The Orclands is the hottest desert region in the world of Gallyria. It gets the name from being the home to savage orcs and half-orcs. While they do not have a great relationship with magic, some embrace the strength that comes with it in order to lead their clan to prosperity. Recently, however, magic has proved unreliable for the orcs, as its use has started to mutate and destroy some clans. The chiefs of each of the big clans met to discuss their course of action in this disaster and ultimately decided to take the best warrior from each clan to resolve the matter. The question is, will these warriors come back as heroes?
This is a homebrew campaign in the world I am building. The starting level is 5. Reply to this post with the following form filled out:
Character name:
Class:
Backstory:
Ability scores:
The race should be orc or half-orc. Background will not be necessary right away, we will have time to sort through things and you can find something that suits the campaign. Try to make the backstory as best you can, and we’ll work to better tie it in to this world.
The ability scores will be randomly rolled, rerolling ones once. Please add this to your reply with the site’s dice roller. I’d say if it’s under 70, you should keep it to make things interesting (unless it’s super low)
Backstory: Sage, Kotog was a warrior in his youth, using his magic to aid his clan in battle, but as he grew older, he fell into more of an advisory position. He has spent the last two decades researching the history of the magic of the clans, and with the recent trouble, he was a natural choice to send on such an investigation.
Backstory: The rough idea I have for his background is that he swore an oath to one of the orc gods to hunt down those who strayed from their ways. Or something like that. I have the urban bounty hunter background picked to fit along those lines.
Ability scores: 121713101715
More in depth backstory:
Radar was born to an orcish woman with an unknown human father. His mother had traveled in her youth outside of the Orclands, but after giving birth to a son, she returned to the land of her kin. Her old clan took her back... reluctantly.
Growing up a half-orc in an orcish community was rough on Radar. He was small for his size as a child, and often abused by his peers. When he first came to the community, he tried to make friends. However, they only saw a weak half-breed. He ended up with several bad cuts and even lost a finger or two before he was brought to the shamans by his mother. He was safe with them, and able to lean from them. He grew to believe in the orcish pantheon, and prayed to Gruumsh to make him stronger.
As he grew towards adulthood, Radars body changed. He became much stronger and deadlier than those who used to pick on him. Thankful, he devoted himself to Gruumsh, but not as a priest, instead to be his weapon in the mortal realm. Radar would spend his days hunting those who broke the laws of the orcish community. It was in this line of duty that he witnessed magic users lose control of their power and cause deaths of innocents. He has sworn himself to discover the cause and hopefully find a solution.
Can we go Mark of FInding Half-Orc or Eberron Orc?
Name: Reystov
Race: Eberron Orc
Class: Swashbuckler Rogue 3/Barbarian 2
Backstory: Reystov may have impressive strength. What is more impressive is the time and training he underwent to obtain the skill and technique to better use his natural muscle. Many orcs consider Reystov to be a coward in how he fights and dishonorable since he is a no good smuggler. Reystov's clan leader values his ingenuity and makes an unpopular choice to send him to be their representive. Reystov while a smuggler also is the one to see value in new medicines and technology and has used his business to better the clan. He sees this as an opportunity to help his brethren and decides to take up the offer.
Ability scores: 9118121110
Edit: I like having low rolls but I want at least one or two decent stats. If I keep the 8 and 9 can I try rerolling the other 4? If not its fine. I just can't multiclass with my rolls.
Based on the campaign prompt it is not clear...are magic users okay? Thinking Wild Mage/Warlock Pact of the Chain...maybe the wild magic is an aspect of what is going wrong with magic in the realm? This is before seeing stats...so assuming I get something decent to slot into charisma.
Character name: Tarth Sootblood
Class: Half Orc Warlock (3)/Sorcerer (2)
Backstory: *TBD* - In part depending on where stats land...
