World of Orn 1: The Prologue
NOTE: Subsequent WOO installments will appear as Siege maps (as opposed to Siege That! maps).
Welcome to the World of Orn. Orn is a prosperous village on the Silver River. A haven for weary travellers and merchants on the heavily used trade route, The Kallandria Cutoff, Orn played an integral part in the City-State of Ramar's rise to power.
Long ago, in a time of Dragons, Orcs, and Magick, Orn was founded by the Wizard it eventually took it's name from. Known throughout the World for his Mastery of all things Arcane, Orn's crowning achievement was the creation of an artifact: The Helm of Power (more commonly called "The Helm of Orn"). The Helm conferred up on its wearer many magicks, the greatest of which was the ability to attract others to pursuit of a common cause.
Presented as a gift to a young adventurer Orn befriended and admired greatly, the Helm had helped Ramar the First found his city and build it into greatness. His benevolent style of rule would have won many followers without the Helm, but with it, Ramar was soon the largest economic power
in the great valley then known as the Silver River Plains. By the time of his death, all the lands encompassed by the Wandering Mountains had joined what is now known as the Kingdom of Ramar.
Times slowly changed though. As the Sun's orbits shifted through their 400 year cycle, Magick powers weakened to the point of near extinction. With the loss of Magick, the Helm became "normal". Rendered impotent by the Suns, it was safegaurded at a Keep built specially to preserve it from harm. While the Keep was known to have been protected from attack by Sea by a series of treacherous rocks off the coastline, it was assailable by land. No one ever tried. Over time, the Helm became a myth, thought by many to have never existed.
Now, the Suns are once again moving to their old positions. Magick will begin waxing in power and gradually regenerate into a viable force.
Forgotten by most peoples generations ago, the Helm does have one believer. In the land just north of the Wandering Mountains, lives a man who has studied the few remaining tattered tidbits of myth which mention the Helm.
Zarnath descended from a long line of Wizard-Warriors. He spent much of his youth researching artifacts and the Astronomy of the Arcane. The shift in the Suns has not gone unnoticed. Now is the time for Zarnath to make his move.
While he commands a large army of fierce warriors and rules over a moderately-sized fiefdom, Zarnath has long envied the prosperity of Ramar and dreams of building a similar empire north of the WM (as many locals call the Wandering Mountains). Possession of the Helm of Orn would make his dream come true.
Zarnath is certain he knows where the Helm lies. With a small army he has quietly moved south through the WM, he is poised to strike.
To lead this daring raid, he has assigned a Captain whose miltary prowess is rapidly becoming the stuff of legend. When he first told you of his aggressive plans, you had many doubts, but his charm, persistence, and well-documented research won you over.
Your force has arrived just outside the Keep one by one, careful not to attract the attention of the unsuspecting peasant folk in the area. Having gathered the men together over the last fortnight, you are now ready to launch your attack and capture the Helm. Should you succeed, command of Zarnath's elite Army of the Granite Fist awaits you...
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Very nice story to this mission.
The castle itself was quite easy. I manadged to kill the lord with 10% losses, as i could bypass a lot of the corssbow men!! A second wall would have made it interesting!!
Overall i really liked it, it took me a while to work out the best route of attack, but once sorted it was easy.
Very nice story though, probably the most original yet!!
I found this scenario to be average at best. Although the storyline is excellent, it really didnt help impress me on my overall views.
The map was much to easy once the right balance of troops was selected and the castle was overcome with less than 4 percent troop losses. So playability was only average.
Balance is also just average, as once a player determines the troops required, any decent siege player will take out the keep with very little effort.
With the story being so unique I have added a bonus point in the creativity category.
The map itself was nice and had some effort put into it, as would be expected for the siege that map :) however the castle protection took away from the authors design. A massive amount of wall and towers does not really add to the appeal of the map.
A great story and good intro to a good series. If the author spent a bit more time on the castle defence and made it a little more realistic looking i could see increased scoring.