We don't have a tie, we have what I intended; a smaller number of locations chosen by you gitz I can now make some pros and cons for, and you can choose the final one.

That might take a while though, things are a bit in the air right now. I was meant to be heading on holiday round about now, but my grandma is in hospital (not serious) so I'm just seeing where it's going
 
We don't have a tie, we have what I intended; a smaller number of locations chosen by you gitz I can now make some pros and cons for, and you can choose the final one.

That might take a while though, things are a bit in the air right now. I was meant to be heading on holiday round about now, but my grandma is in hospital (not serious) so I'm just seeing where it's going
. . .bruh and brain fart moment for me :\/
 
Ah. I thought this was the actual vote. Did you need more suggestions?
Somewhere in the Ogre Kingdom, a island for pirate orcs, a desert, kislev/other snowy areas, etc.
 
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I say we go for fodder princes, enuf figthin' to keep da boyz buzy between raidz but eazy enuf dat wez can gets some material for a propah base without worryin' too much
 
Well, this is so far VERY orcy in flavor, and I love it to bits. Pity I couldn't suggest Cathay so we could get Kong Foo Orcs, but hey.
 
Location Selection #2
[ ] Mousillon, Cursed Dukedom of Bretonnia
The land of Mousillon was once the fairest of all the Dukedoms, but time and tragedy has sapped it's grace, and the rot of undeath has laid its mark heavily. Currently there isn't even a recognised Duke, with the capital of Mousillon City ruled by shadowy creatures. It's populace are inbred mutants, living short and miserable lives. In death they found little rest, raised by passing necromancers or even random dark magic.

Pros
Who Wants To Live Here?
- Most of the "better" parts of Mousillon was claimed by it's neighbor Lyonesse, and the rest left to rot. Few have interest in it now. (Less likely to gain attention from outside of Mousillon)
Sunken Treasure - Much has sunk beneath the dirty waters of Mousillon, trapped forever in it's murky embrace. If you can find a way to pull them from the depths, they will be yours. (Can search/dredge for useful things e.g. scrap, treasure)
Terrified Populace - So many petty tyrants and dark lords have claimed the accursed Dukedom as their own, the human populace have become used to living under oppression's boot (Actions against locals less likely to cause negative responses)

Cons
Marshland
- Mousillon is a land of bogs and marshes. Dry, high ground is rare and sometimes shifts. The swamps themselves are often called haunted - which is completely true, by a number of monstrosities. (Lots of wet land, often occupied)
Restless Dead - Undead of all kinds lurk within Mousillon - and not all hide away. Some hold land, lording over the living and dead both. Some still hold to their honor, as twisted as it might have become. (Undead and Necomancers everywhere)
Watched Borders - Built in response to the Red Pox, the Cordon Sanitaire has been built up over centuries. It is a loose ring of fortress and watch towers, manned by a few unlucky troops and naive knights, that stop anyone from trying to leave Mousillon (Any parties leaving Mousillon are likely to be spotted)

[ ] The Kingdom of Beasts, Southlands Jungle
The jungles of the Southlands are vast, primal places where the law of the beast rule supreme. Tribes of men, beastmen and greenskins survive under it's canopies, while the coasts are home to rough colonies and hidden coves. The Kingdom of Beasts is well known for it's monstrous denizens of all types and sizes, ranging from the simple hippopotamus to rare creatures like the savage Carnosaur.

Pros
Wood A Plenty
- Timber is in abundance here, as well as other floral bounties. You just have to avoid the poisons ones (Large amounts of Wood, and other plant-based resources)
Savage Land - Greenskins of the Savage variety are common within the Southlands, with tribes regularly migrating in search of a foight. (Tribal greenskins are easy to find, for better recruitment and fighting)
Hidden Wonders - The Southlands are a place of mystery, with many lost ruins and hidden temples containing wondrous treasures. You'll need to avoid the deadly trap and unsleeping guardians, but tomb raiding is very profitable. (Chances to go dungeon crawling)

Cons
This Jungle Hates You
- Flies the size of your eye, snakes that could swallow a grot hole, rampaging dinosaurs that crush everything in their path - and that's just the start. (Lots of danger and chances to die)
Aint No Map - Navigating the jungle is difficult even for those that spend their lives there. The undergrowth can change overnight, damaged by passing beasts or fed by heavy rainfalls. (Traveling is difficult, even over short distances)
Languid Lizards - The Lizardmen of the Southlands might be split off from the majority of their race and the guidance of their eldest, but they are still mighty. More importantly, their copy of the Great Plan is more complete (Possibility of attracting Lizardmen attention)

This is the last "character" creation vote, after which... you'll do another vote to choose a specific location. But, then it'll be turn 1 time!
 
I will say, giving our character is Greedy, dungeon diving would be perfect for him. And we have possibility of large amount of Savage Orcs and Fauna and Flora will give Orcs more fun that undead monsters of Mousillon.
 
Well, we don't want to chanz runnin into dat stuntie wizzad git. I say to the southland. (yes, I know she's highly unlikely to be in this quest. I don't care)
 
I'm thinking Mousillion, honestly, swamps can be filled in by brute force, and Undead knights are shockingly good fights. Plus, there's the Iron Orcs in Brettonia.

And I want some gits who're so dead hard their skin fused with their armor.
 
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