I will be keeping forms and stuff here purely so I don't forget about them.
Clocktowerechoes's Endless War - Orruks
The Red Fang Orruk "empire" is truly on massive Orruk clan that has conquered most of its surrounding competition and has enslaved a large population of lizardmen known as the Kashar. They mainly live in a harsh desert climate though the populated centers are along the river that strikes the nation in half.
Blood red portion
The Red Fang Orruks inhabit a very large portion of desert that has a large river cutting through the center of it that leads to a rather large delta at the end. The river sports wetlands that branch off of it, the wetlands have some trees and many reeds growing. The wetlands are often converted into farmlands for the Orruks. The south bears mountains, often which the Orruks set small mining outpost in though there is one fortress there known as Vaxibra where most of the metal is forced into the weapons that are used.
There are many small settlements dotting the deserts that the Orruks so happen to inhabit. The settlements within the delta and along the river so happen to be the largest and most fortified. The capital, Orizagoth, is the largest settlement ever created and it became so because the Red Fangs are the leading force of the Orruks.
The Red Fang Orruks originally started out as a small clan that acted like the rest of the sounding clans that inhabited the delta. They fought and killed each other like the savages that they were, they were merciless and bloodthirsty just as all other races saw the Orruks. However, the Red Fangs were a special breed of Orruk, not physically, as they cannibalized on other Orruk clans constantly believing that more power would be gotten from this. Eventually there came a time where the Red Fangs had began raising others without break, miraculously they were winning.
With the birth of Zing-Zing Blood Fang, the Red Fangs began to conquer more land by practicing their savage ways through his cunning and merciless combat tactics. Instead of charging blindly into combat like most other Orruks, he would bait other clans into traps where he would slaughter them with an army of untrained militia. It was through his training that the Red Fangs conceived the concept of taking other clans to bolster their forces.
Zing-Zing became chieftain by popular vote of the entire clan at the age of 25, resulting in the death of the previous chieftain and the the ritual cannibalization of the body by Zing-Zing. A day of remembrance was declared for the new chieftain, a day of celebration that resulted in the death and conception of many Orruks. It was a day that two other clans were brought under control of the Red Fangs purely due to how bloody the celebration was. Needless to say, Zing-Zing showed amazing promise as a cheiftan for the Orruks.
Zing-Zing reign began with an advantage because the Orruks were finally becoming unified under one banner which was nearly impossible for others to do. It forever changed the local culture and way of war, two other empires formed as a result and seemed to reap bloody vengeance against each other. Zing-Zing would have none of this and began the large warpath that any Orruck had ever seen. This warpath number in almost ten-thousand that overtook the entire delta in less than a month. New tactics were developed, new technologies had come into play such as the ballista which destroyed any fortification that had been put up against the warpath and it destroyed infantry lines. It took years, decades for the warpath to conquer the final holding of the known Orruks. This brought a time of unneeded peace to the Orruks who did not desire such things.
Naturally, they began expanding into the surrounding deserts and made settlements on the frontier where the Orruks would constantly hunt the wildlife to satisfy the bloodlust. That was before they met a more docile race that only wished peace for the entire world to know. The first meeting went a little like this... Blood and carnage upon the peaceful race. This began the first of many wars which was merged under one war called "The Century War" which gradually ceded land to the Red Fangs. Zing-Zing led battles against the unknown enemy himself, finding his tactics to be a bit outdated as the lizardmen held their own through their quick Calvary strikes and hidden camouflage.
This was the first time that Zing-Zing's leadership had been questioned, bringing the Orruks to began squabbling amongst one another. However, they were rallied by Zing-Zing's son, Zippy Blood Fang, through the words of "Da enemy foight, den we bring da foight ta' dem!" It was not the best speech, but for the Orruks it was something to celebrate about and that celebration began the downfall to the lizardmen known as the Kashar. The ballistas had been repurposed to be defensive tools of war to fire nets which would tie up the Kashar Calvary, literally.
