orks!

GREYWORLD RPG


GREYWORLD -- A multi-genre game where Medieval- and Civil War-era technologies collided. There is a large-scale battle component, as well as an arena combat component. Oh, did I mention you play Orks, Trolls, and so on?...

Paris, France, 1895 AD: Premier Jules Verne, gently puffing on his cigar, relaxed behind the comfortable desk in his newly- won office. His writings had so inspired a nation, that his election had been a mere formality. Jules was a man of great vision, and now he was in a position to turn that vision into reality. He would restructure the economy from its' imperialistic-militaristic insanity, into one of exploration, research, and developement. And Mars would be the first of many far-flung destinations...

Greyworld, 1896 AD (Earth Standard Time): The Dwarven Clan of Schwartzberg, along with its Gnomish allies, have finally scouted the area now known as "The Site". Three Regiments of Heavy Foot paid a gruesome price in blood and flesh, but all of the devices have finally been destroyed. That is, all but a few of the devices. Perhaps the Gnomes, with their scholarly ways, could understand, and repair some of the strange machinery. After all, the killing potential cannot be dismissed, not with the Goblin and Orkan threats to the North...

Thune, (Greyworld), 39 AA(After Awakening),((1934 AD by Earth standards)):The Legions of Thune are once more on the march. The Osumo Brotherhood treasonously broke away from Marshall Okinawa's Horde. It is not known if any treaties have been struck. Perhaps not with the Northmen, but perhaps with the Equiss, but certainly not with the greedy Dwarven thieves. At any rate, a bounty has been offered for the live capture and return of "General" Ikuna, to the Halls of the Impaler. Any troops of this upstart should be Judged, and either conscripted or disposed of, as the situation dictates. The Aslan and Canae are preoccupied in their own dirty little war, so they probably can be ignored for the time being. Okinawa will move his forces to advance positions, while Marshall Yamato's troops will scout, raid, and conquer southward...

CHARACTERS:

Players assume the part of minor (at start) military commanders in one of two Hordes that threaten the Human, Elven, Dwarven, Equiss, Canae, and Aslan nations to the south. Players can choose from a variety of races for their characters, or the GM will determine this randomly. The following races are open to players: (Brief descriptions are available at the end of this article.) Orkan, Goblin, Trollite, Koboldan,Gnollish, Ogrish, Western Ceylese, Eastern Ceylese, Renegade Equiss, Renegade Aslan, Renegade Canae, Renegade Human. Note that races listed as "Renegade" will not be popular with other Horde troops, let alone with their abandoned native race.

NPC GROUPS and SELECT CHARACTERS:

Orks are the pathetic result of some cruel medical or majikal experiment. There are some similarilties to Humans; however, Orks have 12 fingers, significantly more body hair, and much nastier temperments. Orks resist PANIC from viewing Majik use by passing a Difficult maneuver check, and their actions are severly hampered by sunlight. Orks also are rather uncomfortable around the UNDEAD (chance for resisting PANIC is passing a Easy maneuver check.). Orks have night vision(60'), and usually operate at night, and rest during the day. Their glowing eyes can be seen on a clear night from a distance. Orks have brownish green skin, with dark brown or black bristly hair. An Ork can reach 6'0" and 200#. Like most of the "Lower Races", Orks are wary of change and regard "New Thinkers" with some suspicion.

Goblins, like Orks, are the pathetic result of some cruel medical or majikal experiment. There are some similarilties to Humans; however, Goblins have 12 fingers, and are much shorter than Humans, averaging 5'9" and 150#. Larger individuals are often called Hobgoblins. Goblins resist PANIC from viewing Majik use by passing a Difficult maneuver check. Goblins also are rather uncomfortable around the UNDEAD (chance for resisting PANIC is passing a Easy maneuver check.). Goblins have night vision(60'), and usually operate at night, and rest during the day. Their glowing eyes can be seen on a clear night from a distance. Their actions are severly hampered by sunlight. Goblins have dull orange to brick red skin. Like most of the "Lower Races", Goblins are wary of change and regard "New Thinkers" with some suspicion.

Marshall Okinawa is a Goblin Commander, 42 years old, brick red in color, 6' tall and 175# (a Hobgoblin). He wears spectacles to correct his imperfect vision. He leads approximately 60 Legions from The Halls of the Impaler (his stronghold), and also the Nataki, Loth, and Shome provinces. Okinawa, a highly-educated leader, is a veteran of 9 campaigns against his Southern enemies. Oki', as his loyal troops refer to him(not to his face, though), often fights unarmed, as do many of his soldiers. His bodyguard consists of units from the Loth 12th Assault Legion, a Ceylese unit. Some of his detractors say his actions are too Ceylese, and his thinking too progressive ("a new-thinker"). Again, not to his face. His calm facial composure remained unchanged as he exacted Judgement by Mutilation on his own son for a petty matter.