Class: Monk, Way of Mercy (assuming UA is okay, if not I'll go with Way of the Open Hand)
Backstory: For backstory, I'm thinking that Ischio selected monastery training over other warrior paths, and then chose the Way of Mercy out of desire to better her clanmates' lives. Now that she has completed her monk training, she runs a tavern in her clan and brews her own ale, using her spare time and martial artistry to fight off bandits and crooks, and she never says no to the occasional tavern brawl. I was thinking that although she draws a large part of her power from her deity, Luthic, much of the healing and buffing powers she would gain through Way of Mercy are expressed through her brew craft. Sort of a like a "here's some beer, get up and go get em" situation.
Based on the campaign prompt it is not clear...are magic users okay? Thinking Wild Mage/Warlock Pact of the Chain...maybe the wild magic is an aspect of what is going wrong with magic in the realm? This is before seeing stats...so assuming I get something decent to slot into charisma.
Character name: Tarth Sootblood
Class: Half Orc Warlock (3)/Sorcerer (2)
Backstory: *TBD* - In part depending on where stats land...
Ability scores: Ability scores: 13121612148
Yes, magic users are okay to use. The campaign mechanics are still a work-in-progress, but the haywire magic thing will mostly consist of the Wild Magic Surge table. Each spell you cast would have an extra effect, whether it helps or hurts you.
Class: Monk, Way of Mercy (assuming UA is okay, if not I'll go with Way of the Open Hand)
Backstory: For backstory, I'm thinking that Ischio selected monastery training over other warrior paths, and then chose the Way of Mercy out of desire to better her clanmates' lives. Now that she has completed her monk training, she runs a tavern in her clan and brews her own ale, using her spare time and martial artistry to fight off bandits and crooks. I was thinking that although she draws a large part of her power from her deity, (@IorithMagnus, I'm not sure if you made your own pantheon so I'm keeping this ambiguous) much of the healing and buffing powers she would gain through Way of Mercy are expressed through her brew craft. Sort of a like a "here's some beer, get up and go get em" situation.
Ability scores: Ability scores: 161510121317
I don’t have my own pantheon for this. Feel free to use any of the gods from the orc pantheon (i.e. Gruumsh)
Based on the campaign prompt it is not clear...are magic users okay? Thinking Wild Mage/Warlock Pact of the Chain...maybe the wild magic is an aspect of what is going wrong with magic in the realm? This is before seeing stats...so assuming I get something decent to slot into charisma.
Character name: Tarth Sootblood
Class: Half Orc Warlock (3)/Sorcerer (2)
Backstory: *TBD* - In part depending on where stats land...
Ability scores: Ability scores: 13121612148
If I am already getting wildsurges I might go with a different sorcerous background...we will see. I need to read up on some because I've not played a 5e sorc before. The flavor of shadowmagic probably fits the background I have in my head best...
Backstory - As a child Tarth was the runt...weaker than all the others, we could barely keep up and mainly made his way by making friends with the larger fullblooded orcs. That was until the night when it all changed. It was discovered that Tarth had something dark in his blood...something malevolent. He began manifesting strange powers as his blood ran cold. It started with a small and erratic control of the elements...throwing a flaming shaft of light and energy, zaping people with electricity from his hands, sending out a spray of green noxious fumes.
Then the book arrived. It was not delivered, or carried into the camp, just one night it wasn't there and the next it was. Crafted of a dark black leather and cracked in places, others said looking at the book made them feel nauseous. But Tarth is never without it. He says it holds the key to understanding. Understanding what he won't say.
Backstory: From a long line of front line solders, Agug was the first in his family to make platoon leader. He served with unquestioning vigilance until he was betrayed by his commander. He unknowingly marched his men into a trap, and all of his trusting subordinates were killed. Later he found that his commander had known of the trap and was using his platoon as fodder. At that, he broke with the military, and has lost all respect for the organization.
All characters will have starting equipment and 100 gold. We’ll have some time to discuss and plan things once I pick some of the submissions. I’ll give everyone more time to edit or complete their sheets.
If Eberron is a no go, this will end up an all Half-Orc party ^^
This does sound interesting as a story premise.
