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Hidden 11 yrs ago Post by HeySeuss
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Uruk-Hai, Lord of the Rings trilogy


TL;DR Summary:
- Advanced, Fantasy/Medieval
- I am GM. Noxious is Co-GM.
- Characters are members, officers or otherwise, of an Orcish mercenary company called "Nar Mat Kordh-Ishi" (Orcish - "Do Not Die In Bed") formed by a variety of orcish outcasts that served as the dregs of the mercenary community.
- Company has a nefarious and unique reputation -- it's the only Orcish free company out there, and will fight for whomever hires them.
- The RP is about an outsider's point of view of humanity and dealing with the way their employers constantly try to get them killed, assuming them stupid or totally brutish or otherwise regarding them as total louts.
- How much of that reputation the characters live up to is the decision of the players.
- The idea is to have some fun with this RP and be creative with the tactics; inevitably, the company is expected to fail and is often working for real scumbags. The fun is proving them wrong and chasing them down for payment.
- Players will have a hand in developing and creating the culture of the company.
- Company colors are blood red -- because Red Goes Faster.


Hidden 11 yrs ago Post by HeySeuss
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Before I open up character sheets, I want to brainstorm the organization of the Company first. I'm taking suggestions, but first and foremost, the characters being played will generally be part of a first company or companions or sacred band arrangement -- an elite within the company that fight in the vanguard or as a heavy reserve, so the characters are together.

I'd like thoughts adding onto the basics that have already been established; the idea is to brainstorm. Symbols/heraldry, organization and so forth are all up for consideration, as would be orcish politics and so forth as well. I also need a good name for this first company/companions/sacred band group that the players are a part of. Or we just call it the first company.

Current concepts:

- Everyone Starts in the Pikes -- anyone joining the company does time in the pike line, learning discipline, and likely having some bad attitude and stubbornness beaten out of them by the orcish drillmasters. The company believes that all the advantages an orc has are for naught without actual discipline. It's also one of the Company's biggest surprises for their enemies. Also, it imparts a new sense of rank structure to the orcs in the Company -- they learn the new hierarchy and to put aside old tribal rivalries, because the Company is their new tribe.
- Red Unz Go Faster - It's a classic orc rule, the Company likes the color red. Those serving in the Pikes get their arm painted red...but veterans paint more to symbolize the blood they've seen.
- Wargs - The cavalry of the orcs are monstrous wolves the size of horses. The company use wargs exclusively and consider them an advantage.
- No Notable Battles - The Company hasn't seen any 'real' combat. They've fought skirmishes, bandits, small revolts, but have yet to really fight a full on, stuck in battle against a worthy opponent. They've been kept back guarding the baggage train, or they've been used to intimidate the locals as a garrison, but no one's been crazy or desperate enough to hire Nar Mat Kordh-Ishi and rely upon them. This means the unit has seen some blood, but they haven't been in a big fight yet.
- Tusker - Slang for Orc. Used ironically by the Company among themselves and as self-reference, ie 'The Tuskers" because some people can't even pronounce the Company's orcish name.
- Knife-ear - Elf
- Stumpy - Dwarf
- Bunny - Human
- Ugly - Approving "Ugly work, Tusker," is the equivalent of 'good job, buddy."
Hidden 11 yrs ago Post by Hank
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As far as heraldry goes, I think having a crimson shoulderguard suffices for the basic mercenaries (while leaving the rest of the armor black or unpainted). Officers could be distinguished by more red. The more red you have on your armor, the biggah boss you are. Thoughts?

Since we're already referencing WH40K Orks, we might as well steal their basis for organization: the biggest, meanest, but especially the most cunning orcs are the boss. In this case Nar Mat Kordh-Ishi was founded by orcs who have experience fighting with/against humans, so the orcs who know the most about tactics and drilling discipline into the others are at the top of the food chain. I like the idea of our characters being part of a first company, the nastiest of the bunch. The rest of the company can be divided into squads? Are we officers in charge of some of these (elite) squads, perhaps? That leaves room for us to develop some NPCs to interact with and boss around.
Hidden 11 yrs ago Post by HeySeuss
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I like the idea of veterans having the command, though it makes a certain amount of sense that the survivors of real battle and combat 'out there' would be heeded by raw recruits once they had their heads cracked a bit. I expect that the training methods are brutal because orcs are headstrong and fierce, so the training is draconian as a result.

Uniform of a red-painted sleeve sounds good, as does getting redder with rank.

I'm okay with the idea of NPC squads and so forth, I'm just trying to figure out how to work that into the narrative. We'll get back to that.