Gnolls are tall swamp dwellers, somewhat wolf-like in appearance. Gnolls disdain the use of artifacts. Most are armed with simple spears or clubs, but some use slings or the shoosh-thak, a bolo-like device. Gnolls resist PANIC from viewing Majik use( by passing a Easy check), and do not PANIC around UNDEAD. Their gray, mud smeared fur offers great concealment in the swamps and caverns that they inhabit. Gnolls wear very little clothing. Gnolls have good night vision. (90'). Like most of the "Lower Races", Gnolls are wary of change and regard "New Thinkers" with some suspicion. They will attempt to destroy most artifacts not of cultural or religious significance to them.

Trolls are large, usually pissed off, and uncooperative. Some reportedly have strange healing powers. They do have an incredible ability with artifacts, and have a monopoly on all of the Legion's Railroads on the Central Continent. Trolls do not PANIC from viewing Majik, and neither are they uncomfortable around UNDEAD. Trolls have greenish-brown skin, and dress in rough hides or furs. Trolls have good night vision.(90'). Trolls, as New Thinkers, are regarded with some suspicion by other Lower Races, although due to their nature, bullying and jeering would be unwise.

Kobolds are not the best soldiers, due to their small size(3', 75#), but are often invaluable in guerrilla actions where their talents for harrassment and annoyance can blossom and bloom. Other "Lower Races" will ususally bully Kobolds around, unless a strong leader is present. Most of the other races are aware of the Kobolds' penchant for stealing and vandalism. The population of all Kobolds on the Continent is roughly equal to that of all other "Lower Races" combined. Double the number of followers obtained from Kobold settlements for recruitment and replacement. Kobolds are afraid of UNDEAD (PANIC on a failed Difficult roll), and are also afraid of Majik (PANIC on a failed Difficult roll). Kobolds have devoted much time to tinkering with the objects that they steal. This makes them very good with mechanical devices and tools. The Trolls employ large numbers of Kobolds to crawl into and maintain their locomotives and rolling stock. Kobolds are rusty brown to rusty black in coloration, and have small white horns on top of their heads. Night vision allows them to see 60'. Like most of the "Lower Races", Orks are wary of change and regard "New Thinkers" with some suspicion.

Ogres are huge, strong and fierce, and are excellent soldiers. Ogres can survive tremendous amounts of damage, and are often at the forefront of shock troop units. Ogres consider Elves and Dwarves to be "good eatin' ", but will sometimes spare other races for use as slaves or hostages. Ogres are not PANICed by UNDEAD, and resist Majik PANIC by passing a Easy roll. Most Ogres are not fast, and therefore rely on wearing heavy armor and carrying a multitude of weapons. Ogres can grow to be 9' tall, and can weigh 400# or more. An Ogre's skin is almost always yellowish-brown, and is rough, with natural cuticle plates armoring at least 3/4 of the body. The "wild" ogres are considered to have scalemail armor even when unarmored. "Civilized" Ogres (if such a thing really exists) have this cuticle plating removed monthly in a painful process, but this then enables them to wear heavy field plate. Like most of the "Lower Races", Ogress are wary of change and regard "New Thinkers" with some suspicion. They will attempt to destroy most artifacts not of cultural or religious significance to them.

The Ogres indigenous to the area around Nataki are slightly different than other Ogres. These Nataki (or Eastern) Ogres have light blue, light green, or pale yellow skin. They are 10-11' tall, and can weigh 500#. They are naturally faster than their Western cousins, and allow their cuticle plating to grow for 3-4 months before "trimming". Nataki Ogres are often adept at illusions and other forms of Majik, and do not PANIC from viewing UNDEAD or Majik use. As a whole, Nataki Ogres would be considered New Thinkers, but most Lower Races would be foolish to press the point. Ancient Ceylese Mythology and paintings often depict Nataki Ogres as central characters.

Ceylese are distantly related to Humans, although it might be tough to prove. About 12 generations ago a plague descended upon the East and West Islands, horribly scarring the inhabitants. Over the years the descendants of these people have developed mutations, some good, some bad. One benefit is the ability to shape the Ether and wield Majik. Slight cultural differences existed between those living on the islands, and those on the Continent. Needless to say, the Ceylese blamed the plague on their Continental brethern, and have warred ever since. Ceylese scholars educated the "Lower Races", and taught them the Orko-Ceylese language in use on the Northern end of the Continent. With the dissemination of artifacts from "The Site", the Ceylese equipped the Lower Races for the battle against the Continentals. Being adept at Majik use, Ceylese do not PANIC when viewing Majik, and resist the fear of UNDEAD by passing a Easy Roll. Ceylese average 5'6", and 175#. The skin of Ceylese is pale white to tan, and hair is usually crew cut or clean shaven.

