The Battlechoir

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Gorvoslov
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The Battlechoir

Post by Gorvoslov » Thu Apr 23, 2020 4:06 pm

Orcs, by their very nature, need a strong leader to hold them together. There are three known main populations of orcs: In the southern jungles of Studonia, scattered throughout the mountains of Studonia, and charts from before the Drekeen-Lewean war and the subsequent loss of most naval vessels beyond coastal fishing boats speak of an archipelago numerous islands completely infested with orcs, this area is simply referred to as the Orchipelago, though the documents speak of there being human powers in the area. The elves of southern Studonia are particularly unkind towards orcs and regularly launch attacks against them to stop them spreading towards their forests. This has led to much bitterness between the two peoples.

The last time there was much unity amongst any orcs was when a war chief was able to unite many jungle tribes during the Drekeen-Lewean war. Naturally, when the final battle occured and both the Lewean King and Drekeen Emperor were in the same area, the war chief just had to go make his mark by wiping out both monarchs at the same time. It went… poorly. Extremely poorly. The loss of the warchief shattered his mighty tribe and they resumed bickering and splintering amongst themselves as is typical in a bloody battle for succession. But it did show one thing that all others fear: The more united the orcs become, the more terrifying they truly are. Luckily for the Kingdom of Lewea and the Drekeen Empire, between the in-fighting and posturing to be a successor and the regular attacks by the elves, the orcs of the southern jungles are kept firmly in check and are not considered a significant threat.

In general, orc society is a highly tribal, militaristic society with a strong code of honour that values strength as the most important trait for an individual, and most surprising of all, highly musical. To outsiders, the orc way of life is frequently difficult to understand and viewed as savage, especially their music. To orcs, it’s viewed as a noble way to always be strengthening their people and be ready for battle whenever the hated elves next attack, accompanied by some sweet background music. Orcs have a strong preference for metal music, even going so far as to worship the lead singer of the Greatest Metal Band of All Time (Stabface Explosion) as their god. For such a splintered and tribal people, the worship of Stabface Explosion is one of the uniting factors. It’s almost as if metal is in their blood itself. It is highly encouraged for young orcs to explore the Metal Arts as part of learning discipline. Much inter-tribal communication occurs due to metal bands going on tour. When two bands meet on tour, sometimes they merge, other terms they have a rock-off, but regardless all the orcs enjoy the outcome. Even better is when multiple bands converge at once and legendary “Battle of the Bands” occur. The moshpits at these events are particularly violent, but rarely fatal. Orc music is one of the few parts of orc culture that outsiders will try to copy with any regularity.

In battle, larger orc warbands have a tendency towards melee weapons with the odd thrown weapon and overwhelming force. They are not savage brutes though, they have shocked numerous enemies with their tactical understanding and even moderately effective combined arms usage. Holding the line against an orc warband at full power requires a phenomenal amount of resources and troops, with any victory almost assuredly being pyrrhic in nature.


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Overwatch

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Mountain Orcs

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In the mountains north of the Kingdom of Lewea, it’s not just Dwarves who mine them. There are many, many tribes of Mountain Orcs there. Some build their own mines, others conquer Dwarven mines. It doesn’t really matter how they get their mines, what matters is the outcome: powerful, battle hardened orcs with fine metal equipment. Their leather mostly comes from killing beasts of the deep caves and tanning their hides, a practice the thought of which will sober up even the drunkest of dwarves just at the thought of doing so.


Swordorcs (2 x 6)

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The mountain orcs most common grunts. The shield seems impractically heavy, but that’s just orcs for you.


Berserkers (1 x 6)

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Some orcs have particularly bad tempers and fantastic hair. These orcs are selected to be used as berserkers, a fact which angers them immensely.


Pikes (3 x 6)

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Mountain orcs spend a fair bit of time in tunnels, so they heavily favour having spear like weapons. However, being orcs, they also want to be able to hit things with them so they added an axe to it. Whenever humans use halberds, mountain orcs call them worthless copycats. And dead, they also call the humans using a similar weapon dead.


