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WAAAAAAAGH

WAAAAAAAGH

Orcs-and-Goblins-Banner.jpg


Race: Orc
Age: 14

Description: Looks like one of them orcs. Dark green skin, 7'5''. No hair. Light green eyes. Black tongue. Two large tusks jutting out of lower mouth.

History: Ostensibly, WAAAAAAAGH was named by the noise his mother made when he tore his way out of her womb, having decided that enough was enough and that it was proper time for him to enter the world. If she hadn't died from it, she probably would have been mighty proud of the fact. It was said that Orok, father of the orcs, had done the same. WAAAAAAAGH hadn't proceeded to rape his older sister and sire a new race, but the thought was what counted. Still, his mother had died, and therefore couldn't feel proud because dead people didn't feel anything at all. So that was that. She was some good eating, though.

He was born into a small group of orcs that, unlike most of their brethren, managed to escape from Sherian. While the greater majority of orcs had been killed or were holed up in Orckon/Ire, they had managed to escape and eke out a living in the Khardran Mountains nearby. It was a rather harsh environment, so the group was never able to grow large enough to warrant any attention, but it was a living.

Still, they followed the orc traditions, even it doing so wasn't exactly the best method of self-preservation. He grew up strong and aggressive, mauling his way through his youth. WAAAAAAAGH didn't seem like the brightest, but he was surely one of the toughest.

Problem?

Solution: SMASH. WAAAAAAAGH.

When he was 8, he and all the other 8s were rounded up into a Mob and kicked out. There weren't too many of them, only around three or four as compared to the proper dozens in the good old days. WAAAAAAAGH was made the Chieftain because he was the biggest and the strongest. Chieftains, as WAAAAAAAGH understood, ruled through power and might, not being nice and flowery or something stupid like that.

He proceeded to push all the other members of his Mob off a cliff.

WAAAAAAAGH.

Once that was done with (he'd shown them!), he stomped around the mountains for a while, living off the land and beating up things that were in his way. The orc learned how to brawl out of necessity, because if he didn't the things he tried to beat up would beat him up instead and then eat him. That would be bad.

He was stomping around one darkening and found a camp of mountain bandits. Since it was the middle of the darkening, they were asleep. He was not. He WAAAAAAAGH'd their faces off, mostly by smashing them into the rocky mountainside by chucking them off of cliffs. He then looted their camp, and got some neat shinies and also a big metal smash'm.

So that was neat.​
 
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skills and training WAAAAAAAGH

Master Battleaxe (25):
+2 exp
+1 exp
+1 exp
+2 exp
+1 exp
+1 exp
+1 exp
+1 exp
+1 exp
+2 exp
+1 exp
+2 exp
+1
+2
+1
+2
+1
+2
+1

Maestro Bardism (34):
+2 exp
+1 exp
+1 exp
+2 exp
+1 exp
+1 exp
+1 exp
+1 exp
+2 exp
+1 exp
+1 exp
+1
+1
+1
+1
+1
+1
+2
+2
+1
+2
+1
+1
+1
+1
+2
+1

Professional Orkemy - Orky Alchemy (12)
+2
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1

Artisan Orketeering - Orky Gadgeteering (13)
+2
+1
+1
+2
+1
+1
+1
+2
+1
+1

Professional Orkare - Orky Herbalism and Medical Care (8)
+2
+1
+1
+2
+1
+1

Simple Horde Management lore (2 points)
Advanced Facepunching lore (8 points)
Boar Riding lore
 
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possessions and items WAAAAAAAGH

Iron Bound Wooden Chest (300 gold crowns, 20x Assorted Gemstones (20 Crowns per))
Steel Battleaxe (heirloom)
Wolf pelts x3
Large bear pelt
Assorted armour to the equivalency of Chainmail + Leather Jerkin + Iron Greaves, Gauntlets and Pauldrons as the Bad Moonz Warboss. Broken in a few places and needing repairs (updated to full-plate steel, chainmail, leathers, etc)
Long boar hunting spear of ornate design
Axe that was made out of a copper colored metal that bordered upon a shiny crimson that felt as strong and heavy as steel but bore a few old Stunty-Dwarf runes on it (Medium Grade Dwarven Steel)
Serrated knife that glows green when unsheathed.

