Difference between revisions of "Oruch"
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− | Like other non-human races, Orcs are creatures of fey and originate from the otherworldly realms of The Unseen. In the distant past, they were called forth by gods of darkness, chaos and violence to wage war on their behalf. Although the elves had been battling as champions of light, they were unprepared for the unspeakable power and savagery possessed by the orcs of this age and their cities became defiled and littered with the dead as the orcs fought as foot soldiers of the dark powers. [[image:orc03.gif|thumb]] |
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+ | | [[image:Oruch.png|200px]] |
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+ | | valign="top" |{{TableMain}} |
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+ | {{T02}} |
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+ | |colspan="2" | Oruch |
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+ | |- |
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+ | | style="background:#e7eaea;"|'''Common Alignments''' |
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+ | | Tendency towards chaotic alignments |
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+ | |- |
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+ | | style="background:#e7eaea;"|'''Common Classes''' |
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+ | | [[Barbarian]], [[Bard]], [[Fighter]], [[Ranger]], [[Sorcerer]] (fey, abyssal, elemental) |
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+ | |- |
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+ | | style="background:#e7eaea;"|'''Influential Faiths''' |
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+ | | [[Angoron]], [[Kor]] (Khor’Dagorlth the Warrior), [[Gilead]] |
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+ | |- |
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+ | | style="background:#e7eaea;"| '''Most Frequently Found In''' |
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+ | | [[Bludgun]], [[Charn]], [[Jade Islands|The Pirate Kingdoms]] |
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+ | |- |
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+ | | style="background:#e7eaea;"| '''Some IC Hangouts''' |
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+ | |''Alexandrian Grid:'' A03: The Colosseum, A02: Goblintown, A02: Ma Rosie's Goblintown Gambling Hall, A03: Steel von IronBrew's |
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+ | |||
+ | |- |
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+ | | style="background:#e7eaea;"| '''Naming Ideas''' |
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+ | | Some players have used Maori as an influence |
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+ | |- |
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+ | |style="background:#e7eaea;"| '''Oruch Characters''' |
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+ | |[[:Category:Oruch|Oruch]] |
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+ | |} |
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+ | |} |
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+ | |||
+ | In those days, gods stood incarnate in flesh and the races of the world were legendary. As the legends tell it, the first orcs were spun from the unholy mixture of Chaos' dark underbelly, and Unseelie blood. Savage in demeanor and shod in steel, the orcs were unleashed opposite the sildanyar, who at the time, it is said, served as agents of light. |
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+ | |||
+ | The War of the sildanyari and oruch occurred at least three times over the course of the First Age. During that time, efforts at breeding larger, stronger and more powerful versions of oruch led to the creation of other monstrous races that still walk the world today. However, oruch in those days were near uncontrollable. Their immense size was fueled by their heritage made them potent, but uncontrollable. |
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+ | |||
+ | When the great Wars ended in the defeat of the gods of evil, a great seal was placed over the world to prevent such wars from ever happening again. This act left the oruch bereft of patronage. Having lived a life of only violence and warfare, they fell upon land after land. Lacking further guidance they began to fall upon one another. |
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+ | |||
+ | Oruch warlords came and went. Their warring ways and strongholds brought them into repeated conflict with the khazad, who would use the power of their earthworks against them. It brought them against the llyranesi, against the lucht, and against primitive egalrin, who hunted the same stolen spoils. At every victory, the oruch would coat their shirts with blood. |
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+ | In the late Second Age of Gaea, there came one Warchief who sought change. Adom saw two paths before his people: the life of Chaos of before, or a new life, where their worst traits were bound by a code, that his people might prosper and live. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Confident and angry at the uselessness of what he saw, he strode forward, and it is said, shook the chieftans until they listened! |
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− | In those days, wars were fueled by the primal power of the gods, who were incarnate in flesh and the races of the world were the peoples of legends. The wars scorched lands and laid them barren, toched cities and leveled civilizations. The War of the Elves and Orcs occurred three times over the long years of the First Age and during that time efforts at breeding larger, stronger and more powerful versions of Orcs led to the creation of other monstrous races that still walk the world today. |
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+ | Adom is an oruch whose name will live on as long as there remains even a single oruch whom draws breath. He gathered about him those who wished for more or better. Through vision-seeking and questing, the knowledge of their ancestors before Corruption came to him. He told their shamans of these ancestors, and they set them as models for the youth to follow. He spoke of a code, and gradually, his people would adopt it. |
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− | However, Orcs in those days were near uncontrollable to the point that only the dark powers of chaos and evil had use for them. Gigantic and gifted with cruel and unyielding strength, the ancient orcan hordes fought for glory and power and grew in staggering number. When the great Wars ended in the defeat of the gods of evil, a great seal was placed over the world to prevent such wars from ever happening again. This act left the Orcs bereft of patronage. Having lived a life full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another. |
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+ | Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth. |
