[Solo] The Legend of S'Urok - Discussion

Sparky

Registered User
Welcome to the Legend of S'Urok!

This is a solo-campaign about the adventures of an orc, S'Urok in a world of waking nightmares, awakened undead and glorious battle. Ghostknight is S'Urok's Player and this is my first foray into PbP DMing. Wish all three of us many moons of legendary adventure.

IC Thread
RG Thread
Campaign Inspiration
 
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Sparky said:
Welcome to the Legend of S'Urok!

This is a solo-campaign about the adventures of an orc, S'Urok in a world of waking nightmares, awakened undead and glorious battle. Ghostknight is S'Urok's Player and this is my first foray into PbP DMing. Wish all three of us many moons of legendary adventure.

IC Thread
RG Thread
Campaign Inspiration

Cool, let orcish mayhem begin!
 


Sparky said:
Let's start with S'Urok himself. What are you thinking?

Depends what options are available/what level this is etc.

If unearthed arcana is in, I would like him to be an orcish paragon, probably with at least one level of adept before taking a PC class to represent this "perfect" orc being initiated as an adept for the tribe.
After that - well if he is the tribal shaman probably class levels of cleric otherwise if chieftain root levels in fighter.

Which way do you wish to go?
 

I don't have UA. Tell me about this orcish Paragon business and we'll work something out.

As far as class and levels, what are you interested in playing? Do you want to pursue a career from skeleton-bait to lich-crusher (my preference)? Or do you want to start out a bit further down the path? If you prefer the latter, I can offer a compromise of a more swift advancement through early levels.

I've been brainstorming ideas for the campaign and think it'd be cool if you design your orc's history. By history I mean tribal/clan history - ancestors, events, rites, rituals, dress, traditional weapons, etc. Only if you like that sort of thing - I'm certainly happy to do S'Urok's background work.

Here are some underpinnings of the world -

-A series of great catastrophes wrecked the world over several ages.

-The first made magic dangerous to wield directly. Sorcerery has all but vanished and with it, dragons. Complex arcane formulae, magic items and divine inspiration are the only safe methods of channeling magical energies. A cabal of Gnomes is commonly thought to have salvaged any use of magic.

-The next catastrophe manifested as a great wind-borne plague. The largely nomadic Halflings disappeared or died out all together. Elves enchanted trees whose leaves and limbs repelled the plague. The air in many regions of the world is dangerous to breathe - especially underground where Elven trees do not readily grow.

-The most recent catastrophe shattered the earth. Gouts and sheets of flames leapt from great chasms. The seas began to drain away and seep into the earth quenching the fires within. The earth grew cold. Humans trapped fire and made the sun. Orcs called water from their blood. Warmth and life returned, but the elven groves suffered. The plague returned and as it did, the dwarves began to vanish, though some claim they live on in the lasting creations of dwarven-kind.

Orcs, humans, gnomes and elves are all that remain of the once-great races. The world is a dangerous, inhospitable place. Desert covers much of the planet; and human sun-worshippers with it. Regions of plague grow with every passing year as the groves of the elves recede.

Orcs, children of the seas, created seven artifacts to replenish the waters of the failing earth from the blood of seven orc kings. Orcs are the masters of what seas remain and have managed to retain control of four of their seven sea-holts (seats of the magic artifacts that replenish water). Of the three captured sea-holts, two are failing and one has failed all together. The three displaced tribes of orcs whose ancestors once protected these artifacts struggle to survive on the land and eventually hope to reclaim their lost homes. Though one tribe has little to reclaim.

S’Urok can be from any of the seven tribes (descended from the seven kings) you like. If you want a seafaring campaign pick one of those tribes. If you want a war campaign pick one of the two tribes whose artifact remains, but is failing. I think the last tribe, though, the one whose artifact has failed altogether suits S’Urok nicely - but the other directions are equally interesting to me.

As far as classes go, I'm open. Depends on what sort of character you want S'Urok to be. Cheiftain, Shaman, some hybrid of the two.
 
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Sparky said:
I don't have UA. Tell me about this orcish Paragon business and we'll work something out.


