Pre-NWolfNES II

Northen Wolf

Young Hunter
Joined
Feb 11, 2008
Messages
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Location
Estonia
Welcome to the Pre-NES of NWolfNES II.
This is pretty much under construction but I expect it to be ready to launch by next Thursday.




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!
 
History and lore


First NES I run, scroll down to the updates section(NWolfNES I)

Final Update of last NES


Spoiler Timeline of Northern Baimora :

Around 0 IT, when The Empire joined several warring nations into one meganation, they discovered land of Baimora - a continent North-East of them, Around 100 IT (Imperial Time), The Empire first found several convict-villages on West coast, followed by settling South and East coasts and other distant isles. Most of these village inhabitants were sent to Baimora, so they would not disturb "The Empire" and its reformations.

Around 100 IT, first human exploration missions made first contacts with many inland tribes. Among those tribes were goblin, troll, gnome, tauren and orcish clans. First meetings were relatively peaceful, if you count out few messengers who were eaten by savage Goblin tribes.

Reason why any these inland tribes did not live near coast is said to be war with mythical race of creatures, known as "Nargs". Nargs are described as a race of mixture of both gigantic fish and serpents. Nargs attacked, killed and ate anyone who dared to near coastal areas. Why these "Nargs" did not attack settlers and boats of the Empire remains a mystery, most probably Nargs just disappeared.

Around 150 IT Northern coast of Baimora was settled by Settlers who escaped from the "plague", plague that never reached the coasts of Baimora. First settlement that was found was village of New Claise. New Claise was made up of settlers mostly from Town of Claise - a major town of The Empire, that was destroyed when Plague reached it. New Claise naturally become North-coast Trade center. As Northern Baimora was suitable for growing Hops, Weed (smoking plants) and had many animals with good quality furs, New Claise prospered. As this Trade center grew rapidly in size, many new farms were built and new hunting huts created. In fact most of New Claise population focused on producing trade goods for The Empire.

180 IT, Town of FarmVille was found when need for food grew too large and New Claise did not want to use fertile areas for food production. So farmVille functioned mostly as farming area - delivering food to New Claise and getting whatever goods they needed in exchange. Hops farming also spread from New Claise to FarmVille and generated steady source of income.


View on FarmVille when it was founded

A decade after FarmVille was founded, local hunters and trappers built a "trade outpost" and nicknamed it "Furtown". Furtown Village gathered all furs and meat from outlying hunting outposts and also owned both salt and Iron mine, so it grew large and provided both FarmVille and New Claise with supplies - that increased profits of trading goods even more.

Furtown also sent out regular trade caravans to trade with inland tribes - many of these caravans were plundered or destroyed but fact that one completed trip could have payed for loss of 5-6 caravans was enough to risk with the lives of the traders.

220 IT, Village of Lumberdon was found West of Furtown - it was mostly religious village and focused around producing lumber and animal husbandry (sheep, cows, rabbits and may more).

In about 290 IT, The Empire funded founding Villages into more inland areas of Baimora

300 IT, The Empire demanded that native tribes would pay "War Tax" to The Empire. Most races refused to pay Taxes and Empire took it as declaration of war.

Most of the Empire inland-villages were razed and destroyed by native tribes and many native races broke into two factions - those who agreed to pay in exchange of Trade Caravans and those who refused to pay.

300 IT, Village of Gormadash jumps into alternate universe in fear of The Enemy and The Sickness that is said to be approaching Baimora. Just before taxmen of The Empire reach to Gor'.

300 IT-350 IT
Anti-Empire Orcs are joined into The Horde and declare war on The Empire. Forming the Horde was greatly helped by Shamans, who all started to speak of The Enemy and The sickness that approach the lands of Baimora. The Empire responds by sending many of it's levies and some trained knights to fight the The Horde and to claim inland as theirs.

300 IT, Tauren refuse to declare war on Empire but also refuse to pay taxes to the Empire but they do not openly attack Empire. They are considered "neutral" by both sides.

350-500 IT,
War rages and neither side is clear winner - Empire manages to keep its coastal settlements by building simple stockades and stone walls around the villages - Orcs defend their inland Settlements against many assaults and both armies suffer equal damage on battlefield.

450 IT, Empire calls all Shamans and magic-users of Empire-Friendly clans and kills them, saying that they will attract "The Enemy". Horde claims that Empire enslaved Empire-Friendly clans, many more Empire-friendly Clans join with The Horde, including The Bloodoak clan but not including the Whisperwind clan, whose Shamans saw this option and erased memory of the children of Whisperwind Clan. Whisperwind adults agree not to teach their children about history and form a commune of sorts where teachings of history and talking with outside clans or races is forbidden.

550 IT, human Necromancer, known as "Knossos" rises up hundreds of skeletons, ghouls and zombies during past 200 years. His lair found by The Empire North-Coast army and attacked. Knossos defeats paladins, magicans and leviymen, after suffering serious losses to his ranks. He uses most of his life energy (same energy gods use to feed on) to rise up as many fallen as possible. Fallen Empire specialists retain their knowledge but their souls are imprisoned and minds poisoned by Knossos.


Knossos

Paladins and knights become Dark Riders, Mages become Liches or Necromancers while commoners become Ghouls or Wraiths.

555 IT, many Gnoll and Goblin Tribes pledge their loyalty to Knossos
560 IT, Knossos uses part of his undead forces and attacks Tauren - in hopes of getting many more followers. (OOC: Undead cows anyone?)
560 IT, Knossos attacks and razes Lumberdon and outlying farms and Hunter outposts of New Claise with leftover of his force.

565 IT, Instead of marching his forces (undead+gnolls+goblins) against New Claise and secure North Coast Knossos sends his forces to destroy settlements of all races, including orcish, villages around Northern Baimora.

