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/builders/ - Hero and Nation Builders!

A board for forum-based wargaming, collaborative storytelling, and salt.
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The King Is Dead; Long Live The King!

File: 7371c85422cf1fe⋯.jpg (849.22 KB,1024x768,4:3,Map.jpg)

460571 No.53185

The time has come, you've watched the lands of ebonheart and the skittering insects that think they rule it. You've bided your time in your lairs and now its time to do something this world shall be yours! You just need to figure out how to claim it.

>>>Stat Sheet

Name: What you wish to be called

Race:What manner of evil creature are you?

Fluff:Don't fill in if you're playing dumat or the sea serpent

Evil Lair Location:

Evil Lair Fluff: Self-explanatory what does your lair look like?

Troops:You will start with ten based on fluff and can recruit more as the game continues

Color:What color you would like your territory to be, note the coloring of tiles will be kinda half-assed and shitty deal with it.

Current Research:You start with things based on fluff

Current Resources: Also based on fluff

Current Territory:List villages,towns and other named things you've captured here

Villain Bonus: What you get based on your villains lore

Lair Bonus: Bonus based on your lair, bonus functions as a debuff to invading troops.

>>>Roll Chart Shamelessly stolen from TBR

actions are 3d100

100 - CRIT SUCCESS - GET OUT THE HOOKERS AND SMACK IT'S TIME TO PARTY HARD! Whatever you're doing gets done perfectly and you get something GREAT AND AMAZING.

99-90 - Great work, you get a gold star. Not really but you do get something extra that's a little bit good. Progress is half-finished, if it's already halfway completed or more then it's done.

89-60 - Good success - whatever you're doing gets done better than average. More progress is made than normal.

59-30 - Success - Congratulations, you did it…I guess.

29-10 - The nothing zone - nothing happens, no progress made

9-2 - Well now ya dun goofed. Bad stuff happens.

1 - CRIT FAIL - Welcome to hell, population YOU

____________________________
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460571 No.53186

slots have been claimed in discord not accepting anyone else, awaiting people who have claimed a slot to post.

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4e71ef No.53187

>>53185

Name: Lord Solomon Dracul Variera V

Race: Vampire

Fluff: From the royal line of rulers of the land of Variera, Solomon showed a great talent for magic from a young age, and was trained in it extensively. Eventually becoming a mighty wizard, over many years, he had learned of many great sources of power all the world over, just waiting to be tapped into. He used his knowledge to turn himself into the progenitor of his own line of vampires, so that he may live for as long as it takes to gather all of the power he could ever dream of. He leads the people of Variera, perpetually in awe and fear of his strength, as the Vampire Wizard King.

Evil Lair Location: Castle Variera

Evil Lair Fluff: Castle Variera contains all the guards you would expect of a king's home, but the inner sanctum, off limits to all but the king and his apprentices, is rife with magic traps. It's patrolled by magic creations, the results of experiments from Solomon's many decades of research.

Troops: 10 Thralls

Color: Red

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bb07ba No.53188

>>53185

Name: Dumat

Race: Dragon

Fluff:Don't fill in if you're playing dumat or the sea serpent

Evil Lair Location: Dumat's Throne

Evil Lair Fluff: Ancient tunnels older then the dwarves lead deep into Ebonheart's bowels. Labyrinth and malicious are the ways within, they echo with the cacophony of jingling cyclopean chains. The mountain's heart is a dark cavernous chamber dominated by the bound form of Dumat atop the final level of three titanic platforms, a mountain within a mountain. Along the edge of the platforms are steps that have been carved into a black and reflective stone always slick with ice, a treacherous ascent fraught with all manner of perils. This close even blunt mortals can hear the whispered Dreams of Dumat.

Troops: 10 Dragon Cultists

Color: Black

Current Research:You start with things based on fluff

Current Resources: Also based on fluff

Current Territory:List villages,towns and other named things you've captured here

Villain Bonus: What you get based on your villains lore

Lair Bonus: Bonus based on your lair, bonus functions as a debuff to invading troops.

