Northen Wolf
Young Hunter
Update ETA: Monday
Short list of rules (if you want don't want to read Wall-o-Text).
Update 0
Welcome to NWolfNES II.
This NES is based in the Fictional Universe that I've created. Players play as members of Orcish alliance of The Hode. Orcs in this NES are Honorable and Loyal, they are shamanic, hold traditions and heritage in great esteem and value Ones strength (both mental and pyshical). While orcs dislike Science (but do know alchemy and natural herbal medicines) they are Shamanistic and sometimes quite religious. Shamans are special caste of the Orc kin and Shamans have great powers - either manipulating matter around them (think Rock Skin, Inhuman Strength, Quick Recovery, Healing-by-touch, fireballs) or Matter far away (think Acid rain, Telekinesis, Teleportation and -like). Most shamans can also see the future or glimpses of it. Shamans will go through incredible lengths to destroy any magic user that is not a member of Shamans Council. Shamans control large influence in the Horde.
This world has also Gods. Gods are magical beings that feed on 'life energy'. Life energy is similar to mana - it flows around us and in us. Every being can redirect and shape Life Energy - creation of fireball is just manipulation of life energy to take the form of fireball. For a being who has body, creation of a single fireball is much easier than creation of Rain of Fire. For a god, spells that would require many days of casting and/or many sacrifices by orcish or human shamans/wizards, are simple to cast. A god can cast 'ritual spells' (rain of fire, tornado, flood, enchant army and -like spells) with ease, while creation of one single fireball is incredibly difficult for a creature that has no form. A prayer redirects some of life energy that flows through praying person (life energy goes through matter with no problems) to the god in question and God can use it to create spells. Gods usually take up the behaviour what is expected from them - a war god, who is believed to be unmerciful will show no mercy to children - just to please his followers and to gain more prayers/life energy.
This NES is based around The Horde (Alliance of Orcish Tribes) needing sources of Mithril. Mithril is light weight metal, that is almost indestructible by both magic, aswell as brute force. While The Empire (Human Alliance) Seems to have a significant and rather stable supply of Mithril weapons, Orcs lack it and The Horde has not won many battles against The Empire in the past five years (it's been 5 years since The Empire bought Paladins(mounted soldiers) and Templars(Footsoldiers) onto the battlefield. Orcish shamans managed to locate an area that has significant Mithril Supplies, they have created special Teleportation Totems and have chosen volunteers members of several new Tribes. These tribes will be teleporteted to the realm of Mor' and are tasked with an order to establish a colony in that realm, with main goal of finding and gaining control of Mithril sources and sending them Back to the mainland. It is Players objective to choose a landing site for new colony and then ship back whatever goods they can, in exchange of soldiers, population, supplies and whatever else one might want. It is up to player to choose how loyal they remain to the Horde and How they will deal with natives, aswell as how will they lead their new tribe and its efforts to colonize new lands.
A soldier equipped in Full mithril armor can withstand even a Direct hit by a Rock Golem, without suffering any serious wounds, other than being stunned and maybe bruised. A mithril sword cuts through steel bars with ease. A mithril bar will absorb all but the hottest fireballs and even the hottest of fireball just leave a scratch.
This NES takes place in the realm of Mor'. Why there?
Well, The Powerful, caring and Noble orcish alliance known as "The Horde" and pitiful, idiotic and weak Human alliance known as "The Empire" are at war. This War has lasted for several centuries and The Human Empire, who first invaded native orcish lands, has been winning. Orcs are stronger and more noble than pitiful humans - In hand to hand combat an orc can defeat 3 humans at once, but The Empire has began re-equipping its elite troops. Human paladins (horsemen) were first to gain new armor and weapons - made out of mithril. Mithril itself is light weight, incredibly resistant to damage, heat and even magic. Weapons made out of mithril can cut even through steel, without even getting small scratches on them.
These previously mentioned horsemen -the paladins - equipped in full mithril armor, can outrun even the best of the Worg riders, because mithril itself weights almost nothing. Squad of 30 paladins can annihilate entire village, without meeting any -serious- resistance. This shows the sheer power of mithril-equipped troops. Because every orc knows at least basic self-defense, Wiping out orcish villages (which are always well defended with stockades, watchtowers and other defenses) was impossible before mithril came into play or at least it was difficult without outnumbering village inhabitants in sheer firepower and, even then, suffering moderate to significant losses to Attackers army. But nowadays 30 human Paladins can wipe out village with 100 defenders and 300 inhabitants, with almost no losses.
And if that would not be all, it seems that The Empire has enough mithril sources to equip poorer foot soldiers. These foot soldiers are becoming more and more common- they call themselves the 'Templars'. Almost every medium-sized human settlement now has a squad (20) of templars in it and large towns have more than 50 paladins. While these numbers are small, these soldiers are almost instoppable on battlefield and can defeat armies that are 10 times larger.
