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Vanguar




Grimmhold



The Crag


Stryke took a relaxed grip on the reigns of his warg, leading the beast through the hard rock of the shale as the flat terrain gave way to the razor sharp rocks of the Crag. Stryke's convoy of nearly fifty Orcs passed the somber grey rocks in near silence. As they put the shale behind them, surrounded by the stony teeth of the Crag, they came upon a sudden pit dug deep into the earth. Remains of a buildings foundation crept up from the ground in a grim reminder of what had once been here. Behind Stryke, Haskeer urged his warg forward, stopping beside the captain.

"What is this place?" Asked Haskeer.

Stryke scowled. "A human mine."

"A mine? But it is just a hole in the ground."

"The humans dug out the teeth of the crag, cutting and working the stone into great blocks, blocks they then used to build Grimmhold."

Haskeer's jaw dropped in wonder. "How? How could they mold the rock here to their will? Magic?"

Stryke barked with laughter. "Magic? You fool! Humans wield all sorts of devious tricks to rape and bend land to their own uses. Magic, no, but dark arts nonetheless. Take a good look at this pit. It is the fate of all mankind. All their glory will fall to ruin, to remain as a pit through the march of time."

The convoy moved on, forced nearly to single file as the narrow path led them away from the quarry. Stryke fell back down the line, stopping beside Coilla who held their hatchling protectively in her arms. Her eyes narrowed as she espied her husband, clearly still angry at having to leave the Shale. "Such a journey is not fit for a hatchling, wailing from the shell!"

Stryke straightened his back rigidly, setting dark eyes upon Coilla. "He will be fine, my seed is strong, and such hardship will serve to strengthen him."

"Do you know who you sound like?"

"Still your maw, Coilla!" Stryke barked. He took a breath, calming his blood. "I have a duty to Vanguar, as do you. I will hear no more of your moaning." He snapped the reigns and moved back to the front of the column.

The convoy snaked around a winding path up a large incline. Crossing the precipice, the land dipped down, revealing a large fortress, with a lone tower stabbing up at the air. A tall wall surrounded the tower, cut from the white bones of the Crag. This was Grimmhold, a great fortress built by the humans to project their power into this country. Now it was the seat of Stryke's father, liberated in the great rebellion that drove the humans out.

The lone tower stood mournfully in the distance, an unnatural curiosity in contrast to the landscape. A chill ran down Stryke's spine. Grimmhold; his new home.
The map program I use is AutoREALM, free and small download. Its fairly user friendly once you get the hang of it, lots of tutorials posted on youtube to show you the ropes.
A map of Vanguar I thought I'd share with you guys...

The ICs have been great thus far! Looking forward to the first chapter as well and reading about how all your groups will interact with each other. Expect lots of zombie cliches be thrown in by me by way of events for your characters to react to.

I will keep the current deadline posted on the OP so you guys can clearly keep an eye on the order deadline. Current one is set for this Friday. Still lots of time for new players and intro ICs.
Aylen
November 20th, 2015


The man fixed his cloudy eyes upon Aylen, his unsure feet stepping over the light snow that covered the rocky ground. The flaps of his torn white shirt blew open in the cold breeze, revealing a gash across his abdomen, black from coagulated blood. A groan escaped the man's lips as his steps suddenly turned relatively quick and sure from his previous shambling, hungry for prey.

Aylen brushed her dark black hair from her face, raising her bow and taking aim at the man. She found herself wondering who he was, as she fixed an arrow into the bow string. Is he married? Does he have children? Is he a good man, a kind man? She took a breath of frigid air into her lungs, holding it as she took aim. She couldn't think like this, not anymore. He was a man no longer. She pulled back the bowstring, taut as she stared down the shaft of the arrow, closing one eye. She released, the arrow finding its mark. It plunged into the undead's eye, silencing his moan forever.