Basically racial paragons are exemplars of the breed. You take levels in your race (not as in Savage species but rather to improve those aspects that the race deems necessary for perfection) and gain additional features to bring you to the perfect image of the race. (I don't have UA with me right now but I will post the level progression for the orcish paragon).

Sparky said:
As far as class and levels, what are you interested in playing? Do you want to pursue a career from skeleton-bait to lich-crusher (my preference)? Or do you want to start out a bit further down the path? If you prefer the latter, I can offer a compromise of a more swift advancement through early levels.

Go with your preference. I am always happy to keep to a DMs vision of a campaign!

Sparky said:
I've been brainstorming ideas for the campaign and think it'd be cool if you design your orc's history. By history I mean tribal/clan history - ancestors, events, rites, rituals, dress, traditional weapons, etc. Only if you like that sort of thing - I'm certainly happy to do S'Urok's background work.

Never fear, S'Urok (and co.) will be detailed in full, utilising your world history below. And yep, an artifact failed tribe sounds good (so they are now beholden to protection from the elements to the rather nasty undead mage - what type of undead is purely for the sadistic DM to decide!)

Sparky said:
As far as classes go, I'm open. Depends on what sort of character you want S'Urok to be. Cheiftain, Shaman, some hybrid of the two.

Well, the image I had was that S'Urok, being a racial paragon had been chosen to become a leader of the tribe and so received some training from the tribal shaman (a level of adept) before taking up the training to lead the tribe in battle as chieftain (fighter levels). Of course, the undead mage they are beholden to prefers his orcs meek and mild and so has designated S'Urok as his next sacrifice - remove a potential trouble source before it grows (After all a racial paragon might have ideas like uniting tribes to one that has a working artifact or even find a way to restore their artifact!)

Any of the above work for you? (I will start working on a history along these lines in the meantime - we seem to be timezone handicapped here :\ )
 

History of the tribe and S'Urok

Let me know what you think... (One metagame note, I think NE as a tribal alignment would go better than CE due to the history I have outlined. Let me know what you think)

The Crunching ships orc tribe had long lived along the shores of the Great White sea. In two ways they had always sustained themselves, fishing in their long drakars, pushing through the waves, long nets behind, and, by equipping those same drakkars with rams and forcing tribute (or sinking those who would not pay) of ships that passed their coast. For centuries this lifestyle continued- going so far as to have semi-forma agreements with many of the surrounding nations and formal agreements with many merchant trading costers that found yearly payments easier than negotiating each time they passed the coasts.

So they prospered and soon became tradition to look in each generation for one that exemplified what they felt was the ideal orcish traits. This paragon of the orcish race was taken from his family at an early age, tutored in the racial history and traditions by the tribal shamans and then sent to the care of the chieftain’s army to learn the arts of war and rule felt necessary to run the tribe.

The beginning of the catastrophes took them by surprise. Half the tribe were wiped out over night, amongst them the king and his descendants. Leaderless they fled to the safety of the sea, to houses built on floating platforms hoping that the killing winds would die down before they reached them on the seas. So it was that the next great catastrophe did not affect them as much as many others, as the lands heaved and belched fire, smoke and the red hot magma they watched from the safety of their rafts. But here they were not safe from the torn land, under sea rifts opening and sending gouts of steam to burn and destroy – underwater eruptions creating new islands and destroying their habitual fishing grounds. It got worse, the sea slowly disappeared, the sea holt, long maintained by the ancestral relic of the eye of S’Urok, one of the great warrior kings of the past failed, no water appeared and the sea receded. Their sea holt was no more. Bereft of home, hearth and hope they created a new life on land. Trying to make sense of the devastation around them they started to build a new life but the plague seemed to have struck a blow that none had expected, the line of leaders was broken, the paragons of the species were no longer born, no longer was the line of perfect orcs that has been relied on to represent them available. No longer was their an orc of perfection to give them guidance and unite the tribes.