Zing-Zing began another warpath against the Kashar, fighting them himself and destroying their armies before they would eventually surrender everything they owned to the Orruks. The Kashar would get one final action before the end, they killed Zing-Zing. The one who did so was only known as Giresh the Bloodthirsty who killed Zing-Zing with an arrow to the back and a spear thrust through the skull of the Orruk. Afterwards, Zippy would become chieftain due to how rallying he was to the people. He enslaved the Kashar, making a food source out of them and having them annually hunted and slaughtered. Zippy is the current leader of the Red Fangs.
The Red Fangs are led by a singular cheiftan who essentially makes all the executive decisions for the entire kingdom as well as have the honor of leading a warpath. The cheiftan rules for as long as lives, when the cheiftan dies a new one is elected through popular vote. This vote tends to include whoever draws in the largest shouting crowd. Whoever has the noisiest crowd becomes the cheiftan, man or woman. The current cheiftan would be Zippy Blood Fang, son of Zing-Zing Blood Fang.
The Orruks are a large and muscular race, even the females of this race are large and muscular. They are naturally colored to be green or black, they're eyes often being red, brown, green, or blue. The Orruks sport an underbite with two rather large incisors poking out from the bottom. This race is rather strong, having the strength of five men and having the endurance of the same amount. Of course, they take this for granted and do not rely on the intelligence as much even though they are as smart as humans. The Orruks are savage and often prey upon the dead who get in their path, even their own kind if they did in battle.
Orruks are constantly seen as savage beasts who want nothing more than to fight the good fight, which is not far from the truth. Orruk life is built around the mentality that fighting is the only thing that will make you grow stronger and get you any popularity if the cheiftan dies. Granted, they are exceptionally prideful of the fact that they are Orruks and regard themselves as "da best fightas in da worl'". Whether this hold any truth or not has yet to be seen as Orruks find training without death to be useless. The only good teacher for fighting is the battlefield.
The Red Fangs have several holidays, all of which put a warpath on race that so happens to be nearby though those are the smaller holidays. "Zing-Zing's crowning" is a rather popular holiday that gets the Orruks to begin fighting one another or doing less than appropriate things with one another. The is so much alcohol involved that even the Dwarves would be jealous.
The Red Fangs are known to trade away their brutish weapons in exchange for food or the likes as the desert does not support much land for farming, though this does not mean the populous is starving by any means. They are known to hold extensive amounts of slaves from any race that gets raided by them though the largest in number would be the Kashar. A majority of their wealth comes from loot that they procure through raids that they hold annually on anyone who gets to close to their lands or whenever they feel like it. They raid with a specially made ballista that can fire just about anything and make it deadly with the exception of pillows... though that is still being tested.
-Heavy Range Damage
-Heavy Charge Damage
-High Defense
-Low Mobility
-Lacking Arial Units
-Lacking Magical units
Clocktowerechoes's Endless War - Orruks
The Red Fang Orruks
Overview
The Red Fang Orruk "empire" is truly on massive Orruk clan that has conquered most of its surrounding competition and has enslaved a large population of lizardmen known as the Kashar. They mainly live in a harsh desert climate though the populated centers are along the river that strikes the nation in half.
Geography
Blood red portion
The Red Fang Orruks inhabit a very large portion of desert that has a large river cutting through the center of it that leads to a rather large delta at the end. The river sports wetlands that branch off of it, the wetlands have some trees and many reeds growing. The wetlands are often converted into farmlands for the Orruks. The south bears mountains, often which the Orruks set small mining outpost in though there is one fortress there known as Vaxibra where most of the metal is forced into the weapons that are used.
There are many small settlements dotting the deserts that the Orruks so happen to inhabit. The settlements within the delta and along the river so happen to be the largest and most fortified. The capital, Orizagoth, is the largest settlement ever created and it became so because the Red Fangs are the leading force of the Orruks.
History
The Red Fang Orruks originally started out as a small clan that acted like the rest of the sounding clans that inhabited the delta. They fought and killed each other like the savages that they were, they were merciless and bloodthirsty just as all other races saw the Orruks. However, the Red Fangs were a special breed of Orruk, not physically, as they cannibalized on other Orruk clans constantly believing that more power would be gotten from this. Eventually there came a time where the Red Fangs had began raising others without break, miraculously they were winning.
