It's year 1076 years before Dale Reckoning, Mulhorandi and Unther are in battle with each other and it was during height of their era in age of humanity. However, a ambitious young theurgist Thayd, a last living apprentice of Imaskari mages, opened a portal to another world as means of preparation to launch his revenge upon the rebelling slaves who had abandoned his mentor during moment of need and taken over ruins of the empire province and taken it for their own.
However, as he launched into two countries into rebellion and into fierce fighting, he died accidentally as part of the plot. Leaving no one in Faerun wiser about existence of the portal which he had created and it laid quietly for five years. However, soon portal which was never intended lay dormant for long opened up....opening portal into world of orcs, mighty orcs which have their own culture, advanced civilization filled with conflict between the clans. However, portal opened and curious chieftain entered through....and found world ready for plundering! He, guided by visions of Gruumsh saw ripe world for conquest for orckin and so the chieftain returned and called upon a council made from all mightiest orc clans together and plan for attack upon Mulhorand and Unther.
And thus was born event in history which is known as Orcgate Wars.
The above is inspired by WoW's latest launched expansion; Warlords of Draenor but also realized (by just google search) that Faerun has got this exact
plot in it
. Considering I love Faerun and it's ancient history so thought to make my own take on it. As some of you may know I have quite many games already GM'ed so I would be relieved if someone else takes reins over this idea (but if no one else goes with it I can run with it). Also part of the game inspiration comes from a more freeform writing based stories where orcs invade on human/elf cities and burn/pillage and rape everything on their way.
Now what's the deal? Well, game is going to be 3.5 DnD based war stragedy game ran by Heroes of Battle rules heavily influence the battlefield conditions for the PC's (who all would be playing as orcs). It's up to air do players start as grunts, mid rank champions or even chieftains themselves. Overall level range between these would be;
Grunts; 2th level or less
Mid rank champions; 6-7th level
Chieftains; +13th level but under 18th level
If there is interest, players could play the other side (the humans of Unther and Mulhorandi) against the orc PC's, but in this campaign scenario orcs will have advantage over human side by default. Char gen would use 40 point buy to any chars from any tier and when picking classes think these orcs from other world (which is unnamed yet) have superior magic, weapons and armor what's normal canon for orcs in Faerun (this is time of history where orcs brutally outmatched their opposition), most renown is their ability to call 'avatars' of their gods into battlefield and it caused one point several gods even appear on battlefield and lay waste (Gruumsh slew some Mulhorandi god for good example).
I myself want tone it down so that the 'avatars' of the gods are merely chieftains or champions with close connection to orc pantheon god (people with strong connection to divine) and they are simply so mighty their powers approach god-alike in might. So thus reason all champion/chieftain players would be gestalt chars (and human side would have similar) but with catch that one side of gestalt must be devoted to divine class (favored soul, cleric, paladin, spirit shaman, druid etc). You can multiclass in divine side (like go mystic theurge as wizard 3/cleric 3/mystic theurge 7 as chieftain example) or enter divine PrC's.
Also besides above we would use house rules as presented in this
thread's first post (including the 'hentai rape rules'
But if someone else becomes GM they can decide more exact char gen rules but I just made the first post to check interest who would want to play as badass orc warriors (or warrioress, as female orc warriors is a thing in this orc culture). Or if Faerun is not your thing; the above plot can be applied to any homebrew setting and although in canon history orcs eventually lost (became disorganized and started again fight each other), the actual future in long term is in PC's hands and can determine will orc empire become a lasting thing.
Edit; Char gen rules in below in detail.