Dreadnought armor - A full plate suit of armour constructed by the very best in Orc ingenuity, the Dreadnought Armour is primarily built out of a combination of steel, iron and medium grade Dwarven Steel (breastplate only). It is heavy to the point where it will prevent WAAAAAAAGH from running unless he uses his Bardism for the speed boost.

Once per recharge (say, a cycle unless specifically done at his base), WAAAAAAAGH can hit the Big Red Button. This will either supercharge the armour and give him his normal speed for an unspecified duration and twice his normal strength... or it'll fizzle and steam will burn him.

WAAAAAAAAGH has gained one Skull, brought to life by the magics of Wessex de Evile. It is a fully sentient personality that will resist any and all attempts to Dispel it (though shattering the skull will work just fine). It's not very happy about having been detached from its body. It is mostly obnoxious and annoying with a condescending attitude to a member of a "lesser race", but has provided information that the Undead in charge of Verongorn Keep is a living Necromancer named Lichemaster Timothy de'Vuone.

Goblin sized imbuements:
Defoliate Imbuement.
Fright Imbuement.

L3 necromancy reagents: undead bones

The Eye of Jorel + Soap-Onna-Stick (sans soap) of Orok has been retrieved from Orckon/Ire.

Total Shinies: Ardentium Level (orc territories only)

Drums! - beautifully crafted orc war drums topped with red and gold bows. They could be used as normal drums of course, but also came with a harness so they could be mounted on his boar.

Material Points: +1, +1
 
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fluid time WAAAAAAAGH

Era XIX
Cold Time - Era Some Big Number (Winter Era XIX)

[thread=115435]Lern tuh stomp wit duh choppa[/thread]
[thread=115541]Ow tuh be a nois maka[/thread]
[thread=115771]DAKKA DAKKA DAKKA[/thread]
[thread=115870]Fansee crumpin and majicks ain't no good 'gainst smashin'[/thread]
[thread=115953]I's gon' kils somfink![/thread]
[thread=115984]If dere's a problum, then smash till dere ain't[/thread]

Era XX

Not That Cold Time - Era Two Crossy Things (Winter Era XX)

[thread=116080]I suffa, I lern, dun needta be roight brainy[/thread]
[thread=116084]Horde o' Wun[/thread]
[thread=116317]The Gathering Begins[/thread]
[thread=117141]This is WAAAAAAAGH![/thread]

Time O' Flowers and Things - Era Two Crossy Things (Spring Era XX)

[thread=117680]Start with DAKKA[/thread]
[thread=117224]Ooglee mug? FIST.[/thread]
[thread=117595]Hold on to da pin, throw da uvver part[/thread]
[thread=117638]It's gonna hurt a lot, but you'll be better! You'll see![/thread]
[thread=117639]It works because you think it works[/thread]

Lot Hotter than Usual - Dem Two Crosses (Summer Era XX)

[thread=117681]Work up to DAKKA DAKKA[/thread]
[thread=117753]Rok Claws[/thread]
[thread=117866]Waaaaaaaagh-smash![/thread]
[thread=118115]Head Crushaz[/thread]
[thread=118321]Foot Stompaz[/thread]
[thread=118415]Moubelfon[/thread]
[thread=118497]Weird stuff[/thread]
[thread=118551]Blood Axes[/thread]

Less Hot Now - SAME AS BEFORE YA GIT (Autumn Era XX)

[thread=118605]Banging Rocks Together[/thread]
[thread=118589]Evil Sunz[/thread]
[thread=118640]The Red Ones Go Faster, You Know[/thread]
[thread=118661]No Pain, No Gain[/thread]
[thread=118662]You Need Something Fixed?[/thread]
[thread=118741]I Got the Good Bitz[/thread]
[thread=118692]Raid Rules! Plz do not roll NEED if you DON'T need it!!![/thread]
[thread=119160]Don't 'old onto dat end uv it![/thread]
[thread=118643]Death Skulls[/thread]
[thread=118959]Don't botha me! I'm workin' on sumthin'[/thread]
[thread=119282]This won't 'urt a bit, heh heh heh...[/thread]
[thread=118962]Goffs[/thread]
[thread=119254]Mekdoktoring![/thread]
[thread=119363]DAKKA DAKKA DAKKA DAKKA[/thread]

Pretty Cold Now - Dem Two Crossy Fings Again (Winter Era XX)