With the birth of Zing-Zing Blood Fang, the Red Fangs began to conquer more land by practicing their savage ways through his cunning and merciless combat tactics. Instead of charging blindly into combat like most other Orruks, he would bait other clans into traps where he would slaughter them with an army of untrained militia. It was through his training that the Red Fangs conceived the concept of taking other clans to bolster their forces.
Zing-Zing became chieftain by popular vote of the entire clan at the age of 25, resulting in the death of the previous chieftain and the the ritual cannibalization of the body by Zing-Zing. A day of remembrance was declared for the new chieftain, a day of celebration that resulted in the death and conception of many Orruks. It was a day that two other clans were brought under control of the Red Fangs purely due to how bloody the celebration was. Needless to say, Zing-Zing showed amazing promise as a cheiftan for the Orruks.
Zing-Zing reign began with an advantage because the Orruks were finally becoming unified under one banner which was nearly impossible for others to do. It forever changed the local culture and way of war, two other empires formed as a result and seemed to reap bloody vengeance against each other. Zing-Zing would have none of this and began the large warpath that any Orruck had ever seen. This warpath number in almost ten-thousand that overtook the entire delta in less than a month. New tactics were developed, new technologies had come into play such as the ballista which destroyed any fortification that had been put up against the warpath and it destroyed infantry lines. It took years, decades for the warpath to conquer the final holding of the known Orruks. This brought a time of unneeded peace to the Orruks who did not desire such things.
Naturally, they began expanding into the surrounding deserts and made settlements on the frontier where the Orruks would constantly hunt the wildlife to satisfy the bloodlust. That was before they met a more docile race that only wished peace for the entire world to know. The first meeting went a little like this... Blood and carnage upon the peaceful race. This began the first of many wars which was merged under one war called "The Century War" which gradually ceded land to the Red Fangs. Zing-Zing led battles against the unknown enemy himself, finding his tactics to be a bit outdated as the lizardmen held their own through their quick Calvary strikes and hidden camouflage.
This was the first time that Zing-Zing's leadership had been questioned, bringing the Orruks to began squabbling amongst one another. However, they were rallied by Zing-Zing's son, Zippy Blood Fang, through the words of "Da enemy foight, den we bring da foight ta' dem!" It was not the best speech, but for the Orruks it was something to celebrate about and that celebration began the downfall to the lizardmen known as the Kashar. The ballistas had been repurposed to be defensive tools of war to fire nets which would tie up the Kashar Calvary, literally.
Zing-Zing began another warpath against the Kashar, fighting them himself and destroying their armies before they would eventually surrender everything they owned to the Orruks. The Kashar would get one final action before the end, they killed Zing-Zing. The one who did so was only known as Giresh the Bloodthirsty who killed Zing-Zing with an arrow to the back and a spear thrust through the skull of the Orruk. Afterwards, Zippy would become chieftain due to how rallying he was to the people. He enslaved the Kashar, making a food source out of them and having them annually hunted and slaughtered. Zippy is the current leader of the Red Fangs.
Government
The Red Fangs are led by a singular cheiftan who essentially makes all the executive decisions for the entire kingdom as well as have the honor of leading a warpath. The cheiftan rules for as long as lives, when the cheiftan dies a new one is elected through popular vote. This vote tends to include whoever draws in the largest shouting crowd. Whoever has the noisiest crowd becomes the cheiftan, man or woman. The current cheiftan would be Zippy Blood Fang, son of Zing-Zing Blood Fang.
Race Description
The Orruks are a large and muscular race, even the females of this race are large and muscular. They are naturally colored to be green or black, they're eyes often being red, brown, green, or blue. The Orruks sport an underbite with two rather large incisors poking out from the bottom. This race is rather strong, having the strength of five men and having the endurance of the same amount. Of course, they take this for granted and do not rely on the intelligence as much even though they are as smart as humans. The Orruks are savage and often prey upon the dead who get in their path, even their own kind if they did in battle.