The interaction of Ceylese-to-Lower Races is one of Masters to Servants, and this relationship is accepted by both. The Lower Races often harass each other for imitating the Ceylese language, customs, or philosophy. They are typically called "Butt Kissers", although the origin of this phrase is unclear (the act so described rarely takes place.) To the Lower Races, it just isn't traditional, or cool, or strong, to speak Orko-Ceylese, dress in their clothes, use their machines, fight in their style or using their tactics, and so on. About the best 20th-Century parallel would be for a U.S. Marine to grow his hair long, wear love beads, dress in pink, and turn in his M16 for a feather duster. A tough Marine could pull this off and live, and gain respect, but if he wasn't up to the test, well, let your imagination fill in the details.

Marshall Yamato is a Ceylese Warlord, 55 years old, who leads approximately 45 Legions from The Cauldron, Toshibi, Yagumo, Nishi, and BlackKlaive. Yamato is one of volcanic temper. He is 6' tall and 200#. His pale skin is covered with scars and burns from head to toe. An expert with the sword, and ironclaws, he is also well-practiced in the Black Arts of Majik. Though Eastern Ceylese by birth, his Citidel is The Cauldron, and this place is rumored to be even larger than the massive Halls of the Impaler. He draws units from the Elite 5th BlackKlaive Troll Legion as his personal guard. He has ties to the Nishi Ogres as well.

The Aslan are honor-bound fighters of great prowess. Law, tradition, and respect govern much of an Aslan's life. Aslan may? practice magic. Aslan have thick fur, and usually soldiers bob their tails for convenience in the field. They are very preoccupied with cleanliness. Aslan have exceptional nightvision(120'). Aslan have little use for humor, and their songs and stories are heroic or tragic. The Aslan have their own language, and their word for "ritual suicide" is "daa Vree". Much of their life is oriented to their code, which is summed up as "Always avenge Thy Brother's Death", "Thou Shalt Never Retreat", and "Thy Wounds from Battle tell Their Own Tale". Orks, though they hate the Aslan, respect them for the third part of their code. Aslan are bipedal omnivorous felines. Average height is 6'4", average weight is 275#. Clothing is often a robe, with predominant colors being purple, burgundy, sapphire, or jade. Average lifespan is 175 years. Aslan are not PANICed by Majik, and resist PANIC from UNDEAD by passing a Easy roll.

Rhaa Alexis is an Aslan military commander. He refused the military commission that was his birthright, and worked his way up through the ranks. He bears scars from combat that would make many an Ork jealous. Midian, as he is sometimes called, was raised by his grandfather, an Aslan noble. He has survived the political ups and downs of life within the Aslan nobility for nearly 60 years. It is rumored that he is the bastard son of an itinerant monk. This caused Rhaa Alexis much hardship in his earlier life. He now enjoys greater popularity, having unified the Clans of Dur Aagin. Midian is accustomed to fighting in the face of impossible odds. Midian's personal bodyguard battalion consists of handpicked mercenaries of the Aslan, Elven, Northmen, and Equiss nations. The unit has never been defeated in combat.

The Equiss reputation is one of crude jokesters, who smoke, drink, and gamble to excess. Equiss are bitchy, complainers, paranoid. The Equiss have their own language, a slang-influenced corrupted version of Standard. Equiss are upright, bipedal horse-like creatures. Their lower extremities end in heavy hooves, and their upper extremities end in large, three fingered hands. Average height is 6'0", and average weight is 300#. Equiss prefer to be barechested, and never wear footgear other than "muffles" for their shodden hooves. Sometimes they will choose vests, sashes, or bulky bandoliers. The lifespan of these hard- living creatures is 60 years. Equiss are not PANICed by Majik use, but PANIC in the face of UNDEAD by failing a Difficult roll. Many Equiss rival the Gnomes in their abilities with machines, jury-rigging, and the like.

