The man rode out of the nearby woods, silhouetted by the setting sun. The hoofbeats startled Earnest Will, a farmer attending to the missing stones on his outer fence. As the rider approached, the craggy features of a Half-orc became apparent. Earnest Will stayed behind his fence and lifted his pick off the ground.
The Half-Orc stopped several paces away. He remained mounted. "Good evening, sir," he called politely, with a voice that bore no accent. The leather saddle creaked as he changed his seating. "A bit late, isn't it? It will be dark soon."
Earnest Will grinned. "Yes, but I have no choice. I am getting married in less than a fortnight. There's still much work to be done."
The stranger smiled in return. "Yes, there is."
This Half-Orc seemed friendlier and better-dressed than most of his sort, thought Will. Still, Will was glad the he kept his distance. And that his pick was in his hand.
The rider said, "Well, good luck to you. One question, please, and I'll leave you be. Is that the walls of Lewwel on the far hill?"
"No, that's Tienstown. Lewwel is several leagues to the north."
"Thank you. It has been a long while since my travels took me this way." The Half-Orc waved and headed back toward the woods.
"Traveler," said Earnest Will, pointing to his left. The Half-Orc slowly reversed his horse, loosening something under a blanket as the farmer continued, "North is that w--." A crossbow bolt into the throat rewarded Will's helpfulness. He collapsed, wide-eyed and gurgling.
Three Orcs on horseback emerged from the woods to join their smiling leader. "That's why I like to keep this ready," said General Orzoz, reloading his crossbow. "Times must be good. A new town has been built along the river. Change our plans to raze both of them tonight. We must keep the the element of surprise as long as possible."
Orzoz addressed his second-in-command. "Kled, yours and Bane's forces will take the town on the other side of these woods. I owe some people in Lewwel."
Earnest Will was the first victim of the Great Orc War. He died mercifully, compared to some.
So the invasion began, on a moonless night in late spring during the Year of the Red Horse. The Orcish horde shattered the relatively calm existence of the realm of King Domigan and the neighboring lands. Over a year of fierce fighting and bloody stalemates ensued, until what was left of the Orcs retreated to their gloomy valley across the Mourning Mountains.
This conflict, now referred to in song and story as "The Great Orc War," devastated the area. The capital was untouched, but not much else. Rebuilding is scattered and painstaking. Some places, like the Elves' sacred Whistling Grove, are gone forever.
The world is settling slowly. Orc marauders still cross the border to wreak what havoc they can. Horrible monsters, unleashed by foul magics, roam in secluded areas. Some former mercenaries have turned to banditry along the caravan routes. Rumors abound of a reinforced invasion from the Orcs' human allies, the Turchini from the country of Malhom.
It is a time for heroes to step forward.
(Coming soon!)
These 100-point GURPS characters, usable as PCs or NPCs, were created with the following guidelines (in conjunction with the GURPS Character Notes):
The King's Sentinelers are an elite swashbuckling group that guards King Domigan and performs special royal missions. They are the king's "eyes and ears" as they go about their duties. All are respected, sophisticated, well-trained and worthy of the king's confidence. Members of the Sentinelers are required take the disadvantage Sentineler (below).
New Disadvantage: Sentineler. Cost: -15 points
This package includes Status +1 [5], Code of Honor (Gentlemen's) [-10], Duty to King on 12 or less [-10], Sense of Duty (other Sentinelers) [-5], and the learned skills Fencing (weapon) at DX+1 [4], Savoir-Faire at IQ-1 [0.5] and Tactics at IQ-3 [0.5]. The Duty to King can be increased at the usual costs.
In addition, Sentinelers must start with 40+ levels in combat skills, with at least one weapon skill at level 15+.
1. The party's mission is to find and close a secret Orc access route in the the Chimeran Hills. The Orcs (and possibly a chimera) have other ideas.
2. Minotaurs harass a Dwarven settlement while most of its warriors are away attending to a local emergency. (These particular Minotaurs helped the Orc armies through the mountains in the early stages of the war, but the alliance soon broke down.) The remaining Dwarves are grateful for the adventurer's help yet resent the necessity of it.
3. The Sentinelers discover a widespread plot in the capital to attack King Domigan and members of his court. The PCs comprise one of the coordinated teams charged with upsetting the rebel plans.
All original material copyright © 1998 Michael McGarel. Feel free to use in your personal games, but this material cannot be distributed for commercial reasons in any form without the express written consent of the author.
GURPS® is the registered trademark of Steve Jackson Games. No infringement is intended.
Select the link to arrow directly to the top of this page; the sections Prelude, Background, Map, About the Characters, Sentinelers or Adventure Seeds; the 8 Arrows GURPS Character Gallery or the 8 Arrows home page.