weirdsound, why must you tempt us so?
I know, right? A handful of females and we'll be swimming in abominations we can't control in no time!

As a reminder, the current exchange rate for gold to silver is 1.7. Optimistically assuming the opposite holds true, that's 255 silver apiece. We could totally afford a few for our higher ranking males.

Speaking of which, we might talk to Spike the alpha gnoll fetishist about that. He claims to have been breeding gnolls for a century and is willing to nurse our packlings on alpha milk and teach them divine magic. He might have some insights into gnollish worgs and general pack strengthening.

YES YES YES muahahahahaha

By the way, get a bit of info about Spike, we don't wan't someone that could backstab us into slaving Venonclaw. If he is sooo inclined in helping us we sure can promise him bring the next enslaved alpha female we get and give him as a gift, because, holy fuck getting bigger males in the long run and giving away the responsibility of nurturing some of our kids is risky but can have some advantages.

And... how bad is having a alpha female that don't wanna be a alpha female as a beta female? Too risky?

The cra-crawlers litter:
Male and female surface hyenas, marketed to goblin slave owners brave enough to try and breed gnollish worgs, sell for 150 gold a piece.

On a more personal note, Cra-Crawler brags to the goblin about conceiving an impressive litter of six children the next time she mates.

Oh Weirdsound, why must you tempt us so?
Gorgtooth won't particular like that one, for sure, but if we decree as much~
That one will be Gorgtooth's - he deserves it, and there is a good chance they will be strong.
On a totally different note, what happens when a young hyena is nursed with gnoll milk?

Being strong or weak, Gorgtooth or worgs she will offer the younglings with spice and salt for dinner. So whatever. We must be well fed for the little Apocalypse we are bringing.

On the elf:
Say The following - one after the other and wait for the answers. Closely watch her eyes and never break eye contact.

"Do not be alarmed. You will only be in the hands of the goblin if you lie to us, at which point you might as well be a lost cause and will likely meet your end here. This is a chance if anything to you, now, please answer the following questions truthfully:

You find a wounded animal in the forest, you don't think you can save it. What do you do?"
Wait for answer one.
"Imagine you are young again - you spend your money buying sweets from a local store. A bully you dislike confronts you in the street and demands the sweets from you. He is stronger than you. What do you do?"
Wait for answer two.
"A friend of yours has insulted you, but isn't aware of it. What do you do?"
Wait for answer three.
"A large group of people is raiding your village. You are with two friends. You could escape, but the other ones would be caught by them. Do you escape?"
Wait for answer four.
"What if they were your precious family?"
Wait for answer five.
"Who were you marrying and will he come looking for you?"
Wait for answer six.
"Tell me the first thing that comes to mind about your past."
Wait for answer seven.
After the last question ... wait for player input.

Errrr.... what? Ok, i recognize some kind of Neuro-linguistics here but i don't think i get it.

At least this comes near what Ironyowl also suggested of knowing some basic info about the surface world.

But by the way, 12 thousands fucking pieces of gold... She must really good for being worth keeping her and not selling.

i mean, if she has at least the mastering of the druidism of reproduction and the other thing i forgot now, she could breed us the Ants so we can have our own colony of powerful ants, teach good things to writhewomb and maybe give us way more than 12 thousands gold in the long-run.

If we sell her:

Hmm maybe the first and more tamed scorpion could help us talk with and tame the third?  that would be expensive, 4500 gold total D=

The second killed her previous four owners, forget her, but we can just talk to her and know WHY she killed, but i doubt she will be the worth of 800 gold pieces.

Marble spiders... err hmmm i liked, but i don't know.

Vampire snakes,errr nope, We don't have right now somebody to make suffer from amnesia or to brainwash, yet.

Great fire dinosaur of death, wow... it's a male? female? breedable?