[thread=119670]Deff From Within[/thread]
[thread=119734]This One Makes the Loudest Booms[/thread]
[thread=119955]No, I Didn't Know Orcs Jousted, Either[/thread]
[thread=120219]There's no problem that can't be solved by applying enough force[/thread]

Era XXI
Really Cold Now - Now Dere's That Extra One (Winter Era XXI)

All Green Now - Extra One's Still There (Spring Era XXI)

[thread=120681]What's the opposite of giving up? TAKING DOWN.[/thread]
[thread=120789]Work or get eaten[/thread]
[thread=120853]Eyes on the Prize[/thread]

Wow, Such Hot - No It Ain't Changed or Nuffin (Summer Era XXI)

[thread=121169]What's yours is mine[/thread]
[thread=121175]I'mma take dis[/thread]
[thread=121309]What's out there?[/thread]
[thread=121656]Exploratory Foray[/thread]
[thread=121961]Axes, zombies and a lack of loot.[/thread]
[thread=122383]Fiddlin'[/thread]

Now We Getting Chill - Naw It Still Same (Autumn Era XXI)

[thread=122500]Where it all began[/thread]
[thread=123050]Acquisition[/thread]
[thread=123490]Eviction[/thread]

Era XXII
Now We Getting Cold - ALMOST DERE BOI (Winter Era XXI/XXII)

[thread=124275]Definitely the best person to do this[/thread]
[thread=124227]Procurement[/thread]
[thread=124301]Add some more shiny bits to the end of it[/thread]

Spring Era XXII

[thread=124233]DA FIRST WAAAAAAAAAAAAAAAAAAAAAAAAGH![/thread]
[thread=125291]That's pretty dakka[/thread]

Summer Era XXII

[thread=125229]Airborne![/thread]
[thread=125447]Setting things on fire - for science[/thread]
You smell like burning
[thread=125705]Fire fighter[/thread]
[thread=125687]"The Battle of Black River"[/thread]

Autumn Era XXII

[thread=126623]Hard Knocks[/thread]

Winter Era XXII

[thread=126769]Time to switch me shoota from tickle to slap[/thread]
[thread=126924]Autumn Will Fall[/thread]

Era XXIII - XXIV
Winter Era XXIII

[thread=127045]Black Gold[/thread]

Spring Era XXIII

[thread=127124]Dis all mine now[/thread]
[thread=127171]CYBERBOARS DA FASTEST DE IS[/thread]
[thread=127815]'Ow Dis Big Thing Supposed Ta Float?[/thread]
[thread=126224]"The Last Verdict"[/thread]
[thread=127279]Hurt & the Merciless[/thread]

Summer Era XXIII

[thread=127851]Personal development[/thread]
[thread=128475]Freakin' BOOM![/thread]
[thread=128509]Stomp 'em good![/thread]

Autumn, Winter Era XXIII - Winter Era XXIV

Nunya biznes

Spring, Era XXIV Post Fractum

[thread=130311]Diggy Diggy Hole[/thread]

Summer, Era XXIV Post Fractum

[thread=130768]Lern ter be useful[/thread]

Autumn, Era XXIV Post Fractum

[thread=130628]Nothing to See Here[/thread]

Winter, Era XXIV Post Fractum

Cold as heck, nuffin to do.

Winter, Era XXV Post Fractum

Probably punchin' faces of some bored orcs.

Spring, Era XXV Post Fractum

[thread=131727]Oh Boy, Here We Go Again[/thread]

Summer/Autumn/Winter Era XXV Post Fractum - Winter/Spring Era XXVI Post Fractum

Fighting them rat fings I guess.

Summer/Autumn/Winter Era XXVI Post Fractum

What we been up to? Same as usual. Fightin', and winnin'!
 