Hours later, as the sun was beginning to set, Alyen ascended a plateau deep in the Sinjeway Badlands, half a dozen rabbits pinned to her belt as she climbed over the ridge. A circle of RVs were assembled, fires licked up into the air from the drums illuminating the camp. Lookouts lowered their rifles as she approached, nodding in greeting. Walking into the camp, Aylen approached a rundown RV and opened the door, stepping inside to a musty smell.

"Hello Beautiful," croaked a weathered voice.

"Hello, Grandfather," Aylen smiled. An old man laid upon a sweat stained bed on the far side of the RV, oxygen tubes plugged into his nose and hospital equipment by his bed. She held up her catch proudly. "I brought dinner." She cleaned and dressed the rabbits outside, passing one to each family. As she sat by her grandfather's bedside, rubbing his forehead as she spooned rabbit meat into his mouth, she caught herself praying. She had long since ceased praying for rescue or an end to the outbreak. Now she just prayed her grandfather would survive the winter.
Vanguar


Fruit of the Shale

The swings of the pickaxes brought forth a shower of sparks, and a chaotic song of metal on rock that echoed throughout the winding tunnels of the mine. The pink fleshed creatures that wielded the axes groaned under the exertion, their backs criss-crossed with the kisses of the overseers’ whips. Stryke smiled as he walked the dimly lit corridors of the mine, thinking about how the humans once ruled this land, now were brought low to carry out the tasks beneath Orc-kind.

“Captain!” Called a rough voice. Breaking from his thoughts, Stryker turned to see the First Overseer, his second in command, Haskeer.

“What is it, Haskeer?” Sneered Stryke, “Have you finally come to give the report I asked for hours ago?”

“I’ve been busy keeping the soft-skins from slacking!” Snapped Haskeer. Stryker folded his massive arms in front of his chest, impatiently waiting for the Overseer’s report. His second looked around wearily, setting his untrusting eyes on the humans around them. “Perhaps it would be better to hear this topside?”

Stryker tossed his head back and laughed. “Even now you fear the humans!”

Haskeer bulked, growling low. “I fear nothing, these soft-skins least of all! But I am no fool. It was not long ago that it was a human that sat within Grimmhold.”

“Their empire is crushed, scattered as ashes in the wind. Even if this lot had the sense to understand our words, they could do nothing, bound as they are. So out with it!”

“As you say, Captain,” Haskeer ceded. “The fourth tunnel has slowed to a crawl, and tunnels one through three have begun to follow suit. I have ordered to set the whips upon the humans non-stop to coax more work out of them, have them flayed alive if need be.”

“I give the orders here, Overseer, not you!” Barked Stryke. “Cease the whippings, lay some dragon’s powder on the shale wall and blow a new tunnel. I won’t have humans needlessly dying under my watch.”

Haskeer’s maw spewed insolence. “I am sure your brother would have words to that effect if he were here.”

Stryke closed the distance between himself and the overseer in a flash, flexing his shoulders and chest, his eyes seething as he jut out his lower jaw. “I am captain here, cur! I rule in my brother’s stead, unless you dare challenge me?” Haskeer shrunk away from Stryke, nodding sullenly and turning on his heels to carry out his orders.

The eyes of the captain followed him as he disappeared deeper into the mine. Stryke detested being reminded of his inferiority with his brother. It had been a source of many brawls in his past, and sure to be the source of more in the future. A faint horn from above ground broke the Orc captain from his thoughts. With long sure strides, he made his way to the mine exit.

Stryke’s eyes were momentarily blinded as he stepped out in the grey light of day. Before him were dozens of yurts, fashioned from bone and leather. The hammers of smiths pounded to work the shale-fruit into swords and spears, and tanners laboured under the dismal light to cut skins and craft leathers. Beyond the chaotic placement of yurts was a high palisade wall of sharpened bone. This was the capital of the Shale, the seat of power for Clan Bloodknot and named after the Chief of Chiefs, Fort Bloodwroth.