580 IT, Tauren defeat Knossos forces but refuse to aid Orcish Villages and none of the orcish refugees are seen again. Tauren claim that they provided supplies for the refugees and refugees left to find The Horde. Blooad oak clan claims that Tauren probably killed refugees in hopes of Gaining Northern Baimora to themselves.

585 IT, Most orcish villages on North Coast (around Village of Gor' location) are destroyed and sizable army marches towards The horde. The Horde rallies many young warriors from the North Coasts and meets Undead head on. By 595 Undead force is stopped before reaching Villages of Whisperwind and Blooadoak clan.


Worg riders charging towards undead battle formation

However most of the Northern coast is now in the hands of Undead (and races who pledged loyalty to Knossos) and The Horde can not rally army larger than 2 000 warriors in Central-North area of Baimora. Same goes with Tauren who can rally an army of perhaps 1000 warriors against any threats.

Knossoses plan succeeds - he has secured most of the Northern Baimora and rendered largest threat to him practically forceless (the Horde and Tauren Alliance). While he did suffer large amount of casualties, he is dead-certain that he can rebuild his army with ease, now when there is no one with force large enough to stop him.

Knossos rebuilds Fleet of Lumberdon and equips it with undead this fleet eliminates any trade and troop transports that head to New Claise.

600 IT, lone magican-survivor from Luberdon, manages to enter Knossos lair (by rotting his own flesh and obeying Knossoses orders) and defeat Knossos. Knossos dared to use more energy than before as he was certain that no one can challenge his kingdom before he again has sizable force. Knossos'es forces enter into state of madness and turn on their allies. Alliance pledging tribes - Goblins and Gnomes eventually manage to defeat undead, but lose many villages in the progress. Same goes happens with Tauren, who also lose many villages that are razed by now leaderless undead. Undead forces are not completely leaderless - riders and necromancers, who still maintain their personality, often take lead of these small groups of undead. While they are unable to create, as many followers as Knossos did they still manage to harass surviving races before being destroyed.


A tauren warrior smashing remnants of leaderless Knossos forces

650 IT, Sightings of Undead become rare. New farms and hunting outposts are built outside of the New Claise.

650-750 IT, Everyone lack Resources to re-settle the North Coast - fighting with undead has taken most strength from outlying tribes. The battle between The Horde and The Empire goes into state of an unofficial "Ceasfire" as orcs have lost many brothers to Empire and many more to The Undead. In comparision to the Empire, orcs now have roughly half of the Army that Empire posses.

The Empire, upon learning this, pulls out its main forces from Baimora and leaves only garrions and local levies to defend coastal settlements.

750 IT, Gor re-enters the Realm and Becomes lone colony of orcs, surrounded by almost no villages or settlements (as most Northern Baimora was destroyed and most races have been unable to resettle these areas).


Major -known- Factions

The Horde

Formed in 300-350 IT by Orcish Tribes, to fight against The Empire. Officially declared war on the Empire (The Empire had not made any declarations of war, instead they simply slaughtered villages that refused to pay taxes. Horde suffered many casualties in wars against Empire and in wars against Undead.

The years of 750-755 were the best years for the Horde in the Great War. Lead by several heroes from village of Gor' The Horde managed to mount a serious offensive and boost morale of its member tribes. In the year of 755 First mithril armored Paladins appeared in fights and it went all downhill from there. Horde has about 300 000 soldiers (With mobile force of about 70 000) against roughly 250 000 (with mobile force about 65 000) Soldiers of the Empire, but empire has more than 5 000 Mithril armored troops and growing), a lot of the troops are stationed in towns tho.



The Hord fighting with The Empire



The Empire
Settled most Coastal areas around Baimora. Was declared war by The Horde when they demanded more land and taxes from original inhabitants (The Empire did not declare war, they just attacked villages that refused to pay 'taxes'). Claim that they fight with Enemy that is far stronger than anyone has ever seen. Claim That they stopped The Sickness, however surviving shamans doupt that "little plague, that never reached Baimora" was The Sickness. Mass-killed all Shamans of allied tribes with excuse of 'Shamanic rituals attracting "The Enemy"'. The Empire Has been unable to contact North Baimora settlements (due large undead fleet) and has withdrawn most expert warriors to mainland, after learning that Orcs were weakened by The Undead. In the year of 755 The Horde has first report of Human alliance leading mithril-armored troops into battle.


Leviyman of The Empire 500 years ago.

The Undead
Created by human Necromancer Knossos, they slowly gained in numbers. They then allied with Gnolls and Goblins and wiped out most settlements in inland of North Baimora. Severely weakened The Horde and The Tauren Alliance manpower.

As many undead maintain their personality, natural leaders continue to be leaders even when among undead. That is reason why there are still some groups of undead, who are lead by Riders (undead knights) or necromancers(undead magicans. These Undead are rather weak and unable to create large forces fast (like Knossos could), but can create aver. 20-60 followers per year. Undead liches are known to hide very well and it is quite likely that Mor hosts atleast one Undead Warlock probably many more.

Spoiler :


Undead often remember what they were in the past life and use these skills to serve their dark masters or themselves.

The Tauren Alliance

Alliance what now controls about 5 villages on North-East coast and 5 Village on South-East coast. Is hostile or Neutral towards Orcs. It is quite certain that Tauren do not originate from Baimora. Taurens aim to conquer as much land as possible and will stop at nothing to remove any invaders from territories they consider 'their own'. Tauren Alliance Naval capacity or even Racial Origin is not known.

Spoiler :

Tauren are said to like cold


The New Illorian Empire
A rebel faction of The Empire, which enstablished itself as a major Naval power of the North Coast of Baimora. It is considered hostile by The Horde, The Empire, By most Goblin tribes and even by the Taurens. Illorian Empire suffered a significant loss in manpower in Battle of Many Broken Bones. In the spring of year 751 IT, in the hands of The Neutral village of Gormadash (aka Gor'). It is known that Illorian Empire possesses a large fleet and has conquered/assimilated many Island-colonies of The Empire.