The Kashar are a slave race that are put into eternal servitude by the Orruks. They are a frail and weak race of lizardmen that are close to being considered endangered due to how often they are set loose for hunting by the Orruks.
Culture
Orruks are constantly seen as savage beasts who want nothing more than to fight the good fight, which is not far from the truth. Orruk life is built around the mentality that fighting is the only thing that will make you grow stronger and get you any popularity if the cheiftan dies. Granted, they are exceptionally prideful of the fact that they are Orruks and regard themselves as "da best fightas in da worl'". Whether this hold any truth or not has yet to be seen as Orruks find training without death to be useless. The only good teacher for fighting is the battlefield.
The Red Fangs have several holidays, all of which put a warpath on race that so happens to be nearby though those are the smaller holidays. "Zing-Zing's crowning" is a rather popular holiday that gets the Orruks to begin fighting one another or doing less than appropriate things with one another. The is so much alcohol involved that even the Dwarves would be jealous.
Economy/Industry
The Red Fangs are known to trade away their brutish weapons in exchange for food or the likes as the desert does not support much land for farming, though this does not mean the populous is starving by any means. They are known to hold extensive amounts of slaves from any race that gets raided by them though the largest in number would be the Kashar. A majority of their wealth comes from loot that they procure through raids that they hold annually on anyone who gets to close to their lands or whenever they feel like it. They raid with a specially made ballista that can fire just about anything and make it deadly with the exception of pillows... though that is still being tested.
Magic
Name: Fireball
Lore: Flames
Type: Offensive, AOE
Short Description: This is a generic fireball spell that is cast at an enemy at far or short range, it may exploded on contact to damage nearby enemies.
Name: Flaming Body
Lore: Flames
Type: Offensive, Buff
Short Description: The Flaming Bodies spell may be cast on many people all at once, allowing the receiver to becoming englulfed in fire. The fire is harmless to those who bare it, however, it will hurt anyone that that person is charging at. This makes melee combat especially hard for the defender.
Name: Wave of Fire
Lore: Flames
Type: Offensive, AOE
Short Description: The Wave of Fire is exactly how it sounds, the spell unleashes a big wave of fire that washes over enemies and generally sets everything on fire before the wave itself dissipates after a few meters from the target.
Lore: Flames
Type: Offensive, AOE
Short Description: This is a generic fireball spell that is cast at an enemy at far or short range, it may exploded on contact to damage nearby enemies.
Name: Flaming Body
Lore: Flames
Type: Offensive, Buff
Short Description: The Flaming Bodies spell may be cast on many people all at once, allowing the receiver to becoming englulfed in fire. The fire is harmless to those who bare it, however, it will hurt anyone that that person is charging at. This makes melee combat especially hard for the defender.
Name: Wave of Fire
Lore: Flames
Type: Offensive, AOE
Short Description: The Wave of Fire is exactly how it sounds, the spell unleashes a big wave of fire that washes over enemies and generally sets everything on fire before the wave itself dissipates after a few meters from the target.
Name: Gotta move right fast!
Lore: Lore of da Raid
Type: Buff
Short Description: This buff makes a person or persons move exceptionally quickly, allowing for a charge to get to its target quicker or in case a group needs to run away from a fight.
Name: Squigs
Lore: Lore of da Raid
Type: Debuff, AOE, Offensive
Short Description: This particular spell melts armor of a unit from a ball special acid that also makes the unit a target to the Orruks who will stop at nothing to get to who is coated in this, primarily to devour them.
Name: Chompa
Lore: Lore of da Raid
Type: Offensive, AOE, Debuff
Short Description: This spell makes the very earth itself hungry for blood, the earth unleashes its teeth and swallows up anyone that is in the target location. Of course, those who aren't killed will have a bit of a time getting out.
Name: Get frothin' ya gits!
Lore: Lore of da Raid
Type: Support, Buff
Short Description: This spell can enrage a person, allowing the targeted person to ignore some wounds and continue to fight on. You would not want an enraged Orruk charging you.
Name: Take der' skin!