The Horde has suffered significant losses as both Paladins and Templars as these soldiers, wearing mithril armor and using mithril-enchanted weapons, cut through the best armored and the most elite orcis bersekers, like burning axe cuts through wax. Despite having held many battles with The Empire and suffering significant losses in most of them (Greatest battle in human-orcish war, had 800 out 1200 fallen (veteran) troops vs grand total of 50 mithril equipped paladins and 100 footsoldiers and out of paladins, 5 managed to escape after battle had ended.) This is the only "victory" horde has had against the humans, and loss of 800 soldiers in the hands of 150. Well, one may admit that The Horde is not doing so well. And even tho the Horde now has small supply of mithril enchanted weapons (only thing effective against mithril armor), having re smelted and smithed mithril armor into blades, Even bravest soldiers of The Horde dare to admit that orcish-kin is in significant trouble, as every month, more and more human troops are equipped in with Mithril armor while every few months a battle is lost here and there.
But all is not lost yet - humans dare not risk their troops fearing another defeat and do not wander deep into The Horde territory - without being certain in their victory - and Orcish Shamans have used this time and have ignited a small flame of hope in the Leaders of The Horde:
Researching captured mithril armor pieces, and mithrils origin and mining locations, Orcish Shamans managed to locate significant sources of mithril. Problem is, that these sources are not located in the Realm of Baimora but far away from Baimora - in the Realm of Mor'. No ship can travel there, only few magicans can teleport there - because realm crossing is difficult and dangerous, but shamans council, led by infamous immortal shamans (Wotepchu and Stoll), together with best of the Goblin Shamans, managed to tear a pathway - a wormhole - through the fabric of universe itself, allowing Orcs to send their colonial ships into the new world of Mor', using enchanted teleportation totems. Unfortunately, these totems require a full year to recharge and allow sending and receiving matter from one realm to another for duration of about 24 hours.
The Horde desperately needs a supply of Mithril, to stand a chance of survival against brutal onslaughter by the Empire. You are chosen as the High Chief of the Colonial fleet and you are given command of a freshly formed tribe. It is now your task to land your fleet of Colonial transportation ships, to location of your choosing, build up a village, locate areas that are suitable for mithril mining and send mithril back to aid The Horde in the fight against the filthy Human Empire.
"Don't you dare to lose your Teleportation Totem and mine as much mithril as you can. May the Gods of your choosing be with you, my Brother. The Future of The Horde lies in your hands!"
Short list of rules (if you want don't want to read Wall-o-Text).
Update 0
Welcome to NWolfNES II.

This NES is based in the Fictional Universe that I've created. Players play as members of Orcish alliance of The Hode. Orcs in this NES are Honorable and Loyal, they are shamanic, hold traditions and heritage in great esteem and value Ones strength (both mental and pyshical). While orcs dislike Science (but do know alchemy and natural herbal medicines) they are Shamanistic and sometimes quite religious. Shamans are special caste of the Orc kin and Shamans have great powers - either manipulating matter around them (think Rock Skin, Inhuman Strength, Quick Recovery, Healing-by-touch, fireballs) or Matter far away (think Acid rain, Telekinesis, Teleportation and -like). Most shamans can also see the future or glimpses of it. Shamans will go through incredible lengths to destroy any magic user that is not a member of Shamans Council. Shamans control large influence in the Horde.
This world has also Gods. Gods are magical beings that feed on 'life energy'. Life energy is similar to mana - it flows around us and in us. Every being can redirect and shape Life Energy - creation of fireball is just manipulation of life energy to take the form of fireball. For a being who has body, creation of a single fireball is much easier than creation of Rain of Fire. For a god, spells that would require many days of casting and/or many sacrifices by orcish or human shamans/wizards, are simple to cast. A god can cast 'ritual spells' (rain of fire, tornado, flood, enchant army and -like spells) with ease, while creation of one single fireball is incredibly difficult for a creature that has no form. A prayer redirects some of life energy that flows through praying person (life energy goes through matter with no problems) to the god in question and God can use it to create spells. Gods usually take up the behaviour what is expected from them - a war god, who is believed to be unmerciful will show no mercy to children - just to please his followers and to gain more prayers/life energy.
This NES is based around The Horde (Alliance of Orcish Tribes) needing sources of Mithril. Mithril is light weight metal, that is almost indestructible by both magic, aswell as brute force. While The Empire (Human Alliance) Seems to have a significant and rather stable supply of Mithril weapons, Orcs lack it and The Horde has not won many battles against The Empire in the past five years (it's been 5 years since The Empire bought Paladins(mounted soldiers) and Templars(Footsoldiers) onto the battlefield. Orcish shamans managed to locate an area that has significant Mithril Supplies, they have created special Teleportation Totems and have chosen volunteers members of several new Tribes. These tribes will be teleporteted to the realm of Mor' and are tasked with an order to establish a colony in that realm, with main goal of finding and gaining control of Mithril sources and sending them Back to the mainland. It is Players objective to choose a landing site for new colony and then ship back whatever goods they can, in exchange of soldiers, population, supplies and whatever else one might want. It is up to player to choose how loyal they remain to the Horde and How they will deal with natives, aswell as how will they lead their new tribe and its efforts to colonize new lands.