Spoiler :

Is Illorian Empire similar to the Freedom Sailors in bringing light to the world or is truly sinking ship, trying to pull as many with it to the depths of ocean as it can?



!New! 'The Federation' (Of Goblin Clans)

Goblins also have access to Mor'. Mainly because The Horde and Federation joined their Shamans to find a way to mithril. While The Horde needs Mithril to survive the onslaughter of The Empire, Goblins joined the project for different reason. Well, goblins love just one thing in the world. Its money. They would (and do) sell their own bodies and souls for pretty coin. They will rather starve than give away their 'precious' Treasures. And Mor' is new land, offering countless of trading opportunities and a chance to get Mithril - something that Tauren, Orcs, Humans and even Undead would pay heavy price for. It is guaranteed that goblins will enter to Mor and will try to get as much resources, gold, mithril and whatever else they can hoard, as possible. Or for the greater pile of coins.


Despite of their "size", goblins are known to be fearless warriors, esp. when someone threatens their vaults. And Goblins use all kind of tech and magic to defend themselves, where they get it or what they trade this knowledge for, is unknown.
---------------------------
 
Spoiler :
Example Stats
Tribe Name - Duh
Major Factions - Every tribe has factions in it - religious people, guilds, warriors, farmers - each faction member wants something - farmers want more farms, religious people want more prayers, warriors want better training grounds and more fights.
Leader name
Leader Profession
Leader traits

Tribe Wide effects
Any tribe wide effects - like starvation or gold boom

The Horde Training Grounds
All of your troops will be fed for free and can train in The Horde training grounds.
-Population per turn, -growth rate, +crime rate, +defense, -hunting and fishing income.


Policies
Some events offer you a chance to create your own policies. For an example - accept immigrants from weak tribes or shun immigrants from weak tribes. To change policies you need to spend one Domestic action, aswell as one story, explaining anything that is somehow related to this policy and it was made.
Spoiler :

Organized Training
During their free time Grunts train on village training grounds. (provided village has one)
+Armies may train without orders given, if stationed in village that has training grounds.

Forced Marriages
third and fourth daughter of any family will be forcefully married to soldier who does not have a partner
+Army moral, -villages moral, +pop growth


Total
25 food per turn /75 stored
15 leather armor, 10 iron armor per turn / 0 Stored
250 gold per turn / 200 gold
1.5 Buildings per turn (0.5 stored)

Villages
Gor'
Pop: 150
200 food per turn
15 leather armor, 10 iron armor
250 gold per turn
Iron source, Meat source, leather source, Shaman hut

Produces: 10 Iron armor, 15 leather armor, 2 Worgs
Spoiler Gor' :

Food
Irrigation (50 fpt per field)
Small Farm (100 fpt)
Small sheep pens (50 fpt)(Leather source)(Meat source)

Armor
Tannery (15 Leather armor per turn)
Worg pen (2 worg per turn)
Small Mine (iron ore source)
Smelter (Iron bar source)
Blacksmith (10 iron Armors per turn)

Trade Goods
Trade route x2 (150 gold per turn)
Crafters guild (100 gold per turn)

Misc
Stockade (Extra protection)
Shaman hut


Supplies
Armories: 15 weapons, 10 iron armor, 15 leather armor
Food: 75/25 How much food you have in stores/how much per turn is income
Gold: 250 Gold


Armies
Spoiler :

Raj-Tol Dark Fist of Fury
Orders: Secure 'North Mithril Mine' surroundings
Chill Bill
Pros: Strong, Ninja, Sharpshooter, Tactical command experience, Veteran Warrior, Warchief Experience, Chieftain Experience, Skilled scout, adept Necromancer, Loyal Raj-Tol follower, enslaver.
Cons: Fanatic, Brutal, Wanted for Necromancery and slaving, Disliked by The Horde, taurens, humans, adores human virgins

Troops
50 rGrunts(U) (20 slightly wounded)
10 tGrunts(L) (2 minor wounds)
25 vGrunts(L)
10 vWorg riders(L)
5 Blood Wolves(I) (armor damaged)

Infantry: 85 Cavalry: 15
Total: 100
Misc: Battle experience, Tired, ~30% Wounded, Low on supplies, Many rookies.

Raj-Tol Second legion of Unholy Guards
Orders: Defend Tribe from an attack
No leader
Troops
35 rGrunts
15 tGrunts (l)
5 Bersekers (m)(e)
5 rWorg riders(l)

Total
Infantry: 55 Cavalry: 5
Misc
Well rested, no battle experience

Unorganized soldiers //To orgnize you need to spend one action
Orders: None, unit stationed in Gormadash
No leader
Troops
45 rGrunts
15 vWorg Riders (l)
10 rAmbushers (l)

Second War Chief Lugags personal Guards
Hero unit
Little Ugag (Lugag)
Pros: Excellent Tactican, Battle Experience, High moral, Experienced Warchief, Experienced Warrior, Excellent Trainer, Strong, Fast Healing, High Stamina
Cons: Poor charisma, Rough, Disorganized, hearing issues, Gluttony.

Troops:
15 Blood Wolves (S)(E)
25 vGrunts (I)(E)
15 tGrunts (L)(E)

Total: 40 Infantry, 15 Cavalry
Misc: All units enchanted. Battle Experienced, Well armored, Special rations, High Moral, Well trained.
On personal mission of 'Secure Mithril mine of Eastern Deserts and wipe out all threats around it.'


Control

Leader unit
Players are not in direct control of their tribe. But what players can do, is that they can direct efforts and decisions of the Leader of their tribe. This leader (called 'High Chief of ???' or simply 'Chief') is in direct control of the tribe - most decisions go through him. Orcs are rather self sufficiant and can not be bossied around - you can say nor have to worry about how many orcs will work fields - most villagers will work on fields when needed. Your leader functions as both Military Leader and Domestic Leader, providing one point to each. So, basically, you influence your leaders decision but not direct actions.