I'll roll and see what I have to work with: Ability scores: Ability scores: 101412101311
Name: Tanwar Class: Cleric, Twilight domain God: Shargaas, "the Night Lord" Background: Hermit (if this feature proves troublesome, I'll change it) https://ddb.ac/characters/22395182/kSDzyW
Backstory:
Tanwar always believed that he was destined to be a fierce warrior and, one day, ruler of his own Orc clan. To that end he undertook rigorous martial training, favouring blunt weaponry like the flail, and studied the teachings of war as guided by Ilneval. Spurred on in these learnings by his friend and rival Bugrok, the future looked good.
That all came to a crashing halt one day when Bugrok, in an effort to get an edge over Tanwar, experimented with arcane magic. Neither learned nor experienced with it, the magic backlashed and mutated Bugrok before Tanwar’s very eyes. Amidst Bugrok’s thrashing and throes of pain, Tanwar grabbed his flail and struck down repeatedly until the twitching stopped and the sounds died.
Tanwar tried to plead his case before the war chief but malignant whispers from his council on how magic could be tamed and used to transform the Orcs into something greater made the chief turn a blind eye. Disgusted by how willing and eager the clan was to forsake tradition, Tanwar’s heart darkened. The very same night he exiled himself to the darkest parts of the Orclands, where Shargaas resided, and Tanwar let the darkness fully consume his heart.
‘They would not listen. They clawed at every speck of magic they could find, foolishly hoping it would give them power. They would not listen. True power resides with the gods and this use of magic is but a child grasping at straws. So I left the clan. They would not listen. Their magic has turned on them and they have been left without guidance. They will listen now. I have returned.’
If Eberron is a no go, this will end up an all Half-Orc party ^^
Good point. You know what, I’ll allow Eberron orcs. I just don’t want any of the content like Artificer.
Anything relating to Eberron orcs that do not fit can be changed when we discuss it before the campaign begins. So like Tharask and things like that do not exist here.
Ravnica backgrounds don’t really fit in this world either, no. The world was designed for the PHB for the most part. If there’s an orc god fitting Twilight, go for it. It’s pretty fun
Would an Orc from "Scarred Lands Players Handbook" be okay?
Orc Racial Traits Orcs share a number of traits that make them formidable warriors. Ability Score Increase. Your Strength score increases by 3, and your Constitution score increases by 1. Age. Orcs can reach adult size and status in their mid- to late-teens. They seldom live to be more than 50. Size. Most orcs stand between 6 and 7 feet tall, and orcs commonly weigh over 200 pounds. (See the Random Height and Weight table at the end of this chapter if you wish to roll randomly for those features.) Your size is Medium. Speed. Your base walking speed is 30 feet. Aggressive. As a bonus action, you can move up to your speed toward a hostile creature you can see. Darkvision (30 ft.). Traditionally a nocturnal race used to life under the stars, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Menacing. You have proficiency in the Intimidation skill. Orcish Combat Training. You have proficiency with the battleaxe, greataxe, handaxe, and lance. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You speak Orcish and any one other language.
This post has potentially manipulated dice roll results.
Character name: Gark
Race: Half-orc
Class: Ranger
Backstory:
Son of teen orcish father and teen human mother who met in the woods near the border and fashioned a relationship over time. The relationship ended when Gark was born. Despite being very close to his mother and having very human features, he always felt like an outcast and never feeling fully accepted by humans. He spent most of his time in the same woods where his parents met each other, and which is where he met Rathwyn, a ranger who patrolled the borderlands. Rathwyn became Gark's mentor and trained him to become a ranger, living off the land, earning money here and there guiding merchants and groups through the forest.
Would an Orc from "Scarred Lands Players Handbook" be okay?
