Warcraft: The Rise of the Mag'har

Unless they're a Genius at combat? Or speaking? Or sneaking?

See! None of it can be put in a box! HAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

*broken*

seriously though, I'm off guys, see you tomorrow, I need off this site so I can study in peace.
 
Unless they're a Genius at combat? Or speaking? Or sneaking?

See! None of it can be put in a box! HAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

*broken*

seriously though, I'm off guys, see you tomorrow, I need off this site so I can study in peace.
Good luck torroar :)
 
I...guess? I was going to give them little paragraphy blurbs instead of the usual stat and trait block.
That sounds good. Maybe something like TikiTau does with his character sheet -- how he sorta writes up a brief blurb for something cool we did, made, or for a rune we got through gameplay?

So Jorin could have something related to a "can see his death coming" thing. Saurfang gets "Broke Bladefists Blade". All of 'em are noted as the sons of Chieftains.

Really, whatever gives... character to the character, is good.

Also, good luck on your test!
 
Warcraft wouldn't work well with concrete CKII stats, I think. The entire thing takes place in a time-frame of about 40 years, which basically doesn't give enough time to naturally kill off any characters; orcs are still spry into their 70's, as can be exemplified by Drek'Thar.

A narrative-driven system would probably fit better.

Anyways, good luck with your exam.
 
I think this is mostly a problem with having us pick from canon characters. The stat system is solid and has worked for multiple quests using this format including ones you have run. The issue is that you are trying to randomly roll up a stat block that represents an actual in-story character. I think the best solution to this is simply to work backwards compared to what I assume you usually do.

From what I understand you usually roll up some stats and traits for a character and then put together a character narrative that emerges from the random generation.

For this you should look at the character narrative and then assign traits and stats that reflect their abilities in the story. If that happens to get us a character that is unreflective of the usual stat block of a newly genned character then oh well, that's the perils of using playable canon characters. Narrative coherence is more important than game balance in this case IMHO.
 
I'm partisan of a more narrative based system where rule of cool (as in "no need to roll, you cleave those scrubbs") and roll difficulty is based on what sounds good are in effect.
 
Character Sheet/Military/Economy

Content Search Guide:
[1] = Character Sheets (Note: The Era Designator AA refers to After Apocalypse, when Draenor was nearly destroyed by Ner'zhul and the Horde)
[2] = Military Section
[3] = Economy Section
[4] = Relations Section
Character Sheets[1]

Name: Dranosh Saurfang
Date of Birth: -13 AA
Titles: Warchief of the Mag'har, Chieftain of the Blackrock
Prestige: 1500

Martial: 20+2+2+1+4+2=31
Diplomacy: 18+2+3+2=25
Stewardship: 10+2+1=13
Piety: 18+2+2+3+2+2=29
Intrigue: 14+2+3=19
Learning: 10+2=12

  • Trait: Saurfang Scion – The traditions, beliefs, and strength of the Saurfang family have been passed down the Saurfang line for generations! Strength, Honor, Duty! (+2 All Stats)
  • Trait: Strong – Even though you are one of the youngest around, your body ripples with muscles. As a result you look far older than you actually are. (+2 Martial)
  • Trait: Hatred of Demons - For their corruption of your race, and uncountable further crimes, you despise demons with every fiber of your being. You will never truck with them. Never. (+3 To All Stats against Demons and Demon Followers).
  • Trait: Hatred of the Horde – The existence of this blight on the history and honor of the orcish people enrages you unto near blinding fury. You despise the Horde with every fiber of your being. (+3 To All Stats Against Horde)
  • Trait: Scarred - Your brown hide carries plenty of scars, letting all know you have been in battle. (+Small Prestige Gain Per Turn).
  • Trait: Blessing of Water - The Fury of Water has suffused you with a mote of its power. To unify and soothe pains and anger, to seep between the shadows and flow (+3 Diplomacy, +3 Intrigue, +2 Piety)
  • Trait: Blessing of Earth - The Fury of Earth has suffused you with a mote of its power. To remain pure and stand free in thought and body (+1 Martial, +3 Piety, +1 Stewardship)
  • Trait: Blessing of Fire - The Fury of Fire has suffused you with a mote of its power. To forge ahead with strength and passion in all things (+4 Martial, +2 Piety)
  • Trait: Blessing of Wind - The Fury of Wind has suffused you with a mote of its power. Swiftness in motion, and memories of the past. To be of the Land of the Wind is to be an orc, never forget this. (+2 Martial, +2 Diplomacy, +2 Piety)
  • Trait: Blessing of Life - The Fury of Life is the most powerful of all, and granted you less than a mote of its power. That is more than enough. (Vitality increased notably)
  • Trait: Wolf-Brother - You have successfully tamed and become partners with a large brown-furred wolf of Draenor. Her name is Dranar. (Wolf companion for riding and to fight alongside you in battle. +1 Diplomacy To Traditionalist Orcs)