In their despair they fell to the machinations of a great undead wizard. His name is never spoken, his visage never seen. No one knows what he is, merely that his power protects them from the surrounding devestation and keeps the tribe alive. It seems a small price to pay when he calls for an orc to ascend to his abode, never to be seen again. All assume that the sacrificial orc is supped on, others believe that it is the life of that orc that sustains the magics that keep them safe. None have dared to ask.

Into this turmoil was finally born a new paragon. This symbol of hope to the tribe was greeted with joy and given the name of their mightiest king, great S’Urok himself. Through him the tribe looks for redemption, hope for the recovery of the great artifact and the rebuilding of their sea holt (near where there is now sea of course). S’Urok has had a childhood of privilege. Given what tutoring and training the tribe can muster he is seen as the last great hope for the resurrection of the tribe from the ashes.

Tribal Holy Days
The tribe celbrates few holy days – the main ones being the day of Gruumsh’s victory over Correlon Larenthian.

Other than that mid-winter is seen as a time for great sacrifices and propriation to the Gods.

Of more modern origin is the Day of Calamity, marking the day that the wind started blowing and the tribe started dying (they never really noticed the disappearance of sorcerous magic), followed by the Day of Bereavement, when the earth opened and swallowed the sea and their home.

Tribal customs
It is customary for the tribe to name each darker after a warrior who was slain most recently in battle, thereby giving their soul a chance to once again taste blood. Too, they hold pregnant women sacred, removing all responsibility from them and having all children under the age of 10 perform all tasks, no matter how menial, for them.

For the men it is customary to scar along their forearms each time they kill a foe. Some of the elder men of the tribe still hold with the tradition of nicking the ear whenever an elf is killed.

When entering into the home of another tribal member, it is customary to enter head down and bent and hands open to show peaceful intent, the head down signifying that you recognize the other as the master of his house, the arms bent to show they are not in position to withdraw a weapon and hands open to show that nothing is being concealed.

It is also tribal custom that all should be trained for war. For at least five years all tribal members, male and female, train in weapons and how to work in the militia. As such the tribe is far more disciplined and organized than one would normally expect from a tribe of orcs.

Tribal Traditions
Everyday life in the tribe is fairly regimented. Everyone knows there place (or takes a beating!), and everyone does what is necessary for survival.

Everyday dress for men and women is a short tunic, belted in the middle. Men were the belt short, women generally make the strings longer and decorate the ends. On holy days or for celebrations the short tunics are replaced closed, high collared, long sleeved shirts and baggy pants. The shirts are generally black (for both men and women) but men decorate the edges with bits of metal and have a small blade of some kind attached by tassels at the bottom. Women generally decorate their shirts with beads and rather wear the small blade as a decorative necklace or brooch.

For those actively serving in the militia studded leather armor with a symbol of a drakar on is the standard uniform. To go with the armor is simple leather pants, high boots and a war axe (some prefer a great axe but the choice is open).

According to the few remaining pictures that remain from the old days, dress was far more varied and colorful then, but the needs of survival have simplified the dress as less time for other issues is available.

Rituals and Rites
The tribe has few rituals, the most common ones being the greating of the moon each month in which a bowl of water is set out to reflect the light of the moon and is then followed by a communal meal.

The Ritual of ascension takes place when a new chieftain is appointed. Before the whole tribe the chieftain swears to be a symbol of the tribe and to lead them to glory. He does so naked so all can see his perfection (and admire his battle scars). Recently none of the chieftains have undertaken this ritual as none have the purity of blood necessary to pass the ritual.

The Rite of Purification is performed on a baby when it is deemed to be a paragon. The rite includes the killing of all its litter mates as elements that may impede it in getting all the attention it deserves. Additional elements of this rite include the reigning chieftain cutting himself and dripping his blood onto the baby, at least three (but preferably more) pregnant women holding and kissing the child (in the hope of his perfection being carried through to their litter) and then the sacrifice of a minimum of three “imperfect orcs” (in other words orcs born deformed or ugly) whose entrails are read (while they lie dying from their disemboweling) to determine the name of the newborn child. Of course then a great feast ensues. The Rite of Purification for S’Urok is the first for the tribe since the last of the great catastrophes.