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− | Orc Warlords came and went and their warring ways and mountain strongholds brought them into repeated conflict with the dwarves of the world. Where the orcs conquered, they created garrisons out of ravaged cities and landscapes. They relished the occasional taste of human or halfling flesh. In the late Second Age of Gaea, there came one Warchief who sought change lest their people be destroyed by the rising up of others and their own infighting. |
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+ | In the end, the orcs became divided. Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered from these hostile encounters, though they retained loyalty to the tenants and cause Adom had called his people to rally around. |
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− | Adom, whose name will live on as long as there remains even a single Orc whom draws breath. Adom saw beyond the petty squabbling of his people. He saw that the constant fighting would break his people and leave them as little more than a mere shell of their former selves. Like a [[image:orc02.jpg|thumb|left]]visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Thus, he gathered about him those who wished for more or better--more power, a better life, more domination, more peace. Through vision-seeking and questing, the knowledge of their ancestors before Corruption came to him and he learned of a different way of life that they could embrace if they would only throw off the yoke of the dark powers and daemonic forces influencing their lives. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth. |
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+ | A system of honor, and study of the ancient, slumbering gods began to yield to the oruch of Adom's People a heritage and a power that they had long forgotten. In honoring the successful warriors among them, they found models to measure themselves against, and if lacking, a challenge to improve. |
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− | In the end, the orcs became divided and Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered from these hostile encounters, though they retained loyalty to the tenants and cause Adom had called his people to rally around. A system of honor, religious respect of the spirits of the world and study of the ancient slumbering gods began to yield to the orcs of Adom's People a heritage and a power that they had long forgotten. In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, orcs remain one of the most influential and dynamic of the races. Their greatest enemy may not be mankind, but themselves. |
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+ | In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, oruch remain one of the strongest of the races. Their greatest enemy however, may be themselves. |
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== Physical Description == |
== Physical Description == |
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− | The typical orc stands no less then 6'4" and can average close to three hundred pounds and surpass seven feet. They are a massive race, and orcs larger than even this may exist in small numbers. Their skin ranges in tone from hues of rich green to grays, with varitions based upon tribes and ancestry. |
+ | [[image:Oruch01.jpg|200px|left]] The typical orc stands no less then 6'4" and can average close to three hundred pounds and surpass seven feet. They are a massive race, and orcs larger than even this may exist in small numbers. Their skin ranges in tone from hues of rich green to grays, with varitions based upon tribes and ancestry. |
− | Orcan hair is mane-like and usually black or brown, graying with age, though red hair is also possible. |
+ | Orcan hair is mane-like and usually black or brown, graying with age, though red hair is also possible. Some allow it to grow their entire lives, though this varies from person to person. A pride in their mane is a trait they share with the khazad, which irritates some of them to no end. Their ears are large with faint tips and their noses flat. Their mouths are large as well and filled with sharp teeth and enormous, jutting lower canines. Orcs possess powerful voices that thunder and resound when raised up in fury or in battle-song, and possess a rich tradition of drumming as accompaniment. |
− | == Society and Lands == |
+ | === Society and Lands === |
+ | In general, the oruch possess a martialocracy (that is, a society ruled by the warrior class). They revere the warrior gods and hold particularly notable ancestors in high esteem. Their chaotic behaviors are typically reined in by clan and by Adom's basic system of honor. The particulars of this system, however, vary widely from orc to orc, and orcs will often compare their interpretation to one another, using some form of contest or debate, to determine its worthiness and strength. They will also compare their own standards to noteworthy ancestors. Therefore, what "honor" is or what a "warrior" is varies from individual. It may even evolve over time. It is for this reason, among others, that gender or even orientation like mean very little to the oruch; what matters is the strength of that oruch's honor, and his or her dedication to the tenets of Adom. |
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− | Adom's Orcs are orcs that have established strong ties to their roots as a martialocracy culture (that is, a society ruled by the warrior class) who have reverence for and strong ties of ancestor worship. They bear strong notions of honor and tend to follow shamanistic teachings. An orc's warrior status is often indicated by intricacies in the way they adorn their hair, from its decoration to the style of top knot. |
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+ | An orc's status is often indicated by the way they bind their hair, from its decoration to the style of top knot, and the metal bands he or she wears upon their arms. |
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− | Orcs are the consummate warrior race of "savage nobles" with a mighty belief in their place as the warriors of the world. The Clans of the Orc society provide for them the basic societal structure and framework necessary for their complex and sometimes chaotic sounding, forms of honor and ritual living. Their rituals are defined by Adom's teaching and by notions of personal honor, with Atom's teachings and notions of strength in combat paramount, although tradition will also vary by clan, according to the influence of the warriors in its leadership. This gives the clans a somewhat more individual nature. These lesser differences can become a source of disagreement and battle between competing clans, which is one of the reasons uniting them for any period is difficult. |
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+ | Orcs are the consummate warrior race of "savage nobles" with a mighty belief in their place as the warriors of the world. The Clans of the Orc society provide for them the basic societal structure, a framework that slowly expands and grows as the orcs continue their stride forward. Their daily rituals are derived from Adom's teaching and by notions of personal honor. |
