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@Theodorable Seems awesome, but do we get a map? Do we only get the one champ to start with cause if so things may be very slow? Also, do we say who we are and can we start or ya gonna make an opening post?


There will be a map. Everyone starts with a single champion. I will begin a post tomorrow and then everyone can post / PM me their orders.
The OOC is up!
Sorry, I don't think I'll be submitting a CS. I was interested in the initial IntCheck, but looking at this now, it's too gamey/tabletop for my taste. I just wanna write.


I understand.

For those others involved, your Clan Dossiers are up.
Clans of the Orc Lowlands


Clan Willbreakers
- Chieftain: Chief-Shaman Bloodrider
- Territory: Martog and Fa'Sha'Ta.
- Description: The Willbreakers Clan number around 16,000 and are one of two clans led not by the most boisterous or fierce warrior in the Clan, but by a Shaman--Shaman Bloodrider. The Willbreakers inhabit the center of the Clan, just South of the Mangletooth Clan, of which they have long held a tenuous alliance of sorts with Chieftain Gruth. Willbreaker is the most animated of the shaman's in the Lowlands, and many believe him to be the greatest spellcaster South of the Great River.
- Major Clan Penalty: Famine: The Greatlands are suffering their worst harvest ever. Unless rectified, more and more orcs will migrate to better lands. [-2% Orc Population/Turn]
- Minor Clan Penalty: Surrounded: Enemies are everywhere. We have no flanks secured. [-5% Success chance when being Raided.]

Clan Mawnsta
- Cheftain: Chief-Shaman Gozgum Seereye
- Territory: Garug, Marga Rock, Karak Nud
- Description: Shaman Seereye is the other shaman chieftain in the Lowlands. His territory is more vast, with a larger calling of orcs--as well as the former Dwarven hold of Karak Nud--Seereye's territory is especially desolate and unforgiving. It is rumored that he too is a great Shaman, and there are whispers that he is just as powerful as Shaman Bloodrider. Considering neither Shaman has ever challenged one another, it is doubtful the rumors will soon be quelled.
- Major Clan Penalty: With a Mountain at Our Back: The Mawnsta's Eastern Flank is a complex mountain range with little arable land or room to grow. [Cannot use "Rule" in Karak Nud and Marga Rock.]
- Minor Clan Penalty: Dwarven Border: The Mawnsta's hold former Dwarven territory. The subterranean Karak Nud is a host to Dwarven raiding parties and suffers frequent raids and attacks.

Clan Rockfang
- Cheftain: Chieftain Grom Burnteye
- Territory: Trugg
- Description: The Rockfangs were made up by the scattered remnants of defeated clans that have survived life as drifting as outcasts and come together in one of the more forgotten parts of the Lowlands, banding together looking for safety and strength in numbers. They aren't a well known clan and don't have a glorious origin. Some might call them weak, given the past of some of their warriors but these orcs have found kinship among each other. They have experienced what it's like to be on the bottom wrung of the ladder and are hungry to prove themselves to the other clans and claim their place.
- Minor Clan Penalty: Puny: The Rockfang Clan is the smallest in the Lowlands, with Chieftain Grom barely able to coral 4,500 warriors to his banners.

Clan Warmonger
- Cheftain: Kruk Bloodaxe
- Territory: Margut, Blackhut Village, Meggur Valley, Huchup
- Description: Chieftain Kruk Bloodaxe is the de facto Greyhusk of the Lowlands. While not the oldest Orc by any stretch, he is the longest serving chieftain and has tested his mettle against Orcs, Pinkskins, Sharp Ears and even Underdwellers. Along with his, the Warmonger Clan is the largest in the Lowlands. Hailed as a competent chief and a deadly warrior, there are a great many Chiefs that fear Kruk--and still even more that wishes to see him dead under their boot.
- Major Clan Penalty: Famine: The Greatlands are suffering their worst harvest ever. Unless rectified, more and more orcs will migrate to better lands. [-2% Orc Population/Turn]
- Minor Clan Penalty: Where are the Orcs To Be Feared?: The Warmonger Clan has long held a vast territory of formerly conquered enemies. The Champions of Old are gone. [-1 DRM when recruiting a new champion.]

