Warcraft: Orcs & Humans
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This game is set in the world of Warcraft, at the time of the first appearance of orcs in Azeroth, which takes place before the events of the first Warcraft video game. Two campaigns will run in parallel: a human campaign and an orc campaign. Players should create a separate character for each campaign.|
The human campaign follows a band of mercenaries contracted to eliminate a murderous gang of brigands in the swampy area of Azeroth known as the Black Morass.
- Starting level is 2.
- Available races are human, elf, dwarf, and gnome.
- Use point buy with 20 points.
- You have 100gp to spend on equipment.
The orc campaign follows a few elite members of an expedition force of about 100 orc warriors through an interplanar portal into Azeroth from the orcish home world of Draenor.
- Starting level is 3.
- All PCs must be orc.
- Use point buy with 20 points.
- You have 3000gp to spend on equipment.
The following setting restrictions also apply:
* Swords cost three times more than the price listed in the SRD. When taking a full defense action, fighting defensively, or using the combat expertise feat while holding a sword, the AC bonus from that defensive fighting is increased by 1, against melee attacks only.
* There are no horses in the orc home world of Draenor. Thus, orc PCs may not own horses. Orcs sometimes ride Dire Wolves into battle as mounts, but these creatures are very difficult to control, increasing the DC of all ride checks when riding them. They're also known to pitch their riders and eat them if they sense weakness.
* Magic items are extremely rare, and so cannot be included in your starting equipment, with the exception of the following:
-- +1 weapons, armour, and shields (flavoured as exceptional quality non-magical equipment)
-- "Healer's Crucifixes"; a copper crucifix painted with silver, which functions like a wand of Cure Light Wounds, with the same cost. Only available in the human campaign.
-- Potions of limited selection, flavoured as natural pharmaceuticals. The available potions are:
---- Remove Fear
---- Infernal Healing (orc campaign only)
---- Bull's Strength (orc campaign only)
---- Delay Pain (orc campaign only)
There is no common language. Your automatic language depends on where you're from:
- Humans of Azeroth speak English
- Humans of Stromgarde speak German
- Humans of Lordaeron and Alterac speak French, and the ones in Alterac usually learn German, too
- Humans of Dalaran, Gilneas, and Kul Tiras speak Spanish, and the ones in Dalaran usually learn French, too
- All spells and scrolls of Christian clerics are in Latin
- Elves speak Elvish
- Dwarves speak Dwarven
- Gnomes speak numerous languages that differ between their geographically isolated communities
- Orcs speak Orcish. There are actually several orcish languages, but only one will be spoken by the orcs in this game.
- Trolls speak Jamaican Patois
- Goblin languages are as diverse as gnomes, but they have a common creole based on a mixture of Dwarven, English, and German, that they use when trading.
- Ogres never developed language by themselves, so they speak a crude version of whatever language the humans in their region speak.
Bonus languages from high intelligence must come from your own side of the portal. To learn a language later by spending skill points, your PC must have had significant exposure to it, either in game or between chapters.
* For human clerics, the only faith available is Christianity, with the Anglican Church being the dominant sect in Azeroth. Christian clerics must have an alignment within one step of Neutral Good. Domains are Glory, Good, Healing, Protection, and Strength
* Orc clerics are called Necrolytes, and they all worship a god of undeath whose name they refuse to utter. Necrolytes must have an evil alignment. Domains are Darkness, Death, Destruction, Evil, and Repose
* For other races, you may make up a deity appropriate to that race.
* Orc druids are known as shamans. When the majority of the orc clans in Draenor embraced demonic magic, shamanism was seen as going out of style, soon to be replaced by the far more powerful warlocks. Thus, orc shamans now will be looked upon by most as being rather foolish in their clinging to weak old traditions.
* Human druids, on the other hand, are Pagans and therefore are sometimes persecuted by the Christian majority around them. King Llane of Azeroth is fairly progressive on the matter, and his official stance is to tolerate Paganism within Azeroth's borders as long as the druids don't try to convert any Christians to their blasphemous ways. Thus, while druids are not actively harmed, they are watched closely by a suspicious population.
Human wizards are the typical D&D fantasy fare, but for orcs, it's a little different. All orc arcane magic is powered by demons, and the practitioners of this magic call themselves Warlocks (whether their class is wizard, sorcerer, summoner, magus, or witch). While it is not strictly necessary to be evil in order to make use of demonic magic, the pursuit of demonic magic does have the effect of pushing your alignment in the direction of evil. The effect is greatest for wizards, who actively choose to learn this foul magic. They are unable to hold Good alignments. Sorcerers, on the other hand, were corrupted with demonic magic before birth, and thus can claim that they are merely developing their natural abilities, rather than pursuing any particularly evil end.
If you have a question for the GM of this game, you may send them a Private Message.
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