Jan 12, 2025 7:08 pm
Tiebreaker Player: @dmbrainiac
The Harrowing of Styrovia
Small bands of Orcs travel deep into Styrovite territory to disrupt supply lines, burn farms, and massacre settlements. Enough damage could force Styrovite troops to withdraw from Lannia to protect their own homes. These daring raids are risky for the Orcs sent on them, but the greatest price will be paid by the farmers they put to the sword.
Pick any two Trait scores to serve as a stratagem, but those scores can never be used together as a stratagem again. Ex. If we choose to use Numbers + Loyalty as this chapter's stratagem, we can no longer use N + L together as a future stratagem.
Roll 1d6+Stratagem. On a total of 9 or higher, Lannia is victorious.
Victory
On a victory, the Styrovites have to withdraw a third of their regiments to protect their own lands. They spend months chasing the Orc raiders but catch few. Food riots break out in Styrovite territories as they face hunger at home and on the front.
Pick three Warps.
Defeat
On a defeat, outrage at Orc atrocities fills the ranks of the Styrovites with vengeful new recruits. Tales of Lannian cruelty travel to distant lands. Furious militias hunt down the Orc raiders. Orc leaders who coordinated the raids fall prey to suspicious fatal accidents. -1 Clever.
Pick two Warps.
If any score reaches -8, -4, +4, or +8 this chapter, we will create one new custom the Orcs have begun that sets them apart from Lannians.
Available Warps
All Orcs have an innate sense of right and wrong. -1 Loyalty. +1 Numbers.
All Orcs possess a deep cruelty. +1 Clever.
The Orcs adopt a rigid code of martial honor and hierarchy. +1 Loyalty.
Orcs begin to experiment with disturbing, forbidden magic. Describe it. +1 Clever.
The Orcs become fanatical zealots for their beliefs. If they have no beliefs yet, add one. +1 Brute.
Shifts
The Council may do any or all of these at the end of each chapter starting with Chapter 3, but each only once per chapter:
Make the Orcs larger. Move them up the size scale* by one. +1 Brute. -1 Numbers.
Make the Orcs smaller. Move them down the size scale by one. -1 Brute. +1 Numbers.
Indoctrinate the Orcs. Write one belief you give them. +1 Loyalty. -1 Clever.
Educate the Orcs. Write one skill they learn. -1 Loyalty. +1 Clever.
*Size scale, smallest to larges. Bold = Current size:
Green Goo
Gremlins
Goblins
Diminuitive
Stunted
Lannian
Burly
Hulking
Ogres
Trolls
Giants
The Harrowing of Styrovia
Small bands of Orcs travel deep into Styrovite territory to disrupt supply lines, burn farms, and massacre settlements. Enough damage could force Styrovite troops to withdraw from Lannia to protect their own homes. These daring raids are risky for the Orcs sent on them, but the greatest price will be paid by the farmers they put to the sword.
Pick any two Trait scores to serve as a stratagem, but those scores can never be used together as a stratagem again. Ex. If we choose to use Numbers + Loyalty as this chapter's stratagem, we can no longer use N + L together as a future stratagem.
Roll 1d6+Stratagem. On a total of 9 or higher, Lannia is victorious.
Victory
On a victory, the Styrovites have to withdraw a third of their regiments to protect their own lands. They spend months chasing the Orc raiders but catch few. Food riots break out in Styrovite territories as they face hunger at home and on the front.
Pick three Warps.
Defeat
On a defeat, outrage at Orc atrocities fills the ranks of the Styrovites with vengeful new recruits. Tales of Lannian cruelty travel to distant lands. Furious militias hunt down the Orc raiders. Orc leaders who coordinated the raids fall prey to suspicious fatal accidents. -1 Clever.
Pick two Warps.
If any score reaches -8, -4, +4, or +8 this chapter, we will create one new custom the Orcs have begun that sets them apart from Lannians.
Available Warps
All Orcs have an innate sense of right and wrong. -1 Loyalty. +1 Numbers.
All Orcs possess a deep cruelty. +1 Clever.
The Orcs adopt a rigid code of martial honor and hierarchy. +1 Loyalty.
Orcs begin to experiment with disturbing, forbidden magic. Describe it. +1 Clever.
The Orcs become fanatical zealots for their beliefs. If they have no beliefs yet, add one. +1 Brute.
Shifts
The Council may do any or all of these at the end of each chapter starting with Chapter 3, but each only once per chapter:
Make the Orcs larger. Move them up the size scale* by one. +1 Brute. -1 Numbers.
Make the Orcs smaller. Move them down the size scale by one. -1 Brute. +1 Numbers.
Indoctrinate the Orcs. Write one belief you give them. +1 Loyalty. -1 Clever.
Educate the Orcs. Write one skill they learn. -1 Loyalty. +1 Clever.
*Size scale, smallest to larges. Bold = Current size:
Green Goo
Gremlins
Goblins
Diminuitive
Stunted
Lannian
Burly
Hulking
Ogres
Trolls
Giants