Every char must choose do they belong one three factions; Orc Clans, Mulhorand or Unther. Orc clans have (max 6) warchiefs while Mulhorand and Unther have max 3 leaders in each. Leaders in Mulhorand are called god kings/queens, where in Unther they are archmages. Each leader on each faction can have only one champion (read; PC) serving under them and have unlimited number of rank and files. Read on culture material on Mulhorand and Unther if plan play either of those sides. Despite faction differences the chars are generated same way;Warchief/God king/ArchmageLevel:
40 point buyHD:
Max from every levelFeats:
Every odd level a feat (pathfinder)Limits:
One side gestalt must be devoted to divine class (paladin, cleric, spirit shaman etc) in Orc Clans and Mulhorand factions, in Unther one side must be devoted to arcane class.ChampionLevel:
40 point buyHD:
Max from every levelFeats:
Every odd level a feat (pathfinder)Limits:
Must choose Warchief/God king/Archmage which under to serve and have loyalty towards to (at start of game anyway).Rank and FileLevel:
40 point buyHD:
Max from every levelFeats:
Every odd level a feat (pathfinder)Limits:
Must choose clan/order/coven which under to serve (and so champion which under command they are likely).Wealth:
Based on char level and no more than 50% of starting wealth can be spend on single item.Cohorts/Followers:
They do not count on champion limit and cohort is measured by CR/HD (whichever is highest) to acquire than HD/class + LA. Same deal with followers. Cohorts can be gestalts but followers are not gestalt. Cohorts use point buy (same as player) while followers use elite stat array. Non-combatants are NPC classes (but they treat NPC levels as 1/2 CR, meaning 1st level follower can be 2th level expert, adept, commoner etc) while combatant can be using aristocrat/warrior NPC classes (for 1/2 CR) or core/PC classes (example your 1st level combat follower could be 2th level warrior or 1st level knight).Creation of Clan/Order/Coven
If you choose play as Warchief/God king/Archmage in this game, you must create your own clan (orc clan faction), divine order (Mulhorand faction) or coven (Unther faction). Fluff and background story is free to be decided and so is banner (if any). Either case considering we use heroes of battle, the number of followers you get with leadership is increased by x10. Also you can acquire more than 1 cohort but with drawback; every cohort which you take beyond one reduces level of all cohorts by -1. So you can have single 12th level cohort or three 10th level cohorts.
Long time ago Imaskar empire (which is Faerun oldest human empires) discovered magic but suffered from food shortage and also plaque which killed their workers. So they opened portal to another world and snatched large number of people (mulans) to serve as their slaves. The slaves were abused and treated poorly and they prayed for their gods (some Mulhorandi pantheon
, others Untheric pantheon
). Eventually the gods heard them across the barrier which surrounds Faerun but they could not give divine magic nor aid for their followers, so they forced their way through astral plane onto faerun and manifested physically and help mulani slaves to rebel against Imaskar slavemasters while gods themselves walked besides them onto battle. Horus slew greatest Imaskari sorcerer king and it gave end to Imaskari empire, gods were allowed return to their home world but formed link to Faerun to allow priests and god-kings/queens formed in their absence.
Mulani split to two groups; one founded Mulhorand and other founded Unther. The both cultures revere highly divine magic and also arcane magic is respected. They both are arrogant, prideful but difference is that Mulhorandi treat their slaves better and have higher focus on divine power of priests and priestesses (and stomp down arcane traditions) while Untheric treats their slaves more cruel manner and favor arcane magic over divine (but they do got priests also) and also are more aggressive and expansionist thanks their chief deity; Gilgeam
being full on himself as conquering war god. So main reason why Mulhorandi and Unther are at war (despite common heritage) is because Unther wants to conquer Mulhorand and enslave them.
Less hair you got on your head, that more noble you are. Only highest ranking god kings/queens are almost bald (baldest being direct avatar; highest divine caster with right lineage directly tied to god itself. Example avatar of Gilgeam is baldest person in Untheric society and everyone else must have eyebrows very least or more hair depending on rank). Slavery is common and accepted in both societies, however Mulhorand have more good aligned deities and thus treatment of slaves is better compared to Unther. Otherwise think Egyptian culture and sense of fashion along with huge as possible egos even amongst slaves (as slaves take pride in serving in highest and most cultured human society in the world, more pride if they serve high ranked noble and more so if said noble is virtuous and divine caster).
Either case your cohorts and followers create your entire clan numbers/structure, overall there is 50% non-combatants (craftsmen, artisans, slaves, families/children), 30% combat force and 20% in reserve (to guard non-combatants) normally with all factions. Also there is going to be 'income' production based on average skill check modifier by non-combatants (so they are not useless; they literally fund your campaign in war).
However as you create your clan/order/coven, you get choose a single perk which is your 'unique' feature of your clan/order/coven. It gives in-game mechanical benefit which affects followers, cohorts and some cases champions (7th level PC's and also rank and file). You can have max 3 perks but to get more than one perk you must take a drawback (so absolute max is 3 perks and 2 drawbacks). Drawbacks should not be same type (gear, blessing etc) than a perk what you gain (or have already). List of Perks and Drawbacks are in below;
Improved Arms&Armor (gear): All follower units have by default masterwork weapons&armor, cost of enchants on armor and weapons is reduced by -25% (including champions/cohorts gear but not leaders).