Orchipelagans

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The documents from before the Drekeen-Lewean war speak of an archipelago with many orcs inhabiting it known as “The Orchipelago”. There are other city states if not outright kingdoms in the area, but many of the islands are run by orcs, and some individual tribes span multiple islands with boats frequently travelling between them. Approaching these islands was considered extremely dangerous as your ship was likely to be attacked by theirs. Orcs from here do not like using shields as they want their hands easily freed up to do required tasks on their ships.


Scurvers (2 x 6)

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The main kind of orc sailor, the Scurvers as they call themselves mostly use weaponized tools. They handle most of whatever tasks needs done on the boat, usually rowing or handling the sails.


Navigorcs (1 x 4)

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There are a lot of islands in the Orchipelago. As such, they need to be able to navigate with a reasonable chance of getting where they want to. Not that they always succeed, that’s usually how new tribes get started is when they go to the wrong island.


Gunnorcs (1 x 4)

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The orcs with the fanciest equipment get the most fun job of shooting deck mounted weaponry. They use this status to boss around other orcs as well.


Beastorcs (1 x 2)

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Some of the Orchipelagans are just instinctively good with animals. As such, they usually work with helping train animals because orcs are practical creatures.



Half-Orcs

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Many of the orcs generally consider half-orcs to be weaker than full blooded orcs, but also cleverer, especially the ones that managed to get some education. In a way, many orcs actually feel pity for half-orcs since they’re weaker than orcs so they don’t fit in well amongst a society that values strength, but are also unlikely to find a home amongst human kingdoms. As such, many orc tribes are surprisingly accepting of half-orcs, but rarely do they reach high ranks within their society.


Rangers (2 x 6)

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Half-Orcs possess a trait that is usually in fairly short supply for orcs: Moderate amounts of patience. As such, the half-orcs will actually be willing to make bows, and sneak through areas to find a safe path for the others to likely disregard anyways, but it’s the thought that counts. Their main satisfaction is in using elven weapons and tactics against them, and this actually earns them a fair bit of respect amongst other orcs.


Groupie Witches (1 x 6)

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It is shockingly common for half-orcs to become witches. Why else do you think witches are commonly green? They’re already kind of social pariahs anyways, so might as well boil some frogs or something. They’re also the main groupies for whatever bands are currently touring.


Bannerwavers (1 x 2)

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Despite the appearances of mere brawling brutes due to a strong preference for melee tactics and charging, an actual orc warband can be a highly disciplined military unit with good understanding of when to order a charge and when to not. As such, banners are used to indicate which units are to charge. Naturally, the banner is set up to be able to join the charge as well.


Spikeys (1 x 3)

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Some half-orcs don’t like that they are viewed as weaker than full-blooded orcs, and therefore try to overcompensate by covering themselves in spikes. They have axes as well, but those are mostly for hooking behind the enemy and pulling them into their spikes better.
Last edited by Gorvoslov on Thu Apr 23, 2020 4:08 pm, edited 1 time in total.

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Re: The Battlechoir

Post by Gorvoslov » Thu Apr 23, 2020 4:06 pm

Jungle Orcs

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The orcs of the jungles of southern Studonia do not have access to significant iron deposits, but they have some, along with easy access to leather and great warbeasts that live in the jungles. The jungle provides some wood for smaller things like walls and canoes, but not the ideal wood for large scale shipbuilding as they want to do because boats are fun. The elves to their west have lovely forests that would make fantastic ships, but they are aggressively defending them leading to constant bloody raids between the two people.


Hammerers (2 x 6)

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Humans say when all you have is a hammer, everything looks like a nail. Orcs say “All the pointy shiny helmets the humans wear look like nails, so we should all have hammers”. The spike on the back is for style, and impalements. These are the most common form of infantry the orcs use.