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− | Orcs can sometimes be seen as aloof by other races. It would be a lie to say that they do not think very highly of themselves, especially in terms of martial prowess. To an outsider an orc code of honor seems haphazard or cobbled together in order to excuse any act of violence an orc sees fit to engage in. However, the truth is that the orc Code is highly personal and very complicated. |
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+ | |||
+ | Tradition will also become tempered by clan, especially according to the current influence of the warriors in its leadership. These differences can become a source of disagreement and battle between competing clans, which is one of the reasons uniting them for any period is worse than herding tigers. |
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+ | |||
+ | ====Oruch Codes of Honor==== |
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+ | It would be a lie to say that they do not think highly of themselves, especially in terms of martial prowess. To an outsider, an oruch's code of honor may seem haphazard or cobbled together in order to excuse any act of violence an oruch sees fit to engage in. However, the truth is that the oruch Code is highly personal and very complicated. It is something that evolves over time, based around the oruch's experiences, and participation in clan life. |
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Common honor tenants include, but are not limited to: |
Common honor tenants include, but are not limited to: |
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− | * Answer |
+ | * Answer challenges to Honor according to the offense. |
− | * |
+ | * Honor your word, from your clan head to the smallest of oruch! |
+ | * Accept an honorable surrender. |
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− | * You may not kill someone who has surrendered. |
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− | * |
+ | * Honor your elders, your ancestors, and the gods. All gods, for they were once our generals and know might beyond our ken. |
+ | * Do not consume the flesh of the sentient! Once we became lost in blood. To eat a sentient is to invite these days, and suffer thralldom. |
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+ | * Do not expect those not of the oruch to understand an oruch's honor. |
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+ | Under Adom's laws, the first tenant has been formalized within contests and ritual. That is, challenges between orcs are often ritualized in some manner though the exact method varies widely from tribe to tribe. Often, orcs may invent a manner on the spot. A lesser to middling offense could be settled by a drinking contest, for example. |
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− | An individual clan's or orc's code often extends beyond these, though the above are most common and might be considered a "basis" based on Adom's influence and teachings. Orcs often measure themselves against one another to determine the strength of their personal code. |
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+ | An individual clan's or orc's code often extends beyond these basic tenents, though the above are most common due to Adom's influence and teachings. Oruch often measure themselves against one another to test the strength of their code, and will grow it through the influence of others, of their ancestors, of Adom's teachings, and their clans. Code changes over each oruch's lifetime. |
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− | ===Clans of the Oruch=== |
+ | ====Clans of the Oruch==== |
− | The entire Orc Nation can be broken down into |
+ | The entire Orc Nation can be broken down into any number of active clans that are gathered in the various areas of the world. Within each clan are different levels of uniformity, organization and focus. Many of Adom's orcan civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here, their warrior city of Adomar exists as a centerpiece for their way of life. Their council of warlords, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of oruch life. The edicts of this council are not universal, and are debated, though they are generally respected. |
− | Also of note is the trading city of Dok, which exists on the borders between their lands and Dranei-Human lands. Though concentrated in Dran, |
+ | Also of note is the trading city of Dok, which exists on the borders between their lands and Dranei-Human lands. Though concentrated in Dran, oruch can be found in other lands as well. |
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'''Drum Reavers:''' An unusual clan, this clan produces a number of the orcs' shamans and taletellers. They're reknowned for their battlecries and skill with traditional instruments, and are responsible for keeping the history of Adom's people alive. They produce a small number of arcanists and sorcerers as well, typically skilled in the use of fire--for both performances, and warfare. |
'''Drum Reavers:''' An unusual clan, this clan produces a number of the orcs' shamans and taletellers. They're reknowned for their battlecries and skill with traditional instruments, and are responsible for keeping the history of Adom's people alive. They produce a small number of arcanists and sorcerers as well, typically skilled in the use of fire--for both performances, and warfare. |
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+ | '''Bonesworn:''' A small and secretive clan, the Bonesworn value honor above all else. It is they who crafted the first bloodrager, by combining the might of an oruch's rage with the power of the arcane. The tribe possesses a surprising number of sorcerers and priests among their number, intent on the improvement and perfection of the warrior way of life in either physical form, or mental. |
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− | == Other Races == |
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+ | |||
+ | [[Category:Admin|Oruch]] |
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+ | [[Category:Races|Oruch]] |
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+ | |||
+ | === Other Races === |
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Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudice, anger, and fear based on damage caused from his more monstrous kin. |
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudice, anger, and fear based on damage caused from his more monstrous kin. |
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Orcs who reach more tolerant lands, or who live closer to the established holdings in Dran, are able to overcome this but may still have trouble relating to the likes of elves and halflings. Even the Adom orcs have had rivalries with dwarves and struggles with men. An orc values those with strong personal honor and dedication to friends and family--this dedication has caused them to form the beginnings of friendship with the hobgoblins and some sith'makar, who themselves also suffer the terminology of "monsterous race." Were dwarves and orcs to overcome their historical dislikes, they might find more kindship than not. |
