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TL;DR Summary:
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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.
- 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.
In Character Info:
The lot of an orcish outcast in the human world is often rough -- orcish life in general, even as an accepted member of a tribe is nasty, brutish and short. The politics are cutthroat -- literally. It happens that intra-tribal politics have their winners and losers, and the change of a regime often means an outcasting for family and supporters of the deposed (inevitably killed) warlords. These orcs have a stark choice -- make it on their own somehow, isolated from everything or find their way in the outside world filled with enemies -- humans, elves, dwarves, and just about every other race there is.
Regarded as brutes and scum, often with some reason, the Orcs find that their employment options are highly limited. The trade most find, and welcome, is that of violence -- tavern bouncers, criminal muscle, pirate crewmen, and, of course, sellswords. But even in these jobs, orckind are not appreciated for anything more than their violent tendencies and brute strength. They are often abused and maltreated, or used for fodder by other races that deride them.
About six years ago, a group of orcish veterans decided to change that -- they decided to put aside the eminimities of tribes that exiled them and started to recruit other outcasts into a frightenly organized mercenary company patterned along human lines -- a blend of their brute strength and high endurance for hardship with military discipline that was unknown in the tribal warrior structure of tribal orc life. They figured that if they were going to make it in this world where all hands were turned against them, they might as well at least watch each other's backs.
Of course, displaying a degree of gallows humor and self awareness that other races would be shocked to find among orcs, they named the company "Nar Mat Kordh-Ishi" -- Do not die in bed.
Regarded as brutes and scum, often with some reason, the Orcs find that their employment options are highly limited. The trade most find, and welcome, is that of violence -- tavern bouncers, criminal muscle, pirate crewmen, and, of course, sellswords. But even in these jobs, orckind are not appreciated for anything more than their violent tendencies and brute strength. They are often abused and maltreated, or used for fodder by other races that deride them.
About six years ago, a group of orcish veterans decided to change that -- they decided to put aside the eminimities of tribes that exiled them and started to recruit other outcasts into a frightenly organized mercenary company patterned along human lines -- a blend of their brute strength and high endurance for hardship with military discipline that was unknown in the tribal warrior structure of tribal orc life. They figured that if they were going to make it in this world where all hands were turned against them, they might as well at least watch each other's backs.
Of course, displaying a degree of gallows humor and self awareness that other races would be shocked to find among orcs, they named the company "Nar Mat Kordh-Ishi" -- Do not die in bed.
Out of Character Info:
As above, the RP is about orcs operating in the human world -- the founders of the company, having learned their trade in human mercenary companies (to the shocked surprise of their 'teachers') decided to form an orcish company of mercenaries, but taking the elements of human warfare that they deem effective. They know, for example, that orcish tribal warfare is ferocious, but not particularly well suited to fighting an organized force in the field. As veterans of warfare against humans, the high officers and veterans of the Company know that discipline counts, and bank on the idea of harnessing orcish ferocity and love of warfare while teaching their recruits the lessons of discipline that seemingly come easier to Humans and other races.
The employers, however, think they're hiring a violent rabble, and the other human mercenaries do not like the Company. Hell, even orcish warlords, if they were to hear of the Company, would consider it heretical and set their hands against it. Alone in this world, all this fraternity of outcasts has is each other. Everyone else is against them and it's their lot to survive. On the other hand, it's a virtual certainty that they won't die in bed.
The structure of the company is up for debate, but I'd prefer to cap non-orcish members of the company to a handful - two characters at best, and they should be individuals and specialists. I only have a few other ideas nailed down for organization, namely that there will be Warg (wolf-ish beasts that the orcs ride) cavalry and that all recruits of the company will start out in the pike formations of the company, learning the hard lesson of discipline under stern drillmasters that exhort them to all work together. I think characters will probably be officers in the unit, but I am open to suggestions as how to organize that.
