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Orcs Of Anthos

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Arteh

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Orcs of Anthos

 

 

PvP/War/Battles

 

In 3.0 the Orcs are going to base off of Guerilla Warfare. From now on, the Orcs would avoid pitched battles with the other races unless the odds were even or clearly in their favor. There would be more hit and run attacks and ambushes. Unfortunately we are a small race with not a large player-base so we have to utilize our numbers accordingly in order to be successful in the one thing we are supposed to excel in. War. The Orcs, following the example of Viet-Cong, would always give the highest priority to creating safe base areas. They were training grounds, logistics/strategizing centers and headquarters. They also offered secure sanctuaries for times when the war might go badly (Holy city). Hiding the base areas would be a high priority for the Orcs. It is more vital than ever to protect them. In remote swamps or forests, there were few problems, but nearer the capital, it was much more difficult. The answer is to build enormous systems of underground tunnels in order to confuse the opponent if they were to get into the base and we were to retreat to our next base and collapse the tunnel.

 

 

We would focus on attacking, pillaging and razing our targets such as small settlements/towns that are easier for us to attack. This would not only improve our RP but would attract more people to join our race which would inevitably vastly improve our player base. This is where Guerilla Warfare would come into play as before the larger military force can arrive we would already be gone to our nearest base/camp in order to re-group and settle ourselves. We would do this on perhaps a weekly basis to not the same place but changing it up keeping our targets at bay. This will provide a source of income and give a lot to our RP also keep other towns/settlements on edge and give purpose to regular guard patrolling.

 

During wars in an open field we would not be trying to capture them unless we know we can do it and we absolutely have to (Read Fortifications). We would instead be in interesting terrains such as mountains, hills, forests, jungles etc. In order for us to again utilize our Guerilla-Warfare strategy because at most in a large pre-planned war the Orcs get about 40 players on which can be divided into 4 units which can be used to work in Guerilla warfare. (Good example was the battle with Humans/Dwarves throughout the whole desert in Elysium) we would be running around and attacking them. We held on for almost an hour but lost at the end due to lack of organization as it was a rather rushed battle with no pre-planning.This will not only improve Orcish RP but also add a lot to the server. The Orcs will be a fearful race again. This will make the a fearful race again.

 

Transport

 

 

The Orcs would have a series of fortifications/secret bases scattered throughout the map in which they would prepare for battle, the use of re-stocking and a basic fallback point if a fort was to be attacked. This will be based off of the Ho Chi Minh trail

 

WMCSQLk.jpg

 

This is the Ho Chi Minh trail as you see the Red line indicates their route that they follow and have several bases and the branches coming off show the towns/cities they attacked from that route. This is similar to what we would be doing as we would also be basing ourselves off of as I would make a 3.0 map version of the ‘Ho chi Minh’ trail and put it up. The Orcs will NOT follow roads but instead take difficult routes in order to go to places undetected. The Orcs are not supposed to be a casual race you see walking about they should be a dangerous race that people are afraid of.

 

 

Fortifications

 

The Fortifications in which the Orcs would live would be based off of the 16th Century Star-Forts which helped the Italians dominate the battlefield against powerful siege weapons such as cannons.

 

 

WAuOpXb.jpg                    ← Star Fort                   

 

 

 

These would be the ‘Stronghold’ based fortifications the Orcs would have but not their hidden bases in which they would retreat. The ‘Star-Fort’ is a very defendable fort especially to siege weapons as we would have enough room to fit Two Batista's for the stars. The inner-lining of the walls will be filled with gravel to lessen the effect of catapults/trebuchets that would be trying to break into it. On the inside there would be open space with just a tent or two and chests in which the Orcs would store their things and a hidden exit that will connect the Stronghold to the next Stronghold as they would use that as a fallback point. RPly these would not be as useful members of other races unless they are near the Holy City but the majority of these strongholds would be found in non-orcish lands as then, if taken they are of no use or vital significance to the Orcs.

