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Chapter 89 - Green Skins Part 3

  Since he had killed all the green skins during their original battle, it meant he had to freshly spawn everything. Something he was fairly okay with because it made him add some new creations to the roster. And frankly, as long as he had their species blueprint, Dan was fine with it, even if he was annoyed that he didn’t get access to the green aberrations blueprint.

  However, before spawning humanoids in the Green Skin Territory, Dan went through the area again, making sure everything was mostly ready to receive them.

  He had the paths ready to go and had made maps detailing the various shifts in paths for patrols. Of course, these maps were attached to the quests that adventurers would have to do. Dan also made sure the spawn nodes were in the correct locations.

  These correct locations were divided into an area around the main camp for each of the green skins, with the rest being in the various towers and tents that he had spread out through their respective territories.

  Additionally, Dan made sure that the pre-programming for the green skins were correct and that they would act accordingly based on the different marks adventurers would have. Also important was making sure the roaming beasts that would travel the dungeon didn’t overlap too much with the paths for patrols. This was important because he didn’t want beasts and green skins fighting too much. He would allow them to fight for realism's sake, but otherwise, he would rather not have them do so in order to conserve mana. Furthermore, he wanted to avoid adventurers being ganged upon. However, that was much less of an issue with the standing orders to leave adventurers alone if they were already in an encounter.

  One of the only other things Dan did was make sure that the atmosphere for each camp was right. He didn’t need to put too much work into that since each race would end up making some adjustments to their camps. After all, that was their version of the town, and since they would still be their own people, it was natural that they would make themselves comfortable.

  Finally, after feeling he had done enough for each camp and knowing Merlin would come after adding even more things as needed, Dan got to monster creation.

  Beginning with the orcs, Dan wanted them to be more martial and melee-focused than the other two races. He also wanted to play into the whole orcs are dumb, hardy, strong, and angry trope. Not that Dan needed to do much work on that end of things since the orcs he had gotten were already in that end of the ballpark. Seriously, as Dan made the commander for the orcs and saw the specie’s innate abilities, they followed those categories almost to the letter.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Gronk.

  Type: Humanoid - Orc.

  Choice: Orc Commander.

  Size: Medium.

  Hierarchy: Boss.

  Arcane Mana: 2000/2000.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 1000/1000.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 8.

  Dark Vision. Powerful Build. Hardy. Pain Tolerance. Rage. Presences. Orc Leader. Mana Storage.

  Proficiencies: 9.

  Heavy Armor. Great Sword. Veteran. Ambitious. Basic Tactics. Body Enhancement. Abjuration. Evocation.

  Spells: 4.

  Body Enhancement - General and Strength. Shield. Barrier.

  Techniques: 8.

  Piercing Blade. Force Slash. Warping Blade. Swift Blade. Swift Body. Blade Cyclone. Cleave. Enhanced Armor.

  Respawn Timer: Conditional.

  Respawn Cost: 104 Mana.

  Creation Cost: 207 Mana.

  ??

  Looking at the orc commander's abilities, Dan couldn’t believe it. Outside of Dark Vision, which was just part of the course for most races, the rest described what Dan thought of orcs rather well.

  Powerful Build made them stronger, Hardy made them tougher, and with greater overall stamina and vitality. Pain Tolerance lets them shrug off things that would have someone else passing out. Then Rage, which wasn’t some berserker skill, made them get angrier faster, which made it so they didn’t necessarily think things through and was one of their downsides. In short, the orcs Dan had gotten were strong, resilient, angry, and somewhat dumb.

  Of course, Dan couldn’t let the commander be dumb, hence the Basic Tactic proficiency he had given the green skin, and yes, he would give it to the other two commanders. It was just that the proficiency would pull more weight with the orc commander. Now, aside from that, the only other important ones were Ambitious to make the orc feel the need to conquer and Veteran which would make him a much more decent fighter.

  This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there.

  As for the rest of the orc commander's stats, well, like Dan wanted, he had few spells and plenty of techniques to compliment his melee style. And regarding his appearance, he was a fairly tall and well-muscled orc with a slightly feral look to him. He would sport a ponytail that stood out from his shaved head, with Dan giving him simple but high-quality enchanted dark plate armor to make him look more menacing.

  With the commander of the orcs done, Dan continued by making the sub-commanders. In this case, their appearance would vary, and he would let World Crystal use some sort of character randomizer for them. However, there was the rule that the sub-commanders couldn’t look scarier than the commander.