Update: Characters will be part of an elite group of orcish soldiers chosen for prowess (over rank) that are deployed into the most desperate situations. Specialists, skilled warriors and so forth. Of course, these characters are chosen for their skill as well as their ability to follow orders (they all served in the pikes) but they are an elite within the Company. That way, we have the characters all together.
The employers, however, think they're hiring a violent rabble, and the other human mercenaries do not like the Company. Hell, even orcish warlords, if they were to hear of the Company, would consider it heretical and set their hands against it. Alone in this world, all this fraternity of outcasts has is each other. Everyone else is against them and it's their lot to survive. On the other hand, it's a virtual certainty that they won't die in bed.
The structure of the company is up for debate, but I'd prefer to cap non-orcish members of the company to a handful - two characters at best, and they should be individuals and specialists. I only have a few other ideas nailed down for organization, namely that there will be Warg (wolf-ish beasts that the orcs ride) cavalry and that all recruits of the company will start out in the pike formations of the company, learning the hard lesson of discipline under stern drillmasters that exhort them to all work together. I think characters will probably be officers in the unit, but I am open to suggestions as how to organize that.
Update: Characters will be part of an elite group of orcish soldiers chosen for prowess (over rank) that are deployed into the most desperate situations. Specialists, skilled warriors and so forth. Of course, these characters are chosen for their skill as well as their ability to follow orders (they all served in the pikes) but they are an elite within the Company. That way, we have the characters all together.
Unit Organization
Nar Mat Kordh-Ishi
CO: Radush "Eye-Drinker" born an outcast
Favorite Color: Red, it goes faster. (Everyone has at least a sleeve of their armor painted red. You can tell who is higher up in the organization by how much red they've got.)
- The Chosen (First Company - Elite warriors, scouts and specialist fighters as well as a reserve for when things get rough in a fight)
- Pikes (~200-300 orcs broken down into smaller units as necessary for manuever)
- Spikes (~160 orcs - Longbows)
- Wargs (~100 orcs and their warg mounts, cavalry)
- Blades (~100-200 orcs wielding bladed weaponry for close-combat and assaults)
- Campers (~150 or so orcs - Camp, Supply Train and other logistic specialties)
The favored weapon of the orcs is a falchion, a curved sword, though in the case of the orcs, it's larger than most humans would like, wickedly barbed and often two-handed. Axes are also favored, as are, surprisingly, halberds, which give a certain degree of flexibility to orcish warriors in a fight. Veterans brought this weapon into the ranks of the company -- tribal orcs would sneer at something more complicated than an axe, but smart warriors understand the versatility of the weapon, and the importance of mastering it.
The armor is generally so thick that they don't worry about shields so much -- it isn't pretty stuff like elven and human armor, and it isn't expertly forged like the dwarven stuff, but orcs are big, and they can carry more weight. It means their armor is more dense. Anyway, even disciplined orcs aren't big on hiding behind shields. The typical suit of 'company steel' tends to be a suit of chain and plate, though the legs are chainmail alone and the forearms are often exposed, at least in the Pikes n' Spikes. The Blades tend to wear full suits, because they've scrounged or purchased the additional armoring on forearms and legs and because their fighting is closer in and less manuverability based.
The pikes are counterbalanced with a weight on the end to make them more easily handled, barbed with a crosspiece behind the head and long-bladed. Orcs aren't naturally inclined to form pike squares, but Nar Mat Kordh-Ishi's drillmasters use methods designed to appeal to the Orcish mentality -- it's beaten into headstrong (all of them) recruits. The Pikes are the training ground of the Company, it's where recruits learn the fundamental lessons of fighting in the world outside the tribes of the orcs. It doesn't matter how high one was in a tribe, how experienced a warrior outside the Company, all recruits go through the Pikes as a rite of passage.
