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Chapter 3 by Jizzrar Jizzrar

Let’s take a deeper look into...

Kor'ghal Horde - Greenskin Tribes

More detailed history:

In a time before the world that is known as Aesyr, the Greenskins were a plague that pillaged the countryside and tormented their ancient enemy now forgotten from memory. Their exploits and way of life erased from the surface of the world as they were **** to hibernate in the depths of what is known as the Dagger-Wall mountains. Without the memories of what their ancestors went through, all these barbaric green skinned monsters remember is war.

The Greenskin hierarchy has persisted through the hibernation, for strength does dictate character and character dictates action. And action is the life of a Greenskin, stagnation and laziness leads to a dead Orc as his ambitious brethren are eager for blood and conflict. The only acceptable way a Greenskin can recognize their own strength is in combat, either against another Greenskin or someone else deemed a worthy warrior. Fighting is a way of life, and Greenskins live to fight. Surprisingly, even in this new world they found themselves in, they have found others who follow them in this philosophy.

Thanks to the Dwarven expeditions into their massive tunnel networks, the Greenskins were awaken by the initial contact. Shaking off the eon long slumber, the ancient race began doing the one thing that is constant in their destinies...warfare. The surprise eruption of Greenskins from deep within the Dwarven strongholds and tunnels nearly overwhelmed the stunted mountain dwellers. Even to this day, some bands of Greenskins still skulk around in the mountains to keep the Dwarves on their stubby toes. This began the Age of the Green Menance.

The Age started with the two main races of the Greenskin Tribes. The Orcs and their cowardly, opportunistic ****-cousins, the Goblins. At one point these two races were one, but a magical mishap from the parent race absolute destroyed their genetic makeup and resulted in this schism, with the Orcs being the dominate of the two species. However, it was the Goblin's craftiness that allowed them to enjoy the art of beast-taming with their first ever animal companions...the giant cave spiders.

The Greenskins enjoyed their battles against the stunties of the mountains, learning the new methods of war from the mountain dwellers and new crafting techniques from stolen arms and armor looted on the field of battle. They conquered and destroyed many sections of tunnels, strongholds, and places of both leisure and defense. This ended when the Griffinwald Theocracy decided to ally with the Dwarves and kicked the Greenskins out of the mountains and into the wilds on the other side of the Dagger-Wall.

It was once they were at the Steppes that they began to expand their forces. They had discovered the plant-carnivore Trolls, the large Cyclopsi, several animals to tame, and of course...the Beastmen Warbands. Given the inclinations of the two factions, of course huge wars broke out. The Tribes versus the splintered Horde was a war that was long and drawn out. But eventually, the cleverness of the Orcs combined with the strength of their domesticated allies made them won out...which resulted in the Greenskins becoming the new heads of the Kor'ghal Horde.

The Greenskins have vowed themselves to endless campaigns of conquest against all on Aesyr. It is not enough to destroy or kill like their Beastmen slaves. They must conquer and humiliate all who dare stand in their way, with a vendetta against the Allied Coalition. Vengeance against the Dwarves and Humans for kicking them out of their old home in the Dagger-Wall, and an unexplained hatred down to the genetic code towards the Daeva.

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Greenskin Hierarchy:

The Greenskins are a society dominated by strength, conquest, and domination. There are a few within the tribes, but they are unified under one common factor. The Orcs are in charge and that won't be changing anytime soon. Nothing else matters beyond that, as the will of the Orcs are absolute. The other Greenskins don't feel specifically left out though, as the Orcs allow them to feel things like honor, have a life, and fight in real battles without any chains. But the Orcs are still very liberal with asserting their command and dominance.

Orc - The head of command in the Greenskin Tribes. They are the be-all-end-all in the Tribes as well as the Horde, give or take the occasional Ramlord or minor Goblin leader. Deriving from an original species lost in time and cousins to the Goblins, these monstrosities of green muscle strive for warfare and conquest. They only have two natural enemies, the Daeva for unknown reasons, and the Dwarves for being the first beings they have found and fought against in their re-emergence. When they were kicked out the Dagger-Wall, they had met the Beastmen and conquered them, taking control of the Horde. It is the Orcs that rule with an iron fist, ruled by a Warchief that control all the various tribes. Strength is the law, and if one wishes to be Warchief...then they must temper their strength with honor, in the form of a battle. Invoking "The Drak'enrag", a challenger will pit themselves and their entire power base (tribe, allies, pets, slaves, and so on) against the power base of the Warchief. The winner leads the Horde. Although cheating (use of poisons and things of that nature) is heavily discouraged, nothing in the rule books state one can't use these underhanded techniques.

Goblin - Opportunistic cowards that make up the light infantry, skirmishers, and infiltrators of the Greenskin Tribes. Cousins to the Orcs, the Goblins are significantly less intimidating. Their cousins are at least a foot or so taller than a human, but Goblins are even shorter than Dwarves. They are also scrawny and cowardly, barely able to find motivation to stay in a fight. However, what they lack in all these things...they make up for it in numbers and opportunistic cleverness. Devising most of the technology that the Horde takes advantage of, the Goblins use their mind and numbers to make up for their uselessness to their domineering cousins. Every so often, even a Goblin will prove themselves and be granted the respect of leadership or counsel, becoming Bosses or Shaman to accompany Orc leadership. In many Greenskin camps, while Orcs prefer tents where they can have privacy and store their wealth, Goblins are more communal with each other. Several sections within a camp-city are filled with slums and heaps of garbage that Goblins live together and pool their meager treasures to enjoy.