The fortress was cut into the side of the Veradun Volcano, where plumes of ashen smoke blot out the sun near every day of the year. It was hard and unforgiving landscape but rich in the precious resource, shale-fruit, or iron ore as it was commonly referred to. The land itself was known as the Shale, a charred and burnt land that even the wild wargs avoided. It molded the Orcs of the clan into fearsome warriors however, bravely facing hardship on and off the field of battle.

The horn blew again, loud and clear. Someone was coming.

Stryke made his way to the main entrance of the fortress, where two guards maintained a vigilant watch. One had a horn in hand and saluted as the captain approached. “Captain! A caravan approaches.”

Squinting into the distance, Stryke could make out a banner held aloft by the figures that closed on the fort. He turned to the guard, a sinking feeling in the pit of his stomach. “Prepare the Chief’s yurt. Set out fresh food, water and grog. The High Chief returns to Fort Bloodwroth.”

After some time passed, the entire garrison stood in formation outside the gate, Stryke at their head. Bone horns blew a clear note to welcome High Chief Skar Bloodwroth back home. As the Chief’s party neared, he could make out some hundred Orcs riding wargs. Some were tethered to carriages pulling stores and arms. Finally the van halted, the leading ranks parted, and upon a silver warg of pale blue eyes road Chief Skar. He wore the skull of a troll as a helm concealing his face, heavy iron spiked pauldrons covered his shoulders, and studded leathers draped over his wide chest. Clasped around his neck with a jewelled brooch was a cape of blood-red. Skar stepped off his warg and approached Stryke with purpose, stopping only a few feet in front of him.

Stryke fell to his knees. “Welcome home father, Chief of Chiefs.”

“Follow me to my yurt.” Skar said unceremoniously, walking in a brisk place past the garrison, through the gate, behind the bone palisade of the fortress.

Stryke’s mind raced as he pondered the purpose of his father’s visit. It had been nearly five years since they last spoke, and they had not exactly parted on the best of terms. His arrival could only mean one thing; the clans were in revolt once more.

Stryke hurried into his father’s yurt, finding Skar had already tossed aside his armour, now shirtless and wearing plan breeches over his legs. He had hold of a cistern of water that was laid out on smooth stone slab that served as the table. A flagon of grog and basket of meats were left untouched for the moment. His father’s skin had taken a greyer tone from the deep black it had once been, a sign of his age. His bottom tusks jut out in typical Orc fashion, his muscles still every bit as large and ripped as he remembered. Here, without a doubt, was the strongest Orc in Vanguar.

After a long drink, Skar set the cistern down, and turned to face Stryke. “Your brother is dead, Stryke,” he said with a frost tinged voice.

Stryke felt the wind go out of him, his knees buckled, and he felt his arse find the dirt floor. Aside from his father, Scythe had been the toughest, meanest Orc he knew, though a bastard to the core. “It can’t be!” He objected.

Skar tilted his head to the side, giving a growl as he stepped toward his son, roughly pulling him up on his feet. “I sent Scythe to Amplesh, to press my rights there, to make the coastal Orcs recognize my claim as Warden of Orc-Kind. Your brother failed. The Chiefs of Amplesh saw fit to send back his head.”

Stryke howled a long and mournful note as his father looked on, showing little emotion. “They will pay for this, I swear it!” A sudden blow from his father knocked him to the ground.

“You swear it?!” Skar growled. “He was my first born, destined to rule the Clans upon my death! Now, I am left only with you!" He did not bother to hide the contempt he felt for his sole surviving son. “It is time for you to shake off the skins of adolescence and become an Orc worthy to bare my name!”

Stryke rubbed his stinging cheek, rising up to his feet. “I march to war then!”

“No. A Bloodwroth must always sit upon the high seat of Grimmhold. The Clans are ever restless, and may seize on any opportunity whilst I fight to avenge your brother. Rule Vanguar in my stead, be worthy of the name you hold, Stryke Bloodwroth, my only son.”