Longbows in the company are much larger than a human or Elven equivalent. What the orcs lack in the subtle sophistication of the elves, they make up for in being able to draw far more weight. Their arrows are almost javelin-like, well heavier than human cloth-yard arrows, and carry a variety of points. Orcish archery isn't pinpoint, but some tribes have a long history of hunting with bows for survival, which makes them surprisingly good in addition to these other advantages. Bow companies tend to wear heavy enough armor that makes them pretty decent in a close in fight, and they carry blade weapons...and heavy hammers used to pound spikes into the ground, which gives them a defense against cavalry that comes too close or infantry that tries to charge them. They're also good for pounding a head in.
Warg riders are the only Company forces that really use the shield much, but they avoid lances -- warg cavalry work differently than horse-based cavalry -- because they do not frontally charge, but turn faster, and fight on the flanks and the rear, as a wolf pack might. The Company's warg cavalry are designed to kill other cavalry, as a wolf might take a horse, by nipping at the flanks, hamstrining and otherwise crippling the enemy's manueverability in order to finish it at leisure. They go in for slashing attacks, nets, bolos and javelins as a typical tactic. Warg cavalry sits lower than horse cavalry, because wargs are lower-slung to the ground, and a favorite tactic of the wargs is to get in close and strike at the underbellies. It is a surprisingly close-combat oriented group. The wargs themselves are armored to protect from strikes hitting from above while engaged in this sort of fierce combat of gutting and crippling.
The Camp, Supply Train and Specialists is a concept unknown to orcish tribal warfare, but a neccessity -- Nar Mat Kordh-Ishi is often on its own to feed itself, and humans and others won't always do business with them. It is a collection of orcish and half-orcish (a chunk of the company are halfies) ex-merchants, cart drivers, blacksmiths, fletchers, herbalists and other sorts that help build the camps, raise the siege engines and keep the company in food and equipment. A lot of them are orcish women. Tribal orcs often have a disdain for those that do not fight, particulalry women, but Nar Mat Kordh-Ishi has strong orders and punishments to prevent this -- the Campers is protected from hazing out of recognition that these people are vital to the functioning of the Company. A new recruit disdains them, but the veterans of the company recognize that some campaigns, they survive only because the Campers found food and keep the recruits well in line. It is also a place where maimed veterans go when they can no longer serve, and serves to tell recruits that they will always have a place in the company, rather than being discarded to die when too old to fight.
CO: Radush "Eye-Drinker" born an outcast
Favorite Color: Red, it goes faster. (Everyone has at least a sleeve of their armor painted red. You can tell who is higher up in the organization by how much red they've got.)
- The Chosen (First Company - Elite warriors, scouts and specialist fighters as well as a reserve for when things get rough in a fight)
- Pikes (~200-300 orcs broken down into smaller units as necessary for manuever)
- Spikes (~160 orcs - Longbows)
- Wargs (~100 orcs and their warg mounts, cavalry)
- Blades (~100-200 orcs wielding bladed weaponry for close-combat and assaults)
- Campers (~150 or so orcs - Camp, Supply Train and other logistic specialties)
The favored weapon of the orcs is a falchion, a curved sword, though in the case of the orcs, it's larger than most humans would like, wickedly barbed and often two-handed. Axes are also favored, as are, surprisingly, halberds, which give a certain degree of flexibility to orcish warriors in a fight. Veterans brought this weapon into the ranks of the company -- tribal orcs would sneer at something more complicated than an axe, but smart warriors understand the versatility of the weapon, and the importance of mastering it.
The armor is generally so thick that they don't worry about shields so much -- it isn't pretty stuff like elven and human armor, and it isn't expertly forged like the dwarven stuff, but orcs are big, and they can carry more weight. It means their armor is more dense. Anyway, even disciplined orcs aren't big on hiding behind shields. The typical suit of 'company steel' tends to be a suit of chain and plate, though the legs are chainmail alone and the forearms are often exposed, at least in the Pikes n' Spikes. The Blades tend to wear full suits, because they've scrounged or purchased the additional armoring on forearms and legs and because their fighting is closer in and less manuverability based.