My other thought is that the Company hasn't seen major combat yet...the story will start when, for the first time in six years, they get a job that isn't terrorizing peasants and guarding caravans and otherwise being big, scary orcs. Someone is desperate (crazy) enough to hire them to fight a real battle. There's a twist, of course, but I'll keep that one to myself.
Hidden 11 yrs ago Post by Nemaisare
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I can't help coming back to this thread to read any new post... Would you mind if I offered input even if I don't plan on joining? (and lordy but I might have to change my mind if it gets any more awesome)
Hidden 11 yrs ago Post by HeySeuss
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Go for it Maybe you join. ;)
Hidden 11 yrs ago Post by Nemaisare
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Eeee, and I might, I might. I'm not good at avoiding temptation.

First off, this is a pretty good site for appearances if anyone's looking. Admittedly, the pictures are small, but there's plenty there, and supposedly, they've all been credited to the artists. It's good for browsing and character idea purposes, anyway.

Secondly, there should possibly be status applied to the wargs too. I'm assuming, since they're the replacement of cavalry, that not everyone in the Company would have one. So maybe officers above a certain rank get them. Perhaps fights between wargs are morale boosters/evening entertainment when not on duty. And maybe, if they consider them an advantage, as they surely must, maybe anyone who looks after a warg(s) might have a higher status, even if they hold the same rank, as someone who doesn't? I mean, looking after a horse is one thing(and has been known to come with prestige), but keeping charge of a carnivorous beast that might enjoy ripping your hand off and that can probably be used as an offensive weapon even without a rider is another thing entirely. That being said, it's a toss up between prowess and useful skill whether any orc being a 'wargmaster' would be put into an elite squad on the offchance they've got no one to replace him if he does go down in the fighting... But they could still be important NPCs to interact with.

Also, I was thinking, you mentioned non-orc characters being limited, particularly if they're part of the Comapny. At least, I think you did, I can't find the mention anymore, but anyway! There should be some legends surrounding the big guns and/or anyone who is not an orc but who works with them, because legends are fun and can also be good motivators to fall into line behind someone.

Would there be any trouble, amongst these outcasts, concerning the rank they might have held before they got exiled? Like a higher ranked officer giving a command to someone who might have been above them had they still been in clans? And how did they go about uniting the outcasts of separate clans who would, presumably, still have at least some clannish thoughts concerning those from other clans?
Hidden 11 yrs ago Post by Sini
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I logged off before this was put up and went viral. Going to pitch a character in if I may.

Either going for one of the Orc specialists or a goblin bailiff. I'm not sure about the latter, though I think it'd be interesting for such a tiny one to 'survive' within the company. It'd be hard for him to keep track of the numbers and keep the Orcs fed with huge quantaties of food. Perhaps I should combine the role with some stealth skills?

In any case, there's always the more traditional Orc to pick.
Hidden 11 yrs ago Post by Maxwell
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I might apply. "Orc with arbalest" sounds like a good start - you know, the whole "a human would need a crank for this, but I pull the string back with my teeth" shtick.

What about religion, though? Do we cleave to the orcish ways, or have we gone native and started worshiping pasty human deities?
Hidden 11 yrs ago Post by HeySeuss
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@Nemaisare
My thought on wargs is that they are organized as a cavalry unit, because keeping them in a unit enhances their effectiveness and doesn't tie their mobility down to foot troops. The wargmaster would probably be a very important officer in the company.

Nonhumans are limited, yes, because we're keeping this an almost-all orc show. Orcs from various tribes serve in the pikes. All recruits start out serving in the pikes. It's where they get educated in discipline and the notion that they're not a part of their old tribes anymore is reinforced under the lash of the drillmasters. It doesn't matter who is what in their old life before they join the Company, they all serve in the pikes together and henceforth achieve by merit.

@Sini
It's more than likely that the orcs would have scouts and other stealth specialists themselves. Hunters, foragers, etc. The Company doesn't always have the luxury of purchasing food -- some groups won't sell to them -- and keeping a bunch of orcs fed is hard work. They're probably good at having to figure it out and living out of their packs and rations.

@Maxwell
So far, the conversations in the Guild chat have yielded a favorable tilt toward longbows for similar reasons -- muscle and so forth, but the arbalest thing is certainly true. One of the advantages the orcs have is that they're stronger and they might be able to take advantage of human designs in a way that humans could not imagine.

As to religion, I'm not sure. Maybe their shaman/priest figure follows a renegade orc god that left/was thrown out of the pantheon, an outcast like them. But I'm open to ideas.
Hidden 11 yrs ago Post by GreivousKhan
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Maybe they follow some Orc deity of outcast, which ironically is what the Orc's in Elder Scroll follow.

Though since we're taking points from WH40k of all things, I always liked the honor bound system that the Orsinium followed. It would make a band of outcast joining together and staying united more feasible if they had some kind of tradition of honor. Which fits orcs to a tie as most warrior societies have some kind of honor system. In any case I like the elite group idea.