Spoiler :

Your leader unit is capable of commanding both Military units aswell as take charge of Domestic matters. This requires a lot of intelligence and is rare, so most of the chieftains either focus on one of the two paths


Extra Leaders
There are three kinds of extra NPC units you may come accross in this game:
1) Domestic Leaders - ' Minor Chieftains '
2) Military Leaders - 'War Chiefs'
3) Independent/Undecided Heroes - 'Heroes'

Domestic Leaders - 'Minor Chieftains'

These leaders offer an extra Domestic action. They usually have their own personality and goals and some may refuse to do some things. They are usually influential leaders of some faction and keeping good relations with this faction will make them appear more likely. Chieftains care little for war and want the tribe (or certain village) to prosper.

Military Leaders - 'War Chiefs'

These leaders offer an extra Military Action. They are likely to appear after the battles, especially when there are Elite units fighting on your side. Military leaders are usually influential and experienced warriors, they care for battles, proper defense, proper training and defeating of enemies on the battlefield. Military leaders can be in charge of an army, which will then greatly increase armies strength. But this also means, that if army gets wiped out, so does the Warchief commanding it.

Heroes
Heroes are an interesting thing. They usually come from the old world and have remarkable strength. They can be guild members, warriors, civilians, worg riders, overseers - whatever. Heroes, in this NES, represent skilled individuals who both have experience and luck. These civilians (or militarists), while they can not defeat an army single handedly or lead through a project of reorganizing village structure, but they can sure as heck help. Each Hero has a "quest" - something they came here to do. These quests can vary from "Make sure this tribe increases its mithril production" to "Make sure that this threat is removed from this tribes borders". If Heroes personal quest is resolve quickly and/or successfully, some Heroes may decide to stick around. These heroes can be promoted to Leaders - militaristic heroes to Warchiefs and domestic heroes to Chieftains - but heroes may be also kept around as Heroes. Because orders where Heroes participate are much more likely to succeed. Heroes do not give extra domestic or military actions. Heroes can be sent on a mission WITHOUT having to spend domestic or military actions. Heroes can not start a domestic action nor lead armies. Some Heroes, after completing their mission, can be promoted to leaders (chieftains or warchiefs).
Spoiler :

Heroes are tough orcs. They usually have a mission in mind, once mission is completed, they may decide to stick around. Heroes can help with any order and increase success chance even in hardest of battles.


How to mint the gold aka 'The Economy section'

End of Each turn you'll receive resources according to size of your villages, buildings and other stuff - You can only spend resources you already had in resource pool when you started your turn.

Food
You need one food per each population you have. Farms produce different amounts of food (depending of your luck and many other factors). Soldiers need to be fed aswell. Armies on a campaign (outside tribe territory) will need 0.5 extra food. Buildings like “irrigation” and “granary” can boost food income of several farms, provided they are in the same village. Having an animal pen will not only produce a little food, but it'll produce meat source (needed for Worgs) and Leather sources (needed for tannery to produce leather armor).

Building Materials

Building materials. Each village produces some materials by default. Building quarries, lumber mills, cement factories, builder guilds, can greatly increase of how many buildings per turn you can produce. You still need to spend Domestic action to produce anything.

Trade goods

Each Trade good producing facility produces certain amount of Gold - how much depends upon facility, your luck, Domestic leader skill (during building) and many other factors. As long as you have Teleportation totem in your control, you automatically sell most of your stuff back to The Horde. As game progresses, you can create trade routes, local markets and -like, which will automatically make money, even if teleportation totem fails for some reason. Trading between colonies - setting up the new world to be self sufficient.

Armories

You will start with some grunts in your disposal. But soon enough you'll need more. many more. There are two options of how to get more soldiers. One is to buy soldiers from The Horde. Other is to train your own. To draft soldiers you need weapons.

Weapons
Ore → smelter → weaponsmith.
To draft your own soldiers, you'll need weapons. You can smith your own weapons (needs an iron source, a smelter and a smith), capture them through battle or buy them.
Weapons cost from horde: ???

There are two types of weapons: melee and ranged.

Armor
Leather → tannery → leather armor
Ore → smelter → blacksmith
Mineral ore + Ore → smelter → weaponsmith.
Mithril ore → Mithril smelter → Mithril Weaver

Units can be trained without any armor - in that case they are unarmored. While orcish skin is tougher than human skin and orcs are not nearly as fragile as humans, unarmored will still result in high fallen and wounded percentage. You can re-equip already existing units with better armor. You can only equip one unit type in army and have to equip that unit type fully with same armor.

Most basic armor type is leather armor. It is the cheapest to make, requiring only a tannery and a leather source (farming animals are good enough source for few leather armors per turn).

Second type is Iron armor, which represents Iron chain-mail armor and offers quite a bit more protection, but requires a smelter, iron ore and a smith to produce it.

Third type of armor is Steel armor, which represents armor made out of steel plates. In addition to smith, iron ore and smelter, production of steel armor requires a working mineral mine.

Fourth type of armor is Mithril armor. Mithril resists all things other than mithril. Unit around it can not be poisoned with even semi-strong poisons, their wounds are healed quickly (mithril heals its wearer). Unit wearing mithril can be thrown few hundred meters by a strong punch directly into the the face and even then its quite likely unit will recover within minutes. Weapons often break even before touching mithril armor – mithril has a force shield effect that protects its wearer. Mithril units are strongest and meanest units on battlefield, only hole-in-the-ground kind of traps may work and even then unit can survive for weeks before dying (cuz mithril heals starving tissue). Mithril units can also resist water and breath under water (thanks to force shield keeping water away)

Worgs

Meat source → Worg Pen + Shamans council
Worgs are wolves, that have been treated with magic in puppy-state. Orcs use worgs as battle mounts as Worgs can fight, run fast, they have good stamina and require little food. Besides, worgs have higher recovery and healing rate than other mounts.

