Showing posts with label character races. Show all posts
Showing posts with label character races. Show all posts

Saturday, December 24, 2011

Ages of Lingusia: The Lawful Kindred in Swords & Wizardry


Races and Kindred of Lingusia

The races of Lingusia are diverse and offer a variety of alternatives to the default options for races in the Swords & Wizardry Complete rules. The following additional rules are used to govern how races work in this particular setting:

No Class/Race Restrictions
S&W Complete defaults to certain expectations; only humans, for example, can be assassins, rangers and paladins. In Lingusia all races have access to all classes (with some exceptions) but they may pay a penalty to advance in classes that are not considered favored. Thus you can have orcish assassins, Halfling druids and minotaur paladins if it is so desired; just be mindful that NPCs and monsters encountered in the wild should be qually as diverse as the PCs!

Favored Classes
All races have favored classes. A favored class suffers no level/XP restrictions for that race. Classes that are not favored will suffer some restrictions, however; in Lingusia, a race advancing in a non-favored class must pay double the normal XP to advance each level past 9.

Humans treat all classes as favored.

Multi-Classing
There are no specific multi-classing restrictions in Lingusia. Characters of any race (including humans) may choose to multiclass, applying the penalties and rules as describe in S&W to determining features such as hit points, saving throws and hit modifiers. However, any XP penalties due to favored and non-favored class combinations still apply.

Dual-Classing
Only humans can dual-class. At the GM’s discretion they can actuall continue to earn XP that applies to their original class, advancing in levels in both. However, there are two XP costs to consider:

First, the character must “stock” 2,000 XP applied toward “level 0” in the new class; when 2,000 XP is reached then he is now first level in the new class.

All XP earned for the new class (including the “0 level”) must then be divided by the level of the original class minus the level of the current class. Thus, a 7th level warrior who takes up spell casting decides to become a level 1 mage. He earns 8,500 XP on his next advwenture, which he applies to his new wizard class. The new class only actually receives 1,417 XP (as it is divided by 6, which is the fighter level minus the wizard level).

Other Race Restrictions
Other races may have restrictions based on specific features of that race, and subsequently may not be eligibile for certain classes. This will be addressed in the text of the actual entry.

Optional: Attribute Modifiers
Each race has an optional bonus and penalty that may be applied to attributes after they have been rolled and race is chosen. These reflect the average strengths and weaknesess of each race, and are completely optional. No attribute should drop to lower than 3 or higher than 18 under S&W rules, however, so for example a sylvan elf with a +1 Dexterity who already rolled an 18 for Dex would not gain a 19 Dex, as he is already maxed out.

Under this system it is recommended that humans gain a single +1 bonus that can be applied to any attribute of choice. This will help keep humans an attractive option relative to other character race options. However, Lingusia is a much more diverse world, in which humans are a plurality but not a majority, so it’s okay if you find your group consisting of half or even more nonhuman races.

That said, if the GM does not want the player group to contain six ashtarth dark elf rangers, he is well within his rights to request that the PCs diversify a bit.

Each racial entry will include relevant data on the race for the setting, as well as advice or rules necessary to run the race in S&W. Some additional lesser races are also referenced, with enough data to get interested players going.

Optional: Balancing Out Power vs. Class

If you are concerned that a certain race grants an unusual number of powers or features that will otherwise unbalance the power level of your game, then it is suggested that you treat the race as having an XP cost, to reflect the additional power and complexity that accompanies it. Such a race would impose a 10% (or greater) penalty to all experience earned. This may offset or remove bonuses due to prime attributes, but will insure that the character in question does not level as quickly, and therefore not outshine other normal class/race combinations.

Ultimately, the idea for so many race options is to give the players a sense of the exotic in the fantasy realms of Lingusia, and to allow for a wide variety of flavor. Use whatever combination of restrictions or options work best for your particular style of campaign, and you should be fine.

Summary of the Lingusian Kindred of Law with S&W Statistics:
   What follows summarizes the races with S&W-appropriate statistics. See the prior blog entries for more detailed entries on each race.

The Lawful Races

Silver Elves (Suethenurien): fair skinned and tall, these elves dwell in the ancient woodland realm of Sylvias.
The suethendur eldariin are high elves; use the normal S&W elf character generation rules to create silver elves, with the following additions.

