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Editing Masterwork:Orcish Civilization
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ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months. Some castes can fly. | ANTMEN are quite dangerous in large groups, and of course it's tempting to simply wall them out and ignore them. However they carry a ton of gear, since each warrior has 4 arms, and an intrepid warchief can turn all those rusty iron gear into enough Weapon kits or minted Orcish shillings to keep the raider's drydock in business for months. Some castes can fly. | ||
− | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy | + | FOUL BLENDECS feel no pain and avoid traps, making them proof against simple trap corridors that can destroy early enemies Tigermen. Still, they are no match for a reasonably equipped orcish warband. They can be looted for tin. |
SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. | SERPENTMEN are slight of build, but they have bronze tier materials and armor and a variety of other advantages. They often have bows or shields, are amphibious, have poisonous bite, avoid traps, and can bring dangerous warbeasts since their civilizations deploy Beast Hunters. |