  For the sub-commanders, Dan planned to have two types, just like he planned for the other camps. One would follow the martial lines of work, while the other would be on the more magical end. Even then, the two types of sub-commanders Dan would make would have their own unique ways of fighting, which Dan hoped would give each camp more of an identity.

  In this case, the melee sub-commanders of the orcs were the type to rush forward, ignoring attacks to get close and personal in order to strike hard.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Roh.

  Type: Humanoid - Orc.

  Choice: Orc Sub-Commander.

  Size: Medium.

  Hierarchy: Mini-Boss.

  Arcane Mana: 500/500.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 250/250.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 6.

  Dark Vision. Powerful Build. Hardy. Pain Tolerance. Rage. Presences.

  Proficiencies: 7.

  Light Armor. Long Sword. Dual Wielder. Experienced. Body Enhancement. Evocation. Abjuration.

  Spells: 3.

  Body Enhancement - General. Shield. Barrier.

  Techniques: 5.

  Sharp Blade. Furry of Blows. Dual Slash. Swift Strike. Enhanced Mobility.

  Respawn Timer: Conditional.

  Respawn Cost: 66 Mana.

  Creation Cost: 133 Mana.

  ??

  There was not much to explain about the sub-commander. Dan had made them to get in close and then hit as hard as possible. And based on the proficiencies and techniques plus their hardiness, pain tolerance, and increased strength, they would do their jobs amazingly.

  In fact, most of the minions on the orc's side would be copied and pastes of their melee sub-commanders, though a bit scaled-down in power. This meant making them Low D Rank and maybe removing the Experienced proficiency to make them less knowledgeable in the ways of fighting. Outside of that, the only other change would be for Dan to give them different armor and weapon proficiencies to give them some variety. After all, the orcs were going to be the least varied martials of the three camps.

  Not that Dan didn’t plan to give them some caster minions; it was just that those would be few and far between. As a matter of fact, there wouldn’t even be that many casting sub-commanders, though the ones that were made would be rather strong and command more respect from their fellows. Even more importantly, they would be ideal targets for assassinations.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Tul.

  Type: Humanoid - Orc.

  Choice: Orc Sub-Commander.

  Size: Medium.

  Hierarchy: Mini-Boss.

  Arcane Mana: 500/500.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 250/250.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 6.

  Dark Vision. Powerful Build. Hardy. Pain Tolerance. Rage. Presences.

  Proficiencies: 8.

  Light Armor. Staff. Experienced. Body Enhancement. Evocation. Abjuration. Clairvoyance. Domination.

  Spells: 11.

  Body Enhancement - General. Shield. Barrier. Scry. Command Orc. Share Orc Sense. Aura of Tranquility. Aura of Anger. Mass Panic. Mind Blast. Elemental Magic Missile.

  Techniques: 1.

  Mental Battle.

  Respawn Timer: Conditional.

  Respawn Cost: 86 Mana.

  Creation Cost: 172 Mana.

  ??

  The caster sub-commanders of the orcs were specialized in mind magic. They would be able to buff or debuff the orcs and their enemies via the two aura skills. These skills had dual effects depending on who they were being used upon. For an orc, more anger equals much more fierce fighting, while for their opponents, it could mean the possibility of making mistakes. On the other hand, tranquility could stop orcs from acting rashly, helping their commanders, command them better, whereas their enemies might not respond to threats as fast due to being too relaxed.

  Of course, something like Mass Panic was useful for obvious reasons, and so was Mind Blast, which was a direct psychological attack. Aside from attacks, the orc caster would also be good at scouting for the orcs who would genuinely focus on combat. They would accomplish this scouting via their scrying or by viewing through actual, yet bad at their job, orc scouts.

  All in all, the orc casters, along with the orc commander, were the group that would, outside of his dungeon, hold a group of orcs together. To that end, the minion casters would be nerfed since Dan planned to remove their scouting capabilities along with one or two other spells. Once again, the reason behind this was to give variety to each of the green skins because Dan could have totally just copied and pasted sub-commanders and their abilities over and over again, only changing their races.

  However, it wasn’t totally just for variety's sake but also to send a message to adventurers. They wouldn’t get the message right away, but eventually, adventurers would learn that depending on which faction they joined, their final rewards would be based on the focus of that green-skin faction. And in the case of the orcs, they would get a melee weapon, which went hand in hand with the martial force Dan was making the orcs be.

  With the orc base done, Dan would probably spawn them in before starting on the next camp. Not that the three factions would even fight anytime soon since Dan would need them on monster slaying.

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