Surface dwellers, err, cucumber, help ?
Title: Re: (SG) Gnoll Chieftess
Post by: Eric Blank on January 25, 2017, 06:45:51 pm
Presumably hyenas drinking gnoll milk explode violently :P

Continue interrogating the elf. Ask about the two elves that agreed to join us, their history and personality as best she knows. I'm still in favor of selling her, though, unless she will accept some form of bindings that prevent her using her magic. With 12000 gold we could buy two of those sorceror scorpions, theyd hardly be any more dangerous than her, at least not individually. Maybe together they'd be a handful.

We need to do something to address the new pack members not getting along. Maybe have a celebration they can all participate in, or send a small number of both new and old members along with mandible squad/gorgtooth to go hunting in the caverns outside the city; this is an opportunity for them to live as free gnolls with a family, things they've never done before. Glowshine and gorgtooth can help them start learning the basics of gnollish, but we have to keep in mind that adults that never learned a language in their youth might never be fluent in it.

Should talk to writhewomb about being more careful. She lost a family member back there.
I would also buy a couple surface hyenas, a male and a couple females. Unless we have advice about their incompatility. There's a chance to experiment here; we know that cave hyenas can interbreed with gnolls and produce an intelligent pack member, maybe surface hyenas can too.
Be ready to stay here for a couple months. Maybe Spike would like to help with the girls' pregnancies. Perhaps if glowshine or echo don't want to kill their little girls they'd sell them to Spike instead.

I'm tempted to aim for a couple marble spiders too. They sound innately useful and easy to care for, and being experienced training arachnids we might be able to get them to fight for us. The snakes... No, not a good idea right now.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 25, 2017, 09:49:45 pm
And... how bad is having a alpha female that don't wanna be a alpha female as a beta female? Too risky?
I'd suspect our hormones would screw with each other and our pack, and we'd end up with a sort of confused hierarchy and/or blinding rage at a nearby rival. But this quote:
Quote
Truly monstrous sized gnolls exist, the product of a child being nursed for decades off multiple alpha females. This can happen naturally, usually in a pack where the alpha has a gift sister who has nursed long enough to function as an alpha herself, but is far more common among gnolls held captive by various wizards or goblin slaveholders.
makes it sound like there might not be a problem, at least in the rare case that the real alpha has a devoted equivalent.

Hmm maybe the first and more tamed scorpion could help us talk with and tame the third?  that would be expensive, 4500 gold total D=

The second killed her previous four owners, forget her, but we can just talk to her and know WHY she killed, but i doubt she will be the worth of 800 gold pieces.
With 12000 gold we could buy two of those sorceror scorpions, theyd hardly be any more dangerous than her, at least not individually. Maybe together they'd be a handful.
Did I hear BREEDING PAIR OF SORCEROR SCORPIONS? Because I thought somebody said BREEDING PAIR OF SORCEROR SCORPIONS.

Between this and the gnollish worgs we have being undone by our own hubris down.

Marble spiders... err hmmm i liked, but i don't know.
I'm tempted to aim for a couple marble spiders too. They sound innately useful and easy to care for, and being experienced training arachnids we might be able to get them to fight for us.
The spiders sound handy in a vague sense, but not especially fitting for our pack. I certainly wouldn't turn down a free one, but I'm wondering just what we'd do with them. Green glass farms? Marble farms, presumably using weak, plentiful critters as fodder? Attack beasts that occasionally produce bonus loot?

Surface dwellers, err, cucumber, help ?
Hey yeah, this is literally his job! I'd beat the lousy cur if I didn't think it'd send him to the glue factory!

We also have the two elves, now that I think about it. They won't necessarily be familiar with any particular critter, but it'd be more information than nothing.

We need to do something to address the new pack members not getting along. Maybe have a celebration they can all participate in, or send a small number of both new and old members along with mandible squad/gorgtooth to go hunting in the caverns outside the city; this is an opportunity for them to live as free gnolls with a family, things they've never done before. Glowshine and gorgtooth can help them start learning the basics of gnollish, but we have to keep in mind that adults that never learned a language in their youth might never be fluent in it.
Ooh, ooh, I've got this one. We can split them into pairs or small teams of one part veteran and one part new slave, then have them compete in various things with the other teams. The teams that figure out how to communicate and work together do better and thus get fabulous prizes*, while the ones that bicker and try to go solo do worse and thus earn a disdainful glare!

