Jan 15, 2025 2:31 pm
Tiebreaker Player: @redcroc
The Heartlands Campaign
The Orcs have bought enough time for the common Lannian to learn violence. Bolstered by Lannian conscripts, the Orcs have a chance to overwhelm the Styrovites with a massive, well-coordinated attack. If it convinces the Styrovite commanders that Lannia has the spirit to fight on forever, they may cut their losses and end the invasion.
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 10 or higher, Lannia is victorious.
Victory
On a victory, elite Styrovite warriors desert en masse. Their leaders swear an oath of surrender in exchange for being allowed to flee from Lannia alive. With the Styrovites gone, some Lannians wish to be rid of the Orcs as well.
Pick three Warps.
Defeat
On a defeat, the war drags on for many more years, leaving Lannia in ruins. Eventually Lannians swear fealty to the Styrovites and pay a high tribute in exchange for uneasy peace.
If the Orcs are bound in supernatural loyalty to an item, it is taken by the Styrovites as loot. -3 Loyalty.
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
Orcs are cursed with a vulnerability to silversteel. -1 Numbers.
Orcs are cursed to weakness in the light of the sun. -1 Brute.
New laws are made to control the Orcs. Lannians are appointed to enforce the laws on Orcs exclusively. -1 Loyalty.
Orcs are forbidden to hold roles of leadership or titles of nobility. -1 Clever.
Orcs are set to work building terrifying war machines in preparation for future conflicts. +1 Clever.
Orcs are granted swathes of land, depopulated by the war, where they can build farms and homes. +1 Numbers.
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 Heartlands Campaign
The Orcs have bought enough time for the common Lannian to learn violence. Bolstered by Lannian conscripts, the Orcs have a chance to overwhelm the Styrovites with a massive, well-coordinated attack. If it convinces the Styrovite commanders that Lannia has the spirit to fight on forever, they may cut their losses and end the invasion.
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 10 or higher, Lannia is victorious.
Victory
On a victory, elite Styrovite warriors desert en masse. Their leaders swear an oath of surrender in exchange for being allowed to flee from Lannia alive. With the Styrovites gone, some Lannians wish to be rid of the Orcs as well.
Pick three Warps.
Defeat
On a defeat, the war drags on for many more years, leaving Lannia in ruins. Eventually Lannians swear fealty to the Styrovites and pay a high tribute in exchange for uneasy peace.
If the Orcs are bound in supernatural loyalty to an item, it is taken by the Styrovites as loot. -3 Loyalty.
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
Orcs are cursed with a vulnerability to silversteel. -1 Numbers.
Orcs are cursed to weakness in the light of the sun. -1 Brute.
New laws are made to control the Orcs. Lannians are appointed to enforce the laws on Orcs exclusively. -1 Loyalty.
Orcs are forbidden to hold roles of leadership or titles of nobility. -1 Clever.
Orcs are set to work building terrifying war machines in preparation for future conflicts. +1 Clever.
Orcs are granted swathes of land, depopulated by the war, where they can build farms and homes. +1 Numbers.
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