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easilyamused



Joined: Jun 06, 2008

Post   Posted: Feb 10, 2014 - 12:11 Reply with quote Back to top

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Are you looking for a fluffy, low pressure league?

Do you like to build a history around your players and teams?

Are you up for the challenge of changing the face of Orymm forever?

If so have a look through the group page linked above. Pick a location you like the sounds of, make a team and apply to the group.

What are you waiting for?

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easilyamused



Joined: Jun 06, 2008

Post   Posted: Feb 10, 2014 - 16:20 Reply with quote Back to top

Orc and Goblin coaches need for this location.

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Karahn-Carach

Location Bio:

When words are spoken about the magnificence of Karahn-Carach, nobody talks about the mountains peaks itself. The mountain range is impressive, no doubt about it, but it is the multitude of caves, spires and depth which is the real selling point of the locale. Karahn-Carach is somewhat of an infinity folded within itself many times: daily caves are discovered and forgotten, and the most amazing wonders are to be found within - along with a multitude of dangers.

The mountain range is traditionally the home of the Blackspire Clan, who most likely have lived there for a couple of centuries now. Their lack of recorded histories makes it difficult to know for sure, as the clan relies on vocal tradition only, telling many stories about their history.
One story is especially prominent in their tradition, concerning the Onslaught of the Hairy Fury and the Tide of Green, which tells the story of when the most difficult hour pf the Blackspire Clan might arrive.

Whether that day has really come now, is still unsure, but the Orcs of Blackspire Clan believe so. The dwarves have come to Karahn-Carach. They have departed from their original home, which could no longer sustain their numbers, and they have seen Karahn-Carach, and now claim its beauty - and when these dwarves say this, they are talking about the diamonds, the gold, the silver, and all the other minerals deep within the mountain range, and not about the actual beauty that dazzles the sight. Only a relatively small number of dwarves are actually aware that they are caught up in what their ancestors have called 'Glittergreed'. And even they hardly care about it, if they aren't already caught up in the battle frenzy as well - after all, what is the life of an orc, really, compared to that of the beauty of the gem? And if some of them are to die in the battles - so be it. Each dwarf is proud to die in the name of the Barahk Goldbeard and the wealth of the entire Family.
And then there are the goblins. What their reason for coming is, is something the orcs and the dwarves haven't figured out yet (they just attack on sight). The goblins have come in the largest numbers, as goblins breed insanely fast if left unchecked. They have come from fertile lands where they were left alone, and are coming like an avalanche to flood out orc and dwarf alike - although not every member of the White Moon clan agrees with the action, they are all caught up in the Waaaaagh! And what whipped them up to this frenzy? A simple fortune teller, who said - allegedly when he was piss drunk - that the White Moon clan would reach fame and fortune unmeasured if they were to conquer and overpower Karahn-Carach.

At this moment, the power relations are just about exactly equal - and it seems like the struggled could last for a long time. Therefore, the powers have settled into a guerrilla-like cold war at the moment. In this context, each race is ready to support their own Blood Bowl team. Any special achievements of one of the teams, or victories over the others, will no doubt have an impact on the power relations of Karahn-Carach, if only by whipping forces into a power-frenzy!

Special Conditions:

Might of Plenty: Goblins require only draws to gain dominance percentages in Karahn-Carach. In addition, Goblins take similar advantage of stalemates between Dwarf and Orc forces.

Call of Prophecy: The Blackspire Clan has a religious, animistic and shamanistic culture, and are heavily influences by prophecy. They believe that they are at an important cross-roads of their clan, potentially leading to either their downfall or their glory. The Blackspire Clan must answer any Call of Prophecy made by one of the Storyteller Prophets of the clan as best as they can (although these are often cryptic). In addition, a team must always assign one of their players as mystic, whose skills are to be chosen at random in an irc channel with bowlbot and copy the lines as proof. (Using commands like: bb general skill). The coach is still able to choose from which skill set to choose (General or Strength, for example).