Worg riders are Orcish Cavalry. Worg riders are very strong, have strong armor, fast speed (over most terrain types) and both ranged, as well as, melee capacity. They also have excellent stamina, capable of riding non-stop for a week (if required).

Orders template
Spoiler :

Stats
Your stats
Domestic Actions (depending of how many action points you have)
You have certain amount of Domestic actions and Military actions per turn. Domestic actions can differ - you can spend action to Build/construct/train/draft something or spend one action to create a new domestic policy or improve trade-relations, lead scouting missions (non-militaristic) and similar.
Military Actions
You will always have one Action, depending of amount of leaders and units you have, you may have more. For each military move (Attack, move soldiers, reform armies, add units), you need at least one Military Action. Military actions include actions like - train, draft, move, disband, reform, promote, attack, ambush etc.
Policies
Policies come with their benefits and problems. Any changes require at least one Domestic action and one domestic leader. Examples: Focus on Trade - Tribe focuses on trade. Hate Trolls - Tribe hates trolls, fighting chance against trolls is greatly increased. Master the seas - more orcs attempt to ride the waves, more deaths but better naval units.
Misc
Whateverelse you want


Join App

Tribe Name - Naming Scheme - ColorItem Tribe example: BlueMoon Tribe, FireRed Tribe, DeadlyMonkeys Tribe, FaithfulPeasants Tribe.
Tribe (or tribes) you are from (are you from one tribe or is your tribe made up from hundreds of volunteers?
Leader Name:
Profession: (pick one) Young Shaman/Son of a Chief/Worg Rider/Guild Member/Experienced Warrior/ Charismatic / Fanatic
Leader Background: UptoYou
Strengths(2): Pick Two
Weaknesses(1): Pick One

Spoiler Explanation :

Leader Name: Choose a Name for your leader
Profession: This is what your leader was, before being put into leadership of a new tribe. Each profession provides many benefits, some of them are mentioned in the spoiler, some are not.
Spoiler :
Young shaman - Leader has some skill in magic. Understanding of magic shall grant him much more information about surrounding areas, afterall, foresight is useful aswell as sensing mithril locations and using magic in direct battle. Your leader is also accepted by Shamans and you may train shamanic units and shamanic units under your possession are stronger.
Son of a Chief - You were destined to lead a new tribe and you managed to gain right to lead a new tribe. Somewhat happier population, somewhat more influential, somewhat better administration. Likely to get extra supplies/manpower from your Fathers tribe.
Worg Rider - Worgs are basically wolves who have been enchanted with magic. Worg riders are equal to human Knights on battlefield. Start with Worg Riders, ability and knowhow how to train more worgs in the lands of Mor'. Better Worg Riders.
Guild Member - Ability to make deals with native tribes. The Horde more likely to offer financial support, caravans, leftovers from traderoutes.
Experienced Warrior - Starts with veteran Grunts and Basic Training grounds. Your foot soldiers (grunts) are better and your villages stronger and betterly defended. Harder to ambush your troops. Horde is more likely to send Soldiers or weapons.
Charismatic - You can even convince orcs to buy sand in the gobi Desert. And orcs rarely buy stuff. Better relations with natives and tribe members. Easier to organize people. The Horde is more likely to send supplies.

Fanatic - Religion, it makes the life go around. A little prayer from a day from you and your followers will keep your god smiling to you. While The Horde most probably sent you here to get rid of you, your followers back on Baimora are likely to join your cause. Starts with a Temple. More religious faction. The Horde more likely to send population (religious refugees/missionaries).

Leader Background: UptoYou
Strengths(2): Strong, Pious, Smart, Talented magic user, Charismatic, Heartbreaker, Romantic, experienced burglar, experience commander, battlefield experience etc.
Weaknesses(1):Stupid, Weakminded, low selfesteem, insulting, smelling etc.


Map



Mithril-ore is a sandstone like mineral, found in underground caves. Mithril deposits emit (or are created by?) magical auras that tend to kill or mutate most living beings around them. Mithril can most likely to be found: Near rivers(which are poisoned), In deserts(which used to be fertile before mithril appeared), In mountains. Of course, you should choose your colony site with care, because we don't want to repeat the mistake of Roanoke Colony, do We? And it is most likely that settling into desert or on a river will make many native creatures ambush and attack you, before you can lay foundations.

Spoiler :
Mithril can be found in deserts, but deserts are not safe places. And there is no water. And there are many enemies. And did we mention lack of food and water?


Orcs and seafaring
Orcs fear seas. Not a typo - I did not mean to write 'seafare', but fear. Orcs know only how to use Canoes and Rafts. Your people shall be transported to Mor on board of a raft, they will then sail wherever you want them to sail (safely). Upon landing, these rafts are disassambled and made into houses. You always have rafts. You do not need ships as upon landing, Totems will be placed into your first village and they can send and receive stuff next year.

Spoiler :

Orcs are terrified of the seas, having never ridden on anything other than rafts and canoes. Most fishing is done via spearfishing and netfishing from coast. Will it change?
 
Military

Understanding military units

Ranks, armor and statuses

Dying - Wounded - damaged - healthy - sick
Rookie - Normal - Trained - Veteran
Armor levels:
Unarmored, Orcish skin is not as fragile as human skin, and orcs heal faster
Leather, But adding extra layer of skin won't hurt
Mithril, And mithril chain-mail adds incredible resistant to damage
Enchanted, Enchanting armor increases its protection and may have other effects
Legendary, Legendary armor has been worn for a long time by warriors. This armor has seen many battles and has absorbed life energy of soldier(s) who have been wearing it. It is magical armor, but unlike blessed or enchanted armor, it is much more powerful - but creating it is difficult process.
Iron - Leather armor is light weight, iron chain mail is heavier and noisier, but can block most arrows to the chest and even somtimes save from direct swordhit.
Steel Steel is heavier, more difficult to make but is much stronger
Blessed Blessed by a pious follower of God, allowing god to empower and aid its wearer. Requires wearer to be religious.