Mass Production (gear): Cost to arm followers/other units (for sale) with non-magical equipment is reduced by -25%.
Improved Siege Weapons (gear): All siege weapons are masterwork and cost for any alchemical components for them is reduced -25%.
Fortifications (gear): Thanks skilled artisans and resources combined time and cost to make any bases, fortifications and other structures is -25% less.
Unique Resource (gear): Pick one exotic material (silver, cold iron, crystal), all your follower, cohorts and champions gear can be made from said material. You can also get choose from Mithril, Admanantine or Dragonhide/Dragonbones but instead being free the cost to add these materials are simply reduced following manner; Mithril -50%, Adamanantine -50%, Dragonhide/Dragonbones -90%.
Fertility (blessing): Instead x10 followers you got x15 and can have two cohorts instead one, so long cohorts are blood related to you.
Battle Blooded (blessing): All followers, champions and cohorts can re-roll one dice roll during single battle/confrontation.
Blessing of the Stars (blessing): Followers, cohorts and champions gain re-roll to any roll which is not combat related once per situation/encounter.
God's Favor (blessing): Select a god and pick one domain from said god, all followers, cohorts and champions who are divine casters gain +1 to CL and can maximize healing spells on those who share same faith and also gain said domain as bonus domain (leader must be divine caster to gain this perk and must have domain known to her to pick it up).
Dark Pact (blessing): By making pacts with demons/devils or dark forces you gain their favor and aid. Choosen one following; All followers, cohorts and champions gain summon monster as spell-alike ability usable 1/day (CL equal HD and which one they use depends on CL; a CL 3 allows use summon monster II example); All followers, cohorts and champions gain single vile feat as bonus feat; All followers, cohorts and champions gain fiendish creature template because inbreeding with dark forces.
Resources (wealth): Cost of any non-magical items to be crafted/created is reduced by -25%.
Trade Alliances (wealth): You have +10% greater income and gain -10% discount for any goods you purchase.
Inheritance (wealth): All followers and cohorts starting wealth is based on PC charts than NPC charts.
Magical Treasury (wealth): All followers gain single magic item which value is 1,000gp, champions/cohorts get single item with 7,500gp or less in cost.
Valuable resource (wealth): Your income is +20% higher thanks having access to valuable resource.
Artisan Culture (skill): All your non-combatants gain skill focus to craft/profession of their choice and every 3th level they gain +2 additional bonus to skill which they took skill focus in. All income production by non-combatants is increased by +25%.
Warrior Culture (skill): Instead 50% non-combatants you got only 25% of them (and even them have martial weapon profiency feat for free), leaving you 55% active military force and 20% reserve.
Natural Born Warriors (skill): All combating followers gain +2 to single physical stat.
Natural Scholars (skill): All spellcasting/scholar followers gain +2 to single mental stat.
Arcane Focus (skill): All your followers, cohorts and champions who have arcane casting levels have +1 more CL and have +2 bonus to concentration checks.
Tribal Society (gear): You have access to poor gear (-1 to hit&dmg, -1 to AC) made from furs and bone. No metal weapons anykind.
Lack of Engineering (gear): You cannot build forts nor siege weapons.
Expensive Production (gear): You can get same gear as others but it's more expensive for you. All armor&weapons cost +25% more and all other items +10%.
Poor quality (gear): Because of hasted production and lack of skill upkeep the pace, all battle gear has half of normal hardness and HP and weapons break upon rolling nat 1 and armor/shields breaks upon confirmed critical hit.
Infertility (blessing/curse): Instead x10 followers you got only standard amount of followers because of losses from past wars, famine or infertility.
Spit upon by Gods (blessing/curse): You have offended your gods someway, all follower, cohort and champion divine casters suffer -1 CL loss and they loose access to all domains expect one from your chosen deity.
Poor health (blessing/curse): Your followers, cohorts and champions suffer -4 saves against disease/fatigue/exhaustion.
Cowardice (blessing/curse): Your followers, cohorts and champions suffer -4 saves against fear and they rout more easily (according heroes of battle).
Distrusted by many (blessing/curse): Because either genuine or false rumors or past dishonorable deals or dark reputation, followers, cohorts and champions suffer -5 to diplomacy and all other clans/orders/covens start unfriendly with them.