Choppers (1 x 6)

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Orcs have fought knights many times. As such, they have their own parody with a completely different fighting style. They highly emphasize the shield to control enemies in a display of tactical acumen that regularly surprises arrogant enemies who thinks them dumb savages.


Doubleaxes (1 x 6)

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One axe is not enough. Must have two axe heads on opposite ends of the axe for extra axing reasons. Surprisingly effective when wielded by a skilled user. And a comical show when wielded by a not-so-skilled user.


Longstabs (1 x 6)

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Sometimes, an orc feels a little lazy and wants to stab someone, but they are all the way over there instead of over here in convenient stabbing range. In these situations, a long stabby thing is used. Also works against enemy cavalry.


Elite Orcs (1 x 6)

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While the jungle orcs have little access to metal, they do have some, and sometimes are able to steal armour from those they kill. Easy access to black paint made the choice of colour obvious. Most commonly used as security at metal concerts, they are a sight to behold on the battlefield. Disciplined to the extreme, the elite orcs follow the orc honour code to the extreme and will even parlay with a respected enemy.


Half-Ogres (1 x 6)

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It is unknown if these orcs are actually ogre/orc hybrids for real or if that is just a saying, but one thing is certain: These orcs are larger and stronger than regular orcs. Able to move in some of the heaviest and thickest armour of any humanoid on Studonia, these juggernauts are nigh unstoppable without siege weaponry.


The Endtimers (1 x 6)

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The second greatest fear of all orcs is not death, but getting so old that their strength fails them. As such, orcs who make it to an age where that is becoming a legitimate concern ditch their armour, grab multiple weapons, and are always at the front of the charge. Ironically, the damage these guys cause before dying gloriously usually will turn the tide of battle enough to cause the other orcs to survive long enough to worry about old age, ensuring a steady stream of orcs demanding to be at the front of the charge to earn their death.


Shamans (1 x 6)

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As harsh as orc life can be, they are surprisingly in-tune with their natural surroundings (Though the elves would never believe it). Orc shamans are surprisingly calm by orc standards, but make no mistake, they are quite capable despite lacking the major magical resources of the Drekeen Empire or the divine bureaucracy of the Luminarian Church. Many of the great warbeasts the orcs use are tamed by shamans, though not always since sometimes orcs consider it fun to see if they can pull it off without magic. You can usually tell which orcs tried to tame warbeasts without the aid of shamans by the scars and missing limbs, though there are some that are able to do it.


Orc Praetors (1 x 2)

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The orcs have taken to copying the human custom of having Royalguards, except they don’t necessarily use them as bodyguards for their chief but instead as something far more terrifying: Military middle-management.


Cowvalry (1 x 6)

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Several years ago, orcs were scouting some human farms when they came across what was clearly an experimental breeding program of a new war beast. Massive, rippling with muscle, and bearing glorious horns, this suspicion was confirmed when they watched this beast gore the peasant farmer and then trample him to death. Much to the orcs surprise, there were few guards to prevent them stealing this experimental war beast, and it was quite tame with a bit of handling so they were easy to make rideable. When the orcs learned that humans used this great and noble beast purely for food stock, they were genuinely horrified and baffled at the humans wasting such a resource. This warbeast was rapidly spread between the tribes, much to the confusion and then dismay of opposing forces. Hear them moo, for they are mighty.


Dinoforce (1 x 5)

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The other cavalry support unit used by orcs is dinosaurs. Horned ones in the middle, spiky armoured ones on the flanks. Basically a cavalry phalanx running down whatever opposition they face.


Throwy-bois (2 x 6 on foot, 3 x 3 on dinosaurs)

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Orcs have poor patience for making bows when just throwing things is good enough. Especially pointy things that stick into their enemies nicely. Luckily for throwy-bois, they have been determined to be good enough so no need to waste time doing the boring task of making bows. This leaves more time for headbanging.