Lore: Lore of da Raid
Type: Offensive, Support, AOE
Short Description: This spell transfers the life force of another unit to someone else of the caster's choice, often healing an allied unit of the caster themselves.
Lore: Lore of da Raid
Type: Buff
Short Description: This buff makes a person or persons move exceptionally quickly, allowing for a charge to get to its target quicker or in case a group needs to run away from a fight.
Name: Squigs
Lore: Lore of da Raid
Type: Debuff, AOE, Offensive
Short Description: This particular spell melts armor of a unit from a ball special acid that also makes the unit a target to the Orruks who will stop at nothing to get to who is coated in this, primarily to devour them.
Name: Chompa
Lore: Lore of da Raid
Type: Offensive, AOE, Debuff
Short Description: This spell makes the very earth itself hungry for blood, the earth unleashes its teeth and swallows up anyone that is in the target location. Of course, those who aren't killed will have a bit of a time getting out.
Name: Get frothin' ya gits!
Lore: Lore of da Raid
Type: Support, Buff
Short Description: This spell can enrage a person, allowing the targeted person to ignore some wounds and continue to fight on. You would not want an enraged Orruk charging you.
Name: Take der' skin!
Lore: Lore of da Raid
Type: Offensive, Support, AOE
Short Description: This spell transfers the life force of another unit to someone else of the caster's choice, often healing an allied unit of the caster themselves.
Military
-Heavy Range Damage
-Heavy Charge Damage
-High Defense
-Low Mobility
-Lacking Arial Units
-Lacking Magical units
Name: Grotz
Type: Light Axemen
Short Description: Grotz are often considered the first path that new recruits go into. They wear little armor and they are equipped with makeshift axes, maybe even some wooden shields, that the recruits have made themselves.
Name: Zingas
Type: Light Archers
Short Description: Zingers are another path that newer recruits go into, granted it is smaller than the Grotz. They also wear little armor and are equipped with makeshift bows with crude arrows.
Name: Ridaz
Type: Light Calvary
Short Description: Ridaz are the final path that recruits go into, the smallest path due to the rarity of Orruks that want to ride horses. They wear little to no armor and are equipped with crude swords or axes, they ride horses.
Type: Light Axemen
Short Description: Grotz are often considered the first path that new recruits go into. They wear little armor and they are equipped with makeshift axes, maybe even some wooden shields, that the recruits have made themselves.
Name: Zingas
Type: Light Archers
Short Description: Zingers are another path that newer recruits go into, granted it is smaller than the Grotz. They also wear little armor and are equipped with makeshift bows with crude arrows.
Name: Ridaz
Type: Light Calvary
Short Description: Ridaz are the final path that recruits go into, the smallest path due to the rarity of Orruks that want to ride horses. They wear little to no armor and are equipped with crude swords or axes, they ride horses.
Name: Skulltakaz
Type: Medium Axemen
Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield two hand axes with a backup pair, allowing this unit to harass at a range.
Name: Skulltakaz (shields)
Type: Medium Axemen
Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield a hand axe and a metal shield, they have a backup axe incase the first is lost
Name: Horsestoppaz
Type: Light Spearmen
Short Description: Whule having leather armor and a wooden shield, this unit does have rather large spears that it constantly boasts. If the spear is lost the unit also has a secondary short sword.
Name: Shootaz
Type: Light Archers
Short Description: A direct upgrade from the Zingas, they where leather armor and are equipped with professionally made short bows. They are trained a bit better than the Zingas with combat experience.
Name: Grognaks
Type: Heavy Infantry
Short Description: Grognaks are a sort of shock infantry meant to take an enemy charge. While they have heavy armor, a shield, and shortsword; they lack the skill to be a tier higher.
Type: Medium Axemen
Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield two hand axes with a backup pair, allowing this unit to harass at a range.
Name: Skulltakaz (shields)
Type: Medium Axemen
Short Description: This is the step up from the Grotz, they actually wear some decent armor with a metal chestplate while leather covers the rest. They wield a hand axe and a metal shield, they have a backup axe incase the first is lost
Name: Horsestoppaz
Type: Light Spearmen
Short Description: Whule having leather armor and a wooden shield, this unit does have rather large spears that it constantly boasts. If the spear is lost the unit also has a secondary short sword.