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WAAAAAAAGH and other related vocabulary​

Initiate*
(*by default)
WAAAAAAAAAAAAAAAAAAAAAGH: bloodlust shout - causes nearby orcs (including the caster) to achieve the orc's innate berserker/bloodlust rage
WAAAAAAAAAAAAAAAAAAAAAAAGH: powerup shout - causes the caster to become much quicker, have increased physical strength, become more resistant to fear/intimidation effects, and have increased morale.
'ERE WE GO 'ERE WE GO!: multiple powerup shout - causes the caster and nearby orcs to receive the effects stated above, although in a slightly more diluted form.
WOOOOOOOOOOOOOOOOOOOOOOOOOGH: fear shout - saps the morale and fighting capabilities of enemies within the caster's general vicinity

Journeyman*
GREEEEEESIIIIIIN TIIIIIIIIIIME:
altered Lion's Roar - not only will the caster (and only the caster) receive greatly increased reflexes, speed, strength, endurance, and morale, but surrounding enemies will find their morale and combat prowess decreased.
RED WUNZ GO FAAAAAAAAAAAASTAAAAAAAAAAA: A hypercondensed version of Cinthera's Accelerando. Requires that the caster have some kind of red on them. Speed and agility see an immense increase during the short duration of time that this shout is active.
SIDOOOOOOOOOOOOWN: able to be cast at a single target, which forces them to become more calm and, when at its most powerful, even force them to sit down obediently. Temporary, and the change in disposition of the target is not permanent. The effect decreases significantly as sentience and size of the target increases.
COME ON YOU PLOPPAZ: enrages the targeted group and causes them to concentrate their attention on the caster, luring them away from whatever they might have been doing otherwise.
I AIN'T 'FRAID O' NUTTIN!: causes the caster to become highly resistant to fear/intimidation tactics and greatly dulls their ability to sense pain.
YOU PANSIE ELLVEE GITZ 'FRAID?!: causes the caster and surrounding allies to become greatly resistant to fear/intimidation tactics. Furthermore, the allies become more confident in the caster and think what s/he says is a good idea.
BLOOOO IS SUPAAAAAAAAA: general defense spell. During the short duration of the shout, the caster receives greatly reduced physical damage. Furthermore, all spells cast at him will see heavily reduced effectiveness. Both of these effects are mitigated as the combat/magical level of the opponent increases. Requires the caster has some kind of blue on them.
DAKKA DAKKA DAKKA: A series of major pummeling sonic blows leveled against a group of enemies. Can be fired off rapid-shot through successive uses of 'DAKKA DAKKA DAKKA', although this drains vis quite rapidly.

Virtuoso*
STOMP! STOMP! STOMP! STOMP!: imbues the legs of the target caster, making them significantly stronger. They can then stomp on the ground and send out tremors that are capable of knocking enemies off balance, or just generally stomping on things to great effect.
GREEN IS BEST!: orcs are always green, and thus the best at everything. Buff to both defense and offense that reduces the amount of damage, both physical and magical, that the orc takes, and also increases their damage output via increased strength and reflexes.
WAKE UP BOYZ, IT'S TIME FOR FIGHTIN': causes the caster and nearby orcs to become much quicker, have significantly increased physical strength, become more resistant to fear/intimidation effects, and have increased morale. Surrounding enemies will find their morale and combat prowess decreased.
FRAG 'EM TO ZOG!: provides an accuracy boost to all ranged allies, from archers to catapults.
BIG IS BEST!: provides a massive offensive boost based on how much taller the caster is than their opponent. Inversely, receives penalties if facing a taller opponent.
I'Z DEAD 'ARD AND READY FOR STOMPIN'!: significantly reduces the burden of one's armor, increasing one's agility and speed even if wearing heavy and cumbersome protective plating.

Smash'm/Choppa: (Battle)axe
Slasher-stab and variations: sword
Long pointer: spear
Nois: Music
Nois maka: Musician/Bard
Stick-firer: Archer
Fansee crumpin': hand-to-hand combat
Majick: magic
Greesin: annihilation

Anthem of Aelyria (verse): The Imperial March of the Aelyrian Empire, also the Royal March of the Kingdom of Aelyria, was written originally by High Queen Melody de Lylles. It is the stirring national anthem of the Aelyrian Nation which, so long as the March is played, invokes the spirit of glory causing a few notable changes in the companions about the musician: combat maneuvers will be quickened with a minor haste effect, party members will find themselves to have increased physical strength, and those allied with the Bard will gain the benefits of being slightly resistant to fear effects and mundane intimidation due to increased battle morale.

Chant of Conquest (chant): Emperor Constantine's Chant of Conquest is a spirited march that heightens the spirit. The Bard's companions will find themselves having increased military reflexes, greater dexterity and endurance, a higher pain threshold, and most significantly, greater accuracy with their chosen weapon due to an enhanced aggression toward physical combat.