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3887f7 No.53189

File: 7a0952783738f99⋯.jpeg (56.12 KB,1000x564,250:141,BA998EED-495E-4313-BBB1-D….jpeg)

>>53185

Name: Vyrlenaeth the Devourer

Race: Sea-Serpent

Fluff: Not filling in

Evil Lair Location: City of the Drowned

Evil Lair Fluff: A city underwater

Troops: 10 Deep Ones

Color: Purple

Current Territory: City of the Drowned

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ae094f No.53190

File: f88ec12b937fcbe⋯.png (100.55 KB,550x679,550:679,demonjew.png)

Name: Ba'al Nezoth, Lord of Depravity and Deception (human alias Schlomo Shekelberg)

Race: Shapeshifting demon

Fluff: In a tower on the northwest peninsula of the island lies a sinister demon lord. No one knows how Ba'al Nezoth came to be, whether he was brought to this world by a powerful sorcerer or just wished into existence by the sinful collective subconscious of the populace of the island, but either way Ba'al Nezoth has arrived, and now that he's here he will lead the world to its ruin. It will not be by his hand that the world falls, but the people themselves, with Ba'al Nezoth acting as the shepherd guiding the flock to their demise. Subversion is the name of Ba'al Nezoth's game, and he does it very well, calling upon powerful charm and control magics to corrupt the hearts of the people. He also has shapeshifting magics, and usually takes the form of a long-nosed and friendly merchant named Schlomo Shekelberg. With this he can avoid much of the heat through his many aliases and facades while still poisoning the people with his insidious corruption.

Evil Lair Location: Tower of Ishaal

Evil Lair Fluff: The Tower of Ishaal, known by some as the Tower of Ishrael, is a seemingly innocent enough tower that many of the locals think is just being rented out by an eclectic and friendly wizard, but in reality it is the lair of Ba'al Nezoth. The first floor seems amicable enough, with guest rooms and amenities for guests, a feast hall, etc. but it's the upper floors that house the true horrors of Ba'al Nezoth's depraved and sinister lair. Sadistic torture rooms, halls full of bloody ritual rooms, and pens full of prisoners awaiting their gruesome fate. Though the tower on the outside is no taller than a standard tower of medieval design, the inside reveals countless floors, each floor worse than the last, expanding further upwards as Ba'al Nezoth's twisted mind hungers for more depravity.

Troops: 10 demonic servants of Ba'al Nezoth

Color: Blue, white or gold (whichever isn't taken)

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bcba22 No.53191

File: 1fe930232123c4e⋯.jpg (232.59 KB,1024x782,512:391,1512168909833.jpg)

Name: Orzgrub Steeltooth

Race: Orks

Fluff: A truly massive specimen by even orkish standards. Orzgrub has devoted to one thing only in his life. While others may be tempted by loot or slaves for Orzgrub it was always the fightin' that kept him happy, but this does not mean he lacked any strategic or tactical sense. In fact, he was dead kunnin' and utilized this to its full effect by forcing his enemies to face him on his terms. What baffled his rivals is that he showed keen understanding of how other races think and was capable of exploiting this by causing division amongst themselves from his attacks. where anything from taking hostages close to the enemy leader to threatening the civilians with slaughter and starvation he was excellent at causing strife wherever he went.

Evil Lair Location: Orkish village of Mork

Evil Lair Fluff: Slaves and trophies of all races and cultures adorn the settlement of Mork. Looted gear worn by once kings are now owned by the teeming hordes of orks. With the knowledge used by their captives the capital is an eclectic combination of features of all races leaving a disjointed but oddly effective defenses in place that only they know how to fully navigate.

Troops:

Color: GREEN IS BEST

Current Research:

Current Resources:

Current Territory:

Villain Bonus:

Lair Bonus:

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921e0f No.53192

File: 05a6e8c64e63ff1⋯.jpg (82.4 KB,615x323,615:323,Savage-Sword-of-Jesus-Chri….jpg)

File: 515f6beaf7dc19f⋯.jpg (90.71 KB,300x360,5:6,d279is-b41ae273-a589-4756-….jpg)