Orc Racial Traits Orcs share a number of traits that make them formidable warriors. Ability Score Increase. Your Strength score increases by 3, and your Constitution score increases by 1. Age. Orcs can reach adult size and status in their mid- to late-teens. They seldom live to be more than 50. Size. Most orcs stand between 6 and 7 feet tall, and orcs commonly weigh over 200 pounds. (See the Random Height and Weight table at the end of this chapter if you wish to roll randomly for those features.) Your size is Medium. Speed. Your base walking speed is 30 feet. Aggressive. As a bonus action, you can move up to your speed toward a hostile creature you can see. Darkvision (30 ft.). Traditionally a nocturnal race used to life under the stars, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Menacing. You have proficiency in the Intimidation skill. Orcish Combat Training. You have proficiency with the battleaxe, greataxe, handaxe, and lance. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You speak Orcish and any one other language.
Would an Orc from "Scarred Lands Players Handbook" be okay?
Orc Racial Traits Orcs share a number of traits that make them formidable warriors. Ability Score Increase. Your Strength score increases by 3, and your Constitution score increases by 1. Age. Orcs can reach adult size and status in their mid- to late-teens. They seldom live to be more than 50. Size. Most orcs stand between 6 and 7 feet tall, and orcs commonly weigh over 200 pounds. (See the Random Height and Weight table at the end of this chapter if you wish to roll randomly for those features.) Your size is Medium. Speed. Your base walking speed is 30 feet. Aggressive. As a bonus action, you can move up to your speed toward a hostile creature you can see. Darkvision (30 ft.). Traditionally a nocturnal race used to life under the stars, you can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Menacing. You have proficiency in the Intimidation skill. Orcish Combat Training. You have proficiency with the battleaxe, greataxe, handaxe, and lance. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Languages. You speak Orcish and any one other language.
Yes that looks fine.
You're okay with a +3 to STR and all the racial traits of an Orc and Half-Orc smashed together?
The Orclands is the hottest desert region in the world of Gallyria. It gets the name from being the home to savage orcs and half-orcs. While they do not have a great relationship with magic, some embrace the strength that comes with it in order to lead their clan to prosperity. Recently, however, magic has proved unreliable for the orcs, as its use has started to mutate and destroy some clans. The chiefs of each of the big clans met to discuss their course of action in this disaster and ultimately decided to take the best warrior from each clan to resolve the matter. The question is, will these warriors come back as heroes?
This is a homebrew campaign in the world I am building. The starting level is 5. Reply to this post with the following form filled out:
The race should be orc or half-orc. Background will not be necessary right away, we will have time to sort through things and you can find something that suits the campaign. Try to make the backstory as best you can, and we’ll work to better tie it in to this world.
The ability scores will be randomly rolled, rerolling ones once. Please add this to your reply with the site’s dice roller. I’d say if it’s under 70, you should keep it to make things interesting (unless it’s super low)
All content except Critical Role is allowed.
Edit: Don’t use any Eberron either.
Ability scores: 14 15 15 14 14 15
Question: Standard starting equipment or do we get any additional gold or magic items?
This is just a rough idea so far. I threw together a quick character https://www.dndbeyond.com/profile/King_Krim/characters/22379028 but haven't spent the time to make a name/full backstory.
More in depth backstory:
Radar was born to an orcish woman with an unknown human father. His mother had traveled in her youth outside of the Orclands, but after giving birth to a son, she returned to the land of her kin. Her old clan took her back... reluctantly.
Growing up a half-orc in an orcish community was rough on Radar. He was small for his size as a child, and often abused by his peers. When he first came to the community, he tried to make friends. However, they only saw a weak half-breed. He ended up with several bad cuts and even lost a finger or two before he was brought to the shamans by his mother. He was safe with them, and able to lean from them. He grew to believe in the orcish pantheon, and prayed to Gruumsh to make him stronger.
As he grew towards adulthood, Radars body changed. He became much stronger and deadlier than those who used to pick on him. Thankful, he devoted himself to Gruumsh, but not as a priest, instead to be his weapon in the mortal realm. Radar would spend his days hunting those who broke the laws of the orcish community. It was in this line of duty that he witnessed magic users lose control of their power and cause deaths of innocents. He has sworn himself to discover the cause and hopefully find a solution.
Can we go Mark of FInding Half-Orc or Eberron Orc?
