Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts

Monday, April 16, 2012

Pathfinder: The Saturday Chronology



In the realm of D&D-esque games that sometimes have a D20 stamped on them or an OSR reference therein, it appears that I have finally and irrevocably surrendered to Pathfinder. I've got my weekly Wednesday night game going (which has gone gonzo and the group now runs two alternating adventuring parties....lets just say there was too much plot for just one group and leave it at that!) and of course my now closing in on three years long Pathfinder Saturday group. There comes a time when I realize, "well dang, this is the only fantasy RPG with D&D-like themes I'm running right now," that maybe I should hand it the prize.

Now, this has no bearing on Traveller (the other game I am running Saturdays), nor does it affect plans for the near future with Mutant Epoch or BRP/Magic World. Those are decidedly not D&D-likes or D20 variants. But it does mean that I think I can pat myself on the back. I stuck to my new year's resolution and by golly we're four months in and I have not fallen off the wagon.

To celebrate, I am going to print a brief summary of the campaign chronology for the ongoing Saturday group. It's not heavy on specifics, and it is mostly use as a quick recap or an intro for new players on "what has come before." So, here you go:

Current Crew of the Ship With No Name:

 The crew changes a lot, but the following characters have remained consistent throughout the tale:
Captain Salmut, ratfolk swashbuckler
Horus, human monk
Reyvan, elvish monk
Pennywhistle, Halfling bard
Jerro, human sorcerer
A medley of NPC sailors and henchmen as well as rotating and new players flesh out the mix.

The Warlords of Lingusia: Tales of the Ship With No Name
The campaign opened with the tale of our intrepid adventurers on their unnamed brigantine warship. They had returned to Port Sadrys, their home, after some absence out adventuring. On arrival, they thwarted a pirate assault by Golmadran privateers and drove them out of the harbor.

The group spent a bit of time in port before being hired to escort a group of religious pilgrims ot the Temple of the Red God, thirty miles east in the mountains near the city of Senempar, home of the ratfolk captain Salmut. After some adventures in the mountains they arrive.

Senempar is a sprawling, cosmopolitan city in the mountains dominated by several humanoid races, and was founded centuries ago near the Monastery of Ashuar during the Plague Years, when the undead plague of the Shadow Gods ran amok across the world.

The adventurers spent some time in Senempar before taking leave. During their time here they pursued a shape shifting beast that favored the form of a giant slug and was murdering drunks in the night, they assisted the temple of the Red God on some errands and then turned on the temple when they realized that the ancient artifact they were to deliver to the Tomb of the Red God in the eastern Tomblands was actually a device that might awaken a deity which was aligned with chaos and sought the destruction of mankind through dreams, and they got involved in the local criminal guilds, attempting to set up an extortion racket by which they would play one guild off another and make money off of it.

Eventually the group left Senempar and journeyed south, taking with them the mysterious Key of the Red God, the artifact that would awaken the ancient deity of nightmares, to find a way to dispose of it. They were also escorting an ashtarth dark elf woman who intended to marry a high ranking noble in Golmadras to the south, but who needed protection from a former suitor who had been turned into a drider scorpion man.

The adventurers headed south along the Nyarlith Straights to the Inner Sea, and along the way cultist fishmen (skum) of the chaos lord called the Kraken attacked the ship. They were then accosted by shadow demons while in a southern Octzellan harbor, and subsequently journeyed eastward to a Golmadran Port. At the port they were confronted by the drider who pursued them for his former bride, but one of the crew, a mixed-breed dark elf woman, convinced the drider to forget her and left with him. The patron drow was able to continue on to her arranged marriage and settled her debts with the adventurers then.

No sooner had they settled into port and resolved the matter than did the Kraken itself manifest to take vengeance upon them. As the Kraken descended to destroy the city, the seraph Aion, agent of the god of time (Huuarl) manifested and spirited the entire crew of adventurers and their unnamed ship back in time nearly 1,600 years, with an urgent mission: they had to stop an ancient prophecy from coming true, one which would ultimately see to the unbinding of twelve ancient chaos gods called the Skaeddrath, of which the Kraken was but one. When the twelve are freed by this prophecy, Aion explained, they would begin to awaken from their perpetual slumber and escape into the world to wreak untold havoc.

The adventurers were told by Aion to seek out the man who started it all: a priest and scholar studying an ancient ruin in the High Plateau near the Octzellan city of Dagger Falls to the west. As a final act of assistance Aion teleported the entire ship to a small lake near the edge of the ruins, where the adventurers could seek out this scholar and stop him. Aion gave them the Hourglass of Huuarl, a sacred relic, to aid them. The rat captain abused it a lot.

The time in the ruins was fraught with danger and mystery, and at first the scholar and his assistants appeared to be innocently discovering the relics of an ancient cult in the ruins, while the scholar wrote down the mysterious language he was translating, but in time it was revealed he was receiving messages to translate in his dreams, from an ancient entity that was trapped beneath the plateau, one of the chaos gods. At last when his treachery was revealed as a true cultist of the Kraken seeking to do the bidding of this god through its dreams, the adventurers confronted him and defeated the chaos beast he summoned to stop them.

After destroying the scholar’s book and insuring that the prophecy would never be written and so could not come to pass, the adventurers traveled to a nearby ancient cave where a hidden temple of time to the god Huuarl could be found. The angelic Aion manifested after the hourglass relic summoned him and informed them that the timeline had been changed, and the Kraken and its ilk were no longer certain to destroy the world in the current era. When asked, the adventurers chose to return to the future, their present, and Aion did so, repairing their damaged vessel (it was shattered when it hit the shallow lake) and setting them in the grand lake off Dagger Falls nearby.

The heroes returned to the present, where they began to find subtle changes. Octzel as a kingdom was no longer a wasteland of small baronies fighting against the monsters and the foreign invaders of Zatacan, but was united into three kingdoms, of which they were now in the domain of southern Pheralin.

The group became embroiled in a mystery in the city of Drakhan, where murders with a demonic influence were happening. They discovered that someone had unleashed a powerful ancient demon, the cambion half-demon bastard son of the ancient northern giants (Balor himself).

The group traveled to a monastery and while defending the monks from rampaging cyclopses learned that the taint of the demons may stem back to an ancient elvish city which once existed in the middle of the northern Halale Wilderness, near a sacred tree. They traveled to these ruins and discovered that the sacred tree had been corrupted long ago in whatever conflict destroyed the surrounding city. A series of adventures led to the revelation of the demon himself, and his subsequent banishment, as well as the restoration of the Sacred Heart of the Tree, which purged the region of this evil influence.

