|
|
- Among the various humanoid races orcs are the most numerous. They
dwell in almost every locality of Fälgorna. As often as not they
live in 'peaceful' coexistence with their human and demihuman
neighbors. That is they are not necessarily in an open state of
warfare with the people who live in the same area they do, but
nevertheless, incessantly raid poorly defended settlements and
merchant caravans. Most realms allow orcs to enter their cities
and towns unmolested, but they are unwelcome guests and treated
with disdain.
|
|
|
|
|
 |
|
|
Orc warrior prince
|
|
- Orcs view the world in a short-term perspective. They usually
see only one side of a problem or argument, their side. They react
quickly and ask questions later. Orcish adventurers will almost
always be male, because females are viewed as little more than
breeding machines and have such low self esteem that they would
never have the necessary self-reliance to lead an adventuring
life.
- Orcish behavior can be summarized as totally unethical. Their
rudeness and bawdy sense of humor is as legendary as their manipulative
personalities and treachery. They tend to be Lawful Evil in alignment
and orcs of other alignments are very rare. They live by the golden
rule of orcdom, "Do onto others before they do onto you especially
if they are weaker than you."
- Orcs often join adventuring companies with the sole goal of killing
their weakened comrades on the journey home and absconding with
all the loot.
- If orcs hate anything more than elves, it's orcs from other tribes.
Tribal membership is all important in the life of an orc. Each
orc tribe has distinguishing characteristics and its own tribal
dialect. Roll below on Table 2.13 to determine which orcish tribe
a character belongs to.
- Orcs speak their own tribal dialect and may speak the trade tongue,
goblin, hobgoblin, ogre, dwarf, and elf.
- Orcs are fierce warriors and can inflict 1d6 points of damage
on an opponent in unarmed combat. When fighting within 60 yards
of their tribal standard they receive a +1 bonus to hit. Despite
their fighting prowess, orcs detest sunlight and receive a -1
penalty when fighting in it.
- All orcs have infravision with a range of 60'.
- Orcs are capable miners and receive 120 racial skill points which
they can use to learn the following skills: Detect sloping passages
and Detect new or unusual constructions.
- Character classes available to orcs are as follows: fighter, gladiator,
beast rider kit, myrmidon kit, pirate/outlaw kit, priest, outlaw
priest kit, assassin, bandit, thief, trader, bounty hunter kit,
scout kit, thug kit and psionicist.
- Orcs receive a +1 bonus to the ability scores of Strength, Constitution
and Ego and a -1 penalty to Dexterity and -2 penalty to Charisma.
|
1
|
Urk-ta-mai: Garon-Bor; Very vicious, +1 to hit with axes and swords, no penalty for
fighting in sunlight
|
|
2
|
Black Skull: Upper Spineridge Mountains; Receive Underground Survival as a
bonus skill
|
|
3
|
Death Finger: Rone Hills; Ability to brew the poison Chayapa
|
|
4
|
Ruinous Renegades: Lower Spineridge Mountains & Ravencraft; Receive bonus skills of Fire-building and Looting
|
|
5
|
Black Blood: Dark Forest; Receive bonus skill of Set Snares and prerequisite
skill Rope Use (50%)
|
|
6
|
Severed Limb: Dislit Swamp; Receive Swimming as a bonus skill
|
|
7
|
Azog-bull: Northern Roland; Receive Desert Survival and Alertness as bonus skills
|
|
8
|
Balog-du: Coltus; Overwhelming Eriador dwarves, +1 to hit dwarves
|
|
9
|
Veka-kri: Dark Forest; Able to brew Blue Lotus poison; Able to climb trees
unassisted base 65% chance
|
|
10
|
Sinta-kwin: Bleakwood; Ability to communicate empathically with wolves
|
|
11
|
Cara-su: Stickwood; +1 to hit with long and short bows
|
|
12
|
Hardek-gooll: Misty Mountains; Kept in check by Tumanzahar dwarves; Receive
bonus skill of Running
|
|
13
|
Vile Rune: Krakeland Swamp; Religious fanatics, 10% per chance per round
of combat of going berserk (+2 to hit -2 to armor class)
|
|
14
|
Bloody Head: Upper Black Mountains; +1 to hit with two-handed battle axe
|
|
15
|
Leprous Hand: White Ice & Boulder Hills; Receive bonus skills of Animal Handling
(worgs only) and Sledding (worg drawn)
|
|
16
|
Broken Bone: Lower Black Mountains & Het; At constant war with Khuzduun dwarves,
+1 to hit dwarves
|
|
17
|
Death Moon: Black Hills & Het; As the Broken Bone tribe but more powerful
and numerous
|
|
18
|
Evil Eye: Theocracy of the Eye; Have ability to use demoralizing battle cry that will cause
creatures of 1 HD or less to save vs. spell or freeze in panic
for 1 round
|
|
19
|
|
|
20
|
Grinning Skull: Pel; Receive bonus skill of Land-based Riding (horse)
|
|
21
|
Withered Hand: Dark Forest, use a green and rust red fletching pattern on their
arrows; able to brew a sleep poison, Wytherhan, onset time 1d4 rounds, runs course in 1 round, causes sleep
for 2d4 turns if a save vs. poison in failed at -2.
|
|
Orchish general
|
|
Grinning Skull tribal shield
|
|
|
|
|
|
 |
|
|
Half-orc shaman
|
|

- Half-orcs tend to be more human in nature than orcish, still they
have inherited many of the less desirable qualities of their orcish
ancestors. Orcs can breed with most other races and produce many
mongrel offspring. About 10% of the human-orc offspring can pass
for human, this is the variety of half-orc that may be played
as a PC race.
- Half-orcs may speak the Trade Tongue, Orchish, and a human tongue
when created. They also have 60' infravision. Half-orcs inherit
none of the other traits of the orcish ancestors.
- Half-orc PC's may be of any character class available to humans
and which are not prohibited to them by low ability scores. Half-orcs
may be multi-classed but not dual classed.
- Half-orcs receive a +1 bonus to Strength and constitution and
a -2 penalty to Charisma. They may be of any alignment, though
they tend toward Lawful Evil.
|