Clan Gorejaw
- Cheftain: Brok Gorejaw
- Territory: Gorguth Spire
- Description: In the first week of the Hottgug, Brok Gorejaw challenged Chieftain Gorth of Clan Gorejaw to a duel. Gorth, a Greyhusk, put up a sound fight but was slain in single combat by Brok Gorejaw--simultaneously becoming a Blooded orc and a Chieftain in one physical stroke of his axe. Brok is a fierce warrior of some speed and considerable size, and he won the loyalty of what members of Clan Gorejaw came with him by immediately handing Gorth's supply of beers and ales out to the warriors that had accompanied him.
- Major Clan Penalty: A New Chieftain: When the Hottgug ends and the Chieftains return home, they will be met with a new Chieftain. [-15% Success Chance in Rally and Raid for 5 Turns.]
- Minor Clan Penalty: An Isolated Clan: Unlike those clans in the Mid and Center Lowlands that are a thriving community of traders and raiders, the Gorejaw Clan inhabits a territory without many neighbors. [Effects unseen until Turn 3]
Military - Political - Intrigue - Worldbuilding


"If once the armies from Under the Mountain, Across the Plains and Among the Trees united and stood side by side, they would not yet be able to withstand the finality of a single, united horde. Only by chance that the barbarians prefer to kill themselves rather than us do we rise and fall under the molten sun. The Priests of Nathai give prayer to Salazar for supplanting their love of conquest with a love of bloodlust. Not only would man and crop burn, but so too would our future and past, as both would be undeniably swallowed in the fire and destruction of the ambitions of an Orc Chieftain."
-- Kennard Matthis, Historian of the Kingdom of Tennaria, 599 A.C.

The year is 841 A.C. (After Creation). The world, buoyed by magic and nature alike, has known no significant peace. Men and elves and dwarves fight petty wars over land and gold. Season after season, the harvest is sowed, then reaped. And in the South, across a quiet border of simple grass, the Lowlands exist. A backwater of muck and bogs and thick trees as ancient as the World itself, the Lowlands have long since been forgotten by the Northern Kingdoms. There, the Orcs live, feud, raid, hunt and kill. Their numbers dwarf that of the kingdoms doubled over. Their prowess in single combat, unmatched. Their war making ability, never seen before. Their magic, tenuous and Earthen and forgotten. Only by virtue of the fact that it is easier for an orc clan to raid his neighbor than to travel the 750 mile journey to the North and kill humans, dwarves and elves does it stay the hand of an innumerable orc host from crossing the Great Border.

There are thousands of clans, rising and falling, but not since 109 A.C. has the host ever been even remotely unified, and even then--under Warchief Garug of the Clawtooth Clan--the horde only unified to devour the surrounding tribes. Now, as a chieftain of a clan of a Lowland Orc Clan, the time has come to unify the Horde, or die trying.





From The South, They Come is a nation/faction RP where you represent the political, military and character interests of a single Orc clan in a sprawling territory called The Lowlands. You will be responsible for feeding your clan, recruiting and training warriors, taking part in the nuanced politics of the Orcs and--if possible--form a Horde to take on the kingdoms in the North. Your warriors are fierce. Your currency is not gold, but Fear, for other chieftains do not respect anything less.

You may choose a large tribe at the expense of stability. Or a clan of dedicated martial warriors by sacrificing your leader's Fear. Still yet, you may choose a clan whose leadership is feared out of all. If you do not adhere to the desires of your clan, they may turn on you.

This is an interest check. Too Long; Didn't Read:
  • Each player represents a single Orc Clan and Orc Chieftain.
  • Politics: Orc events; festivals, hunts, gatherings occur that players will shape and decide with their decisions.
  • War: Wage war on neighboring clans, backstab allies, annex other tribes, recruit non-Orcish allies.
  • Characters: Your Chieftain's stats determine decision making. Your Champions take part in single combat against others to help decide battles.
  • Northern Kingdoms: NPC kingdoms of Dwarves, Elves, Humans that may interact with the Lowlands but are largely the antagonists.






