I really like the Orcs from the Eberron setting much more than the Orcs from the Realms setting. I want to introduce some Eberron Orcs into my Realms campaign.
What kind of story would make sense about how Eberron Orcs were able to cross over into Realms, or is this just not a possibly at all?
I don't really know much about the Eberron setting but I am thinking that maybe some Gatekeepers somehow ended up getting aucked into the portal (is it a portal?) and ended up in my realms based world.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
Strange portals and weird magical accidents happen all the time. Probably more-so in the Magi-punk world of Eberron. Just "magical accident blew a hole in reality" your orcs from one plane of existence to the next.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Your campaign may be based in the Forgotten Realms, but it's still your world to do with as you see fit. The Dungeon Master's Guide even encourages you to change and manipulate the setting to your liking. You could very simply say that the orcs used a portal to get there, or maybe just say that the "Eberron" orcs are just natives of your Realms world. Of course you would need to call them something else, but they could be the same in every other way.
Ya, I don't think it's a huge leap to have an Eberron like tribe of Orcs in the Realms... Unless you really want all the backstory / Eberron lore to be a strong part of the story then you'll need to tie that in with some of your own writing / ideas.
In ages long past the orcs of Eberron first learned druidic magic from a green dragon named Vvaraak, setting them on the path to become Gatekeepers and be a large part in saving their world from invasion by the Daelkyr (aberrations) from another plane.
Perhaps in Eberron there was a parallel evolution where an isolated tribe of orcs learned druidic magic in ancient times and foiled a similar invasion of the 'Realms. Now the tribe keeps watch over the portal they sealed, while occasionally members of the tribe wander the world watching for signs of similar invasion...
Perhaps in Eberron there was a parallel evolution where an isolated tribe of orcs learned druidic magic in ancient times and foiled a similar invasion of the 'Realms. Now the tribe keeps watch over the portal they sealed, while occasionally members of the tribe wander the world watching for signs of similar invasion...
That sounds like a good idea actually, though it also sounds quite complicated as it would involve the homebrew of an entire history. I might consider this though as the world I am creating has Orcs in it that live in the mountains that ring the part of the world where they humans, halflings and gnomes live. So instead of having Orcs from the realms setting at all, I could just transplant the Eberron Orcs into my world and then homebrew the history to make it fit more with a realms based world, while keeping the same premise.
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I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
Another option would be that maybe a group of these orcs were in Cyre on the Day of the Mourning, and whatever happened there transplanted them into the realms :)
Post-apocalyptic Eberron. The construct-race (can't remember their name - I'm new here) have overthrown Eberron. There is no hope of reclaiming it, and they are looking to conquer other worlds. They've learned of The Realms through the use of mystic magic and are plotting to open a portal to travel there. Your band of Orcs are just a few of the survivors of the (contruct race) Wars - the survivors could be a collective of all other races, now living together peacefully for mutual protection vs the constructs.
Knowing the constructs will only do to other worlds what they've done to Eberron, your band of orcs, the greatest warriors of the survivors, along with the other survivors and a powerful warlock, whom suggests he can close any portal summoned (maybe the constructs have 1 warlock prisoner they are using for this and your group must kill him, thereby ending the treat), set off for a last showdown.
The conclusion could be your warlock vs their warlock, who doesn't even want to help the constructs, but is so fearful of death that he complies. Your band of orcs is successful in fighting the constructs, losing several members in a big showdown much like the 7 Samurai story, long enough for your warlock to defeat the other; but as the battle is won, the remaining constructs bear down on your band of orcs - your warlock, mortally wounded, looks to the now closing portal and keeps it open just long enough for your band to flee through it - "Save what's left of our world! Find us a new home!" The portal closes as the last of your band passes through into The Realm.
I think some orcs can be civilized and live peacefully with humans. All orcs dont have to be brute barbarians. I also think some orcs must be able to live with humans because we have half-orcs in Forgotten Realms.
Portals mate, go where you want and write things as you please. Think of it as the different settings as islands in amongst the sheer chaos of creation, they all simultaneously exist, however, for the most part, they a so far apart that they don't normally affect one another. In this case, someone opened a portal didn't quite know what was going on and it went somewhere they didn't expect. Magic is basically power that they try and shape into a spell...its bound to go horribly wrong at some point and spiral out of control.
I really like the Orcs from the Eberron setting much more than the Orcs from the Realms setting. I want to introduce some Eberron Orcs into my Realms campaign.
What kind of story would make sense about how Eberron Orcs were able to cross over into Realms, or is this just not a possibly at all?
I don't really know much about the Eberron setting but I am thinking that maybe some Gatekeepers somehow ended up getting aucked into the portal (is it a portal?) and ended up in my realms based world.