Ability Scores: +1 Int, -1 Con
Favored Classes: cleric, fighter, ranger, magic user

Silver elves gain special rules regarding what house they belong to:
The Elvish Houses: Most silver elves belong to one of the dozens of Houses of the Sun and some of low or forgotten heritage belong to no house at all.

You may roll (or choose if your GM allows it) on the following chart to determine your unusual house heritage and any benefits/limits that accompany such a background:

D100 Rolls Result
01-90 House of the Sun
91-00 House of the Moon, roll again:
01-12 House Ilmatar
13-24 House Istrion
25-36 House Nethestor
37-48 House Vystrion
49-60 House Shalmanfiel
61-72 House Astrux
73-84 House Calyspion
85-96 House Arienform
97-99 Salienform
00 Shilnavilin

House of the Moon Descriptions:

Ilmatar, House of Fire. This house is legend for its metalwork and armoring skills, and is unique in its ability to harvest and tool adamantine implements. Likewise, members of this house are famous for their talents at pyromancy and alteration.

Istrion, House of Water. Blessed by Trimelin, this house is known for its seafarers, shipwrights, merchants, and water mages.

Nethestor, House of Ice. Located in Ice Falls, members of this house are powerful with cold magic, and considered pre-eminent architects throughout the elvish lands.

Vystrion, House of Earth. Those of House Vystrion are accomplished druids, geomancers, and earth workers. They are known for their agricultural and horticultural skill, as well as magic shaping the earth and the flora.

Shalmanfiel, House of Enchantment. Masters of illusion and disguise sometimes regarded as tricksters and hucksters, the illusion-crafting skills of House Shalmanfiel are well known.

Astrux, House of Many Eyes. The most venerable house of the politicians, they have made the art of diplomacy and politics a family affair. All houses participate in politics, but House Astrux rules the field. Nothing gets done without their participation or approval. Almost all rulers for the last two thousand years have been from House Astrux. Members of House Astrux are consumate commanders, and favor the fighter class, which they almost always take.

Calyspion, House of Conjurers. This is a small house, largely dominated by the Fraternity of the Gray Robes, a venerable order of conjurers and summoners whose abilities are tethered to the Weirding Realms. Oddly, some of these mages also take up arms and practice combat to become war mages.

Arienform, House of the Sky. Blessed by Ogron, this smaller house sprouts many wind elementalists, navigators, and weather mages.

Salienform, the Outcasts. Exiles by choice or force, Salienform have been branded heretical and cast out from the Houses of the Moon. Salienform are usually born of two houses, and choose one ability bonus from each house. Intermarriage among the Houses of the Moon is forbidden (although it is permissible with the Houses of the Sun). Likewise, criminal or deviant behavior also results in expulsion. If this is the case, determine your reason for belonging to this outcast caste.

Shilnavilin, the Dark House. This is officially an extinct house, as its members became the seed of the Ashtarth many millennia ago. The Ashtarth who still wage war against Sylvias claim this house title their own. The only fair skinned members of this house are said to live in the demiplane of the Desecrated Lands, worshippers of the ancient Anhedron the Damned, he who first corrupted the house and cursed them to become Ashtarth forever more. Members of this house are rare descendants of the original tainted bloodline who were not marked by chaos, though the corruption of their house still marks them in unusual ways. They are almost never lawful good in alignment, and most are albino.
Special Benefit: You may plane shift (as the gate spell) once per day to the Desecrated Lands. Considering how deadly that dimension is (it is the vast boundary at the topmost layer of the Abyss), such a use might be seen as a desparate act indeed.

Wood Elves (Sylvanurien): The free spirited and much shorted woodland elves are found throughout the world and are distinctively mischievous.
Sylvan elves function as normal elves in S&W, with the following options:

Ability Scores: +1 Dex, -1 Con
Favored Classes: druid, ranger, thief, magic user

Humans: The most populace and successful of all the lawful races, humans are found everywhere, and are believed to be the favored progeny of the gods. Humans function in S&W as they normally do (unless optional rules are added).