The group returned to Drakhan and spent a bit more time there before journeying to Pheralan, capitol of the kingdom, just south along the river delta from Drakhan. There they met with Queen of the land and learned that her son had been missing for over a year, and a dignitary from the distant eastern city of Carapus in the Sea of Amech region had just arrived, bearing the sword of her son which he said had been recovered from the wreckage of his ship, and though no body was present, he felt news of this matter had to be delivered to the Queen.

The queen asked the adventurers to accompany the ambassador as well as her own agent, named Biramon Black, agent of the queen, to go to Carapus and recover her son, alive or dead. She provided them with rare resurrection scrolls to insure he came back alive if possible. The group accepted.

A lengthy journey north from the Inner Sea to the Nyarlith Straight, then eastward through the Baldric Gulf along the shores of the Northern Hyrkanian Kingdoms was fraught with various minor dangers, but the group stopped for a time in the city of Eor’nin to repair and resupply before journeying into the Sea of Amech region.

While in Eor’nin, they picked up a priest and paladin and became involved in the investigation of a haunting at the local museum of antiquities sponsored by Eor’nin’s king. The haunting was actually from a Hettanar Warlord’s sarcophagus that had somehow become a portal to a mysterious demiplane which abutted with the Far Realm. The adventurers were trapped (sort of) here for sometime before they sealed the portal to the Far Realm and escaped, haunting purged.

The group eventually found their way in the Sea of Amech region, dealt with trollish piracy and captured a trollish war galleon filled with an ancient, evil idol of the mysterious troll god Tsthaqqua. They were close to Carapus at last when they witnessed an island rise from the sea, beckoning with naked elf maidens on its shore. So naturally they dropped anchor and rowed to the mysterious isle.

Here they discovered an ancient island of somehow artificial construction that could submerge at the will of an ancient abolethic demiurge named Seredath. The aboleth had an obsession for kythien elvish women, whom more than a hundred were kept on the island for reasons unknown. While there the adventurers discovered that local ape men and kobolds worshipped two local beast lords, a massive girallon and a giant tyrannosaurus rex. They also encountered the terrible volcanic “fire god,” a volcanic dragon, which the monks smacked down in about eighteen seconds while Captain Salmut lopped its head off.

The group found the crater at the center of the island and an ancient abolethic city within. They had taken refuge inside one of the buildings with the elvish women they sought to rescue when the island submerged once more. Now traveling like a mile wide submersible beneath the Sea of Amech, the group made their way through the maze of the city until they reached what the elvish woman called “The Great Machine.” Aquatic Giants , skum and other evil agents of the aboleth operated this machine that appeared to be powered by the spirits of the elvish women, who were drained like batteries in the machine.

The group tried to get to the center of the machine for sabotage but discovered that it was also apparently a tether to multiple planar rifts, one of which opened up into a fragment of a shattered plane which was once the Great Cog of the Modron of old. They acquired two relic modrons while fighting the corrupted machine-monsters of this planar fragment before making it safely back.

The group reached a point where they had alerted the denizens of the island to their presence, and Seredath’s watchdog, a terrible shoggoth, began pursuit. The group took refuge in a bathysphere which they learned to operate and make a quick escape. Now free of the island, the group found themselves deep beneath the Sea of Amech, near one of many ancient ruins from the pre-deluge era of old.

Finding a cavern within the submerged ruins along a great and ancient mountain, they discovered an ancient hollow that contained what seemed at first to be an ancient monument and tomb to a forgotten king or god. They determined it was a monument, commemorating an ancient victory when the avatar Avokta of the lost war god Vishannu destroyed the ancient lizard man empire of Codam, and imprisoned their dark god Orcus within a demonic soul gem. The group, while battling various evil entities, uncovered the soul gem.

Some time ago the rat captain Salmut had found two weapons. One was a shadow blade that wa tethered to the demiplane of shadow and reflected the ancient spirit of the lost god of that realm named Avarath, slain by the Shadow Pantheon of Unarak who usurped his realm. The other was forged from the bones of chaos gods and was a tether to the Far Realm. It was during this inopportune moment that the ratfolk captain used the blades to forge a portal to the Far Realm where it could not quickly be closed, and the means of getting to that portal was sealed off. This insured that the army of the star-faring Neh-Thagglu brain collectors now had a permanent passage to the earthly realm of Lingusia.

The group also encountered the missing prince while exploring the aquatic hollow, as the prince and his surviving compatriots (including a psionic warrior of great skill) had been delving into the subterranean realm looking for a lost artifact to the god of knowledge, Nistur, whom the prince believed could be revived if one took up the mantle of the artifact and became an avatar of this fallen god from the old empire. Instead, it was revealed to be a trick, and the voice which compelled the prince was that of Orcus and his demonic minions seeking escape. The group fought the demons which manifested with the prince’s possession and also freed the prince momentarily from Orcus’s control.

The group eventually left by way of a teleport established with their tiefling sorcerer on board their still unnamed ship. They resumed their journey to the city of Carapus.

At last reaching Carapus, the group held court with the queen, the ambassador, the prince and the dignitaries of the realm which included the naga of the sunken citadel of the coast, which had now had a tentative alliance with the surface dwellers for a while now. It quickly became problematic as it turned out the prince had engaged in an affair with the queen of Carapus, her daughter, and the naga queen. The warlord naga king took great umbrage at this reveal and challenged them all to a duel, but wa defeated.

The group spent several weeks in Carapus, with the monk Horace staying to found an orphanage in a city that very much needed it. The psionic warrior Galvado began investigating the connections revealed through a series of adventures of mind flayers that belonged to a mysterious Guild of the Spheres and seemed to have gained some trust from them. The other adventurers got embroiled in stopping a slavery ring and the group also earned the ire of a guild of war mages who did not like the influence the group was having on the city political scene.

The naga warlord eventually struck and took the prince hostage in revenge for the prince’s indiscretions, and held him for an outrageous ransom. The group attained underwater spells and journeyed to the sunken city of the naga, where they found a back way in, gained some Locathah allies, and assaulted the inner citadel.


While in the ruinous dungeons beneath the citadel the group accidentally awoke a vampiric priest lord of Set named Ollaram. As it turns out there was a guardian spirit servant of the goddess Phonatas present, an entity which resided there in a ruined shrine to the goddess to suppress the vampiric avatar from awakening. This spirit channeled the essence of the goddess, who made a pact of assistance with the bard Pennywhistle, granting him a divine bowl by which he could commune with her, and ask a favor of her in times of dire need.

Meanwhile, the less scrupulous side of the party found a portal to the Nine Hells in the bowels of the ruins, and somebody thought this was a good time to get rid of the Demonic Soul Gem in which Orcus’s spirit was trapped, so they threw it in. This led to a large explosion and much confusion. The group retreated to the locathah village, where they mended themselves for a day or so.

When they returned to the citadel of the naga, it was clear an undead plague had been unleashed by an Orcus who had been freed from his soul gem. The group eventually found and rescued the prince from a slavering horde of fresh vampires after securing the aid of an ancient reef dragon, and they then made good their escape.