Name: Shootaz
Type: Light Archers
Short Description: A direct upgrade from the Zingas, they where leather armor and are equipped with professionally made short bows. They are trained a bit better than the Zingas with combat experience.
Name: Grognaks
Type: Heavy Infantry
Short Description: Grognaks are a sort of shock infantry meant to take an enemy charge. While they have heavy armor, a shield, and shortsword; they lack the skill to be a tier higher.
Name: Dakkas
Type: Heavy Spearmen
Short Description: Dakkas are heavily armored shock troopers meant to fully stop an enemy charge, even heavy Calvary if they position themselves right. They are armed with strong spears, a large metal shield, and a shortsword.
Name: Dakkas (Greatweapons)
Type: Heavy Infantry
Short Description: Dakkas are heavily armored shock troopers meant to break an enemy quickly and effectively. They are armed with greatswords, great axes, and warhammers.
Name: Cross Shootaz
Type: Medium Archers
Short Description: Cross Shootaz have an exceptional range and are protected with same armor as Skulltakaz. Their weapons include crossbows and a backup longsword for melee combat.
Name: Shamanz
Type: Light Mages
Short Description: Shamanz are the core magic units that are often in short supply. They wear robes made of furs and are equipped with a shortsword and staff.
Name: Throwaz
Type: Artillery
Short Description: Throwaz are ballistas that are able to fire literally anything or anyone, they especially like setting the ammunition on fire or they fire just plain bolts.
Type: Heavy Spearmen
Short Description: Dakkas are heavily armored shock troopers meant to fully stop an enemy charge, even heavy Calvary if they position themselves right. They are armed with strong spears, a large metal shield, and a shortsword.
Name: Dakkas (Greatweapons)
Type: Heavy Infantry
Short Description: Dakkas are heavily armored shock troopers meant to break an enemy quickly and effectively. They are armed with greatswords, great axes, and warhammers.
Name: Cross Shootaz
Type: Medium Archers
Short Description: Cross Shootaz have an exceptional range and are protected with same armor as Skulltakaz. Their weapons include crossbows and a backup longsword for melee combat.
Name: Shamanz
Type: Light Mages
Short Description: Shamanz are the core magic units that are often in short supply. They wear robes made of furs and are equipped with a shortsword and staff.
Name: Throwaz
Type: Artillery
Short Description: Throwaz are ballistas that are able to fire literally anything or anyone, they especially like setting the ammunition on fire or they fire just plain bolts.
Name: Barkaz
Type: Heavy Calvary
Short Description: Barkaz are the heavy Calvary responsible for shattering enemies with a flank. The Barkaz are mounted on heavily armored dire wolves, they themselves also heavily armored. They have lances, short swords, and shields. They know discipline and war very well.
Name: Wrekaz
Type: Heavy Infantry
Short Description: Wrekaz are an elite fighting unit equipped with a metal shield and flaming swords. They are meant to deter enemies more than actually fight, but that does not mean they can't handle themselves in a fight.
Name: Destroyaz
Type: Heavy Artillery
Short Description: The Destroya is a devastating artillery unit that excels at destroying an enemy charge. It is a ballista that is able to fire multiple bolt at once in a hail.
Name: Sistaz of the Raid
Type: Heavy Infantry/Archers
Short Description: The Sistaz are the one core of only women in the Orruk army, they have their breasts removed to gain more honour. They are heavily armored, highly skilled, and ruthless. They are equipped with a magical great axes that can send lightning at an their enemies.
Type: Heavy Calvary
Short Description: Barkaz are the heavy Calvary responsible for shattering enemies with a flank. The Barkaz are mounted on heavily armored dire wolves, they themselves also heavily armored. They have lances, short swords, and shields. They know discipline and war very well.
Name: Wrekaz
Type: Heavy Infantry
Short Description: Wrekaz are an elite fighting unit equipped with a metal shield and flaming swords. They are meant to deter enemies more than actually fight, but that does not mean they can't handle themselves in a fight.