>>53185

Name: Alaric

Race: Human blessed by the Dark Gods

Fluff: Long envious of the pleasant and well-ordered life of the many peaceful and prosperous people of the cities and villages of the world, the scattered barbarian tribes of Ebonhart, long divided by squabbles and wrongdoings more ancient then the very ground they walked upon, finally united under one banner under the rule of the hardest, meanest, darkest-skinned and crudest of their lot, Alaric the Shadowbane, slayer of a thousandscore men, Rider of the great flying serpent Dumat, who's gaze turns men to stone and black seed has blessed the bellies of young maidens of the civilized races the world over. In their great moot in the Goldshire hills, long reputed to be a nexus of dark power, the great horde gathers and beckons what remaining wildmen still wandering the world to its dark and foreboding crags and peaks. But the people are ever divisive, and with the proximity comes only the rekindling of conflict, and soon the would-be King Alraic finds himself embroiled in the petty politics of court. Casting aside his golden crown, he instead takes a beaten iron ring, spikes adoring it, and has his brother hammer it onto his head, the blood constantly flowing down his long brown hair and face, and swears to bring about the end of the world as we know it; for even in uniting the true humans of this world the disgusting decadence of civilization has turned his once mighty horde into nothing more then another gaggle of weak humans. Taking what loyal men remain, he left the growing Barbarian city, promising to burn the world, saving the new den of filth he had created for last.

Evil Lair Location: Goldshire hills

Evil Lair Fluff: A tent-city not unlike what you would see of any nomadic tribe, but sprawling and choked-full of people.

Troops: 10 Barbarians

Color: Orange

Current Research:You start with things based on fluff

Current Resources: Also based on fluff

Current Territory:List villages,towns and other named things you've captured here

Villain Bonus: What you get based on your villains lore

Lair Bonus: Bonus based on your lair, bonus functions as a debuff to invading troops.

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460571 No.53193

>>53187

Current Research:[Tier 2 Weapons] [Tier 2 Armor] [Tier 4 Stoneworking]

Current Resources: [Steel][Glass][Basic Forge][Wizards library]

Villain Bonus:

Lair Bonus: Castlevania- your castle is filled to the brim with monsters, traps and the occasional roast chicken hidden behind a candlestick. It's very structure is linked to your life if you fall so too does the castle..you just hope some vampire hunter with a magical whip doesn't get any bright ideas.

-10 to rolls to anyone assaulting the castle that isn't a NPC hero or carrying weapons designed to slay vampires and undead

>>53188

Current Resources: [Mithril][Adamantite][Dwarven Forge]

Current Research:[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Metalworking]

Villain Bonus:Slumbering Ancient-You may be asleep and imprisoned but you still have influence many are susceptible to your whispers +5 to recruitment rolls

Lair Bonus: Mines of moria-Your lair is located deep within the heart of Dumats Throne slick with ice and cold beyond reasoning the dwarves dare not near your chambers nor could they for the labyrinthine tunnels are easy to get lost in even for a dwarf. -10 to all who assault your lair unless they can somehow procure detailed maps of the tunnels leading to your chamber.

>>53189

Current Research:[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Jewel Craft] [Tier 1 Metalworking]

Current Resources: [Coral][Pearl][Platinum][Diamond][Deep-One Forge]

Villain Bonus: Leviathan-You are massive and your size and power is unfathomable. There is a reason Ebonheart lacks port towns, all who go near the oceans fear you, and it is obvious you control them. +5 to rolls to expand anywhere within the ocean.

Lair Bonus: The drowned city- Your domain is located deep beneath the inky black depths a horrible maddening place equal parts beautiful and terrifying with strange and fantastical non-euclidean architecture. -10 to anyone attempting to breach the depths without some means of being able to breathe and navigate underwater

>>53190

Current Research [[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Metalworking]

Current Resources:[Demon Forge][Black Steel][Shekels][Shapeshifting Magic][Charm Magic]

Villain Bonus: The Eternal Jew-You come from a long line of demons of deception and depravity skilled at leading others to their doom and shifting blame. +5 to social actions involving NPC's

Lair Bonus:6 Million Levels of hell-The tower you reside in is deceptive and its floors seemingly infinite rumored to have over six million floors each more horrifying then the last. -10 to anyone invading without some sort of paladin, cleric or holy symbol.