Captain Salmut was asked on his return to Carapus to next investigate a ship which had been wrecked in battle that contained the remains of a powerful ancestor of a local noble. The group also got wind of rumors that the island kingdom of Kadantania was preparing to set sail to attack Carapus in a bid to expand its power base. They opted to pursue the wrecked ship.

The group sailed to the region in question, and along the way were accosted by giant froghemoths that emerged from the Vyrindian Isles. They discovered these beasts had been made by a witch woman who used these transformed sailors from the wreck to guard an ancient temple. The group saved two fo three transformed sailors, the made their way to the coast where they found the wrecked ship.

The ship was surrounded by undead, but they survived. The adventurers found the crate with the remains, but the canopic jars within had been stolen. The sorcerer Jerro took the ornamental rune in silver that protected the crate for a talisman, however.

The tracks led past an ancient half-dome with a tower in the jungle, inside of which an ancient clockwork golem acted as caretaker for a forgotten temple of the old gods. The trolls protected the temple from entry but the adventurers fought their way in. For their reward they were recognized as divine emissaries and allowed to access the lower temple. There, the monk Reyvan communicated with the high god of the old empire’s pantheon, Naril, and learned that the ancient artifact he had come into possession of, a gauntlet-like weapon called the Star of Naril, was the weapon of the chosen avatar of the god, and it would let him find the lost island of Sol’Dranir where Naril’s temple of light could be found. The island had been clouded by agents of the Shadow Pantheon long ago, for the temple of the god of the sun and man was the greatest threat to Unarak and his cronies. Naril’s spirit charged Reyhvan with going to the temple and freeing it from the shadow’s grasp.

They also learned that eastward in the mountains was a great excavation underway by the troll queen, who had stolen the relics of the dead saint-avatar they had been sent to recover. Her vanity led the troll queen to seek out a means to abolish her race’s impurity and seek perfect beauty by use of the saint’s otherworldly power. The adventurers are also charged with recovering these artifacts.

The adventurers entered the second temple of the demiurge of knowledge, Warenos, and successfully petitioned the living demiurge for an audience in the Weirding Realm (the feywild). There they gained access to his copious body of knowledge, and also discovered an agent of Orcus that had been trailing them, a creature that could not hide in the fey realm. After destroying the demon, Warenos provided them with copious advice and urged them to seek out more answers in the domain of the troll queen.

The group left the temple after some more antics, and did indeed proceed to scout out the vast excavation site unearthing the ancient temple of the trolls. They learned several important bits of information, including the fact that lizard men had an encampment there with diplomats seeking to open relations with the troll queen, a weird race of invisible winged monkeys plagued the ratkin captain Salmut, and that most of the labor force were demihuman slaves including humans, orcs, dwarves, some elves and Halflings. The worst news was that the troll queen Sytaria was sacrificing children and Halflings to the dark god Tsathoquaa at the top of the temple each night to perform rituals to improve her beauty (though precisely how much a troll woman could benefit from this was ill defined). She was using the canopic jars of the solar avatar in this deed as well, a heinous act.


The group took action that night, assaulting the height of the temple in a furious battle to free children and Halflings while defeating the troll guards and priests, as well as a massive troll abomination that was the temple guardian. The fight was brutal, but they recovered the jars and captured the queen in the process. Pennywhistle the bard then called upon his gift from the goddess Phonatas, beseeching her to intervene.

The goddess did indeed intervene. It was revealed that the trolls were actually a corrupted fey race of proto-elves from twenty thousand or more years ago, the first of whom had been lured to an ancient pool where the whispering voice of Tsathoquaa came in dreams and tempted them with immortality and power in exchange for undying devotion. When the first Endreti fey accepted this offer, she became a troll, and she was charged with luring or capturing her kin and bringing them to the pool for conversion. Thus did Tsathoquaa create the first endreti trolls. The current troll queen harbored a racial memory of that lost age, being a direct descendent of the first troll queen.

Phonatas channeled holy energy through the spirit of her bardic champion, and purged the temple and the trolls completely of Tsathoquaa’s influence. Within moments the trolls were stricken and carbonized as if burned to cinders, but from their husks emerged the true elf-like endreti fey that existed deep within, lost for eons. The troll kingdom was wiped out in moments. The temple itself was swallowed up by the earth, to insure the Skaeddrath did not awaken.

The adventurers stayed for some time to assist the newborn endreti fey in re-establishing their culture and keeping some control, as their evil and corrupt forms had been utterly purged. The slaves were freed, and efforts to return them to their proper lands enacted. The temple to the west was properly secured and offered to the newfound endreti fey as a place to restore worship of the gods of order. But at last they had to leave, faced with the task of returning the canopic jars of the avatar-saint of Naril.

By now the group had determined that they had a magical sextant and the Star of Naril, two devices that would let them find the shadow-shrouded isle of Sol’Dranir, where the ancient Temple of the Star Mount could be found, the proper resting place of the sun god’s avatars, and the conduit of his ancient power. The Shadow Pantheon had long suppressed the dominion of Naril, and they decided to head to this isle in the northern straights off the lands of Covarte and put this matter to right once and for all.

Along the way they found evidence that the Kadantanian Empire, emboldened by the return of Orcus as their chief deity, were now cutting a swathe of conquering destruction through the Amechian kingdoms. Covarte’s entire naval fleet was decimated, and a surviving ship was found horribly corrupted by demonic necromancy. The group pressed on, avoiding distraction, until they at last arrived at the shadow-shrouded realm of Sol’Dranir, made visible by the use of the magical artifacts.

The group fought off a wave of shadow demons as they transited into the demiplane where the isle had been displaced, and at last made a beachhead on the eastern shores, just south of another ancient temple, this one to Unarak himself. They encountered an expatriate shadow demon who identified himself as a true follower of the old shadow gods Avarath and Penumbros, and he offered to serve as a guide. The group forged their way through the dense, swampy wooded inland toward the great mountain chain at the center of the isle. Along the way they encountered other-dimensional undead demons (devourers) that floated in the woods, and befriended a tribe of indigenous lizard men who had been living here since long before the island was displaced into the realm of shadow. The lizard men had a shaman who said the adventurers’ arrival was prophecied, and that their best hope for penetrating the dangers of the mountains was by traveling under them….

And this is where the campaign currently rests.

To be continued, every other Saturday!


The troll queen before her transformation


Friday, November 4, 2011

Legend Previews


Head Injury Theatre!

They've actually been up for a little while now, but Mongoose has posted a character sheet, preview, and packet describing any adjustments between the RQII edition and the Legend edition of the core rules (all available here).

