Oruch
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As the legends tell it, the first orcs were spun from the dark of Chaos and mixed with potent blood from the Unseelie court. Savage in demeanor and shod in steel, the orcs were unleashed upon the world by the gods of darkness. They came to directly oppose the sildanyar, who at the time, it is said, served as agents of light.
The orcs descended upon a world unprepared for them. Soon, dead bodies covered the landscape and it is said, the oruch used the blood as war-dyes. Entire cities would fall beneath their might.
In those days, wars were fueled by primal powers. The gods walked the earth. They stood incarnate in flesh and the races of the world were the peoples of legends. The wars scorched lands and laid them barren. Oruch and their allies torched cities and leveled civilizations. 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 Chaos spun with the powerful blood of the Unseelie and mixed with the potency of energies both foul and dark. Tales of their cruelty proceeded before and after their arrival and the earth ran red with blood.
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 full of violence and warfare, they fell upon land after land and then lacking further guidance they began to fall upon one another.
Oruch warlords came and went and their warring ways and strongholds brought them into repeated conflict with the khazad, who would use the power of their earthworks against them. For a time, the oruch were stalled...yet their Chaos was unenending, and for the most part, they continued unfettered across the landscape. They relished the occasional taste of human or halfling flesh and their magic was both bloodthirsty and potent, drawn from the remnants of the Unseelie in their veins. They would on occasion, it is said, dye their cloth with the blood of their foes, as a means to terrorize those who would oppose them.
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.
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 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. 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 lay harness to the Unseelie blood within. Old habits die hard, however, and great opposition was met when Adom's decree and proclamation went forth.
He would meet this force with strength of arm, and strength of speech. He would meet it with a foreign concept to the Chaos Horde: the strength of honor, and gathered many followers to his cause.
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 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.
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. They often allow it to grow for months on ends, sometimes their entire lives and they pride themselves on it, often wearing their hair in elaborate braids, top knots or at great lengths down their backs. 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
A tradition that stands out among some oruch is the mektharun, a combination of brutal theatre and fortune-reading. Arena-style, individual oruch are called upon to represent the aspects of gods, opposing forces, and potential outcomes to future actions, the year ahead, or even a dispute. Omens are then drawn from their combat.
Mektharun take place on clan grounds or a prepared site and are always overseen by a council of shamans or priests. Oruch are called from the audience and given a designation. For example, one oruch might be called upon to represent Kor's fierceness in mounted combat. Another would represent the god's strength in raw numbers. Another would represent a force that opposed the clans--such as a place, a condition, or an opposing clan.
The struggle between the clansfolk is then interpreted by the council. If the oruch representing their enemy is particularly strong, it could represent a difficult struggle ahead. During mektharun, 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 bloodied.
Mektharun are called to settle disagreements and importantly, to predict the future or potential outcome of a series of events. For example, the mektharun could predict struggles ahead of a certain type, as well as potential fortune in the months ahead. They may also occur, more rarely, on a more individual basis.
Clans possess different versions of this, and other, traditions.
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). 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.
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.
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 may seem 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.
Common honor tenants include, but are not limited to:
- Answer challenges according to the situation.
- Honor your word.
- Accept an honorable surrender.
- Honor your elders, your ancestors, and the gods.
- Do not consume the flesh of the sentient (the ancient orcs were ravaging beasts; to eat a sentient creature is to therefore lose one's mind to old madness and thralldom)
- Do not expect a non-orc to understand an orc's honor.
Under Adom's laws, the first tenant has been blunted towards 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 and might be considered a "rough basis" based on Adom's influence and teachings.
Orcs often measure themselves against one another, as well as famous and honored warriors of the past, to determine the strength of their personal code.
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 elders, consisting of envoys from each of the major Orc War-Houses and Clans, deal with the ins and outs of Orc 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, orcs 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.
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.
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 strong examples and role models for young orcs to follow, and model themselves after. The gods are viewed as vast and powerful, and an orc may base their interpretation of honor around any patron they follow. 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 to an oruch it may be very personal.
Stories of particularly powerful warriors in their past are popular among the oruch, and serve as models for young and old alike. An oruch who admires a particular ancestor may adopt that ancestor's deific patron as well, in hopes of making themselves stronger, and more honorable. It does not mean they would keep that patron; only that it may provide a starting point.
While druids and shamans tend to have prominence in their society, priests are not unknown, and oruch possess a mismash of these traditions. 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.
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.
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.
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