Lots of advice would.be appreciated.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
Strange portals and weird magical accidents happen all the time. Probably more-so in the Magi-punk world of Eberron. Just "magical accident blew a hole in reality" your orcs from one plane of existence to the next.
Your campaign may be based in the Forgotten Realms, but it's still your world to do with as you see fit. The Dungeon Master's Guide even encourages you to change and manipulate the setting to your liking. You could very simply say that the orcs used a portal to get there, or maybe just say that the "Eberron" orcs are just natives of your Realms world. Of course you would need to call them something else, but they could be the same in every other way.
A surprise, to be sure, but a welcome one.
Ya, I don't think it's a huge leap to have an Eberron like tribe of Orcs in the Realms... Unless you really want all the backstory / Eberron lore to be a strong part of the story then you'll need to tie that in with some of your own writing / ideas.
In ages long past the orcs of Eberron first learned druidic magic from a green dragon named Vvaraak, setting them on the path to become Gatekeepers and be a large part in saving their world from invasion by the Daelkyr (aberrations) from another plane.
Perhaps in Eberron there was a parallel evolution where an isolated tribe of orcs learned druidic magic in ancient times and foiled a similar invasion of the 'Realms. Now the tribe keeps watch over the portal they sealed, while occasionally members of the tribe wander the world watching for signs of similar invasion...
That sounds like a good idea actually, though it also sounds quite complicated as it would involve the homebrew of an entire history. I might consider this though as the world I am creating has Orcs in it that live in the mountains that ring the part of the world where they humans, halflings and gnomes live. So instead of having Orcs from the realms setting at all, I could just transplant the Eberron Orcs into my world and then homebrew the history to make it fit more with a realms based world, while keeping the same premise.
I am an online author and sci-fi lover who plays table too roleplaying games in his free time. See all my character concepts at: Character Bios – Jays Blog (jaytelford.me)
Another option would be that maybe a group of these orcs were in Cyre on the Day of the Mourning, and whatever happened there transplanted them into the realms :)
Definitely simpler to just reskin (not literally thats kinda disgusting lol) the Eberron Orcs in your Realms setting as Mountain Orcs.
Portals. Lots of portals.
Post-apocalyptic Eberron. The construct-race (can't remember their name - I'm new here) have overthrown Eberron. There is no hope of reclaiming it, and they are looking to conquer other worlds. They've learned of The Realms through the use of mystic magic and are plotting to open a portal to travel there. Your band of Orcs are just a few of the survivors of the (contruct race) Wars - the survivors could be a collective of all other races, now living together peacefully for mutual protection vs the constructs.
Knowing the constructs will only do to other worlds what they've done to Eberron, your band of orcs, the greatest warriors of the survivors, along with the other survivors and a powerful warlock, whom suggests he can close any portal summoned (maybe the constructs have 1 warlock prisoner they are using for this and your group must kill him, thereby ending the treat), set off for a last showdown.
The conclusion could be your warlock vs their warlock, who doesn't even want to help the constructs, but is so fearful of death that he complies. Your band of orcs is successful in fighting the constructs, losing several members in a big showdown much like the 7 Samurai story, long enough for your warlock to defeat the other; but as the battle is won, the remaining constructs bear down on your band of orcs - your warlock, mortally wounded, looks to the now closing portal and keeps it open just long enough for your band to flee through it - "Save what's left of our world! Find us a new home!" The portal closes as the last of your band passes through into The Realm.
Voila! hehe Hope that helps!
I think some orcs can be civilized and live peacefully with humans. All orcs dont have to be brute barbarians. I also think some orcs must be able to live with humans because we have half-orcs in Forgotten Realms.
I have adapted orcs and lizardfolks to my own project: http://homebrewery.naturalcrit.com/share/By3s5Uqqf
My current projects, One click download PDFs:
- Clam Island campaign questbook: https://homebrewery.naturalcrit.com/share/By3s5Uqqf (Levels 1-4)
- Frostglade Tundra campaign questbook: https://homebrewery.naturalcrit.com/share/SyZ_4eEyKE (Levels 1-4)
- Goldfish Archipelago campaign questbook: https://homebrewery.naturalcrit.com/share/-3HajWXM (Sequel to Clam Island, Levels 5-8)
Portals mate, go where you want and write things as you please. Think of it as the different settings as islands in amongst the sheer chaos of creation, they all simultaneously exist, however, for the most part, they a so far apart that they don't normally affect one another. In this case, someone opened a portal didn't quite know what was going on and it went somewhere they didn't expect. Magic is basically power that they try and shape into a spell...its bound to go horribly wrong at some point and spiral out of control.
See portals areally amazing.