Orcs who reach more tolerant lands, or who live closer to the established holdings in Dran, are able to overcome this but may still have trouble relating to the likes of elves and halflings. Even the Adom orcs have had rivalries with dwarves and struggles with men. An orc values those with strong personal honor and dedication to friends and family--this dedication has caused them to form the beginnings of friendship with the hobgoblins and some sith'makar, who themselves also suffer the terminology of "monsterous race." Were dwarves and orcs to overcome their historical dislikes, they might find more kindship than not. |
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+ | |||
+ | Oruch have the most dealings with arvek nar and gobbers--the three it is rumored, share an ancient, common ancestry. Whether true or not, these three "monsterous races" have found it more often than not, profitable to work together, or find common cause. Many oruch turn to gobbers for crafting, a thing the smaller gobbers are known for, and the oruch...less so. |
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When an Orc forms a friendship it is lasting and powerful, but they are often suspicious of other races. Yet, the existence of half-orcs demonstrates that the Adom Orcs, and other races, are capable of crossing these barriers. |
When an Orc forms a friendship it is lasting and powerful, but they are often suspicious of other races. Yet, the existence of half-orcs demonstrates that the Adom Orcs, and other races, are capable of crossing these barriers. |
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+ | [[Category:Admin|Oruch]] |
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− | == Alignment and Religion == |
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+ | [[Category:Races|Oruch]] |
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− | Despite their code of honor, orcs are at their core of hearts chaotic beings. Atom imposed the code upon them to bring them from Corruption, and from this some have taken a more neutral outlook. Like humans, however, there are orcs who break the mold. Lawful orcs are not impossible, and tend to stick more strongly with the warrior tenants or focus on the needs of their clans as a whole. The latter may find friendships in particular with their hobgoblin cousins, as the latter begin their emergence into the races of the world. |
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+ | === Alignment and Religion === |
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− | Orc religion is a mixture of ancestor-worship with a reverence for the Old Gods. Druids and shamans tend to have prominence in their society, though priests are not unknown. The centerpiece of their religion revolves around the worship of the progenitors of orc kind. Orcs exposed to the more traditional view of the gods assimilate quickly and orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, nature, honor and martial prowess. |
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+ | Despite their code of honor, orcs are at their core of hearts chaotic beings. Adom imposed the code upon them to bring them from Corruption, and from this some have taken a more neutral outlook. Like humans, however, there are orcs who break the mold. Lawful orcs are not impossible, and tend to stick more strongly with the warrior tenants or focus on the needs of their clans as a whole. The latter may find friendships in particular with their hobgoblin cousins, as the latter begin their emergence into the races of the world. |
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+ | |||
+ | Orc religion is a mixture of strong respect for their ancestors, while worshipping the Old Gods. Their ancestor-veneration serves a specific purpose: that is, it provides a warrior's first testing-grounds, the first person a warrior may match his code of honor against. |
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+ | |||
+ | The gods are viewed as vast and powerful, and an orc may base their interpretation of honor around any patron they follow, as well. Some orcs view the gods in a more personal manner; as it is said that the gods were originally the leaders of the clans, beings such as Angoron or Kor may also be seen as the race's ultimate chieftans or leaders. Other races may see this as hubris, but an oruch may see it as a birthright. |
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+ | |||
+ | Stories of particularly powerful warriors in their past are popular among the oruch, and serve as models for young and old alike, as well as a means to test honor. |
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+ | |||
+ | While druids and shamans tend to have prominence in their society, priests are not unknown, and oruch possess a mismash of these traditions. There is no particular preference, generally. Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, chaos, honor and martial prowess. A nod is given to the natural gods, due to their ancient fae ties. |
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In orcan religious ceremonies, simple instruments and songs feature prominently. Orcs are known for making use of their strong voices, and tend to employ the same instruments in ceremonies as they do on the field of war. |
In orcan religious ceremonies, simple instruments and songs feature prominently. Orcs are known for making use of their strong voices, and tend to employ the same instruments in ceremonies as they do on the field of war. |
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+ | |||
+ | {{DivGray-Start}} |
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+ | '''The Howlers:''' Whispers subsist of oruch bloodragers who, after receiving their gift, fall into a stupor. Their bodies remain behind, yet their spirits roam the ethereal, filled with rage and naught else. What had been the oruch's famed Fel Voice becomes a thing of unholy terror, which gives the creatures their name. |
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+ | |||
+ | While the cause of these "Howlers" is unknown, the wisest priest suggest a trick of Deimos, companion to Gunahkar. |
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+ | |||
+ | Nevertheless, the urging of Angoron would challenge oruch to not let their kin be cast aside. The discovery of such a howler is cause for concern among the clans, though at present, the occurrence is rare. See the [[Howlers]] entry in the [[World Bestiary|Bestiary]] for more details, especially if you would like to run them as part of a story. |
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+ | {{DivEnd}} |
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+ | |||
+ | |||
+ | |||
== Adventurers == |
== Adventurers == |
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== Oruch Racial Traits == |
== Oruch Racial Traits == |
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+ | {{AboutHeightWeight}} |
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+ | |||
{{TableMain}} |
{{TableMain}} |
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| Cleric, Druid, Monk, Wizard |
| Cleric, Druid, Monk, Wizard |
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− | | |
+ | | 17 years |
| +1d4 |