Clan Application
[b]Clan Name[/b]: (Orc Clans in this world are remotely reminiscent of Warcraft lore; with crude names often representing a generalized characteristic of the clan: Longsnouts, Blackmaws, etc. Name accordingly).

[b]Clan Chieftain[/b]: (This will be the name of your Chieftain)

[b]Clan Background[/b]: (Please select one)
- [b]Bloodied[/b]: Bloodied orcs are those who have earned the fear of their respective clan in battle--mostly by raiding and pillaging other clans. By proving one's prowess in battle, they achieve unity of their clan as well as fear of neighboring clans. This is the most common status of any chieftain.
* [CHIEFTAIN starts with 5 FEAR. CLAN starts with 7 UNITY. BONUS STATS: +3 SINGLE COMBAT. +1 BATTLE. +1 RALLY. +3 DECADENCE. -1 SPIRIT. 1 MAJOR CLAN PENALTY. 1 MINUS CLAN PENALTY.]
- [b]New Blood[/b]: When a power vacuum occurs, if the existing chieftain is killed or dies, a new challenger will rise to fill the ranks. They have very little unity within the clan and pose little in the way of fear, but benefit from none of the negativity that a bloodied chieftain might carry with them.
* [CHIEFTAIN starts with 1 FEAR. CLAN starts with 2 UNITY. BONUS STATS: +2 SINGLE COMBAT. +1 BATTLE. +1 RALLY. -1 SPIRIT.]
- [b]Shaman[/b]: On rare occasion a clan's interests will be managed by a shaman, a spirit talker who is the equivalent to a human wizard or eleven mage. Their implementation of fear usually comes in different methods than physical oppression.
* [CHIEFTAIN starts with 3 FEAR. CLAN starts with 5 UNITY. BONUS STATS: +1 SINGLE COMBAT. +1 BATTLE. +1 RALLY. +1 DECADENCE. +5 SPIRIT. 1 MAJOR CLAN PENALTY. 1 MINUS CLAN PENALTY.]
- [b]Winner of the Huggamaw[/b]: The Huggamaw is an annual contest of strength. Even the worst leader may become chieftain by slaying a challenger in his respective clan. A Huggamaw Chieftain often rules from the front, as they are often deadly warriors.
* [CHIEFTAIN starts with 7 FEAR. CLAN starts with 2 UNITY. BONUS STATS: +5 SINGLE COMBAT. +3 BATTLE. +1 DECADENCE. -1 SPIRIT. 1 MAJOR CLAN PENALTY. 1 MINUS CLAN PENALTY.]
- [b]New Clan[/b]: New clans often spring up, sometimes over night, when a particular village or area has created it's own culture. These new clans however have little respect among the Orc community and their very existence is threatened directly from the start.
* [CHIEFTAIN starts with 0 FEAR. CLAN starts with 8 UNITY. BONUS STATS: +1 SINGLE COMBAT. +1 BATTLE. +3 RALLY. +3 DECADENCE. -1 SPIRIT. 1 MINUS CLAN PENALTY.]

[b]Chieftain Stats[/b]: You start with the following stats as granted from your Clan Background above. You have 3 points to spend and distribute to the stats below:
- FEAR: How much the other Chieftains fear you. Greater fear reaps benefits in battle, and gives you political leeway, but will make you a target as others seek to tear you down.
- UNITY: How cohesive your clan is. An unruly clan begin to destroy itself from the inside. A unified clan can call more warriors into it's war band.
- SINGLE COMBAT: Single combat is how effective your Chieftain is in a duel.
- BATTLE: Battle is how effective your Chieftain is while fighting a pitched battle.
- RALLY: Rally indicates how effective your Chieftain is at calling warriors to his side, as well as convincing allies to join your cause.
- SPIRIT: Spirit indicates your Chieftain's ability to Spirit Talk and Animate the Earth. This is largely reserved for Shamans.


