Orcs and Goblins

The Warborn

Appearing from nowhere and swarming the lands like a tsunami, the Warborn have emerged in every continent across the world for as long as any can remember. With a never-ending love of conflict, and many hidden enclaves of which few outsiders are aware, it is only a matter of time before you face the twin threat of the Orcs and Goblins.

The nomadic orc tribes seem to self-generate periodically in large numbers, and are always on the move. Thanks to unfathomable methods of reproduction and with no fixed encampments, they are like a brushfire, stamped out one minute only to spring up again the next. Trickier and more treacherous than their larger relatives, the mysterious goblins protect their own existence through a complex network of secret enclaves, waging war through a union of cunning tactics, improbable monsters and the use of potent hallucinogenic substances.

T9A world map name Orcs and Goblins map
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Most major nations have curtailed Warborn populations within their borders, but none have succeeded in eliminating them entirely. The greatest orc hordes can be found in the wild places, endlessly roaming, looking for the next big fight. Goblins live in cities or camps known as Gardens, often kept hidden and secret, and sometimes even moving entirely.

Playstyle

Orcs and Goblins can often be played by sending many different monsters to overwhelm the opponents, paired with close combat units trying to rush opposing forces. A completely different approach is a large army mostly consisting of big units of Orcs and Goblins to catch the opponent and to then get in for the kill with. Orcs and Goblins armies can also consist of a more balanced approach with close combat units and shooting units with mounted characters for support.

Lore of Orcs and Goblins

An Orc prisoner witnesses the Games

The Warborn are a paradox. On the one hand, they are the most ferocious beasts of war. On the other, observing them in their daily life, they sometimes look like actors playing a comedy. One that can suddenly become a terrifying tragedy, of course. As their prisoner, I witnessed the bizarre series of challenges known as the Games. They began with the most comical, or the one which earned the greatest laughter: the launch of the piglets. It was astonishing how quickly something really gory could become something sacred and venerated, as is so common in Warborn culture.

Each orc group deployed a team of two, equipped with a furry pig anointed with a special oil by the shamans. It seems this oil prevented the pig from burning too easily or too fast. Once the warlord gave the sign, all the piglets were set ablaze and launched. Theoretically, the one reaching the farthest distance is the winner. Obviously, the game was soon reduced to chaos: some of the pigs died instantly, others galloped directly into the camp, setting ablaze whatever they touched. When the winner is finally determined, if it is still alive, it is consecrated and considered untouchable until the following year, while all the others are soon slaughtered by the crowd and devoured.

From the records of Sergeant Frederick Wilhelm Hemmer, survivor

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You will find here the lore that has currently been released. More lore will be released in the future, and will subsequently be added to this section.