The Rite of Rule is held when a reigning chieftain dies and there is more than one orcish paragon to take his place. The two battle to the death, the winner becoming the new chieftain. If there are more than two then a free for all battle ensues, occasionally some of the more organized minded amongst them agreeing as to who should be ruler and then wiping out any that do not agree with their choice (surprisingly for orcs the one chosen by the group is rarely the biggest but is usually the one who is seen as the best ruler).
 

Great stuff. I like it. NE sounds fine for the tribe. What is S'Urok himself? Though I guess as a paragon he would be NE? :)

I had trouble getting onto the boards to post yesterday. My apologies.

A point to clarify - the sea-holts may have been strongholds before the most recent catastrophe, but they were not yet homes to the seven orcish artifacts. The artifacts were created in response to the catastrophe (and had the unfortunate side effect of purging orc kind of its best and brightest) and housed in the sea-holts. S'Urok's ancestors, as the toughest of orc-kind, were given the inland northern sea - the only known land-locked sea. Surrounded on all sides by enemies, cut off from aid from other orc clans, it did not take long before the orcs were driven out of the sea-holt. After centuries of struggle over control of the precious water source, the artifact failed. Within a single century the sea has drained away and much of the area it once covered is an arid wasteland.

The warring nations abandoned the sea-holt and fled. S'Urok's people fled north and found a harsh new land and a harsh new master. The orcs live under the yoke of Koir and serve his needs, needs they do not fathom.

I'm going to ditch the pantheon in the core books, and will present the new gods and other related things soon.
 
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Cool. I had pictured S'Urok as being LE as would most of the paragons. Having been brought up to rule and maintain relationships around the agreements for raiding/not raiding passing ships they would have been more lawfully minded than the rest of the tribe. (It would also explain why they would sometimes form their own hierarchy in order to win in the Rite of Rule).

I will adjust the history and probably update early next week.
 

Hey there Ghostknight. Sorry for the lapse. I have a host of good and bad excuses, but I'll spare you, except to say that I'll try to post something at least a little meaty or thought provoking every other day or at the least twice a week. Posting over the weekend is sparse at best for me.

Okay. Some things I want to work into S'Urok's background:

Religion amongst the tribes of orcs. Orcs, in general are a pragmatic and superstitious lot. They view the gods as remote and uncaring, to be appeased and, largely, avoided as capricious, dangerous and spiteful beings. Divine casters derive their power from nature or totems and totem spirits. Arcane casters are very rare, but are referred to as Callers.

S'Urok's tribe (and perhaps others, but we'll focus on S'Urok's tribe for now) worship totems whose traits they try to emulate for different needs. As a tribe with a heavily aquatic heritage I have considered making their totems sea creatures, but there are plenty of other cool creatures and I thought that I would ask you, as keeper of the tribe's heritage, to decide. So, would you prefer that the tribe once had all aquatic totems or totems chosen for non-environmental reasons? And, now, have they held on to that original hierarchy of creatures or have they adapted to their new environs?


Myths:

The Spirit World. The Spirit World came into existence with the first catastrophe. Orcs tell the story of the battle between Mah-kur Muru-ket and the Old One, an unfathomable demon Lord. Some say Mah-kur Muru-ket, the King of Dragons, was the creator of the world, which orcs call Hakarna. Others say he simply ruled it in the most ancient of ancient times. After a thousand suns of fighting, Mah-kur Muru-ket fell and that the departure of his spirit from the world almost destroyed it. The Old One bound Mah-kur Muru-ket's spirit to Hakarna and would not let him enter the afterlife. Lesser spirits also found themselves trapped, bound to Hakarna. The Spirit World was born. The spirit world has many names, but some common amongst orcs are Kamakur and Ka ko Mah-kur. The very formal Ka-dem ko Mah-kur Muru-ket is usually only found in ritual. They all mean 'Soul of Mah-kur Muru-ket' and refer to the spirit world. Two more common phrases mean 'Chains on the Dragon' - Drak ku Korros - and 'Chains on the Soul' - Ka ku Korros.


Another question:

What is S'Urok's tribe's name? Does it mean anything or is it simply a name?
 

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