ORCLAND 12 A.C.
By Stave
(Dave Stattler)




INTRODUCTION
Post-apocalyptic fantasy.  
Players are part of an Orc warband seeking to loot and pillage.

BACKGROUND:
The once-mighty Empire of the humans lays in ruins.  12 years ago, the Orc warlord 
Gakhar Flamebringer slew the Emperor and razed the Imperial capital.  However, 
he was himself killed in that very battle.  Afterwards, the Orc warbands under his 
command split apart and ran amok, fighting with each other and raiding the 
remaining cities of the Empire.  Now all that remains of the Empire are a few City-
states, choked with refugees and unable to get along, and a few scattered farming 
and fishing villages that have held out against pillaging Orcs.  Various Barbarian 
groups once relegated to the lands beyond the Empire have now crossed its 
borders and made their own homes within.  Everywhere the land is infested with 
the Orkish warbands, ranging in size from a few individuals to mighty armies, roaming 
and pillaging at will.
You remember the Flamebringer, for you fought alongside him.  You are an Orc, and
though the Great Slaughter may have ended with the Flamebringer's death, your 
saga continues.  The world lies bare before you.  The Golden Age of Man is over, and 
the Age of Chaos has begun.  What will you make of it?

PLAYER RACES-
Orcs: big, muscular killing machines.
Goblins: smaller, faster, and sneakier.

ORCS: Warlord, Warriors, Shamans, Tracker/Hunter, Artillerist (mans siege engines), 
Chuck (rock or spear-thrower), Charioteer (Orc cavalry ride in boar-drawn chariots).

GOBLINS: Dabbler/Hedge Wizard, Assassin, Archer/Slinger, Fighter, Engineer/Inventor, 
Scout/Spy.

NPC RACES-

HUMANS: 
Imperial Humans mostly live in the few remaining City-states, which are overcrowded
with refugees.  Some live in small villages, where they hunt, farm, and fish.
They resist Orcs fiercely.
Humans are not as strong as Orcs or as quick as Goblins, but they fight with 
resolve and determination, as well as clever tactics.
Some Human Cities have been taken over by warlords or evil wizards, necromancers,
or cults.  Others are ruled by local nobles or town councils.  A few have been 
turned into permanent bases for powerful Orc warbands, instead of being looted.
Human adventurers, mercenaries, and freebooters can often be found roaming the
wilderness, and will usually attack small warbands if they think they can get 
away with it. Barbarian humans tend to live in remote villages, or often as 
wandering nomads.  They are usually fierce warriors.  Some are willing to deal 
with Orcs, though most will hate you as much as the Imperials do.

ELVES-
Live in deepest parts of forests and jungles.  
Few in number. 
Survivors are suspicious and xenophobic.  
Humans caught in their territory will be turned away, Orcs will be killed.
DWARVES-
Sworn enemies of Orcs.
Live in mountain holds and fortresses.
Will defend their homes to the death, but will rarely be found abroad.
TROLLS-
Big, powerful, stupid.
Will eat humans whenever possible.
May sign on as mercenary for Orc Warband if the grub is good.

OTHERS:
Undead (Plentiful in war-ravaged world)
Lizardmen/Dragonmen
Giants/Ogres
Demons
The Orkish invasion has left much of the Empire as unpopulated wilderness, meaning 
that there are lots of dangerous beasties and monsters wandering about as well.

ADVENTURES:
Raiding/Extorting human settlements, fighting other warbands, gathering new 
Orcs to your warband, hunting for food/loot, exploring ruins, enslaving a 
city or village, re-uniting warbands under your banner.






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