Do not post your Clan Sheet. PM it to me.






Mechanics

I. Basic Mechanics.
1. Every Turn represents 1 Month in game.

II. Actions
1. Every Champion gets 1 Action per turn.
2. Your Chieftain is considered a Champion.
3. Actions are submitted via PM in the following form:

- [Champion Name] - [Champion Location] - [Champion Action]

4. The actions are: Rally. Raid. Spellcast. Defend. Assault. Challenge. Rule..
5. Rally: In the current city your Champion resides in, they will recruit 20% of the available Manpower pool to their cause.
6. Raid: Pick a city adjacent to the city your Champion is in and conduct a minor attack. If successful, +2 Fear or +1 Unity.
7. Spellcast: Shaman's only. May select one spell to cast on current city, current troops or an adjacent city.
8. Defend: Will entrench in current city. Gives a +25% bonus to defense if raided or assaulted.
9. Assault: Pick a city adjacent to the city your Champion is in and conduct a major attack. Will end in defeat or taking the city. If successful gain +1 Fear and +1 Unity or +2 Unity/Fear.
10. Challenge: Pick a city adjacent to your city. Another Clan's champion must be present in that battle. Will conduct a duel. Gain +2 Fear. Opponent loses -1 Fear.
11. Rule: Remain in the current city. Gain +2 Unity or 1 Level 1 Champion and -1 Fear.

III. Spells
1. Each Shaman starts with X amount of Spirit. They may use Spellcast to cast those spells. Each turn they do not use that ability, they gain 1 Spirit back.
2. The available spells are Bloodlust, Rage, Meditate, Spirits of the Dead and Greenlife.
- Bloodlust: +15% Success during a Raid. +2 Fear during the Attack. -1 Unity afterward. -2 Spirit.
- Rage: +30% Success during a Raid or Assault. -2 Unity after. -4 Spirit.
- Meditate: Gain 5 Spirit.
- Spirits of the Dead: Gain 10% of casualties as "Fallen Orcs." +5 Fear. -2 Fear per turn for 3 turns. -7 Spirit.
- Greenlife: Gain 5% of casualties back after battle. -2 Fear. +1 Unity. -6 Spirit.
- Divination: Can immediately reveal stats of any chosen Champion. -1 Fear. -5 Spirit.
How do the stat points act in terms of the IC? Are they to be used as a rough guideline when writing the narrative, or do they have a mechanical implementation?


They have a mechanical implementation.

If two players' clans get into a battle, will the outcome be predetermined by these numbers? If I have a Battle rank of 1, and my opponent 4, am I destined to lose, barring some great blunder when we collab a battle?


No. They are considered DRM--dice roll modifiers. A person with a Battle of 4 has a larger advantage than someone of Battle 1, but winning is dependent on sound strategy, opportunity and a little bit of chance.

Also, what constitutes major/minor clan penalties? There are no examples given for either. Nor of the Decadence trait.


I'll upload all Game Mechanics in the OOC / IC.

If we can get one more person interest / submitting a Clan application, we'll start!
Once a week would probably be the requirement, though more times would probably be beneficial.
Interested!


Nice to have you Flagg.

Like me a good Nation RP. Just a few questions, I'm not too into the whole Fantasy realm, and don't know too much about Orcs as a result, anywhere I could go to learn a bit more about them? Second, what would be our posting expectations for this as far as time goes as I'm pretty busy with my job most of the time and may only be able to get 1 post up every week or two, on a particularly good week maybe 2-3 posts.


I would recommend Lord of the Rings and Warcraft (I'm sure Warcraft has a wiki). We're using some generalized traits of orcs here. They're very barbaric. I'm sure some others could chime in as well.
I'll definitely be keeping an eye on this.

Da orks iz best!


They are often underrepresented and mostly seen as the 'bad guyz,' huh? Any questions? I appreciate the interest. I added a Chieftain Application to get the ball rolling.
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