| +1d4 |
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| +1d6 |
| +1d6 |
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* '''Normal Speed:''' Orcs have a base speed of 30 feet. |
* '''Normal Speed:''' Orcs have a base speed of 30 feet. |
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* '''Darkvision:''' Orcs can see in the dark up to 60 feet. |
* '''Darkvision:''' Orcs can see in the dark up to 60 feet. |
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− | * '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will |
+ | * '''Willful: '''Orcs are notoriously stubborn. They receive a +2 bonus on will saves. |
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles. |
* '''Rugged Upbringing: '''Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles. |
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− | * '''Orc Ferocity:''' |
+ | * '''Orc Ferocity:''' When a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. |
− | * '''Fel Call (Su):''' Whether by bestial roar or fell song, the cry of an angry Orc has shaken walls, shattered windows and quailed the hearts of many. A Fel Orc of 9th hit dice or higher may call forth his race's ancient cry and intimidate foes all around. As a full-round action involving a warcry and posturing, an orc may attempt to intimidate his foes. Opponents within 30' must make a Will save with a DC equal to (10+1/2 hd+Cha) or be demoralized for 1 round. This is a mind-effecting fear effect, and may be used 1/day. |
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* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. |
* '''Weapon Familiarity:''' Orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. |
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− | * '''Languages: '''Orcs begin play speaking Common and Yrch-Speak. Half-orcs with high Intelligence scores can choose from the following: Abyssal, |
+ | * '''Languages: '''Orcs begin play speaking Common and Yrch-Speak. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Goblin-Talk, Gnoll, Jotun, Khazdul, Sildanyari, Undercommon. |
+ | |||
− | [[Category:Races]] |
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+ | ==Character Options== |
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+ | ===Oruch Racial Feats=== |
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+ | The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select. |
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+ | |||
+ | : Blood of the Dark Fae (House), Ferocious Tenacity, Fight On, War Singer, Iroguts, Ironhide, Never Stand Down (House), Rebuke the Horde (House), Trap Wrecker, Ferocious Action, Destroyer's Blessing, Blood Vengeance, Bullying Blow, Tenacious Survivor, Horde Charge (teamwork), Resilient Brute, Ferocious Resolve |
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+ | |||
+ | |||
+ | ===Optional DM Rules=== |
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+ | |||
+ | {{DivGray-Start}} |
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+ | {{DMRulesforRacialMagic}} |
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+ | {{DivEnd}} |
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+ | |||
+ | |||
+ | {{OruchRitual}} |
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+ | |||
+ | ===Character Page Badges=== |
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+ | Want to show off your Oruch pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!) |
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+ | |||
+ | |||
+ | {{BadgeOruch}} |
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+ | |||
+ | [[Category:Admin|Oruch]] |
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+ | [[Category:Races|Oruch]] |
Latest revision as of 00:16, 3 February 2020
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In those days, gods stood incarnate in flesh and the races of the world were legendary. As the legends tell it, the first orcs were spun from the unholy mixture of Chaos' dark underbelly, and Unseelie blood. Savage in demeanor and shod in steel, the orcs were unleashed opposite the sildanyar, who at the time, it is said, served as agents of light.
The War of the sildanyari and oruch occurred at least three times over the course of the First Age. During that time, efforts at breeding larger, stronger and more powerful versions of oruch led to the creation of other monstrous races that still walk the world today. However, oruch in those days were near uncontrollable. Their immense size was fueled by their heritage made them potent, but uncontrollable.
When the great Wars ended in the defeat of the gods of evil, a great seal was placed over the world to prevent such wars from ever happening again. This act left the oruch bereft of patronage. Having lived a life of only violence and warfare, they fell upon land after land. Lacking further guidance they began to fall upon one another.
Oruch warlords came and went. Their warring ways and strongholds brought them into repeated conflict with the khazad, who would use the power of their earthworks against them. It brought them against the llyranesi, against the lucht, and against primitive egalrin, who hunted the same stolen spoils. At every victory, the oruch would coat their shirts with blood.
In the late Second Age of Gaea, there came one Warchief who sought change. Adom saw two paths before his people: the life of Chaos of before, or a new life, where their worst traits were bound by a code, that his people might prosper and live. Like a visionary he knew, without knowing whence the knowledge came, that he must enforce change lest his people be doomed. Confident and angry at the uselessness of what he saw, he strode forward, and it is said, shook the chieftans until they listened!
Adom is an oruch whose name will live on as long as there remains even a single oruch whom draws breath. He gathered about him those who wished for more or better. Through vision-seeking and questing, the knowledge of their ancestors before Corruption came to him. He told their shamans of these ancestors, and they set them as models for the youth to follow. He spoke of a code, and gradually, his people would adopt it.
Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth.
In the end, the orcs became divided. Adom led those loyal to him from the Southlands and to the north and west of the world where they were met with hostility and opposition. Some among them scattered from these hostile encounters, though they retained loyalty to the tenants and cause Adom had called his people to rally around.
A system of honor, and study of the ancient, slumbering gods began to yield to the oruch of Adom's People a heritage and a power that they had long forgotten. In honoring the successful warriors among them, they found models to measure themselves against, and if lacking, a challenge to improve.
In time, Adom's folk came to be known as Great Orcs and those tribes, though far more numerous, who lacked access to their ancient power but were still enthralled by darkness were known as Fel Orcs. Now in this new Third Age in the aftermath of the fall of the great kingdom of men, oruch remain one of the strongest of the races. Their greatest enemy however, may be themselves.