Flybois (1 x 6)

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Flybois are the orcs who have somehow figured out this whole “air superiority” tactic thing. Being able to stab the enemy from the air is considered just plain fun. In addition to hurling spears, flybois are required to learn at least a few insults that can be understood by whoever they’re fighting today so they can hurl those as well.


Attack Raptors (1 x 6)

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Whenever orcs need to cause chaos within enemy ranks, one of their most trusted solutions is to point a bunch of raptors in the general direction of the not-chaotic-enough and let them go.


Baby Raptors (1 x 5)

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Just because raptors are babies does not mean it’s safe to play with them. They will still gladly eat your face, or at least remove it and play with it.


Styracos (2 x 1, riders: 2 x 1, throwy-bois: 2 x 3)

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The larger dinos have on very clear usage: A living battering ram smashing through enemy lines. Steered by the jungle orcs who are best with the animals and crewed by three throwy-bois each to ensure no survivors or tactical weakening.


Tyrannos (1 x 1, 2 x 1, riders: 3 x 1, throwy-bois: 1 x 3)

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The most desired role in an orc warband is obvious, Tyranno duty. This squad fights as one unit, mostly because the beast is so large that the orc steering it can’t really see where they are going and needs spotters. The spotters also have weird spinny goblin blades to help keep under the Tyranno clear. The primary requirement to be chosen for what is generally accepted as the most badass role an orc can be given is not being effective at throwing spears, but in fact being able to sing any part of the three part harmonies of orc warsongs.


Burdenbeasts (1 x 3)

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Styracos that aren’t yet large enough to be used to annihilate the enemy line are generally used to haul siege engines. Who knows what dreams of carnage go through their reptilian brains.


Bannerbois (2 x 1) - Right bannerboi will have head and hands replaced whenever the Bricklink order arrives.

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Orcs are sometimes worried that enemies won’t realise that it is orcs crushing them. As such, they employ the power of branding and bring banners with them that they usually leave at the site of victory as a calling card. They’re also useful for giving orders on the battlefield.


Bagpiper (1)

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Similar to the use of banners for communication, the bagpiper role within a warband is an honoured role, for they are used to keep rhythm during a march, issue wide scale orders, and generally cause a bloody racket that annoys the enemy.
Last edited by Gorvoslov on Thu May 21, 2020 2:24 pm, edited 3 times in total.

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Re: The Battlechoir

Post by Gorvoslov » Thu Apr 23, 2020 4:07 pm

Non-orc orc friends

Orcs are surprisingly kind towards those treated as outcasts by “civilized people”. This is mostly because they’ve realised they can get some significant allies this way that wish destruction upon the kingdoms that cause them trouble.


Big Guyz

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Ogre Hurlers (2 x 3)

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These ogres like to begin battle by throwing a boulder at the puny enemies, then either using the boulder hand to swing around more enemies or just clubbing them into the ground.


Ogre Smashers (1 x 3) - (Expect changes to their weapons in the future.)

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These ogres like really big smashy things, so big that even they need BOTH hands to smash with them.They do get a little jealous about the lack of boulders though.


Trolls (3 x 1)

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Trolls know a few things: Long pokey sticks hur, humans like to make walls of long pokey sticks and a troll will always win a wrestling match with a human. As such, Trolls have taken to using spiked chains to smash phalanxes, ripping through enemies or just knocking them down to be crushed without getting stabbed.


Goblins

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Goblin Boomies (1 x 6)

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No matter what scale you use or comparison you make, it is almost certain that Goblins will be at the extreme end. Naturally, Goblins love using firebombs as their weapons when you can convince them to wait to blow up enemies instead of literally the first thing they see. When they run out of firebombs, they have to scavenge for weapons so hopefully they at least blew up someone they can rob. Surprisingly they are really good at setting up pyrotechnics for concerts.


Scavengers (1 x 6)

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Goblins have a certain knack for taking complete junk and turning it into slightly usable junk. Nobody knows how they do this, but these things do. Some of their equipment is clearly scavenged from battlefields, and the rest looks like little more than twigs and bones glued together with “mud” that would shatter on impact, yet it doesn’t.