Trolls - The Trolls are a curious case of creatures...mostly because they are actually two creatures living in symbioses that lasted for generations. The Troll itself is a semi-bipedal creature of tall and bulky build, hunched over and capable of walking on two feet but tend to walk on their knuckles as well. Tehy are of capable intelligence, with sentient cognition, but to call them primitive would be accurate. Being swamp dwellers, they came in contact with a rather curious, and sentient, moss-like plant that took a liking to the tribal creatures. At first it was parasitic, feeding off the live **** of the Trolls it came in contact with. But after a lot of exposure, the two actually started to work for each other. The Troll would provide transport, safety, and means of reproduction for the moss, while the moss would give the Troll supernatural abilities. Abilities such as use of natural magic and hyper-regenerative abilities (even to the point of regrowing lost limbs). The moss still feeds from the Troll's lifeforce, but the Trolls have adapted to this relationship and even started to hunt other sentient creatures to satiate the moss.

Cyclopsi - One-eyed giants born from the offspring of Ettins and Giants. A Cyclopse is rare to come by, as they can't reproduce naturally on their own (though some magic experiments have shown to be fruitful in a Cyclopse born from other Cyclopsi). Although the twin-headed sage Ettins and the brutish Giants dislike each other, every once and awhile a skirmish would result in Cyclopsi children. Both races are honorbound to not slay their young, no matter if they are freakish hybrid abominations. So, instead they relegate adolescent Cyclopsi to child tribal camps where they can look after themselves and have some protection from their parent races. There are two sub-species of Cyclopsi; the Et-unhul and the Gar-unhul. Et-unhuls take more from their Ettin parent, growing a second head and being more scrawny, this allowing them to use magic. Gar-unhuls take more from the Giant parent, having the one head and being more massive, giving them untold strength and stamina.

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Pantheon:

The gods of the Greenskin Tribes are domineering and have a need for conquest, fulfillment, or deciet. It is the most cut-throught of pantheons as, like their children, the gods are always vying for control of eachother. Give or take some exceptions, there are nearly no cases of any nurturing gods as those that need to be coddled are typically forgotten or left behind.

Nazro'grah - The Orc god of domination, also known as "The Overchief". He is the Warchief of the gods and subjugator of all. He has called for the Orcs to dominate all they find and bring them under the Orcish banner as slaves. The Overchief does not favor bloodshed, slaughter, and war...though sees them as a necessisty to assert dominance. His only goal in eternity is for his favored champions to go out and conquer all that is on Aesyr in his name. All the gods in the Greenskin over-pantheon are his slaves and he will not be satisfied until all the other gods are as well.

Sniiklet - The Goblin god of greed and lust, holding no alternative names...though all others of the Horde perceive Goblins as cowards thus hold no reverence to their pantheon. However, he is the favored god of the Goblins and take most after him. A Goblin's life, outside of serving the Orcs, is filled mostly with breeding and hoarding all sorts of treasures. This is the way that Sniiklet likes his subjects and is rumored to give great fortune and wealth to those of his followers who sire many, many children. He even gave them the gift to have their children sired by any species (males can impregnant females of any species with goblins, and females can be impregnanted by males of any species with goblins).

The Hyul'deen - The moss that covers the body of the Trolls. While it is true that the Trolls use to have gods of their own, the moss had completely and utterly utilized the Trolls for its own benefit. Protection, transport, and food...a cultural brainwashing had occured and the belief in its sentience had grown so powerful, that the moss has infact become a god in its own right. Sadly for the moss, thanks to the Trolls' preconceptions of it, it only believes that the Trolls are fit for its blessings. It's a unique case within itself, as it does enjoy the benefits of godhood, it also had the priveldge of enforcing its own laws whenever it wishes regardless of the cosmic lottery. It just can't affect the world at large.

Morga-thraul - The Cylopsi god of protection, security, and parental presence. Since the entirity of the Cyclopsi race are basically discarded children whose parents never bother to raise, it only makes sense that that these unfortunate hybrids have made a god for themselves that would genuinely care for them. It is through Morga-thraul that Et-unhuls learn magic casting and that Gar-unhuls learn how to fight. It is also through Morga-thraul that Cyclopsi tell stories to teach new additions to their tribes how ot be open with their brothers and sisters, ensure trust, and form their communities for comfort that their birth parents don't provide. Morga-thraul is the only god worshiped by the Cyclopsi, and is both male and female, the mother and the father. Thus, depending on actions, Morga-thraul can be described as either gender. Example, "Father Morga-thraul taught me how to hunt," and "Mother Morga-thraul taught me how to treat my wounds."

Kariik - The Goblin goddess of craftiness and trickery. The only deity that is almost as important as Sniiklet, it is also fair to say that she is the most prominent and noteworthy member of Sniiklet's harem. While Sniiklet embodies lust and greed, it is Kariik that teaches Goblins how to be theives, pranksters, and even clever engineers. Although it isn't typically agreeable to let females be smart enough to advance in tribal society, it is typical that the females carry the brains of the race. Within the Greenskin Tribes, it is to Kariik that spies, engineers, theives, and assassins look to for that extra bit of luck to suceed in their endeavors.

Minor and forgotten gods: Other gods that are beneath the importance of the aforementioned gods can be found here, as well as the unfortuante gods that the Hyul'deen had **** out of existence since its take-over of the Troll pantheon. They are acknowledge, but not really worshiped much as those listed are of significantly more importance and has actually dominated the attention of their worsippers.

Done.

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