Physical Description
The typical orc stands no less then 6'4" and can average close to three hundred pounds and surpass seven feet. They are a massive race, and orcs larger than even this may exist in small numbers. Their skin ranges in tone from hues of rich green to grays, with varitions based upon tribes and ancestry.
Orcan hair is mane-like and usually black or brown, graying with age, though red hair is also possible. Some allow it to grow their entire lives, though this varies from person to person. A pride in their mane is a trait they share with the khazad, which irritates some of them to no end. Their ears are large with faint tips and their noses flat. Their mouths are large as well and filled with sharp teeth and enormous, jutting lower canines. Orcs possess powerful voices that thunder and resound when raised up in fury or in battle-song, and possess a rich tradition of drumming as accompaniment.
Society and Lands
In general, the oruch possess a martialocracy (that is, a society ruled by the warrior class). They revere the warrior gods and hold particularly notable ancestors in high esteem. Their chaotic behaviors are typically reined in by clan and by Adom's basic system of honor. The particulars of this system, however, vary widely from orc to orc, and orcs will often compare their interpretation to one another, using some form of contest or debate, to determine its worthiness and strength. They will also compare their own standards to noteworthy ancestors. Therefore, what "honor" is or what a "warrior" is varies from individual. It may even evolve over time. It is for this reason, among others, that gender or even orientation like mean very little to the oruch; what matters is the strength of that oruch's honor, and his or her dedication to the tenets of Adom.
An orc's status is often indicated by the way they bind their hair, from its decoration to the style of top knot, and the metal bands he or she wears upon their arms.
Orcs are the consummate warrior race of "savage nobles" with a mighty belief in their place as the warriors of the world. The Clans of the Orc society provide for them the basic societal structure, a framework that slowly expands and grows as the orcs continue their stride forward. Their daily rituals are derived from Adom's teaching and by notions of personal honor.
Tradition will also become tempered by clan, especially according to the current influence of the warriors in its leadership. These differences can become a source of disagreement and battle between competing clans, which is one of the reasons uniting them for any period is worse than herding tigers.
Oruch Codes of Honor
It would be a lie to say that they do not think highly of themselves, especially in terms of martial prowess. To an outsider, an oruch's code of honor may seem haphazard or cobbled together in order to excuse any act of violence an oruch sees fit to engage in. However, the truth is that the oruch Code is highly personal and very complicated. It is something that evolves over time, based around the oruch's experiences, and participation in clan life.
Common honor tenants include, but are not limited to:
- Answer challenges to Honor according to the offense.
- Honor your word, from your clan head to the smallest of oruch!
- Accept an honorable surrender.
- Honor your elders, your ancestors, and the gods. All gods, for they were once our generals and know might beyond our ken.
- Do not consume the flesh of the sentient! Once we became lost in blood. To eat a sentient is to invite these days, and suffer thralldom.
- Do not expect those not of the oruch to understand an oruch's honor.
Under Adom's laws, the first tenant has been formalized within contests and ritual. That is, challenges between orcs are often ritualized in some manner though the exact method varies widely from tribe to tribe. Often, orcs may invent a manner on the spot. A lesser to middling offense could be settled by a drinking contest, for example.
An individual clan's or orc's code often extends beyond these basic tenents, though the above are most common due to Adom's influence and teachings. Oruch often measure themselves against one another to test the strength of their code, and will grow it through the influence of others, of their ancestors, of Adom's teachings, and their clans. Code changes over each oruch's lifetime.
Clans of the Oruch
The entire Orc Nation can be broken down into any number of active clans that are gathered in the various areas of the world. Within each clan are different levels of uniformity, organization and focus. Many of Adom's orcan civilization concentrates itself in the tablelands of Dran in a region known as Thurlogoth. Here, their warrior city of Adomar exists as a centerpiece for their way of life. Their council of warlords, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of oruch life. The edicts of this council are not universal, and are debated, though they are generally respected.
Also of note is the trading city of Dok, which exists on the borders between their lands and Dranei-Human lands. Though concentrated in Dran, oruch can be found in other lands as well.
Burning Blade: The Burning Blade clan produced Adom the Great, Kor’gan Maw and others and is generally considered to be the spiritual and military leader of the Orc Nation. Chieftains emerge from this clan of orcs and their members are widely regarded for their wisdom. They are mostly based in Dran.
Groundrender: The Groundrender clan is in many ways a traditional orc clan. Very militaristic, this is a warrior’s clan with many traditional Orc views and behaviors. This clan trains gladiators, Worg Riders, and other Orcs who sell their services as mercenaries and raiders all over the known world. These are largely located in Dran as well.
The Blackbloods: Orcs of this clan are characterized by their midnight black skin. Where most orcs' range between Greens and Reds in skin tone, fiendish bloodlines are prevalent amongst the Black Blooded Orcs whom some say may have ancestry in some distant Mogareg of the past. Many of them become barbarians or berserkers and research into their pasts, which often produces sorcerers of some renown and power.