I'm getting progressively more excited as Legend gets closer. I like the concept of the core RQII mechanics, but effectively divorced from the Glorantha setting. It's not that Glorantha is a problem; rather, its that any game system which ties itself to a setting (specially and in particular fantasy systems) necessarily limits its audience and functionality, even if the core rules are sufficiently robust and stretchable as to make the tether sufficiently ephemeral. I also admit that this isn't necessarily a weakness....many, many people enjoy having a system which provides that sort of content straight up, of course....but not being one of them, instead falling into the camp of gamers who like to take the rules and wed them to my own creations, means I much prefer these things when they do not contain any implicit assumptions about the "where" of it all.

Yes, I'm one of those guys who thought that having the Greyhawk pantheon in the core rules of 3rd edition D&D was a mark against it. And while I like the core setting assumptions of D&D 4th edition, I also feel it of necessity created boundaries and limits that have also hurt that edition more than helped it. It's only fortuitous that the core assumptions for 4E were carefully thought out and integrated with the core expectations of D&D in general. From a certain point of view, of course! I know I like them, and I know I have found that the 4E approach meshes more closely to fantasy as I enjoy it, but that is certainly not the case for all people...which is exactly my point; the increased focus of 4E necessarily cost the game some of its versamilitude from earlier editions, especially the chunky-weird mechanical era of 2nd edition, which for all its lumpiness could still somehow manage to provide for non-western cultures, exotic non-standard fantasy locales and outright strangeness better than any successive edition could. From a certain point of view.

Baby Front! Just a quick update, as well as an explanation of why I might not post much at some point soon. Jody is days away from due date and all progressing along just fine. Marcus should be here ideally between 5 minutes from now and sometime around the tenth according to the midwife nurse. He could run late, but it seems unlikely. Personally, I'll be surprised if we're not in the hospital by this Sunday.

Okay....that's it for now.....as usual, I have preloaded blogs for the "Ages of Lingusia" column through the 13th, so there will be no interruption of that until then. I have plenty of additional material that I could load for future Ages columns, just need to find a couple hours to set them up....so even if I'm absent from the blog due to imminent fatherhood issues, there will still be some material for a while.

Monday, October 31, 2011

Ages of Lingusia: The Death Gods!



Just in time for Halloween....

Principle Gods of Death:

Akuuris
Profile: dreams, fortune telling, visions, third sight, insects
Alignment: neutrality
   Akuuris the dreaming god is the lord of Ethenur, and master of oineriomancy (divination through dreams). He manifests as an immense humanoid insect, and indeed is followed by insectoid species as well as those who have learned to commune with the god and visit the dream plane through meditate practices and psychotropic extracts.
Akuuris' cults spread secretly throughout the world of Lingusia like a thin but tenacious spider web. His most active and visible cultists are in Karaktu, but Akuuris is a god in every land, worshipped in those sultry, smoke-filled dens of mystery. The priests of Akuuris contend that all men pay homage to Akuuris when they fall in to dream-filled slumber.
   Akuuris is the slumbering lord of night, a god who wandered for more millennia than man has existed, and at last settled down in the Dreamlands of Ethenur, a hazy demiplane of mystery, which exists nowhere and everywhere at once. His first great dreams were said to spawn the races of the insects, and the Inkidii, who see him as their creator god. He was the first god to dream, it is said, and when he discovered the dreamlands, he sought to share is discovery with all beings, and so it is that most sentients can walk through dream in slumber.
   It is said that you can travel physically to the dreaming plane through the Ethereal realms, but the cultists of Akuuris learned long ago how to move their in dreams by harvesting and smoking the leaf of the blue lotus. A plant that is rare, found only in the East of Zued, Al’Jhira, and Karaktu, the blue lotus serves as the medium by which the soul of the dreamer can transcend reality and arrive in a simulated physical form in Ethenur.

Elisin
Profile: ancients, old age, the veneration of elders, wisdom
Alignment: lawful
   Elisin is the goddess of ancient wisdom, old age, and long life. Elisin is usually depicted in sacred murals as an ancient woman of half-elvish and human descent, wise beyond imagining and surrounded by adoring children.
   Elisin is seen in some tales as a harsh old woman who observes or imparts tough life lessons on the young in a “Grimm’s Tales” sort of fashion. Among elvish poets and bards, she is spoken of as an infinitely kind and wise woman who dwells in the depths of the Weirding, and is the keeper of the Spring of Knowledge, from which the essence of learning is drawn. Most suspect that both views are right.
   There is no cult of Elisin, though it is said that there was a strong priesthood before the War of the Gods, but they were all killed in her defense when the demons overran Corti’Zahn and slew her mortal form. Her tomb is unknown, and no temple stands in her honor save the ruins of the one in Corti’Zahn.
   Once in a while, a woman of many years who has lost all she care for or loves, but who perseveres in the face of great opposition, is given a vision by Elisin, and receives a calling to take up the faith and worship of this goddess. These few women, wandering the land and aiding the needy and teaching the ignorant, are the select priestesses of Elisin.
Appearance: An elderly, harsh old woman of wizened age and appearance, sometimes kindly.

Hargameth
Profile: warfare, blood and thunder, glory, combat, killing
Alignment: neutrality
Hargameth is a northern god who spread long ago, his aspects being common to all men. Hargameth is the proverbial lord of blood and thunder, the great warrior of the battlefields, the last of the gods to go down fighting in the War of  the Gods, sealing the rift of the Abyss with his own blood before he collapsed.
   Hargameth is a cult which warriors throughout the world, especially barbarians and more visceral fighters who rely on rages, berserkergang, and bloody frenzies to work themselves in to an appropriate mind-set for combat. He is the antithesis of Vishannu, a god who harkens from the east, and represents the strategic element of war, the art of combat, and the finesse or elegant dueling and intrigue.
Appearance: Hargameth is usually depicted as a furious barbarian warrior in full plate, wielding his immense bastard sword and tower shield, stitched from the skins of the thousand devonin generals he has slain. In the afterlife, it is said that the Celestial Kingdom of Hargameth is the final resting ground of truly powerful warriors who fall valiantly in battle. There, they are ascended to the ranks of the Einheriar, spirits of battle who fight the good fight against the Abyssal devonin and all other enemies of the mortal plane.