Tinkerers (1 x 2)

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The greatest fear of any orc is an excited Goblin running up to them saying “LOOKIE WHAT I MADE!”. This is why orcs do not fear death, being near Goblins means constantly facing death head on. The inventions of Goblins, when they don’t kill everyone in the room by exploding, are a significant battlefield resource that will almost certainly catch everyone involved in the battle off-guard because face it, nobody actually knows what a Goblin contraption will do.



Heroes


Ogre Chief Thud-Klang - Cliche: Shocktrooper

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Ogre Chief Thud-Klang was named because of the thudding sound his shield makes, followed by the klanging sound of whatever weapon he’s decided to use today. He is surprisingly clever and was able to understand the ideas behind human shields and armour to minimize the amount you get stabbed back when stabbing your enemy.


Shaman Ah-Coo-Steek Mahogany (Cliche: Mysterious Druid) and Metal Kitty (Cliche: A kitty… but metal)

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Ah-Coo-Steek is the enigmatic magical advisor to Boris. Her manner of speaking is sometimes difficult to follow, but when he needs to know about magical threats, she’s his first stop. Other times, she seeks him out with advice and visions unprompted. She also is the one who sometimes adds the gentler parts to Boris’ music that serves to make the harder parts more effective. Metal Kitty is Boris’ advisor of fuzzle-wuzzle fluffies and snuggles.


Half-Orc Scientist Osmium - Cliche: Mad Scientist

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Osmium has fully embraced the strangest new field of study to ever be considered: Science. It’s like functioning magic without the magic. Few understand it, so it regularly makes people go mad to think about it, but Boris nevertheless decided that the half-orc in a very literal sense should be made his scientific advisor, whatever that means.


Bassimus The Berserker - Cliche: That one clumsy guy who is so unbelievably lucky the clumsiness almost seems like an advantage

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It is undetermined if one should consider Bassimus a heroic or a tragic figure. One night, after a massive drinking fest during an epic metal concert, he ran out super pumped up and got caught in a thorn patch, tearing most of his clothes but conveniently covering the bits that would give more than a PG-13 rating. He then saw the bounced blocking access to backstage and decided he needed suplexing. Unfortunately, he supplexed the bouncer into the bass player right before they were going on stage. Fortunately, nobody really pays attention to the bass guitar player so he took up the fallen bandmembers bass guitar and charged out onto stage, where he epically did that strumming thing the bass player does. Since then, he has always appeared whenever a band needs a bass player. That or bass players are so boring nobody can actually tell them apart. The perfect role for a half-orc in orc society. It’s just unfortunate for him that being a bass player pays so poorly that he can’t afford a new shirt.


Pyromaster Guy Tarre- Cliche: Pyrotechnic Warrior

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Guy Tarre was always fascinated by one specific part of the legends of Stabface Explosion: His axe axe. Only instead of making his axe and axe, Guy Tarre dreams of making his axe a flamethrower. Progress is slow, because every time he fiddles with the pyrotechnics he makes awesome flame effects for the next show, but they are to big to mount to a guitar. He knows if he keeps at it though he will achieve his dream of playing sweet metal riffs on fire itself. Naturally he is Boris’ special effects and fire advisor.


Boris Cleft - Cliche: Genre Aware Chosen One with Plot Armour

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B. Cleft, the lead singer of the Battlechoir, knows exactly who he is: The successor to the legendary Stabface Explosion. He will be the one to unite the splintered tribes, and liberate his people from the tyranny of the elves. The humans and their inferior music will be crushed. The world will turn to Metal. Boris views the world as a story, and uses his Bardic Arts to understand his place in the story and twist fate to his benefit. Boris is a skilled warrior, and due to some wicked benders on tours in the past most poisons are just drugs he took for fun so they won’t kill him. As is the orc way, he will accept open challenges to his leadership and give an honourable burial to those who decide the challenge must reach a clash of blades. Those who attempt to use subterfuge to undermine or remove him however, are made an example of. He is capable of both extreme kindness and extreme cruelty, epitomizing orc honour.