*I don't actually know what counts as fabulous prizes for a male gnoll. Our praise should be a good start, but I dunno if it's sufficient or not. Getting a frogshark or kangaroo to ride would make for a fantastic prize, but it'd be a heavy investment on our part.
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on January 26, 2017, 07:01:18 am
[Psychological and Ego test]
Errrr.... what? Ok, i recognize some kind of Neuro-linguistics here but i don't think i get it.
Basically it's a fantasy world adapted character and personality test. On that note, WS, please describe how she reacts to each question, too, because that is actually just as valuable information as the answers themselves. Every single furrowing of her brows, or if she becomes uneasy looking at us - if she gets tested.
Title: Re: (SG) Gnoll Chieftess
Post by: TheBiggerFish on January 26, 2017, 08:36:23 am
[Psychological and Ego test]
Errrr.... what? Ok, i recognize some kind of Neuro-linguistics here but i don't think i get it.
Basically it's a fantasy world adapted character and personality test. On that note, WS, please describe how she reacts to each question, too, because that is actually just as valuable information as the answers themselves. Every single furrowing of her brows, or if she becomes uneasy looking at us - if she gets tested.
Do the test.
Title: Re: (SG) Gnoll Chieftess
Post by: IronyOwl on January 31, 2017, 01:06:42 am
Spoiler: I made a map (click to show/hide)
Vague descriptions, complications regarding underground travel, and general gnollish incompetence in the field of cartography render it crude and likely not very accurate, but it's at least a visual aid.
Title: Re: (SG) Gnoll Chieftess
Post by: omada on January 31, 2017, 01:26:10 pm
Good enough to help decisions. Good job :V
Title: Re: (SG) Gnoll Chieftess
Post by: S34N1C on February 03, 2017, 03:51:49 pm
Wierdsound, you still alive?
Title: Re: (SG) Gnoll Chieftess
Post by: RAM on February 19, 2017, 04:08:30 pm
Well we definitely cannot sell Cra-Crawler, she got us the elves and has already proven more valuable than any of the offered males.
Zit and the Sphinx are a set. Zit is closest to the sphinx, the one who wanted to train it, and the one with the skills to train it. It is too dangerous to keep around without a dedicated trainer and the power it represents would offer temptation enough to betray us even if the Elves were inclined to join us otherwise. Be it for revenge or escape and glory it is a prize that is both figuratively and literally enormous. If we can get another gnollish druid then maybe, but otherwise, if we trade Zit then we get rid of the sphinx. There really is no alternative here. On the other hand, once the sphinx ihas matured and gotten some children in the tribe, then we could consider losing Zit and keeping the Sphinx, but otherwise there is no potential there.

I really don't see the value of gaining a blood connection with the goblins. They are willing to use elves for this, I can't see them allying with surface elves any time soon... It seems like the bond is more on our side than theirs. Also, they fobbed us off onto their gnoll enthusiast and immediately proposed replacing our alpha with one of their conditioned pets, and it could be profitable to ally with one of Brontosaur's enemies and claim the Trumpet's for ourselves sometime in the future when our pack is strong enough to hold them.

Not to mention that aside from first appearances, none of the offered males are that good.
The wizard is mostly human, they will conflict with gnoll habits. All sorts of bad news here. Definitely not an alpha and even otherwise not to be trusted.
The hemaphrodite is tempting, but it is just a patch. We need to be able to control our pack with or without them. Certainly a high-value gnoll, but not worth breaking up the pack over.
The dinosaur paladin is like a Tiger Tank. Looks wonderful, gives you a dreamy sense of power, and in the right conditions it can devastate the enemy without parallel, but it is ultimately thought poorly of because of the difficulty of use, massive upkeep, and complete lack of utility. It is a showpiece, put it in front to scare off some smaller tribes, but pit it against tight quarters, a shortage of food, or a skilled tactician and suddenly it is more trouble than it is worth.
 None of these are worth the offered price. Better to take the gold and get some nice critters and have some loose currency to negotiate with the dwarves. We have already seen what a lone naked warrior can do with a steel sword...