Example:
10 vFootmen(m) - 10 units of veteran healthy footmen in mithril armor (Health is shown on damaged units).

Spoiler :

Orcs, thanks to their though skins and ample "body fat", combined with their quick healing are much more stronger than humans, capable of surviving being cut open by a sword. Orcs prefer to wear chain armor, unlike human counterparts who prefer to wear full-metal armor. A human armor can usually be resmelted into 1.5 orcish armors. Pictured is rookie orc in iron armor.

Understanding and using equipment

In one army you can have only one type of armor for same type of unit. You can not have following army:
Code:
15 rGrunts (u)
5 tGrunts (l)
5 tGrunts (m)
Because there are two same class type of troops - trained Grunts with different armor. This is because units on same rank with less armor would feel themselves undervalued and would leave (and because I say so). To equip units with armor, you need to equip all similar units with the same armor - if you want to equip tgrunts in example army with mithril armor, you need either 10 mithril armors in armory or you need to reorganize your army and send some of the soldiers away - you will send away 5 tGrunts and will equip leftover 5 with mithril armor. You can have two separate armies with different armored troops tho.

You can not add differently armored units into army. Both To reorganize army and to equip an army with armor, take an military action. You can not do both together in one action (you need to first reorganize and then equip with armor). You do not need to reorganize army when you have enough armor to equip each same-class troop - in that case you need only one military action. You can equip and bless/enchant at the same time, using same action.

Producing armor
Armor can be produced in villages - leather armor requires a source of leather and tannery in village. Iron armor requires iron ore (or something that can be resmelt - human armor for an example) and a smelter. Steel armor requires a blacksmith building (iron armor can be made without proper blacksmith building). Mithril armor requires mithril-specific buildings (Mithril smelter, Mithril weaver, Mithril smith, Shamans hut). There are chances to develop your own kind of armors (beewax armor, meremaid-skin armor, whatever XD), just ask from me, if you get an idea of how to create an armor.

Enchanting/Blessing
Enchant - shaman blesses the armor, adding durability and certain effects, depending of how many shamans and how powerful they are.
Blessing - Religious priest blesses the armor adding effects depending of how religious your tribe is.

In general Blessed armors > enchanted armors
Spoiler :


Armored orcs are a scary sight. Orc with full steel or mithril armor, that is enchanted, or even worse - blessed- is last sight for all but the luckiest of enemies.


-----------------------
Drafting and Training

Each turn you can draft up to 20% of your total population into military. To draft military troops you require:
1) A military action point
2) Weapons in Armory
3) A town/Village to draft people from

You can choose what kind of unit you draft - either infantry(grunts), cavalry(worg riders) or magic units (if you have shamans permission to train magical units) All drafted units start out as rookies, but village buildings can change that - having few training grounds could greatly improve training rates of new recruits.

You can retrain already existing units up to the level of 'Trained'. Veteran Soldiers are soldiers who won a fight, they have a chance of being promoted to Elites. Elite units are much stronger than veteran units and have a chance to spawn a hero.


---------------
Armies and Leadership

Armies
Each unit you train/draft belongs into an regiment (called 'army'). Unless specified during drafting, drafted units join unorganized army-pool (which is stationed in your capital and will defend it and chase any attackers, but can not move or ordered to move). You army limit is VillagesYouHave+1+unorganized army, so with 1 village you can have 1 extra army. One Army can defend or assault several villages. To join/split/reorganize armies one needs to spend one military action. Armies can have warchief in charge of it, without warchief in charge of the army, armies dicipline, moral and success rate is equal to bunch of volunteer warriors with no proper leader. Army does not need leader in charge of it. Armies who were not given orders will stay where they last were, only defending themselves. To guard your tribe from an attack with an army, you need to give Guard/defend order to your army. That army will then share itself between the villages you have and will defend villages from an attack (more effective with warchief in charge.). Armies can die, be routed or be split into half by enemy (in this case two armies will be formed for free, but both need an action to be spent to move them).

Example
Spoiler :

Raj-Tol Dark Fist of Fury - Army Name
Orders: Secure 'North Mithril Mine' surroundings - Orders can carry over from last turn
Chill Bill - warchief who leads the army
Pros: Strong, Ninja, Sharpshooter, Tactical command experience, Veteran Warrior, Warchief Experience, Chieftain Experience, Skilled scout, adept Necromancer, Loyal Raj-Tol follower, enslaver. - Warchiefs have Traits, just like leaders do
Cons: Fanatic, Brutal, Wanted for Necromancery and slaving, Disliked by The Horde, taurens, humans, adores human virgins - Negative traits of the leader (Your leaders won't probably have that many traits, at first at very least)

Troops
50 rGrunts(U) (20 slightly wounded)
10 tGrunts(L) (2 minor wounds)
25 vGrunts(L)
10 vWorg riders(L)
5 Blood Wolves(I) (armor damaged)

Infantry: 85 Cavalry: 15
Total: 100
Misc: Battle experience, Tired, ~30% Wounded, Low on supplies, Many rookies.