"If history is to have a voice, Let it be known that the Orc's have sought for nothing more...then a good fight."
Hidden 11 yrs ago Post by HeySeuss
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GreivousKhan said
Maybe they follow some Orc deity of outcast, which ironically is what the Orc's in Elder Scroll follow.Though since we're taking points from WH40k of all things, I always liked the honor bound system that the Orsinium followed. It would make a band of outcast joining together and staying united more feasible if they had some kind of tradition of honor. Which fits orcs to a tie as most warrior societies have some kind of honor system. In any case I like the elite group idea. "If history is to have a voice, Let it be known that the Orc's have sought for nothing more...then a good fight."


I'm sure whatever system of behavior the Company has, it's modeled on the Orcish system, but modified to suit their situation more. But it's a good question of what that behavior system is. I think that, given the prior narrative in the interest check, we're looking at a highly clannish system of families fighting within tribes for primacy and tribes fighting tribes. A lot of rule-by-force. Hank suggested that the Company's modification would be rule by the cunning and skilled/experienced. Not necessarily the best individual fighters, but the most productive leaders and best -soldiers- as opposed to best warriors.

And again, serving in the Pikes helps reinforce the notion that they're in a new tribe now. So hopefully that co-opts some of the cultural practices of the Orcs while modernizing them or modifying them to suit their situation.
Hidden 11 yrs ago Post by Flagg
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This is a fantastic idea. Two questions: what about an orc, possibly crippled or otherwise maimed, who handles the company trolls? Second, would there be room for an orc or non-orc antagonist or employer?
Hidden 11 yrs ago Post by GreivousKhan
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Pikes=Orc boot camp.

A thought just occurred, how well equipped is the company actually? I assume it would depend on what concept we go with, in the case of No Notable Battles, They'd probably have little income since most of the jobs in that category are small time. (Which may beg the question to the over all size but that's getting into detail atm)

Being their mostly outcast and their situation, would it be right to assume most of their gear is scavenged? (one that note I wonder the quality of Orc smiths in this world)

So I'm wondering what other forms of income they could acquire, one idea is they could gain some kind of, say strongbold/guildhouse, possibly after kicking out the previous occupants of bandits, Maybe a mine or some location that has some resource they could sell. Aside from the obvious value in coin it would bring, it would offer a nice guildhall/base of sorts, easier to join the band if it has a fairly set location outcast can go to for sanctuary.

Hmm...wonder what they would call it...
Hidden 11 yrs ago Post by Noxious
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This is what I wrote and attempted to send to HeySeuss last night:

"I'm on my phone so forgive me. I've been drinking as well but I'm not apolog=izing for that. :P

Normally I would send this to myself because it is mostly drunk rambling but in the Orc RP I think I'd like to play the animals (wargs- or whatever we call them) keeper. She fought and cared for the animals, showing allegiance to whomever the battle leader was; which in turn facilitated the animals in accepting dominance. Many orcs had animals they kept from previous battles and she facilitated the animals coordination and adaptation into the new pack. Obviously we wouldn't roleplay out any of that because it would be rather tedious and boring. But my character would be extremely animalistic, yet subservient because she would be used to accepting the alpha role of whatever Orc leader had ruled over them.

I'll read over this again tomorrow. :) sweet dreams."

YAY for drunken ideas. It looks like the Warg keeper had been discussed so I wasn't completely off on a tangent. I was thinking of throwing in that she had been removed from the main Orc group and into this little tribe because in battle she had showed weakness in caring about the Wargs.
Hidden 11 yrs ago Post by GreivousKhan
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That reminds me, if I go with my Ogre specialist idea, (which if I do, I think i'll also make him the companies cook, cause that's hilarious and a needed role) He could probably benefit from a handler. Or I can just say he's drilled enough to act on command by anyone his senior. (which will probably be all the players if we go with cunning rules idea.
Hidden 11 yrs ago Post by HeySeuss
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I'm definitely wanting a warg keeper, and the cook thing would be hilarious. An ogre could do more lifting and cook in bigger containers, which...well, he's got a lot of hungry orcs to feed.
Hidden 11 yrs ago Post by K-97
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I should probably post now to show I've seen this. As for religion, I think this that it could be very heretical but also very forward and accepting. Most times I've seen Orc Religions containing pantheons although like Hindus each tribe focuses on a god they consider superior while acknowledging the others, perhaps the Company's religion can be a monotheistic one claiming all gods are in fact aspects of the same god and that everyone has the right to worship the One Orc God their own way.

In this way the other tribes see them as heretical as they are claiming their individual gods aren't better than the others but are in fact equal. In this way those who subscribed to their system are unified and respected for their individual beliefs. It also explains how those of different tribes get along as their own individual beliefs and culture are respected in the Company.
Hidden 11 yrs ago Post by Peik
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I'm interested.
Hidden 11 yrs ago Post by Hank
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It was briefly mentioned before but it is something I'm curious about: how big is Nar Mat Kordh-Ishi?
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