>>53191

Current Research:[[Tier 3 Weapons] [Tier 3 Armor] [Tier 2 Metalworking]

Current Resources:[Steel][Ork Forge] [Red Banners][Iron][Gold][Elf slaves]

Villain Bonus:DA BOZZ-Ya are da boss ya're big mean green an full uv rage 'n fact ya're da biggest ork 'n da village wit' years uv kombat 'perience unda yer belt against squishy dumb git 'umiez +5 to all combat rolls

Lair Bonus:DA VILLAGE-The village is filled to the brim with orks and other races taken as slaves theres a literal army here and it's going to take a lot of dakka to invade your village -10 to anyone invading without a substantial army

>>53192

Current Research:[[Tier 3 Weapons] [Tier 3 Armor] [Tier 2 Metalworking][Tier 2 Brewing]

Current Resources: [Steel][Oak Wood][Barbarian Forge][Emeralds][Ale][Beer][Mead]

Villain Bonus: Dark Messiah-The Dark gods are watching you. For every crit fail something even worse happens…but for every crit success you get something better then normal

Lair Bonus:The Tent city is not as defensible as other evil lairs, but its filled with hardy and battle ready barbarians it'd take some seriously beefy people to assault the tents -10 to anyone invading who doesn't outnumber you.

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120e14 No.53194

File: a5a021858428d15⋯.jpg (57.59 KB,388x410,194:205,imageeeeeeeeeeeeeeeeeeeeee….jpg)

>>53185

>drow builder

OH NO NO NO NO

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3887f7 No.53196

Dice rollRolled 3, 15, 85 = 103 (3d100)

>>53193

Name: Vyrlenaeth the Devourer

Race: Sea-Serpent

Fluff: An ancient being borne of the deep, primordial ocean and without equal. For countless years Vyrlenaeth has dwelled in these waters, feasting upon other creatures and the vessels of humans.

Evil Lair Location: City of the Drowned

Evil Lair Fluff: lmao it’s a city underwater nigga what more do ye want.

Troops: 10 Deep Ones

Color: Purple

Current Research:[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Jewel Craft] [Tier 1 Metalworking]

Current Resources: [Coral][Pearl][Platinum][Diamond][Deep-One Forge]

Current Territory: City of the Drowned

Villain Bonus: Leviathan-You are massive and your size and power is unfathomable. There is a reason Ebonheart lacks port towns, all who go near the oceans fear you, and it is obvious you control them. +5 to rolls to expand anywhere within the ocean.

Lair Bonus: The drowned city- Your domain is located deep beneath the inky black depths a horrible maddening place equal parts beautiful and terrifying with strange and fantastical non-euclidean architecture. -10 to anyone attempting to breach the depths without some means of being able to breathe and navigate underwater

Action 1: Explore the area around the Drowned City for anything of note.

Action 2-3: Get more henchmen to serve me by any means necessary.

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4e71ef No.53197

Dice rollRolled 88, 27, 7 = 122 (3d100)

>>53193

Name: Lord Solomon Dracul Variera V

Race: Vampire

Fluff: From the royal line of rulers of the land of Variera, Solomon showed a great talent for magic from a young age, and was trained in it extensively. Eventually becoming a mighty wizard, over many years, he had learned of many great sources of power all the world over, just waiting to be tapped into. He used his knowledge to turn himself into the progenitor of his own line of vampires, so that he may live for as long as it takes to gather all of the power he could ever dream of. He leads the people of Variera, perpetually in awe and fear of his strength, as the Vampire Wizard King.

Evil Lair Location: Castle Variera

Evil Lair Fluff: Castle Variera contains all the guards you would expect of a king's home, but the inner sanctum, off limits to all but the king and his apprentices, is rife with magic traps. It's patrolled by magic creations, the results of experiments from Solomon's many decades of research.

Troops: 10 Thralls

Color: Red

Current Research: [Tier 2 Weapons] [Tier 2 Armor] [Tier 4 Stoneworking]

Current Resources: [Steel] [Glass] [Basic Forge] [Wizard's Library]

Current Territory: Castle Variera

Villain Bonus: Lord of the night-What is a man but a miserable little pile of secrets? As a vampire you strike fear in the hearts of your enemies. +5 to combat rolls, in addition once every 3 turns you can impose a -5 to the combat rolls of an enemy.