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Rabe



Joined: Jun 06, 2009

Post   Posted: Feb 10, 2014 - 22:32 Reply with quote Back to top

It was a close call for me between orcs and undead (but only because undead are coached/owned by a dead dwarf) - I really like them with their shamanistic approach. Sure someone else does, too?

Join LOBBL!

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easilyamused



Joined: Jun 06, 2008

Post   Posted: Feb 11, 2014 - 12:27 Reply with quote Back to top

Like playing Flings or Humans? Like pirates? Well check this location out!

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Ryder's Cove

Location Bio:
Like a ghost on the wind
He comes from the sea,
And trembles the foe
Like a storm on the lee.

With a black laugh,
He flies Ryder's flag
On a whalebone staff.

- Traditional poem from Ryder's Cove


Ryder's Cove is a city founded from the seafaring practices of trade, plunder and a touch of piracy. It has always been the safe heaven for anyone wishing a hide-out, as it is hidden from view, and is easy to defend. It is therefore not even a big surprise that despite its origins of criminality, these days, Ryder's Cove is much more than a bustling hide-out of pirates on the hide-out for the various law enforcers of the continent.
But admittedly, those pirates are still around as well.

But no, Ryder's Cove is also the main trading port of the continent - even visiting other continents to trade goods there, and returning with exotic goods. From its humble beginnings of criminality, Ryder's Cove is now a full-fledged trading city with a great tolerance for criminality and debauchery. The people in Ryder's Cove value their freedom greatly, and the result is that the place is an anarchic and sprawling harbor city, where the Law of Tooth and Nail is heavily enforced. There is not a moment of boredom in Ryder's Cove: prostitutes and sinners, pirates and smugglers, traders and (exotic) merchants, and a good deal of drunkards. For those who know how to deal with the environment, there is an incredible amount of freedom and money to be earned, as long as you are smart, strong or cunning enough to defend yourself.

As the greatest harbor of the continent, many people visit Ryder's Cove for trade, although few prefer to stay there for longer than it takes to buy or sell whatever it is they wanted. Some, however, have discovered a love for the freedom of the place, and discovered the knack to survive and prosper. Most notably of these, there is a large contingent of halflings which prosper in Ryder's Cove. The interesting thing is, these small fellows are even more heartless and sneaky then the normal man-sized inhabitants of the place. The halflings are noted smugglers, notorious crooks, pickpockets and thieves, but most of all ... the worst scourge of the sea when it comes to piracy!
Even their Treemen friends, grown and tended to by the halflings in the local forest on the island, have grown to like some of these exploits, and will occasionally join their small friends in the ways of illegality.

The largest portion of Ryder's Cove is more concerned with lawful seafaring, and the safety and money that comes with it. They care about following the waves and winds of freedom where it might take them, living on a high note and a buzz of excitement.
It is not strange that both Blood Bowl teams supported by Ryder's Cove care about similar things: the freedom to travel far, visit strange places and bring home glory, money and booty!

Piracy & Smuggling vs Lawful Trade Balance:
35%

Special Conditions:

A Degree of Anarchy:

It is unwise for teams to stay long in Ryder's Cove, for fear of their money and health. No team, except for the two teams originating in Ryder's Cove itself, can stay longer than 2 rounds in Ryder's Cove. (This rule is temporarily lifted in the case of a tournament or cup in Ryder's Cove)

Itch to Explore:

Ryder's Cove's many ships reach every place touched by the ocean of a river. It is possible for teams to board a random ship and see where the winds take them: this could be any random location reachable by water ... and could therefore also be NEW locations. Expect anything - including a trip that goes awry so that it might take another round to get to a location.
This option is ONLY available to the teams originating from Ryder's Cove.

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Craftnburn



Joined: Jul 29, 2005

Post   Posted: Feb 11, 2014 - 14:28 Reply with quote Back to top

easilyamused wrote:
Like pirates?
Who doesn't like Pirates?! Wink
Rabe



Joined: Jun 06, 2009

Post   Posted: Feb 11, 2014 - 18:37 Reply with quote Back to top

ARRR!

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