Iron Dwarves (Maddendur): The iron dwarves are a rough mountain breed of dwarf with a nose for minerals and and in insatiable desire to dig deep for hidden veins of gold and other precious metals in the mountains of the world.
Iron dwarves are just like standard dwarves in S&W, with no unusual modifications except for the following specific features to Lingusia:

Optional Ability Scores: +1 Con, -1 Dex
Favored Classes: cleric, fighter, thief

Silver Dwarves (Suethendur): The silver dwarves are a mechanically inclined lot, dwelling mostly in human lands due to an ancient exile from their own mountains, and famous for their talent with anvil and hammer.
Silver dwarves are generated using the standard dwarf rules in S&W, but with the following modifications:

Optional Ability Scores: +1 Str, -1 Dex
Favored Classes: cleric, fighter, thief, magic user
Artificers and Crafters: All suethendur are excellent craftsmen and inventors by nature, and have a keen understanding of ancient machinery as well as the clockwork and steam powered mechanisms they tinker with. In game terms, if necessary, GMs may let a sivler dwarf make a D20 roll equal to or under their Int score to grasp the general use and meaning of such devices when encountered.

Gnomes: Commonly mistaken for true fey, gnomes are earthly beings more at home in the elemental realms of earth, and are found hidden deep within the remote forests and mountains of the world. They suffer from a strange corruption in the presence of civilization and technology.
Height: 1’6” to 2’4” tall

Weight: 25-55 lbs.
Languages: feyspeak, gnomish, the middle tongue and possibly other sylvan languages
Ability Scores: +1 Dex, -1 Wis
Favored Classes: fighter, thief, magic user
Forestkin: Gnomes of Lingusia are creatures of the earth, and they are fairly in tune with nature and the spirits of the land. When gnomes leave such an environment for too long they tend to go a little mad, and gnomes that dwell in human cities are considered eccentric to a fault.
Illusionists: Gnomes are particularly versatile at illusory magic and may cast phantasmal force once per day. Forest gnomes use this ability to disguise their homes and provide pleasant entertainment within their communities. City gnomes use it to swindle and con humans or to produce extravagant sorcerous “magic shows,” for which they charge sums of money.

Halflings (Syleni): An even rarer breed of fey, the diminutive Halflings are suspected to have been the product of an ancient union between a tribe of fey and dwarf or men, though none know for sure.
Halflings work exactly as indicated in S&W and are regarded by most as brave little souls (when they aren’t mistaken for children). Halflings are the most closely associated to humans of all the demihuman kin, and their villages are almost always nestled within or near larger human cities and towns.

Height: 3’6” to 4’6” tall
Weight: 75-155 lbs.
Languages: sylenic (Halfling), the middle tongue and possibly other sylvan languages
Ability Scores: +1 Dex, -1 Con
Favored Classes: fighter, thief, magic user, ranger, monk
Halflings in Lingusia are a pleasant and unassuming folk. Because of this, some rogue and errant Halflings have become masters at taking advantage of their larger human kin, relying on the generally pleasant nature of their kind to provide a smokescreen for their illicit dealings!

Aasimar: Aasimar are a variant race and counterparts to tieflings. Like tieflings the aasimar have a parent or ancestor with planar blood. Unlike the tieflings, the aasimar have been touched by a divine spark from a good or beneficient being such as a seraph or other angelic entity. A few may even have godling ancestry.
Languages: Middle Tongue, plus one other (usually Tradespeak or Celestial if they know their divine parent or have access to such lore)

Ability Scores: +1 wisdom or charisma no penalty
Vision: darkvision 60 feet
Immortal: You are immortal in origin and all effects that work for or against immortals also affect you.
Divine Heritage: aasimar are unusually resistant to the effects of chaos, and gain +2 bonuses to save vs. magic cast by chaotically aligned beings and monsters.

Amazons: An ancient race of warrior women who are sworn to an eastern god of war, Vishannu, and received the gift of immortality for their dedication.
Amazons are human in size and appearance, but gain the following benefits:

Favored Classes: fighter, ranger, cleric, monk
Ability Scores: none
Languages: Vyrindian, middle tongue, and some usually know Belladasian, Hotepsalan, Eastron or draconian
Immortals: All Amazons are ageless. They mature at about age 25 and do not get older. Although they do not age, they are prone to disease, injury, poison, and all other forms of death.
Gender Bias: Amazon women have difficulty dealing with men as equals, as they are unused to men who are independent or in positions of power; conversely they see men as naturally inferior.
Martial Society: All amazon women train in at least one martial weapon of choice outside of their normal class options; pick one weapon with which your character is skilled at using, in addition to (or despite) your chosen class’s normal range.
 