Lair Bonus: Castlevania-Your castle is filled to the brim with monsters, traps and the occasional roast chicken hidden behind a candlestick. Its very structure is linked to your life, if you fall so too does the castle…You just hope some vampire hunter with a magical whip doesn't get any bright ideas. -10 to rolls to anyone assaulting the castle that isn't a NPC hero or carrying weapons designed to slay vampires and undead.

1. I gather the people of my kingdom to make a proclamation. "You need fear death no longer." I tell them. "Any among you that one day feel the specter of death begin to close in on you, simply come to me. I can allow you to live forever, in service to me, your king. Like me, this offer will not expire. Go about your lives, with your families. A simple life working for the good of Variera is no shame. But if one day you become old, infirm, injured, or sick. Unable to contribute any further for your countrymen. Know that I will be here to save you."

(This is a recruitment action.)

2. I also pour over my library, looking into magic that can manipulate the terrain. A land bridge to connect us to the mainland and its wealth of resources would be the greatest boon we could wish for.

3. I also work to enhance the magic powers of the apprentices that I turned into my thralls, they should hopefully be able to help me in the event I find a land raising spell.

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bb07ba No.53198

Dice rollRolled 78, 83, 59 = 220 (3d100)

>>53193

Name: Dumat

Race: Dragon

Evil Lair Location: Dumat's Throne

Evil Lair Fluff: Ancient tunnels older then the dwarves lead deep into Ebonheart's bowels. Labyrinth and malicious are the ways within, they echo with the cacophony of jingling cyclopean chains. The mountain's heart is a dark cavernous chamber dominated by the bound form of Dumat atop the final level of three titanic platforms, a mountain within a mountain. Along the edge of the platforms are steps that have been carved into a black and reflective stone always slick with ice, a treacherous ascent fraught with all manner of perils. This close even blunt mortals can hear the whispered Dreams of Dumat.

Troops: 10 Dragon Cultists

Color: Black

Current Resources: [Mithril][Adamantite][Dwarven Forge]

Current Research:[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Metalworking]

Current Territory:List villages,towns and other named things you've captured here

Villain Bonus:Slumbering Ancient-You may be asleep and imprisoned but you still have influence many are susceptible to your whispers +5 to recruitment rolls

Lair Bonus: Mines of Moria-Your lair is located deep within the heart of Dumat's Throne slick with ice and cold beyond reasoning the dwarves dare not near your chambers nor could they for the labyrinthine tunnels are easy to get lost in even for a dwarf. -10 to all who assault your lair unless they can somehow procure detailed maps of the tunnels leading to your chamber.

1 Mithril and Adamantite Bars. Rekindle the embers of the Dwarven Forge and set its attendants to making bars of Mithril and Adamantite. The wealth of Dumat will wax, waning only in the pursuit of influence and glory. (Make a refined amount/source can either be sold or more quickly purposed into arms and armor at a later date.) +T3 Metalworking

2 Basic Breeding Pit. Marshal the ferment of the filth. Assemble the depraved darklings. Set them to breeding that we might purpose their foul progeny to greater purpose. Always birthing, always feasting, and we will take the fat of their tepid toiling.

3 Basic Library. Gather the scribes and sensitives of the land setting them to the task of recording my wisdom into text. I will whisper the secrets of machine into the ears of listeners. Make the world into engines of woe and wonder, all in service to a single purpose, Dumat.

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ae094f No.53199

Dice rollRolled 74, 52, 64 = 190 (3d100)

Name: Ba'al Nezoth, Lord of Depravity and Deception (human alias Schlomo Shekelberg)

Race: Shapeshifting demon

Fluff: In a tower on the northwest peninsula of the island lies a sinister demon lord. No one knows how Ba'al Nezoth came to be, whether he was brought to this world by a powerful sorcerer or just wished into existence by the sinful collective subconscious of the populace of the island, but either way Ba'al Nezoth has arrived, and now that he's here he will lead the world to its ruin. It will not be by his hand that the world falls, but the people themselves, with Ba'al Nezoth acting as the shepherd guiding the flock to their demise. Subversion is the name of Ba'al Nezoth's game, and he does it very well, calling upon powerful charm and control magics to corrupt the hearts of the people. He also has shapeshifting magics, and usually takes the form of a long-nosed and friendly merchant named Schlomo Shekelberg. With this he can avoid much of the heat through his many aliases and facades while still poisoning the people with his insidious corruption.