Karn
Profile: ancestors, reverence for the dead, ancient secrets
Alignment: neutrality
 The record keeper of the dead, Karn is one of the gods of the Afterlife. His following is scattered and his presence as a god is little known outside of those priests who follow one deity of death or another. His worship occurs only in those lands where a need to provide records of the dead have become necessary. As such, his worship can be found in Hyrkania, where great mausoleums of cremated remains can be found, as well as in Galonia, where his worship continued even after all other gods of the Old Galonian pantheon passed on. In the city state of Karan, the ancient tradition of the magiocracy requires that the priests of Karn preside over and record all royal burials. Last but not least, the only death god given recognition beside the Nameless One in Autrengard is Karn, who is said to bar the northern warriors from the afterworld if they cannot recite the names of their forefathers to him, in honor of all their great deeds.
   Karn is sometimes confused with Esyphas in the Middle Kingdoms, but Esyphas is a demigod that holds the Book of the Dead for Kavishkar, and recites the crimes of those to be judged. Karn, however, performs a different duty for the souls of those who worship him, and is more of a secret master to be approached on matters of the afterlife. He is also considered the true scholar of knowledge and lore in the afterlife.
Appearance: Karn is a striking figure, an oligarchic man with kingly and wizardly aspects. However, his face is a sunken image of deathliness, and his eyes hollow voids.

Karsyllym
Profile: justice, mercy, final fate, reincarnation, destruction, executioners
Alignment: lawful
Mistress of the Land of the Dead, Karsyllym is wife to Kavishkar and keeper of the Book of Names. Karsyllym’s duties come after her husband judges the innocence or guilt of a soul, and it is her duty to record the sentence and decree the fate of the being in question. Some are sent to purgatories for whatever period is necessary to purge the soul of its crimes. Others are sent to the celestial kingdoms as servants, and an occasional soul is granted an opportunity for reincarnation. The fates of the dead are many, and Karsyllym knows all of them.
   Karsyllym has a small but dedicated order of men and women, priests who act as the executioners for dire crimes in Hyrkania. Her priesthood is feared by all, for their duty is to insure that those sentenced for their crimes are brought to justice. Often, this simply means carrying out an execution or insuring the offender is taken to the proper prison, but they are expected to puruse those who seek to evade justice, as well, and are coldly efficient bounty hunters.
Appearance: Karsyllym appears as a tall and gaunt woman, sometimes wearing ebon armor, other times a dress of blackest silk. She is flanked by a squadron of ancient guardians, spirit defenders of the eternal darkness called the Invantyr.

Kavishkar
Profile: Justice and the hand of judgment
Alignment: lawful
Serving as the lord of judgement in the Lands of the Dead, Kavishkar’s duty is to determine the guilt or innocence of any soul who must come before him in the afterlife. He holds court in the most ancient, eternal necropolis of the Stygian Darkness, with his queen Karsyllym at his side.
   Any soul who appears before Kavishkar for judgement will be scrutinized carefully. Esyphas, the Record Keeper, is a dreadful servant of Kavishkar who holds the Book of the Dead with him, in which the tales of all misdeeds of those who come to the court are held. While Esyphas read these deeds, Kavishkar scrutinizes the hapless soul, and at its end, he may interrogate the being for further illumination, after which he utters his sentence of innocence or guilt. His wife then takes over, recording the fate of the soul to whatever purgatory awaits. It is then that the Nameless One takes the soul to its appointed rendezvous with eternity.
   In Hyrkania, the Order of Kasdalan is a dedicated priesthood of civic servants and warriors who hunt down the accused and preside over lawful trials to decide the fate of living men. They revere Kaviskhar for his wisdom on such matters and are especially fond of divinatory magic.
Appearance: Kaviskhar is a tall, sallow-eyed king of darkness, with an immense beard and gaunt, pale features. At times, he seems to take on the aspect of a true skeleton or mummy, at others to be merely an ancient, wisened old man. He wears ebon armor made from the laquered bones of those who have defied his judgement.

The Nameless One
Profile: death, passing on, destroyer of undead, harbinger
Alignment: neutrality
The word for death in the Old Tongue is “Koth,” and the word for That Which Must Not Be Named is “Esiros.” When joined together in the proper manner, these words form the Old Tongue title of Death, He Who must Not Be Named: Koth’os. T’Kothos, in fact, means Lord of the Nameless One, Death.
   Death is a being which pervades all cultures and religions in Lingusia, and his Middle Kingdoms incarnation is by far the most forbidding. Throughout the Middle Kingdoms, his priests are the shunned and mysterious Walkers of Final Night. These Walkers are part time morticians, grave diggers, and hunters of the undead. Indeed, the undead are an anathema to The Nameless One, as they are the dead which will not lie in peace. He is guardian of the gates and boundaries of the afterlife, and caretaker of the netherealms where the souls pass through in their transition. He opposes the devonin of chaos who would foul that barrier to steal souls, as well as any mortal who seeks to reclaim one of the dead by reanimating it as an undead being. It is the solemn Duty of Death and his priesthood to find these undead and put them to rest.
Appearance: Death is a massive, giant-like skeletal being wearing ebony armor and wielding the sacred great sword Rishelka, the Ruby Death.

Nephythis
Profile: keeper of tombs and wealth
Alignment: neutrality
   Nephythis was a goddess of the ancient Old Galonian pantheon, a protector of tombs in the mortal world, who saw to the protection of the dead from tomb robbers and necromancers. She is now barely remembered, venerated only by a handful of Galonian families of wealth who keep her spirit alive. Naphythis has seen a minor resurgence in Jhakn, where it has become fashionable to build a shrine to her at the entrance to a family crypt.
   Nephythis was also associated with wealth and prestige, and her image was popular as a patron goddess among the merchants of Old Galonia, and even today she is still given prayers and offerings at special shrines by Galvonarian merchants.
   Nephythis has very few true priests or followers in the present, perhaps only a handful who have felt the calling of the goddess.
    Nephythis was depicted as a comely young Galonian woman in regal azure robes with gold jewelry. Once, she dwelt in a grand palace of pure gold in the celestial kingdom, but now it is said she walks the dreamlands aimlessly, looking for her lost brethren from the pantheon of Old Galonia, and trying to restore her own power.

Trimelin
Profile: deep waters, aquatic undersea dwellers, drowning
Alignment: neutrality
   The mystery of Trimelin is difficult to unravel. God of the watery deeps longbefore Enki came in to fashion, Trimelin is a god recognized by the intelligent aquatic races as a patron and perhaps even creator. The god has temples in some remote locations on the surface, and seems to have been a priesthood for thousands of years, but little or no written material about this god has ever been recorded. Some scholars worry that Trimelin bears a certain similarity to the mysterious ancient gods, the Kraken, but the similarities are tenuous at best.
   Trimelin is depicted as an immense squid-like being dwelling in an ancient city beneath the sea. Some aquatic beings claim to have actually visited this location, and say the god is a very real being, and that he exists only in the material realm. It is possible that he never even participated in the War of the Gods, and thus was never slain in the corporeal world.