Broken Tusks: The Broken Tusks were a clan of orcs that migrated south from Dran. They eventually moved into Bludgun, which was then under the growing control of The Ogre Emperor and his people. In Bludgun they became established but recent events have driven them from Bludgun at the hands of Hobgoblin forces. The Broken Tusks were long characterized by their brutal activities, and typical orc behavior such as raids, thieving and pillaging but the current chieftain seems to be attempting to move them away from this.
Earth Warders: The Orcs of the Earth Waders are a unique clan that focuses much of their spirituality and beliefs on veneration of Dana, the Earth Mother. The orcs of this clan are especially unique due to the high favor afforded females who often are called by the Mother into her services.
Drum Reavers: An unusual clan, this clan produces a number of the orcs' shamans and taletellers. They're reknowned for their battlecries and skill with traditional instruments, and are responsible for keeping the history of Adom's people alive. They produce a small number of arcanists and sorcerers as well, typically skilled in the use of fire--for both performances, and warfare.
Bonesworn: A small and secretive clan, the Bonesworn value honor above all else. It is they who crafted the first bloodrager, by combining the might of an oruch's rage with the power of the arcane. The tribe possesses a surprising number of sorcerers and priests among their number, intent on the improvement and perfection of the warrior way of life in either physical form, or mental.
Other Races
Orcs struggle with pre-conceived notions caused by the depraved behaviour of their more numerous and far more evil cousins, the Fel Orcs. Thus when an Adom Orc ventures far from his homeland he often deals with prejudice, anger, and fear based on damage caused from his more monstrous kin.
Orcs who reach more tolerant lands, or who live closer to the established holdings in Dran, are able to overcome this but may still have trouble relating to the likes of elves and halflings. Even the Adom orcs have had rivalries with dwarves and struggles with men. An orc values those with strong personal honor and dedication to friends and family--this dedication has caused them to form the beginnings of friendship with the hobgoblins and some sith'makar, who themselves also suffer the terminology of "monsterous race." Were dwarves and orcs to overcome their historical dislikes, they might find more kindship than not.
Oruch have the most dealings with arvek nar and gobbers--the three it is rumored, share an ancient, common ancestry. Whether true or not, these three "monsterous races" have found it more often than not, profitable to work together, or find common cause. Many oruch turn to gobbers for crafting, a thing the smaller gobbers are known for, and the oruch...less so.
When an Orc forms a friendship it is lasting and powerful, but they are often suspicious of other races. Yet, the existence of half-orcs demonstrates that the Adom Orcs, and other races, are capable of crossing these barriers.
Alignment and Religion
Despite their code of honor, orcs are at their core of hearts chaotic beings. Adom imposed the code upon them to bring them from Corruption, and from this some have taken a more neutral outlook. Like humans, however, there are orcs who break the mold. Lawful orcs are not impossible, and tend to stick more strongly with the warrior tenants or focus on the needs of their clans as a whole. The latter may find friendships in particular with their hobgoblin cousins, as the latter begin their emergence into the races of the world.
Orc religion is a mixture of strong respect for their ancestors, while worshipping the Old Gods. Their ancestor-veneration serves a specific purpose: that is, it provides a warrior's first testing-grounds, the first person a warrior may match his code of honor against.
The gods are viewed as vast and powerful, and an orc may base their interpretation of honor around any patron they follow, as well. Some orcs view the gods in a more personal manner; as it is said that the gods were originally the leaders of the clans, beings such as Angoron or Kor may also be seen as the race's ultimate chieftans or leaders. Other races may see this as hubris, but an oruch may see it as a birthright.
Stories of particularly powerful warriors in their past are popular among the oruch, and serve as models for young and old alike, as well as a means to test honor.
While druids and shamans tend to have prominence in their society, priests are not unknown, and oruch possess a mismash of these traditions. There is no particular preference, generally. Orc priests and clerics rise out of temples all across the Savage Frontier, usually dedicated to Kor, Angoron or other gods of strength, chaos, honor and martial prowess. A nod is given to the natural gods, due to their ancient fae ties.
In orcan religious ceremonies, simple instruments and songs feature prominently. Orcs are known for making use of their strong voices, and tend to employ the same instruments in ceremonies as they do on the field of war.
The Howlers: Whispers subsist of oruch bloodragers who, after receiving their gift, fall into a stupor. Their bodies remain behind, yet their spirits roam the ethereal, filled with rage and naught else. What had been the oruch's famed Fel Voice becomes a thing of unholy terror, which gives the creatures their name.
While the cause of these "Howlers" is unknown, the wisest priest suggest a trick of Deimos, companion to Gunahkar.
Nevertheless, the urging of Angoron would challenge oruch to not let their kin be cast aside. The discovery of such a howler is cause for concern among the clans, though at present, the occurrence is rare. See the Howlers entry in the Bestiary for more details, especially if you would like to run them as part of a story.
Adventurers
Orc adventurers find themselves up against a lot of barriers due to the perception of orcs by other races. Some work very hard to prove themselves and once they do they find themselves embraced by society but still feared by them. Orcs are typically fighters or barbarians and enjoy working as cheap muscle and bodyguards. An Orc will do much to prove his honor and challenges that other races may deem unusual are typically where an Orc warrior is ready to begin. Orcs who follow the sorcerers' path often find themselves tapping into their fae bloodline, and may show greater elements of chaos than usual.