Name: Destroyaz
Type: Heavy Artillery
Short Description: The Destroya is a devastating artillery unit that excels at destroying an enemy charge. It is a ballista that is able to fire multiple bolt at once in a hail.
Name: Sistaz of the Raid
Type: Heavy Infantry/Archers
Short Description: The Sistaz are the one core of only women in the Orruk army, they have their breasts removed to gain more honour. They are heavily armored, highly skilled, and ruthless. They are equipped with a magical great axes that can send lightning at an their enemies.
Name: Zippy, Son of Zing-Zing
Position: Cheiftan of the Orruks
Powers: Being the Chieftan, Zippy has wields a great axe, Whompa, that makes him abnormally stronger than any Orruk conceived, even when not wielding the axe.
Short Bio/Personality:
Zippy is a rather charismatic Orruk who can gather a Warband within hours purely through his words, he is just as bloodthirsty and savage as any Orruk, however, he is as polite as his biology allows. He came into power through the election by the Orruk people, meaning he had to devour his father's corpse.
Position: Cheiftan of the Orruks
Powers: Being the Chieftan, Zippy has wields a great axe, Whompa, that makes him abnormally stronger than any Orruk conceived, even when not wielding the axe.
Short Bio/Personality:
Zippy is a rather charismatic Orruk who can gather a Warband within hours purely through his words, he is just as bloodthirsty and savage as any Orruk, however, he is as polite as his biology allows. He came into power through the election by the Orruk people, meaning he had to devour his father's corpse.
Now we get into the interesting meat and bones of the NS. This is going to get a bit complicated, warning you now. Your units can be divided the following categories:
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers
Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
Heroes and Lords
Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons
Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.
- Light
- Medium
- Heavy
- Large
These should be fair self explanatory to anyone whose played strategy games before. Light, Medium, and Heavy all refer to the armor and weaponry of the unit, a group of archers with bows and daggers might be light infantry while full plate armored soldiers with great weapons would be Heavy. That said, relying solely on a single type of unit has obvious tactical drawbacks. Large refer to things larger than the average soldier, things such as Minotaurs, Giants, and Chaos Spawn would all count. Large units also tend to be Monsters units aka anything that's not a normal human/zombie/dwarf/elf/etc; all Monstrous units count as Large but not all Large units have to be Monsters.
Tiers
Basic separation of units by their quality, also should be familiar to many people who play strategy games. I will not be putting any hard limits and will hope that everyone can make good decisions on this and make stuff somewhat balanced out. That said, if there is something truly ridiculous, I will be stepping in.
- Tier 1 - Units of this tier should be something like the weakest of your army or otherwise the least impressive. Things such as militia, conscripts, peasants, and slaves should be in this level.
- Tier 2 - This is where your professional army starts to come in and its also the lowest a cavalry unit and artillery can go.
- Tier 3 - Special/Elite units should occupy this slot. Something like knights or an elite version of one of your Tier 2 (or even 1) units should go here.
- Tier 4 - The cream of the crop, this slot boasts the finest soldiers and warriors your nation/race can produce. Wether they be the most brutal, the most technological, the most experienced, these troops should understandably be few in number but legendary fighters.
Heroes and Lords
Lords are people who rule you race or nation and are asskickers in of themselves. Try to only have 1 or 2 at max. If you've already explained one in your government section and don't want to do another, you can skip over the lord section. Lords cannot be killed, only wounded unless you really want to kill them off. Heroes on the other hand are like Lord in beta-testing. They can be great warriors, powerful officers/leaders or mystical spell casters. They act similar to Lord albeit less powerful. Like Lords, they too can be wounded but they do tend to have slightly higher death rates.
Pros and Cons
Just a simple little thing to let everyone else get an overall feel for your army in a more direct way. I do expect some semblance of balance here, probably more so. I don't want to see anyone be extremely good at everything and then only have one downside. Pros and Cons should be something visible or RPable that you will do. If you say you lack archers or ranged then I shouldn't see much range in your unit roster. If you say that troops have poor moral, then I should see them be much more panicky and rout more often in-game compared to other soldiers.