Next: Kindred of Chaos in Swords & Wizardry




Wednesday, November 16, 2011

Ages of Lingusia: The Monstrous Kindred



Monstrous Races of Lingusia

Gnolls
   Gnolls dominate the vast region of the Northern Wilderness, but over successive generations many clans have migrated southward and invaded the shores of Hyrkania, much like any other barbarian presence. These periods of great migration are memorable periods of conflict, and the last great migration was about two centuries ago; scholars attribute such invasions by the gnolls to population pressure.
   Gnolls in the Middle Kingdoms can be found in large migratory tribes and townships throughout northern Hyrkania and the southern deserts, raiding, working as mercenaries, or seeking out buried, ancient temples through which to try and commune with their dreadful demon gods.
   Although most gnolls are only loosely allied to one another these days, there is a growing movement that seeks to reunite the old gnollish tribes in to a stronger movement, headed under the dominion of a chief demon lord. The gnolls have long been obsessed with the demon lords of the Abyss, and have a variety of myth tales about how they were created from demon seed in the era of the War of the Gods. Some believe that if they can once more fulfill this purpose, then the diaspora of tribes will find a new strength and the gnolls will at last have a new guiding purpose to lead them on to domination. Luckily, no single priest or warlord among the gnolls has become strong enough to influence their kind as a whole. Yet.

Gnoll Adventurers
   Gnolls work as indicated in the MM. Gnolls are by and large an unfriendly fringe race, but if your campaign tends to avoid urban humanocentric regions in favor of the vast wilderlands inhabited by other monsters then gnolls may be especially suited to your particular games.

Living Constructs
  Various fantasy realms have living constructs of different sorts. Such beings are very, very rare n Lingusia, should you decide to introduce one. They are usually the creation of specific alchemists and artificers, sometimes silver dwarves, who imbue a golem shell with the spirit of a newborn elemental. The process for creating a living construct is something only recently uncovered, and their practical use beyond efficient but expensive soldiers and guardians has yet to be explored. It is said that the fabled wizard Colimandras discovered the technique for creating living constructs on the Isle of Porondor, shortly before his ancient castle of fabulous gearworks was submerged in a volcanic deluge of lava.

Living Construct Adventurers
   In 4E the warforged race may be used to represent various living constructs, but the uniqueness of each such being should be emphasized, as well as the unusual rarity of their kind. You should roll on the following charts to develop a unique look and feel. Roll once for body type then roll 1D3 times for body composition (or choose as desired):

D20      Body Type      Body Composition
1-2       humanoid        clay
3-4       humanoid        wood
5-6       humanoid        stone
7-8       halfling-like     metal  
9-10     dwarf-like        crystal
11-12   avian               false flesh
13-14   giant-like         flesh and metal
15        draconic          cloth
16        centauroid       darkness
17        trilinear           fire
18        octopoid          mud
19        a floating eye  liquid
20        cyllindrical      mechanical



Marlack Draconians
   The marlack draconians are among the most tolerable of the lesser draconian to interact with humanity. Once bred as shock troops in the many ancient wars of dragon kind, the Marlacks and their draconian kin have become increasingly rare, and most now survive in remote communities in regions far from human dominion. Marlacks and other draconian have difficulty breeding true, and for this reason it is exceptionally difficult to swell their numbers when needed, though it is also widely held that the magic of the dragon lords can alleviate this condition when necessary.
   The largest marlack presence can be found in Galvonar, to the south, but there are communities of marlacks in the southern Isles of Karaktu, existing more often than not with the half-breed Yenetai weredrakes.
Average Height: 6'-7' tall
Average Weight: typically 300-450 lbs; the natural armor of draconians is heavy
Languages: Draconic and Tradespeak
Marlack Adventurers
   Use the dragonborn race, but add the following feature:
Wings: Marlacks have dragon wings which give them lift. They can move somewhat faster, fly reasonably well, and are sufficiently talented that they gain no normal penalty when fighting while in flight (thus fighting as if they were on solid ground).  They gain a flying speed of 8 squares.
 
