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
decoration Key 1

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

On Orcs, Goblins and Cities

Greetings unto thee, oh learned Sage. I wish to know, have Orcs and Goblins ever built cities?

Although we civilized peoples might not recognize them as such, goblins at least construct a collection of edifices that one might name a city. Orcs on the other hand, are universally nomadic, and do not, therefore, tend to erect long-term settlements. Lacking both the technology and the inclination to create lasting infrastructure, orcs construct camps that are temporary – easily erected and easily struck. Orcs stay in one place only until nearby resources are depleted, or they set out in search of new adventures. Who can fathom what thoughts may pass through the mind of an orc, encased as it is in such a thick skull?

Occasionally, a war party may overrun a city, and dwell therein for some time, just as a crab might inhabit an old helmet abandoned near the shore. This is rare, however, and equally as short-lived as encampments in the wilderness. Soon they will move on, leaving the city’s former occupants to slink back – presumably with mop and bucket at the ready.

Goblins, on the other hand, have made cities since time immemorial - this goes for all three primary kinds: plains, forest, and cave. Usually, such locations are cunningly hidden or protected. I have even heard that goblin cities, of a not inconsiderable size I might add, can be found in the mountains that separate Sonnstahl and Equitaine. Though they lack the stoneworking skill of the dwarfs, their buildings are nonetheless reported to be structurally sound. I am led to believe that the areas downstream of these settlements are an assault on the olfactory senses, but the soil is most fertile there, and especially fine for growing tomatoes.

Recorded wisdome of the sage

| 1 | ... | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |

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.