Name: Kaz
Date of Birth: -14 AA
Titles: The Shrieker, Chieftain of the Laughing Skull
Prestige: 750

Martial: 22+5+2=29
Diplomacy: 12+4+2=18
Stewardship: 17+2=19
Intrigue: 20+2+3=24
Piety: 15+2=17
Learning: 13+2=15

  • Trait: Blademaster - Having trained under an inorcishly harsh regimen with the Burning Blade, Kaz has achieved the vaunted and rare position of Blademaster. (+5 to Martial, +4 Diplomacy With Orcs, +3 Intrigue)
  • Trait: Daughter of the Laughing Skulls – The offspring of Kaz the Shrieker has much potential indeed… (+2 All Stats)
  • Trait: Blind - Her eyes were destroyed by a treacherous ogre, now dead. However, years of training have reduced the penalties of such things and has enhanced her remaining senses to full compensate. (Previously -3 Martial, -2 Diplomacy. Now Reduces No Stats)
  • Trait: Drained Soul - The curse of corrupted orcs is to be either bereft of demonic empowerment and weakened or empowered and monstrous. However, with another source of energy and invigoration, vitality lost could be returned. Empowered By Shamanism (Shamanism removes penalties).
  • Trait: Hatred of Demons - For their corruption of your race, and uncountable further crimes, you despise demons with every fiber of your being. You will never truck with them. Never. (+3 To All Stats against Demons and Demon Followers).
  • Trait: Pregnant - As of 7 AA, Month 4, Kaz is pregnant. In nine months from that date, she will - if all goes well - give birth to a healthy child.

The Mag'har Nation[2]
Orc Population: 150,000~ (Estimated)

Warriors Available: 42,200
Warrior Morale: Good
Warrior Reserves: 15,000

Reserves: The old, the too young, the sickly, anyone who can pick up a weapon and defend Garadar if you are absolutely pressed. Oh, and the peons too. You guess.
15,000 Reserve Fighters (Well, they're still orcs. So that's something. Average Attack, Defense, Morale, and Mobility)

Forces Available:
10,000 Grunts - Armored in and wielding steel and iron. The core of any orcish force. (Good Attack, Good Defense, Good Morale, Average Mobility)

7,000 Orcish Bowmen - Armored more heavily than most other races would equip their ranged troops, yet still retaining mobility and agility. (Good Attack, Good Defense, Good Morale, Good Mobility)

10,000 Orcish Raiders - Armored orcs riding atop massive wolves wielding massive blades. Also possess nets and the strength ground low-flying aerial threats/capture others. (Good Attack, Average Defense, Decent Morale, Great Mobility)

1,000 Arcane Warriors - Warriors who have trained in the magical powers of the Arcane, augmenting their abilities with magical powers and spells. (Good Attack, Good Defense, Good Mobility, Great Morale)

500 Shamans - Spiritual leaders of Mag'har society, wielders and partners of the elements capable of great destruction and good in equal measure. (Great Attack, Good Defense, Good Mobility, Good Morale)

Elite Units
1,000 Mag'har Crushers - Amongst the strongest of the Mag'har, wielding hammers and maces to shatter the foe, whilst heavily armored as well. (Great Attack, Good Defense, Good Morale, Average Mobility)
1,000 Mag'har Shadowskulls - Wielders of short blades, poisons, bows, and stealth. (Great Attack, Average Defense. Unbreakable Morale, Good Mobility)
2,000 Garadar Guard - Grunts given the honor of guarding Garadar itself. (Permanently Stationed at Garadar, Elite Grunts)​

Hero Units
Name: Garrosh Hellscream

Martial: 15+2+2+1+2=22
Diplomacy: 8+2+2=12
Stewardship: 10+2=12
Intrigue: 5+2=7
Piety: 13+2+3+4=22
Learning: 12+2=14

