Orcs instead of Hobgoblins


Ironfang Invasion


So I was wondering if there would be an issue or require a huge rewrite if I had the Ironfang Legion be Orcs? Same history just Orcs instead.

Also is any of the NPCs from the first book lplay any huge roles later on? I would like to make a few changes but don't want an issue in a later book.

Are there any encounters that allow my players to rescue capture town people and children?

Thank You for the input


Why Orcs instead.


Pathfinder Roleplaying Game Superscriber

Giantslayer already did that.

Scarab Sages

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Pathfinder Adventure, Adventure Path Subscriber

Shouldn't be a problem with Orcs in principle. Orcs generally don't fit the Molthune monster legion. Hobgoblins were chosen because they make sense geographically and culturally. Hobgoblins are lawful, so they can form a cohesive military strategy as opposed to "rage, pillage, burn".

There really are no Orcs nearby to pull this off (the hordes of belkezen would have to plow through Lastwall to get to Nirmathas, and they'd be coming from the north).

If you're doing a re-write, it might help to re-do the local geography, or use a different home-brew world.

Thematically. the Iron Fang Legion relies on organization and discipline (hobogblins are typically fighters and alchemists - they have +2 DEX and CON - as opposed to ORC +4 STR and -2 to all mental stats; which makes Orcs good barbarians and not much else).

You may need to change more than just orc for hobgoblin (change lots of standard monster choices).

If thematically you just want to call them 'militant orcs' that can also work, but at that point you're really stepping off into non-Golarion / homebrew world territory.

(also, Orc Ferocity is nasty at low level... it gives orcs +12 hit points...)


All of those reasons ^^^^.

Giantslayer already did it. Run that if you want to play with orcs. This Ap goes to great lengths to build this hobgoblin menace from the ground up and make them believable in the process.

Acquisitives

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Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

Hobgoblins work better for this than Orcs.

Orc Ferocity for one would be a mechanical problem in the first part of the first adventure.

Orcs are chaotic. The threat of the Ironfang is that they are a cohesive army with a chain of command. It's not tribes bound by force.

And yes, you get to save townsfolk.


Hobgoblins are just all around more menacing than orcs to me anyways.
Orcs lack foresight, are brutes, and have lots of trouble uniting and staying united.

Hobbies, are intelligent and militaristic, so uniting under a purpose is what makes them so damn scary. I also like to think that they are more deliberate. Orcs may be brutal and cruel, but it comes from instinct. Hobgoblins master elements of slavery and cruelty for purposes intent on extracting labor and strengthening their grasp on the world around them.

To me, Orcs are barbarians, but Hobgoblins are the Spartans of Golarion.


Pathfinder Rulebook Subscriber
Archimedes The Great wrote:

Hobgoblins are just all around more menacing than orcs to me anyways.

Orcs lack foresight, are brutes, and have lots of trouble uniting and staying united.

Hobbies, are intelligent and militaristic, so uniting under a purpose is what makes them so damn scary. I also like to think that they are more deliberate. Orcs may be brutal and cruel, but it comes from instinct. Hobgoblins master elements of slavery and cruelty for purposes intent on extracting labor and strengthening their grasp on the world around them.

To me, Orcs are barbarians, but Hobgoblins are the Spartans of Golarion.

Well, I agree hobgoblins make for a larger scale threat, but in a personal level I'd probably rather get conquered by hobgoblins than orcs because orcs will do worse things to you.

I do agree with the barbarian/spartan comparison though.

Edit: Also yeah, keep it as hobgoblins. Orcs makes much less sense and there's no reason for the change.

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