A soldier equipped in Full mithril armor can withstand even a Direct hit by a Rock Golem, without suffering any serious wounds, other than being stunned and maybe bruised. A mithril sword cuts through steel bars with ease. A mithril bar will absorb all but the hottest fireballs and even the hottest of fireball just leave a scratch.
This NES takes place in the realm of Mor'. Why there?
Well, The Powerful, caring and Noble orcish alliance known as "The Horde" and pitiful, idiotic and weak Human alliance known as "The Empire" are at war. This War has lasted for several centuries and The Human Empire, who first invaded native orcish lands, has been winning. Orcs are stronger and more noble than pitiful humans - In hand to hand combat an orc can defeat 3 humans at once, but The Empire has began re-equipping its elite troops. Human paladins (horsemen) were first to gain new armor and weapons - made out of mithril. Mithril itself is light weight, incredibly resistant to damage, heat and even magic. Weapons made out of mithril can cut even through steel, without even getting small scratches on them.
These previously mentioned horsemen -the paladins - equipped in full mithril armor, can outrun even the best of the Worg riders, because mithril itself weights almost nothing. Squad of 30 paladins can annihilate entire village, without meeting any -serious- resistance. This shows the sheer power of mithril-equipped troops. Because every orc knows at least basic self-defense, Wiping out orcish villages (which are always well defended with stockades, watchtowers and other defenses) was impossible before mithril came into play or at least it was difficult without outnumbering village inhabitants in sheer firepower and, even then, suffering moderate to significant losses to Attackers army. But nowadays 30 human Paladins can wipe out village with 100 defenders and 300 inhabitants, with almost no losses.
And if that would not be all, it seems that The Empire has enough mithril sources to equip poorer foot soldiers. These foot soldiers are becoming more and more common- they call themselves the 'Templars'. Almost every medium-sized human settlement now has a squad (20) of templars in it and large towns have more than 50 paladins. While these numbers are small, these soldiers are almost instoppable on battlefield and can defeat armies that are 10 times larger.
The Horde has suffered significant losses as both Paladins and Templars as these soldiers, wearing mithril armor and using mithril-enchanted weapons, cut through the best armored and the most elite orcis bersekers, like burning axe cuts through wax. Despite having held many battles with The Empire and suffering significant losses in most of them (Greatest battle in human-orcish war, had 800 out 1200 fallen (veteran) troops vs grand total of 50 mithril equipped paladins and 100 footsoldiers and out of paladins, 5 managed to escape after battle had ended.) This is the only "victory" horde has had against the humans, and loss of 800 soldiers in the hands of 150. Well, one may admit that The Horde is not doing so well. And even tho the Horde now has small supply of mithril enchanted weapons (only thing effective against mithril armor), having re smelted and smithed mithril armor into blades, Even bravest soldiers of The Horde dare to admit that orcish-kin is in significant trouble, as every month, more and more human troops are equipped in with Mithril armor while every few months a battle is lost here and there.
But all is not lost yet - humans dare not risk their troops fearing another defeat and do not wander deep into The Horde territory - without being certain in their victory - and Orcish Shamans have used this time and have ignited a small flame of hope in the Leaders of The Horde:
Researching captured mithril armor pieces, and mithrils origin and mining locations, Orcish Shamans managed to locate significant sources of mithril. Problem is, that these sources are not located in the Realm of Baimora but far away from Baimora - in the Realm of Mor'. No ship can travel there, only few magicans can teleport there - because realm crossing is difficult and dangerous, but shamans council, led by infamous immortal shamans (Wotepchu and Stoll), together with best of the Goblin Shamans, managed to tear a pathway - a wormhole - through the fabric of universe itself, allowing Orcs to send their colonial ships into the new world of Mor', using enchanted teleportation totems. Unfortunately, these totems require a full year to recharge and allow sending and receiving matter from one realm to another for duration of about 24 hours.
The Horde desperately needs a supply of Mithril, to stand a chance of survival against brutal onslaughter by the Empire. You are chosen as the High Chief of the Colonial fleet and you are given command of a freshly formed tribe. It is now your task to land your fleet of Colonial transportation ships, to location of your choosing, build up a village, locate areas that are suitable for mithril mining and send mithril back to aid The Horde in the fight against the filthy Human Empire.

"Don't you dare to lose your Teleportation Totem and mine as much mithril as you can. May the Gods of your choosing be with you, my Brother. The Future of The Horde lies in your hands!"