Bonus: The Band as it currently stands. Plan is to add on drummers and expand to have a proper Orkestra backing the Battlechoir

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RunsWithLegos
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Re: The Battlechoir

Post by RunsWithLegos » Thu Apr 23, 2020 5:02 pm

THis army is unendengly kick ass man. I love that the orks are, as you put it in chat, "Metal fan Klingons" Honor bound, Capable of acts of extreme kindness or cruelty, and that they know when to use which.

Your builds are awesome and i think you made a good choice with having three main sections of orc peoples, with the auxilla of halforc, big boys and gobbos.

I'd love to see what you do with these boyz in the future!

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Re: The Battlechoir

Post by Infinity » Thu Apr 23, 2020 5:05 pm

Amazing. The mix of types of orcs and beasties is great.
The most dangerous enemy you can fight is a man with nothing left to lose

:studgod:

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Gorvoslov
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Re: The Battlechoir

Post by Gorvoslov » Thu Apr 23, 2020 5:12 pm

RunsWithLegos wrote:
Thu Apr 23, 2020 5:02 pm
choice with having three main sections
Yes... Choice... And not being afraid of the forum dying when I tried to post this novel....

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RunsWithLegos
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Re: The Battlechoir

Post by RunsWithLegos » Fri Apr 24, 2020 12:58 am

Gorvoslov wrote:
Thu Apr 23, 2020 5:12 pm
RunsWithLegos wrote:
Thu Apr 23, 2020 5:02 pm
choice with having three main sections
Yes... Choice... And not being afraid of the forum dying when I tried to post this novel....
I meant the mountain, Orcapeligo and Jungle orcs :P

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Re: The Battlechoir

Post by Kaplan » Sat Apr 25, 2020 4:37 pm

Congrats. It's a very beautiful fantasy army!

I also like how detailed you have made the army presentation.

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Re: The Battlechoir

Post by Red_SPAMbot » Sat Apr 25, 2020 4:59 pm

This is absolutely gorgeous. Great Job!

Also, now I know why I can't find speckledy helmets on BrickLink.
:studgod:ImageImageImage

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Gorvoslov
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Re: The Battlechoir

Post by Gorvoslov » Sat Apr 25, 2020 10:11 pm

Red_SPAMbot wrote:
Sat Apr 25, 2020 4:59 pm
Also, now I know why I can't find speckledy helmets on BrickLink.
Would you believe I haven't actually ordered any of those recently?

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Re: The Battlechoir

Post by Abaddon127 » Wed Apr 29, 2020 11:45 pm

Excellent work. This is easily one of the very best orc armies on this site. I can't decide what I like more, the excellent mix of units, or the writing. That bit about an Orc's greatest fear is HILARIOUS!

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Gorvoslov
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Re: The Battlechoir

Post by Gorvoslov » Thu May 21, 2020 2:25 pm

Bricklink order came in, Shamans updated:
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Re: The Battlechoir

Post by Cracjaw » Sat May 30, 2020 8:44 am

This Battlechoir is what I truly dream of for one of my own factions, but, alas, I fear it shall never happen.
Yeah, you know who I am

:studgod:

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Food_Truk
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Re: The Battlechoir

Post by Food_Truk » Sat May 30, 2020 10:41 am

Good lord, this isn't just a choir any more. It's the entire freaking orchestra! Amazing army, really.
:d4: Beware :d6: The :d8: Dice :d10: Rolls :d12:

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Re: The Battlechoir

Post by stubby » Mon Jun 01, 2020 2:21 pm

Food_Truk wrote:
Sat May 30, 2020 10:41 am
Good lord, this isn't just a choir any more. It's the entire freaking orchestra! Amazing army, really.
* orkestra
Natalya wrote:Wtf is going on in this thread?

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