All text copyright 2011 by Nicholas Torbin Bergquist, all rights reserved

Sunday, October 30, 2011

Ages of Lingusia: Gods of the Middle Kingdoms II


Neutral Gods:

Set
Profile: evil, lies, ascension of power, corruption of innocent
Alignment: chaos
Set is the eternal prevaricator of evil and corruption, the god who has taken it upon himself to embrace the tenets of ultimate order at any price. He is not a lord of chaos, evne though he is sometimes mistaken for such. His obsessive dedication to deceit is as much an ordered process as truth, and Set’s very existence as a deity depends upon an ordered universe in which his godly powers can work against. The tenets of chaos are in opposition to any truth about which the Keeper of Lies might spin false tales.
   The followers of Set are many, and the largest enclave is in the rigid empire of the Setite serpent men, Hazer’Phennis. Here, the rule of evil is ultimate, and power goes to the most treacherous and conniving. Throughout the world, the setites and other servants of Set seek to further his cause, which might, one day, be to unite the world under his banner of evil and worship.
   Set’s infernal kingdom of evil is known as the Nine Hells, sometimes also called Stygia. Here, Set’s fallen seraphim, the devils of lore, serve him and his dire ends.
   Set is known to take the form of a variety of desert-dwelling beasts, especially that of the snake and the jackal. His mark rests upon the races of his own creation, such as the Jackalmen of the deep deserts in Galvonar, and the Setites of the Hyrkanian Deserts.

Shandrigal
(also called Drolzaros)
Profile: lord of storms and destruction
Alignment: neutrality
   Shandrigal is the enigmatic lord of storms, a weather god with what some would describe as primitive, bestial aspects. He is sometimes worshipped by dragons and their kin, though such worship is seen as heretical among dragonkind.
   In the eastern kingdoms Shandrigal is believed to be a brother of Ravanos and is described as “The Demon of the Winds.” In the north he is called Drolzaros, and is a Wendigo-like banshee in tales.
   Shandrigal is a destructive deity, but is still a nature god, and so does not usually attract the worship of chaos entities.

Vishannu
Profile: art of war and conflict, martial arts, the amazons
Alignment: chaos
   Vishannu began as the god of tactics and warfare in distant Al’jhira of Takkai many thousands of years ago, but migrated to Lingusia, where his temples appeared in early war-torn Zued and eventually were adopted by a truly fanatical cult of women who founded the kingdom of Vyrindia deep within the heart of Amech.
   In this era Vishannu is still expanding, his cult slowly becoming more popular in the Eastern Kingdoms and with the warriors of Amech. Whether he will prove to be the ultimate betrayer god in the distant future as he did in the prior timeline remains to be seen.
   Vishannu wears blood-red armor forged from the heart of the sun. He is tall (9 feet) but moves with alarmingly protean speed. He is startlingly rugged and handsome and very well spoken. He has the army of the Enheriar at his command, as well as a handful of devonin who have defected to his cause. He is courting Wishupar, Ravanos, and certain other gods to serve as his agents and allies in his mysterious schemes.
Plot Hook: In 1,958 Vishannu is assassinated, being the first slain god in almost two thousand years. This coup was distinctive, however, for the perpetrators were two shadowy beings calling themselves Unarak and Phaedra. They used an unknown prehunate device to capture and vampirically siphon away Vishannu’s life force, but the process was interrupted by his greates amazon champion, the avatar Avolakita, who wounds Unarak and drives the two back in to the Shadow Plane. Too late to save her god, Vishannu imparts the last of his divine essence within her, making her a true demigod, and charges her with the task of bringing his killers to justice…

Wishupar
Profile: tricksters,  thieves, deception
Alignment: neutrality
   Wishupar’s temples are still secret, and known only to the acolytes of the cult. It is not a popular cult, but has gained a quiet edge in amongst Hyrkanians, as it has become endorsed as a cult for the purposes of the Hyrkanian Throne. It’s most prominent servants and warriors have dedicated themselves to the service of the Mandragora House, and the restoration of the Empire.
    Wishupar was once seen as a dreadful northern god of thieves and cut throats, but in fact Wishupar was never so hideous....the cult has always wanted to be seen as such, and propogates the rumors to insure it is feared. In fact, the cultists fof Wishupar are civic servants, worshipping a deity who espouses secrecy and deception to support the ruling class. They are mercenaries, and Wishupar is a patron of mercenaries. Worshippers may be thieves and rogues, yes, but more in fashion with a kind of secret service, one which must work conspiratorially  to serve the throne.
   It is suggested by many that  the servants of Wishupar have hidden, secret agendas, and that their dedication to a ruler is not so much for the interests of that ruler as their own. Some claim that this conspiracy goes back many millennia, and that the real purpose of the cult is to gain domination over all lands and people through time, and to damage the worship of other cults, especially the kin of Wishupar’s as described in the Idean Codices (such as Hermes and Haro). Given that the Agents of Wishupar are prone to going out of their way to kill priests and servants of those gods, there seems to be some truth to this.
   On those rare occasions Wishupar appears or is depicted, he manifests as a raven, sometimes as a wereraven. He does take human forms, as as a former demiurge ascended to godhood after the Reckoning, Wishupar has a living form as well as a divine aspect.

Wolfon
Profile: Keeper of the Beast Spirit, lord of the wilds
Alignment: neutrality
   Wolfon is the beast lord, the creator of true beasts and the master of the feral. He is the embodiment of all that is wild. In the dawn of time, the myths of the Idean Codices tell of how Wolfon grew infatuated with the moon goddess, Selene, and would pursue her throughout the night, howling as he did, and as his beasts now do in the present. As always, Selene’s son Zingar and husband Naril would drive him away.
   Beastmen of many sorts, especially the Vyrkasha, and therianthropes of all types favor the worship of Wolfon. Such worship is druidic in nature.

Zingar
Profile: hunters, rangers, justice, survival, instinct
Alignment: neutrality
   Zingar is also a god of the Middle Kingdoms, said to be a brother to Death and Slithotep. His mortal crypt can be found in the Slithotendan Mountains. Throughout Niras and the northern lands he is the god of the hunt and the spirit of the beast. His divine aspect said to materialize on key days of sacred hunting, and suring the solstices. Zingar’s cult is a quiet menagerie of professional hunters, rangers (especially the rangers of Kom’Huandyr) and dedicated priests. The priests of Zingar are chosen only from among those who actually witness the divine aspect of Zingar, the Wild Hunt.
   Zingar manifests as an immense being, horned and centauroid, flanked by a horde of baying wolves. He has appeared as a quiet elvish ranger on occasion, but under the moon light he is always the wild hunt form.



All text copyright 2011 by Nicholas Torbin Bergquist, all rights reserved

Wednesday, October 12, 2011

Orcs of Lingusia



I thought I'd provide the most recent, updated edition of orcs in the world of Lingusia. This text presumes the orcs date to around the Ages of Lingusia era, which means nothing to anyone other than myself and a handful of other people, but for posterity puts the details in this writeup as relevant more or less to the year 1,950 aw. It is easily used with the later material in the Keepers of Lingusia campaign book, which is set around 2,476 aw. I have an entirely separate Pathfinder-based write-up for the orcs of Lingusia by the time of the Warlords Era (3,500 aw).