Trait: Strong – Even for an orc, Garrosh's body bulges with muscles. His strength is undeniably, even if his actual skill in combat is not the same as others the same age as him.(+2 Martial)
Trait: Hellscream Scion – As a scion of the Hellscream line, he as much potential… (+2 All Stats)
Trait: Trait: Repentant – Dedicated to making up for crimes they feel responsible for. (+1 Martial, +3 Piety)
Trait: Hatred of Demons - For their corruption of your race, and uncountable further crimes, you despise demons with every fiber of your being. You will never truck with them. Never. (+3 To All Stats against Demons and Demon Followers).
Trait: Aldor Priest - A faithful priest of the Aldor, and a wielder of the Light (+4 Piety, +2 Martial, +2 Diplomacy)
-------------------------------------------​
Name: Jorin Deadeye

Martial: 10+2+2+2+1-2=15
Diplomacy: 9+2+2+1-2=12
Stewardship: 10+2+2+1-2=13
Intrigue: 20+2+2+1-2=22
Piety: 16+2+2+1-2=17
Learning: 19+2+2+1-2=22

Trait: Bleeding Hollow Chieftain – Being the leader of the Bleeding Hollow from such an early age has rapidly matured Jorin. (+2 All Stats)
Trait: Fearless – He knows precisely when and how he will die. Anything else is arbitrary. (+2 Martial, Unbreakable Morale)
Trait: Genius – Extremely intelligent. (+2 All Stats)
Trait: First Mage - The first orc to wield the powers of the arcane. (+1 All Stats)
Trait: Hatred of Demons - For their corruption of your race, and uncountable further crimes, you despise demons with every fiber of your being. You will never truck with them. Never. (+3 To All Stats against Demons and Demon Followers).
Trait: Wounded - Not at the top of your form, this will require time to heal.
Trait: Scarred - Your brown hide carries plenty of scars, letting all know you have been in battle. (+Small Prestige Gain Per Turn).
Trait: Badly Wounded - This will take a lot of time to heal. (-2 All Stats Until Healed).
------------------------------------------------------------------------------------------------------------------------------

Economy[3]
(Gold is the standard currency for nations in Warcraft)

Treasury: 38,500 Gold
Tax: 0 (System Not Present In Orcish Culture)

Warrior Upkeep: 1,000
Nagrand Patrol Upkeep: 1,000
Anti-Arrakoa Work: 500

Mining Income: 500
Farming Income: 5,000
Lumber Income: 0
Fishing Income: 2,000
Hunting Income: 3,500
Trading Income: 1000

Net Income: +9,500 Gold Per Turn

Economic Status of the Mag'har: Stable

Food Situation:
Current - Large Surplus

Types of Food Situations:
Massive Surplus
Huge Surplus
Large Surplus
Surplus
Small Surplus
Stable
Slight Deficit
Deficit
Large Deficit (People Begin Starving)
Huge Deficit (Half of Population is Starving)
Massive Deficit (All of Population is Starving).

----------------------------------------------------------

Relations[4]

The Mag'har: Exalted
(Ogre) Boulderfist Clan: Hostile
(Ogre) Warmaul Clan: Neutral +
(Draenei) Velenic Draenei: Honored -
(Draenei/Broken) Dreghood Tribe: Neutral
(Sporeling) Sporeggar: Friendly
(Demon) Burning Legion/(Various) Shadow Council/(Orcs) Kargath's Horde: Hated
(Various) Sons of Lothar: Unfriendly
(Dragon) Netherwing Dragonflight: Neutral
(Giant) Fungal Giants of Zangarmarsh: Neutral +

 
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Looks fine to me.

I also love how the fact that Garrosh's intrigue is so low that his scion trait is literally the only thing keeping him from being absolutely pathethetic when it comes to anything involving it.

Also the Saurfang scion trait: it's ridiculous, but due to its memetic status, it makes so much sense that it gets canceled out.
 
Damn Jorin, why you so strong? And we need to pull Garrosh out of depression, stat. And we're the best at combat, even if Jorin is better at... everything else. Hmm.
 
Been playing CKII to much when the first thing that comes to mind when seeing Dranosh age is to consider what mentor to get him so he can get a some good traits. Still he should have a lot of growing up left in him, he was the youngest of them if i remember correctly.
 
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