I vote to sell the elf for coin and tell Team Brontosaur that it is not the right time for our pack to trade one of its members. Not to mention that we are already having enough trouble with new blood...

Tell Echo that if she continues to devote herself to Bone-Saw-Saw and follow Glowshine so closely that she might become irrelevant. We should probably have another girls'-night-out and remind everyone that they should be keeping the pack unified.

I am tempted to send the new acquisitions out hunting and scouting to give themselves some chances to prove their value to the others.

DEFINITELY GET HYENAS! but try to keep the gnolls out of them until we have some hyena litters...
Title: Re: (SG) Gnoll Chieftess
Post by: Tyrant Leviathan on February 20, 2017, 02:46:16 pm
Everyone is making good ideas in my opinion my own tidbit.


Titan is bigger and more equipped than the Choeftess is. It may make Titan want to turn pack mentality to him and not us. Why I do not think we should bother with him.


And yes hyenas.
Title: Re: (SG) Gnoll Chieftess
Post by: RAM on February 20, 2017, 03:37:22 pm
Gnoll wargs cannot possibly be that awesome and easy. No doubt they take a long time to mature, or are inherently and vindictively rebellious, or these surface hyenas just aren't as good, and it is almost certainly impossible to get a warg/sphinx hybrid...
Title: Re: (SG) Gnoll Chieftess
Post by: hachnslay on February 23, 2017, 04:32:30 pm
ok, long term goals:

1:Other species followers of the Pack.
The Sphinx is a good first step, but other creatures that can breed with gnolls might be useful. basically creating specialized divisions for our pack. At least 4 of:
Magic users: elves - we got them we use them. Sphinx soon after - breeding goal: miniature sphinx/gnoll hybrids with pointy ears.
Warriors: ... orcs or lesser demons maybe. Any 4 armed creatures around?
Flight: Echo's Children / enslave avians for breeding?
Cavalry: Capture centaurs or breed with nightmares/unicorns/elephants.
Terror: Tentacles.
Nautic: Amphibious only unless we find that our future home has expansive flooded caverns beneath. Maybe Carp.

2: Find out how exactly gnolls were created and try to replicate it with different beasts. indoctrinate them and create a queendom?

3: we need to get some knowledge about the overworld. Basic lay of the land and climate for now.

4: aardwolves are awesome.
Title: Re: (SG) Gnoll Chieftess
Post by: RAM on February 23, 2017, 05:53:21 pm
We don't need to breed cavalry because we have beasts. Beast riders have the bonus of being able to dismount...

The Sphinx has magic potential, we shouldn't need the elf, who is seriously unreliable. Really, she has way too much in common with the sphinx, it is reasonable to believe that she could trick it into helping her escape, and even if she likes gnolls, she has the opportunity to run off with her own personal sphinx. We are not just talking cooperation here, she would pretty much need to be devoted to us, and that is just not happening within a viable timeframe. The other elves don't seem especially magical, I do not see much use for hippy gnolls and there is no reason to believe that that would even work unless the sphinx can work some mojo on their mojo... But hey, they are probably naturally decent as scouts and archers. Mostly I just like having them as pets, but they ought to help some with diplomacy, sometimes it helps to have a softer presence for people to turn to when facing a goddess...

I would go for slime, disease, and stealth for terror. Tentacles are, well, I really don't think that tentacles would add much to our repertoire of intimidation.

Flying and swimming gnolls have huge potential, well, we really only need gliding gnolls, they can ride animals for actual flight, and the swimmers are more about breathing underwater than moving, because, again, cavalry... but they are sort of situational. And you can just poison the water or air...