Evil Lair Location: Tower of Ishaal

Evil Lair Fluff: The Tower of Ishaal, known by some as the Tower of Ishrael, is a seemingly innocent enough tower that many of the locals think is just being rented out by an eclectic and friendly wizard, but in reality it is the lair of Ba'al Nezoth. The first floor seems amicable enough, with guest rooms and amenities for guests, a feast hall, etc. but it's the upper floors that house the true horrors of Ba'al Nezoth's depraved and sinister lair. Sadistic torture rooms, halls full of bloody ritual rooms, and pens full of prisoners awaiting their gruesome fate. Though the tower on the outside is no taller than a standard tower of medieval design, the inside reveals countless floors, each floor worse than the last, expanding further upwards as Ba'al Nezoth's twisted mind hungers for more depravity.

Troops: 10 demonic servants of Ba'al Nezoth

Color: Blue, white or gold (whichever isn't taken)

Current Research [[Tier 2 Weapons] [Tier 2 Armor] [Tier 3 Metalworking]

Current Resources:[Demon Forge][Black Steel][Shekels][Shapeshifting Magic][Charm Magic]

Villain Bonus: The Eternal Jew-You come from a long line of demons of deception and depravity skilled at leading others to their doom and shifting blame. +5 to social actions involving NPC's

1. Donning the familiar alias of Schlomo Shekelberg I will visit the nearby villages to the southeast…it has been too long and I must learn more about the inhabitants here…and of anything I can use in my grand subversion attempts.

2. While I'm at it I'll search for anything else I can use around the vicinity as well.

3. Oy vey, the tower's library is in complete disrepair again…we must work to repair it! It is from here that we will work to strengthen our knowledge and further our dark plans.

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4afecc No.53200

Dice rollRolled 99, 70, 94 = 263 (3d100)

>>53193

Name: Orzgrub Steeltooth

Race: Orks

Fluff: A truly massive specimen by even orkish standards. Orzgrub has devoted to one thing only in his life. While others may be tempted by loot or slaves for Orzgrub it was always the fightin' that kept him happy, but this does not mean he lacked any strategic or tactical sense. In fact, he was dead kunnin' and utilized this to its full effect by forcing his enemies to face him on his terms. What baffled his rivals is that he showed keen understanding of how other races think and was capable of exploiting this by causing division amongst themselves from his attacks. where anything from taking hostages close to the enemy leader to threatening the civilians with slaughter and starvation he was excellent at causing strife wherever he went.

Evil Lair Location: Orkish village of Mork

Evil Lair Fluff: Slaves and trophies of all races and cultures adorn the settlement of Mork. Looted gear worn by once kings are now owned by the teeming hordes of orks. With the knowledge used by their captives the capital is an eclectic combination of features of all races leaving a disjointed but oddly effective defenses in place that only they know how to fully navigate.

Troops: 10 Ork Boyz

Color: GREEN IS BEST

Current Research: [Tier 3 Weapons] [Tier 3 Armor] [Tier 2 Metalworking]

Current Resources: [Steel][Ork Forge] [Red Banners][Iron][Gold][Elf slaves]

Current Territory:

Villain Bonus:DA BOZZ-Ya are da boss ya're big mean green an full uv rage 'n fact ya're da biggest ork 'n da village wit' years uv kombat 'perience unda yer belt against squishy dumb git 'umiez +5 to all combat rolls

Lair Bonus:DA VILLAGE-The village is filled to the brim with orks and other races taken as slaves theres a literal army here and it's going to take a lot of dakka to invade your village -10 to anyone invading without a substantial army

1. Time to get some boys together for a right proper fight. We about to make things GREEN!

2. Oi! There are some gits who think that they are also the boss. Time for me to krump them and show everyone that I am the biggest and baddest

3. Those elf gits always go on about their craftsmanship and how they know everything. Lets beat it out of them so we can make some right proper choppers.

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