Cinthera's Accelerando (chant): Syncopated rhythms are the trademark of this eternal classic written by a Medonian princess. Cinthera's Accelerando enables the Bard's party to travel at an increased pace and accelerated velocity.

Lullaby for Leland (chant): Named after one of the Aelyria's earliest Viceroys, the Lullaby for Leland is a tranquil song that is played to provide comfort, security and an aura of safety to those seeking rest. Monstrous creatures and most beasts will not attack a camp sanctified by the lullaby, and those that sleep to its graceful song will awaken refreshed.

Charisma's Canto (chant): Named after the enticing Queen Charisma, the Bard who plays this spellsong is capable of temporarily misleading a target into believing that the Bard and his companions are truly on their side. Queen Charisma was known to sing this canto just as she entered into diplomatic negotiations to lull other ambassadors into a sense of false security.

Dolcissi Discorsa (verse): Though it initially sounds benign, through an alternation of contrapositive pitches, the Dolcissi Discorsa effectively disrupts the musical effects of another song being played. When played consistently over time, it can begin to deliver a potent headache accompanied by a series of stuns at each cadence.

Gellyn's Gaudeamur (verse): Originally a chant guarded by the Priory of Kriskinstat, Gellyn's Gaudeamur is a powerful rhythm that protects the group of adventurers allied with the Bard, effectively increasing their defensive capabilities by greatly reducing the encumbrance of their armaments and equipment, as well as granting an inherent immunity to magical spells so long as the piece is played. Named after Prior Gellyn Ankheris, Fifth Prior of the Defenders of the Faith.

Lion’s Roar (shout): Named after the creator of the spell, a mighty general known only as the Lion Baron, who often used it right before a charge. The Bard gives out a mighty roar, invigorating nearby allies and increasing their reflexes, speed, strength, endurance, and morale. It also saps enemy morale and decreases their fighting capabilities.

Rhyneira’s Rant (shout): Made famous by the teacher, Rhyneira, who used it on delinquent students. The Bard produces a massive amount of high-volume sound in a single direction, causing immense pain to any individuals caught within the sound wave as it shatters their eardrums.

Con Brio Fortississimo (verse): A song interlaced with powerful sonic energies, Con Brio Fortississimo periodically causes powerful shockwaves to emanate from the player in all directions, moderately damaging all those in the Bard’s general vicinity. The shockwaves are capable of knocking light projectiles out of the air, breaking bones, and causing light quakes in the earth at full strength, although the farther they go from the Bard, the weaker they become.

Nightmare Nocturne (shout): Enemies who are affected by this grating shout will suffer from horrible visions and terrifying hallucinations, heavily decreasing their morale and inhibiting their ability to function during the period of time the spellsong is active.

Scherzo Sostenato (chant): This graceful musical piece has often been played by Bards who undergo lengthy journeys wherein food and water may be limited. Those that hear the Scherzo Sostenato find their hunger and thirst held at bay for a long duration after the song has been completed, allowing travelers to eat and drink smaller portions, thus increasing the life of their rations.

Sonnet in Solo (chant): Reciting a poetic phrase to a sweet melody, the Bard who plays this song shall enchant his companion’s weaponry with a glowing vortex of vitriolic and cacophonic energy, invoking a concussive blast of sonic power when a strike is landed upon a hard surface. Although upon bare flesh the effects of the song are diminished, when presented with an opponent wearing or possessing naturally thick armor, the Sonnet in Solo works wonders for rupturing the flesh beneath. The aura lasts as long as the song is played.

Tempest Force (shout): The Bard gives out a mighty shout which holds tremendous force behind it. Anything that stands within the shout’s path, be it object or living being, will find themselves being pushed or flung back as the spellsong slams into them.