The pikes are counterbalanced with a weight on the end to make them more easily handled, barbed with a crosspiece behind the head and long-bladed. Orcs aren't naturally inclined to form pike squares, but Nar Mat Kordh-Ishi's drillmasters use methods designed to appeal to the Orcish mentality -- it's beaten into headstrong (all of them) recruits. The Pikes are the training ground of the Company, it's where recruits learn the fundamental lessons of fighting in the world outside the tribes of the orcs. It doesn't matter how high one was in a tribe, how experienced a warrior outside the Company, all recruits go through the Pikes as a rite of passage.
Longbows in the company are much larger than a human or Elven equivalent. What the orcs lack in the subtle sophistication of the elves, they make up for in being able to draw far more weight. Their arrows are almost javelin-like, well heavier than human cloth-yard arrows, and carry a variety of points. Orcish archery isn't pinpoint, but some tribes have a long history of hunting with bows for survival, which makes them surprisingly good in addition to these other advantages. Bow companies tend to wear heavy enough armor that makes them pretty decent in a close in fight, and they carry blade weapons...and heavy hammers used to pound spikes into the ground, which gives them a defense against cavalry that comes too close or infantry that tries to charge them. They're also good for pounding a head in.
Warg riders are the only Company forces that really use the shield much, but they avoid lances -- warg cavalry work differently than horse-based cavalry -- because they do not frontally charge, but turn faster, and fight on the flanks and the rear, as a wolf pack might. The Company's warg cavalry are designed to kill other cavalry, as a wolf might take a horse, by nipping at the flanks, hamstrining and otherwise crippling the enemy's manueverability in order to finish it at leisure. They go in for slashing attacks, nets, bolos and javelins as a typical tactic. Warg cavalry sits lower than horse cavalry, because wargs are lower-slung to the ground, and a favorite tactic of the wargs is to get in close and strike at the underbellies. It is a surprisingly close-combat oriented group. The wargs themselves are armored to protect from strikes hitting from above while engaged in this sort of fierce combat of gutting and crippling.
The Camp, Supply Train and Specialists is a concept unknown to orcish tribal warfare, but a neccessity -- Nar Mat Kordh-Ishi is often on its own to feed itself, and humans and others won't always do business with them. It is a collection of orcish and half-orcish (a chunk of the company are halfies) ex-merchants, cart drivers, blacksmiths, fletchers, herbalists and other sorts that help build the camps, raise the siege engines and keep the company in food and equipment. A lot of them are orcish women. Tribal orcs often have a disdain for those that do not fight, particulalry women, but Nar Mat Kordh-Ishi has strong orders and punishments to prevent this -- the Campers is protected from hazing out of recognition that these people are vital to the functioning of the Company. A new recruit disdains them, but the veterans of the company recognize that some campaigns, they survive only because the Campers found food and keep the recruits well in line. It is also a place where maimed veterans go when they can no longer serve, and serves to tell recruits that they will always have a place in the company, rather than being discarded to die when too old to fight.
Glossary/Sayings
- 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.
- Fresh off the Warg - An orc that just left the tribes and isn't very aware of the outside world.
- Smack the green off you - Common threat employed by drillmasters dealing with recruits fresh off the warg.
- 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." Also means, 'fun.' So when a Section Leader says, "Looks like we got some ugly work ahead" and sound gleeful, it means something enjoyable, like torching a glade of thousand years trees that a bunch of knife-ears sculpted as art.
- 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.
- Fresh off the Warg - An orc that just left the tribes and isn't very aware of the outside world.
- Smack the green off you - Common threat employed by drillmasters dealing with recruits fresh off the warg.
- 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." Also means, 'fun.' So when a Section Leader says, "Looks like we got some ugly work ahead" and sound gleeful, it means something enjoyable, like torching a glade of thousand years trees that a bunch of knife-ears sculpted as art.