Lack of resources (wealth): Because you lack resources, the cost to craft any non-magical items/eguipment is +25%.
Debts (wealth): One way or another you got less money to use. Followers, cohorts and champions have -25% less wealth to use than normal.
Magic is rare (wealth): No one expect champions and cohorts can gain magic items and even then they cost +10% more.
Exploited (wealth): Your income through trading and selling is not your strongest point, you suffer -25% income loss from your non-combatants.
Uneducated (skill): Your income from non-combatants is -25% less because you lack skilled labor.
Peaceful culture (skill): Your people are less warlike and so they have 80% non-combatants and have 15% reserve and 5% for actual military force.
Pathetic (skill): Your people suffer inbreeding or poor health or other past generation genetic faults and so followers have -2 to fort saves.
Insanity (skill): One reason or another your people are not quite.....right on the head. Followers, cohorts and champions suffer -2 to will saves.
Dangerous Practices (skill): Because reckless use of magic, all followers, cohorts and champions who are either divine or arcane casters suffer a wild magic effect when they roll nat 1 in CL check, concentration check or with attack roll with a spell.
Income is largely based on business rules in DMG II but I tell them in detail here as we do not quite follow those rules (but take inspiration). Income is generated by your non-combatant followers. They need achieve profession roll (with indicated profession) past 20 to gain any 'profit' for you by taking 10 (so need +11 or higher modifier in profession to give profit). When counting 5 ranks on profession roll + 1-2 wisdom bonus the most basic bonus is +6 or +7. However if worker has 5 ranks in two supporting skills, he gains +1 bonus to the profit check in question (so total +1 bonus if two supporting skills are 5 ranks). Also if you assign helpers which roll aid another rolls (able to get past 10 in roll) they each one gives +2 modifier to profit check. Maximum number of helpers per worker is equal to worker's charisma (min 1). Working in forts give +0, working in full blown city gives +2 (+4 in metropolis) and -4 in rural/camp areas. Working 8 hours per day in week gives +2 bonus also but if he would work less than 8 hours per week then you suffer -8 modifier. Every failed profit roll stacks a -1 penalty to profit checks (as form of increased struggle until event makes it worser or fixes it).
Example; Gruk the 2th level expert gray orc who has Wis 15 but Cha 10 and skill focus [profession:brewer] with max ranks on said skill works for his warchief to make finest brews for sale. He has been assigned a apprentice as a helper to help him to work and he works in a conquered city and he works eight hours per day in week (so he does not travel nor move anywhere out from city). He has craft (alchemy) and appraise both in 5 ranks (and their supporting skills for brewer). So his total profit check is +16 and so when he takes 10 he gets 26 (if his charisma would be 14 he could get 2 apprentices and increase profit from 26 to 28 thanks additional +2).
Now what is exact income and profit and is it riskless? Of course not. The amount of profit is equal to how risky the job is. Continue example from above the city is fairly safe but recently conquered and not part of solid orc territory so it's medium risk, so once per month you roll on event table to see (bad or good stuff) happens which affects the business (and same risk is shared with all businesses as all risk factor is determined by territory). So income is 20 x per point above 20. So Gruk earns 120gp per monthly basis.
Low risk (orc home world or over year held territory, event rolled once per 3 months) is 5gp x per point above 20 and high risk (near active battlefield/during battle/while traveling in hostile territory, roll event table x2 times once per month) is 50gp x per point above 20.
Now as you got x10 more followers, you can get tons of 1st level followers which could be doing profit checks or serve those higher ranked experts as apprentices. So lots of money. However, in this game you do not get 'gold' from income but rather resources. Resources are simply converting gold you would gain from income into ready made products (so Gruk does not give warchief 120gp but could convert that gold into single chain shirt and single longsword and save remaining 5gp for next month resource conversion). Income is used to both gear and purchase new troops (to cover the lost troops from battles or lost/broken gear which cannot be salvaged).
Cost of replacement followers (hiring/cost of training/gearing up/mercs etc) is 1gp x level for non-combatant and 10gp x level for combatant (and they use NPC wealth for gear). This is used as means check 'how long' it takes recover from losses and such (so you do not waste and throw units into fray thoughtless manner).
Now you can let your imagination fly on professions but they all must be valid and those which you can employ and use in location where you house/place your non-combatants to produce profit. Non-combatants which are not in suitable location where they could work or able work at least 2 hour per day produce not income
Edit; We got now OOC
sections for this game.