Kaydith Jy'a'ad Stygian is a renowned Equiss pilot. His skill is unequalled, whether it applies to sailing a sloop around the Central Continent, captaining a steamship expedition into the Evil Swamps, or piloting an airship in a daring raid against none other than the Halls of the Impaler. On meeting Kaydith, one would be surprised that he could find the backs of his hands. Calling him absent minded would be aknowledging that he actually had a mind. Yet he can tear apart almost any machinery in existance, and may even modify or improve the equipment in question. The Equiss is quite wealthy, yet usually is garbed in ragged cutoff pants, a well-worn crossed bandolier, and a dusty, black felt slouch hat. Despite his wealth, he often carries no money, and mooches coins from stranger and friend alike. He lost a leg to a ballistae round without crying out, yet whined for a week until a splinter was removed from his posterior. The ballistae round earned him a peg leg. Although both eyes are intact, he enjoys wearing a patch to "complete my ensemble". When drunk (which is often), he will sometimes flip the patch up, or over the other eye, or balance a shotglass in the upturned cup of the patch, tilt his head forward, and gulp doen the contents of the glass. He enjoys telling spooky stories, and delights in the gory sights of the battlefield, yet he is the first one who jumps at a noise in the dark, and he positively stays away from cemetaries and churches alike. These are only a few of the paradoxes of this complicated person. Stygian once led a group of Rangers who guarded the forests outside of Trask. This wild bunch, more often drunk than not, given to the worship of heathen idols, was composed of the dregs of every race on the Continent. Supposedly the Rangers are no more, and Stygian has most recently been reported directing the fortifications of the Aslan Fortress of IronClaw.

Many Canae are bandits, mercenaries, and pirates. The Canae do not generally practice magic or psionics. Their major concern is the acquisition of wealth, and they are as ruthless as they are greedy. As a race, their major failing is a lack of unity. Bands often end up fighting each other more often than outside threats. Canae rely on their lightning quick reflexes, and remarkable running speed. Though not unusually intelligent, the Canae are wily opponents in battle, and use their cunning to great advantage. The Canae speak their own language, and occasionally Standard. Canae are slender, bipedal creatures, with thick, dark-brown fur, and upright, pointed ears. Most beings upon meeting a Canae are impressed, or sometimes disturbed by their sly eyes. Average height is 6'0", and average weight is 150#. Average lifespan is 80 years. Canae PANIC in the face of Majik or UNDEAD by failing a Difficult roll. The Canae are now at war with the Aslan.

Wulven, a Canae merchant, swindler, drug lord, smuggler, mercenary, or info-broker, depending on who you ask, has repeatedly been detained by Ceylese authorities. Some believe he supplies the Osumo Legion, smuggling food and equipment across the Elven Great Forest and over the Black Sand Sea. Others say he is an Aslan spy, a traitor to his countrymen. Many agree that his prices are exorbitant. Of course, he has to make a living, and the things he has are not always, shall we say, readily available. It was rumored that about three seasons ago, he was leading Koboldan partisans against the Dwarves, north of the Long River. A group of "Snap" addicts says they "took him out" for cutting their shipment with chokeweed, but again he surfaced last season at the Halls of the Impaler. Wulven is about 5'5" tall, his coat is reddish brown, edged with white and black. If you were Canae, you would probably consider him handsome. He may or may not wear a patch over his left eye.

Dwarves are short and stocky, ruddy skinned, and are driven by their greed. The Dwarves and their Gnomish allies have built an extensive railroad empire around their capital of Einstadt. Numerous Fortresses and Citadels dot their territories. The most famous are Alderhaus, on the Black Bay peninsula, and Schwartzberg, just south of the Troll's BlackKlaive stronghold. Dwarves and Elves had been traditional enemies, and now observe a truce that is sometimes aggrevated by disputes over the northern portion of the Great Forest. Dwarves control the excavations around "The Site" and have denied control to it except for a three year period from 28 AA to 31 AA, when the Osumo Legion, before their mutiny, invaded the region and carried of some of the artifacts. Dwarves dislike oceans and lakes, and prefer mines. As could be expected, they have no Navy, and their army consists largely of Heavy Infantry and Engineers. Dwarves do not PANIC when faced with Majik, and gain a +2 to resist PANIC from UNDEAD (at Easy level). Dwarves average 4'6" tall and 175#. Dwarves rarely cut their hair, and never shave their beards. Currently, the Northmen and the Dwarves are engaged in a Dispute over the ownership of the strip of land between the Long River and the Black Sand Sea, known to some as "The Haunted Forest". What either of these groups' stakes in this area are, no one is certain.