Dragonborn in Lingusia
   True dragonborn, unlike marlacks, are not purebred from draconian stock, but are the rare byproduct of humanoid and dragon interaction over the last several thousand years. Dragonborn are true hybrids, with both mammalian and draconic traits, and can breed true. In times past dragonbron were much rarer, as they were the result of rare couplings between mortals with elder dragon lords transformed in to the forms of elves and humans. Such offspring were usually cared for by the dragon parent, and in time the dragonborn as a race were born. Like their draconian and marlack relatives dragonborn have often been used as envoys, soldiers, thralls and slaves by the dragon lords. As lesser hybrids dragonborn have also been looked upon with disdain by their pureblood relatives. When a dragon lord perishes, his entire herd of dragonborn thralls are put to death, unless they affect an escape or are lucky enough to be protected by a rival dragon lord who takes pity on them.
   Dragonborn in the Middle Kingdoms dwell in one of three types of communities: those located in the region of a known dragon of power, acting as his servant; those who seek to escape the control of their dragon lords, perhaps because their patron dragon perished in a conflict, and those who have sought to establish their own way as a race and have been emancipated from the control of the dragon lords for multiple generations. Often these dragonborn seek to befriend humans or other kin in the region, as a way of gaining support against the risk of a dragon lord that mike seek to enslave them once more.
     There are known dragonborn enclaves in the city of Niras’ien as well as Klydanth and Malas. Some dragonborn have been welcomed to the elvish communities of Sylvias. Rogue dragonborn who have adopted the barbaric way fo local humans can be found in the Cimeran and Hexerei Mountains. In the southern Isles of Karaktu rumors abound of the remnants of an ancient, powerful empire that was dominated by dragonborn now lost to time, as well as a unique society of dragonborn in the region of Yenetai, who are of mixed ashtarth and dragon blood.


Ogres
   The ogres, always brutish and barbaric, have remained a firm but minor presence in the Middle Kingdoms, usually dwelling in their own small tribes, or in conjunction with ogreish or giantish tribes. They are also found, semi-civlized, along the Inner Sea working as fishermen and hired mercenaries. All ogres live to an average of 60 years, assuming good clean living.
   Ogres of Lingusia are big brutes, prone to moments of kidness punctuated by bouts of intense rage. They are moody and poetic, yet bloody and lighthearted during combat.
   Though ogres are often associated with orcs and other chaos kin, this is more out of necessity than any sort of kinship. Ogres will in fact be happy to take up residence in or near human lands if they are certain peace can be kept, though this does rarely happen.
   Ogres are obsessive in their religious faith, and tend to favor the worship one of only three deities, the only three they consider worth paying attention to. Ogres revere Hargameth for his strength in battle, Zingar for his patronage of the hunt, and Wolfon for his dominance over the beasts of the wilds. They disdain the worship of the demon gods or foul chaos gods such as Baragnagor or Dalroth, but some ogres that dwell among orcs and other chaos-kin are prone to worshipping these demon lords and chaos gods. Such ogres are treated as deviants in pure ogre communities.

Ogre Adventurers
Average Height: 8’ to 12’ feet tall
Average Weight: 400-900 lbs.
Languages: Ogreish, plus one other (usually Tradespeak or Giantish)
Ability Scores: +4 Strength and +2 Constitution or +2 Charisma
Size: Large
Speed: 6 squares
Vision: normal
Skill Bonuses: +2 Endurance, +2 Intimidation
Tough Hide: Ogre’s have thick skin offering a +2 AC bonus.
Large Weapons: All ogre-sized weapons are one size category larger for damage purposes. They can wield normal human-sized medium two-handed weapons as one handed weapons.
Reach: As large creatures, ogres gain Reach 1.
Disguise Issues: Ogres can’t attempt a decent disguise unless they are trying to masquerade as a different sort of large creature, like a troll or minotaur.
Smash: Ogres have one particularly effective at-will attack:

Me Smash - Ogre Racial Basic Attack
You smash good. Real good.
At-Will – Standard – Martial, Melee or Unarmed
Target: one foe; Reach 1; Attack: Strength+2 vs. AC
Hit: 1D10+Strength damage.
Special: Your fists are melee weapons for purposes of any exploits, and may be used two-weapon style (two fists) for exploits such as Twin Strike.

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