Name: Reystov
Race: Eberron Orc
Class: Swashbuckler Rogue 3/Barbarian 2
Backstory: Reystov may have impressive strength. What is more impressive is the time and training he underwent to obtain the skill and technique to better use his natural muscle. Many orcs consider Reystov to be a coward in how he fights and dishonorable since he is a no good smuggler. Reystov's clan leader values his ingenuity and makes an unpopular choice to send him to be their representive. Reystov while a smuggler also is the one to see value in new medicines and technology and has used his business to better the clan. He sees this as an opportunity to help his brethren and decides to take up the offer.
Ability scores: 9 11 8 12 11 10
Edit: I like having low rolls but I want at least one or two decent stats. If I keep the 8 and 9 can I try rerolling the other 4? If not its fine. I just can't multiclass with my rolls.
Your secret is safe with my indifference - Percy
Based on the campaign prompt it is not clear...are magic users okay? Thinking Wild Mage/Warlock Pact of the Chain...maybe the wild magic is an aspect of what is going wrong with magic in the realm? This is before seeing stats...so assuming I get something decent to slot into charisma.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Character name: Ischio
Character sheet: https://www.dndbeyond.com/profile/rilem/characters/22381080
Class: Monk, Way of Mercy (assuming UA is okay, if not I'll go with Way of the Open Hand)
Backstory: For backstory, I'm thinking that Ischio selected monastery training over other warrior paths, and then chose the Way of Mercy out of desire to better her clanmates' lives. Now that she has completed her monk training, she runs a tavern in her clan and brews her own ale, using her spare time and martial artistry to fight off bandits and crooks, and she never says no to the occasional tavern brawl. I was thinking that although she draws a large part of her power from her deity, Luthic, much of the healing and buffing powers she would gain through Way of Mercy are expressed through her brew craft. Sort of a like a "here's some beer, get up and go get em" situation.
Ability scores: Ability scores: 16 15 10 12 13 17
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard (Union!)
Hadar Jaffe- Half-elf Knowledge Domain Cleric (Nemo's Citadel of the Unsleeping Sun)
Yes, magic users are okay to use. The campaign mechanics are still a work-in-progress, but the haywire magic thing will mostly consist of the Wild Magic Surge table. Each spell you cast would have an extra effect, whether it helps or hurts you.
I don’t have my own pantheon for this. Feel free to use any of the gods from the orc pantheon (i.e. Gruumsh)
If I am already getting wildsurges I might go with a different sorcerous background...we will see. I need to read up on some because I've not played a 5e sorc before. The flavor of shadowmagic probably fits the background I have in my head best...
Backstory - As a child Tarth was the runt...weaker than all the others, we could barely keep up and mainly made his way by making friends with the larger fullblooded orcs. That was until the night when it all changed. It was discovered that Tarth had something dark in his blood...something malevolent. He began manifesting strange powers as his blood ran cold. It started with a small and erratic control of the elements...throwing a flaming shaft of light and energy, zaping people with electricity from his hands, sending out a spray of green noxious fumes.
Then the book arrived. It was not delivered, or carried into the camp, just one night it wasn't there and the next it was. Crafted of a dark black leather and cracked in places, others said looking at the book made them feel nauseous. But Tarth is never without it. He says it holds the key to understanding. Understanding what he won't say.
Character Sheet
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Ability scores: 11 13 10 13 11 11
Character Sheet
Ability scores: 15 13 8 7 16 12
Name: Leon
Race: Half-orc
Class: Fighter 1 / Wizard (warmage) 4
Background: soldier
All characters will have starting equipment and 100 gold. We’ll have some time to discuss and plan things once I pick some of the submissions. I’ll give everyone more time to edit or complete their sheets.
If Eberron is a no go, this will end up an all Half-Orc party ^^
This does sound interesting as a story premise.