For a blog called "Realms of Chirak" I really need to put more....well...Chirak in here. Oh well! Lingusia it is for now.


Orcs of Lingusia (ca. 1,950 aw)
   The orcs are a strong but directionless force at this time. Vast hordes occupy the ever-expanding Mitra’s Forest and fight regularly with the people of Octzel and Hyrkania. Many orcish warriors set out to become mercenaries in the big world, or to make a name for themselves. Among cities of the Middle Kingdoms, only Blackholm allows orcs as regular citizens who intermix with the common human population, although there are orcish barrios in Malas and Hyrendan as well. The grey orcs have a strong enclave in the city of Ocentash as well, and maintain a strong alliance with the humans of the region.
   Orcs come in a variety of “flavors” or “colors” in Lingusia, with the tone of their skin and nature of their character defining their tribal and racial relations; being beasts of chaos, such distinctions are often difficult to distinguish by those outside of the community, and only orcs tend to be able to tell one another apart. Orcs from any given group can intermix with orcs of another group, and such relations can lead to fairly generic orcs of indeterminate nature. Over the centuries this has led to a slow blending of orcish breeds in to more common subtypes.
   Today, most orcs are known to belong to the clans of the blue orcs (blyskanyu), grey orcs (glythanyu), red orcs (thyzakkoni), white orcs (fell manorg) or green orcs (amenanyu). “Anyu” is the orcish word for their own kind, although its literal translation means the pieces, a reference to their mythical belief that the mad idiot god Baragnagor assembled their kin together from the parts of other beasts. The word orc itself is ancient elvish for the betrayers, though none no longer know why this appellation is used by the fey to refer to the orcs, not even the elves; the source of ancient enmity between the two races predates even the ancient memory of elves. Some old myths suggest orcs may once have been as long-lived or nearly immortal as the elves, but somehow lost this trait. None living today can say how or why this came to be.
Personality and Appearance: Orcs are universally bestial, with various beast-like features ranging from pronounced alligator or pig-like snouts, flaring nostrils, jagged teeth, beady black eyes, and smooth, leathery skin. The many different colorations of the orcish sub races reflect the tint or hue of skin, and while most orcs have some stubbly hair growth, only Fell Manorg have full fur coats. Most orcs average around 5 and a half feet to 6 feet in height, but Black Orcs stand at around 7 feet.
Half Orcs: Half orcs are an unfortunate byproduct of orcish raids against humans, and human and elvish women are often secured when they are short of their own females (indeed, there is usually one female orc for every four male orcs born). Because of this shortage, lesser orcs often take slaves of women from other demihuman groups and produce children from them. These children are usually regarded as orcs, albeit with more distinctly humanoid features, but if they look close enough to human or elf (by orc standards) they are usually cast out as being too pure of fair blood. These castoffs are what most people regard as half orcs.
Relations: Orcs are generally reviled in most lands, but are considered acceptable neighbors and citizens in some regions, and tolerated as good mercenary fighters in others (though not during the period of the Dark War, when orcs were almost universally under the banner of Xarion’s army of Chaos).
   The Ashtarth see orcs and goblinoids as useful fodder, while the orcs pride themselves on their mercenary talents. Octzellans see orcs as a threat in and find allies only in the more civilized grey orcs of the south. Fell Manorg orcs in the north are considered the mortal enemies of the Autrengardians. Amenanyu dwell in Amech, and war regularly with the humans of the region.
Religion: Orcs worship many gods and beings. All orcs revere Baragnagor as the creator god.  Baragnagor, the idiot beast god, was said to have tried to mimic the other creator gods by forming his own mortal creation, but all he could do was create formless lumps of inert clay. Instead, Baragnagor took the animals and beings of the world and mashed them together, creating the many chaoskin. Orcs claim to have the heads of aggressive crocodiles and swine, the bodies of powerful apes, and the cunning minds of wolves. This animal totemism is carried to an extreme by the Blyskanyu tribes, for which each clan takes on a specific animal as a spirit guide.
   The Gray Orcs are an exception to the rule of worship, as the self-proclaimed avatar Naradaon has been working to convert the glythanyu tribes to the worship of the benevolent agrarian god Seth. At this time, success has been mixed, but a handful of dedicated orcs have taken up the mantle of Seth and serve as priests and paladins to the god.
   Elsewhere, the Thyzakkoni red orcs are said to have forsaken other gods for Set, the deceiver, who granted them mastery of dark magic in exchange for eternal worship. It is known that the red orcs have many relations with the serpent men of Hazer’Phennis, and there are even rumors of half-orcs crossbreeds that are part orc and part serpent man.
Language: All orcs know their native tongue, and some know others. Orcs have fairly easy access to Deep Speech (the common tongue of the underworld), as well as other racial languages of the Underworld.
 Names: Orcs like names that exemplify their skill and prowess in battle, and terrify their enemies and rivals. The native form of their tongue sounds guttural, beastly, and is hard for humans to pronounce. They will often go for a translated name when among humans to ensure they know what the name means. The native and translated forms are both suggested below. Female orcs, rarely encountered outside of their highly patriarchal and misogynistic tribes, speak a different feminine dialect and prefer to name themselves after their own heritage, and things in nature. Finally, all orcs find their tribal name to be important, and attach it at the end of their title.
Tribal Names: Bloody Hands, Poison Claws, Chaos Spirits, Demon Wolves, Harrowers.
Translated Names: Killer of Halflings, Eater of the Dead, Wolf Runner, Elf Slayer, Smashingskulls, Spinning Spear, Rending Guts.
Gutteral Translation: Okai, Agrabud, Gazkath, Vyghoar, Raghach, Megroath, Gobban.
Female Names: Syba, Trythabin, Shemi, Vryllats, Meerkas, Chem.
Adventurers: There are some orcish professions which allow orcs to interact with men and not find themselves constantly in conflict. Orcish mercenary companies are an unpleasant but accepted norm in the Octzellan lands, and are greatly valued in Souther Hyrkania and Blackholm. Indeed, orcs are considered acceptable citizens in Blackholm, which also recruit from the chaos-kin for cheap shock troops. Orcs move freely amongst the societies of the Underworld, as well, and can always find a safe haven in their controlled territories, which include the Halale Wilderness and Mira’s Forest, the Silver Mountains, some tracks along the northern Iron Mountains, and large expanses in the north.


 
Orcish Characters
   Half-orcs and orcs can be played in 4E using the standard racial rules for both as given; apply the following modifiers by racial subtype if desired.