Vikrius in Presto (verse): A war chant, Vikrius in Presto originates from the lands to the far West of the Aelyrian Empire. A favorite of archers and other ranged specialists, those graced by its beneficial aura will find themselves ‘assisted’ by arcanic guiding winds. While played this powerful piece increases the speed at which the party can reload their weaponry, raises agility, elevates the rate of running, and causes all pieces of fired ammunition to be ‘guided’ toward their target, greatly heightening their accuracy.
 
odd stuff WAAAAAAGH

Orkemy
Items:
Stinkbomb - stinks
Goobomb - real sticky
Sporebomb - bad for non-orcs
Smokebomb - smokes
Bangbomb- real loud boom
Fire barrels!
Fire pots!
Hot Shoota! (cannon/mortar, 70% chance of actually shooting and not just blowing up or something)
- a recipe for black powder
- a design for pixie skulls (small grenades); the fuses might need more work
- a few gallons of each of the following:
- blackwater lubricant
-
Can be used for lamps and torches. Produces thick, slightly toxic black fumes when burnt. lamp oil

-
Can be used as liquid fuel or as an ingredient. power juice


Ingredients:
Boom plant juice - the juices is for everything
Boom plant pulp - for the goobomb
Dis one mushroom - the one mushroom for stinkbombs
Dis uvver plant - the one with the clear juice for the goobomb
Dat uvver mushroom - the other one, for the sporebomb
Dat uvver uvver plant - that other one that you burn for the smokebomb

Orketeering
Can stack a bunch of rocks real good
Can build this big thing that shoots giant rocks, like whoa

Orkare
Dat one plant - chewed, helps immune system fight things
Dat uvver plant - soaked and placed on wounds, helps healing
Dis uvver plant ere - mushed into paste and placed on wounds, helps healing
Dis goopy green stuff - bitter and strong smelling, put on wounds to help decrease chances of infection
Dis fing over ere - painkillers
 
DA WAAAAAAAAAAAAAGH

warhammer-greenskin-horz.jpg


Bad Moonz n' Rok Clawz n' Head Crushaz n' Foot Stompaz n' Blood Axes n' Snakebitez n' Apokalypse Boyz n' Greesin' Beasts n' Deff Dreads n' Deff Banshees n' Bloody Rage n' Death Skulls n' Goffs n' Blood Drinkers n' Corpsemakerz n' Doom Boyz n' Iron Ladz

Healthy mix of males and females and everything.

Significant Holdings

Bad Moonz Caves

Rok Claws - Old Dwarven Outpost

Death Skulls - Old Dwarven Fort

Garde

Heavily fortified. Northern side has extra walls and traps.

Yaernim Fort

Draelmar Fortress

Fort Orok

- Beer Tent
- Tradepost
- Iron Mine
- Smith
- Tannery
- Hunting Territory
- Animal Pens

Fort Goff
- Beer Tent
- Tradepost
- Copper Mine
- Fungus Mine
- Smith
- Tannery
- Hunting Territory
- Animal Pens
- Dueling Arena
- Orok Temple

Vorgan Mines
This is a Gold Tier Business (4).
Maintaining it’s status as Gold requires the upkeep of two additional businesses ranked at Silver Tier (3) respectively. Failure to maintain any component within the whole results in a -1 Tier for all linked businesses.

Mines – (4) – Supply.
Processing – (3) Docks & Foundry outside the Vorgan Mines.
Shipping (3) River Fort.

Orok's Mountain

~30,000 boyz sleepin' 'ere

Vers
Heavily fortified. Northern side almost impregnable.

Autumnus
17 men - one as ambassador, basic trade skill
25 women
30 children
all farmin' for the WAAAAAAAAAAAAAAAAAAAAGH!

Zephyrus
Small scale production of furs and animal products, dried fish, fermented goods, and alcohols.

Navis
Fortified to the north and east by rock, west and south by wooden gate. Holds slightly more trained militia than the other villages. A little over a thousand occupants.

Breecetoun
Relatively exposed, but developing into a fishing village branching out into other pursuits. Beginning to expand outward somewhat with some farmland, About 300 villagers.

Small Village
No fortifications, about 150 villagers.

Personnel

Small council of villagers from each village who report regular progress to the warlord and his men.

Shamans - 28
Jii'awwg (lvl3 Song/Bardism. lvl2 Hatchets)
Barley (Journeyman Druidism, Novice Feral Shaman (Snake))
Arbuttz, Really Dumb Bard
3 Initiate Bards
8x Mountain Trolls - Basic Hand Weapons, Initiate Elementalism.
1 Initiate Druid (Animal Proficiency)
1 Initiate Elementalist (Air Proficiency)

2 Adept Elementalists
3 Journeyman Elementalists
2 Initiate Elementalists
2 Journeyman Druids
2 Initiate Druids
1 Adept Necromancer