I'll roll and see what I have to work with: Ability scores: Ability scores: 10 14 12 10 13 11
Name: Tanwar
Class: Cleric, Twilight domain
God: Shargaas, "the Night Lord"
Background: Hermit (if this feature proves troublesome, I'll change it)
https://ddb.ac/characters/22395182/kSDzyW
Backstory:
Tanwar always believed that he was destined to be a fierce warrior and, one day, ruler of his own Orc clan. To that end he undertook rigorous martial training, favouring blunt weaponry like the flail, and studied the teachings of war as guided by Ilneval. Spurred on in these learnings by his friend and rival Bugrok, the future looked good.
That all came to a crashing halt one day when Bugrok, in an effort to get an edge over Tanwar, experimented with arcane magic. Neither learned nor experienced with it, the magic backlashed and mutated Bugrok before Tanwar’s very eyes. Amidst Bugrok’s thrashing and throes of pain, Tanwar grabbed his flail and struck down repeatedly until the twitching stopped and the sounds died.
Tanwar tried to plead his case before the war chief but malignant whispers from his council on how magic could be tamed and used to transform the Orcs into something greater made the chief turn a blind eye. Disgusted by how willing and eager the clan was to forsake tradition, Tanwar’s heart darkened. The very same night he exiled himself to the darkest parts of the Orclands, where Shargaas resided, and Tanwar let the darkness fully consume his heart.
‘They would not listen.
They clawed at every speck of magic they could find, foolishly hoping it would give them power.
They would not listen. True power resides with the gods and this use of magic is but a child grasping at straws. So I left the clan.
They would not listen. Their magic has turned on them and they have been left without guidance.
They will listen now. I have returned.’
William Brackwater: Human Fighter - The Windward Isles
Good point. You know what, I’ll allow Eberron orcs. I just don’t want any of the content like Artificer.
Anything relating to Eberron orcs that do not fit can be changed when we discuss it before the campaign begins. So like Tharask and things like that do not exist here.
Cool, that makes a pure blooded Orc much more attractive.
I take it that Ravnica background (even if modified) are out of the question, considering they add extra spells to spell lists?
There is also the UA option of Twilight domein cleric. Is that allowed? It looks interesting
William Brackwater: Human Fighter - The Windward Isles
Ravnica backgrounds don’t really fit in this world either, no. The world was designed for the PHB for the most part. If there’s an orc god fitting Twilight, go for it. It’s pretty fun
Would an Orc from "Scarred Lands Players Handbook" be okay?
Orc Racial Traits
Orcs share a number of traits that make them formidable
warriors.
Ability Score Increase. Your Strength score increases by
3, and your Constitution score increases by 1.
Age. Orcs can reach adult size and status in their mid- to
late-teens. They seldom live to be more than 50.
Size. Most orcs stand between 6 and 7 feet tall, and orcs
commonly weigh over 200 pounds. (See the Random Height
and Weight table at the end of this chapter if you wish to
roll randomly for those features.) Your size is Medium.
Speed. Your base walking speed is 30 feet.
Aggressive. As a bonus action, you can move up to your
speed toward a hostile creature you can see.
Darkvision (30 ft.). Traditionally a nocturnal race used
to life under the stars, you can see in dim light within 30
feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Menacing. You have proficiency in the Intimidation skill.
Orcish Combat Training. You have proficiency with the
battleaxe, greataxe, handaxe, and lance.
Savage Attacks. When you score a critical hit with a melee
weapon attack, you can roll one of the weapon’s damage
dice one additional time and add it to the extra damage of
the critical hit.
Languages. You speak Orcish and any one other language.
Son of teen orcish father and teen human mother who met in the woods near the border and fashioned a relationship over time. The relationship ended when Gark was born. Despite being very close to his mother and having very human features, he always felt like an outcast and never feeling fully accepted by humans. He spent most of his time in the same woods where his parents met each other, and which is where he met Rathwyn, a ranger who patrolled the borderlands. Rathwyn became Gark's mentor and trained him to become a ranger, living off the land, earning money here and there guiding merchants and groups through the forest.
Yes that looks fine.
You're okay with a +3 to STR and all the racial traits of an Orc and Half-Orc smashed together?
I'd like to switch my race then :p
EDIT: added backstory to original character post.
William Brackwater: Human Fighter - The Windward Isles