Oruch

From Tenebrae
Jump to navigation Jump to search
Oruch01.jpg
Oruch
Common Alignments Tendency towards chaotic alignments
Common Classes Barbarian, Bard, Fighter, Ranger, Sorcerer (fey, abyssal, elemental)
Influencial Faiths Angoron, Kor (Khor’Dagorlth the Warrior), The Green Word (faith that places Dana and Gilead at its center)
Most Frequently Found In Bludgun, Charn, The Pirate Kingdoms
Naming Ideas Some players have used Maori as an influence

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.

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.

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 and spun from (so some tales go) the essence of the most powerful Unseelie, 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.

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.

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--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.

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.


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

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.

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 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.

Common honor tenants include, but are not limited to:

  • Challenges to honor should not go unanswered (but accept that non Orcs may do so unknowingly)
  • Honor your word. Unless it's to an enemy.
  • Accept an honorable surrender.
  • Respect your elders, the spirits, 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)

Under Adom's laws, the first tenant has been blunted towards nonviolence. 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 "basis" based on Adom's influence and teachings. Orcs often measure themselves against one another 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, though the edicts of this council are not universal.

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 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.

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.

One of their more noted ceremonies is actually rather dark. It's translated only as "Thrall." It is held at midnight during the first cold night of the year. Once the tribe has gathered and ritual chanting has begun, a shaman places the flesh of a dead creature in the center of the ritual grounds. Within minutes, an orc in the tribe is singled out by ancient magic, and is suddenly overcome with thralldom. Their skin hardens and twists, their tusks lengthen, and they grow in immense power and chaos. The transformation mimics the history of the old orcs who were more bestial and in thrall to Corruption in the time before Adom. Deaths during this rite are not unknown.

An orc who is chosen by the ritual, and dies, is considered to have cleansed his or her familial line for three generations of Thrall-taint. Therefore, it is not something the orcs typically enter into with fear, but more often with anticipation.

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 save checks versus spells and spell-like effects.
  • 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, Khazadul, 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