Dec 27, 2024 9:47 pm
Tiebreaker Player: Dmbrainiac
The Creation
When first devised by the Council, the Orcs are nothing more or less than a people made for war and able to kill without hesitation or regret.
The Council has come up with a way to create them, and perhaps a way to control them.
Orcs start with these scores:
Orcs start around the same size as the average Lannian.
If any score reaches 4 this chapter, we will list one new custom the Orcs have undertaken that sets them apart from Lannians.
Rule: WARPS
In each of the following chapters, a great battle will be fought. In the aftermath, the Council will have at least five ideas for ways to change or improve the Orcs, called Warps.
They will not have the time or the resources to implement all five. Sages should decide which Warps they will choose, and describe how they go about making each change. The Sages would never choose fewer Warps than they are allowed – their nation’s fate is at stake.
Rule: SHIFTS (Starting Chapter 3)
The Sages also have four Shifts they can choose to make, no matter what has happened. The Shifts are the same each chapter. Sages can choose as many of the Shifts as they would like each chapter, including none or all four, but each Shift can only be done once per chapter, and each is the reverse of another.
Rule: DISAGREEMENTS
The Council of Sages will make many important decisions on how the Orcs are made and occasionally advise on strategy at the highest levels. When making any decision, if the Council cannot agree in a reasonable amount of time, put it to a vote. The Narrator for each chapter breaks ties. [Note: In-person play has each player taking turns reading each chapter for the table. For PbP, I'll simply note the Tiebreaker at the start of each chapter for this purpose.]
Rule: BETRAYAL
If they so choose, each Sage can secretly Betray the Council once per game. For a Sage to Betray the Council, they should declare it after an option has been chosen. That Sage may then switch it with any different option that the Council could have chosen at that time. If multiple Sages wish to Betray at the same time, resolve the Betrayals in the order that they are declared.
The Creation
When first devised by the Council, the Orcs are nothing more or less than a people made for war and able to kill without hesitation or regret.
The Council has come up with a way to create them, and perhaps a way to control them.
Orcs start with these scores:
Numbers | 0 |
Loyalty | 0 |
Brute | 0 |
Clever | 0 |
Orcs start around the same size as the average Lannian.
If any score reaches 4 this chapter, we will list one new custom the Orcs have undertaken that sets them apart from Lannians.
Rule: WARPS
In each of the following chapters, a great battle will be fought. In the aftermath, the Council will have at least five ideas for ways to change or improve the Orcs, called Warps.
They will not have the time or the resources to implement all five. Sages should decide which Warps they will choose, and describe how they go about making each change. The Sages would never choose fewer Warps than they are allowed – their nation’s fate is at stake.
Rule: SHIFTS (Starting Chapter 3)
The Sages also have four Shifts they can choose to make, no matter what has happened. The Shifts are the same each chapter. Sages can choose as many of the Shifts as they would like each chapter, including none or all four, but each Shift can only be done once per chapter, and each is the reverse of another.
Rule: DISAGREEMENTS
The Council of Sages will make many important decisions on how the Orcs are made and occasionally advise on strategy at the highest levels. When making any decision, if the Council cannot agree in a reasonable amount of time, put it to a vote. The Narrator for each chapter breaks ties. [Note: In-person play has each player taking turns reading each chapter for the table. For PbP, I'll simply note the Tiebreaker at the start of each chapter for this purpose.]
Rule: BETRAYAL
If they so choose, each Sage can secretly Betray the Council once per game. For a Sage to Betray the Council, they should declare it after an option has been chosen. That Sage may then switch it with any different option that the Council could have chosen at that time. If multiple Sages wish to Betray at the same time, resolve the Betrayals in the order that they are declared.