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Author Topic: (SG) Gnoll Chieftess  (Read 12120 times)

Weirdsound

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(SG) Gnoll Chieftess
« 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?
« Last Edit: December 30, 2016, 10:42:14 pm by Weirdsound »
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S34N1C

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Re: (SG) Gnoll Chieftess
« Reply #1 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


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Eric Blank

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Re: (SG) Gnoll Chieftess
« Reply #2 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
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ZBridges

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Re: (SG) Gnoll Chieftess
« Reply #3 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
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Strongpoint

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Re: (SG) Gnoll Chieftess
« Reply #4 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`
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IronyOwl

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Re: (SG) Gnoll Chieftess
« Reply #5 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.
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crazyabe

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Re: (SG) Gnoll Chieftess
« Reply #6 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.
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ATHATH

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Re: (SG) Gnoll Chieftess
« Reply #7 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)
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Weirdsound

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Re: (SG) Gnoll Chieftess
« Reply #8 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.
« Last Edit: January 01, 2017, 11:03:43 pm by Weirdsound »
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IronyOwl

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Re: (SG) Gnoll Chieftess
« Reply #9 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.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Mlamlah

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Re: (SG) Gnoll Chieftess
« Reply #10 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.
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Eric Blank

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Re: (SG) Gnoll Chieftess
« Reply #11 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.
« Last Edit: January 02, 2017, 01:39:17 am by Eric Blank »
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I make Spellcrafts!
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Detoxicated

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Re: (SG) Gnoll Chieftess
« Reply #12 on: January 02, 2017, 06:47:47 am »

PTW
Finally the Gnolls get the attention they deserve...
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S34N1C

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Re: (SG) Gnoll Chieftess
« Reply #13 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
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Weirdsound

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Re: (SG) Gnoll Chieftess
« Reply #14 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.

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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.
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