Gnomes have an alliance with the Dwarves. They are much smaller and weaker than Dwarves, and seem to skip middle age and progress directly to old age. Their main ability is with the artifacts found at "The Site". They are brilliant when it comes to understanding, operating, and servicing the devices. They have shown great ability in fashioning some simpler versions of the artifacts, which gave them and their Dwarven allies an edge over their enemies. All seemed well until a lax Gnomish guard allowed part of an Osumo Assault Company to slip by him unnoticed. This led to Osumo's capture and control of "The Site". This nearly led to a falling out between the Gnomes and Dwarves. Both races now can joke about "The doings in '28", but some still hold a grudge. Gnomes do not PANIC when faced with Majik, and gain a +1 to resist the PANIC from UNDEAD (at easy level). Gnomes average 3' tall and 75#

Elves are slender, fair skinned and haired, and stand about 6' tall. They generally weigh no more than 150#. They are effectively immortal unless killed in accident or battle. An uneasy truce is honored between the Elves and the Dwarves, and the Elves will wait for the Dwarves to break it. Elves care little for material things, but are more interested in nature, song, frolic, and Majik. Likewise, they seldom become involved in the affairs of those outside their borders. They are immune to PANIC from Majik or UNDEAD, and are immune to many of the powers of the UNDEAD.

Northmen ("Hairy Men") are those Humans living south of the Evil Swamps, the Black Sand Sea, and the Canae lands. Their lands are divided by the West and East Rivers, which meet in the central mountainous region, at the capitol city of Lancashire. The nation is divided into six semi-independant counties, or shires. The northern shires are agricultural, where farmers raise mostly grains, potatoes, sheep, goats, and cattle. The southern shires are more cosmopolitan, with commerce, shipping, and the like employing more people. Northmen usually wear their hair long, and grow beards. The temperment of most Northmen is very stand-offish. Most "Northers" do not talk much, but when they do, they are very passionate about their views. The north can be quite chilly at night, with fog blanketing the area nearly until noon. From the Capitol, south, the weather varies from extremes--either rainy and miserable, or sunny and pleasant. Heavy kilts and cloaks of the Highlands give way to linen shirts and pantaloons in the cities. The Northmen have a large military, and huge reserves. Longbowmen and Pikemen predominate. There is also a respectable Navy, based out of Cornwall, Glouchester, and Rockport. Currently, the Northmen and the Dwarves are engaged in a Dispute over the ownership of the strip of land between the Long River and the Black Sand Sea, known to some as "The Haunted Forest". What either of these groups' interests in this area are, no one is certain.

Winston Schmidt is an archer of some fame from the area of Lancashire. He endured a good deal of insults and bullying as a boy, due to his Dwarven last name. As a lad, he earned a place in the Royal Guard Archers unit after winning a contest with a bow that he made. He was, and still is, the youngest appointee to the Royal Guards. That was 20 years ago, and he still has that bow, called "Dead-Eye". He rapidly earned money and reputation with it, fighting first for the Northman Royal Guards, then as a mercenary for hire, working with the Canae, the Islanders, the Equiss Rangers (see Kaydith Stygian above), and most recently, the Aslan (see Rhaa Alexis Midian above). Some say that his bow is majikal, and that he is just a big fake, but this was disproven when he killed a charging wild boar with an Orkan StoneBow. Some say the shot was made from "over 150 paces", but Winston modestly claims that he felt the beast's breath as he let the arrow fly.

Southmen ("Bald Men") inhabit the southern end of the Central Continent. Their country ranges from some of the most comfortable to the most inhospitible climates on or away from the Central Continent. The expanse and sheer distances involved have meant that the capitol city, Khartoum, has never been attacked by land. A large military base, The Fortress of Spires, has been attacked several times throughout the nation's history. Despite complete destruction on several occaisions, the Fortress remains a thing of awe to friend and enemy alike. A strong Navy guards all approaches by sea. Their smallish army is unremarkable except for their light cavalry, which is superb. The climate dictates the Southmen's appearance--shaven heads, loose fitting white robes of linen,cotton, or silk, tanned skin and hardened eyes from years of the glaring suns. The demeanor of the Southmen is as hardened as the desert floor on which they stand. "Southers" can be quite ruthless, as they do not fear death, but rather honor it.

Islandmen ("Blue Men") inhabit the chain of islands east of the southern part of the Central Continent. The livelyhood of these people is the sea, and in fact, at least one person from every family is a sailor. Islandmen harvest such delicasies as sea lettuce, or helmetfish, and trade for other items on the Continent. Islandmen are the most approachable of all Men, and can be very easy-going, creative, poetic people. There is no standing Army, but the best Navy in the World is based at Ganymede. The Islandmen are tall and wiry, almost always 6'+, and appear to have a blueish cast to their skin, and this makes them the objects of many jokes. Like Orks and Goblins, they have 12 fingers. This also makes them unpopular in some circles. The Islanders take it all in stride, as very little upsets them, except for cruelty to animals or children, or harming the world-system, as they call it.


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