Stryke felt as if the entire world was about to explode. In the matter of mere minutes he learned his brother was dead and he would be thrust with a crushing responsibility in the time ahead. In a daze, Stryke stepped out from his father’s yurt, his feet finding his way to his own home. He stepped inside, looking down as egg shells crushed underfoot. A voice called to him.

“Stryke, my husband… We have a son.”

Stryke embraced Coilla, his wife, feeling her tusks rake across his neck, their babe cooing in her arms between them. The joyous kind of responsibility was now sapped in the wake of sombre news. He gave his wife a grim look. “We are leaving, Coilla.”

A scroll is sent to the Chiefs of Amplesh…

Tremble and quake in fear at my coming. Know that I am the harbinger of death and I carry with me the instrument of your demise. There will be no mercy given, no quarter to take. I seek vengeance for the death of my son. I will rain down such unfurled death upon you, that even the Gods will balk at my wrath, giving no peace to you even in the afterlife!

I am High Chief Skar Bloodwroth, Lord of the Vanguard, The Shale and all the Clans, Warden of all Orc-Kind, Wielder of the Wold’s Hammer, and you will curse me to your dying breaths, I swear it! Ready yourselves, for I ride an ashen wind to your deaths!
~ Skar Bloodwroth, Chief of Chiefs
I enjoy the fact you are leaving it to the players - I think you should step in when someone starts being too OP with their RP, but I trust your judgement in that regard.
Welcome!
Englandlied said
I have a couple of questions. Can camps be upgraded more than once? How do you determine if a combat operation is successful (for that matter, how would an upgraded camp figure into defending against combat operations?)? If a rogue order fails, is there a penalty?EDIT: Also, if you have more than one camp. can you issue more than one order per turn?


Good questions. Seems I have omitted this vital info from the OP...

Camps
Your base camp's main purpose will be providing shelter against enemies, prolonging the length of any siege, and drawing more survivors to your group. Base camps can be upgraded up to 3 times.

Level 0 - Very basic, and free to build, though it uses up a combat order. Likely just a few lookouts and crude barricades standing between you and the undead. An undead horde or enemy faction can drive you from your camp very easily at this level. It is a good idea keep a number of survivors behind to maintain your camp, and keep enemies at bay.

Level 1 - A fortified camp, costing 50 boxes of supplies to build. Traps and sophisticated barricades in place to slow enemy advance and keep geeks at bay, as well as a crude power source to transmit radio signals to alert other survivors. At level one, any horde or enemy would need at least 2 turns to overrun this position and a trickle of survivors will join your cause.

Level 2 - A settlement, complete with a power source and a boosted radio signal to alert survivors county wide that hope remains. Greater chance of survivors joining you, and 3 turns needed to overrun.

Level 3 - Fortified settlement. Walls, sophisticated traps and constant surveillance and a steady investment of supplies have rendered your once feeble camp into a fortress. Multiple lines of defense yield 4 turns for fortified settlement to be overrun.

Spreading out across the county is advantageous in that it gives you a greater number of defensible positions, however it takes up a combat order to build new camps. Though expanding your number of camps does not allow you to issue new orders, it does cement your overall hold on the county.

Combat
Combat, like most other things in Dead County, is decided by the luck of the die. A 10 sided die will be cast for each side in every confrontation, with a bonus die given to those with a solider trait. The side that rolls the higher number, win the battle. A casualty roll is then thrown for each participant. Natural Leaders have a lesser chance to win battles, however their innate ability to draw more survivors to their cause, typically means they will have greater numbers and more endurance in any prolonged conflict. Rogues will be able to capitalize on their special order to gain a battle bonus leading up to any fight, with a 50/50 chance of success. Should a rogue fail in their order, word will spread across the county. Enemies will become aware of their attempted deceit and may seek vengeance. A successful Rogue strikes from the shadows, and should they succeed, not a whisper will be breathed of their victory.
TheRpgGamer said
ok i'll edit my post


Looks great!
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