 

 

Hidden bases would be placed throughout the map and again NOT connecting with forts but they would have easy exists as a last resort for the Orcs to leave, giving minor losses. If the Orcs are found and have to retreat there would be a split in forces meaning the opponent can only follow 1 group, the group who is being followed will be required to run away from the hidden base in order to keep the others safe and when at a respectable distance they would turn and charge back honorably and try and kill whomever they can. The Orcs would retreat, not a cowardly escape. This would be more of a strategic rather than a dishonorable move. The Hidden bases will be Redstone operated and would be undetectable unless you know what is where. They would RPly made by Goblins and would be very functional/useful for the Orcs.

 

 

Tribute

 

 

The Orcs won’t be all about pillaging, razing and killing we would also be more strategic in our movement throughout Anthos. We would focus on also collecting tribute from towns/settlements as ‘protection money’. Protection from who? The Orcs. If they pay the Orcs will not raid them and destroy their town/settlement. Each town/settlement will make a chest named ‘Tribute chest’ in which they would put their weekly tribute and a Goblin will go and collect them and present it to the Rex. The tribute will be according to the land, wealth and power of the town/settlement. This would act as a source of taxation for the Orcs as we do not tax our own people but instead demand tribute from others. I will make a tribute list on the forums which would keep our intake and outtake in order and tell us what tribute we are getting, from whom etc.

 

Tribute will not only be material wishes but also be paid in information as ‘scouts’. The Orcs would need information on the town/settlement they are going to attack, basic layout of the area, map, houses, treasury, choke-points etc. This would be crucial in the succession of this as it would require great strategizing and planning and a vital importance of speed. So we know what is where so we can focus those areas and go in and out. Then later for visual effect a GM who would /laser the area maybe destroy 25% of the roof’s on the housing to add an effect and just show the overall violence and chaos caused by the Orcs.

 

Culture

 

 

Orc culture is a big issue i’d like to address in this post. We are a race that prides ourself on our roots and lifestyle which we should utilize as much as we can. We need to do more events which will improve our RP. At least one event per week, these will be suggested to me and the ET and we will discuss to see if the event is suitable/relevant.

 

The Orcs will have blood-rituals and hunts randomly whenever some of the Orcs feel like doing something. These will be a common sight to see and the blood rituals will also be something that will take place in the jungles as a sacrificial ceremony to honor Krug.

 

 

Goblins will RP more as a productive sub-race as they will provide the Orcs with valuable information, plans and writings and will basically be working around the Uzg improving it for the Orcs gradually as ‘progression’ rather than being the usual jokey and naive Goblins they should be more malicious.

 

 

Honor Code

 

  •     Never desert a brother

  •     Do not hurt the War-Nations allies or friends unless necessary
  •     Do not retreat in fear or cowardice unless strategic

  •     In a klomp the strong will show honor. If not you will use whatever you have.
  •     If challenged to an honor Klomp an Orc MUST comply if the opponent is worthy of such an honor

  •     Those in Orc lands without authorization or permission shall be shown no mercy
  •     If outnumbered fight valiantly until death. If retreat it must be strategic

  •     Only attack a non-combatant if they are a threat or unless they are in the middle of war/battle or on Orc lands.

  • Prisoners of war are allowed but going out to capture slaves or keeping slaves is against the will of Krug.

 

 

~ Arteh

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Looks great, nice work Arteh!

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Like many of the others above I'm seriously considering making an Orc character come Anthos. Shame I have so many characters ^.^

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#MakesAnOrc

 

If only I knew how to type blah or whatever it is called. :/

http://www.lordofthecraft.net/forum/index.php?/topic/13396-orc-dictionary/

 

Or if you're ever struggling, never hesitate to PM an orc and ask for a translate, when I first became an Orc I'd PM Pheonixpro1 all the time until I finally got used to it :)

 

Edit: When I first made an Orc the language was a great fear of mine, I thought it'd cause people to think of me as a noob and a shitty RP'er due to not knowing blah, but honestly no Orc's gunna single you out for a mistake, they actually just give a friendly reminder in OOC of the correct wording.

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Well done Arteh, I enjoyed the read.

 

I'd just like to point out that the Star Fort was made specificaly to have overlapping killzones, never leaving a spot close to the walls where someone can take cover and creating death corridors between the spikes, not just the ability to have multiple pieces of artilery on each emplacement.

 

I'm kinda surprised Orcs would invent that, but that's not very important.

 

Also, Navy SEAL Orc's. 

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