Recent Events
The surge in evil has brought Fel Orcs to a height of activity not seen since the Daemon Wars. Their unsavory deeds and activities, emboldened from evil's rise, has brought again some superstitions and resentments towards orcan kind, sending the Orcs of Adom into greater turmoil. They stand, nevertheless, steadfast against such foes and pursue both their twisted brothers and their honor with equal, near holy, fervor. Orcan warriors slate their skin with tattoos of old that have not been seen for generations, and gird themselves for the war to come.
Oruch Racial Traits
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.
Oruch Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Oruch, male | 5ft 10in | 250 lbs | +2d8 | 2d6 lbs |
Oruch, female | 5ft 8in | 210 lbs | +2d8 | 2d6 lbs |
Oruch Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
17 years | +1d4 | +1d6 | +2d6 |
- Classification: humanoid (orc)
- +2 Strength, +2 Wisdom, -2 Intelligence: Orcs are incredibly strong and also very world wise and in tune with spiritual matters. However they are not very cerebral.
- Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Orcs have a base speed of 30 feet.
- Darkvision: Orcs can see in the dark up to 60 feet.
- Willful: Orcs are notoriously stubborn. They receive a +2 bonus on will saves.
- Rugged Upbringing: Orcs receive a +2 racial bonus on Intimidate skill checks and +2 to Survival due to their fearsome nature and disposition towards harsh lifestyles.
- Orc Ferocity: When a Orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
- Weapon Familiarity: Orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
- Languages: Orcs begin play speaking Common and Yrch-Speak. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Goblin-Talk, Gnoll, Jotun, Khazdul, Sildanyari, Undercommon.
Character Options
Oruch Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.
- Blood of the Dark Fae (House), Ferocious Tenacity, Fight On, War Singer, Iroguts, Ironhide, Never Stand Down (House), Rebuke the Horde (House), Trap Wrecker, Ferocious Action, Destroyer's Blessing, Blood Vengeance, Bullying Blow, Tenacious Survivor, Horde Charge (teamwork), Resilient Brute, Ferocious Resolve
Optional DM Rules
Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.
The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.
These rituals and options are beyond the scope of any one PC working on their own.
They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).
You are welcome to build on these ideas, or expand on them.
Ritual Magic
Hui-marata: Through ritual, oruch clans may cast themselves open to the Chaos ether. The act calls forth a Force from Beyond to overtake one of them. By using a member of their clan as a host, this force may speak with and interact with the world temporarily. The Vessel (poti) will act differently, and their voice may change--deepening or raising unnaturally to reflect its possessor. In this way, oruch may ask for wisdom from beyond, or weigh the results of potential actions.
This is most commonly used to draw ancestral warriors to the battlefield, or for ceremonious occasions. For such occasions, clans maintain items which are said to resemble the items the essence wore in life--such as a weapon or set of pauldrons. Once a vessel is chosen, their clothing is exchanged for these items.
Mahoreo: Related to the hui-marata is the mahoreo. It draws on the same principles, but is more random in nature. Mahoreo is combination brutal theatre and fortune-reading done arena-style through the intervention of spiritual forces. A council of elders calls individual oruch from the audience to represent each opposing force. A force can be anything--ancestors, aspects of the gods, even potential outcomes to future actions are capable of manifesting in this way. Omens are then drawn from their combat.
For example, oruch generals may debate over strategy for an important, upcoming battle. To settle the dispuse, one oruch might be called upon to represent Kor's fierceness in mounted combat. Another would represent the god's strength via pike and shield. Yet another would represent the enemy force that opposed the clans.
Mahoreo take place on clan grounds or a prepared site and are always overseen by a council of shamans or priests who interpret the struggle. During mahoreo, the contestants are considered to be temporarily divinely touched and influenced by the various forces of the world. This, and the council's involvement, lends the ceremony its weight. This is not to say there is not showmanship and skill involved. There is.
Oruch typically see it as an honor to be chosen, though the end result is often bloody.
Mahoreo are called to settle disagreements or to predict the future or potential outcome of a series of events. Clans possess different versions of this, and other, traditions. The mahoreo is only one example of possibilities.
Sacred Objects: Any weapon from the Old Age (when they were slaves to Chaos and blood) it is said, must be handled with care. Helms have special significance, as they're said to retain some of the owner's energies, if said owner was killed in a particularly violent way. The orich clans also take into their care items worn by great heroes, as these objects are used to cement a "presence" called upon during hui-marata.
Character Page Badges
Want to show off your Oruch pride on your Character Page? Use the following wikicode! (More badges here!)
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{{Badge}} {{Badge-Icon|Oruch01.jpg}} {{Badge-Content}} {{Badge-Title|Oruch PC Badge}} {{Badge-Entry|Clan}}Name of your clan. Feel free to make up some details. {{Badge-Entry|Role}}Your role among the clans. How you see yourself. {{Badge-Entry|Faith}}Your Faith {{Badge-Entry|Honor}}What does it mean to you? {{Badge-End}}