Warchiefs as army commanders

So you already have a leader - he is skilled and can lead both economical and militaristic aspects giving you two actions points (one domestic and one military). But only a few orcs are so skilled. But every orcish tribe has usually a skilled warrior, who can both fight and lead. These guys are called 'Warchiefs'. Warchiefs add a military action point to your tribe - allowing you to give orders to one of the armies you have (or train new units). Most armies start without a leader - meaning they have some organization and some field leaders (sergeants), but no commanders. While sergeants and field-commanders can usually fulfill their given task, having an warchief lead an army will greatly benefit the army - not only will warchief lead army head on during an attack, he will make sure that army is much more disciplined, has enough food and that guardposts are properly placed. Or - giving warchief his own army to command will greatly increase this armies strength, moral, survival rate and success rate. Then again, if army with warchief leader is campaigning in foreign lands, then warchief can not draft or train units in your homelands - warchief will move with its army. While not army is not campaigning, warchief is treated like it would have no army (it can still reform, train, give orders and etc.). So putting a warchief in lead of an army is a double edged sword - you get a more powerful army, then again, this warchief may be neccecery at home while your army is fighting far away from home. Your leader can also function as warchief, but its best to put him in charge of defending army - because out oń the field, your leader can not use his domestic abilities.

Spoiler :

Armies under command of orcish warchief are much more powerful.


Think of it like this - army without a warchief in charge of it, is just a group of volunteers, who sleep in the barracks and maybe patrol around the village they are in. They can rally to defense (run towards enemy and scream) or do tasks given to them ("Chieftain said that we must attack that village, lets go" - and soldiers go to that village en masse and attack it, without much thoughts on tactics). When a warchief takes charge of an army, he creates proper military order (squads, sergeants, sleeping order, patrols, scout units, supplies carriers and will give out orders in case of an attack). It costs one military action to put warchief in command of an army. Warchief can be put in command of an army and same army can be moved/used to attack same turn.

---------------

Humans of 'The Empire'
Focus on light infantry and archers, most elite unit is Paladins (mounted)
unit name (Elite unit) - description of unit type

Footmen (Templar) - light armor, fast moving infantry
Archers (Snipers) - medium armor, slow moving archers
Knights - (Paladin) - Heavy armor, slow moving cavalry

Orcs of 'The Horde'

Grunts (Bersekers) - Medium armor, medium moving infantry
Ambushers (Rangers) - Medium Armor, Medium Moving mixture of Light archers and medium infantry)
Worg riders - (Blood Wolves) - Medium Armor, Medium moving cavalry on gigant wolves.

Goblins of 'The Federation of Goblin Tribes'

Levymen (No elite unit)- Light armor, fast moving infantry
Goblin Archers (Goblin Assassins) - Light armor, very fast moving archers.
Worg Riders (Goblin Trappers) - Light armor, very fast moving cavalry
 
Brâkor
Profession: Experienced Warrior
Tribe: Red Face Tribe - Made from the dispossesed of many tribes from around the Horde. The act of painting the face red, preferably with the blood of ones foes, earned the tribe its name.
Background: Brâkor was a blacksmith pressed into combat when his village was attacked by the Empire. He was able to lead many to safety as they escaped the unexpected assault, though it was at the cost of almost all the village's warriors. Brâkor fueled by revenge took to war with reckless abandon. He began to paint his face in red paint or with the blood of his enemies. Brâkor attacked a following from many tribes as he took in any and all so long as they would aid him in his quest for revenge. He proved especially adept at making the right decisions and staying cool in the heat of battle, though was vicious and focused when he himself entered the fray. When asked by his tribe to aid the effort to gain mitril he jumped at the chance for it would simply improve his chances to beat the Empire.
Strengths: Excellent Blacksmith, Experienced Combat Leader
Weakness: Headstrong

Spoiler :
 
Also need your tribe name :) and short description of what or how many tribes it is made up.
 
How does one depict multiple tribes supporting a group? Because my Orc will take any and all (even non Orcs) so long as they are loyal to him and want to destroy the Empire. Basically what name would I use or do I just say Multiple Tribes and then list the major ones as factions?
 
By any chance could I please rip my character from your previous NES?
 
How does one depict multiple tribes supporting a group? Because my Orc will take any and all (even non Orcs) so long as they are loyal to him and want to destroy the Empire. Basically what name would I use or do I just say Multiple Tribes and then list the major ones as factions?

Each village belongs to a tribe. A tribe is lead by a tribe Chieftain. Tribe is something like a county in our world - a county has one leader and is limited to land area (bec. further away from the Capital, more corruption and so onwards.). Tribes will gladly provide you some volunteers who will form a new tribe.


Think of it like this:

US - The Alliance/Horde
Florida - Clan
Liberty, Bradford - Tribes, with one leader (one major center)
Jacksontown - Village

Or you can just say that The Horde made your tribe up from volunteers.

I'll pick factions that your tribe has myself

Naming

I used the style: 'ColorItem tribe'.
BloodMoon tribe
GreenLeaf Tribe
FireRuby Tribe
 
By any chance could I please rip my character from your previous NES?
No, Your characters are heroes by now, you need a non-hero. You can say that leader is Aikens son tho :)
 
Edited let me know if you need more info.
 
Edited let me know if you need more info.

Good to go :)

You may also pick a spot on map. Your orcs will arrive there by rafts, as orcs have no naval tradition and Seas are usually ruled by Undead and Human Fleets. You can always transport your troops across water via rafts and maybe you can change orcish traditions and become master of Mor's seas.

Mithril is most likely found in Deserts (yellowish-brownish areas) and mountains. But mountains, Rivers and deserts are difficult spots to colonize, without having proper base of operations in the area. Not only because they are inhospitable places because of nature, but it is likely to find creatures or even (hostile?) races in these areas.

 
I really hope I actually have the time for this, I better design a tribe in case I do :)

Tribe Name: Bleakskull
Leader Name: Margol the Blighter
Profession: Young Shaman
Leader Background: Margol was given his title and made chief of the Bleakskull when he single-handedly devised a way of defeating a troop of invading Paladins threatening the village. His shamanistic foresight allowed him to prepare for the attack, and he designed terrible plagues and poisons that quickly destroyed most of the raiding party, but also quite a lot of local wildlife and nature, even members of his own tribe succumbed to the disease. His reputation is at once that of a saviour and an outcast, and those who follow him are either desperate or fervent believers in his abilities as a leader.