Glythanyu, Gray Orcs                             
   The surface dwelling gray orcs are the most acculturated with humanity, and are the likeliest source of half orc cross breeds brought about by voluntary relations (yes, amazingly). They are remarkably agreeable being as orcs go, with a culture dominated by a sense of pride and a belief that though they were, indeed born of an idiot god’s confusion that they can aspire to be much more. This racial pride has allowed for a fairly unusual conversion in recent years, as an orc named Naradaon claiming to be an avatar of the agrarian god Seth has set about to converting his people to a different faith, moving them away from the chaos cults. The results have varied, but many tribes in the region of Ocentash have now become friendly to humans and elves and are seeking to pursue the dictates of the pacifistic god Set. Ironically, the first orcish temple in the Hexerei Mountains is militant, staffed by a dedicated handful of orcish warriors who have become paladins in the name of Seth. Naradaor has not scolded them for such antics, seeing instead that it is necessary for the warlike nature of the orcs to find an expression, and doing through so through the adoption of an honor-based military caste form may be the logical means of helping the orcs cast off the yoke of chaos.
   Gray orcs are distinguished by their more humanoid looking features, with the shortest snouts of their kind amongst the men. Female gray orcs rarely have distinct snouts at all, but pronounced tusk-like incisors instead. They have dusky gray skin and patchy hair, usually gray or white. 

Blyskanyu, Blue Orcs                              
   The barbarian tribes of the blue orcs are strongest within Mitra’s Woods, and they have a long, sordid history as rising to the occasion for any chaotic armies that need assembly in the name of evil. Blue orcs are the most tribal and violent of all the orcish tribes, though a few noted individuals in history have outgrown their violent heritage. Blue orcs are mostly barbarians, although they have many shamanic clerics dedicated to various demon gods and Baragnagor especially. There is a surge of worship amongst the tribes of the Cults of the Kraken, the ancient prehistoric order of primal gods that are said to still slumber beneath the earth. Indeed, the ruins of Old Chegga harbor a direct entrance to once of the subterranean prisons of these terrible beings. The orcs do not know what the Kraken is, merely that it is ancient and powerful, and grants their shamans profound power through its terrible dreams.
   Blue orcs are the most bestial in appearance of their kind, often with great guts and massive crocodilian  craws hanging beneath their long pig-like chins. Their women are just as notoriously disgusting, although occasional tales abound of valorous gray orcs “liberating” female blue orcs who are actuall comely (by gray orc standards) from their blue orc clansmen who deserve, according to the gray orcs, only the most porcine and protuberant female kin in their bed skins.
·         Blue orcs receive a +2 racial modifier to Nature skill checks related to or in their native lands of Mitra’s Forest and the greater Halale Wilderness.

Thyzakkoni, Red Orcs                             
   The Red orcs are a distant off-shoot of orcs that are dedicated to Set, the god of evil, and they are the most magically gifted of their kind. The Red orcs have the smallest overall population, being conservative in their breeding efforts, though ironically they are the only orcs who have a proper balance of males to females, as well. These orcs are spread among many tribes, and seek power in the control of their lesser kin, rather than the consolidation of their tribes in to concentrated power groups. Some believe their magical talents have a side effect of making it difficult for red orcs to produce offspring, but others more rightly suspect that the dilution of the blood with their lesser kin is the real result of so few of their kind.
   Red orcs are the least bestial of their kind, with more ape-like faces and bodies than other orcs. They are exceptionally gifted with magic, and few of their kind are unable to perform at least a few simple spells.
·         Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence.
·         They get a +2 racial modifier to the bluff and intimidation skills.
·         Red orcs are commonly gifted with arcane or divine talent. Regardless of starting class, a red orc character must choose wizard, sorcerer, cleric or some other spell-casting class as his favored class. A red orc may choose a martial class to start, but must then use a feat to multiclass in to an arcane or divine class.

Gul’Hlath, Black Orcs                              
   Amongst the many species of orcs are occasionally born anomalous greater orcs, the Gul’Hlath, called black orcs for their blackish tar-colored skin. These are chaos infused beasts, great in strength, and they are coveted for a military prowess that seems inherent.
   Black orcs are born of other orcish stock, and when this happens, they are almost always seen as a gift from Baragnagor. Only a few orcish chieftains will kill such babies outright, usually in fear, and only if they can get away with it. Usually, the child is immediately taken from the parents and put in to a warrior’s fraternity, such as the Bloody Hands or the Screaming Skulls, and they become powerful warriors in short order, destined to rule the tribe as a warlord in the future.
·         +2 natural armor bonus
·         +2 racial modifier to intimdation and diplomacy
·         Black orcs gain one bonus at-will power in the same manner as humans.


Fell Manorgs, White Orcs                     
   The northern orcs are a plague amongst the Autrengardian northern kingdoms, and are much like the Blyskanyu except for their more primitive tribal societies. Fell Manorgs are best described as being somewhat yeti-like, hairy white-furred beast men with beady black eyes and white-gray leathery skin underneath. They molt in the Summer and travelers in the north look for signs of their shed fur as a warning. Fell manorg are in all respects like normal orcs otherwise.
·         Fell Manorg receive a +2 racial bonus to stealth checks in a snowy environment.
·         Fell Manorg are an isolated and xenophobic lot, and receive a -2 modifier to all diplomacy skill checks when dealing with other demi-humans.
·         Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
·         All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard), and must acquire the Linguist feat to buy this off with one language slot per language they desire to read and write.
·         Fell Manorg warriors usually belong to a hunter’s society dedicated to specific prey. The most famous such society are called the Thro’Skaldar, and they revere Wolfon, lord of the hunt. Members of this order tend to be rangers, wardens and avengers, who specifically seek to hunt and slay humans. Needless to say this makes for a better NPC class option, unless your entire adventuring group is full of nonhumans!
·         Fell manorg hate Hettanari, Zuedians and Autrengardians (the northern kingdoms of men) with a passion.

Amenanyu, Green Orcs                         
   The goblinoid green orcs of Amech are savage primitives, dwelling both above and beneath the surface of their remote jungle enclaves, warring unceasingly upon man. They are degenerate throwbacks, but considered by some the closest to the progenitor god Baragnagor. Amenanyu are almost always barbarians and shamans when choosing a class.
   Amenanyu are so crocodilian in their facial features that they are sometimes mistaken for short lizardmen. Their lack of scales and excessive body hair usually gives away their true natures, however.
·         Green Orcs are natural experts at jungle camouflage and survival, and receive a +2 racial modifier to all Nature, Stealth and Perception rolls in a jungle environment.
·         Green Orcs are very disagreeable with other demi-humans, and receive a -2 Diplomacy skill modifier with all normal demihumans and humans (but not other orcs and monsters).



Text of "Orcs of Lingusia" copyright 2011 by Nicholas Bergquist, all rights reserved