Trolls - 72
Mountain Troll named What - Veteran Axe (trollified orc, highly susceptible to magic)
Mountain Troll named Da - Veteran Axe (trollified orc)
45x Trolls - Basic Hand Weapons.
25 Trolls - No skills

Nobs - 62
Biglug, Zhadsnark, Ugblitz, Vorgnot (Veteran Battle Axe)
Arrgard (Basic Battle Axe)
Tick-tok (Veteran Club)
Skarfang, Zanzag, Thrak (Veteran Sword)
Madbrakka, Hruk (Veteran Brawling)
Blaktoof (Veteran Warhammer)

Zrikgutta "Da Red" - Veteran Dual Battleaxes
Bolgrog "Wartooth" - Veteran Longaxe

16 Goff Nobs (Veteran in hand weapon of choice, or two Basic Skills (general Arms, i.e. axe and bow))
20 Nobs (Basic in two arms skills of choice (one must be a close range hand weapon))
12 Nobs (L2 combat skills)

All Troll Nobs have Basic Bow

Craftsmen - 40

Smiths - 10

Bogga-Bogga (Professional Smithing)
5 orcs (Lv. 1 Smithing)

Lvl3 Smith
3x lvl1 Smiths

Tanners - 6

Chatak (Professional Leatherworker)
5 orcs (Lv. 1 Leatherworking)

Cooks - 20

Whazkull (Basic Cooking)
19 orcs (Lv. 1 Cooking)

Miscellaneous Orcs - 437

Orc Butcher named Gobsmak - Basic Cleaver
Orc Goblin Supervisor named Arrbuttz (no skills, one-handed)
Orc Goblin Supervisor named Zoggit (no skills, one-handed)
Orc Goblin Supervisor named Urzog (Basic Club)
11 Orcs (Hunters - Lv. 1 Archery, Lv. 2 'Ranger')
160 orcs (Basic in two arms skills of choice (one must be a close range hand weapon))
84 Orcs (Lv. 1 Battle Axe)
21 Orcs (Lv. 1 Unarmed Combat)
56 Orcs (Runtz - half L1 choppa, half L1 trade skills by winter era XXIV)

Goffs (89, Lv. 1 Arms)

Goblins
1 Goblin elite (L3 spear)
24 Goblin Veterans (L2 spear)
24 Mekz (6 L2 gadgeteering, 5 L2 smithing, 1 L3 gadgeteering, 12 L1 smithing)
Cave Troll named Ig (trollified goblin, no skills)
Goblin Squig Herder named Gib - Basic Squig Herding
Myzzyx - Alchemist goblin, boom boom!
640+ Goblins (no skills)
28 goblin trackers (14 Lv. 1 Short Spear, 14 Lv. 1 Short Bow)
22 goblin warriors (L1 short bow or spear)
60 Kobolds (no skills - trollish goblins)

Other
Harry the "Hairy God" (Giant affected by Trollism. No skills.)
16 CyberBoars (mechanized boars, painted red, they go real fast see)
1 warboar
22 Guard Squigs
42 Bouncy Creatures
6 Catapults, 7 Onager, 4 Trebuchet
1 Battering Ram (capable of taking down mildly fortified structures)
Dreadnaught Armor
Leather Armour sufficient for the Orcs and Trolls, reinforced with iron/bronze plates
Good Quality Steel Armor sufficient for all orcs/trolls
Galleon
3 Hoys (two needing dredging/repairs)
Caraval (requires dredging/repairs)

Allies

Evil Sunz


Shall follow the Warboss in wartime only

1 Orc Nobz with CyberBoar - Basic Choppa, Basic Warboar Riding, Initiate Bardism
3 Orc Nobz with CyberBoars - Basic Choppa, Basic Warboar Riding
12 Orc Boys with CyberBoars - Basic Warboar Riding
20 Goblin Mekz - Basic Gadgeteering Or Basic Smithing (10-10 split)

Brug, Shouty Shaman - Shaman, Former Blood Axe
Ungskar, Boom Guy - Shaman, Former Evil Sunz
Vargall, Healing Guy - Shaman, Former Snakebite

Slaves

38 Human Slaves, 12 Children. (1 Basic Blacksmith, 1 Tanner, 1 Cook, 1 Brewer, 2 with Basic Bow).
102 Sentient Undead (Any skills within this group remain unknown at present - the necromancer really doesn't like hanging around them)
 
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