Personally, Margol is a normally built, young orc of finer breed, but his many alchemic and ritualistic experiments have left his body giving the impression of something deviant and unnatural. They have also rendered him immune to most of his own devisions, however. He is a fine fighter but excels in shamanistic talents, where his alchemical and scrying prowess is great indeed.

Strengths(2): Sinister Alchemist, Immunities
Weaknesses(1): Pariah

Fine? :)

EDIT: Location of arrival; By the river mound on the northwestern coast of the "large" continent.
 
Tribe Name - Black Arm
Tribe: Black Blades, Bruol's father's tribe named for the habit they had of covering their blades in nasty things before a battle. They've since stopped this tradition but the name has struck.
Leader Name: Bruol
Profession: Son of a Chief
Leader Background: It was always clear that Bruol would lead a tribe. He had shown great talent on the battlefield and aptitude leading Orcs during peace. He could never tolerate anyone giving him orders and had to run everything. Much to the demise of everyone he usually could a better job than whoever was suppose to do it. This caused a great deal of concern for his father and his circle who were worried that Bruol might decide that he could run the tribe better than them. Then a gift from the Gods came, the call for volunteers to save the Horde and the perfect way to get rid of a troublesome son and his followers.
Strengths: Tactical, Good Administrator
Weaknesses: Arrogant

Location: Near the River in the Northeastern part of the main continent
 
I really hope I actually have the time for this, I better design a tribe in case I do :)

Tribe Name: Bleakskull
Leader Name: Margol the Blighter
Profession: Young Shaman
Leader Background: Margol was given his title and made chief of the Bleakskull when he single-handedly devised a way of defeating a troop of invading Paladins threatening the village. His shamanistic foresight allowed him to prepare for the attack, and he designed terrible plagues and poisons that quickly destroyed most of the raiding party, but also quite a lot of local wildlife and nature, even members of his own tribe succumbed to the disease. His reputation is at once that of a saviour and an outcast, and those who follow him are either desperate or fervent believers in his abilities as a leader.

Personally, Margol is a normally built, young orc of finer breed, but his many alchemic and ritualistic experiments have left his body giving the impression of something deviant and unnatural. They have also rendered him immune to most of his own devisions, however. He is a fine fighter but excels in shamanistic talents, where his alchemical and scrying prowess is great indeed.

Strengths(2): Sinister Alchemist, Immunities
Weaknesses(1): Pariah

Fine? :)

EDIT: Location of arrival; By the river mound on the northwestern coast of the "large" continent.

Yes, good enough. I won't finish this PreNES thread today tho, but this is just basics, still need to test few rules. Glad people are interested tho, despite of my Eng(r/)lish:)
 
Tribe Name - Black Arm
Tribe: Black Blades, Bruol's father's tribe named for the habit they had of covering their blades in nasty things before a battle. They've since stopped this tradition but the name has struck.
Leader Name: Bruol
Profession: Son of a Chief
Leader Background: It was always clear that Bruol would lead a tribe. He had shown great talent on the battlefield and aptitude leading Orcs during peace. He could never tolerate anyone giving him orders and had to run everything. Much to the demise of everyone he usually could a better job than whoever was suppose to do it. This caused a great deal of concern for his father and his circle who were worried that Bruol might decide that he could run the tribe better than them. Then a gift from the Gods came, the call for volunteers to save the Horde and the perfect way to get rid of a troublesome son and his followers.
Strengths: Tactical, Good Administrator
Weaknesses: Arrogant

Location: Near the River in the Northeastern part of the main continent


Good enough ;)
 
Rivers and deserts are difficult spots to colonize

Rivers? Isn't it vital to have running water? I would have throught starting near a water source is a good idea!
 
Rivers? Isn't it vital to have running water? I would have throught starting near a water source is a good idea!

It has mermaids living in them.
 
I will assess my spare time and see if I can afford to quit a job or something... because this takes priority. :D
 
Tribe Name: Crimsonhead
Tribe: Crimsonbones: The tribe's name originates from the fact that, long time ago, the tribe indulged in experiments that would make any normal orc raise both eyebrows in an incredulous way (one eye-brow raising was deemed too hard by the Council of Education to be performed by normal orcs and was thusly outlawed. Stoll's influence in the decision remains uncorroborated) before dozing off into peaceful sleep and then waking up in a sea of pain and confusion as flesh literally melted away from burning bones. Luckily for orcity and humanity everywhere in the world, half the tribe was eliminated in an event only known to others as "Sha-ka-boom." What could have possibly happened in the tribe that killed so many orcs in such a short time, nobody knows.
Leader Name: Aghrajagmag the Mad-Eyed
Profession: Guild Member
Leader Background: A man (or is it an orc?) with a strong Crimsonbone blood flowing in his veins, Aghrajagmag exhibited a amount of curiosity unseen in many other orcs. He also had a knack for talking his way out of situations and finding objects to bribe others with in order to achieve his (usually) nefarious goals. This fact, combined with his uncanny knack with craftsmanship, attracted the eyes of the Guild, who immediately employed Aghrajagmag as a "Back-Up-Consul-tant-for-inventive-ways-to-crea-ti-bly-to-tuar-orcs-who-may-possibli-owe-us-shiknee-things." There, Aghrajagmag toyed with making and using devices that, if I described it to you right now, you would fall on the floor, drooling as you desperately try to clear the image from your head.

He has joined this expedition in order to gain Mithril for the Guild and thusly further up his standing with the Guild. Rumors of him joining the expedition so that he could make things "use more ka-blooey" remain uncorroborated at this time, whatever that statement meant.
Strengths(2): Ingenious. Silver Tongued.
Weaknesses(1): Mad.
 
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